In this update1
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
- Performance
- Maps
- Events
Dustwind: Resistance changes
On Tuesday this week, we successfully released the first DLC for Dustwind Resistance. We would like to thank you for your interest and extensive feedback on the DLC.
Another update for the main game was released at the same time as the DLC. We are now providing the comprehensive changelog for this update.
Please feel free to contact us with any questions or feedback!
Changelog Update 2025/11/25 Revision 12101
Added new DLC campaign
Added new weapons
Added new achievements for DLC campaign
Added new UI for selecting between campaigns to start in main menu
Added some new assets
Added bloom camera effect and settings entry for it
Added arrow buttons under ingame character editor portrait to be able to switch between characters faster
Added a backpack icon over the dragged item when hovering the character portraits on the ingame inventory window
Added audio/visual feedback for user input events
Added tesla tower light emitter entity
Added a new default value to the ingame language options list that allows external language configuration (for example steam)
Increased max skill point slots for traps and mechanics skills to 6
Skirmish solo missions now force the XP setting ON
Units will now try to avoid stepping on detected mines
Improved water shaders with configurable transparency effect
Improved missed ground fire calculations for radial damage
Improved situational awareness by not roofpopping unit indicator circles
Improved text readability in settings UI
Changed highlight behavior so dropped items are not shown through walls or draw their name above, as it trivializes exploration
Re-balanced trap detection speed to make the skill more worthwhile
You cannot detect traps well above your skill level at all
With the Bomb whisperer perk you no longer set off mines by stepping on them
Removed Z-offset from environment shader due to causing lighting issues
Mapeditor: user made maps affected by the shader change should raise the terrain by 0.01m in areas where the underground walls and terrain are z-fighting.
Mapeditor: 2 digit precision for painting terrain height
- Mapeditoradded new script triggers: GasDropped, ItemDropped, EntityTookDamage, PlayerStatsChanged, BarterStarted
- Mapeditoradded new script conditions: CheckEntityTeam, IsWaveFinished, checkUnitAI, checkUnitAIModifier
- Mapeditoradded new script responses: ChangeLightProperties, SetWeather, PauseWaveSystem, ChangeUnitAIModifier, AddActiveDialogueTopic, RemoveActiveDialogueTopic
Mapeditor: camera moving script responses can use source/target from script event as targets now
- Mapeditoradded a ‘focus camera’ option to StartDialogue script response
Mapeditor: 2 digit size precision for custom entities(switches,containers) that can use a projector
- Mapeditoradded an item filter field to SkillUsed script trigger
Mapeditor: save message dialog now shows errors with red text
Mapeditor: renaming an objective/radiotransmission/AI/wavesystem – ID updates all script references to it
- Mapeditorimproved face-picker popup window
- Mapeditoradded sorting buttons to campaign locations
Removed enforced game over behavior for campaigns when all player units are incapacitated. The old behavior can be replicated by a script with a TeamDied trigger and a Victory response
Redesigned mission/global objective behavior: mission objective states will no longer be transferred across campaign locations or be accessible from other missions. Use global objectives instead.
Made the move/interact control rebindable
Added separate rotate buildable blueprint control
Added the name of the object build built above the blueprint during build mode
Multiple controls can now be bound to the same key, press Esc when binding to clear bindings
Ensured unit bonepiles are on the navmesh so they can be looted
Unit buttons no longer flash when enemies are seen when the unit is selected
Fixed unit buttons blinking when seeing dead turrets
Fixed changing character while the loot UI window is open resetting the containers scroll position
Fixed double clicking on skill/buildable items not starting skill use/build mode with that item selected
Fixed loading screen getting stuck if a campaign tries to open an undefined location
Fixed terrain shadows rendering for transparent areas
Fixed a performance problem caused by attacker AI Follow behavior
Fixed some particle FX collision masks
Fixed some issues with spot light shadows (too much bias / mura)
Fixed killzones not sending object destroyed script events
Fixed filtered out script event debug log still adding an empty line to the log
Fixed mapeditor delete command activating while a textfield is being edited
Fixed broken unit height level indicator icon
Fixed low-range/high intensity light emitters audio range being too small to be audible from distance
Fixed mapeditor keyboard shortcuts activating when a textfield is being edited
Fixed bugs caused by trying to open new dialogue from scripts triggered by another dialogue/topic
Fixed errors caused by trying to daisy-chain radio transmissions via scripts
Fixed a bug in roofpopping leaving units visible while the floor they stand on is hidden
Fixed smoke grenades not working sometimes
Fixed zone based script triggers not ignoring events from unrelated zones, causing them to misfire on round start
Fixed initial zone enter events firing after match start, causing counter triggers with less/LE comparisons to misfire on round start
Fixed dialogue advancing from clicks when ingame menu or it’s children are open
Fixed KO/Incapacitated units still doing sneak detection
Fixed projectiles not being saved/loaded in savegame
Fixed rectangle selection not cancelling itself properly when a UI window is opened
Fixed ammo picker for inactive slot starting a broken reload
Fixed animated halloween tiles not getting animated due to static batching
Fixed workshop preview images uploading darkened
Fixed ragdolls feet getting stuck in the terrain
Fixed gate animation state not saving/loading correctly
Fixed resolution change cancellation reverting the old value in the edited setting
Fixed exiting vehicle with driver not clearing manual driving inputs
Source
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