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Old 09-13-2011, 09:16 PM   #1
tnutz
 
Join Date: Dec 2009
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Posts: 214
Mod: Director's Cut - Updated for Riptide

Riptide version on GitHub - https://github.com/tnutz/DIRiptide-DirectorsCut

Riptide version direct download - https://github.com/tnutz/DIRiptide-D...ive/master.zip


Director's Cut Updated to 3.5 12/11/2012
Gameplay Video

Director's Cut is now actually compatible with patch 1.3
Thanks to Darc Clan it's fixed for the latest and hopefully final version.

As seen on PC Gamer

Introducing the optional challenge mode, a somewhat more difficult version without requiring multiple tedious hits to the head. Getting one-hit kills on Walkers will require high damage upgraded weapons/critical hits/character skills.
Challenge mode is the recommended version for making co-op more interesting.

There is also still the normal mode that results in many one-hit head kills, like the previous versions.

Download
Challenge Mode (Recommended):
http://www.mediafire.com/?5zb88ljyouyah2d (Wider vertical FOV 80)
http://www.mediafire.com/?axex3n9ffq2iagv (Default vertical FOV 62.5)

Normal Mode:
http://www.mediafire.com/?8s9lybsjfbwwdap (Wider vertical FOV 80)
http://www.mediafire.com/?9nqnjpgft4j7ks3 (Default vertical FOV 62.5)

This mod is for people that want even more involved and visceral combat with the common zombies.

There is an emphasis on aiming your attacks, with lots of arms being chopped and blown off and heads flying and being crushed. You can attempt the risky but often-lethal jump-kick, chop off/break arms while backpedaling/dodging, get 2 headshots in one swipe, throw at the head, shoot at the head, throw a lucky standing punch to the head, deplete stamina with blunt hits then knockdown with a 0 stamina kick, ground and pound the head with a few good shots, those are all viable tactics in this mod. Critical hit weapon mods can now take full effect, and class skills can really shine.

Version 3.3 increases the tactical depth with more varied hit reaction animations, and makes Fury useful again for Logan and Purna.

-------------

Mod Highlights
- More involved and demanding combat. I tried to refine and highlight the best aspects of Dead Island's combat and tie it together into a deeper combat system where you are rewarded for properly assessing the situation and acting tactically

Fundamentals
- Precision strikes to the head give you quick kills

- Different enemy groups can make for very different feeling fights

- Less predictable enemy reactions keep you on your toes

- You can stay in control of big fights by taking advantage of each situation, and you don't have to spam-kick the whole time
-------------

Tactics
- Normal attacks to the body work towards knock down, but do no health damage to Walkers and little to infected

- Weapon mods are useful and take full effect. A crit even to the body can make your enemies bleed out, burn to a crisp, or dance while being electrocuted
- Added base critical chance of 5% to all weapon types to highlight mod effects (3.1)

- Hits to a Walker's arms break and dismember them easily, doing little damage but setting up a killshot

- Strong blunt attacks to the leg will up-end zombies
- Very strong blunt attacks to the body will knock-out as well (3.1 reduces overall Walker stamina)

- Walker health parameters re-adjusted to balance weapons upgrades and crit effects (3.2)
- A semi-decent weapon should be required for a one-shot killing blow to the head
- Hits to Walker legs now cause a minor amount of damage so you can trigger the more varied animations as well as see the damage effects

- Walkers have less predictable reaction animations when you hit them. Now the result of a successful attack will be more varied, forcing you to assess and respond quickly (in vanilla you could always tell what animation would play based on your weapon/enemy hitpoint/where you were standing, etc..) (3.2)


- Vastly improved the variation in hit reaction animations (especially noticeable when kicking) (3.3)
- The reactions are roughly proportional to how much damage you've done to the enemy, but are less predictable
- Barely damaged walkers will shrug off your kicks and frontal body attacks
- Slightly damaged/maimed zombies will shrug off some attacks, but may reel back and even rarely fall
- More heavily damaged zombies (< 75% health, usually armless or have taken a blow to the head) will reel back and fall more often


- Fury (3.3.1)
- Made up for low auto-aim body damage on Logan and Purna
- Logan's "Grazing Hits" (bleeding on Fury) skill now gives 30% bleeding chance and 15% instant kill chance per point
- Purna's "Attack Formation" (Team Damage Increase on Fury) skill now gives 25% burning damage per point on fury gunshots in addition to the team damage listed
- Purna's increased duration continues to work as intended, making her team buffs more useful
- 3.3.1 fixes 3.3's incorrectly applied fury effects on all Logan's thrown attacks and on all Purna's gun attacks once Fury level 1 is obtained.

