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Status Report - July 2019



Dear Survivors!

DayZ is now out on all the major platforms – PC, Xbox, and PS4.

You've probably seen team changes on social networks and are wondering: what's next? Of course, that's only natural, and today we would like to talk about the current issues, the expectations set by both the DayZ Mod and 0.62, and the future of the game.

Past, Present, and Future 

Parity with 0.62 and the DayZ Mod – full parity isn't possible because of the engine specifics. While features from 5 years ago are exciting, we want to remind you: most of the features didn't really work properly back then, and this is why it wasn't a final game.

You might question the necessity of a new engine, but for those who took a long break from the game, it's plain to see just how much of a difference it has made. DayZ runs a lot smoother on the new engine. Although it might be hard to notice the change when you play daily, taking a step back should help to highlight many of the improvements that have been made during development. And these improvements are strengthening the game every day. We see it through the steadily increasing player count (even on PC) since March 2019 (public data is here). We see it in Twitch statistics – with more channels streaming the game and more people watching (link to Twitch stats). It might be a far cry away from the numbers of 2013, but for an almost 6-year-old game, it's pretty good! Of course, we will continue to work on DayZ to make everyone's experience better.

Let's take a more detailed look at the game and its future:
  • Advanced health system – We improved it in 1.04 and will continue the balancing. However, at this time we will not commit to implementing complex medical/injury gameplay – while this is desired by many hardcore players, we are still struggling to fully explain the complexity of the existing system to the majority of players. Moving forward, we are working on a nice balance between authenticity and accessibility.
  • New content (guns, cars, etc.) – As you know, we have already added some of these. More will follow, but keep in mind that it will depend on how quickly we can achieve this year's goals.
  • Modding support – We will improve the user experience for both modders and players. For example, we will soon bring animation tool support.
  • Stable base building – A large part of this is the matter of balancing, and it's one of our key objectives for the year.

Our focus for DayZ for the rest of 2019 will be: bug fixing, stabilizing, balancing, and modding support.

We also plan to release an official DLC this year (keep your eyes open, and follow us on social media for updates). Additionally, we are currently experimenting with Survivor GameZ (a mod and popular tournament from the past), and will possibly bring this to DayZ as an additional game mode.

About people

It's normal – especially in this industry – to move on after working on a particular project for several years. And after major releases are done is the most likely time to do so. With DayZ, it's no different, and after releasing 1.0 on PC and console, some people are moving onto other projects internally, or leaving the company. It should go without saying that no matter what, these people will always be in the hearts of the DayZ team.

While these are by no means the only team changes, we wanted to at least address the public faces of the game who are leaving:
  • Peter, Lead Designer, who led the design direction of DayZ through many tough years.
  • Eugen, Project Lead, will always be loved for his honesty and open ears to both players and developers.
  • Martin, Brand Manager, is in our hearts for his effort to finally bring DayZ successfully to players on Xbox and PlayStation.
  • Baty, Community Manager, loved for all the personal care for our community and interactions with our player base.

Everyone who worked on DayZ not only has a great line in their portfolio, but the tremendous support of both us and the community behind them, and we wish them all the success in the world. Press F to pay respects.

PC Stable Update 1.04




Hello Survivors!

The fourth Platform Update of DayZ on PC is now live (both the client and server files). DayZ 1.04 brings you an expansion on the disease system and gives purpose to several medical items. On the combat side, we've added two new assault rifles from the trusty KA family and an arsenal of grenades as survivors discover their ability to throw items. However the infected have upgraded as well!

Get all the details and full patch notes below!

https://youtu.be/Ar9nvfdLELU

 
New Weapons
KA-74

The KA-74 is a selective-fire assault rifle, fed from a detachable magazine. It was introduced in the 1970s, as the replacement of the KA-M with compatible attachments. It uses 5.45x39mm rounds.



KA-101

The KA-101 is a selective-fire assault rifle, fed from a detachable magazine. This is an export version of the modernized KA-74M with compatible attachments. It uses 5.56x45mm rounds.



