This page was last updated on 26 February 2025, 6:56AM
Changelogs
Version MM.2.0
_______________________________________________________________________________________________________ Mutations Mod [ MM.2.0 ]
Mutation Type Additions: [ 1 ]
[1] Stunflash Mutation - Emits a concussive, damaging blast that pushes infected away, causes infected to stumble about, and/or briefly knocks down and disorients infected - One or more blasts can even kill enemies due to concussive trauma to their brains - Can be used as a lesser form of the Forcewave Mutation that emits a weaker blast which does not cause dismemberment
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Mod Language Version Additions: [ 3 ]
[1] Deutsch [2] Espanol [3] Francais
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Customization File Additions and Mutation Default Value Changes: [ 3 ]
[1] FILE: Mutation Attribute Customization File (StinVec_Mutations_CUSTOMIZE_ATTRIBUTES.txt) - You can now choose from a range of attribute tiers for Mutations within the customization file: - Customizable attribute tiers for Mutations include:
Mutation Usage Animation - Type 1: No Animation (Instant Usage) - Type 2: Palm Up (Slower) - Type 3: Palm Forward (Faster) (Mod Default) Mutation Effect Damage - Tier 1: Low (500) - Tier 2: Medium (1000) (Mod Default) - Tier 3: High (2500) - Tier 4: Very High (5000) - Tier 5: Extremely High (10000) Mutation Effect Radius (Vanilla Dying Light Melee Range is 1.3 > 2.0) - Tier 1: Very Near (2) - Tier 2: Near (6) - Tier 3: Normal (10) (Mod Default) - Tier 4: Far (14) - Tier 5: Very Far (20) Mutation Effect Duration - Tier 1: Very Short (2 seconds) - Tier 2: Short (6 seconds) - Tier 3: Normal (10 seconds) (Mod Default) - Tier 4: Long (14 seconds) - Tier 5: Very Long (20 seconds)
[2] FILE: Blueprint Crafting Customization File (StinVec_Mutations_CUSTOMIZE_BLUEPRINT_CRAFTING.txt) - Mutation blueprints are now affected by crafting requirements if the option is enabled. - Each Mutation blueprint now produces a fixed amount of 25 of a Mutation - Crafting requirements vary depending on the Mutation being produced - Crafting cost per tier:
Higher Requirements (+100% increase in requirements over Normal) x10 Primary Ingredient x6 Secondary Ingredient x4 Coffee (valuable item) x2 Medkit
Very High Requirements (+200% increase in requirements over Normal) x15 Primary Ingredient x9 Secondary Ingredient x6 Coffee (valuable item) x3 Medkit
Extremely High Requirements (+300% increase in requirements over Normal) x20 Primary Ingredient x12 Secondary Ingredient x8 Coffee (valuable item) x4 Medkit NOTE: The "Coffee" loot item is classified as a "Valuable" item. Hitting "Sell all valuable items" at a merchant will sell your Coffee. If you choose to enable crafting parts as being required to craft Mutations, selling your coffee can prevent crafting Mutations. To avoid your stock of Coffee from being sold when hitting "Sell all valuable items" at merchants, I recommend selling individual valuable items manually and not using this button while using this mod with crafting requirements enabled.
[3] FILE: Blueprint Limiting Customization File (StinVec_Mutations_CUSTOMIZE_BLUEPRINT_LIMITING.txt) - You can now choose to selectively disable Mutation blueprints for Mutations you have no interest in using - Disabled Mutation blueprints will no longer be displayed in your in-game Blueprints menu, thus they cannot be created - All 8 Mutation blueprints are enabled/learned by default
Reconfiguration:
- 'Easy' and 'Hard' Mutations reconfigured into 4 different 'Types' that offer varying behavior
- 'Easy' and 'Hard' versions removed
Other Changes:
- Vampiric Mutation visual effect changed to blood explosion instead of green glob explosion
- Forcewave Mutation visual effect changed to replace vision-obscuring rock explosion with blurred impact - rock impact sound retained
- Toxic Mutation visual effect changed to also produce green splatter effects
- Stasis Mutation visual effect changed to also include a splash effect
Version 07.1
Mutations v07.1
Bug Fix:
- Corrected the unintended behavior of 'Easy' mutations causing corpses to go flying away with massive force. It was most noticeable with the Forcewave Mutation making the body simply disappear as the limbs fall to the ground instead of the limbs and body falling into a bloody meat pile, or a second Arctic Mutation's freeze blast causing an infected who had died while frozen to be blown away with massive force.
- Issue only affected the 'Easy' version. Files that contained this version ('Easy' / 'Easy and Hard' combo) have been updated.