Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
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Everything posted by Kyiara
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Hello survivors! We kicked off the new year with the release of Game Update 1.11. While the update might not be packed with new features and content, it did allow us to focus on our backlog of issues and provided us with enough space to prepare this year’s schedule. As mentioned in our previous DayZ in 2020 article, we are committed to supporting DayZ through 2021 by releasing regular game updates, just like we did in 2020. Support will come in the form of new content, features, balancing, and continual bug fixing. This article will outline part of our focus for this year. One thing we’ll continue introducing to the game is new firearms. Unlike previous years, we intend to mix things up more by introducing weapons which weren’t present in the legacy version of DayZ. You can already see evidence of this with the brand new SVAL rifle, which we introduced in the last game update. Another area of focus that’s important for us this year is balancing the damage system. For example, we intend to look at how we can improve melee (mainly against infected), including a more consistent way of landing stealth kills (rewarding players for a stealth approach). We would also like to look into differentiating more individual firearms, as well as increasing the chances of PVP encounters ending in an unconscious state (rather than instant death). Along with our efforts to improve melee with the infected will be a larger focus on Infected AI reactions to their surroundings. This includes balancing existing noise sources and adding new ones (such as light or doors opening). We’d also like to experiment with some new capabilities for the Infected AI. To spice up your adventures, we’ve begun looking into introducing a new type of environmental threat to both of our maps. We intend to improve feedback to players on the state of their character. This could include various states like bleeding, hunger, thirst and more through post-process sounds, effects or particles. Also being considered is further iteration of the in-game respawn menu. We want to focus more on seasonal events, mainly by introducing additional events throughout the year, as well as enriching the events themselves (mostly through new in-game assets). Last, but certainly not least, we will continue to support our creative community (i.e. modders and server owners). Our plan is to release four more game updates this year. And in an effort to breathe fresh air into the official hive, we’ve also decided to incorporate semi-regular wipes of character and server persistence files (bases, vehicles, etc.). We won’t be doing these wipes with every update, but we do want to make sure there’s an ending (and a new beginning) every 3-4 months. We already started with Game Update 1.11 and we expect to do two more this year. While these wipes will always be synchronized with game updates, the reasons are purely balance-related and not of a technical nature. We remain committed to providing backward compatibility between updates, so none of these wipes will be forced on community-run servers. Rest assured that all wipes will always be announced a few weeks ahead of schedule. During that time, we might spice things up a bit on the official hive, like we did with 1.11 and the increased occurrence of helicopter crash sites. In order to achieve all of the above (and more), we're continuing to expand our development team. If you happen to be interested, or know someone who is, check out our website for available positions. On behalf of the DayZ team, Adam
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Dear Survivors, couple of our servers might be temporarly unavailable due to maintanance. Date: 3.8.2021 between 9:30 CEST - 13:30 CEST The downtime of each server will be approx. 15 minutes during that 4h window. List of affected servers: PC PS4: Xbox Thank you for understanding.
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Dear Survivors, July has been nothing short of a busy and productive month! We released the much anticipated 1.13 update that introduced the first ever firearm with burst fire mode (the M16-A2), as well as new types of infected. Likewise, the community has been firing out great content and projects, which were made with the wildly infectious passion that can only be found in the DayZ community. Read the full article here.
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Console Update 1.13 Hotfix 2 Version1.13.154075 CHANGED Reduced maximum attack range of infected by 20% Adjusted attack ranges for various infected attacks
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Xbox Update 1.13 Hotfix 1 Version 1.13.154066 FIXED Directional audio was not functional on Xbox consoles
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Can you guys please provide more details into this ticket?
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Hello survivors! We kicked off the summer by entering into the experimental phase with Update 1.13. As mentioned in a previous article at the start of the year, Update 1.13 will come with fresh Loot spawns on Official. That means we’ll be conducting wipes of both character and server persistence files (bases, vehicles, etc.). Read the full article here.
