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Dying Light 2: Reloaded Edition News

New Alteration: Viral Rush: Fully Loaded Out Now

So anyway, I started blasting!” This weekend, keep pulling that pistol trigger without using any ammo! It’s as if every time you reload, the bullets magically replenish. Good thing there’s an influx of Virals currently in Villedor! Take aim or just fire at will, it’s up to you! And if you don't have a pistol, have no fear: the Harran Pistol is waiting for you in your stash! Grab it and it'll be yours forever! Please note: The Harran Pistol will only be in your stash if you didn't claim it during our Anniversary celebrations.

The Viral Rush: Fully Loaded Alteration will have the following effects:
  • Unlimited Pistol ammo
  • Viral spawning chance has increased
  • Some Special Infected, like Suiciders, Banshees and even Chargers, might join the Virals trying to take you down


The Viral Rush: Fully Loaded Alteration will run until 12PM on May 13.

Dying Light Standard Edition Is 85% off!

Dying Light Standard Edition is back in time for a massive sale! Get it at 85% off and discover the game that kicked off one of the biggest zombie franchises of the modern day.

There is no better time to start than now. With over 7 years of post-launch support, Dying Light contains some of the most riveting gameplay for the most amped up adrenaline thrill-seekers in the world.

At a discounted price, players can easily upgrade to more fleshed out editions that take the zombie experience to the fullest. Enhanced Edition includes the lauded The Following expansion, which boasts its own follow-up story mode, a new world to explore and a traversable buggy! Get the Definitive Edition if you want all that, plus the complete DLC bundle collection with unique and detailed outfits, weapons and even buggy skins. Switch to either edition while their sales last!

Whichever version you settle for, you'll be able to easily take the game with you on the go. Dying Light Standard Edition is verified on the Steam Deck.

https://store.steampowered.com/app/239140/Dying_Light/

Dev Blog #10 - Building upon experience and feedback

Hi, it’s Tymon here,

Today, I would like to invite you to check out this slightly different take on my normal blog post, a little bit more personal than usual. See, two things happened recently that made my brain tingle in that special way, and I’ve been thinking about them a lot these days.

The first one came up a few weeks ago. As you know, we always try to hear out what you have to say. We read the comments, we’ve launched Community Ideas, but also we sometimes ask you directly for feedback on a range of topics that have to do with the Dying Light franchise. So, a couple of weeks ago, the results of a survey came back, where we asked the players of the first game, the cult classic behemoth that Dying Light is, why it is that they haven’t gotten around to playing Stay Human yet. We were very curious to find out what is the reason that keeps the fans of zombie-smashing from entering the city of Villedor.

There were a couple of good points listed, but my curiosity was piqued by one case – the survey shows that for quite a sizable group of players of the first Dying Light, the opinion they formed on Dying Light 2 Stay Human right after it premiered still holds true. Granted, for a lot of you it was a positive opinion, and that’s amazing, but there’s no use denying there was a part of the player base that didn't like the game as much as the rest and hasn’t touched it since. This notion got stuck in my head and I couldn’t get it out for weeks.

The other thing was that after we implemented the Nightmare Mode, I decided to replay Dying Light 2 Stay Human on that difficulty (you can check out the previous blog, where we dug a little deeper into this topic). Starting the game from the very beginning, I tried to put myself in the shoes of a player that’s going into it fresh. Which, in my case, proved to be pretty difficult, seeing as I’ve been working on Dying Light for more than 10 years now, and my Steam account shows I’ve already spent five thousands of hours in this game. But one thought kept cropping up: how much it evolved over the course of two years since its release.



So, combining these two thoughts: the fact that a lot of you still judge the game based on its state from two years ago and the reality of how different it is now – I wanted to give you a summary of all the changes and invite you back to take a fresh peak at Villedor.

It’s a no-brainer to start with the biggest improvements which totally revamped the face of Dying Light 2 Stay Human. First of all is the transformation of the night experience. Introducing roaming Volatiles, darker nights, limiting the visibility, so that the players can feel the terror that lurks behind every corner – those are the features that made the exploration of the city after dusk so much more intense. The night experience is a result of implementing our own ideas, but also benefits from the community’s feedback. Based on your guidance, we’re always tweaking and tinkering with features and functionalities to fulfill the expectations of both the most hardcore as well as more casual gamers.

