It's kinda crazy how quickly it's taking off. This is what? Over 5 games inside of 2 weeks of FSR2 going open source? This is going to be killer for the Steamdeck
Also you can take a peek at what it looks like in metro in this YouTube video. I'll not embed it here to just keep the thread cleaner.
In this hotfix, we wanted to address one of the essential issues players encountered during their adventures in The City – Fast Travel feature becoming unavailable under certain circumstances. This issue should be resolved after a series of tests and implementations we’ve performed.
Check the full list of improvements and fixes.
Game Updates
Most of the Fast Travel issues should be fixed. We are still working on improving the players’ experience while using this feature.
Crashes occurring in co-op while using stab follow-up skills are fixed.
Improved game stability and reduced the number of random crashes.
We are making Tyrant Volatiles stronger. A little. Sorry.
Special Infected received better resistance to some types of damage.
Special Infected with an orange marker should drop Mutation Samples.
Outfits from Chapter 1 will transfer to NG+; there will be no need to redeem them again.
Fixed a soft lock related to dying during the challenge.
Fixed an issue related to reconnecting to the game on PlayStation after leaving the session (manually or automatically) a couple of times.
Achievements „Find Anything Interesting?” and „Street Art Aficionado” can now be obtained properly.
Added a new Color Grading option in Video settings. Try “Gritty” to make your game look similar to the 2019 gameplay presentations.
Added possibility to toggle Chromatic Aberration (on/off) in Video settings.
Changes to Infected:
More Biters are now roaming the The City.
Biters are now more aggressive at night.
Virals are now much more vigilant and will leave their hideouts more eagerly if they hear a fight nearby.
You will encounter more Special Infected at night.
Be wary of Dark Hollows and Forsaken Stores during the day – encounters there can be quite VOLATILE.
General improvements:
Various graphical improvements, including new screen space ambient occlusion (SSAO) implementation.
Various image clarity improvements, including new temporal anti-aliasing (TAA) implementation and improved texture filtering.
Weapon mods can now increase weapons maximum durability.
PS5 version:
Added Balanced Mode.
Added Variable Refresh Rate (VRR) support for “Performance Mode”.
Resolution Mode works in native 4K/30 FPS.
PC version:
Added AMD FSR 2.0 support.
Improved management of GPU memory in DirectX 12 mode, especially when Ray-Tracing is enabled.
Xbox Series X version:
Increased resolution for Balanced Mode.
Resolution Mode works in native 4K/30 FPS.
I enjoyed the first one but for some reason this one is really annoying me, you can't run past zombies as they always hit you ?? I keep dying and getting trapped, maybe i need to level up a load before the fun kicks in. I think I should have started in easy mode like KAC does in all his game library ?
Specs: Asus Z170-A Mobo | Intel i7-6700k 4GHz | Sapphire RX5600XT Pulse 6G | 16GB DDR4 3000MHz PC4-22400 | Samsung U28E570D 4K | Thrustmaster Hotas X Joystick | Win10 Pro
Just finished it.
Loved it.
Ran great, main story was good , and LOTS of stuff to do.
Almost 80 hours i spent on it.
A lot of the stuff is a bit repetitive, but for me that was not a problem because i find the gameplay pretty addicting.
Good game, been a while since i enjoyed something that nicely.
p.s: The one handed 'hammer' type weapons are by far the most satisfying. That sound and the crashed skulls , i just couldn't get enough of it.
I wish i could see how many zombies i've killed in the stats.
I can only see that i travelled more than 400.000 meters.
Martin Slater, 2K games, (Bioshock) about piracy: "You can't afford to be cracked. As soon as you're gone, you're gone, and your sales drop astronomically if you've got a day-one crack"
I don't think this one has much of a cult following like the first game. They've got a lot of post-release content planned but it seems like they'll be releasing it to a small audience.
Martin Slater, 2K games, (Bioshock) about piracy: "You can't afford to be cracked. As soon as you're gone, you're gone, and your sales drop astronomically if you've got a day-one crack"
Finished this game a month ago and it was a decent 7/10. I really didn’t like it but kept playing since the story was interesting. The ending twist was also OK. I really didn’t like that I could only activate super ultra zombie killing combo when storyline allowed me to. I would’ve liked to be able to do that on my own.
I did get the best ending though as naturally I play the good guy in the game and it was pretty apparent which choices would get the good ending. I like that in a game.
Also implemented XeSS just before this. My Initial quick peek is that it looks better the FSR 2. Grass doesn't blur like FSR 2 does. Wish they had updated the FSR to a newer version to help address that properly
I bought Dying Light 2 but I only played the prologue. I was playing RDR 2 and Cyberpunk at the time and when I finished those the 4090 was on the horizon. Now that DLSS 3.0 is about to hit I think I will give this a go finally. At the least, I should get good performance. Hoping the gameplay is alright but I've heard mixed reviews. The first Dying Light was one of my favorites so I'm hoping I'll be able to get into this one.
