Update - 2nd July 2020

Dustwind

ARE YOU READY FOR CLASSIC REALTIME TACTICS? Be the nameless heroine in the wastelands of DUSTWIND's story campaign, fight against and with human players in the elaborate Multiplayer mode or design your very own story campaigns and maps in the mighty map editor!

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: [list] [*] 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 [/list]