Our continuous work on the physicality of gameplay plays a hugely important part in the reception of the game. It involves the refreshed, more realistic and grounded parkour, but also the behavior of the enemies. If on the release day you felt the lack of zombies falling from the roofs, well – here you go!

We also put a lot of work into leveling up the interactions with our zombie buddies, their faces are now more lifelike (yup) and full of emotions. We can now strike in a more realistic way, and the damage looks exceptionally more detailed.



We can also wreak more havoc on our enemies – as in cutting off limbs and making holes in their bodies. Our efforts were crowned with the introduction of firearms, with the help of which the players can be even more inventive when it comes to the creatively brutal combat Dying Light is known for.

I’ve done my homework and meticulously examined all the features we introduced to the game, along with over 10 updates that we released since its launch. We’ve been working on them at our own pace, which means it was easy to miss the fact that you can count these additions in hundreds. I think they significantly boosted the quality of practically all game elements.

What I mean here is, for example, the additions of several new enemy variants, more than a few dozen weapons, loads of improvements with respect to the UX and gameplay systems – the possibility of crafting and repairing weapons, or transmog. There was a lot that happened also to the graphics. The game has new skyboxes, lighting, refined environment and interior details as well as plenty of customization possibilities, including technical specs, field of view, or numerous color grading options.



I’ve also looked at our players’ sessions and, in my estimation, the co-op looks more stable now. I’m also very glad that we kept our promise and introduced dozens of bigger and smaller features that you requested directly.

There sure were a lot of upgrades, certainly too many to list every single one here. But during my Nightmare Mode replay of Dying Light 2 Stay Human, I also paid attention to a couple of other things that just struck me personally. It was cool to see the tweaks made to the narration and cutscenes. It felt incredible to explore Villedor in heavy rain. I had so much fun fighting with the electric Virals, which, in my opinion, is a feat on multiple levels. I still get amazed by how sunsets look in the Harran Sunset Color setting. I swear I sometimes just stood on a roof and looked at the disappearing sun.

Obviously, I realize that every player will consider different upgrades to be the most essential – what do you think, by the way? Let me know on <>. I’m also aware that we haven’t gotten everyone fully onboard – YET! I think we put a lot of work into Dying Light 2 Stay Human over these two years. It evolved into a different, complex, grounded survival experience. I invite you all to take a second look – you can see for yourselves how all the community-driven changes turned out. You can expect plenty more where that came from.

Thank you for your support!
Stay safe!

Alteration: Hypermode Is Back!

Send your enemies flying all weekend long with the Hypermode Alteration. Hit, blow up and kick anything that stands in your way and watch these ragdolls go flying like a home run ball out of the park. Plus, we’re increasing the XP you earn through the night, so you have even more reason to head into the darkness.

The Hypermode Alteration will have the following effects:
  • Ramped-up ragdolling
  • 2x multiplier for Night XP (instead of 1.5x)


The Hypermode Alteration will run until 12PM on April 22.

The Nightmare Mode Update Is Live!

Welcome to your Nightmare, Pilgrims! Update 1.16 adds the highest difficulty level to the game, as well as a massive influx of DevTools functionalities, adjusted the nights with Infected tweaks, and some smaller, yet significant, changes. So without further ado — let’s see what we’ve cooked up for you!

[previewyoutube][/previewyoutube]

Nightmare Mode
If you like challenges, we’ve got what you need. Nightmare Mode is our new highest difficulty for those wanting to truly experience the nightmarish reality of the Dying Light universe. Enemies are most cunning and brutal. They will put up even more of a fight now, which is important, as you’ll now realize everything you’ve relied on in previous playthroughs aren’t so reliable! And survival becomes essential with limited information and UI elements. To sum up the Nightmare Mode experience:

Level 5 Chase with Tyrants
  • Being in a menu no longer stops the game — Watch out as you are crafting stuff in real-time! Luckily for you, the Pause menu works as normal though
  • Flashlight now dims and flickers when in constant use, and can even cut out
  • Lower immunity from each inhibitor
  • Higher chance of looting rare quality items
  • Survivor Sense shows only weapons and quest items
  • Tactical Stamina — Regeneration takes longer to kick in, and when exhausted, you’ll only be able to shove until your stamina is full once again
  • Player armor and resistance reduction
  • Higher stamina drain when paragliding at night
  • Volatiles have shorter sight, but Chases trigger faster
  • Stamina regenerates at a slower rate
  • Health does not regenerate automatically
  • A larger amount of Legend Points is awarded
  • Players lose all Legend Level XP towards the next level up on death at Level 50 and above
  • Efficiency of Boosters has been reduced


Moreover, if you manage to finish the game (or NG+) on this difficulty, you’ll unlock the exclusive Waltz Outfit. Please note: This reward requires you to complete the entirety of the main story on Nightmare difficulty! Are you brave enough to enter the Nightmare?