The following were not being applied properly and were moved into the aforementioned skills:
- Logan - Added bleeding effect and instant kill chance
- Purna - Added burning effect chance


- Walkers stay down for a shorter time, and randomly get up faster
- Standing up animations tweaked towards getting up more quickly more often (3.3)
- Skills affecting knockout time might actually be interesting now

- Walkers grab less often to offset them being in your face more (3.1)

- Infected regenerate when taunting(and so do Rams), so be aggressive

- Infected take more damage from behind, an incentive to work together with a co-op buddy

- Ground-and-pounding the head with fists is viable

- REMOVED in 3.2.1 - Player kick range reduced to match up with animation; adds some challenge (3.2)

- Reduced each player's stamina (but maintained character differences) to offset 3.1's increased stamina regen (3.2)
- This improves the flow of combat since you have to better manage stamina
- Co-op especially benefits from the increased number of opportunities to help a friend
- Stamina-related skills are more useful (maybe overpowered?)

- A headshot from a pistol or rifle can take out a zombie
- A shot to the body has a small chance to knock them down
- Bullets have some penetration and can hit more than one zombie
- Shotguns are at least as dangerous as ever, and will knock-down and dismember satisfyingly

- Player stamina regeneration increased slightly to balance and speed up the tougher combat (3.1)

- Increased damage and duration (where applicable) of grenades, incendiary grenades, molotovs and deo-bombs to maintain their usefulness (3.2)
- Increased duration of throwable meat attractor (3.2.1)

-------------

Non-combat changes
- Better overall pacing
- Health items give 2x health. Don't be afraid to engage in a fight even if you can barely survive

- Sprinting changes (3.1)
- Stamina usage increased to balance stamina regen
- Speed slightly increased to balance regen and stamina usage
- Basically you can sprint faster for shorter distances more often
- Xian's sprint is now reduced properly (3.2)

- Improved loot tables - a reason to put points into lockpick
- Further improved locked loot in 3.1 to balance requirements for better weapons
- originally used Anime SchoolGirl's non-cheater edition

- Increased Durability (mildly, to balance the combat style differences)
- Durability further increased in 3.1 to balance older weapons being weaker

- Much Tougher Escorted NPCS

- Co-op experience is much closer to equal. Killers and assisters get full exp. Nearby people get 90%.

- Auto-aim for throws is back. See below

- Doubled Inventory size to work-around weapon loss bugs (3.2)
- Dupe your items and keep a spare if you want to
- If you want a small inventory, don't pick up more than 12 things, or edit the Skills/x_levels.xml files

-------------

Fun things to do
- Decapitate multiple zombies with one swing
- Headshot two zombies with one bullet
- Aim up while jump-kicking to send zombies arcing over a high railing
- Aim your jump-kicks so the ragdolls land on their heads or arms and they splatter
- Time your jump-kicks and thrown weapon extractions to combine them into one smooth motion
- Send some zombies flying to a watery death in the ocean with a sweeping sledgehammer blow to the legs
- Slice a Walker's leg to put them on a knee and then slice upward for a one-two decapitation
- Sever the leg of an oncoming Infected at full speed
- Shock/burn yourself on an enemy you critted


------------
Auto-Aim: I added back in auto-aim on the throws to not exacerbate the issue with losing weapons. Boomerang isn't a good enough fix since it's not nearly as fun as having to skillfully kick-remove your weapons mid-fight. If you like the challenge of arcing your throws, change line 54 in default_levels.xml to
<prop n="ThrowMaxDist" v="9.0" />

------------
I use the KB/Mouse analog mod, and it makes combat even more fun. I did not include it, but the best version seems to be here - http://forums.steampowered.com/forum...5&postcount=26
combined with http://forums.steampowered.com/forum...2&postcount=21
It includes a key binding for accepting quests.