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UPDATE (Version 1.12.153840 - released 20.4.2021) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED Variety of small food items Pioneer rifle Fange Knife Kukri Knife Sickle Farming Hoe Broom New action to disarm land mines with the right tool Tritium sights to the ATOG backup sights You now have to peel potatoes to make them edible Greenhouses can now be used for agriculture Flags can now be cut into rags using a knife Vehicle batteries are now recharged while the engine is running and consumed by the headlights Vehicle attachments can now be locked in place using a screwdriver (interiors) and wrench (doors) Tooltips for attachment slots Empty attachment slots are highlighted when focused Added over 100 new error codes to the connection issues and kicks FIXED Items from infected couldn't be moved directly into the inventory (https://feedback.bistudio.com/T156766) The inventory cursor could get stuck after equipping a ranged weapon from hands (https://feedback.bistudio.com/T156386) Fixed a server error related to player-restraining Improved client performance when looking at a pile of items Items dropped inside a tree or bush would sometimes levitate (https://feedback.bistudio.com/T153659) Flash grenades would not explode if destroyed by force Belts would not show damaged textures when damaged Fixed an exploit to cancel the injured animation (https://feedback.bistudio.com/T157073 - private) The stealth kill could be executed with a ruined weapon Fixed an exploit for prolonged blocking (https://feedback.bistudio.com/T157074) Cooking pots could be buried even when placed inside a stone oven (https://feedback.bistudio.com/T156310 - private) When observed from a distance, shattered glass on an M3S appeared to be intact Removing items from the M3S inventory did not work properly It was not possible to repair the engine of the Sarka 120 (https://feedback.bistudio.com/T155477) Car headlights could be switched on even if the battery was depleted Car headlights would continue to shine, even if the battery was destroyed The M3S battery could be removed while the truck was running The Zucchini and Leather Sewing Kit are rendered better when rotated in the inventory Camera clipping issues in the city police station The Ghillie suit and rifle wrap could not be repaired with a Sewing Kit Knives in attachment slots couldn't be used to interact with other items (https://feedback.bistudio.com/T149467) Placing items in a tent would cause them to sink into the ground Placing items in specific buildings would cause them to be spawned halfway underground (https://feedback.bistudio.com/T157038) Certain loot spawns would cause items to appear in weird positions (levitating, under tables, etc.) Opened doors from greenhouses appeared closed from a distance Fixed a roof collision preventing the player from entering a building (https://feedback.bistudio.com/T156750) The village bus stop had some minor clipping with the bus schedule The road signs at the crossing between Bor, Komarovo, and Pavlovo would give false directions Fixed some exploits in buildings Players could still connect to a server which is in the one minute period of the shutdown, resulting in a generic kick message AI behavior sounds weren't synced for players Radial menu for lights was not shown when wearing glasses together with the tactical helmet Players would not sit down if already performing other gesture and logging off Wrong "Next part" action widget on the base building fence Long item names were cut off in the left bottom corner of HUD Emotes were not greyed out properly in the emote menu when in prone Equip or swap of an item in a players inventory was not always working A collision part of the Large Tent was incorrectly scaled Infected or animals could get stuck mid-air when hit by a vehicle The damage indicator on tent doors was not showing the correct damage state The "Attach as cargo" widget would get stuck on the screen after combining a pot or pan with the gas stove Items would disappear inside a garden plot when dropped on top of it (https://feedback.bistudio.com/T152830) Wrong melee impact sounds of various tools Blood loss effect (desaturation) could not be seen after relogging (https://feedback.bistudio.com/T151441) Dynamic events (such as crashed helicopter) could disappear close to the player The player could avoid the limping animation by performing an action while in prone (https://feedback.bistudio.com/T156558) CHANGED The warning for a full stomach will be displayed earlier before reaching the threshold for vomiting Rebalanced the nutrition values, inventory sizes, and how filling each edible item is Farming actions have been moved from plants to plant slots for easier targeting All plants now have different growth times (between 20-50 minutes) Adjusted nutrition values of horticulture vegetables according to their growth time Fertilizing now increases the yield of plants instead of their growth time Increased the chance for plant infestation Plants will spoil after a while when being fully grown Slicing a pumpkin now yields two pumpkin slices The worse the condition of a vegetable, the fewer seeds it will give when cut Unpacking seeds now spawns paper Rebalanced ammunition types Increased the penetration of high caliber ammunition Heavy impact rounds slow down the player and apply more shock damage Efficient ballistic rounds keep the speed (and therefore bullet energy and resulting damage) longer and are thus more efficient at long distance .380 and 5.45x39 are the weakest in their category but are found more often in the world Special types: .22 is used by peculiar weapons (MKII that is integrally suppressed and Sporter that is an almost recoilless precise semi-auto rifle) 12 gauge rubber slug deal extreme shock damage at close range 12 gauge buckshot slow down much more Modern firearms