Night Changes
The Nightmare Mode Update will also incorporate various changes to the night itself. We grouped these changes into two sections: all difficulties and Easy/Normal.

Changes made in all difficulties:
Lowering the number of Volatiles, mostly on the rooftops
Volatiles are also receiving these nerfs:
Vision arc decreased to from 100 °to 90°
Recognition time changed for 1-6s (min-max)
Lowering the number of Spitters in the night population on Difficulty Ranks 1-6
Reduced range of hearing player's footsteps for Biters
Reduced visibility of flashlight for Biters by 50%
Reduced vision range of Spitters and Suiciders

Changes made only for Easy and Normal:
Increasing the recognition time for Volatiles:
2 secs, if player is very close to a Volatile; up to 7 secs if player is 20 meters from Volatile
Removal of Volatiles from Chase Level 1:
No additional Volatiles spawn during Chase Level 1

Co-op for Community Maps
Grab your friends and wreak havoc together on maps created by you, our community, because co-op is here! Try to prove yourself as the best Pilgrim amongst your pals or just enjoy the crazy scenarios designed by our players as a group!

But what’s co-op on Community Maps without the Community Maps? That’s why we’re adding a whole bunch of new DevTools functionalities, so our creators can come up with even more creative, challenging and diverse maps. Your toolbox has been expanded with:

  • Pixelated visual filter
  • Additional prefabs in the Editor
  • More gameplay scripts to be overridden
  • Colorful rubber skins for meshes
  • Bloody Ties assets!


And yes, we heard you! We’re also adding a low gravity functionality! We can’t wait to see what you come up with!

Gear Loadout System
In response to your requests, we are introducing the Gear Loadout System to Dying Light 2! In the Inventory menu, you can now switch between 4 customisable loadouts to quickly equip the gear, weapons, consumables and accessories that suit your current needs and playstyle.

Cutscene Improvements
With the Nightmare Mode Update, we’ve updated over 70 scenes and dialogues to improve the overall quality of the cinematics. There’s a lot of changes in terms of improved lighting, smoother (or more advanced) animation, special effects, and many other qualitative changes that should be visually noticeable to the player!

What’s changed?
  • Character animation improvements
  • Refinement of camera animations
  • Improved dialogue lighting
  • FX upgrade
  • Improved transition from dialogue to combat
  • Numerous qualitative improvements to dialogue
  • Interaction with some NPCs will be more immersive


Power Shot Skill Rework
We reworked the Power Shot skill to give players more agency. Now, when you charge a power shot, your reticle will begin to shrink. Release it at the right moment to fire a perfect shot for extra damage!

Tactical Stamina Management Mode
We’ve added a new stamina management mode - Tactical Stamina! An intrinsic part of Nightmare mode, with this turned on, stamina regeneration takes longer to kick in, and when exhausted, you’ll only be able to shove until the bar is full again. This preset can be selected via the Game Options panel. And no, you can’t switch it off on Nightmare difficulty!

Main Menu Redesign
The latest update will refresh the design of the Main Menu by enriching its visual layer. Now, the character outfit will be better presented here. Additionally, we want to make the Events & Alterations, Special Offers, and Community Maps more visible by introducing a new information panel on the right side of the screen.

Scalable Player FOV Correction
After the Firearms update, many of you started asking about more FOV (field of view) flexibility and we’ve delivered. With the Nightmare Mode Update, we are adding a slider allowing you to reverse the distortion of the player character when changing the FOV. When set to the default (100%), the player character appears the same regardless of the FOV value and when set to zero, the player character scales accordingly to the FOV.

Grappling Hook Customization
The update also introduces a new skin type, a bespoke one made for one of the most important tools in a Nightrunner’s arsenal: their Grappling Hook! Be sure to visit the Pilgrim Outpost to grab the First Pilgrim Grappling Hook skin for free and swing through the Villedor in style!

