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DayZ Sale - Bohemia Interactive 25 year Anniversary sale



https://store.steampowered.com/app/221100/DayZ/

Survivors!
We're thrilled to celebrate Bohemia Interactive's 25-year anniversary with an epic Publisher Sale on Steam! This is the perfect time to immerse yourself in the gritty world of DayZ with discounts up to 50%!

Don't miss this incredible opportunity to test your survival skills and become part of the DayZ community.

And that's not all! Make sure to keep an eye out for our highly anticipated expansion, DayZ Frostline.

https://store.steampowered.com/app/2968040/DayZ_Frostline

This new addition is packed with challenges and adventures that are sure to keep you on the edge of your seat. Don't forget to add it to your wishlist!



Join us in celebrating 25 years of gaming excellence, and grab your copy of DayZ today!

DayZ Frostline Expansion Progress Report (Week 36)

⚠️Disclaimer⚠️
Please be aware: Information shared in our development blog represents a work in progress, not the final product. Contents and features discussed are subject to change before release. We aim to provide insight and foster community engagement, but details may evolve as development continues. Thank you for joining us on this journey, with the understanding that what you see here is a glimpse into the process.



Hey Survivors!

Welcome to our Dev Blog, where we take you behind the scenes of the DayZ Frostline Expansion development. Here, we share the ups and downs of our creative process with you, the community. Your continuous support has always been a lifeline for the game, and we're excited to give you a sneak peek of what DayZ Frostline has in store!
Let's talk about Clothing Insulation Variants, New Map Size* and Terrain Builder QoL enhancements!
We’ll aim to discuss further and provide clarity on a particularly hot community topic—inventory size changes—in the next dev blog.

[h3]Insulation Variants[/h3]

As many of you know, DayZ's diverse maps each come with their unique climates and weather conditions. Our goal with DayZ Frostline is to make your survival experience even more immersive and challenging by reflecting these environmental differences through our clothing system.

[h3]Seasonal Clothing Changes[/h3]

One of the key changes we've implemented is the introduction of seasonal variants for certain types of clothing. For instance:

Summer Hunter Gear : In the heat of Livonia, you'll find a Summer Hunter Gear set designed with low insulation to accommodate the summer heat. Perfect for when you’re navigating through its dense forests and open fields in warmer temperatures.

Winter Hunter Gear : Conversely, on our new winter map, Sakhal, survival against the biting cold is paramount. Thus, you can expect to discover Winter Hunter Gear with high insulation to help you stave off the chill. Sakhal’s unforgiving climate necessitates outfits that provide maximum warmth and protection.



[h3]Item Spawning Rates[/h3]

Each map will feature a unique system for spawning these seasonal gears, adhering to a logical rule of thumb:

Cold Maps : Higher spawn rates for warm clothing. Expect to find Winter Gear with greater frequency.
Warm Maps : Higher spawn rates for lighter, low-insulation clothing, making your scavenging efforts more fruitful in suitable climates.
It's important to remember that while these changes enhance realism and tactical play, all items remain transferable between maps . So, even if you choose not to purchase the DayZ Frostline Expansion, you can still acquire these seasonal gears through player trades or cross-map transfers.



[h3]Map Size[/h3]

We initially shared that Sakhal would feature an 83km² traversable terrain, excluding the expansive ice sheets. However, we're pushing the boundaries—quite literally—and it's time to reveal some major enhancements!

From 83km² to a Massive 105km²

In our early communications, Sakhal was set to be our most compact map yet, focusing on an area of approximately 83km². This decision was inspired by observing player interactions on community-favored modded maps, which showcased a preference for more intimate settings that foster player encounters and engagements.

Since then, we've introduced ice sheets to Sakhal's geography. This update significantly expands the landmass, increasing it from the initial 83km² to an impressive 105km². As a result, Sakhal now further surpasses the landmass of the community modded map Namalsk, which measures 27km² without ice sheets and 63km² with them.


