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Old 10-20-2011, 12:02 PM   #1
shivars
 
 
 
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The 1.3 patch changelog

Hi

Lots of posts about the new patch, but nobody seems to have posted the actual change list, its not in Steam's news feed either. Just thought it might be useful (not that its hard to find on the official DI site...):

I do note, though, that it doesn't seem to mention about kicks now using stamina...

http://deadisland.deepsilver.com/blog.php?page=1

The PC patch 1.3 is now available. Steam will update the game automatically.


This patch includes the following fixes:

1) Gameplay improvements:
· Level cap raised to 60
· New blueprints for weapon mods added
· Infected damage reduced
· Infected no longer interrupt player attacks
· A series of improvements to subsequent playthroughs implemented:
o quest XP rewards adjusted
o XP rewards for challenges adjusted
o in subsequent playthroughs XP is awarded for all quests completed in co-op
· Purna’s ammo carrying capacity increased by 50%
· Character state from a save game can now be loaded when using the Start from Chapter option
· New balancing option added: enemy levels can now be adjusted independently for each co-op player
· Players respawn with more health
· Lock pick skill level required to open a lock is now clearly indicated
· Improved rewards in weapon crates
· All weapon crates now contain rewards

2) Fixes and interface improvements
· Fix: players are no longer left without a weapon after dropping the equipped item and healing with a medkit.
· Fix: equipped items no longer swap mysteriously after drinking an energy drink
· Tweak: healing with medkits from inventory works better, makes smarter choices of medkits
· Fix: loot from dead enemies is now always identical for all co-op players
· Fix: Purna no longer finishes her Fury with fists equipped
· Fix: map tracking after death
· Fix: zone info in the quarantine zone (City of Moresby)
· Tweak: respawn point selection is now smarter

3) General
· Improved stability and network performance in co-op
· V-sync option added
· Quest and reward fixes implemented
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Old 10-20-2011, 12:35 PM   #2
Kleetus
 
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Some of the changes are good, but they've also dumbed it down.

Why do developers always listen to the loud vocal minority who whine that a game is too hard?

I really wish these people would take up another hobby and stop ruining mine.
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Old 10-20-2011, 12:37 PM   #3
Stoib
 
 
 
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Quote:
Originally Posted by shivars View Post
· Infected no longer interrupt player attacks
Well that pretty much makes Purna's Recovery skill redundant
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Old 10-20-2011, 12:43 PM   #4
EchoingZen
 
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Quote:
Originally Posted by Kleetus View Post
Some of the changes are good, but they've also dumbed it down.

Why do developers always listen to the loud vocal minority who whine that a game is too hard?

I really wish these people would take up another hobby and stop ruining mine.
With the removal of the kick, I do believe the game is now harder, even with zombies dealing less damage.
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Old 10-20-2011, 01:18 PM   #5
Nokrahs
 
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very nice patch indeed. hope they fix the usb-headset sound-bug anytime soon.

what is a "kick removal"? It takes some stamina now, so what?
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Old 10-20-2011, 03:14 PM   #6
Azzer007
 
 
 
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"· New balancing option added: enemy levels can now be adjusted independently for each co-op player"

How on earth does that work with 2 players attacking the same zombie? :S
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Old 10-20-2011, 03:21 PM   #7
The_Thing
 
 
 
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Quote:
Originally Posted by Kleetus View Post
Some of the changes are good, but they've also dumbed it down.

Why do developers always listen to the loud vocal minority who whine that a game is too hard?

I really wish these people would take up another hobby and stop ruining mine.
I completely agree on this; whoever thought of the idea to make kicks use stamina is obviously a god when it comes to playing games....or it could be an who wants to jarate people off.

