Dying Light

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Patroclus

Uploaded by

dagami6065

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About this mod

Dying Light Survival Overhaul makes many improvements and adjustments to a number of game mechanics to ensure a consistently challenging but rewarding survivor experience. It also expands upon nightmare difficulty further and normalises a number of problematic scaling issues with the vanilla game.

Permissions and credits
Changelogs
Playing with friends is highly recommended. This mod further improves multiplayer scaling difficulty.

Updated: 13th Nov 2020, now no longer requires playing in offline mode

Note:  New Game (default campaign) on Nightmare+ is highly recommended!

Summary


This mod improves upon nightmare difficulty by making substantial adjustments to crafting, loot and enemy / player scaling: weapon mods can be crafted with basic materials; many exclusive items from The Following are now integrated into the original campaign; and numerous exploits have been removed. The undead now evolve quicker, react faster and scale more organically. You will start weak, get better, but unlike the default game, the biters will always have a good chance of bringing you down no matter which point of the game you are at.

Overview
: Opening up playstyles

While this mod makes the game harder in a number of ways, it also strives to make all weapon types and approaches viable. The crossbow is received at the same time as the bow, while the new poisoned throwing knife and faster auto targeting allows multi-throw to remain extremely useful against faster enemies like virals. It also slightly normalises melee weapon damage which in the vanilla game, quickly scaled to ridiculous values and outperformed other weapon loadouts.

Additionally, the Bozak Bow, upgraded crossbow and super molotov blueprints are now received through side quests that are unlocked in the main campaign, no longer forcing the player to run a gauntlet or rush through the expansion.

Guide to Zombieland - Bozak Bow
Bandages and Meds - Upgraded Crossbow
Midnight Bride - Super Molotov


Special ranged ammunition blueprints are now also distributed among various side quests.

Additionally, there is an increased damage boost to 2-handers to further compensate for their otherwise lower attack speed and heavier stamina use. They should feel weightier and pack a heavy punch. Certain grossly overpowered skills like Stomp have been disabled while Jump Attack and Whirlwind now have a cooldown and leave the user more vulnerable.

Leveling & Inventory


  • Survivor - The first 9 levels are much easier to achieve. The deficit is spread out across later levels. This change shortens the time during the early game when melee scaling is terrible. Reaching level 9 faster also gives access to the bow and crossbow (now craftable), letting the player have more combat tools at the ready.
  • Agility - Points are increased to allow for greater contribution towards legend.
  • Power - takes 50% longer to level (but kills award double XP so that combat remains a somewhat viable means of getting legendary XP)
  • You start off with more inventory slots
  • All Items sell for less as you move into the end game
  • You respawn with only 50% hp.
  • Lose 1.5% Legend Xp on death and lowered survivor penalty if you are still leveling


Normal & Legend Skill Tree


  • Every 25 Legendary ranks give you a boost to inventory space
  • You can no longer stomp enemies even if you have acquired the ability
  • Camouflage and its upgrade are disabled
  • In return, the above mentioned skills give a small bonus to maximum stamina
  • Infinite fitness & stamina regardless of any difficulty have all been removed
  • You cannot reduce the cooldown on grappling hook
  • Maximum hp and regeneration attainable have been reduced. (Vanilla allowed you to almost triple your starting HP)
  • Shield crafting skill(s) etc which saw almost no use will instead let you craft vital components used in crafting
  • Legend skill tree has been greatly revised to encourage build diversity and a range of playstyles
  • Where necessary, descriptions have been updated and clarified so that the player knows what has changed


Fitness, Movement & Stamina

  • Backpedal and strafing movement speed are reduced. You can no longer backpedal your way out of situations effortlessly
  • Stamina regeneration in general is slightly slower, but noticeably so if stamina is fully drained.
  • Overall movement speed is slightly reduced
  • Crane's fitness takes longer to recover, and he tires a bit easier
  • Breaking your fall now requires precision input