Community Modded map - Creator: Adam Francu - DayZ Creative Lead

[h3]A Colossal Playable Area[/h3]

With the recent introduction of boats in DayZ, your navigation and exploration capabilities now extend far beyond the confines of land. When factoring in the navigable waters, Sakhal's overall playable area surges to an impressive 236km² . This significant expansion offers you a plethora of new routes to conduct your loot runs, scavenge for essentials, and fight for survival. Despite the increase in size, we've thoughtfully designed key points of interest to maintain high player traffic, ensuring that encounters and engagements remain central to the experience.

Fine-Tuned, Immersive Terrain

Base building and placements on ice sheets will not be available at the release of DayZ Frostline but will be iterated on in updates following its launch.

The newly introduced ice sheets will appear barren and empty, providing an alternative travel route for those wishing to avoid main thoroughfares. Although these vast expanses of ice will support base building and placements in future updates, they will remain devoid of loot to keep players focused on scavenging more high-risk areas and encouraging engagements. We're particularly excited to see how the modding community will expand on this feature, adding further layers of complexity and innovation to the gameplay. (Hint hint: Build Anywhere mod)

Even as Sakhal's landmass expands, our commitment to creating an immersive environment remains unwavering. The increased size does not detract from our focus on rich storytelling and intricate details. Our primary goal continues to be delivering the deeply immersive survival experience that DayZ is renowned for.



Terrain Builder - Improvement for Modding community


With the release of DayZ 1.26 alongside the Frostline Expansion, we are excited to introduce a range of quality-of-life improvements tailored specifically for the modding community. This update brings enhanced tools and more streamlined workflows, allowing modders to create custom terrains more efficiently and effectively.

What is DayZ Terrain Builder?

DayZ Terrain Builder is a powerful tool designed for the creation of DayZ's virtual worlds. It empowers users to build extensive and immersive landscapes from scratch, offering endless possibilities for creative modders.



Key Improvements:

PNG Generator Speed Boost
  • The PNG generation process for satellite images, satellite normal maps, and surface masks has been significantly optimized. Now, these tasks run approximately three times faster than before. This improvement will greatly enhance your workflow efficiency, allowing you to spend more time on creative aspects rather than waiting for processing.


Improved Road Object Handling
  • Moving road objects in Bulldozer used to drastically decrease performance. This issue has been addressed, and the operation now only triggers when you stop moving the road object. This tweak ensures better performance while editing roads.


[h3]Additional Enhancements:[/h3]

Library Manager Window Search Bar
  • A new search bar has been added to the Library Manager window. This feature enables users to filter template libraries by typing search terms, making it easier to find specific items.


Usable Console for Useful Logs
  • The console window, accessible via Window → Console, now functions properly without freezing Terrain Builder (TB). It provides valuable log information for different actions, helping users troubleshoot and optimize their workflows more effectively.


Bug Fixes:

Selective PAA Generation
  • The PAA generation tool has been fixed to generate .paa files only for the tiles specified by the user, rather than recreating files for every tile in the layers folder. This targeted approach saves time and resources during the export process.


Layer Operations Refined
  • Renaming object or shape layers now correctly renames the existing files instead of creating new ones. Additionally, deleting layers from the Layers Manager now properly removes the corresponding .tv4l files, cleaning up unnecessary files and reducing clutter.


Fixed Clear & Fill Operation
  • The "Refill (clear & fill)" operation now works as expected, removing existing objects within a shape and generating new ones according to preset names. This functionality ensures that your terrain modifications are accurately reflected.


Thank you for joinng us for this weeks Dev Blog. To stay up to date with everything DayZ Frostline related. Please Also show your support and Wishlist DayZ Frostline here:

https://store.steampowered.com/app/2968040/DayZ_Frostline/

DayZ Frostline Expansion Progress Report (Week 34)

[previewyoutube][/previewyoutube]

[h2]DayZ Frostline Expansion: Boats and Audio changes[/h2]
Wishlist DayZ Frostline

https://store.steampowered.com/app/2968040/DayZ_Frostline/

Survivors! Welcome aboard our latest dev blog week 34! Here’s what’s new and noteworthy:

[h3]Boats![/h3]

We started prototyping boats late last year, and by the start of this year, the boat was selected for full development. mostly to complement the islandic nature of Sakhal, The initial implementation used in the prototype was stable enough for us to move forward, though we did take some shortcuts, such as leveraging existing simulations such as the car engine and gearbox. Early on, we realized that the complex nature of vehicles, combined with the instability of the pre-existing reconciliation system, could lead to boats bouncing and spinning uncontrollably in the ocean. To address this, we agreed that changes in networking were essential.



