Dead Island is a zombie-based first-person game. While it does have various firearms, the majority of the weapons are melee based. It has four person co-operative play online, and is separated into various parts of the nonexistent island Banoi (located in the southwestern Pacific Ocean near Papua New Guinea).
Note, it's been reported that you can be VAC banned for the PC version. Be weary when doing this (in other words use Steam's Offline Mode when attempting this). Same applies when using PSN and Xbox Live.
The developers pushed a prototype version onto Steam at launch. There are a number of differences including no-clipping, the ability to toggle third-person perspective, a glitchy third-person walking animation, Freeze Frame and Disable LOD.
The game's text files include unused monologues for all four heroes. They appear to have been designed for the ending, but in the final game a news report plays instead. They were eventually used during character selection in the sequel Dead Island: Riptide.
The Infected zombie type has a script in their AI that regenerates health every time they do their "pause and scream" animation. While disabled by default, it can be enabled by setting ParamFloat ("regeneration_probability", 1.0) in the infected_data.scr file.
Fourteen emails can be found in the DITexts.scr. There's no clue as to why they were even considered in the first place, though these would have likely been collectibles. Dead Island writer Haris Orkin stated in an interview that there was going to be more info on the backstory, but removed due to getting in the way of gameplay and mechanics.
Two jets, one going straight and another declining straight down, can be found somewhere outside Banoi Island. It bears a resemblance to Oceanic Flight 1012, the plane flight the player witnesses going down once they clear the Lifeguard Tower.
For some reason, Purna's "Gender Wars" skill is referred to internally in some script files as "FeministWhore". Upon discovery, Techland released a groveling apology and promised "professional consequences" would be dealt upon the programmer responsible.
So far, it looks like you get more experience when you tag a zombie, which is frankly, really annoying, especially seeing as we all have different weapon focuses and it can be hard to get a hit in on lower level zombies when they die so quickly from 3 people curb stomping them at once.
It works quite poorly. Money distribution is reasonable, but there are a great many ways that XP disparity can exist and the game's mechanics seem to only exist to further this disparity. There are some mods that have been developed to try and force equalized XP distribution, but even then they do not cover all cases and XP disparity can still crop up.
As of the latest patch, "loot from dead enemies is now always identical for all co-op players". Further research and testing reveals that all money received is identical for all co-op players in the sense that when someone picks up money from an enemy or loot container, all co-op players get that same amount of money with the exception of those with money boosting abilities who would have the amount that they receive modified by those abilities.
Skills that increase XP, even if they claim to affect everyone in co-op have been reported to only do so for those in very close proximity. It would appear that these skills would only affect players with those skills active when co-op players are not bunched up. Obviously individually affecting skills will only affect the individual. This is a great way to further XP disparity.
Quest rewards are a bit more problematic. Each player in a co-op game may need to turn in a quest to get the rewards. Quest XP is far more challenging to explain. If the co-op players are not at the same points in the campaign, only players at or beyond the host's campaign progress will get quest XP. As of the latest patch, "in subsequent playthroughs XP is awarded for all quests completed in co-op" so for those players who have completed the game, they should receive XP, even when they aren't up to that point in single-player campaign again. It has been noted that sometimes, quest XP rewards have not been received in co-op when both players are at the same point in the campaign and the workaround was to have the co-op partners turn in the quests rather than the host. Quest XP is also scaled to your level so XP disparity will be further widened.
Challenge progress is preserved across characters and playthroughs and XP only goes to the character that completes the challenge. All of a sudden, someone might complete a challenge they've been progressing towards with a different character and create a vast XP gap.
XP Bonuses abound. You get extra XP from breaking bones, landing criticals, etc. You get a share of the XP if you deal some of the damage, with the person dealing the final blow getting the most XP. Players who don't participate in combat get very little of the XP. Due to different combat mechanics and tactics, it is very easy for an XP disparity to form.
As of the current version, "enemy's levels can now be adjusted independently for each co-op player," and this means that by default, each co-op player will individually see the same enemies at or around their own level and XP will be distributed in accordance with their level, furthering XP disparity. It's possible to turn this option off, at the bottom of the options menu.
All of a sudden people will sometimes jump in level for no apparent reason. Dead Island co-op is notoriously buggy and there are many modders working to try and address these concerns so you might try a mod or two to try and balance out the issues you've experienced, but there are no guaranteed fixes for this broken system.
Money looted from containers or corpses is given evenly (each player gets equal share), assuming you are within a particular distance. As far as experience goes, you will typically get experience for any combat you are "involved" in - what that entails specifically, I'm still investigating. I have gotten XP for thug and floater kills when I haven't even seen the fight, and I've missed out on XP in fights occurring directly next to me. It does seem like your average walker/infected won't grant XP unless you actually hit it with something before it dies.
I'm not sure how auras and skills factor in to things at all - I will say one particularly unbalancing feature I've noticed in coop is Purna's Glory Hound skill. It grants her +150% experience, and has caused a 5-6 level gap between me and my friend.
Plot: The characters thought they had escaped the terrors of Banoi and survived the apocalypse on a corrupted paradise. Their fate took a turn for the worse. The Dead Island heroes escaped in a helicopter to the safety of a military ship, but when a furious storm hits and the virus suddenly spreads throughout the crew, the nightmare starts all over again, leaving hope drowning in the rising tides.
All time greatest modder here!!! Thanks for giving us so much more added stuff to the game. I was very disappointed to see riptide having no skulls and this mod gives me more reasons to replay the game over and over!
can i get some help with this??
i've seen the video, and you show an added menu when you pause the game, but i can't get that menu to show up, for some reason
also, if i would want to decrease the amount of zombies by a bit, how could i do it?? and which files actually change the spawn counts??
The Dev menu is in the password locked rar file in the mod , The password for the locked rar file is given in the modded game itself you will get screen prompts its coming up.. Then screen prompts as its given just write it down .. And then use the password to unlock the file and follow the install instruction in that folder
The legendary firearm weapons have a new skin on the guns and zoom scope aim . a new m60 machine gun weapon is added and ammo for the m60 can be found around the maps these items are custom to the mod .. weapon modifications to any other have not been changed an should change normally to your craft you're applying ;)
HI ..Try re downloading the mod and opening the locked file with the password ,All you need to do once it's unlocked is , replace the menu folder from that file, with the one in the original mod or use that file on it's own without the rest of the mod . I just tested the file it is working :)
Can you please help me, before i installed the mod i can click on options on the main menu without any issues but after i installed the mod the game just stops after i click options and a runtime error pops up in the desktop saying that the game needs to close.
Also, I went to that cabin where miniature zombie is, killed him, but I am not seeing any new menu or items described here: "THE EASTER EGG ,unlock code given in game' You will have NEW options in your menu to spawn zombies give items lots lots more The mod is designed for single player use".
Hi i think your a little confused the Easter egg you mention is a game default one .The mod adds new start weapons .mutagen fury event bigger battles .While giving you better weapons as you go on .There's bonus events to go to work bench an repair weapons for a dollar .Night and day cycle . Snack boots your stamina not health more you eat more energy you get .There are prompts in text telling you about bonus events .The final battle will give you a screen prompt to a unlock code for a locked rar file in this mod .. which contains the developers menu for you to spawn any weapon or enemy or item Thats the mods Easter Egg for you .So keep a pen handy for the end of final battle to right down the code.When installed in game simply press escape in game and your see a new menu section :)
So I unzip the file and extract it into my out folder. I then start a new game at chapter 1 and I don't get any of the things shown in the video. I don't know what Im doing wrong but could you help me?
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