Trying not to exaggerate here. I still think DL2 is an okay game. But it is still one of the most disappointing sequels. Just doesn't have the same magic as 1 in many areas. Quite frankly Dead Island 2 looks like it might be better.
Dying Light 2 got a new patch today with DLSS 3.0 support. DLSS 3 Showed Humongous FPS Increase in Dying Light 2, Says Dev (wccftech.com)
I can't find the thread for HItman 3 but it got a new world of assassination gameplay mode with DlSS 3.0 support last week if anyone own's that game. Fantastic visual and frame rate boosts in both games for me. The higher FPS allows DLDSR at 4k 90FPS which is pretty nice looking.
It’s gonna be Legen-wait for it-dary!
Gain new passive abilities and progress faster than ever before, even when you think you've reached the end. See what you're capable of and take your game to the next level!
*The Legend Levels feature may not work as expected with modded game content.
Ragdolls physics and AI Reaction improvements
We've upgraded your experience to include the new, improved ragdoll animations, physics and AI reactions. Infected now behave more more realistically upon taking damage. Equip yourself with the best tools, and check out these enhancements yourself!
● New ragdoll code that more realistically applies the forces of the hits
● New ragdoll presets change the hit reactions of human-sized enemies
● Changed a number of animation-based hit reactions to ragdolls
● Changes to AI behavior around the ledges of buildings
Dynamic Competitions are back
Looking for something new to spice up your online experience? Check out a classic feature from Dying Light — Dynamic Competitions! It will give you the thrill of tackling something unexpected!
This feature will be developed further in the upcoming updates!
Highlights
This update brings a number of major changes that will impact gameplay. Let's take a look at some of the highlights in this update.
● Players can now experience more immersive and frightening audio during the night chases
● Cutscenes can be skipped by holding down the dedicated button.
● Hazmat Biters won't explode instantly when hit with a weapon using fire or electric mods
● Players can now determine any amount of crafted items - not only one or all.
● Players can now instantly kill grabbing Biters with the Stab Skill upgrade
● Rare Trophies will now drop more often from Infected
● Newly added apparel — Pilgrim Outfit — granted at the beginning of the game.
● Ability to dodge when looking up
● Improved world textures — selected floors, walls, and surfaces
● Lowered Biter-grabbing frequency
● New 1-handed axe animations — and we're not stopping with animations improvements there!
Game Update
On top of the changes in the first part of the update notes, we’ve implemented other fixes!
Check them out in the full list below:
● Co-op
○ Any player can now use the host’s Nightrunner Tools during a co-op session, regardless of personal progression in single player
○ Added respawn ability — spawns 45 seconds after death near another player
○ Markers of other players will display on the compass when at a distance greater than 50 meters
○ Markers of other players will appear in the environment when at a distance of less than 50 meters
○ Challenges should now end for all the players if one completes it
○ Ropes will look natural and not warped when swinging
○ Decreased neck sturdiness for lower-tier enemies — takedowns will work properly
○ Changed UI placement of the information about the party
○ Doors in X13 will open properly for the players in the co-op session
○ Fixed issue with players respawn in X13
○ Fixed immunity exploit after repeatedly healing. No more god mode.
○ Fixed jittering of the players' model while in hiding/vents
○ Improved UI regarding players in need of a revive
○ The list of games found in the online menu will auto-refresh after a failed joining attempt
○ Fixed rare issue with flashlight remaining turned on during Aiden's flashbacks
○ Fixed rare graphical issues with Military Containers opening and closing repeatedly
○ Fixed TPP animations issue for players using baseball bats
○ Bloody Ties —- fixed matchmaking issues despite owning said story DLC
○ Bloody Ties — fixed issue of music not playing for all players in Rush and Carnage challenges
○ Bloody Ties — players now don't need to wait for other players in critical moments during timed sequences
○ Bloody Ties — player looks more natural when unlocking the safes
○ Bloody Ties — Rush challenges will end for everyone once the host finishes
○ Bloody Ties — objectives for Spectacles now update properly in UI for all players in co-op
○ Fixed TPP animation of attaching a power cable to the generator
○ Improved co-op widgets of other players — including status icons (poisoned, burned, etc.)
○ Player no longer loses the ability to attack from a turret after a triggered cutscene
○ Let's Waltz — rope replaced with monkey bar to prevent players from falling to death and blocking the quest's progress
○ Teleport to the host shortened from 10s to 3s
○ Increased bleeding-out time from 20s to 40s — now you have extra time to help your fallen friends!