New & improved weapon attachments
  • Regular and tracer variants of the 5.45x39mm ammunition
  • P1-87-L Scope
Other
Infected
  • Infected can now spawn with headgear and other attachments


Actions
  • Players can now throw items (hold 'G' to activate throwing stance)


Inventory
  • Independent shoulders allow you to carry two melee weapons or firearms

 

Medical Additions
  • Fever
  • Effects and balancing for Epinephrine, Codeine Pills, Morphine, and Charcoal Tablets
  • Shoes gradually wear off while using
  • Check Pulse action now displays blood pressure and pulse type if irregular
Patchnotes
Notes

  • Server Admins: Please read the changes on the player spawn points in the "Server" section below to avoid complications!
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.
GAME

ADDED

  • Added: New Steam Experimental apps
  • Added: KA-74 with attachments
  • Added: KA-101 with attachments
  • Added: P1-87-L Scope
  • Added: 5.45x39mm ammunition
  • Added: 5.45x39mm tracer ammunition
  • Added: Overlay icons to differentiate ammunition variants
  • Added: Music in the Main Menu
  • Added: Independent shoulders (possibility to carry two ranged/melee weapons at the same time)
  • Added: Magazine auto-refill by holding 'R'
  • Added: Throwing (hold 'G' to activate throwing stance)
  • Added: Grenades (EGD-5 and 6-M7 frag grenades, 1-M8 and EGD-2 smoke grenades, 8-M4 Flashbang)
  • Added: Grenades can be attached to selected vests
  • Added: Handheld Transceiver can be attached to Courier Bag
  • Added: Mod presentation in the Main Menu (documentation)
  • Added: In-game hints in the Pause Menu
  • Added: Vomit emote/gesture
  • Added: Mitigation of so-called server hopping on public hives (when a player changes server, a hopping spawn point is used instead of the last log off position)
  • Added: Support for multiple sets of player spawn points (only for public hives, currently fresh and hop sets available)
  • Added: Fever now causes water loss
  • Added: Epinephrine restores the patients' stamina to the max value
  • Added: Codeine Pills mitigates the patients' injured state for a limited time
  • Added: Morphine suppresses the patients' injured state for a limited time
  • Added: Charcoal Tablets can eliminate Salmonella bacteria
  • Added: Shoes gradually wear off while using
  • Added: Check Pulse action now displays the blood pressure and pulse type if irregular
  • Added: Infected can be spawned with headgear, vests, and backpacks
  • Added: Positional rain sounds for the Coal Plant
  • Added: Character sounds for male characters wearing a gag
  • Added: Flare effect around the Road Flare
  • Added: Stamina is depleted if a player is hit by a Flashbang
  • Added: Player can hear his voice when talking through a megaphone, PAS (when receiver is nearby) or transmitter (when more than one on the same frequency nearby)
FIXED
  • Fixed: Inventory was closed if another player performed the restrain action (T140237)
  • Fixed: AI could teleport, visually appear where it was not positioned or be positioned at roofs (T139728)
  • Fixed: AI herds were not releasing the territory after the last member of the herd died (could prevent AI herds from re-spawning on smaller terrains with a lower number of territories)
  • Fixed: Incorrect visual state of the speedometer
  • Fixed: Character will not fold the map while in prone and becomes stuck
  • Fixed: Liquid contents of the barrel do not persist upon server restart (T139791)
  • Fixed: Ruined weapons could twitch while trying to look through optics
  • Fixed: Character started to float in some sections of small rivers (T140952)
  • Fixed: Influenza did not cause the blur effect
  • Fixed: Texture filtering option in graphics settings was not working correctly
  • Fixed: Many fixes and improvements to the ChernarusPlus terrain
  • Fixed: DayZ local application data folder was not properly deleted via DayZUninstaller
  • Fixed: Punching walls was emitting unsuitable bullet impact particles
  • Fixed: Spotlight had a hole where the reflector part should be
  • Fixed: Switch ON/OFF actions sometimes not being available on Spotlight after a server restart
  • Fixed: Personal light created an undesired reflection if another source of light was nearby (it was mostly visible as a blue shine on cars)
  • Fixed: Opening/Closing of car doors was missing sounds
  • Fixed: Character stamina did not replenish correctly when reduced by the gear (T139932)
  • Fixed: Action to eat pumpkin slices was missing (T139428)
  • Fixed: Missing footsteps sound while strafing with a heavy item in hands (T139604)
  • Fixed: Incorrect item weight upon adding attachments on specific items (T139773)
  • Fixed: Gas Stations can be blown up again
  • Fixed: Corrected material on the rear lights of the Olga
  • Fixed: Corrected the left headlight position on the Gunter 2
  • Fixed: Incorrect rotation of the remaining headlight of a car when one was detached
  • Fixed: Infected attacked players inside a closed Gunter
  • Fixed: Combination locks couldn't be opened upon server restart
  • Fixed: Client error in the main menu
  • Fixed: In-game HUD could disappear while typing in the chat
TWEAKED
  • Tweaked: The headlights on cars now switch to left/right/center depending on the attached headlight bulbs' state
  • Tweaked: Cars now have functional rear lights
  • Tweaked: Reversing with a car now subtly illuminates the area behind it, allowing drivers to see there at night
  • Tweaked: The player stomach is now item/liquid-type based instead of nutritional-component-breakdown based
  • Tweaked: The connection timer is now up to 95 seconds in case of rapid server hopping. In connection to this change, the previous database locks have been removed.
  • Tweaked: Player spawn logic for avoiding water surfaces
  • Tweaked: Gunshot sounds are audible up to 3.5 km
  • Tweaked: Vehicles HUD
  • Tweaked: Improved plaster and concrete impact particle effects
  • Tweaked: Bullet impact effects are scaled by impact force much more visible now
  • Tweaked: The Portable Gas Lamp now burns 10x longer (~55 minutes with the smallest container, ~133 with the largest one)
  • Tweaked: Optimized muzzle flash particles for CR-61, FX-45, CR-75, IJ-70
  • Tweaked: Burning light sources now subtly flicker
  • Tweaked: Shadows from burning light sources subtly move
  • Tweaked: Smoke/Steam particles on weapons
  • Tweaked: character position is changed after a server change to mitigate server hopping

