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Dying Light 2: Reloaded Edition News

Dev Blog #5

Hello everybody! Let’s give Tymon a break this time – I’m Rafał Polito, Techland’s Technology Producer. I’m mainly involved in creating and maintaining tools used by our developers. One of my current focuses is also on user-generated content (UGC). My goal is making sure that content creation is as easily accessible as possible, not only for developers but also for gamers.

We’re very lucky to have a community that’s really creative, and this ingenuity naturally lends itself to building maps. But usually it’s more or less a niche interest, available only to those who dig deep into dev functionalities – both for the game creators and those who like to play them. This is why I’ve spent hundreds of hours buried in developer tools to make them more approachable for our players. On top of that, we partnered with mod.io, which was a huge step in terms of opening UGC up to a wider audience. Now, you can access the maps by just pressing a button in the main menu, on PC and consoles alike.



But that’s playing, what about the creating part of the equation? Our (and mine, personally) never-ending love for UGC and teaching other people resulted in the first ever Community Workshops related to our Community Maps project! We invited top creators from all over the world to our headquarters in Wrocław to pass on our knowledge, discuss, brainstorm, and learn about their expectations regarding the future of Developer Tools and UGC.

We are always #CommunityFirst, which we work hard to show in our daily actions and relationships we aim to build. Social media exchanges and meet-ups are great, but I’d like to take it a step further and interact with the members of our community in a tangible and productive way. This is why the goal of the workshops was to equip our guests with the literal and metaphorical tools for them to grow as creators – show them a way that could lead to becoming developers. We know some of them see a future in gamedev, so it’s really fantastic to be able to watch their work, how passionate and meticulous they are.

Me with our 9 happy workshoppers:

The workshop crew, in alphabetical order: bub, Crex, Hank_Hill, HENeral, Liliannismo33, SrgRespawn, TheAhmetIbrahim, X_0, XAndUkarE + me

So, what exactly went into these workshops? For two full days, the top map creators had an opportunity to meet and talk to the developers in our office, particularly to Techland’s Developer Tools team.

Our devs were all praise:
“I was surprised and excited to see that our guests had unique backgrounds and skills, suited to working in different areas and with diverse features. They gave the impression of one, united team that had been creating games of their own for years. Sometimes, I felt that they knew more about our tools than I do, or our developers! I also had a feeling that we’d known each other forever, even if our previous communication was only online.”

During the first part of the workshops, we focused on theory: what goes into designing a good map, and what aspects are extremely important to make it successful. For example, it turns out you don’t have to create a painstakingly perfect 20-hour-long scenario for people to want to play it. Sometimes, all it takes is a cool idea for 5 minutes of fun – if it’s executed well. We also had a discussion about the specific projects created by our community members and studied each case separately. Additionally, we discussed a few tips and tricks on how to save time and maximize results.
Engrossed in map creation:



The second part was all about practice – our guests had to pick a random idea and inspiration, lottery style. Here are some examples:
Pitch black: make a map where the infection progress is the primary threat;
Gravity: make a map where a different gravity setting is the main gimmick;
Picturesque: make a map where visual beauty is the main focus.

Then, we moved on to the game jam stage, when they got to create new maps. What followed was a conversation about individual progress and an idea sharing session. Towards the end of the day, we entered into brainstorming mode. We talked about Developer Tools, the future of this feature, and how to improve tools for the community. We showed some sneak peeks of upcoming updates, like mod support or new features in DevTools to support mod creation. We even showed our legendary City Builder, most requested by the community – but, in my opinion, it’s too complex and too big even for our developers to handle and so will remain our secret tool.

Just look what beauties our dev tools can help create*:

* Photo contains a screengrab of a map made by one of the creators that is work in progress and does not occur in game – image not representative of final quality.

Let’s take a look at what one of our guests had to say about the entire experience:
“The crew was awesome, very fun, charismatic, and positive people around. The plan for workshops was great, we had time to explore, time to chat, time to work and focus, then relax by the end of the day. The integration with other community map creators itself was something I think we all needed. There wasn't a moment where I felt lost.”

