Dying Light 2 Nightmare + Difficulty Guide

Dying Light 2 Nightmare + Difficulty Guide 1 - steamsplay.com
Dying Light 2 Nightmare + Difficulty Guide 1 - steamsplay.com

What is this ?
 
 
Makes the hard difficulty … actually hard …
 
 
This mod does a lot of cool things, i’ll list few really important changes and reasoning behind them here.
 
 

New Difficulty

Dying Light 2 Nightmare + Difficulty Guide - New Difficulty - 44BD8C9
 
 
Makes the hard difficulty … actually hard …
 
This mod does a lot of cool things, i’ll list few really important changes and reasoning behind them here.
 
Dying Light 2 Nightmare + Difficulty Guide - New Difficulty - A91ECA8
 
Nightmare + is not a difficulty mod not for the faint of heart, this mod is meant for hardcore players that like the challenge.
 
Nightmare + does many things.
 
Download on Nexus – [nexusmods.com] 
 
 
Dying Light 2 Nightmare + Difficulty Guide - New Difficulty - 37BDC00
 
Dying Light 2 Nightmare + Difficulty Guide - New Difficulty - 44BD8C9
 
 

Volatiles now spawn starting from level 1 chase

 
 
This was a decision i made to prevent people from farming Virals at night with ease and get valuables (old world money) and tokens without any effort, it’s dull and boring, this also adds tension and makes the seem less like a joke like it is in vanilla.
 
Stopping people from farming old war money and tokens will also make repeatable night activities valid again.
 
This is also manually balanced for the
 
The amount of Volatiles spawned/active is manually selected and balanced for CO-OP.
 
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More Virals and faster unpredictable spawn in chase

 
 
This is pretty self explanatory, i won’t go into detail but i still am tweaking this, slowly and carefully.
 
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*Upgrade price changes and crafting requirements changes

 
 
Some items like medkits , throwing nights , molotovs and grenades might require more and different resources, this will add authenticity and make the scrap and junk you collect useful, also adding to the factor of exploring night locations for loot.
 
Old war money is even more needed now since upgrading some really strong items will cost more.
 
I did not touch token requirements since it was already in a sweet spot, and now that i think i mostly fixed the night viral grind cheeze we can all be happy about this (i hope).
 
 
Some items now need 3x or 4x the amount of resources to be crafted or old world money to be upgraded, this hopefully will stop players from spamming boosters while not modifying any stat on them.
 
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AI hits like a truck

 
 
When i thought about making the game harder, first i had this idea, because nobody likes spongy enemies that are tankier than you.
 
This option is also manually adjusted for the amount of co-op players, they become a little more tankier with more players but not much noticeable
 
What you will feel is how they hit you like Thomas the tank engine on steroids, won’t necessarily kill you but you will start thinking next time.
 
“Is it really worth it to head stomp or jump kick this guy while i’m surrounded by 5 other mobs” .
 
Damage modifiers are also adjusted accordingly.
 
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Remove auto adjustable difficulty script

 
 
This game has a hidden mechanic, if you die to a mob once you get a damage resist buff for xx amount of times, if you die 20 times you get another stronger buff which stacks, same thing about taking fall damage.. for 1800 seconds… now it’s just 10 seconds since we are strong independent games Techland.
 
This kind of thing was introduced in Resident Evil 2,3 too and it can be really annoying if you just want the pure fair challenge.
 
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Limiting Survival Sense

 
 
Limited “Survival Sense” (Q), now players can detect zombies and enemies within 1 meter radius, time tagged reduced to 1 second (from 10).
 
Without this “wallhack” you start focusing in your environment and not just thinking when “Q” will go off cooldown to just spam it more, in a way it also contributes in making the game a harder experience.
 
I didn’t remove it completely because i’m sure within one meter you can still have some kind of situational awareness.
 
 
Updates:
 
Update 1.01: Limited “Survival Sense” (Q), now players can detect zombies and enemies within 1 meter radius, time tagged reduced to 1 second (from 10).
 
Update 1.02: Adjusted boomstick shotgun upgrade prices, fixed the prices of few stages of upgrading the medkit i missed.
 
 
This mod will keep being updated as long as developers do the same and support the game.
 
 
This mod DOES NOT:
 
Nerf weapons , armor peaces, weapons. quest rewards, xp gained.
 
 
What i aim for:
 
Carefully balance and edit the game scripts to make a good survival difficulty without necessarily overdoing it or making it an impossible pain to go trough.
 
Whenever i introduce a new change or a feature i will make sure it’s well tested !
 
 
I will continue to support as long as Techland don’t abandon the project.
 
 

NEW GAME IS RECOMMENDED

 
 
Since this mod has a lot to do with balancing and economy of the game, i strongly suggest to start a new game with a clean save file.
 
 
Feedback
 
Feedback is really important for me, as i always want to know what you guys think about this or what should be changed or fixed.
 
Here is my discord for any questions add me, i’ll try to help if i am free.
 
 
Madihson#5618 or here on steam.
 
 
Install:
 
The base mod, extratct “data3.pak” to your Dying Light 2\ph\source folder.
 
 
Uninstall:
 
Delete the file.
 
 
I also made it so you won’t get locked out in the story quests because of additional resource requirements ( medkit, lockpick) so the LEVEL 1 version of these items will need vanilla resources.
 
 

Written by URMarty

 
 
Hope you enjoy the post for Dying Light 2 Nightmare + Difficulty Guide, If you think we should update the post or something is wrong please let us know via comment and we will fix it how fast as possible! Thank you and have a great day!
 


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