SERVER
  • Added: -serverMod= executable launch parameter to define server-only mods
  • Added: Default Central Economy for ChernarusPlus moved to a PBO file (worlds_chernarusplus_ce.pbo)
  • Added: Possibility to override any file from the Central Economy files in the mission folder
  • Added: New V3 signature verification
  • Changed: verifySignatures= server configuration parameter now properly verifies mod addons (equalModRequired is deprecated)
  • Changed: AI territories are defined in the default Central Economy files (xml) and can be overridden in the mission (world AI addon and config territory definition has been deprecated)
  • Changed: Updated values and format of player spawn points (mandatory change, see CfgPlayerSpawnPoints.xml in dayzOffline.chernarusplus) - If this change isn't reflected in the configuration, respawned and new players could spawn in the ocean!

MODDING
  • Added: object::enabledynamicccd for enabling continuous collision detection on dynamic objects
  • Added: New function GetHiddenSelectionsTextures()
  • Added: New function GetHiddenSelectionsMaterials()
  • Added: Private members are now moddable (documentation)
  • Added: ScriptedLightsBase -> SetFlickerSpeed(...), SetFlickerAmplitude(...), SetDancingShadowsMovementSpeed(...), SetDancingShadowsAmplitude()& their Get...() functions. See FireplaceLight.c for an example.
  • Added: Ability to define default Central Economy files (mission xml files) for any terrain from the game config (ceFiles parameter in the world class)
  • Changed: Several constants moved to a class, allowing them to be modded (stamina, environment, damage/wetness states...)
  • Changed: MakeDirectory() script function enabled
  • Changed: Removed the script file writing limits
  • Changed: Lights on vehicles were refactored, only scripted lights are being used now.
  • Changed: The secondary spawner (dynamic event configuration) is now an element (was previously an item).
  • Fixed: Modded StringTables now work additively instead of overwriting the original table (! Do note that this will likely break current mods which are modifying stringtable) (T136999)
  • Fixed: Character orientation when linked onto another entity
  • Fixed: Camera collision when a player is attached on another entity
  • Fixed: Ladder command when a player is attached on another entity
  • Fixed: Animated static physics after transformation change
  • Tweaked: Renamed method GetTesting() to GetCEApi()

PC Stable Update 1.03


Hello Survivors! 

We have just released the third Platform Update of DayZ on Steam (both the game update and server files update). The 1.03 update features new ways to use your firearms, along with several quality of life improvements and some nice tacticool touches like the ability to attach the NVGs and the Universal Flashlight to your Tactical Helmet, or two brand new belt models!

Get all the details and full patch notes below!
https://www.youtube.com/watch?v=YHQtj6vXe6Q

Gunter 2
The Gunter 2 is a small first generation family hatchback with front wheel drive.


VSS
Selective-fire, integrally suppressed marksmen rifle, fed from a detachable magazine. Compatible with KA scopes, using 9x39mm rounds.


 
New & improved weapon attachments
  • Regular and armour-piercing 9x39mm ammunition for the VSS
  • Tracer variants for 5.56x45, 7.62x39, 7.62x54R and .308WIN
  • Baraka sights
  • Backup Iron Sights (BUIS)
  • PSO-1-1 Scope, designed for the VSS rifle
  • Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66
 
Combat features
  • Melee attack with firearms, knocking enemies back


 
  • Ability to break open locked doors with force
 
Clothing
  • The universal light and the new night vision goggles can be attached to the Tactical Helmet
  • Chemlights and the Handheld Transceiver can now be attached to most backpack stripes
  • New belt, able to carry a knife sheath, gun holster, and canteen.
 
