Search the Community

Showing results for tags 'mod'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Dying Light
    • EN
    • PL
  • Dying Light: Bad Blood
    • EN
    • PL
  • Pure Farming
    • EN
    • PL
  • Hellraid
    • EN
    • PL
  • Techland
    • EN
    • PL
  • Help
    • Dying Light
    • Pure Farming
  • Off-topic discussions
  • Dyskusje Off-topic

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 30 results

  1. NoQxyGen

    Mods

    Zombies can smell and hear. Zombies can pull our feet. And can detect the light.
  2. Morning all of you beautiful beautiful people. On Facebook this morning I was pleased to see Techland announce a mod system is in the works for this game. Further evidence which makes me believe they really are trying to make this game have some real staying power. One thing I would like to ask is that would these mods have to be developed on pc? Or will the mod system be usable on the other platforms? As a request, and I sure hope a mod reads this. I would like. to be able to tweak the weapon drop table at level 25 to include some of the weaker weapons. Then to adjust their damage, so some of the older weapons would be usable once more. Lastly, to adjust enemy health so that we go back to the good old days of smashing a zombies head 5-10 times before it finally explodes. Oh and also to increase the grapple hook cool down to at least 1x minute, to keep some stress in the game whilst i'm at it, some other minor things... adjustable bomber damage (make it hurt but not kill) Adjustable spitter visual block (make it really blind you ) adjustable zombie speed / (so that at night, all the biters can move quickly) - or alternatively make all biters into virals at night? health of individual mob types - some of the larger ones in particular. frequency of random events - for when people have completed the game. customization hud options, ie the removal of the map but allowance of markers, removal of ammunition count, hidden levels (especially when max) I honestly hope someone gets to read this but I do appreciate you guys are probably up to your elbows in hard work. Really looking forward to all my friends getting their hard copies in a couple of weeks
  3. Superpowers Mod: Crane gets bite by 4 different infected animals what allows him to evolve to powerful half-infected which means he will be a human by day and infected by night. Moreover, every mission can be taken only at the human form. At night, Crane needs to hunt for the humans or other zombies. And there are 4 abbilities/superpowers (few leveled up variations of each): 1. spider bite - ability to release a stream of spider web from the wrists or wrap enemies into cocoons. Crane's hand and fingers look like shaped into spiderlegs-looking hand; 2. hornet sting - ability to release swarm of infected hornets or inject a venom by the handy sting. Hornets are living under our skin. Crane's hand are covered by some larvas as well. 3. wolf claws - ability to transform into powerful, fast and deadly warewolf. I think this one doesn't need any more description for sure. 4. viper jaw - ability to release two vipers connected to our forearms. Special attacks will allow us to penetrate enemy's skull or corps and to bite them of course. Setting rule: only one ability can be taken before the night. To transform to the other form or to level up your current ability you will need to earn some skill points. With the progress of the game, different abilities can be blended up to one unique deadly marvelous Crane monster! THEY ARE MORE POSSIBLE ABILITIES FOR SURE! THESE ARE JUST COUPLE EXAMPLES OF THIS IDEA I HOPE YOU'LL LIKE IT CHEERS! BTW There are some other great ideas for the new mods: 1. Tower Defense & Rushing Crowd Multiplayer Mods 2. Couple of the new skins for the Volatile, Night Hunter and human players 3. Infected animals (like dogs, wolfs, rats, vultures, spiders etc.) 5. Vehicles mod (few cars, scooter, bicycle, motorboat etc.) 6. New zombie type: gloomy (hiding under ground to catch the player or bite him. Sometimes only face or shoulders are visible) At night it transforms to sepulchlar - they're trying to grab player inside their ribs just like the Venus flytrap
  4. After just recently seeing 'The Maze Runner' I thought to myself that a multiplayer mod based on The Maze Runner would fit perfectly into the mechanics of Dying light. Anyone else agree? I myself don't have the skills to make this so you wont be seeing me even trying to make this because i have no idea what I'm doing but I would love to see this happen.