We strongly believe that community is the most important aspect of Dying Light. Meeting up with our map creators was a joy, an honor, and an inspiration all at the same time. Personally, I think that initiatives like the Community Workshops are the best thing that can come out of this symbiotic relationship between Techland and the folks that like our games enough to dedicate hours of their time to poke around the technical aspects. A lot of respect goes out to them and I hope we’ll be able to have a repeat experience next year. Let us know what you think about it on our reddit channel. To find more information on Community Maps, visit the dedicated area of Pilgrim Outpost. Who knows, maybe you’ll get inspired to create one as well!

Take care!

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Visit the in-game store to grab it for free!

Winter Tales: Gifts from Above

There's plenty going on this winter in Villedor, and more than enough to keep you warm on these cold days and nights! Stay cozy in the warm, get on Santa's nice list, and earn some gifts! But don't be surprised if you see a military aircraft in the sky dropping presents rather than the red-nosed reindeer! Plus, a familiar face from Halloween is back in The City!

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Let's give you a quick rundown on what to expect from Winter Tales: Gifts from Above:

Kill Naughty Infected & Loot Xmas Sweets – They decided to mess with The City’s holiday spirit again! Kill them and get those candies back!

Reclaim the Stolen Presents – Sweets aren't the only things you'll find on the Naughty Infected. They've stolen presents from those who really deserve them, so get them back!

Earn Winter Boons – Slay these festive-themed zombies, and get in the spirit with powerful effects.

Find Baka – Baka is here to make sure no naughty deed is overlooked, and the good ones are rewarded.

Santa’s Airdrops – Send letters to Santa and get your gifts. But be careful! Some zombies will try to take them for themselves!

Winter Elf Gear – Santa's filled some of his airdrops with unique Winter Elf Gear items. Each week will feature different items, so make sure to play each week to get your hands on everything!

Bazaar Christmas Tree – Trim some heads, spruce up the tree, and make sure to check for new presents under it every now and then.

Mischievous Helper Outfit – someone who helps spread holiday cheer needs to look the part, surely! Decorate the tree and get rewarded with this festive outfit!

Additionally, for completing each of the goals, you’ll be rewarded with:

Participation Goal: Collect 1 Winter Tales Present of any kind.
Reward: 800 Christmas Sweets

Personal Goal: Collect 60 Winter Tales Presents of any kind.
Reward: Dead of Winter Bow Blueprint and Deep Freeze Arrow Blueprint

Global Goal: Collect 9,000,000 Winter Tales Presents of any kind.
Reward: Gingerbread Infected Charm Blueprint



The event will end on January 5 at 12PM CET.

Winter Tales: Update 1.14

The temperature might be dropping, but the last update of 2023 is coming in hot! Winter Tales is here to see you through the festive period and the first part is the update.

Gifts From Above - Event

Get ready for Winter Tales as Villedor becomes covered in winter's frost. Baka is back with new bounties and rewards for an upcoming event. Remember to write a letter to Santa because he is probably near the city, and gifts are falling from the sky. However, be wary, as they might be protected by Naughty Infected, who are invading the city again.

This year, snow has arrived in Villedor, so remember to visit your favorite spots in the City and prepare your camera for festive snaps.
Be sure to check out the Bazaar, where survivors have started decorating the Christmas Tree. They may need some help with that.

Event will be available to you till 5th January

New Enemy Variants

With the Update, a new wave of enemy variants will show up on the streets of the City.
Watch out for biters, carrying the deadly gas tanks on their backs. You can encounter three new variants:

Don't get too close to the Toxic one - he will release a deadly cloud around himself
Stop your enemies where you want them - Freezing biter will prevent them from moving
Watch incinerating biter throw fire puddles around him - but not from too close, or you will be engulfed in the fireball he turns into!

Virals also turn more vicious - some of them will spit in your direction to keep you away. You may also encounter them carrying gas tank.

Don't get surprised by the new Goon variant - their scream will alert banshees, waiting in the dark corners to attack you.

New Weapons - Polearms

Diversify your battlefield tactics with the arrival of Polearms! This new weapon type offers extended reach, allowing for strategic engagements and versatile playstyles. Pick them up from the cold dead hands of enemies that carried them before, or visit weapon vendors.
Don't forget to visit Shen Xiu (Chapter 2 Agent) and Pilgrim Outpost! And of course, the new weapon type comes with its unique finisher.

