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EthicalLune - lyravega - SlimSlader

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SlimSlader

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About this mod

ON INDEFINITE HIATUS .. With explicit permission from EthicalLune and lyravega, feel free to edit/reupload this

An all encompassing rebalance and overhaul of multiple game systems! Reintroduces cut/unfinished content, rebalances harder difficulties, more diverse loot pools, and expands the skill tree for more customization and new moves!

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This mod takes the foundation of what Harran Unleashed established, and adjusts and adds to it to include more gameplay variety, adjusts weapon positioning to better see your gear in action and make gunplay feel more satisfying, all made to incorporate the updated skill tree seen in Advanced Moves!
(BE SURE TO CHECK POSTED COMMENT BEFORE REPORTING ANY PROBLEMS)

A whopping 19 NEW Skills!
10 Updated Skills! Wallrunning! FOV and Viewmodel tweaks!
And tons of intricate gameplay additions and adjustments!...



Harran Unleashed

Quality of Life changes

• Spare ammo counts have been altered.
Pistol: 90 -> 160
Rifle: 180 -> 240
Shotgun: 72 -> 60
SMG: 240 -> 360

• Arrows fly faster, especially from the standard bow.
 The Grappling Hook now can be used in combat to pull weaker enemies towards you, slamming them into the environment!
Now has a 8 second cooldown on use, and has a comfortably extended reach.

Additionally the Grapple Hook now goes on cooldown after a single-use. Ultimate Survivor skill now enables a second use before going on cooldown.
• Sneaking is slightly faster. Swimming and strafing is significantly faster.
• Silenced pistols use regular ammo instead of subsonic so you can actually use them.
• All elemental weapon effects have a higher chance of triggering.
• Running grants a small amount of XP
• Generally increased XP gains from performing more unique climbing and attacking actions
• Shields can take much more damage before breaking.
• Weapons degrade 25% slower and have a 25% chance to not use up a repair point by default, both values can be boosted to 50% via skills.
• Broken weapons deal 40% damage instead of 10% damage.
• Bullets and other projectiles can penetrate enemies more easily.
 Ragdolls will behave more naturally and most importantly will not weirdly automatically aim their heads towards the ground while falling.
• Audio occlusion has been improved greatly, which means you can for example hear explosions around a corner or virals climbing a building near you.
• Dust particles in the air are reduced by 80% allowing the game's graphics to shine!
Base FOV values have been extended, allowing for a wider overall FOV.
A biproduct of this change is FOV values may be different then you initially had them set. Don't forget to tweak FOV settings until you find something you're comfortable with.

Rebalances

• Fall heights have been adjusted to be far more punishing.
Roughly Below 5~ meters = safe
Between 5~ to 7~ meters = painful
Between 7~ to 10~ meters = dangerous
Roughly Above 10~ meters = deadly unless rolled out

• Tightened window for rolling out of large falls. Making it more tense when falling great distances!
• Hard and Nightmare increase not just damage taken but also damage dealt.

Hard/Nightmare are no longer slogfests of sponge-whacking and instead have more intense give and take encounters from all parties.
• Nightmare no longer bans any items from use.
• Running & Combat stamina is much higher but take longer to regenerate.
• Food items heal you over time, however for considerably more then before.
• You can now only hold 12 Medkits, and 5 Military Medkits total at a time.
This was done to prevent medkit spam on Normal Difficulty, and to Incentivize health-related Skills like Man-Up!. This also encourages players to use Medkits more often, rather then hoarding them.
• ON HARD DIFFICULTY: To offset the medkit cap, Military Medkits now heal instantly rather then over time.
Military Medkits still heal overtime on Nightmar. However it is faster then standard medkits.

• Biters are generally more aggressive.
• Can no longer use Survivor Sense while sprinting, making chases much more tense.
• The Grappling Hook no longer gives you zero gravity while initially throwing it, making it slightly more difficult to land.
• Your flashlight runs out of power over time, but recharges rapidly when turned off. Even in Story Mode and Normal difficulties.
• ON NORMAL DIFFICULTY: Toxic zombies no longer spawn under normal conditions, enabling the player to use fire weapons without punishing them for it.
Additionally Bombers no longer spawn naturally and have been completely replaced with Virals. (You may still see Bombers in handplaced locations).
This change does not apply on Hard. Zombies diversity has not been adjusted on harder difficulties.