Game Updates
Apart from all the big news from the Nightmare Mode Update above, we’ve also introduced the following fixes and improvements to the game:

CO-OP
  • Fixed the issue disabling joining multiplayer via Quick Join
  • Fixed the issue in the “Ferry Tale Endings” quest causing the generator to turn off and on when attacked by multiple Biters, resulting in failing the mission
  • Fixed the issue where blunt attacks to the head counted towards the “Off With Their Heads!” Survivor Mission Bounty
  • Improved accuracy of online status information in the Friends section of the Online menu
  • Player icons on HUD are now differentiated with different colors
  • Player icons on HUD are now properly hidden if the Immersive HUD option selected
  • Player icons on HUD are now visible while using the extended HUD option
  • Fixed and tweaked several TPP animations
  • Fixed the issue with the “Boss Raid” bounty only progressing for the player who last hit the boss when in a full party in any Elite Survivor Mission
  • Fixed the animation for Wall Run Kick in TPP
  • Fixed the animation of swinging the weapon while the camera is pointed towards ground
  • Fixed the missing swing animation upon attacking with the Grubby Bat


Gameplay
  • Fixed Virals being able to successfully perform jump attacks by turning in mid-air towards players, even if they dodged. Additionally, the frequency of Viral jump attacks has been lowered
  • Increased Firearms damage values:
  • +25% of base damage on all Firearms
  • Sniper Skill (Legend Levels) will now give +2% damage per each point, instead of +1%
  • Addressed the issue with the Bounties tracker being stuck on 3/6 or 6/6 Bounties
  • Fixed the Renegades not spawning properly during the “A Place to Call Home” main quest, blocking further progress
  • Fixed the blocked by a car transition to the Central Loop
  • Fixed the camera while unlocking a windmill cutscene
  • Fixed the game still running underneath the credits after the alternate ending from the new story path
  • Fixed the Adaptive Triggers sometimes not working unless a weapon with Adaptive Triggers was held just before
  • Fixed the issue causing kills with explosive knives counting towards the Improvised Weapons Bounty progression
  • Fixed the Alpha Demolisher not having damage resistance to headshots
  • Fixed the issue with the “Drive By” Bounty completing by hitting Infected instead of killing them
  • Added Combat and Parkour XP to the Firearms quest rewards
  • Fixed the issue sometimes blocking the player from climbing the lamp poles
  • Fixed the missing VFX fire for Molotovs when thrown from higher places in a certain location
  • Fixed the prolonged black screen sometimes happening at the end of the "Now or Never" quest
  • Fixed an issue where animations sometimes did not blend correctly after performing a vault jump with crossbow equipped
  • Fixed the issue with Lawan sometimes changing her position right after the dialogue in the “A Place to Call Home” quest
  • Fixed the issue where the Banshee’s jump attack cannot be dodged in the Prologue
  • Fixed the issue where perfect dodge sometimes didn’t work during fights with Demolishers, causing player to get stunned
  • Fixed the despawning NPC after finishing “The Black Widow” quest


Technical
  • Fixed several rendering issues present on the ground, concrete, and lights in the Prologue
  • Fixed the error that sometimes failed to load the audio voice-over metadata file after launching the game in the Bazaar
  • Fixed the bug causing internal memory running out after a few minutes of gameplay
  • Fixed the improper rendering encountered during 'Priceless' Elite Survivor Mission
  • Fixed the graphical corruption occurring when several HUD icons aligned
  • Fixed the graphical glitches that sometimes showed after changing video quality and the upscaler
  • Fixed the textures that sometimes improperly rendered in a specific room of Central Loop
  • Fixed the mural collectable clipping through the roof of a kiosk in Central Loop
  • Fixed the projectiles' trails sometimes being improperly displayed
  • Fixed the game sometimes crashing on the loading screen when starting NG+
  • Fixed an issue that sometimes did not play death screams on enemies’ deaths
  • Fixed the inconsistent LOD0/LOD1 materials in R02 overpass
  • Fixed an issue blocking the selection of any sfx in audio prefabs in the DevTools Editor


UI
  • Redesigned the Audio Output menu to make it more clear
  • Fixed the text on "Bacon's Cipher" going outside the UI frames
  • Added the “Buy Max” feature, allowing players to buy all the available items without choosing the amount
  • Corrected typo in the “Split The Marrow” Bounty description
  • Fixed the issue sometimes incorrectly showing negative values or previous statistics during the Survivor Missions ending screen
  • Fixed an issue sometimes incorrectly showing a death screen when dying by leaving the mission area and due to lack of immunity