DUSK HD will launch as a series of mods on the Steam Workshop along with the full DUSK SDK on December 11th.
Everything you see here is 100% FREE. 100% OPTIONAL. And the game will be 100% MODDABLE.(and we're still working on it)
For those of you old school MFs who still like to move files around instead - it will all also be available DRM FREE. (Dusk on Steam has no DRM btw)
We're still discussing how we'll release the SDK version of DUSK (which is essentially an entirely new version of the game on a reworked engine) but we're aiming to make sure that modding and managing DUSK is as free and easy as possible for years to come. Thanks for 5 years of DUSK!
Get your Hinterland merch starting Monday, November 6 at the Hinterland Pop-Up Merch Store, available for a limited time!
Newsletter subscribers will receive a special discount code for their orders by signing up to our mailing list this week at https://www.hinterlandstore.com
Hi everyone, another month whizzes by! Here’s what we’ve been doing in October:
Next Fest!
It feels like a long time ago now, but we released our demo on the 5th October and Next Fest commenced a few days later on the 9th. This week-and-a-bit was absolutely crazy – but in a very good way! You can read about how Next Fest went for us here.
There’s a lot of logistical work during these periods: we need to track who is covering us and what they thought of the demo, as well as logging every single piece of feedback that was posted on the Steam forums and our other channels. We’re already working through this list and we are incredibly appreciative of every comment because it helps us either improve the game or confirms where we’re on the right track.
We were very humbled by all of the people that played the demo and we never dreamed of being the 24th most popular Next Fest demo (out of 2336 games)!
Level Polish!
We’ve been running some private playtest sessions on our Discord server. Thus far these have been a combination of testing improvements to the two levels in Next Fest, as well as two other levels (Mess Hall and Engineering).
Optimisations!
Adam has done loads of optimisations since the Next Fest demo. While generally performance was good it could dip at busy moments (like the final wave). It’s these dips that feel especially bad so AI performance improvements were prioritised. There’s still more to be done here that we’ll squeeze in before release.
Main Game!
Focus has also naturally turned to the main game, so there’s been a lot of work on the campaign and a profile-based save system.
New Weapons!
We got asked a lot about upgrade systems and more weapon unlocks and in case you missed my responses or previous posts that discuss these – yes, we’re doing all that :)
These are the next few weapons in the pipeline to get made:
We’ll let you speculate on the primary/secondary fire of these…
Although not a player weapon (yet) we’re also in the process of expanding the alien weapons so there is a greater variety between enemy classes.
We love hearing from you! If you want to reach out we’re active on all these platforms:
A new update is available for our RealFlight Evolution DirectX 11 public beta. If you don’t already know about the DX11 beta, please read this previous announcement before continuing. We encourage all RF Evo users to join in! It’s not too late.
The new version, 10.00.072, includes a new aircraft plus additional fixes we'd like to get into users' hands for more widespread testing (more details below). It comes so soon after .071 that it is treated as an extension of that update, and the release notes from both versions are combined here for convenience.
As always, we appreciate the feedback from everybody who has helped test the DirectX 11 update and reported their findings so far! Please continue doing so with the new version. We will post updates in the relevant beta forum threads for issues that we addressed in this latest update.
Release Notes:
Features
Added HobbyZone Apprentice STOL S 700mm
Improvements/Fixes
[84384] RealFlight runs again for people who used fullscreen mode prior to 10.00.070
[84278] The lens flare effect is drawn behind the various user interface elements and does not affect them when present
[84229] Aircraft preview images have the correct gamma appearance in the new RF Evo menus and in Windows (this was not discussed on the forums previously, but I'm including the case # anyway for our own reference)
[84338] Fixed an issue causing parts of a mesh to render incorrectly for a single visual frame; this was most easily observed as artifacts appearing in some aircraft preview images
[84370] Vehicle import fails with an appropriate console error message instead of crashing if certain internal path or file names get too long
Aircraft
Numerous aircraft received art updates. In many cases the nature of the changes results in subtle differences, though in some instances the improvement is more substantial.
How to Get It See the “How to Get the DX11 Beta Build” instructions in this previous announcement. If you are already participating in the DX11 beta program, you only need to perform step #1.
Half this patch solves some bugs that have tagged along too long, the other half have been on updating all equipment to be more interesting, and also added three new pieces of equipment.
Game mechanics
Most equipment got reworked - They were pretty dull. And I won't list the changes, to avoid spoiling for those that might not have received all equipment yet.
Balancing
ChainLightning - Is now affected by cooldown modifiers.
ChainLightning SplitOnHit - Decreased the split-deterioration from 50% -> 25% (i.e. less deterioration -> stronger ability)
ChainLightning Chronopistos - Lowered cooldown from 30 -> 20, or 19.2 -> 10 sec max level
Increased Wizard's initial max mana 50 -> 100.
Other
Updated equipments icons
Updated Mana Regen-talent icon
Added three new equipments
Bug fixes
ChainLightning Discharge - Now works correctly (before, it only applied discharge if you hit only one target)
ChainLightning SplitOnHit - Didn't apply the damage-deterioration
MagicCircle - Now works correctly, before it could lower your max-mana / health when its effect ended.
Solved bug that came along with the performance patch: dropped xp in the previous round was still around to be picked up (but invisible).
Solved bug that came along with the performance patch: Flash now works again
We've added official modding support and direct integration with Steam Workshop, so you can easily play and create your own Word Factori mods.
To play mods, go to the Word Factori's Steam Workshop and subscribe to a mod. To access mods in-game, go to Options > Save Slots & Mods > Select Mod. On the save select screen, you can access a list of mods.
To learn how to make your own mods, click Mods on the save select screen and select "modding tutorial", then play through the game.