Inventory
  • Ability to rotate items in inventory
  • Quick bar working in the inventory
 
Patchnotes
Notes
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.
 
 
Game
ADDED:
  • Added: Chinese localisation
  • Added: Switch on/off for walk modifier ('CTRL' by default)
  • Added: Separated hold breath and walk inputs (both 'CTRL' by default)
  • Added: Erect, crouch and prone inputs (no binds by default)
  • Added: Turn on/off headlight/night vision goggles ('L' press/hold by default)
  • Added: Possibility to change the orientation of items in the inventory (press 'SPACE' while dragging item)     
  • Added: New vehicle Gunter 2 with its attachments 
  • Added: VSS rifle with its attachments
  • Added: 9x39 ammunition
  • Added: 9x39 armor-piercing ammunition
  • Added: Tracer ammunition (5.56x45, 7.62x39, 7.62x54R, .308WIN)
  • Added: Night Vision Goggles (NVG)
  • Added: NVG head strap
  • Added: NVG can be attached to Tactical Helmet (hold 'L' to switch on/off)
  • Added: Universal Flashlight can be attached to Tactical Helmet (press 'L' to switch on/off)
  • Added: Baraka sights
  • Added: Backup Iron Sights (BUIS)
  • Added: PSO-1-1 Scope, designed for the VSS rifle
  • Added: Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66
  • Added: Firearms Melee Attacks with pistols, buttstocks, and bayonets
  • Added: Hand Saw
  • Added: 4-dial Combination Lock
  • Added: Strawberry Jam
  • Added: Handheld Transceiver and Glow Stick attachments on backpacks
  • Added: Separated erect, crouch and prone inputs
  • Added: Quickbar working in the inventory
  • Added: "You are here" marker on each tourist trail map stand
  • Added: Instead of press, some actions are now triggered by holding 'F' button for a continuous action
  • Added: New optional server.cfg parameter - disablePersonalLight = true/false; which toggles personal light on all connected clients
  • Added: Quantity bar for energy based items and fireplace
  • Added: New 'swayModifier' config param for weapons and their attachment
  • Added: Milliseconds to client/server rpt files
  • Added: check to prevent invalid requests from clients (inventory optimization)
  • Added: Possibility to execute different types of melee hits (expanded melee command to execute stationary melee animations)
  • Added: Character statistics into the main menu
  • Added: Baseball/nailed bat
  • Added: Drop and pickup sound for scopes
  • Added: Sounds for death animations
  • Added: Sounds for suicide animations
  • Added: Lock/unlock sound for doors
  • Added: Sounds for prone animation with a rifle in hands
  • Added: One male and one female character sound set
  • Added: Different character sounds when wearing certain headgear (e.g Combat Gas Mask, Motorbike Helmet)
  • Added: Belts (Military and Civilian version) with attachments.
  • Added: Wooden Crate (crafted).

  • Added: Hair hiding mechanism to avoid hair clipping.

 