However, I think there are more positive updates.
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Old 10-20-2011, 04:46 PM   #8
Gerza71
 
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Level cap raised to 60 Really? My first play through I ended up late 30's or early 40's.
New blueprints for weapon mods added Cool
Infected damage reduced Why? Should of left it the way it is.
Infected no longer interrupt player attacks. Why? That make one of the perks a waste/redundant

A series of improvements to subsequent playthroughs implemented:
o quest XP rewards adjusted
o XP rewards for challenges adjusted
o in subsequent playthroughs XP is awarded for all quests completed in co-op
Ok. No problem with that. I think
Purna’s ammo carrying capacity increased by 50% Well she is the one with the guns I have no problems with that. As long it dose not happen to others.
Character state from a save game can now be loaded when using the Start from Chapter option. Ok I like that instead in going in new game.
New balancing option added: enemy levels can now be adjusted independently for each co-op player That is good. Not everybody plays the same.
Players respawn with more health I notice that more health shrinks down to it actual level unless that is a perk for a particular character. Unless that more health that more health get you out of a sticky situation if you quick enough.
Lock pick skill level required to open a lock is now clearly indicated That is bit of hand holding but thats make it clear. I how some cases need a lock skill of one and two. That is before this patch.
Improved rewards in weapon crates. Good. I hate dudes
All weapon crates now contain rewards. Is this line is the same above or I missing something.

2) Fixes and interface improvements
Fix: players are no longer left without a weapon after dropping the equipped item and healing with a medkit.
I did not have this problem.
Fix: equipped items no longer swap mysteriously after drinking an energy drink Did not have that problem. I still have that Whisky problem. After picking certain amount of those bottles I still equip with it.
Tweak: healing with medkits from inventory works better, makes smarter choices of medkits Ok.
Fix: loot from dead enemies is now always identical for all co-op players Ok.
Fix: Purna no longer finishes her Fury with fists equipped. I play her in my last play through she have always something equipped after her fury.
Fix: map tracking after death. Whats that mean? map tracking. Is that mean I respawn near where my character dies instead of different part of the map? If that is the case good. If something else please explain.
Fix: zone info in the quarantine zone (City of Moresby) Ok. Cool. more info the better.
Tweak: respawn point selection is now smarter. Smarter the better. At this point I don't like the word 'smart' because of politicians.


3) General
Improved stability and network performance in co-op
Good I like that. More stable the better.
V-sync option added. About time. Jumping and dancing with joy. My graphics card take easy now. 60 is the magic number me I.
Quest and reward fixes implemented. Good.

To me it a good patch. There is stuff like kick using stamina is a damn good thing. Any form of attack should always use stamina.
Using energy drinks in other hand get two health block filled instead of one did not like it.
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Old 10-20-2011, 04:55 PM   #9
ZakSeven
 
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Quote:
Originally Posted by Azzer007 View Post
"· New balancing option added: enemy levels can now be adjusted independently for each co-op player"

How on earth does that work with 2 players attacking the same zombie? :S
It means if you are 33 you are fighting a Zombie 33 and if your buddy is 30 he will see the same zombie as 30. His damage and yours are scaled accordingly when you attack that zombie.

Another way to think about it. Perhaps the zombie has 1200hp for you and 1000hp for him. You hit for 300hp and he does for 250hp on the same. In the end, you both need 4 shot to drop it and you get the experience accordingly.

Otherwise if you were in his game you would have been fighting lvl30 only and get less experience as a Lvl33.

Zak
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Old 10-21-2011, 07:45 AM   #10
LiveOrDie
 
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Old 10-21-2011, 07:22 PM   #11
astaman
 
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You can add that its now possible to drink/eat (sodas, snack bars ect) while in the crouch position.

Actually some decent improvements in this latest patch.
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Old 10-21-2011, 11:15 PM   #12
Kleetus
 
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They still haven't fixed the handbrake when using a keyboard.

That's never worked, not even sometimes or using another key binding.
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Old 10-22-2011, 06:52 AM   #13
Capn Tucker
 
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They did NOT fix weapons moving around after drinking a soda or eating some food. Now when I drink or eat, the weapon I was holding has to be re-equipped. That is beyond irritating. Especially when you get jumped by zombies right after eating or drinking..
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Old 10-22-2011, 07:23 AM   #14
VeryBumpy
 
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Quote:
Originally Posted by Kleetus View Post
Some of the changes are good, but they've also dumbed it down.

Why do developers always listen to the loud vocal minority who whine that a game is too hard?

I really wish these people would take up another hobby and stop ruining mine.
They made tons of changes for the worse; they should fix bugs, not alter core gameplay, I agree. But I feel the game is now HARDER. I'm dying more often now than before.
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Old 10-22-2011, 07:36 AM   #15
RnRollie
 
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· All weapon crates now contain rewards


Yeah well, i've been opening A LOT of crates for the last two days, and a lot of them were empty.
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