Dying Light The Beast feature-2

Dying Light: The Beast Patch 1.4 Finally Adds Ray Tracing Support

Techland has just released Title Update 1.4 for Dying Light: The Beast, which finally adds support for the promised Ray Tracing effects. Moreover, this patch adds a New Game+ Mode, as well as Legend Levels for end-game progression.

In Dying Light: The Beast, Ray Tracing will improve reflections, lighting, and shadows. As such, the new RT effects will deliver more realistic visuals. Naturally, though, these RT effects are meant for those who own a high-end GPU. So, make sure to keep that in mind.

Patch 1.4 fixes over 200 parkour and environment navigation issues, including climbing and ledge-grab problems, as well as blocked traversal routes. It also adjusts multiple environmental elements – such as monkey bars, beams, and scaffolding – to improve overall parkour flow.

And that’s not all. Update 1.4 improves overall game stability by addressing frame rate drops, crashes, and asserts across multiple systems. The devs have resolved over 35 performance issues. They have also addressed over 70 visual issues, including incorrect textures, floating assets, clipping models, and misaligned architecture.

Those who do not want to use Ray Tracing will also get some visual improvements. The devs have improved lighting and shadow rendering across multiple environments. They have fixed improperly lit interiors and exteriors, as well as other various graphical artifacts.

Like always, Steam will download this update the next time you launch its client. This patch is 9GB in size on PC. I’m currently downloading it, so expect a Ray Tracing article this weekend. Below, you can also find its complete changelog.

Dying Light: The Beast Patch 1.4 Release Notes

Environmental & navigational fixes: 

  • Resolved over 200 parkour and environment navigation issues, including climbing and ledge-grab problems, as well as blocked traversal routes.

  • Adjusted multiple environmental elements – such as monkey bars, beams and scaffolding – to improve overall parkour flow.

  • Ziplines: fixed mismatched UI/action prompts for a more consistent gameplay experience, and addressed double-jump behaviour that could cause unfair falls.

  • Vault poles: added an interaction prompt to clearly indicate they can be used (similar to ziplines or ladders), and fixed double-jump behaviour that could lead to unintended falling.

  • Fixed a blocker in the High Noon quest that prevented players from progressing due to a specific rock formation asset.

Gameplay:

  • Reduced XP loss in Survival Mode through a global rebalance, with additional tuning focused on early-level XP loss and Night modifiers.

  • Streamlined early-game experience:

    • Reworked stamina curves to give players more stamina at the start of the game (total stamina remains unchanged), improving early combat encounters.

    • Added a rare weapon near the first campsite during the HUB1 quest to better reward exploration.

    • Introduced minor UI updates in the Skill Menu to make basic move sets more visible.

  • Reinforcements: adjusted reinforcement amounts when players chain noise-generating actions, especially when using firearms or explosions.

  • Vehicle challenges: improved obstacle destruction logic to prevent players from being blocked by objects that should be destroyed by the vehicle.

  • COOP fixes:

    • Resolved an issue where the host could get stuck on a black screen if another player cancelled and immediately restarted a COOP challenge.

    • Fixed several cases of Convoy activities spawning in front of players.

    • Fixed instances where AI did not exit the surrender animation.

  • Fixed an issue where the Banshee could float in the air when the biters she was standing on were killed.

Performance & Stability:

  • Improved overall game stability by addressing frame rate drops, crashes and asserts across multiple systems, with over 35 issues resolved.

Graphical improvements: 

  • Addressed over 70 visual issues, including incorrect textures, floating assets, clipping models and misaligned architecture.

  • Improved lighting and shadow rendering across multiple environments, including fixes for improperly lit interiors and exteriors, as well as various graphical artifacts.

UI and Audio:

  • Fixed a pop-up screen appearing on game launch when Epic and Steam accounts were connected.

  • Resolved discrepancies between VO and subtitles across multiple languages, with over 12 localization issues fixed.

  • Improved Quest Marker functionality by addressing multiple incorrect or missing markers.

  • Corrected instances of debug strings appearing during gameplay and fixed several UI display errors across menu sections.

  • Audio: resolved over 20 issues involving missing or incorrect sound effects, including weapon collision SFX and ambient audio during various missions.

  • Fixed several co-op audio problems, such as missing VO lines and dialogue synchronization issues.