With the permanent release of Tower Raid, Dying Light 2: Stay Human has a new way of letting you access and conquer the Tower. Grabbing the loot and reaching the top will not be easy, so here’s everything to know before you set out:
Four Different Classes — Round up a squad in up to 4-player co-op. Pick from the Tank, Brawler, Ranger or Specialist classes; each one has its own unique skill set. And if you really want to push yourself, you can always go in alone.
New Mode — Decide how tough you want it. There will be three modes to choose from: Quick, Normal and Elite. Just remember that during your rougelite adventures, every run will be unique with a new combination of floors and challenges.
New Progression System — Fail. Get tougher. Repeat. Even after you get taken out, you’ll get new skills and become more powerful, as well as capable of arming yourself for the next run.
New Rewards — Trade with Sola at the Raid Hub. You’ll encounter a woman who may have just the thing you need. Push on to obtain new exclusive rewards, such as the Office Day Outfit, the Kuai Dagger, or the Silenced Pistol.
Got all that? Good. Now raid that tower by selecting “Raid Hub"" from the Main Menu. And good luck! Lastly, we're open to receiving feedback from you as we continue to update Tower Raid with further focus on rebalancing features and more.
Dear apprentice Ninzas, We've just dropped a new update that promises even more creative and brutal battles! Let's take a look at what's changing and what’s next.
For this update, we went all out, tweaking and adding gameplay elements that, while not completely redefining the meta, will definitely make it richer and open the door to some legendary plays.
The first big change: we’ve removed the shield you used to get by performing a hyper attack on a blue block. To be honest, it had been bothering us for a while. It was a bit chaotic, and since it was one of the few defensive moves, it sometimes dragged matches on when players overused it. So, we decided to scrap it. Now, performing a hyper attack on a blue block duplicates it and launches both blocks in perpendicular directions to your attack!
As always, it might not seem like a big deal at first. But once you're in-game, the possibilities get wild! New strategies for space control and mind games will take your matches to the next level.
And there’s more! The blue block remains the only one that bounces indefinitely and never stops moving. Its natural movement can be used for dynamic, unpredictable attacks that will catch your opponents off guard!
Another subtle but impactful change! We've reworked block spawning so that some blocks can now appear already in a loop position. Meaning, part of them spawns at the top of the screen, and the other part at the bottom.
This means that these blocks are now equally useful for players positioned at the top or bottom of the screen. It greatly expands the variety of patterns available while making the loop mechanic more intuitive for new players.
If you've played the trial mode before, you might already know the "Life Saver" block. Performing a hyper attack on it grants you a bonus respawn without consuming a life. This block is now available in all game modes, and it’s joined by a new, more aggressive counterpart.
Introducing the "Quick Cooldown" block! The moment you grab it, the cooldown between your attacks is drastically reduced, allowing you to chain strikes at lightning speed and turn the battlefield into pure chaos. It’s the perfect power-up for players who love relentless aggression!
These power-up blocks spawn randomly in levels and shake up the meta. You can ignore them or fight over them, creating new strategic approaches in every match.
Alongside these major additions, we've fixed some bugs and made minor balance adjustments to certain characters. Full details are available on Discord in the patch notes channel.
This will most likely be the last update for the game. We'll keep an eye out in case any fixes are needed, but our work on Ninza is coming to an end.
Unfortunately, the game didn’t gather enough players for us to continue developing it. That’s also why all previously teased "seasons" have been removed. With the matchmaking mode so underpopulated, they just didn’t make sense anymore.
However, the end of Ninza’s development means that Klakmioch is moving on to new adventures, bringing you fresh surprises! We’ll keep you updated on what’s next.
For now, let’s celebrate this final update, and thank you all for your incredible support and love! ❤️
As announced in our last Dev Update, we had to postpone the Open Playtest because we made the hard decision to rework our matchmaking system. Previously Neighbors used local hosting, which will still be part of the game, but we are aiming to implement dedicated server usage.
Why? Fancy Shmancy matchmaking experience without getting kicked due to host problems and the ability to rejoin ongoing matches. ✨
To make sure everything goes smoothly, we have several test sessions with the community to check for bugs, errors, or if the whole thing just breaks the game [aww hell nah].
