In this update2
Full notes
Full Dustwind update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Balance
- Gameplay
- Performance
- Fixes
- Maps
Dustwind changes
Today we are excited to announce the release of Two Friends Story Campaign. a free DLC and a major update for Dustwind. (see changelog below)
This content completly free update for all Dustwind players!
What’s in the “Two Friends” Campaign?
The story of "Two Friends" is set parallel to the events of the original Dustwind campaign ("The Last Resort"). You and your friend Bob live a quiet, boring life as scavengers. One day, you hear the call and decide to embark on a journey to the Heroine's camp and turn your lives around. But to get there, you must solve a few problems first...
The DLC & Update will automatically download as a free update for all owners of Dustwind
Watch the TwoFriends Trailer on Youtube!
Even more good news
A big-ass, stand-alone spin-off is coming in June 2025.
It's called Dustwind
Resistance. It’ll feature a completely new full-length campaign, major gameplay improvements, and more. You can already follow it on Steam—or stay tuned on our socials.# We hope that our Dustwind fans will enjoy Two Friends and that it will sweeten and shorten the waiting time for Dustwind Resistance.
Complete Changelog
Added new Two Friends mini-campaign
Unity Engine upgrade
- (PC) MapEditor improvementAdded death detail fields to scene units spawning with 0 hp
- (PC) MapEditor improvementAdded tileset swapping feature to multi-selection view
- (PC) MapEditor improvementIncreased light emitter max intensity
(PC) MapEditor improvement: dropping a weapon into a hand slot automatically adds 1 mag worth of default ammo
(PC) MapEditor improvement: search box in objects tab looks inside the sub-categories now
- (PC) MapEditor improvementfixed the ladder warning being a bit too strict
- (PC) MapEditor improvementsetup page layout was improved
(PC) MapEditor improvement: zones can be individually hidden in zones tab
(PC) MapEditor improvement: resizing terrain tries to preserve existing data
(PC) MapEditor improvement: script popup lists have been sorted into categories
- (PC) MapEditor improvementadded map warning for vehicles colliding with scenery
- (PC) MapEditor improvementadded map warning for script tagname reference validation
- (PC) MapEditor improvementadded map warning for overlapping light sources
(PC) MapEditor improvement: better snapToGrid behavior for multi-object selections
(PC) MapEditor improvement: thicker translate gadget
(PC) MapEditor improvement: river path editor nodes
(PC) MapEditor improvement: better inventory slot editor view, with item names shown
(PC) MapEditor improvement: shortcuts have been remapped so you can pan the camera with WASD and reach common shortcuts nearby
(PC) MapEditor improvement: placing units now has team/AI settings to streamline the workflow
- (PC) MapEditor improvementunit instance appearance override/randomize buttons behavior improved, player-color is no longer affected
(PC) MapEditor improvement: item race restrictions are now editable
(PC) MapEditor improvement: inventory UI feedback for item validation
- (PC) MapEditor improvementfixed single object placement height adjustment not working
(PC) MapEditor improvement: faces can also be selected from a popup list by clicking on it
(PC) MapEditor improvement: popup tagname selectors restore original value on cancel
(PC) Added new script responses: ToggleZone, AddItem
(PC) Added ‘custom container’ special entity
(PC) Added ‘Fade to darkness’ special entity
Added sounds to togglable effects
Added barbed-wire fence tile
Added team-zone entrance indicator entities to Territory Killswitch maps
Added CameraHightLocker-zone feature and added it to some maps to prevent the camera violently falling into deep pits
Opening dialogue no longer changes the camera zoom and rotation
Tweaked isometric-camera settings so you can still hear footsteps when fully zoomed out
Enabled saving/loading in editor-playtest mode
Limited the frequency of the objective update sound to once per stack
Changed the level up notification to only trigger above a minimum of 500 unspent points
Scene units with 0 health will never swap into bone-piles
Skirmish UI: UGC solo missions filter now also lists co-op maps
Light emitter can now re-color their particle FX
Replaced old see-through effect with a more performant in-house solution
Improved general performance
Improved map loading times
Improved the dialogue window UX
Improved PDA Map UI, added mouse pan/zoom
Improved AddRandomItem script response, it can now target multiple entities sharing a tagname
Improved ToggleDoor script response, it can now change the open and locked state of the door individually as needed
Improved water sound positioning
Improved general spatial audio
Improved UX: ingame portrait can be clicked on in skill use mode to target self
Improved UI: ingame skill item slot images enlarged and centered correctly