FIXED:
  • Fixed: Server crash when planting seed into a watered garden plot (T138343)
  • Fixed: Server error when crafting torch (T136903)
  • Fixed: Building position updated after the first open/close door action (T137749)
  • Fixed: Issue with flickering lights when there were more than 6 lights in render view (now sorted based on the distance) (T136038)
  • Fixed: Transition between close and distant light is now instant (without dark gap in-between)
  • Fixed: Jammed weapons make shooting sounds for other players
  • Fixed: A crash when looking at the outside terrain from the close-up at certain terrain configurations
  • Fixed: Sea outside of the terrain borders was not rendered when enableTerrainSynth was set to false
  • Fixed: Black dots on a single wooden plank model
  • Fixed: Incorrect visuals for Patrol Pants in 1st resolution LOD
  • Fixed: ClockHour and clockMinute animation sources now synchronize with the accelerated time
  • Fixed: Breath vapour should now properly handle temperatures lower than its lower range threshold
  • Fixed: Torch displaying "pieces" as quantity
  • Fixed: A dropped Road flare now points forward, not always north
  • Fixed: A dropped Flash light now points forward, not sideways
  • Fixed: Universal Light and Pistol Light now face forward when dropped, not sideways
  • Fixed: Corrected texts and animations for digging hidden stash
  • Fixed: Watering a garden slot had no progress bar
  • Fixed: Possible desync issues when using base building actions
  • Fixed: Torch did not update its quantity while not burning when rags were added to it
  • Fixed: Infected can attack player through tent walls
  • Fixed: Weapon fire mode is not saved upon relogging (T137708)
  • Fixed: Infected can hit player character through walls (T138230)
  • Fixed: Equipment window gets cut off on specific resolutions (T128448)
  • Fixed: Loot in infected corpses spawns after a while (T133245)
  • Fixed: Drinking gasoline does not harm your character (T117406)
  • Fixed: Character doesn't go to the crouch position when lying on the back and moving (T138970)
  • Fixed: Lens flares are visible when unconscious
  • Fixed: Server crashed when a session was terminated
  • Fixed: Car/Truck battery was invisible when attached to Battery Charger
  • Fixed: Boxed Headlight Bulb could not be opened
  • Fixed: Player could not drink from pumps with item in hands
  • Fixed: NBC Gloves typo
  • Fixed: Input configuration compatibility problems that would result in the character being stuck in crouch, issues with leaning and holding breath
  • Fixed: Issue in vehicle physics regarding in them appearing twitchy to nearby clients
  • Fixed: Server error while drinking from a well.
  • Fixed: Drinking from wells/pumps with an item in hands.
  • Fixed: Quickbar not being visible despite it being on in HUD settings.
  • Fixed: Items could be rotated even when they were not being dragged.
  • Fixed: Buried containers were unable to dig up.
  • Fixed: Inventory could not be scrolled all the way down.
  • Fixed: Weapon swap animations were not played when switched via Quickbar.
  • Fixed: Weapon dropped by restrained player was unusable.
  • Fixed: Player was not able to type into the chat bar.
  • Fixed: Melee with a one-handed item pushed character forward - allowing to look through walls.

 

TWEAKED:
  • Changed: Limit of dynamic lights in render view has been increased to 16
  • Changed: Many fixes and tweaks to the Chernarusplus terrain
  • Tweaked: Ladders on deer stands should be easier to get on
  • Removed: airtemperaturecheck() function removed and its functionality moved to a new modifier breathvapourmdfr.c
  • Changed: Config parameter recoilModifier[2] now used to modify cam offset
  • Tweaked: Minor improvements for the fireplaces
  • Tweaked: Minor improvements for the radial menu
  • Tweaked: Improved Road flare particles
  • Tweaked: Torch no longer illuminates the world during daytime any more
  • Tweaked: Muzzle flash illumination range at night increased from 5m to 15m
  • Tweaked: Improved variability of the muzzle flash particle for the VSD and LAR rifles
  • Tweaked: Improved visibility of the blood splatter particle
  • Tweaked: Smoke particles on weapons
  • Tweaked: Decreased lethal radius of the landmines
  • Changed: Melee refactor
    • targeting related changes, locking of aim when the attack is committed (turning while attacking is not possible now)
    • damaging of vehicles/doors
  • Changed: Extended checking of client-server inventory requests (inventory optimization)
  • Changed: Read and check of file signatures moved to different thread so it won't block the main thread
  • Changed: Checking client signatures on the server is done in multiple frames
  • Changed: Possibility to render proxy objects on creatures
  • Changed: Unified unlocking behaviour for house doors (using Lock pick or brute force)
  • Tweaked: Death darkening not playing when already unconscious
  • Tweaked: Inventory improvements to correctly display more items in the vicinity
  • Tweaked: Inventory icons for bladed weapons, food and drinks
  • Tweaked: Projectiles damage
  • Tweaked: Bleeding sound
  • Tweaked: Distance attenuation for weapons reloads
  • Tweaked: Land Mine activation/explosion sounds
  • Changed: Jumping is disabled when a player is significantly injured
  • Changed: Separated hold breath and walk inputs
  • Tweaked: Disabled locking of aim while the melee attack is committed.
  • Tweaked: Character statistics in the main menu
  • Tweaked: Melee damage
  • Tweaked: Melee armour

 