Loot & Merchant Changes

• Wandering merchants now sell blueprints.
• Economy & Prices have been altered slightly, as higher level gear starts to get pretty expensive.
• Flags & Statues grant more XP when picked up.
• Loot tables are more diverse, you can find more items in general.
Ammunition for firearms is found slightly more often, in reasonable locations.
A new 'Booze' food item has been added, to help wash down all the burgers and baklava.

Skills

• Altered Passive Skill: Dropkick Bomb
Now also speeds up dropkick and enables a quicker getting up animation.
• Altered Passive Skill Brutal Grapple

Grapple now works from the front (NageWazaFront). Allowing you to shove enemies forwards directly away, rather then only left, right, or behind.
• Altered Passive Skill: Ultimate Combatant
Now speeds up stealth
(from behind) takedowns.
• Altered Active Skill : Forward Roll
Now also reduces fall damage from bad landings.

• Legend Skills are rebalanced across the board.


And other minor changes . . .
(UNFORTUNATELY I HAVE NOT MADE A HARRAN UNLEASHED PANIC-MODE VER.)

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Advanced Moves

Quality of Life changes

• You can now bind a key to check your wristwatch at any time.
Can not be done while holding a firearm, while inside a safezone or before the first main mission is finished - hardcoded limitations.
• You can now adjust how long the button must be pressed for Ground Pound to activate.
You can now bind keys to individual equipment slots.
Allowing you to bind Mouse4 to UV Flashlight or Middle-Click to grapplehook for example.

Skills

• Altered Active Skill Tic Tac
Now additionally unlocks wallrunning!
• Altered Active Skill Multi-Throw
Multi-thrown weapons now do slightly less damage. This was done to compensate for not requiring as much precision.
• Altered Passive Skill Escape
Now unlocks new breakout animations and kills the target when successfully broken out of being grabbed.
• Altered Passive Skill Slam
With this upgrade, Ground Pound can now be used merely from a jump!
• Altered Passive Skill : Blast
Increases throwing weapon damage even more then before as a means of rewarding precise throws. Throwing weapons now can target up to 5 enemies, and lock-on quicker.
• Altered Passive Skill Ultimate Runner / Ultimate Combatant
Skills no longer provides unlimited stamina .. (HOWEVER, if you want either of these effects back two new skills have been added just for you!)


• New Passive Skill Infinite Fitness
Provides unlimited sprinting stamina
• New Passive Skill Unlimited Stamina
Provides unlimited combat stamina
• New Passive Skill Attach Rope
Attach your rope to your weapon, so it will be easier to retrieve it after you throw it.
• New Passive Skill Bloodlust
Triggered upon killing a few enemies, further kills will grant you a little stamina boost. (And extra XP)
• New Passive Skill Second Wind
 [Multiple Ranks]
Gives a quick boost to life when near death health. (Long Cooldown)
• New Passive Skill Safety Net
Allows for a safe landing after using grapplehook.
• New Passive Skill Untouchable
After dodging or sliding, zombies will not be able to hold you for a few seconds
• New Passive Skill Brawler
Increases kick damage, GREATLY increases the amount of damage you deal with your fists, and lowers fist stamina cost. As you keep fighting, your fists do an increasing amount of damage!
• New Passive Skill Fast Runner
Moderately increases movement speed
• New Passive Skill Momentum (MY PERSONAL FAVORITE!!!)
Acrobatic actions such as climbing, sliding, and mounting will give you a stacking buff, which will exponentially increase movement speed! (And earn extra XP)
• New Passive Skill Night Owl
Agility XP accrued at night is even further increased.
• New Passive Skill : Quarterback (Pairs well with Backlash!)
Throwable weapons (thrown melee weapons included) now auto-lock to targets and homes in on enemy skulls.
Has a fixed range and angle.