Buoyancy is a complex simulation designed for the possible inclusion of more realistic ocean waves in the future. It uses a shape - which the modders will know as the "Simple Geometry LOD" - to find the total displaced volume and find the buoyant force and does some additional simulation of drag.

[previewyoutube][/previewyoutube]

Controlling boats in DayZ is intentionally simpler than handling cars. Boats feature three gears: Forward, Neutral, and Reverse. While there are no brakes, you can manage your speed by adjusting the throttle or shifting into reverse to slow down. Boats are primarily designed for one simple b
ut vital purpose: transporting players across large bodies of water. They don’t have any inventory space, so you won’t be able to hoard items on them. To get a boat running, you’ll only need a spark plug and some gasoline. If you find a boat on a beach or in shallow water, you can push it into deeper water to start your journey.

As demonstrated by

@iRoadie_ & @AmishZed


Each boat can carry three passengers and one operator, with unique animations for sitting, dying, switching seats, rolling out of the boat even being dragged out.



There's also the consideration of maintenance. While damage doesn’t immediately affect driving performance, it poses a risk as it accelerates the vehicle's progression toward a ruined state. You can repair the boat body by using the tire repair kit. The engine can't be repaired. Once the boat is ruined, it will start to sink slowly, giving you time to get out of the seat.

Last but not least, you have the ability to stand on the boat while it moves at a leisurely pace. However, caution is advised, as increasing the boat's speed will result in you falling off. And yes, you will be able to fish from the boat while it’s stationary, so get ready to cast your line and haul in some catches!P.S. We've rolled out an experimental update for 1.26, which includes boats! You can test it out right now on the experimental branches for PC and Xbox. We've already seen some fantastic community reactions to the boats. Check them out below:
ROBL (Rolling off the Boat, Laughing) by Happybombs
Slexify's Intense Boat Fight

[h3]Sound Design on Sakhal[/h3]

In our work on environmental sounds for Sakhal, we've added 346 new short ambient sounds that play around the player as 3D audio. These include the sounds of vegetation, metal sounds for new harbor objects, and, of course, birds. We aimed to incorporate bird species specific to the Kamchatka region, but due to limited availability of recordings, we included some birds from other northern areas, like Alaska. These sounds complement the base 2D layers, such as wind, snowfall, and area-specific ambients. We've also introduced 19 new ambient loops that dynamically mix based on factors like area, time, wind, and snowfall.

[previewyoutube][/previewyoutube]

Our goal was to create an environment that feels somewhat alive, even in low temperatures, while also emphasizing the harshness of strong winds. When the wind blows heavily, the contrast becomes apparent as all animal sounds fall silent, heightening the feeling of being overwhelmed by the elements. We control both 2D ambient loops and 3D ambient sounds with the wind factor to achieve this effect. In moments when the player is far from trees or objects where animals might be, and the wind is still, the world can feel almost eerily silent. We're proud to say we've achieved this goal, though we already have a list of improvements we plan to make in the future.

[previewyoutube][/previewyoutube]


[h2]Wishlist DayZ Frostine[/h2]:
https://store.steampowered.com/app/2968040/DayZ_Frostline/

DayZ Frostline Expansion Progress Report (Week 28 - 32)

[previewyoutube][/previewyoutube]

[h2]DayZ Frostline Expansion: A Glimpse into DayZ’s Latest Thrills[/h2]
Wishlist DayZ Frostline

https://store.steampowered.com/app/2968040/DayZ_Frostline/

Survivors! Welcome aboard our latest dev blog series, where we delve into the Frostline Expansion, thanking you for your unwavering support and inviting you to explore the creative journey that shapes DayZ. Here’s what’s new and noteworthy:


[h3]Navigating Sakhal’s Waters:[/h3] Sakhal evolves with natural water springs and impending introductions of boats. These changes promise a new layer of exploration and survival strategy, encouraging players to interact with the environment in innovative ways.


