Full notes
Full Dustwind: Resistance update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Maps
- Performance
- Fixes
How quickly time flies. It's been just under three weeks since we released the first update for Dustwind. Today, the second update for Dustwind: Resistance is ready to go.
We are very pleased with the extensive feedback on the game that we have received from our community through various channels. As always, we have processed this feedback and incorporated many things into the new update. Of course, we have also added the complete changelog with all changes here at the end of the article for you.
And of course, we would like to take this opportunity to point out our Dustwind YouTube channel. There you will find many new short videos, as well as our first Let's Play with Developers.
Here is a small example:
We hope you enjoy the videos!
Here is the promised complete changelog for the update:
Improved UI text readability
Added hotkeys for loot prev/next
Added setting for dialogue text animation
Gave adult Jake 1 melee accuracy point to start with
Added "Does not stack" to trading expert descriptions
- Improved dialogue systemtakes of missing talker entities specified by tagname will be skipped, so optional takes can be added for specific recruits, so they can chime in if present
Tweaked normal map strengths to make things look less flat
- MapEditor improvementadded a filter field to popup bestiary
- MapEditorreverted maximum possible squad size to 6 and adjusted ingame UI to make space
Improved example campaign with cutscene features demonstrated
Added new script triggers: ZoneEnterOrExitEvent, ConsumableUsed, CountDroppedItemsInZone, CountVehiclesInZone
Added new script conditions: CheckTimeOfDay, CountDroppedItemsInZone, CountVehiclesInZone
Added new script responses: KnockOutUnit, OrderUnit_Kick, Set_TimeOfDay, PassTime, TransferInventory
Added optional persistent time of day setting and worldmap travel time for user made campaigns
Added new doors, a guard tower tile, an alternate wiremesh fence tileset, spotlight pole and candles light sources
Reverted ‘Skip leg day’ vice penalty value to -25kg to match the description text, and make it a viable choice early game
Fixed visible arrows on sneaking hostile archers
Fixed how doorUseAction handles notifying the script engine
Fixed clicking on your car interrupting ongoing repair action
Fixed clipping crates on Mission 8
Fixed scripting issue on Mission 9 talk to trader objective
Fixed some bugs in location change mechanics and how they handle vehicles
Fixed driver/gunner labels background image being cut off
Fixed ingame menu getting stuck when returning to map editor from worldmap screen
Fixed all inventory scrollbars sharing the same position in script editors in mapeditor
Fixed a bug in the line of sight system that left far away units stuck as seen, preventing sneaking
Fixed blinded and concussed stat penalties not setting and clearing properly
Fixed dogs not being able to reach containers on tables
- PS5Fixed savegame creation duration increasing the more saves are present
- ConsolesFixed spamming A/X breaking cutscenes with dialogue
Fixed loot next/prev input playing sound when there is one or less containers nearby
Fixed saveload window not blocking input while saving process is running in the background
- PS5Fixed rendering artifacts on wall writings
You can find the corresponding update on your respective platforms. Please update your games accordingly and note that there may be slight time differences between Steam, PlayStation, and Xbox.
We look forward to your feedback!
Source
Changelog.gg summarizes and formats this update. How we read updates.