Zombies, Special Infected & Humans


  • All infected evolve much faster, make appearances much earlier and are noticeably far more dangerous and aggressive in the day
  • Biters hit harder, counterattack more often and their overall damage scaling is noticeably improved
  • Biters are less likely to fall down from weapon hits to the head and are stunned for a shorter duration
  • Increased distance following and trailing. Biters will move to where they think you were even if LOS is broken
  • All infected creatures are more perceptive, see further and react faster to Crane's presence
  • Virals are fewer in numbers and do not spawn continuously - they still do spawn often enough
  • Volatiles deal increased damage and scale better
  • Increased multiplayer damage scaling so that more players make the game considerably more dangerous
  • The night is far more alive and responsive to Crane's presence. It is much harder to survive in the night
  • Volatiles take considerably less time before they are alerted to your presence and react quicker to sprints and various sounds.


Quartermaster, Shops & Economy


This one is important. Quartermasters no longer give out rare crafting materials and have much fewer items.
Shops are limited to only selling green, blues and very rarely, purples
. If you want better weapons, you will need to look for them outside.
Arrows and bolts are no longer sold, forcing you to craft them.
Various exploits with items of the day, or free goodies given out nonchalantly by certain vendors and shops have all been addressed
Many components, blueprints and parts are far more expensive
Medkits are no longer sold or contained within airdrops / ambulances. They can still be found in the world, just not in containers


Combat & Weapon Changes

  • Melee weapons have increased repair slots across all rarities
  • Weapons can no longer be dismantled for parts or nails, so you can't (or are not incentivised) keep picking up planks and pipes. Also further limits the excess of basic crafting materials.
  • Guns don't provide as large an aggression spike as before but they will still draw attention
  • Repairing weapons require 2 / 3 repair parts respectively for 1-handed and 2-handed weapons
  • Camouflage & Stomp are disabled
  • Survival sense and the grappling hook have a reduced range but still remain extremely useful
  • Survival sense is no longer spammable nor usable while sprinting
  • Reduced maximum arrow and crossbow ammunition as well as their special equivalents
  • Many DLC items (those overpowered or redundant) are disabled by default.
  • Bows and crossbows are no longer fully silenced, and they are now more distinct from each other.
  • Throwing weapons are viable. They deal more damage and normal shurikens inflict low level poison. 
  • Throwing knives / axes can now be crafted and are in between normal shurikens and special ones.
  • The Crossbow and normal bolts are available in the main campaign but will require the normal bow (not available till level 9) as a crafting part.
  • Dive attack, ground pound & windmill have a 60 seconds cooldown and leave you more vulnerable.
  • Power attack now deals more damage at the cost of more stamina.
  • 2 handed weapons have a much higher damage scaling relative to how slow it is to swing them.
  • Quick break has a longer cooldown
  • Bleed & fire have received buffs to their chance to trigger or last longer.

Crafting & Banned item(s)

There are too many changes to be listed here. Almost all recipes use a larger number of components, and some now require additional items to craft.

Please note that overpowered DLC items have either been nerfed to be in line with other weapons or outright disabled from the start.

All crafting components from The Following are integrated into the main campaign.
You can craft and upgrade weapon mods using synthetic, rubber & lubricants.

Boosters are disabled. In return, the skill lets the player learn blueprints for converting crafting materials.


Final Notes

Rais' arena, various parkor challenges and the Bozak Horde are still very doable even with the handicaps. If you couldn't get through Rais' arena in the default game, you won't make it through here either.

There are a lot of other balance adjustments or changes not mentioned here. For example, most weapons mods are directly available for crafting from the start and campaign difficulty scaling has been adjusted significantly etc.

Installation

Download the file and unzip it. It should be a Data3.pak & DataEn.pak file.
Go to your Dying Light folder
There is a folder called "DW". Open it.
Paste my files and allow them to override.
That's it!

Multiplayer

All players need to have the mod installed.
The game is generally easier with a buddy or two. However, as the game has a modified multiplayer damage scaling, be sure not to underestimate the biters or virals. This mod has no reported issues in multiplayer.