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Dustwind News

[Announcement] This Summer Dustwind will support ten new languages!

In May, we asked our community which language they would like to see Dustwind in. Through all our social media channels you sent us your wishes. We have collected them all and are overjoyed about your support.

Today we have a little surprise for you. We will add ten languages to Dustwind this summer! The most wanted are:
  • Russian
  • Polish
  • Spanish
  • French
  • Italian
  • Portuguese (Brazilian)
  • German
  • Czech
  • Hungarian
  • Chinese (simplified)


[h2]Here you can see a sneak preview (work in progress):[/h2]


The language update will come with some bugfixes this summer. But currently you have to be patient.

Of course we want to support more languages. Feel free to tell your friends! The more people support your language, the faster we can integrate it.

And don't forget: Become part of our community and check out our Discord!

Survey - In which language do you want Dustwind?

Currently you can play Dustwind only in english - but many of you would like to have language support in your native language. Use the possibility to tell us in which language you want Dustwind. We are collecting your feedback and the most wanted languages will be integrated first :)

For our upcoming update in summer we not only want to patch some bugs but also improve your Dustwind experience. Become part of our community and join us on Discord: https://discord.com/invite/DSvj7Zf

Dustwind on Sale

We make it short and quick: We are very happy to get your support and so we have a little surprise for you - Dustwind is on sale until 09 May 2021!

We are still in development of the Dustwind universe. That mean exactly that a new update with some fixes and additional languages will release in summer.

💡 Get it in our time-limited Dustwind Sale!

🎼 Join us on #discord: https://discord.gg/DSvj7Zf

Update - 2nd July 2020

Hi everyone! Today, we're publishing another update with lots of fixes and additions, while also still being off 50% for the duration of the Steam Summer Sale. Enjoy!

Changelog:
  • Added a water tile
  • Added new ‘Take vehicles’ flag to location change scripts so vehicles don’t get left behind in campaigns
  • Added the ability to include custom audio files in campaigns
  • Added voice acting support. Refer to the editor manual for details!
  • Added scripts for playing custom music and sound effects
  • Added ‘Clear’ button to script debug log
  • Added recruit unlock objective feature, allowing you to add/remove recruits via objectives in campaigns
  • Added ‘UnitSeenBy’ script trigger
  • Added some new script conditions: ‘IsVehicle’, ‘IsTimerFinished’, ‘CheckZoneEnabled’, ‘CheckEntityEnabled’, ‘CheckUnitIsInSquad’, ‘CheckTeamRelation’, ‘CheckUnitSeenBy’
  • Added ‘Wander’ AI behavior
  • Added DamageZone zone-type
  • Added a default tagname for the player character in campaigns: PLAYERCHARACTER’
  • Added a custom switch entity
  • Added silent weapons feature
  • Added neutral team sneak detection flag
  • Modified the main campaign maps: you can now take the car to any mission and back to base without losing it.
  • Rebalanced Titan race: 2k base cost, lower max offense stats, resistances more like Valkyrie. You will have to modify your old Titan characters!
  • Made function key actions rebindable(selection, quicksave/load)
  • AI improvements
  • Modified dialogue ID in exported campaign text files, you will need to re-export it!
  • Modified light emitter “night light” setting into "DayTime restriction"
  • Improved the script engine logic, response execution has been slightly delayed, to avoid problems where the result of one script makes another script also trigger when it should not have for the original state
  • Improved the item editor, shots are no longer capped at 10
  • Improved map editor UI
  • Improved AI door link reliability
  • Fixed some bugs in the recruit system. Dead recruits no longer revive after world map travel. You can no longer take the same recruit multiple times. Dead recruits get permanently removed from the list.
  • Fixed an error when debugging scripts
  • Fixed faces not working for races with no gender
  • Fixed health bars not being clamped
  • Fixed some bugs when custom items are deleted
  • Fixed ‘Show in inventory’ custom item flag not working
  • Fixed some bugs when unit definitions included in wave-systems are deleted
  • Fixed custom items only working on the map they were created on in campaigns. You will have to re-save the maps with custom items to apply the fix!
  • Fixed a random crash
  • Fixed a bug in turret behavior
  • Fixed spawn point radius over-extending
  • Fixed custom timers not being shown ingame
  • Fixed plungers not working as bow ammo
  • Fixed DisableEntity response not triggering zone exit events
  • Fixed ragdolls not properly handling zone enter/exit events
  • Fixed the numbering on tasks in the PDA
  • Fixed MP chat history length causing errors

Update - 12th December 2019

New update is now live!

Changelog:
  • New feature: player-made campaigns now have the option to let the player create their own character to play as
  • New feature: player-made campaigns can include custom portraits and item images
  • New map editor feature: custom item editor. Copy and modify existing items or create your own from scratch using existing assets
  • Added new debug options for console(F11): objective and script debugging to help you get your maps working perfectly
  • Added changeUnitTeam and changeTeamRelation script response for campaigns
  • Added quicksave(F7) and quickload(F8) buttons
  • Improved map editor layout: campaign tools are now better integrated
  • In the map editor right clicking on a unit in the unit list will cycle through the placed instances
  • Added default key binding(mouse button 4) to pan camera control and added a mention in the tutorial (very useful in the map editor)
  • Inventory is now auto-sorted
  • Improved pathfinding around turrets
  • Improved pathfinding for TeamNavZones: friendly units can now also walk in them
  • Improved vehicle persistence in campaigns
  • Topic name references are now validated in the map editor
  • Added a new map error for map editor when campaign preview file is over the 1MB limit of steam
  • Fixed saving on Solo missions not working
  • Fixed loot action not ending after the animation and blocking other actions until the character is moved when trading
  • Fixed dead units still acting as trader/recruit master
  • Fixed navmesh indicator not working on large maps
  • Fixed revived units turning into bonepiles when they were fully looted while incapacitated
  • Fixed some memory leaks
  • Fixed a nasty bug that happens when leaving the tutorial
  • Fixed some bugs in the car exiting code
  • Fixed getting stuck under destroyed vehicles
  • Fixed Aimboy description saying “head” for all limbs
  • Fixed dead turrets/barricades blocking building new ones
  • Fixed item info window damage row, now it shows the full damage of the attack instead of damage per shot
  • Fixed hit-chance distance penalty not being applied to heavy weapons
  • Fixed location name labels in PDA