Dying Light 2 New-Gen Patch Brings Fixes, Improvements, And More 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-gen consoles. There are also some improvements to Dying Light 2 Stay Human on the PlayStation 4 console.
The patches are called Patch 1.007 and Patch 1.2, respectively. These updates will make dozens of adjustments to Dying Light 2 experiences. While the patch contains many fixes and enhancements, which are especially helpful for gamers who need more stability or bug suppressions, the highlight of the patch is two 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).
- You can get co-op fixes
- Fixed stability issues: Black screens or crashes in some situations
- There are many story blocks that can be used to make progress.
- Issues with accepting invitations fixed
- Problems solved: No weapon when inventory is full; difficulty balance increased, tools required properly managed
- In distant locations, fixed co-op party spawning
- 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
- Players who have obtained Paraglider or Grappling Hook upgrades during cooperative sessions can apply them correctly.
- Major Combat Improvements
- Improved biter behaviour during the day. This increases enemy aggression towards the players, which makes it more difficult to encounter them.
- The performance of blunt weapons has been improved in order to better reflect weight.
- 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.
- More often, opponents enter ragdolls.
- 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 a hit, the enemy will always be stamped on spikes. Additionally spikes audio feedback is now improved and new FXs were added (displayed based on the body’s physical momentum).
- Night Improvements & Balance
- Howler’s senses range increased.
- Increased resistance of the Howler to weapons at range.
- When a Howler gets hit with a weapon of range, and remains alive, the chase begins.
- During the chase, volatiles emerge from hiding places faster.
- Now, Level 4 of this chase is harder.
- Improvements to the UI/UX
- Survivor Sense is now working correctly. You can trigger it without cooldowns by getting hit, or doing specific actions in parkour.
- Improved information architecture for the Options Menu, 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 players are at 100%.
- This is the default setting for Item Selector. The Item Selector will be visible in combat as well as when you perform combat actions using D-Pad.
- New default settings are the dynamic setting of the Time of Day Indicator. Extended HUD makes the Time of Day indicator visible even during night-day transition periods.
- Visual Improvements for Player HP and Stamina bar. 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
- Corrected an issue in which the opponent did not correctly react to other players. This could have led to many glitches during COOOP play.
- Alternate behavior of your opponent during Phase 2 CO-OP play
- During COOP sessions, opponent is more likely to perform area attacks.
- The narrative between boss fight phases should be cut down.
- Boss fight pacing improvements.
- Outro Improvements
- Improved game endings. To better align the gameplay with outro scenes, additional end-of-game scenes were added.
- Balance Tweaks
- Merchants now have greater access to higher rank bows.
- Chargers, Banshees, and Chargers can now be easily seen in Infected hoards during the night.
- Technische Improvements
- Improvements in outdoor lighting.
- Improved sun shadows
- Highlight shadows can be improved
- Improvements to Motion Blur – added intensity and distance blur customization.
- Brutality Package
- Sharp weapons allow players to hit opponents with more precision and can now be used to cut down body parts (vertically as well horizontally)
- Reworked audio for enemy hit response – different sounds are played depending on the strength of the hit and the damage the player deals.
- When Player strikes an opponent, blood splats onto the ground.
- If a player is close to the enemy during the attacks, the opponent’s blood will splash on the screen.
- Hits have improved blood effects on enemies bodies.
- The dead enemy can now interact with you and respond to your blows or injuries.
- 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
- Fixed stability issues: Black screens or crashes in some situations
- There are many story blocks that can be used to make progress.
- Issues with accepting invitations fixed
- Problems solved: No weapon when inventory is full; difficulty balance increased, tools required properly managed
- Distant places are prone to spawn 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
- Players who have obtained Paraglider or Grappling Hook upgrades during cooperative sessions can apply them correctly.
- Major Combat Improvements
- Improvements in biter behaviour during the day. This increases enemy aggression towards the players, which makes it more difficult to encounter them.
- The performance of blunt weapons has been improved in order to better reflect weight.
- 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.
- More often, opponents enter ragdolls.
- 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 & Balance
- Howler’s senses range increased.
- Increased resistance of the Howler to weapons at range.
- When a Howler gets hit with a weapon of range, and remains alive, the chase begins.
- During the chase, volatiles emerge from hiding places faster.
- Now, Level 4 of this chase is harder.
- Improvements to the UI/UX
- Survivor Sense is now working correctly. You can trigger it without cooldowns by getting hit, or doing specific actions in parkour.
- Improvements made to the Options Menu Information Architecture, including. A dedicated 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’s dynamic settings are now the default. It hides the bar when the user is at 100 percent health.
- This is the default setting for Item Selector. The Item Selector will be visible in combat as well as when you perform combat actions, or use D-Pad.
- This is the default setting. During day-night transition periods, the Time of Day indicator is visible.
- Extended HUD displays all widgets set to Dynamic or Hidden.
- Visual Improvements for Player HP and Stamina bar. 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
- Corrected an issue in which the opponent did not correctly react to other players. This could have led to many glitches during COOOP play.
- Alternate opponents behavior in Phase 2 of CO-OP play
- During COOP sessions, opponent is more likely to perform area attacks.
- The narrative between boss fight phases should be cut down.
- Boss fight pacing improvements.
- Outro Improvements
- The game’s ending sequences have been improved. To better align the gameplay with outro scenes, additional end-of-game scenes were added.
- Balance Tweaks
- Merchants now have greater access to higher rank bows.
- The night is now more common for Chargers and Banshees to be spotted among the Infected.
- Technische Improvements
- Improvements in outdoor lighting.
- Improved sun shadows
- Highlight shadows can be improved
- Improvements to Motion Blur – added intensity and distance blur customization.
- Brutality Package
- 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.
- When Player strikes an opponent, blood splats onto the ground.
- If a player is close to the enemy during the attacks, the opponent’s blood will splash on the screen.
- Hits have improved blood effects on enemies bodies.
- The dead enemy can now interact with you and respond to your blows or injuries.
- 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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