I now include the "override in-game mouse sensitivity" from Dead Island Helper because I use it to fix sluggish menu speeds and it affects default_levels.xml. I believe the mouse speed fix is universally useful, but you may need to increase your sensitivity in the options to maximum. Let me know if this is annoying people.
Dead Island Helper is here


------------------
Known Issues:
There is a distinction between "knocked down" from an animation, vs "knocked out" by having no stamina.
Knocked down enemies will get up even without arms, and will take slow drowning damage (that's good). "Knocked out" zombies die when both arms are cut off/broken and drown almost instantly (that's bad). I do not know how to make knockouts more like knockdowns though.

------------------

A few things I would like to do when I can:
- Add tiny amounts of ammo as a chance to drop in normal loot, so there's not feast or famine like vanilla

- Make guns more challenging - remove auto-aim especially.

- Increase spawn sizes as an option, especially for co-op
- Have a Co-op version with more lethal enemies, more spawns, etc...

- Make kicks to the head have a different effect than to the body (tried some things and failed)

- Re-balance the skilltrees (some worthless skills in vanilla are already more interesting though)

- Spend some time with Fury to improve the interaction and balance with the rest of the changes
----------------
3.4 changes from 3.3:
Fixes for patch 1.3 compatibility
- Updated all modded files to include patched changes where there was no conflict
- Levels go to 60 properly
- Increased Purna's ammo in relation to the modded values
- Normal Kicks still require 0 stamina since combat is balanced around that
- Will investigate options now that it's possible to have kicks require stamina
- Medkit healing values unchanged from previous mod version, were increased in vanilla patch 1.3 to be closer to Director's Cut values anyway

----------------
3.3.1 changes from 3.3:
Fixes 3.3's incorrectly applied fury effects on all Logan's thrown attacks and on all Purna's gun attacks once Fury level 1 is obtained
----------------
3.3 changes from 3.2.1:
- Fury
- Made up for low auto-aim body damage on Logan and Purna

- Logan's bleeding on Fury skill now gives 30% bleeding chance and 15% instant kill chance per point
- Purna's Team Damage Increase skill now gives 25% burning damage per point on fury gunshots in addition to the team damage listed
- Purna's increased duration continues to work as intended
- 3.3.1 fixes 3.3's incorrectly applied fury effects on all Logan's thrown attacks and on all Purna's gun attacks once Fury level 1 is obtained.

- Logan - Added bleeding effect and instant kill chance
- Purna - Added burning effect chance and increased duration. Her team buffs should be more interesting now


Walkers -
- Vastly improved the variation in hit reaction animations
- The reactions are still roughly proportional to how much damage you've done to the enemy, but are less predictable
- Barely damaged walkers will shrug off your kicks and frontal body attacks
- Slightly damaged/maimed zombies will shrug off some attacks, but may reel back and even rarely fall
- More heavily damaged zombies (< 75% health, usually armless or have taken a blow to the head) will reel back and fall more often

- Standing up animations are tweaked towards getting up more quickly more often

------------------
3.2.1 changes from 3.2:
- Increased the duration of throwable meat attractor.

- Took the kick range back to normal
- The reduced kicking range caused some problems for high-latency co-op players, and reduced some of the fun factor of kicking zombies over things
- If you want to increase the kicking challenge, edit Inventory_Special.scr, search for melee_leg, and change DamageRange(190.0); to DamageRange(140.0);

--------
3.2 changes from 3.1:

- Less predictable reactions when you hit a Walker. Now the result of a successful attack will be more varied, forcing you to assess and respond quickly (in vanilla you could always tell what animation would play even before you swung your weapon, based on your weapon/enemy hitpoint/where you were standing, etc..)
- This feature will probably get more fine-tuning in future versions

- Reduced player kick range to match up with animation; add some challenge

- Reduced each player's stamina (but maintained character differences) to offset increased stamina regen
- This improves the flow of combat since you have to manage stamina better
- Co-op especially benefits from the increased number of opportunities to help a friend
- Stamina-related skills are more useful (maybe somewhat overpowered?)