New Wildlife Emerges:
Thrill at the sight and sound of the brown hare and the cunning fox. With enhanced animations and sound designs, spotting and hearing these creatures in their natural habitat adds depth and realism to the survival experience.
https://www.youtube.com/watch?v=39ZDorMCKJg
https://www.youtube.com/watch?v=LUDkmoj4W4A

Beware of Heavy Metal Poisoning:

A new survival challenge arises with Heavy Metal Poisoning, contracted from consuming contaminated snow or water. Navigating this hazard requires strategic thinking, careful consumption, and the use of specific treatments to avoid its lethal embrace.
https://www.youtube.com/watch?v=sYbVmPv1jMA&t=7

[h2]Embrace the Cold with Heat Comfort Adjustments:[/h2]

The Frostline expansion redefines survival in the cold. Mastering the upgraded heat comfort system is crucial as players contend with the ruthless eternal winter of Sakhal, balancing gear, environment, and actions to stay alive.



[h3]Ice Shelves and Springs:[/h3]

Witness the breathtaking beauty of meticulously placed ice shelves and the contrast of dangerously tempting hot springs. These features not only enhance the aesthetic appeal of Sakhal but introduce unique survival elements in this chilling adventure.
https://www.youtube.com/watch?v=fhuDR_tyOSw


This sneak peek into the development of DayZ’s Frostline Expansion offers just a taste of what’s to come. Stay tuned for more updates and [h2]Wishlist DayZ Frostine[/h2]:
https://store.steampowered.com/app/2968040/DayZ_Frostline/

1.26 Experimental Release


Greetings, Survivors!
As we enter the experimental period of massive game update 1.26, we also find ourselves on the doorstep of the busiest period we’ve experienced in years. That’s because this game update is coupled with the release of the DayZ Frostline expansion. We highly recommend adding DayZ Frostline to your wishlist if you haven't already. Make sure to check it out on Steam.

https://store.steampowered.com/app/2968040/DayZ_Frostline/
You can find the patch notes for 1.26 EXP on our forum here.

This is a long read, so please bear with me as I outline all the important things to look for during your experimental playthroughs.

Game update 1.26 offers changes and gameplay additions that not only support the DayZ Frostline expansion, but also impact the overall experience of our existing maps Chernarus and Livonia. As the title "Frostline" aptly suggests, we have concentrated a lot of work around the temperature systems. That was a challenge in and of itself: ensuring the game systems adapted to a simple change in global temperature.

We’ve also rebalanced the way various elements of the environment have an effect on the player character, be it from their position or the current weather. The progression of the player character’s heat comfort is now always delayed, as opposed to instant. This progression may be noticed by one or more arrows at the HUD as the character adapts to the changes in temperature.

The heat buffer, also known as the + symbol in UI when you spend enough time around a heat source, is also getting an update to help you visualize its state. This is primarily so it no longer looks like an on and off bonus, which was actually never a thing.

Edible items now have their temperatures simulated. They can freeze if the environment temperature is low enough, and will need to be thawed in order to be edible. They can be put on a fireplace grill (or a stove), warmed up, and eaten for warmth benefits. Just make sure to keep an eye on the temperature as the player character can take damage from consuming items that are too hot. In addition to that, we have changed the temperature badge in the tooltip and replaced it with a simple temperature description.



If you want to learn more about these systems, have a look at our recent dev blog post about environmental dangers.

Speaking of dangers, we have also looked at the common cold/influenza. We wanted to make sure that players who took care of their characters would not run into too many issues with it, while the ones who continue to ignore it would eventually face the consequences through the newly added stage of pneumonia. Temporal immunity has also been added to the medical system, which makes an instant re-infection impossible for diseases like the common cold. Pain suppression meds (i.e. codeine pills and morphine) have also been expanded and now have the ability to suppress symptoms of both influenza and the common cold.

A significant change has also come to large predators like bears and wolves, whose meat will be infected. Most importantly, it won’t be possible to eliminate the infection even after cooking the meat. There is still an option to eat and/or cure the disease, of course, but we wanted to make sure that predators who come to the player naturally are not an easy source of food.