MODDING
  • Fixed: Cast warning spam caused by a modded playerbase class
  • Changed: Greatly optimized RecipeChache, now built automatically on startup (mods no longer require to rebuild it when adding custom recipes)
  • Changed: Loading unpacked mods using -mod= parameter (both game and workbench) no longer requires deprecated mod.cpp, now reads from CfgMods class in config.cpp
  • Added: '-gproj custom.gproj' parameter to workbench for custom selection of gproj files.
  • Changed: Constants are now moddable through modded class
  • Fixed: FPrint crash when writing extremely large strings to file
  • Changed: Increased max file size limit for script created files to 50MB
  • Added: Despawn times for dead bodies of players, infected and animals can now be assigned separately (CleanupLifetimeDeadPlayer / CleanupLifetimeDeadInfected / CleanupLifetimeDeadAnimal for globals.xml)
  • Added: Energy Manager - new config parameter convertEnergyToQuantity = true;
  • Added: New script events OnQuantityChanged() & OnAttachmentQuantityChanged(ItemBase item)
  • Added: Human::LinkToLocalSpaceOf & Human::UnlinkFromLocalSpace for character link to different entities
  • Changed: Rework of user action inputs, bringing support to add inputs for user actions and modify input behavior.
  • Changed: Rework of user actions initialization. Set actions have been moved from config to script. The use of multiple mods is now supported by the action system. Reduced number of steps for creating new user actions.
  • Tweaked: User actions selection process and conditions check optimizations

 

PC Stable Update 1.02



Hello Survivors! 

The second Platform Update of DayZ is out on Steam (both the game update and server files update). Along with many quality of live improvements, fixes and tweaks, it reintroduces two .308 caliber weapons and what's arguably the most luxurious transport option the post-apocalyptic Chernarus offers: the mighty Olga 24 sedan.

While the 1.02 update does not have a strict theme, a lot of work has been done to streamline the inventory design and functionality (yes, you can move with your inventory open again!). The game design team also put emphasis on promoting stealth gameplay when dealing with the infected, and also went through a couple of iterations on the night time experience. Get all the details and full patchnotes below!
https://www.youtube.com/watch?v=5bJ_sBgLTxo

New vehicle
Olga 24
Once a high end, "Executive" level car, the Olga 24 is a four-door Sedan easily able to reach top speeds on the Chernarussian roads.


New Firearms
LAR
The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 caliber bullets.



M70 Tundra
The M70 Tundra is a bolt-action hunting rifle using .308 caliber ammunition.


New & improved weapon attachments

  • Usable backup iron sight of the ATOG
  • Compensator for the Mosin 91/30
  • Mini Sight (small red dot)
  • RVN sight
  • Individual zeroing of iron sight and telescopic sight for compatible items


Clothing

  • Holster and pouch for the plate carrier vest


  • Assault vest and its butt-pack


Inventory
  • Ability to move slowly while displaying the inventory
  • Better visualisation of the inventory content
  • Proper scaling of items in the hands slot
  • Ability to have containers as an attachment (e.g. pouch on a plate carrier)
  • Various icons and visuals
  • Ability to reorder the inventory containers
 
Other
  • Possibility to kill an infected in melee hit (e.g. with an axe), from the back
  • Changes to night lighting
  • New Noise indicator to encourage stealthy gameplay
 
