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Old 09-13-2011, 09:16 PM   #1
tnutz
 
Join Date: Dec 2009
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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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Old 09-13-2011, 09:18 PM   #2
dra6o0n
 
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Well did you fix shotguns so the damage is really based on multiple pellet projectiles other than a single "I scan and see 2 enemies in the crosshair and inflict fixed damage each"?

Seeing a zombie take a brunt of the shot, the other zombie behind barely even damaged, and no zombies really hurt is a stupid use of the shotgun...

I even iron sighted a zombie with a fully upgraded Striker shotgun and it didn't do much in Vanilla.
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Old 09-13-2011, 09:27 PM   #3
Claptovaughn
 
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Wait, you disabled auto-aim for throws?

How can I do this? No offense to your mod or anything but turning off auto-aim is all I want from it for now.
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Old 09-13-2011, 09:41 PM   #4
tnutz
 
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Quote:
Originally Posted by dra6o0n View Post
Well did you fix shotguns so the damage is really based on multiple pellet projectiles other than a single "I scan and see 2 enemies in the crosshair and inflict fixed damage each"?

Seeing a zombie take a brunt of the shot, the other zombie behind barely even damaged, and no zombies really hurt is a stupid use of the shotgun...

I even iron sighted a zombie with a fully upgraded Striker shotgun and it didn't do much in Vanilla.
I just verified that I can aim down sights and knock two zombies down, if enough bullets hit them and you get a good "roll."
If you aim down sights and unload into a single zombie from close range you're pretty much guaranteed a knockdown. You also sometimes get a large number of dismemberments all at once.

It's accomplished via fall_on_shot_prob in infected_data and vessel_data. I set it to a low value of 10%, so 1 - (0.9^b) should be the probability of a knockdown where b = number of bullets you hit with.

Edit:
Also the knockdown appears to zero out the zombie stamina, which I'm guessing is how it actually does the knockdown.

Hope that helps.

Last edited by tnutz: 09-13-2011 at 09:52 PM.
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Old 09-13-2011, 09:51 PM   #5
Claptovaughn
 
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Can you answer my question about auto-aim? How did you turn it off for throwing?
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Old 09-13-2011, 09:56 PM   #6
tnutz
 
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I can and I shall, heh.

default_levels.xml
I tried
<prop n="ThrowMaxDist" v="9.0"/> //default 900
and it drastically reduces the distance you can auto-target (with the red cursor), but you can still aim up and throw manually.

If you instead change the distance to something large you can auto-aim and throw an absurdly long way.

Increasing it was mentioned here:
http://forums.steampowered.com/forum...&postcount=611
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Old 09-13-2011, 09:59 PM   #7
Claptovaughn
 
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Quote:
Originally Posted by tnutz View Post
I can and I shall, heh.

default_levels.xml
I tried
<prop n="ThrowMaxDist" v="9.0"/> //default 900
and it drastically reduces the distance you can auto-target (with the red cursor), but you can still aim up and throw manually.

If you instead change the distance to something large you can auto-aim and throw an absurdly long way.

Increasing it was mentioned here:
http://forums.steampowered.com/forum...&postcount=611
Interesting approach to it.

Thank you!
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Old 09-13-2011, 10:29 PM   #8
blinkstar
 
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Can't wait to try this. There is another thread on here from someone who was looking for a Romero-style "you have to kill the brain!" mod, and this looks like it fits the bill, what with the emphasis on damage to the head. This should be linked in the main mod thread if it isn't already.

One question: why did you make arms easier to cut off?

Thanks for your hard work!
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Old 09-13-2011, 10:31 PM   #9
Aullah
 
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Quote:
Originally Posted by tnutz View Post
I can and I shall, heh.

default_levels.xml
I tried
<prop n="ThrowMaxDist" v="9.0"/> //default 900
and it drastically reduces the distance you can auto-target (with the red cursor), but you can still aim up and throw manually.

If you instead change the distance to something large you can auto-aim and throw an absurdly long way.

Increasing it was mentioned here:
http://forums.steampowered.com/forum...&postcount=611
Clever.
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Old 09-13-2011, 10:57 PM   #10
tnutz
 
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Quote:
Originally Posted by blinkstar View Post
One question: why did you make arms easier to cut off?
http://www.youtube.com/watch?v=o9bWVb46uXk#t=20s

Most of my goal was to make each swing even more satisfying and visceral than the original. I feel much more connected to the combat if I swing a huge axe at an oncoming arm and it lops it right off.
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Old 09-13-2011, 11:27 PM   #11
blinkstar
 
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Quote:
Originally Posted by tnutz View Post
http://www.youtube.com/watch?v=o9bWVb46uXk#t=20s

Most of my goal was to make each swing even more satisfying and visceral than the original. I feel much more connected to the combat if I swing a huge axe at an oncoming arm and it lops it right off.
I don't think that link leads to what you think it does ... unless it is a reference to "why did you cut the sleeves off?"

Anyway, your written answer makes sense to me even if the video is a little confusing.
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Old 09-13-2011, 11:29 PM   #12
tnutz
 
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Yeah, that joke was maybe a stretch. Your question just made me think, "What? I cut the arms off because it looks awesome."
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Old 09-14-2011, 12:09 AM   #13
just_dont_do_it
 
 
 
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Auto-aim doesn't prevent you from throwing things at their head, you know. Not even a little.

And... "attacks to the head are much more damaging"? Why?? So that any random white crap now will be insta-beheading everything? At least in vanilla it takes SOME VERY LITTLE effort to achieve a single-swing beheading.
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Old 09-14-2011, 12:39 AM   #14
tnutz
 
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Feed the trolls!
Quote:
Originally Posted by just_dont_do_it View Post
Auto-aim doesn't prevent you from throwing things at their head, you know. Not even a little.
Being near-anonymous doesn't prevent you from using a decent conversational tone, you know. I am well aware of what auto-aim for throwing does. I do however find it more satisfying to aim and throw without it. Not even a little, but a lot.

Quote:
Originally Posted by just_dont_do_it View Post
And... "attacks to the head are much more damaging"? Why?? So that any random white crap now will be insta-beheading everything? At least in vanilla it takes SOME VERY LITTLE effort to achieve a single-swing beheading.
I wanted zombie combat to especially emphasize accuracy vs random swinging, and also to capture some of the traditional vulnerability of a rotten zombie skull. Increased hit points make body attacks almost worthless, necessitating attacks to the head. We only have limited ways to modify the game, but I tested various values of head and arm "influence" and "health multipliers" until the combat "felt right." You are of course free to modify the values and play anyway you like. I've even commented the files for you.

I don't follow the "SOME VERY LITTLE EFFORT" statement. Are you saying I should click harder?
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Old 09-14-2011, 09:22 AM   #15
NightLight
 
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Tnutz, this is a very interesting mod. I will try it however before, a few questions:
- Did you include the inputs.scr to enable kb/m analog combat? If yes, is there anyway I can change some of the key binding (like putting inventory key to 'tab' and weapon selection wheel to 'mouse 4' for example?
- Will we be able to do hilt attack and stabbing motion/attack? I tried this before and all I can do now is swing, although its nice that i can manually swing, but I'm missing the hilt/stab attack. Is it possible?
- I think damage to the head = more is good, but I think the limb damage should not be too too little. I think reducing the damage when limb is broken/cut moderately is good, but not too much. I'd still keep the critical and the RPG feel intact though.
- Will it be possible for you to modify the accuracy of guns? Seems like it is way too accurate right now. Maybe remove the auto aim which would be good as well
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