Dying Light 2 Patch Adds New Xbox Series X|S Graphics Modes
Techland has released patches for Dying Light 2 on PlayStation and Xbox consoles, fixing in-game bugs, changing the experience in some ways, and adding new graphics modes for Xbox Series X and Xbox Series S.
The fix has different version numbers depending on the platform. On Xbox it’s version 126.96.36.199, while on PlayStation 4 it’s version 1.07, and PlayStation 5 has the completely silly version 1.007.000.
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There’s a new “Balanced Mode” on Xbox Series X that runs at 60 FPS on console, but isn’t limited to Performance Mode’s 1080p resolution at launch, and would also have increased shading detail. Meanwhile, the Xbox Series S, which was pegged at 1080p 30fps at launch, has a new Performance mode that runs at 60 fps. It’s not yet clear how this affects resolution and quality, but it’s nice to have the option. It’s also unclear if and when the PS5 will receive similar presets.
Across all platforms, there are notable fixes for progression blockers, fixed safe zones, co-op fixes, rebalanced night mode, and much more. It’s actually the console equivalent of the PC version 1.2 update that arrived earlier this week. The full patch notes are below:
Dying Light 2 Patch Notes – PS4 1.07, PS5 1.007.000, Xbox 188.8.131.52
Fixes related to the Xbox platform
- Improved game stability.
- A new balanced mode added that runs at 60 FPS on Xbox Series X.
- Added Xbox Series S game modes, including Performance mode which runs at 60 FPS.
Story progression fixes
- All known cases with “Deathloops” eliminated.
- Fixed hangs in several quests – Into The Dark, Assassination, Sophie in The Raid Quest, Hubert in The Only Way Out, Veronika, Nightrunners, The Lost Light, Double Time.
- Fixed issues with safe zones (game clock stops, can’t sleep).
- Fixed stability issues: crashes or black screens in some situations
- Fixed many story progression blocks
- Fixed issues with accepting invites
- Challenges issues fixed: no weapon when inventory is full, difficulty balancing improved, tool requirements correctly managed
- Fixed co-op games spawning in distant locations
- Improved/fixed replication of city open world activities: windmills, hanging cages, loot boxes, NPC rescue issues
- Fixed enemies and players falling through the ground in certain situations
- Several performance hits fixed
Nightrunner tools fixes
- Paraglider and Grappling Hook upgrades can be applied correctly for players who have obtained them in co-op sessions.
Significant Combat Improvements
- Improved Biter behavior during the day. The enemy latch onto players more frequently, diversifying enemy encounters.
- Improved the performance of blunt weapons to reflect the feel of weight.
- Improved enemy reaction based on weapon type – to better reflect weapon weight.
- Human opponents can now block player attacks during Light Hit reaction time.
- Light hit reactions for human enemies have been shortened.
New ragdoll behaviors.
- Opponents enter ragdolls more often.
- Ragdoll works more naturally.
- Ragdoll behaves differently depending on the type of weapon used.
- Appropriate forces are applied when falling from a height and when striking different parts of the body while maintaining the force given by the direction of the blow.
- When a rag doll collides with its surroundings, appropriate sound and special effects are played depending on the surface the body is falling on.
- Improved spike detection. The enemy is now always marked on the spikes after a hit. Also, the audio feedback of spikes is now improved and new effects have been added (displayed based on physical body momentum).
Nighttime improvements and balance
- The range of the screamer’s senses has increased.
- Increased howler resistance to ranged weapons.
- Chase is triggered when a Howler is hit by a ranged weapon and is still alive.
- Birds come out of hiding faster during chase.
- Pursuit level 4 is now more difficult.
- Survivor Sense now works correctly and can be triggered without any cooldown after being hit or performing specific parkour actions.
- Improvements to the Options menu information architecture incl. a dedicated Accessibility tab.
- Added functionality to dynamically show, hide, or display player health bar, item picker, and time indicator.
- The dynamic player health bar setting is the new default and hides the bar when the player is at 100% health.
- The dynamic parameter of the element selector is the new default. The item selector becomes visible when in combat and when performing combat actions or using the D-Pad.
- The dynamic time stamp setting is the new default setting. The time indicator becomes visible during day-night transition periods.
- All widgets set as hidden or dynamic become visible in the extended HUD.
- Visual improvements to player HP and Stamina bars. These elements are lighter and their colors are more neutral.
- Visual improvements to enemy position meter to more clearly indicate its connection to blunt weapons.
Final boss fight improvements
- Fixed an issue where the opponent did not react correctly to other players and did not change behavior, which could lead to several issues during CO-OP play.
- Alternate opponent behaviors in Phase 2 during CO-OP play.
- Opponent performs area attacks more frequently during CO-OP sessions.
- Shorten story scenes between phases of a boss fight.
- Boss fight pacing improvements.
- Endgame sequence improvements. Additional endgame scenes have been added to better align gameplay and outro scenes.
- Higher tier bows are now more readily available from vendors and in the world.
- Banshees and Chargers are now more easily spotted in infected hordes at night.
- Exterior lighting upgrades.
- Sun shadow improvements.
- Improvements to spotlight shadows.
- Motion blur improvements – added customization of blur intensity and distance.
- Player hits with edged weapons are now more accurate and allow players to slash opponents’ body parts and slice them in half more easily (vertically and horizontally).
- Reworked audio for enemy hit response – different sounds are played depending on the strength of the hit and the damage dealt by the player.
- Blood splatters on the ground appear when the player hits the opponent.
- If a player is close to the enemy during attacks, the opponent’s blood will splatter the screen.
- Improved the effects of blood on enemy bodies after hits.
- A dead enemy is now interactive and reacts accurately to hits and damage.
- A new effect of bloodstains on the body of enemies after hit.
- New blood special effects have been added.
…and many more bug fixes and quality improvements.
Meanwhile, Techland has quietly launched a next-gen update for the original Dying Light. Available as a free download, this new patch supercharges the zombie survival game with improved performance and visuals.
The source: dying light
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