Improved UI: dialogue topic preview tooltip no longer blocks the dialogue text when not wanted
Improved dialogue system: undefined 'other' talker can be used as narrator
Improved highlighting, names of dead units will appear gray
Attempted to fix the player storage sometimes failing to save its contents
Fixed cursor not re-appearing at its last position after rotating objects with right mouse button
Fixed DamageZone dealing damage during map-loading
Fixed overlay-textures not being applied to invisible units
Fixed spamming dialogue topics or closing the UI too soon not firing script events
Fixed a bug breaking saving during active waves under certain conditions
Fixed OrderUnit_Interact script response not working
Fixed missing headers on ingame character editor window
Fixed main campaign player characters hair not matching artwork
Fixed TeleportUnit script response not working correctly
Fixed issues caused by the ‘isRecruitMaster’ flag being exposed outside of campaign missions
Fixed the mission briefing text window
Fixed some towers and ladders in campaign base 3
Fixed removing inventory override flag on units in the map editor clearing the inventory
Fixed ‘campfire’ light-entity ignoring flicker settings
Fixed the invisible seasonal tiles in the MapEditor
Fixed friendly NPC units following the player running in front of you
Fixed missed arrows floating mid-air
Fixed safe-bet perk activating on non-aimed shots
Fixed explosive weapons always hitting target
Fixed the ingame chat textbox spazzing out
Fixed tactical pause gadgets not working outside of solomissions
Fixed a pathfinding bug when units get interrupted in the middle of navigating a crouch-hole
Fixed script trigger ‘AllTargetsDead’ not reacting to objects being destroyed
Fixed custom texts glowing at night
Fixed AI retreat behaviors being indecisive
Fixed destroyed versions of colored bunker roof blueprint sets
Fixed decoration list in character editor not re-validating itself after switching back from armory
Fixed pushkick getting stuck if you use a skill while holding the pushkick button
Fixed turrets being able to see outside their firing cone
Fixed incorrect perk name being shown in map editor
Fixed ammo usage yellow bar segment not working correctly
Fixed map selector UI producing error when removing WIP filter on page 2+
Fixed car gun ammo picker not closing with Esc key
Fixed spazzy movement when heal skill is approaching incapacitated unit
Fixed ingame hand slot displaying the wrong firemode name when the mode-switch is pending
Fixed custom switches not finding reach points
Fixed bow playing release anim on equip
Fixed mistake in script debug log for CTF events
Fixed a bug when radio transmissions overlap
Fixed wrong animation clip used for Bow Kick Windup
Fixed a bug in loading active traps from save
Fixed issues with static batching not working correctly
Fixed a bug in snow footsteps
Fixed some issues in DestroyEntity script response
Fixed a bug in script triggers not executing all responses if RemoveFromSquad or TeleportUnit fails to find a match
Fixed a bug in loading the discussed topic list
Fixed light entity state network synchronization
Fixed SwitchLight script response not triggering particle effects
Fixed ambient sounds trying to play during map loading
Fixed wrong kick animation when a bow is equipped
Fixed team filter field missing for TimerEnded trigger in editor
Fixed a problem with moving objects not getting roofpopped sometimes
Fixed a bug in AI defendzone behavior
Fixed a bug in campaign text export function of mapeditor
Fixed missed and force-fired bazooka shots always hitting spot-on
Fixed issue with map editor grid placement pattern being repetitive, changed to random
Fixed updating attack speed stat not affecting weapons until re-equipping
Fixed idle animations being unintentionally time synchronized on all entities
Fixed units added to squad by script not getting incapacitated after loading
Fixed knockout time not being added from crits when already knocked out/down
Fixed crossed wires in mapeditor selection filter toggles
Fixed wrong type in map serialization for poisonHealRate
Fixed incapacitated unit finally dying not raising script events
Fixed ammo picker highlight getting stuck
Fixed buying items not working when you have the exact amount of cash
Fixed bad defaults for AddRandomItem script
Fixed infinite loop in AddRandomItem script on old default settings
Fixed critical error handling bug in map load routine
Fixed IsEntityInZone script condition only searching for units with the specified TagName
Fixed changing map while a unit is incapacitated, this no longer removes them from the squad
Fixed bad vehicle exit positions
Fixed built barricades not loading properly from save file
Fixed roofpopping performance bug behind walls underground
Fixed river flowrate not being saved to map file
Fixed turret weapons being visible after loading a save
Fixed perk list duplicating each time the ingame character window is opened
Source
Changelog.gg summarizes and formats this update. How we read updates.