Nocturnal Weapons

We are introducing a new type of weapon specifically designed for better effectiveness during night fights. Nocturnal Weapons come only in higher rarities - from unique to exotics, so just because of that they’re already quite formidable. But what sets these weapons apart are their special affixes (triggered during the night) and cool, fluorescent appearances. Some of these weapons are designed to focus on handling specific types of infected, so choose wisely which one you will bring into the night. However, keep in mind that, as powerful as they are, they also drain your immunity faster, so using them is a classic risk-and-reward mechanic. Participate in Night Encounters, and fight Volatiles, Backpack Biters, and several others to obtain them. Make sure to visit Harper and Pilgrim Outpost. Explore the night and discover your first Nocturnal Weapon.

Throwable Weapons

New Throwing Knife - Want to wreak havoc among hordes of enemies while slashing through them? We have the perfect solution: throw a new PK tool, an exploding knife, at your enemies, watch out for a short beep beep beep, and enjoy the small explosion, giving yourself much-needed space in tight situations.

Shurikens - What's better than one shuriken? Three thrown simultaneously. Combine them with a katana, and you can be the one and only ninja in Villedor.

New Finishers
Your enthusiasm for new features doesn't go unnoticed; we've heard you clearly.
Get ready for a fistfight and check 2 new hands finishers, waiting to be mastered in the midst of battle.
In addition, you can now get a chance to perform a finisher after successfully performing Perfect Dodge, Perfect Parry, X-Ray attack, and even when you release yourself from the Biter grab.

Nightrunner Tools in NG+
After completing a game and entering New Game+, all your Nightrunner Tools will stay with you. Players who already were in New Game + before this Update will receive missing Tools on level 2*

*The tools will be accessible in Open World free roaming, meaning several missions will prevent you from using them to ensure a smooth experience. Adequate information will be shown in those cases.

Game Update
We’ve also introduced the following fixes and improvements to the game:

Gameplay
  • [PC] Players can now choose another key to bind the Expert grappling hook
  • We adjusted Korek Charm to 40% damage buff at 25% of weapon durability
  • Fixed an issue where Skullface will remain idle
  • Fixed issue when objective marker displays improper information
  • Fixed an issue where players could lure infected into Stamma’s Room
  • Carnage Manica Shield blueprint accessible from the vendor, Manica can now be dismantled.
  • Added new visual and audio effects showing elemental damage affecting the player
  • Adjusted knuckledusters attack animation to look more natural


Co-op
  • Fixed issue when Steam players couldn't join players that were using Epic Games Launcher
  • Fixed issue when Epic Players couldn't join Steam Players
  • Fixed the issue of the game crashing after joining coop sessions
  • Fixed an issue when the objective disappeared after a short time after starting the generator in the “Bridge the Gap” Mission
  • Fixed an issue when some infected could be seen walking in the air by the host in “Bridge the Gap” Mission
  • Fixed an issue when the objective won’t progress after killing all enemies
  • Fixed an issue where Volatile would ignore flashlights



Dev Tools
  • Over 600 Hellraid assets are added to the DevTools library
  • Implementation of LODs


UI
  • Fixed an issue where an unknown key appeared in the tutorial when toggle crouch was turned off
  • Fixed an issue where the challenge weapon had a red background icon and was shown as worn out in certain challenges
  • Implemented cosmetic changes to the Tooltip in the Inventory UI


Technical
  • Fixed issue with improper lighting on Howlers when they were standing in the sunlight
  • Updated animations for various aspects of the game (including cutscenes, NPC animations, and more) with re-mocap involved
  • Fixed issue with invisible collisions during “Kill the Renegades” objective
  • Fixed Infected noises
  • Fixed game crash after performing a quick resume
  • Fixed graphical issue after entering the hospital
  • Fixed issue for not getting trophies related to map activities
  • Fixed Volatile AI and patrolling routes near VNC Tower, Highway, and Hills
  • Fixed an issue with when GRE Aberration could be one-shot in spawning animation
  • Fixed Cricket Bat icon during challenges
  • Fixed Opera Machete balancing
  • Fixed VFX during the fights in the Opera Arena
  • Fixed an issue where a player could get stuck between textures
  • Fixed issue where AI was not reacting to players
  • Fixed an issue where the camera clips through the Kensei Outfit when healing
  • Fixed an issue where the Mission Canceled title does not appear after canceling the mission
  • Fixed visual effect of torches at the opera building entrance
  • Fixed sound when players are under the influence of ongoing elemental damage
  • Fixed an issue where players could get stuck on top of the ceiling near the Bazaar entrance
  • Fixed an issue where Anomaly could be seen passing through the environment when leaping
  • Fixed an issue where Cricket Bat, Scrapper Hammer, or Buccaneer failed to appear in the weapons wheel
  • Fixed gaps between buildings in the city
  • Fixed an issue where the map was blurred and shook while being affected by the howler’s scream
  • Fixed an issue where a dot indication of a new item reappears on all items in the stash
  • Fixed an issue where the trophy “Into the Unknown” was not chained to the rest of the main quest
  • Fixed an issue where the camera would jitter while opening certain doors in a Dark hollow zone
  • Fixed an issue where players were able to cut the enemy in half with knives
  • Improved Far-jump animation making it more immersive

