Dying Light 2 New-Gen Patch Brings Fixes And Improvements Alongside New Xbox Series X/S 60 FPS Modes

Techland released patches for the PlayStation 5 and Xbox Series X/S Xbox 2 Stay Human. These patches bring improvements and tweaks to new-generation consoles. Also, the PS5 patch brings improvements and fixes for the PlayStation 4 game. 

These updates, called Patch 1.007 for PS5 or Patch 1.2 for Xbox Series X/S are now available and bring dozens more changes to Dying Light 2’s overall experience. While the patch contains many fixes and enhancements, which are especially helpful for gamers who need more stability or bug suppressions, the highlight of this patch’s release is two brand new modes for Xbox Series X/S. 

More specifically, a new “Balanced Mode” has been added to the Xbox Series X version of the game that runs in 60 FPS and a new “Performance Mode” that runs at 60 FPS has been added to the Xbox Series S version of the zombie parkour title. The patch notes also indicate that other modes have been added to the Xbox Series S version of the game as well, but it doesn’t outright say what they are other than the Performance Mode. 

As for what else to expect in Patch 1.2 on Xbox Series X/S, here’s what’s new

  • Story Progression fixes
    • All known cases with “Deathloops” eliminated.
    • Fixed blocks in multiple quests – Into The Dark, Assassination, Sophie in The Raid Quest, Hubert in The Only Way Out, Veronika, Nightrunners, The Lost Light, Double Time.
    • Solved problems with safe zones (in-game clock stops, can’t sleep).
  • Co-op Fixes
    • In certain circumstances, crashes and black screens can be fixed to stability problems
    • Many story progression blocks are in place
    • Accepting invites was fixed
    • Solutions to challenges: weapons not available when inventories are full; difficulties balance was improved and tools requirements correctly handled
    • Distant places are spawning fixed co-op parties
    • Fixed/improved replication of city activities, including hanging cages (hanging), loot chests and NPC rescue problems
    • Certain situations may result in players or enemies being fixed.
    • Several performance drops fixed
  • Nightrunner Tools Fixes
    • For players who obtained the upgrades to Paragliders and Grappling Hooks during cooperative sessions, they can be used correctly.
  • Critical Combat Improvements
    • Improved biter behaviour during the day. This increases enemy aggression towards the players, which makes it more difficult to encounter them.
    • To better match the weight, performance with blunt weapons was improved.
    • Improved enemy reaction depending on the type of weapon – to better reflect the weight of the weapon.
    • Human opponents can now block players’ attacks during light hit reaction time.
    • The time taken to reduce light hit reactions in human enemies has been reduced.
  • New ragdoll’s behaviors.
    • Ragdolls are more popular with opponents.
    • Ragdoll is more natural.
    • Ragdoll’s behavior varies depending on which weapon is being used.
    • The appropriate force is applied to fall from heights and hit different areas of the body.
    • When a ragdoll collides with its surroundings – the appropriate sound and FXs are played depending on the surface the body falls on.
    • Improved spikes detection. The spikes are now stamped with the enemy’s initial sign after each hit. Additionally spikes audio feedback is now improved and new FXs were added (displayed based on the body’s physical momentum).
  • Night Improvements and Balance
    • Howler’s senses range increased.
    • Increased resistance of the Howler to weapons at range.
    • If a Howler is struck by a rifled weapon, it triggers the chase.
    • During chases, volatiles are able to escape from their hiding spots quicker.
    • Now, Level 4 is harder.
  • Improvements in UI/UX
    • Survivor Sense works now correctly. It can be triggered immediately after being hit by a specific type of parkour action or getting hit.
    • Improvements made to the Options Menu Information Architecture, including. Accessibility Tab.
    • You can hide, show or change the Player Health Bar, Item Selector, Time of Day Indicator, and Item Selector.
    • Player Health Bar dynamically adjusts to hide the bar when the player has 100% health.
    • This is the default setting for Item Selector. When in combat, performing combat actions, or using D-Pad, the Item Selector is visible.
    • New default settings are the dynamic setting of the Time of Day Indicator. The Time of Day indicator becomes visible during night-day transitional periods.
    • Visual improvements to Player HP, and Stamina bars. These elements have lighter colors and are therefore more neutral.
    • Visual Improvements to the enemies’ stance meter to more clearly indicate its connection to blunt weapons.
  • Improvements to the Final Boss Fight
    • Problem where opponent reacts incorrectly to other players.
    • Alternate behavior of your opponent during Phase 2 CO-OP play
    • During COOP, Opponent engages in more area attacks.
    • Reduce the number of scenes in the boss fight.
    • Boss fight pacing improvements.
  • Outro Improvements
    • Improved game endings. In order to align gameplay with the outro scenes better, we have added additional scenes at the end of each game.
  • Balance Tweaks
    • Merchants can now purchase higher rank bows more readily than ever before.
    • Chargers, Banshees, and Chargers can now be easily seen in Infected hoards during the night.
  • Technological Improvements
    • Improvements in outdoor lighting.
    • Improved sun shadows
    • Improved spotlight shadows
    • Improvements to Motion Blur – added intensity and distance blur customization.
  • Brutality pack
    • Now, Player hits using sharp weapons can be more precise. Players are able to cut off the body of their opponents more quickly (vertically or horizontally).
    • Reworked audio for enemy hit response – different sounds are played depending on the strength of the hit and the damage the player deals.
    • If Player hits an opponent, blood will splatter on the ground.
    • If a player is close to the enemy during the attacks, the opponent’s blood will splash on the screen.
    • After hits, blood effects are enhanced on the enemy’s bodies.
    • Dead enemies are now interactive, and can react to injuries and blows.
    • A new effect of bloodstains on the enemies’ bodies after hit.
    • There are new blood FXs.
  • … and numerous additional bug fixes and quality improvements.