- Walker health parameters adjusted to balance weapons upgrades and crit effects
- A semi-decent weapon should be required for a one-shot killing blow to the head
- Hits to Walker legs now cause a minor amount of damage so you can trigger the more varied animations as well as see the damage effects

- Increased damage and duration (where applicable) of grenades, incendiary grenades, molotovs and deo-bombs to maintain their usefulness

- Walker and Infected bullet damage multipliers increased to ensure headshot kills

- Infected health parameters increased somewhat
- They should still go down quickly to aggressive attacks

- Increased Fists critical chance and fist critical damage to maintain viability of ground and pound across all levels

- Doubled Inventory size to work-around weapon loss bugs
- Dupe your items and keep a spare if you want to
- If you want a small inventory, don't pick up more than 12 things, or edit the Skills/x_levels.xml files

----------------

3.1 Changes from 3.0 beta:

- Re-balanced damage to Walkers, especially head damage reduced to reward item upgrades and require better quality and level appropriate items for instant head kills
- Leg hits cause very slight damage now instead of none
- stamina decreased to improve the usefulness of forceful weapons

- Reduced frequency of grabs to balance zombies being in your face more, and the grab mechanic isn't very fun

- Player stamina regeneration increased slightly to balance and speed up the tougher combat

- Added base critical chance of 5% to all weapon types to highlight mod effects

- Sprinting changes
- Stamina usage increased to balance stamina regen
- Speed slightly increased to balance regen and stamina usage
- Basically you can sprint faster for shorter distances more often

- Locked chest loot further improved so balance the requirements for better weapons. You should see more nice weapons with upgraded lockpick

- Durability increased (durability loss decreased). Older weaker weapons will last longer at least though they're not as damaging
--------------
Old Versions

3.4
Challenge Mode:
http://www.mediafire.com/?cmcf1efaa0bmc2o (FOV 80)
http://www.mediafire.com/?sizlzego595ec7g (Default FOV 62.5)
Normal Mode:
http://www.mediafire.com/?840shy30w4yzlh7 (FOV 80)
http://www.mediafire.com/?1fcqn9bbigsj69i (Default FOV 62.5)


3.3.1
Challenge Mode:
http://www.mediafire.com/?7zrg787160iynxa (FOV 80)
http://www.mediafire.com/?x9i5lzse1dj32kb (Default FOV 62.5)
Normal Mode:
http://www.mediafire.com/?ppnesgcts90y9xn (FOV 80)
http://www.mediafire.com/?p6n92zbhs79crat (Default FOV 62.5)

3.2.1
Challenge Mode:
http://www.mediafire.com/?97hratsascm1220 (FOV 80)
http://www.mediafire.com/?bzclzwnewbwpe0r (Default FOV 62.5)
Normal Mode:
http://www.mediafire.com/?boze4pmd1gt8ctc (FOV 80)
http://www.mediafire.com/?rlad5tnt5d3z7n8 (Default FOV 62.5)

3.2
Challenge Mode:
http://www.mediafire.com/?np02zqirzkizl8a (FOV 80)
http://www.mediafire.com/?bql7uuh787bn8om (Default FOV 62.5)
Normal Mode:
http://www.mediafire.com/?11135jx6sz6sb14 (FOV 80)
http://www.mediafire.com/?gah9pxi6xiepkgq (Default FOV 62.5)

3.1
http://www.mediafire.com/?210yzkb7yu61dqx (FOV 80)
http://www.mediafire.com/?afqmvy6r6dp5z45 (Default FOV 62.5)

3.0 beta
http://www.mediafire.com/?0pzzh88hjcsa6ro (FOV 80)
http://www.mediafire.com/?qd0agfbvf2097zs (Default FOV 62.5)

2.01
http://www.mediafire.com/?odza3yp81dq6llj (FOV 80)
http://www.mediafire.com/?214nqi7gs4vg61o (Default FOV 62.5)

1.1
http://www.mediafire.com/?0jg3oeyn748gdkx (FOV 80)
http://www.mediafire.com/?hb469mo75xo69n3 (Default FOV 62.5)

Last edited by tnutz: 05-02-2013 at 06:54 PM.
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