(Description in-game is incorrect. It says the quaterback skill improves multi-throw lock-on, however the 'BLAST' skill now does this!)
• New Passive Skill : Aggression / Redirection
After maxing out Agility/Power respectively, these skills allow you to redirect all xp gains into the opposite skill

• New Combo Skill : Falling Star 
(Vault Stun > Ground Pount) 
Executable after vaulting over a zombie. Increases range and damage of Ground Pound.
• New Combo SkilWrecking Ball (Leg Breaker > Windmill)
Executable after sliding. Increases force and damage of Windmill attack.
• New Combo SkilBrutal Throw (Ground Pound > Melee Throw)
Executable after a ground pound. You can brutally throw your weapon with your rope attached to it, after which you automatically retrieve it using the hook.
• New Combo SkilShield Wall (Dodge > Shield)
After a dodge, the interval for a shield bash will be longer.
• New Combo SkilFalling Star (Vault Stun > Dropkick) 
Executable after vaulting over a zombie. Increases damage and force of Dropkick.

• New Active Skil: Anger Issues (Man-Up!)
Enables new emergency ability activatable when below 25HP. Activate Man-Up! to regain temporary HP in dire situations. [Multiple Ranks]


Equipment Quick-Use, Man-Up!, and Check Watch Hotkeys
All these keys are completely your choice to assign, simply head into your Key Bindings menu and assign them using Advanced Moves tab
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Installation

Simple Installation :
1. Simply download the mod through the Vortex Mod Manager!
2. Play the game!
(The Vortex manager actually tries to mend the .pak files with other mods, assuming they don't alter the same game files. Which allows for a lot more compatibility)

Manual Installation :
1. Go to "\Steam\steamapps\common\Dying Light\DW"
2. Create a backup of the pre-existing Data3.pak
3. Place the mod's Data3.pak in that DW folder and overwrite
4. Play the game!
(Keep in mind, this method completely replaces your Data3.pak so this will not be compatible with other mods that alter that file without further steps.)
?. If you want to revert to vanilla, simply use the backup you created earlier!


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Most of the real hard work for this mod was done by EthicalLune and lyravega. I simply loved their work so much I refused to play without them both! Don't forget to go check out and endorse their respective works!

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Changes from original Harran Unleashed

• Survivor Sense being disabled while sprinting is entirely a change I made myself. I liked how it mended with the tension of being chased on harder difficulties.
• Takedowns use a slower animation at first and upgrades to the neck snap animation with Ultimate Combatant.
Overwritten by Advanced Moves skill changes
• Parkour rolling is enabled from the start.
I didn't like how this felt. I still liked having to work towards earning the rollout skill.
• Toxic zombies and bombers no longer spawn under normal conditions.
This now only applies on Normal difficulty. I prefer the diversity in zombie types personally! And I feel bombers add extra difficulty on Hard.
• Virals spawn more often.
I actually preferred the increase in Virals, however I did not have the patience to go in and increase their spawns while still keeping bombers/toxic zombies.
• TicTac has been replaced with Wallrunning.
Tic Tac is just WAY too useful to be completely replaced.
• The grappling hook has a 25s cooldown and a 30% reduced reach.
I actually buffed the grappling hook. I simply like it too much to rationalize it being this much worse.
• Sneaking, swimming and strafing is faster.
I simply adjusted sneaking to be a bit slower. I didn't like how fast Harran Unleashed made crouch walking. It felt like there was little reason to ever stand up during night travel unless parkouring.
Crafting Expertise once again crafts 2 Medkits at a time
I didn't agree with this change, I felt the 2 medkits was a very key ingredient in the difficulty balance of Hard and Nightmare difficulties

Changes from original Advanced Moves
Nerfed the Brawler by roughly half its multiplier damage, as damage values were lowkey ridiculous.
• Quaterback no longer affects multi-throw lock-on values. I felt locking the improved targeting behind the same perk that forces auto-aim throwing was counter-intuitive. The 'BLAST' skill now does this.
• Additionally made some minor tweaks to the Blast Skill, and Quarterback skill regarding damage values. Specifically made multi-throwing weaker, until you get Quarterback, where then its incentivized.
• Harran Unleashed's dropkick tweaks were mended with Advanced Moves. I like the quicker recovery Harran Unleashed did to Dropkick Bomb. It made the skill feel more worth the skill point.