About this mod
Dead World is a difficulty and game overhaul for Dead Island. It aims to completely refresh most aspects of the game, such as combat, looting, progression and such giving the player a new way to experience the game again.
Not supported for Dead Island: Riptide / Other base game editions.
Requires a new save for a proper bugfree play
- Permissions and credits

VERSION 1.2
Dead World is a difficulty and game overhaul for Dead Island. It aims to completely refresh most aspects of the game, such as combat, looting, progression and such giving the player a new way to experience the game again.
Supported for the Dead Island: Definitive Edition
mod overview
What exactly has been changed in this mod?
To find out about everything changed in the mod, you can also visit this spreadsheet

- Walkers and infected have increased range, and tend to be more agressive towards the player, with less delays inbetween attacks, but they also take increased damage onto the head, rewarding players for precision. It is tougher to get behind special infected to easily abuse the slow rotation these enemies used to have (excluding the Floater).
- Special infected (Ram, Thug, etc.) have increased damage, speed and health and should be treated with caution.
- All enemies now provide different loot making it more rewarding to kill enemies. Special infected are now commonly killed for high rarity weapons.
- While special infected can be more dangerous, they also have a clear weakness against certain elementals. Floaters are vulnerable to electricty, ram against fire, butchers against bleeding, etc.

- Looting has now been overhauled: looting is no longer based on what act you are on, and is completely randomized. The base game tried favouring items to players that were based on your level and progression at the same time. This system has been changed to be completely random instead.
- Looting items from containers (trash cans, bags, etc.) are now way more specific, and new items can be found while commonly looting in the world, making loot pools more diverse.
- It is now possible for enemies to drop ammo and medkits, although the chance of it happening is low.
- Lockpicking is now enabled from the start and does not need any skills to open level 1 to 3 chests.

- Weapons that you loot are now always set to your current player level, meaning you longer will have scenarios where you can't use a weapon because you were too low level.
- Hitboxes and ranges have been adjusted to be more to modern gameplay and are smoothened out
- Two-Handed weapons now all share the exact same animation as the Paddle has, making it much easier to use
- Durability has been increased overall for all weapon types to remove the frustration of constantly repairing weapons
- All weapons have improved gore: it's way easier to cut off a head from a zombie resulting in more satisfying gameplay

- All skill trees have been overhauled for all characters, and are now focused on benefitting the player in combat. The base game trees often gave players filler stats to fill the skill tree but never really felt interesting to progress or flesh out
- All skills can now be unlocked, rather than only having a limited amount to spend
- Health now has to be upgraded on every character, and no longer upgrades passively by leveling up.

- All firearms now aim in faster, and have a more modern zoom when aiming in
- Sidearms such as pistols and revolvers can now be shot faster
- Upgrading firearms at the workbench reduces the swaying when aiming in. At max upgrades it doesn't sway at all.

- Melee weapons and firearms now have a beefier hitting sound with slight pitch variations and sounds more dynamic and less static
- Other consumable items now play correct sounds (e.g Energy Drink now makes it sounds like a drink in COOP)

- HUD is updated to be more like Dying Light 1, such as the radar location and weapon selection
- Enemies now have the health text and stamina text displayed next to their bars respectively, making it easier to see how much health or stamina an enemy has
- Some hud elements have been removed such as the pose indicator to reduce cluttering the screen
- Menu's such as settings have been improved by no longer relying on the word becoming bigger when hovering, but now uses a color hover to indicate what option you are hovering

- Movement speed is now instantanious, players no longer have to wait to build up to max speed making strafing and parkouring easier
- Player movement speed is increased, including sprinting to improve the overall feel of player control

- Quests now provide better XP for completing them, and rewards no longer only variate from melee weapons, but can now also provide consumables to the player
- Missions with player combat have increased difficulty contributing to the overall mod experience

- Blueprints now have 3 seperate systems: short, medium and long. Blueprints no longer are about what you take is the best, but now depends on player preference as all the stats have positives and negatives with stats.
- Blueprints are now more global and less specific, for example any element blueprint no longer asks you specificially for a hammer, but now asks for any melee weapon instead.

- Beach balls can now be pushed around again
- Weapon Wheel is no longer restricted by levels, but now is properly set with a correct inventory number at the start of a save
- Sprinting no longer hides the weapon from the player making combat easier to enter
- Escort Missions have been improved drastically, AI will now move much faster to it's destination to prevent long escort missions
- Many blurs have been removed to make the visual appearance of the game much better to play
- Loud reverb sounds have been hotfixed, players should no longer have really loud ricochets from player actions
INSTALLATION
- Locate game file directory of Dead Island (steamapps\common\DIDE)
- Simply place the Data3.pak file in the DI folder