Darkwind: War On Wheels, August update, recent changes
Since May, the substantial new features that have been added include: a detailed courage+morale system (you need to carefully manage your troops to stop them deserting when things get nasty); a destructible environment (which is a precursor to player-owned camps, a feature currently under development), and generated missions.
Also a lot of work has gone into balancing the wilderness scouting/travel/pvp systems. When you take your cars away from town, the stakes get very high (’permadeath’ is only one of your worries) - so we need to have a well balanced system that suits newbies, veterans, pvpers and non-pvpers alike. The victories and defeats of the wilderness NPC gangs feed directly into the amount of danger you will meet on the road, as well as the piracy factors that are applied to the economic simulation. When things start getting a bit nasty in a particular region, players are forced to band together and form large vigilante squads to go and hunt NPC pirates, in order to clear the roads and allow trade items to start flowing again.
In-Game MediaWe have also continued to add new terrains (29 in total now) and new chassis types (34 in total now) - including some big lorries, musclecars, and rare vintage ones. The dynamic economy and real-world-timescale travel makes sure that a busy player-run market distributes the rarer items around the game world.
Interviews and ReviewsWe are currently under review at wargamer.com and will also be featured in a ~4 page interview in the print magazine “New Age Gamer” in the next few weeks.
If you feel like trying your hand as a post-apocalyptic highway combatant, pay us a visit
Sam and Stephan
Core Developpers
Darkwind: War On Wheels
Tags: Freeware