Going from Livonia’s fairly warm climate to the unforgiving cold of Sakhal means that you will have to adapt the type of gear you wear (or take frequent baths in local ponds). Luckily, changes to the loot distribution will help you, as items are now distributed with the climate in mind. We’ve also taken a deeper look at the item distribution in Sakhal and applied a kind of regional theme to each map, which will mostly be noticeable through the firearms you’ll find lying around. Livonia will primarily host western-made firearms, Sakhal will mostly host eastern ones, and Chernarus will continue to offer a mixture of both.

In terms of spawning, be on the lookout for two new small animals roaming around the wilderness! If you want to spoil the surprise, you can learn more about them at our dev blog here.



A lot of work has also been done around various actions and associated features. One of the highlights is the fishing feature, which has received a long overdue update. We have changed the simple "hold until you catch a fish" system into an event-based one, where you have to keep an eye on the water and release the action button when a water splash appears. If you miss this window of opportunity, you’ll have to attach new bait and start fishing again.

We’ve also added a new entry-level wooden hook and a fishing jig, which allows you to fish without any bait. Regarding the bait, we’ve removed the crafting recipe and replaced it with a simple inventory attachment process (i.e. dragging a worm on top of the hook).



We felt they were quite underused, so a number of changes were made to the hunting traps. We’ve increased the chances of catching an animal, decreased the time it takes to catch one, and made the hunting traps more durable. There is also audio-visual feedback when the trap is triggered.

We’ve tweaked force feeding actions because we felt it was way too easy to forcibly feed somebody. Now you actually have to face the player character. Additionally, the camera movement during continuous actions has been restricted, as we didn’t want players to have an easy 360-degree look around.

You will also notice that the inventory is now missing a rough and precise indicator. That is not a bug. We have decided to remove the precise and rough skill as we weren't happy with the design, or its implementation (it caused a lot of actions to be desynced). We may revisit the topic of character skills in the future, but no hard promises on that one at this point.

A fairly substantial change to the gameplay in 1.26 comes from a large pass over the inventory cargo sizes of most clothing items. We’ve been waiting a long time to revisit this topic because we felt the inventory space of the player character was just too big. This has often resulted in players collecting whatever they find lying around without thinking too much about what they actually need at the given time. This change has impacted most jackets, pants, and vests, as well as several item sizes. Have a look at the following example of a fresh spawn and a geared survivor:


You’re probably wondering, “Where am I supposed to store all the repair kits?!” Well, we’ve also reduced the damage that clothes take from infected hits.

Apart from the gameplay additions and changes, we have also taken a deeper look at our server browser. Namely, we re-designed the server details section and added it to the console version. This also includes the addition of a server description field, where server owners can describe what their server is about. A new map column and filters were also added ahead of the introduction of a third official map.



Another thing we were finally able to implement is the official server verification system, which ensures that only official servers will be displayed in the official tab on our Steam build. This will put an end to all kinds of shady servers, which tend to confuse players who want to play on official servers.

Understanding the server names plays a big part in finding a place where you want to spend your time. That’s why we revisited the official server naming convention. We wanted to make sure the servers are easier to read and still offer the most relevant information. You can see a preview in the picture above.

When it comes to UI, PC players will be able to spot two new graphical settings - terrain and object visibility. We realized how much scenery would open up (especially with Sakhal coming), if we made these options available. These settings are client-side and independent from network bubble settings. Increasing them won’t give players any serious tactical advantage over others (i.e. you can’t see players/vehicles further away). Maximum values can also be limited by server owners, should they desire to do so.

[previewyoutube][/previewyoutube]
If you’re interested in learning more about this topic, check out our earlier dev blog.

The blog also details the new ways that fog can be controlled dynamically. This feature can be utilized in Sakhal, as well as in Chernarus and Livonia, where we used it to implement occasional morning fog that settles in the valleys. We hope it’ll increase your sense of immersion, as well as make the environment more visually varied and interesting as you play.



We’re sure our creative modding community will appreciate the expanded weather script API, as well as the increased vertex limit on a single model (previously 32 thousand, now 65 thousand vertices). 

This has already been a massive post, and I haven’t even mentioned all the new content that’s available in update 1.26. I hope you’ll enjoy discovering the rest on your own. I also hope you’ll join this experimental update. Have fun and share your feedback. Help us test the stability of one of the most important updates DayZ has had in years.

On behalf of the DayZ team,
Adam