Patchnotes
NOTES
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.
ADDED
  • Added: OLGA 24 with attachments
  • Added: LAR with attachments
  • Added: M70 Tundra
  • Added: .308 WIN ammunition
  • Added: Assault vest
  • Added: Utility buttpack
  • Added: Plate carrier holster and pouches
  • Added: Mini red dot and RVN sights
  • Added: Mini red dot sights now compatible with CR-75 and BK-133 as well
  • Added: Functional back iron sights on ATOG optics
  • Added: Toggle iron sights/scope aim by pressing RMB
  • Added: Precise weapon lifting by weapon length
  • Added: HUD noise indicator
  • Added: Improved inventory icons rendering
  • Added: Inventory icons dynamic scaling
  • Added: Ability to one hit kill infected from behind with selected items
  • Added: Particle effects visible on the inventory player character
  • Added: Inventory character has items in hands
  • Added: Ability to walk (but not jog or sprint) while inventory is open
  • Added: Quick add to quickbar by hovering and pressing a number key
  • Added: Highlighting to hovered items in inventory
  • Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source)
  • Added: Mosin 91/30 compensator
  • Added: Independent firearm zeroing for iron sights and scopes
  • Added: Option to change the order of inventory cargo containers
  • Added: Hand cramp for brain disease
  • Added: Injury animation is visible in inventory view
  • Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout)
  • Added: Footsteps sounds for movement inside tents
  • Added: Footsteps scuff sounds for grass surface
  • Added: Sounds for lock/unlock doors action
  • Added: Sounds for combination locks
  • Added: Sound animation events for heavy hit animations
  • Added: New set of sounds for male infected
  • Added: Sounds for hot and freezing character animation
  • Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest)
  • Added: Sounds for pick up and drop action for various items
  • Added: Position dispersion when infected cannot see the target, but can hear it
  • Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout)
  • Added: Muzzle flash effect for Mosin compensator
FIXED
  • Fixed: Client crashes when attempting to connect to the server through launch parameter on Windows 7
  • Fixed: Server crash caused by in-game actions
  • Fixed: Server/client errors upon loading weapon
  • Fixed: Client error when equipping bandana
  • Fixed: Server error when manipulating vehicles parts
  • Fixed: Client error when manipulating barrel
  • Fixed: Client error when manipulating radios
  • Fixed: Client error when manipulating dead infected
  • Fixed: Client error when removing wooden logs from fence or watchtower
  • Fixed: Client error when disconnecting near a radio control panel
  • Fixed: Client error when removing rag from the mouth
  • Fixed: Client error when attaching combination locks
  • Fixed: Client error when committing suicide with weapon
  • Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, )
  • Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts)
  • Fixed: Blending of textures on Skybox (previously causing sudden flashes)
  • Fixed: Weak dynamic lights during dusk and dawn
  • Fixed: An issue where the majority of the character clothing was rendered in lower resolution than the game was running at
  • Fixed: Items can be picked up through walls (T137847)
  • Fixed: Texture artefacts on the crosshair
  • Fixed: Player can skip vomiting by staying crouched
  • Fixed: Player can skip vomiting by jumping
  • Fixed: Salute gesture keeps items in hand
  • Fixed: BK-133 does not change textures according to damage states
  • Fixed: Speed of inventory scrolling
  • Fixed: FPS drop when dismantling/destroying base building parts
  • Fixed: Barbed wire attached to fence will now move properly when opening gate
  • Fixed: Player does not get proper damage while standing in flames
  • Fixed: Driving over a character with a vehicle does not inflict damage
  • Fixed: Player receives damage from a vehicle while standing close to it
  • Fixed: Some gestures with weapons make arms twitch
  • Fixed: Infected do not inflict any damage to animals
  • Fixed: Player becomes deformed for others while sitting in a car
  • Fixed: Windows cannot be destroyed for some of the vehicles
  • Fixed: Splitting/combining rags will overlay another item in the inventory
  • Fixed: Items can get stacked incorrectly in one slot on top of each other (T136643)
  • Fixed: Items can be put in hands via inventory while sitting in a vehicle
  • Fixed: Projectile impacts do not alert infected
  • Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679)
  • Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205)
  • Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639)
  • Fixed: Switching seat while driving will result in a silent vehicle (T137285)
  • Fixed: Item size changes visually for wielded item when logging off (T136822)
  • Fixed: Selecting survivor in the main menu and pressing play opens old server browser (T136726)
  • Fixed: Environmental damage is not logged correctly in server logs (T137257)
  • Fixed: Attacking infected clip through the player (T137370)
  • Fixed: Missing arrow mark on items with container or attachments (T137103)
  • Fixed: Offline missions cannot be launched on Windows 7 (T137264)
  • Fixed: Hunting scope allows looking through walls (T137033)
  • Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200)
  • Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent
  • Fixed: Barrel inventory is misplaced when several barrels are in one place
  • Fixed: Tent and barrel placement is restricted only to flat surfaces
  • Fixed: Weapons cannot be reloaded while lying on the back
  • Fixed: Restrained characters can play freezing animation
  • Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102)
  • Fixed: AIs might get stuck mid-air after being killed by vehicle
  • Fixed: Enduro helmet attachments are out of place in inventory
  • Fixed: Fitting of localized item names in tool-tips and headers
  • Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart
  • Fixed: Server crash upon respawn
  • Fixed: FX-45 was not functional
  • Fixed: Getting shot underwater put the character into falling animation