 And here’s what’s in Patch 1.007 on PS5 (and PS4):

  • Story Progression fixes
    • All known cases with “Deathloops” eliminated.
    • Fixed blocks in multiple quests – Into The Dark, Assassination, Sophie in The Raid Quest, Hubert in The Only Way Out, Veronika, Nightrunners, The Lost Light, Double Time.
    • Solved problems with safe zones (in-game clock stops, can’t sleep).
  • Co-op Fixes
    • In certain circumstances, crashes and black screens can be fixed to stability problems
    • Many story progression blocks are in place
    • Accepting invites was fixed
    • Solutions to challenges: weapons not available when inventories are full, improved difficulty balance, proper handling of tools needs
    • Distant places are spawning fixed co-op parties
    • Replica of urban open-world activities improved/fixed: loot boxes, hang cages and windmills.
    • Certain situations may result in players or enemies being fixed.
    • Several performance drops fixed
  • Nightrunner Tools Fixes
    • For players who obtained the upgrades to Paragliders and Grappling Hooks during cooperative sessions, they can be used correctly.
  • Critical Combat Improvements
    • Improvements in biter behaviour during the day. This increases enemy aggression towards the players, which makes it more difficult to encounter them.
    • To better match the weight, performance with blunt weapons was improved.
    • Improved enemy reaction depending on the type of weapon – to better reflect the weight of the weapon.
    • Human opponents can now block players’ attacks during light hit reaction time.
    • The time taken to reduce light hit reactions in human enemies has been reduced.
  • New ragdoll’s behaviors.
    • Ragdolls are more popular with opponents.
    • Ragdoll is more natural.
    • Ragdoll’s behavior varies depending on which weapon is being used.
    • When falling from heights or hitting various parts of the body, appropriate forces should be applied. However, the force must remain in the same direction as the impact.
    • When a ragdoll collides with its surroundings – the appropriate sound and FXs are played depending on the surface the body falls on.
    • Improved spikes detection. After taking a hit, an enemy stamps on the spikes. Additionally spikes audio feedback is now improved and new FXs were added (displayed based on the body’s physical momentum).
  • Night Improvements and Balance
    • Howler’s senses range increased.
    • Increased resistance of the Howler to weapons at range.
    • If a Howler is struck by a rifled weapon, it triggers the chase.
    • During the chase, volatiles emerge from hiding places faster.
    • Now, Level 4 of this chase is harder.
  • Improvements in UI/UX
    • Survivor Sense works now correctly. It can be triggered immediately after being hit by a specific type of parkour action or getting hit.
    • Improvements made to the Options Menu Information Architecture, including. Accessibility tab.
    • Additional features include the ability to hide, show or dynamically reveal Player Health Bar, Item Selector and Time of Day indicator.
    • Player Health Bar dynamically adjusts to hide the bar when the player has 100% health.
    • This is the default setting for Item Selector. When in combat, performing combat actions or using DPad, the Item Selector is visible.
    • New default settings for the Time of Day Indicator are the dynamic and adaptive setting. During day-night transitional times, the Time of Day indicator is visible.
    • All the widgets which are hidden or dynamic become visible in Extended Hud.
    • Visual improvements to Player HP, and Stamina bars. These elements have lighter colors and are therefore more neutral.
    • Visual Improvements to the enemies’ stance meter to more clearly indicate its connection to blunt weapons.
  • Improvements to the Final Boss Fight
    • Problem where opponent reacts incorrectly to other players.
    • Alternate behavior of your opponent during Phase 2 CO-OP play
    • During CO-OP, the opponent performs more frequent area attacks.
    • Reduce the number of scenes in the boss fight.
    • Boss fight pacing improvements.
  • Outro Improvements
    • Improved game endings. In order to align gameplay and the outro scenes better, we have added additional scenes at the end of each game.
  • Balance Tweaks
    • Merchants can now purchase higher rank bows more readily than ever before.
    • Chargers, Banshees, and Chargers can now be easily seen in Infected hoards during the night.
  • Technological Improvements
    • Improvements in outdoor lighting.
    • Improved sun shadows
    • Improved spotlight shadows
    • Improvements to Motion Blur – added intensity and distance blur customization.
  • Brutality pack
    • Now, Player hits using sharp weapons can be more precise. Players are able to cut off the body of their opponents more quickly (vertically or horizontally) and they will also have more control over how much damage they do.
    • Reworked audio for enemy hit response – different sounds are played depending on the strength of the hit and the damage the player deals.
    • If Player hits an opponent, blood will splatter on the ground.
    • If a player is close to the enemy during the attacks, the opponent’s blood will splash on the screen.
    • After hits, blood effects are enhanced on the enemy’s bodies.
    • Dead enemies are now interactive, and can react to injuries and blows.
    • A new effect of bloodstains on the enemies’ bodies after a hit.
    • There are new blood FXs.
  • … and numerous additional bug fixes and quality improvements.

Do you play Dying Light 2 anymore? Please comment below.

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