After successfully hosting two...yes you read that right...TWO matches on dedicated servers at the same time, we want to see how far we can go this Friday as we host a technical playtest.
WHEN?
Friday, February 21st 16:00 - 18:00 CET
WHO CAN PLAY?
Anyone who had access to the previous playtests, as we want to gather feedback from players who can compare the matchmaking experience to previous playtests.
HOW DO I KNOW IF I CAN PLAY?
Please check your email folder associated with Steam and see if you received a notification from STEAM. If you received an email regarding access to the game, you are invited to join. If you did NOT receive an email, we are sorry, but you can look forward to future play sessions. 💛💚💙
Make sure to join our Discord to stay up to date and set yourself a reminder via the Discord Event tab!
Few other substances in Dracania are more powerful than the precious essences sold by merchants. In an unforeseen twist, essence stocks seem to have run dry! What happened? Thabo, the realm magician, sends you to search for clues as to why the supply of essences has run out. All information you find leads you to the mysterious ruins in the desert of Shanri-La.
In Shanri-La, mighty essence vortices raze everything in their path. They have their sights set on the essence merchants in particular, who are making their way to Shanri-Li to put an end to things. Could this mysterious guild be responsible for the shortage of supplies? And what have they done to invoke such scorn from the essence vortices?
Discover the answers to these mysteries in the Desert of Essences event!
We're positively oozing with excitement to reveal... PLASMA ISLET!
The first of Zarroë's Ethereal Islets, the Colossal mastermind continues their grand project through the use of the experimental DISH-HARMONIZER Structure, which turns the Quad-Element Ethereal Monster into other Plasma Elementals and an exclusive Primordial!
ALSO IN THIS UPDATE:
• NEW Monsters: Epic Fung Pray, Rare Sporerow • Mute All feature on Castle menu • Avatars based on Monikers
As you might have experienced, the matchmake console was sometimes stuck during your matchmaking process. We have uploaded a patch to prevent you from being stuck during matchmaking.
Our apologies to the players who have experienced this and we hope this makes matchmaking way smoother again!
RUMBLE Version 0.4.1.2 Patch Notes
FIXES
Resolved an issue where the player would be stuck during matchmaking.
Added a potential damage hint feature: when hovering over an enemy, a flashing hint will show the possible damage that may be triggered in the next attack round (enabled by default, can be turned off in settings).
Reduced the damage of Mummy and Parasitic Cube abilities, and modified the abilities of the Ruins Guardian enemy.
Fixed an issue where the Toad Relic could be transformed.
This patch brings the Defence scenario across to the 0.2 alpha.
Additions
Reimplemented the Defence scenario.
Added a distance travelled since last refuel to some scenarios. You'll need to include enough fuel in your design to be able to start the scenario. You'll enough excess to complete the scenario, so fuel leaks can now become a genuine concern.
Added a scenario budget widget to show the scenario's mass limit and how many vehicles will join you.
Fixes
Fixed a case of freeform merges corrupting the structure.
Fixed a case of freeform merges failing on edges not connected to any faces.
Fixed fire extinguishing not working.
Fixed fuel tank leaks not working.
Fixed destruction of one transmission in a twin transmission preventing you from having some mobility using the fully functional one.
Default fire extinguish hotkey changed from 'F' to 'X', to avoid overlap with cruise control binds.
Changes
Removed the arbitrary 'Cross the line' fail condition from the Defence scenario.
Moved the whole Defence scenario map 200m towards the enemy. This provides more open ground before the main slope and reduces the time to first contact.
Fields scenario now has 100km travelled since last refuel.
Vehicles without a powertrain now receive x5 less recoil, since they can be anchored to the ground.
Crew members now disappear when killed.
Fuel tank leaks now only leak to a certain level. e.g. If a fuel tank is at 50% health, it wont leak below 50% capacity.
Fuel tank leak rate is now shown during leaks.
Reduced grass height and density on the Defence scenario, to improve performance.
I am currently preparing a new Pre-release DEMO (ver. 0.5) that incorporates feedback from the NextFest DEMO (ver. 0.4) in 2024. I will let you know when it is ready.
Caution
Prior to that notice, a version of the DEMO in preparation may be temporarily placed in a public status, but this should not be used. This is open to the public for internal work and applications. It may contain bugs or incomplete work.