Dustwind: Resistance

The_Proletarian

Sonny, I Watched the Vault Bein' Built!
Staff member
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Dustwind: Resistance delivers a brand-new story in the Dustwind universe, along with major improvements over the original game:

- A new full-length campaign

- Now focused and refined exclusively for the single-player experience

- A streamlined UI for smoother gameplay

- New and revamped skills and game mechanics

- Character system updates

- More varied environments featured in the new campaign

- Numerous unique weapons added, plus a full weapon rebalance

- Tons of small improvements (bug fixes, quality-of-life tweaks, and general refinements)
 
The game is getting patches. I haven't played. Anyone?
  • 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 system: takes 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 improvement: added a filter field to popup bestiary
  • MapEditor: reverted 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
  • PS5: Fixed savegame creation duration increasing the more saves are present
  • Consoles: Fixed 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
  • PS5: Fixed rendering artifacts on wall writings
 
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