  • Fixed: Inventory, vicinity, and hands slots were overlapping with each other
  • Fixed: The first gunshot caused FPS drop
  • Fixed: Server VMEs related to the in-game map
  • Fixed: Character noise indicator not being present
  • Fixed: Attachment icon dragged from hands slot to an invalid slot disappears
  • Fixed: Character noise indicator not showing appropriate values
  • Fixed: Collisions of base building objects remaining after their parts have been detached
  • Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders
  • Fixed: When opening doors for the first time, the whole building model can move slightly
  • Fixed: Client error connected to player presence indicator
  • Fixed: It is no longer possible to attach the Hunting Scope to the BK-18
  • Fixed: A client-side crash connected to the base building feature
  • Fixed: Fence gate cannot be opened after server restart
  • Fixed: Fence can be walked through after server restart
  • Fixed: Backwards compatibility for mods using particle API from version 1.01 and older (GoreZ and such).
  • Fixed: Client error tied to base building
  • Fixed: Ruined tires now affect vehicle behaviour
  • Fixed: Fire geometry for offshore worker infected type
  • Fixed: Invisible dynamic events and custom objects
  • Fixed: Adjusted MRDS post-process on FX to make it more usable
  • Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass)
  • Fixed: Stacks of .308 Ammo spawning with 0 quantity
  • Fixed: The player now dies properly from hypothermia, preventing client errors and other issues
  • Fixed: Only one player in a VoN conversation can hear the others
  • Fixed: Vehicle radiator cannot be refilled until the car has been started
  • Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not
  • Fixed: Client error connected to using a water bottle on a fireplace
  • Fixed: Leaving ADS on weapon actions
TWEAKED
  • Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. As part of this, SimulWeather and its related options were removed.
  • Changed: Improved the impact of dynamic lights on surfaces (including the roads)
  • Tweaked: Improved quickbar visuals and responsiveness
  • Tweaked: Minor tweaks to the global light config
  • Changed: Major cleanup of CfgWorlds config parameters (and related classes such as CfgSurfaces and Clutter)
  • Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights
  • Tweaked: Inventory blur intensity is now at half of the previous value
  • Tweaked: Inventory icons for firearms and their attachments
  • Tweaked: Item sizes for handguards and buttstocks
  • Tweaked: Inventory size of suppressors
  • Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged'
  • Tweaked: Damage system for ADA 4x4
  • Tweaked: Central economy (minor adjustments)
  • Changed: Item view bounding box enlargement when attachments are added
  • Changed: Improved behavior of all light sources (fade in / fade out effects and more)
  • Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark
  • Tweaked: Slightly darkened breath vapor particle to avoid glowing at night
  • Changed: Improved behavior of smoking chambers on all guns (smoke escapes only while the chamber is open)
  • Tweaked: Decreased intensity of all light sources during daytime
  • Changed: Reflector surface of all light sources now shines properly
  • Tweaked: Chemlight illumination radius increased
  • Changed: Torch is now always transformed to stick when its rags are removed from it
  • Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical)
  • Changed: Significantly improved quality of vehicle smoke particles during high speed
  • Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation)
  • Optimized: Physics rayRcast & Shapecast callbacks
  • Optimized: Possibility to enable multithreaded replication from server config using "multithreadedReplication" parameter
  • Optimized: Size of entity create network messages
  • Tweaked: In-game map behaviour
  • Changed: All particles are now preloaded during the game's initial loading
  • Changed: 'FullAuto' fire mode set as default mode on all relevant weapons
  • Tweaked: Sneak attack on the Infected now also works when hitting the torso
  • Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night
  • Tweaked: Blood and health regeneration slowed by roughly 1/3rd
  • Tweaked: Water and energy metabolism slowed down by approximately 1/5th
  • Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high
  • Tweaked: Chemlight illumination range lowered to 7.5 m
  • Changed: Updated tourist trail map model and textures
  • Changed: Lowered the Infected alertness caused by projectile impacts nearby
  • Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first)
  • Changed: Blood regeneration speed lowered
  • Changed: Amount of blood loss from hamolytic reaction raised
  • Changed: Lowered the illumination range of chemlight and the light around character at night
  • Tweaked: Lowered chance of jamming for pistols
MODDING
  • Added: Script function for disabling flares on light entities
  • Added: Script function for setting the relative position of flare on light entities
  • Added: Particles that are attached on an object can now rotate independently from that object (this fixed unintended directional flame on burning torches, see Particle.PlayOnObject(...) function documentation)
  • Added: Script function PlayerPreviewWidget::GetDummyPlayer
  • Added: New method on particles: ScaleParticleParamFromOriginal(...)
  • Changed: Particle API was refactored. Function Play(...) was replaced by functions PlayInWorld(...) and PlayOnObject(...). Please update your scripts accordingly to prevent compilation errors.
  • Changed: Huge refactor of how scripted lights behave. Please start using this API instead of config Pilot Lights. (Check file ScriptedLightBase.c and see examples in Scripts\4_World\Entities\ScriptedLightBase)
  • Tweaked: Corrected name of config parameter 'slopeLimit' to 'slopeTolerance'
  • Removed: Obsolete/deprecated configuration parameters were removed.
  • Tweaked: Personal light access parameter (PlayerBaseClient.m_PersonalLight) changed from 'private' to 'protected' to allow modding
KNOWN ISSUES
  • Individual melee hit registration issues against infected
  • Going unconscious with an open map can cause freezes