Dead Island Updated!

Techland has been pretty busy with Dead Island lately. No, they haven’t been working the Blood Bath Arena DLC. I am happy to say, that they were working on an update for their title that’s pretty awesome (to say the least). Techland released an update for Dead Island a few days ago that not only fixed a laundry list of bugs and interface issues, but they also gave gamers new content. They raised the level cap from 50 to 60 and added new blueprints for weapon mods. After playing for a few hours today, I was able to find 5 or six new weapon mods that weren’t in the game at launch. I believe there are more scattered around. Kudos to Techland for giving gamers DLC worthy additions without forcing gamers to purchase them (cough, cough, like Capcom…cough). Check out the list below:

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:
quest XP rewards  adjusted
XP rewards for challenges adjusted
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
Picklock skill level required to open a lock is now clearly indicated
Improved rewards in weapon crates
All weapon crates now contain rewards
Kick ability balanced, now requires stamina
Items can now be picked up instantly; this is reflected in adjusted animations

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

General:
Improved stability and network performance in co-op
Quest and reward fixes implemented

Now you might wonder why Techland made the kick attack take stamina. The reason has to do with them removing the zombies’ ability to stop you from attacking mid animation. Normally when this would happen, you had to rely on the “kick” attack to get them away from you. Now that the zombies have been tweaked, this change makes things fair. Really, after playing for sometime, I believe that it works in our favor. All I need now is the “real” DLC to drop from me to be a happy camper. A zombie killing, happy camper!

Edit: These updates were for the Xbox 360 and PS3.

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Techland has done an excellent job of bringing the “survival” back to survival horror!  

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