○ The player healing his moving friend won't get dragged down anymore — in other words, healing is stopped if the patient run away
○ Veronika Quest — fixed issue of one invisible NPC for every player in the session
○ Fixed rare occurrences of the host's difficulty reverting to Normal when other players would leave the game
○ When using the controller, reviving other players won't unintentionally use up other consumables outside of the medkit selected in the item wheel
● Gameplay
○ Addressed the issue of players being unable to craft lockpicks despite the free space
○ Barb wires around Huntress camp will now inflict damage — beware!
○ Crossbow now has finite ammo in Harper's Elite Mission
○ Kick attacks are now a little bit faster and more powerful
○ Hurting friendly NPCs won't count anymore toward "the King of the Hill" goal
● Technical
○ The game will no longer use 3rd-party DRM protection
○ PC only — Nvidia DLSS3 support. For the very best experience, you need a VRR monitor, and GPU scheduling turned on. There is a known issue where the in-game benchmark does not report the correct framerate when the DLSS Frame Generation is enabled. To see the correct framerate, please use industry-standard FPS reporting tools such as Frameview or CapframeX. We expect to resolve this issue in the next patch.
○ PC only — addressed the issue of the darker picture on certain configurations after one of the last patches
○ PC only — the Carnage Manica shield no longer displays twice when holding the scroll wheel on the mouse
○ PS5 only — Bloody Ties will now load properly when launched from the Resume Activity tab
○ "Heartbeat" sound won't be audible anymore if the player muted all audio in the game's settings
○ Increased variation of ferns models in the city
○ Background music for the "Cathedral" quest no longer audible everywhere upon tracking the quest
○ Fixed graphical issue of fog or smoke appearing underwater
○ Fixed graphical issues of buildings' geometry showing dark gaps in the distance
○ Fixed issue with menu background shaking due to in-game explosions
○ Fixed rare instances of players falling through the elevator's floor
○ Improved quality of VFX/particle effects
○ SFX are now audible for the weapon's blast mod explosion
○ Improved shooting animation for crossbows
○ Fixed the issue of missing VO lines
○ Fixed lack of combat music while fighting in GRE Anomalies
○ Fixed rare instances of missing audio after previewing an outfit in the stash
○ Fixed TPP animations for blocking with Cranage Manica while holding 2h weapon
○ Fixes to distant NPCs occasionally stuck in their animation
○ Improved lightning consistency in the game
○ UV Flashlight — increased audio intensity when burning Biters
○ Furniture and other assets moved in a few locations to mitigate clipping anomalies
○ Increased rendering range for volumetric fog and lights
○ Higher resolution for the sky
○ Increased number of objects casting shadows
○ Enhanced transition for LOD of trees
○ General CPU, GPU, and DirectX 12 performance optimizations
○ Improvements to memory usage and performance in longer play sessions
○ PC only — the disappearance of the FSR 2.0 option on certain configurations has been addressed
○ Fixes to True Nightrunner Achievement completion. Please note there may be a need to redo one of the Nightrunner Trials
○ Improved LODs on the Highway leading to X13
● UI
○ Added a quest marker for "Portrait of a Hangover"
○ Added an additional seventh health bar segment for healthy players with over 600 HP
○ Added a tooltip to the map icon for the vendor at Carnage Hall
○ Added a tooltip to the map icon for Severus at Carnage Hall
○ The camouflage icon won't be replaced anymore by other status icons
○ Clarified quest objectives in "The Master"
○ Fast Travel hint will now be properly added to the Hints Menu
○ The order of icons for mod weapons is no longer different in different parts of UI
○ The "Quest Update" text overlapping the health bar is fixed
○ Improved loading times of Messages of the Day in the main menu
○ Players can now easily swap accessories and Nightrunner tools in the Quick Slot
Played for a bit after the update. They've added quite a lot of new types of events. Also, I don't know if this was a one-time bug but the biters that wandered into my area after I started lockpicking didn't bother me until I stopped lockpicking. I like this. Added five limbs to the ongoing event's global count with the so-called Paper Cutter weapon. Almost got back into it. Surprisingly fun session.
There was a small update that just came out. Fixed a few bugs, reflex being one of them. DLSS 3.0 runs even better than cyberpunk. 120FPS at all times and no stuttering maxed out at 4k. I've made it to the point where you choose a side between the bazarr and the PK. This game took me longer to warm up to than most. There were some nice character scenes but also alot of unpolished interactions with major characters. The start of the game was very slow and drawn out even if it did give you a chance to see spike which will probably come back around later on. Overall, I'm starting to get into it though. It's similar to the first game but I think some of the progressive gameplay features were needed but failed to hit their mark. It's a better game technically but the experience isn't quite as good as the first for me so far. I'm starting to get into the story now so maybe that will change in the future.
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