Dev Blog #4

Hi, it’s Tymon here. I’d like to start with a huge thank you for your warm reception of our latest Community Update. According to the poll on Pilgrim Outpost, 93% of you were pleased with its content. We’re super glad and motivated, ready to continue working on giving you more!

It’s December, and so it’s the time for winter celebrations in the game! And, boy, do we have some surprises. We’ve prepared a couple of gifts, I can’t wait for you to unpack them! Be ready for a Winter Tales Event, wintry outfits, as well as a little cherry on top: the Winter Tales Update, arriving on December 19th. Small, but so, so juicy!



We know you’re excitedly awaiting Firearms & Tower Raids – let me assure you that they are happening, the team are working behind the scenes to introduce these features as soon as we can. Guns are being especially heavily tested in the game right now and tweaked, with the hope they’ll be ready before long.

But let’s get back to our smaller-scale Winter Update to get you going. New weapons? For sure! You can expect polearms and nocturnal weapons. The former is a new type of melee weapon to poke the infected with. What’s interesting is that not only the players shall do the poking. We gave some to the enemies as well, so beware of the new, more aggressive, and harder to defeat version of our good pal, the Spearman.

Nocturnal weapons, on the other hand, are another one of our experiments and, in part, an answer to your suggestions that endgame immunity is starting to become too generous. We wanted to create a weapon that gives an evident bonus during fights in darkness, but also is connected to some risk. So, with nocturnal weapons, each hit takes away part of the player’s immunity – but at the same time, they offer huge bonuses against certain enemies or in specific conditions… but only during the night.

While working on new enemy variants, we put a spotlight on our dear Goon. A lot of you said that it’s a slow enemy that does not feel like a threat for the more experienced players. This is why the new Goon will be able to call for allies – it’ll make the encounters much more dangerous. Actually, when designing him, we were thinking about Godzilla, and it was a lot of fun to get reminded of some of the classic scenes from those movies. But the Goon is not all that’s new! We will also see some new variants of the Gas Tank – my personal favorite is the one that can freeze his opponents.



Coming back to the Winter Tales Event I’ve mentioned in the beginning: it’ll be full of entertainment, presents, rewards, and festive atmosphere! Those presents, for example, will come in the form of some DL1-inspired air drops, courtesy of Santa himself! He’s coming to town, bearing gifts, but nothing in Dying Light is so simple – to actually receive them, you’ll need to get on Baka’s good side and run some errands for him. Expect a cool outfit that you’ll be able to earn and collect during the event as well as new winter-themed weapons. I’m pretty much convinced that one of the axes that we have there will bring back some sweet, nordic memories of god-like slaughter. Oh, and one more present from us – free Hakon Bundle! It will be released on December 19th, along with the update and event.

What about snow in Villedor? Why not! For the duration of the event, the city will be lightly dusted with fresh and fluffy snow. And where there’s snow, there are also snowballs, right? Well, snowball fights will be rather brutal, as you’ll be able to throw them at your enemies, freezing them on the spot, and kill them! That’s the holiday spirit, huh? The Winter Tales: Gifts from Above Event will start on December 19th and last all the way into the new year, ending on January 5th. Join the celebration!

I won’t reveal all of the surprises planned for this winter period, but I’m sure you’ll love the festive wonders we have in store for the game. Let us know what you think on our reddit channel!

And this is a good place to thank you all for your support throughout this year. I would like to wish you all the best and Happy Holidays! Stay Human!