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Parche D-30 de la demo de Dust Front RTS: cambios al completo

El parche D-30 de la demo de Dust Front RTS añadió un modificador de vida enemiga y 38 correcciones agrupadas por temas, más lo que seguía roto.

Última verificación: 2026-08-30

Este artículo está disponible solo en inglés por ahora.

Every demo patch in Dust Front RTS came from one person, and D-30 was the last of them. It arrived as what the developer calls a gift update — work he had not planned for the demo — and it is the reason the demo build most people play today behaves noticeably better than the one that launched Steam Next Fest. This page groups the changelog by theme instead of listing 38 entries flat, and calls out the fixes that actually change how you play.

What D-30 was and when it landed

D-30 shipped with the "End of fest" post, dated around June 22, 2026. The developer describes it explicitly as a gift update rather than planned demo work.

Two things sit in the same post. First, the full fix list published for the festival plus D-30 — 38 entries in total. Second, a note on what was still being fixed at the time of posting: units continuing to shoot at an already downed aerial target, and units sometimes spinning in place in an endless cycle. Both behaviours are also named in the fix list itself, so treat them as at best partially addressed rather than resolved.

The headline change: the optional enemy-HP modifier

The headline feature is an additional, optional difficulty modifier that multiplies enemy durability and health — literally higher enemy HP. It sits alongside the existing difficulty and scale multiplier that controls enemy strength and base size, and it is optional, so you can keep running the demo at the old balance.

The developer's own framing, in Russian, is the "elevations" setting: trials that run independently of the main game. That wording matters. It is not a global difficulty slider applied to the campaign — it is a separate mode layered on the demo's existing mission.

Why it changes composition, not just fight length

The rationale the developer gave is more interesting than the feature. In the main game, some units have cumulative charges and super-penetrating percentage-based damage abilities. Those units lose out on linear damage but shine in these elevated-durability modes.

Read that as a balance statement. If enemy HP is multiplied, flat-damage units scale linearly and fall behind, while percentage-based and charge-based damage keeps its value. The intended result is a different unit composition and different tactics, not simply fights that last longer. If you turn the modifier on and your standard build suddenly underperforms, that is the design working as described, not a bug.

Fixes: economy, buildings and power

Several of the most consequential entries are economic, because a broken economy in a macro mission is invisible until it is fatal.

  • Fixed not receiving minerals at the start — the single most damaging bug in the list, and the kind that makes a whole run feel inexplicably poor.
  • Fixed negative supply when repairing a ruined vehicle — this one directly attacked the Empire's reclaim path, making wreck recovery actively punishing.
  • Fixed duplicate local upgrades (equipment) — double-applied equipment upgrades.
  • Mat fabricator and flame turret now disable when power is low, so low power now has a visible, mechanical consequence rather than an invisible one.
  • Fixed a bug with the tutorial and premature battle start.
  • Added difficulty and scale of the enemy base to the final stat menu, which is what makes the chevrons and stars record meaningful.
  • Fixed neutral buildings not being unselectable after destruction, and fixed units being unable to attack neutral objects.

Fixes: units, combat, pathing and interface

The largest group covers unit behaviour, and it is where the demo improved most.

  • Pathing: adjustments to tank and harvester behaviour, with improved harvester behaviour in chaos and complex road situations — fewer vehicles stuck in infinite loops. Drag formation now applies its effect per position.
  • Artillery: fixed spotters aiming too near artillery causing artillery to fire on itself. The Molots now try to return to their position when ordered to fire on territory. Fixed units continuing to shoot at already killed enemy aircraft.
  • Rebuilding: rebuilding a Dreadnought into a Howitzer now preserves the Dreadnought's current mode and its order queue in mobilized mode, so a rebuild no longer silently wipes your setup.
  • Garrisons: units inside garrisoning structures no longer die from environmental damage such as flame or gas, and recoil no longer applies inside them.
  • Selection: fixed selection breaking after alt-tab or window change; fixes around the selection menu; the local upgrade menu now appears on first selection of a unit with that mechanic.
  • Quality of life: you can now add x5 units using Shift. Reinforcements target selection uses the same phantom system as buildings. Placement plans have a delay after being placed to avoid double clicks. Buildings no longer appear in fog at the map edge.

Fixes: presentation and stability

The remainder is cleanup, but two entries matter for long sessions. Multithread memory leaks were fixed, and the fog of war update rate was slightly reduced to save memory. Both point at the same thing: this is a mission designed to be played for a long time with a very large enemy base, and memory pressure was a real constraint.

The rest is polish: fixed construction visualisation zones bugging on tactical pause, fixed dead mutant aircraft no longer rotating when tactical pause is on, fixed pressing "S" on a building with options resetting the rally point, fixed the trench fake slot, fixed the large pipe holder so it spawns a ruin and no longer leaves a small gap between the low pipe and the fallen pipes, fixed some text and translation errors, added the Complector update description, added additional safety guards, made some game design tweaks, and fixed video encoding.

Key facts

  • Patch: D-30, last demo update, released around June 22, 2026 with the End of Fest post
  • Headline change: optional modifier multiplying enemy durability and health
  • Total entries: 38 fixes published for the festival plus D-30
  • Biggest economy fix: minerals not received at the start; negative supply when repairing a wreck
  • Biggest unit fix: harvester and tank pathing, spotters causing artillery to fire on itself
  • Still open at posting: units shooting a downed aerial target, units spinning in an endless cycle
  • Status: no further demo patches planned

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