Dead Island

  • Online Co-Op: 4 Players
  • LAN Co-Op: 4 Players
  • + Co-Op Campaign
Dead Island Day One Patch Detailed
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Dead Island Day One Patch Detailed

Techland have revealed details of the 37 fixes to be patched on Day One of Dead Island's release

No sooner has Co-Optimus' 5 star review and co-op FAQ on Dead Island been published, than news filters through of a Day One patch for the game.  Details of all 37 fixes, including several that affect co-op, can be found after Read More.

Thanks to Destructoid, details of the Day 1 mega patch have been revealed.  Our own Co-Optimus team didn't find any major issues when playing the game, but this has not been the case for everyone.  Some gamers, even in our own community, are having issues, especially with the PC version of the game.

Hopefully some of the below fixes will tackle the issues people are having, especially the 'one' fix that covers the term "Fixed a number of issues causing game instability".  Sounds more than 37 issues to me!  It would be a shame if a glitch or two (or 37) was to ruin an otherwise awesome co-op experience:


Dead Island Patch Notes 


Multiplayer and Matchmaking improvements 

·        Maps are now correctly synchronized when player joins during map loading 

·        Games now filter correctly in lobby 

·        After joining a coop game enemies now spawn correctly 


User guidance improved. (Quest guidance, UI, shop) 

Additional Interface polishing 

·        Map tracking now works correctly after loading checkpoints 

·        Health and stamina bars of enemies now display correctly in coop. 

·        Locations of invisible NPCs are no longer shown 

·        More than one player can now use the same ladder simultaneously 

·        Focus on items in shops is not changing after operation (sell, buy) 

·        Additional Interface polishing 

·        Fixed displaying gather rings near some door 


Player death behavior improved 

·        Respawn position now saved when playing in cooperative mode 

·        If player dies whilst inside vehicle, menu will now be hidden 


Save game mechanics extended 

·        Added distinction between quest checkpoints and other saves 


Minor animation fixes 

·        AI animation now displays correctly after fast travel or travel through portals 


AI improvements 

·        Improved enemy awareness (zombies) 

·        Enemies reaction to fire adapted 

·        Enemies are now able to successfully reach player on some arenas 

·        Shooting enemies no longer spawn infinitely 


Balancing changes in difficulty 

·        Item level will be calculated correctly when playing in second playthrough 

·        Kick interrupting reload now adapted; after clip is inserted reload is treated as successful 

·        Health regeneration is now disabled during grab. 

·        More HP for all escorted NPCs 

·        Removed all instances of Butcher during escorts 

·        Purna can gain bonus rage from both “Grim Inspiration” and “Inspiring Kick” 

·        Only "Walker" type enemies increase the extra XP of the "Combo" skill from Xian’s Survival skill tree 


Pause Option added 

·        Added information about players requesting pause (Co-op) 


Looting rules improved 

·        Thrown items now cannot be picked up by another player for 5 minutes. 

·        Items from just-opened containers cannot be picked up by another player for 5 seconds. 


Minor graphical glitches fixed. 

·        Rectified occasional graphical glitch with NPC's hands bending awkwardly 

·        Animations now display correctly when trading 

·        Stomper animation now displays correctly when same target is hit by another player 


Sound bugs fixed 

·        Volume of pickup's engine has been increased 


Quest bugs removed 

·        All side quests in Laboratory can now be successfully completed 

·        Potential walkthrough blocker removed when quest "Knockin' on Heaven’s Door" is completed before talking to Dominik during "On the air" quest