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Offline Asid

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Dustwind
« on: August 22, 2018, 01:38:31 PM »


REAL-TIME TACTICS - PvP, COOP-PvE, SOLO. Join the CLUSTERFUN! Make quick tactical decisions, sneak, aim for bodyparts, use traps, turrets, cars. Play as a dog. Create characters with varied skills and gear. Play various PvP modes. Play PvE alone or with friends. Map editor included.


Homepage: Here
Steam: Here
Official forum: Here
YouTube: Here


Single-player, Online Multi-Player, Online Co-op


FULL RELEASE TRAILER






About

WELCOME TO DUSTWIND, A POST-APOCALYPTIC REAL-TIME TACTICS GAME!
The world has come to an end. Anyone still alive must fight other survivors. The time has come for you and your friends to get rekt while fighting against each other, other teams, or the Evil Computer in Cooperative or Solo modes.

Come join the CLUSTERFUN!
Make quick tactical decisions, create custom characters with interesting combinations of skills and gear, and dominate the battlefield! Play online or solo.

TACTICAL ACTION COMBAT
Sneak, aim for bodyparts, use varied weapons and ammo, trick and flank your enemies, set or disarm traps, drive and repair vehicles, and try not to blow up all of your teammates! Seriously, don´t take that bazooka into close quarters combat.



A VARIETY OF GAMEMODES



A typical game session is anywhere between 10 minutes and 1.5 hours, strongly depending on which gamemode and map you play. Large cooperative or solo maps take longer (if you don´t die), while competitive matches are usually timed at 10-20 minutes.

CREATE AND TWEAK YOUR CUSTOM CHARACTERS



No fixed classes, no pay-to-win! Experiment with various character builds without wasting your time. But you only get 10.000 points to spend on each character you make, so spend them wisely to find the coolest combination of skills and gear that suits you personally. Don´t worry though, you can re-stat or make a new char any time! Also as you gain ranks as a player, you unlock new cool items to give to your characters.

PLAY AS A DOG



Dogs are great support units who can throw grenades, drive cars, deploy turrets, fire mounted car guns, heal people (bring your DOGtor!), repair stuff, bite enemies in the butt, and more.. The only thing they can´t do is use (the most) human weapons. But so what? Show those humans how tactical fighting is done! Wuff!

PLAY AS A ROBOT

19

11010101 KILL ALL... Darn OS update, brb! Powering down :(

CLUSTERFUN!



Nothing feels as good as killing your enemy with a toilet plunger fired from your compound bow right at his face. You could have went for broadhead arrows or explosive arrows.. But you didn´t. They DESERVED a plunger to the face, that´s why.

CREATE YOUR OWN MAPS AND RULESETS WITH EASE



Dustwind is meant to be played the way YOU want to play it! Stay with the default maps and rules, or create house rules with just a few clicks. Enjoy cool maps created by others, or be a mapper yourself. Our user-friendly, Steam Workshop integrated map editor allows you to leave your mark on the game by expressing your creativity and sharing your work proudly and easily with the entire community. Power to the people!

NEW Solo Play
Now you can play some maps (PvE) alone. If you want you can also create new solo maps and share them with the community or play maps from other users.











































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Offline Asid

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Re: Dustwind
« Reply #1 on: August 22, 2018, 01:39:51 PM »
You Save Extra Extra During Launch Week From Our Unexpected Pricing Glitch!
15 AUGUST   - ZDEV

Our community and all players get an extra discount due to an unexpected pricing submission mishap on our end!

After our discounted release week, which was meant to be 20% off the regular Full Release price announced on our press wire as $24.99 USD (originally intending to make it 19.99 USD first-week sale price). Instead, the system held our 17.99 USD former early access rate pre-full release, and we noticed after we submitted the 20% discount week.

So, all in all… your reward for our glitch up is an extra savings first week at $14.39 USD! After this first sale week post-launch, our full release price will be $24.99 USD.

We apologize to any press who may have been confused on the price point showing lower than is reported now, this was very much an unexpected scenario on our end. Please feel free to link this as an official report and explanation from our camp!

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Offline Asid

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Re: Dustwind
« Reply #2 on: August 31, 2019, 05:09:31 PM »
The BIG Update is Live! Single Player Campaign, Titan Race, Map Editor Update and more!
25 JUL @ 2:49PM   - RMACK

The long-awaited BIG update is live!!!! We hope you all will enjoy the approx 10 hours of Single Player Campaign gameplay.

UPDATE HIGHLIGHTS!
•   singleplayer campaign
•   titan race (playable)
•   new npc race (frogpig)
•   new editor features:
+ create your own singleplayer campaign
+ more assets for creators
+ more features for creators
•   new main menu: structure and usability, especially for singleplayer, editor and solo mode, were improved

Come join us tonight for a community play session at 5-11 pm CDT! We'd love to see all of you! We'll be on the discord in Dustwind#1 Voice chat if you want to come on and say hello and play a round with us!

We have an FAQ section here: https://steamcommunity.com/app/600460/discussions/0/3158630999985571900/



Dustwind Singleplayer Campaign Trailer



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Offline Asid

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Re: Dustwind
« Reply #3 on: December 12, 2019, 11:57:30 PM »
Update - 12th December 2019
Thu, 12 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

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Offline Asid

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Re: Dustwind
« Reply #4 on: July 02, 2020, 11:43:58 PM »
Update - 2nd July 2020
Thu, 2 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
 

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