require more maintenance when used Adjusted the audible range of firearm shots based on the caliber they use Increased the precision of pistols, sawed-off rifles, bolt action rifles, hunting, and sniper rifles 1PN51 scope has weapon iron sights allowed with some weapons Decreased the precision of assault rifles Re-adjusted air friction for bullets Initial speed of bullets is lower and typical speed is higher (based on min/max speed for the specific kind of bullet) Initial speed is modified by weapons and is balanced to make non automatic weapons deal more damage per bullet than automatic ones Damage is now correctly calculated as a proportion of impact speed over typical speed Increased the damage of shotgun pellets Lowered leg health and armor against projectiles, increasing chances of a broken leg during a firefight Stab vest now offers less ballistic protection than the ballistic vest Increased durability of the all body armors Melee damage using impractical items is now weaker than fists Slightly increased fist damage Increased the damage of most tools to be more efficient than fists in combat Reduced blood loss from a bleeding source Slightly delayed the recovery from shock damage after receiving it Increased the chance of stunning an infected during melee combat Reduced the damage to gear dealt by the infected Infected now react less to the shots of the IJ-70 and the Sporter 22 Players are no longer targeted by infected while unconscious Light melee attacks have a lower chance of staggering infected (blunt melee weapons with higher shock damage having a higher chance to stagger infected) Infected are now tougher in combat Melee attacks on infected are now more consistent in terms of the number of attacks required to take one down Improved efficiency of backstabbing against infected (executed with sharp weapons) Infected now react to players interacting with doors Infected react less to suppressed shots and more to louder shots Infected give up searching for players faster Reduced the efficiency of the scream of the infected AI is no longer taking damage from damage zones (fireplaces/barbed wire) Land mines can no longer be disarmed using the Bear Trap (killing the player in the process) Matchboxes can now be combined but not split When focusing on a specific part of a car/base building object etc., the name of that specific section will be displayed in the widget Reduced the audible range of the reload sounds by 50 percent When having your hands cuffed with barbed wire, struggling can now cause bleeding You can now choose to stop an ongoing connection attempt and connect to the currently selected server instead Lightnings are now lighting up the environment for a bit longer Vehicle batteries with metal wires attached can no longer be placed in cargo Burning roadflares can be destroyed by placing them in a fireplace You can only gain extra "rewards" from fishing when fishing in calm waters Adjusted Xmas lights on tents to be lighter on performance Updated the credits CENTRAL ECONOMY Added the 15-round SG5-K mag to the spawn (in the world and attached to the weapon) Increased the amount of food spawning at the spawn areas and in the center of the maps Reduced the amount of food spawning in high-tier areas Increased the spawn of .380 and 5.45x39 ammunition Increased the chance of weapons to spawn with magazines Police infected are now spawning near police cars Adjusted loot spawns in the greenhouses SERVER Added: ServerLog [Warning] message when the server could not disconnect players in time before shutting down Added: ServerLog [Warning] message when there is no Shutdown message present in messages.xml Added: ServerLog [Shutdown] message indicating how long until next shutdown Added: ServerLog [Shutdown] message indicating the timing when the server saves, locks, and kicks all players Added: RCON messages Lock and Unlock to perform these actions on the server Added: Sending RCON message Kick with "-1" will kick all players from the server Fixed: Kick by Shutdown message now properly states that the reason is Server Shutdown in the server log Fixed: Changing the logout time in globals.xml had no effect on the actual timer in-game (https://feedback.bistudio.com/T152456) Fixed: Prints clogging up logs upon store load of plant base (https://feedback.bistudio.com/T157686) Fixed: It was not possible to repair tents when server had disableContainerDamage enabled (https://feedback.bistudio.com/T156672) Tweaked: Additional engine-side checks put in place for the values of weather KNOWN ISSUES Infected may be going through closed doors at certain locations. Temporary fix for the community servers is to set all attributes of building to 0 in db\economy.xml file. A proper fix will be included in an upcoming hotfix, slated for release early next week. The Eggsperimental Capsule is currently set to spawn on Community servers Hotfix 1_Version 1.12.153902 (Xbox)/1.12.153904 (PlayStation) (05.5.2021) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME FIXED Fixed a game crash related to the cached ammunition information Infected were able to walk through doors at certain locations Wrong values in 7.62x54 and .308 ammunition configuration (https://feedback.bistudio.com/T157734#2179006) Wrong shock fall off settings for 7.62x39 ammunition A string was not properly translated for one connection error message (STR_ve_m_rogue_pbo1) Minor configuration errors within CE setups The Witch Hood could not be repaired The Witch Hat could not be repaired The Witch Hat did not change its texture when damaged The Crooked Nose did not change its texture when damaged The Cauldron did not change its texture when damaged Tents inventories were accessible from outside Heavy hit and immediate fall into unconscious caused iron sights offset, requiring a restart of the game CHANGED Temporarily disabled the Eggsperimental Capsule Reduced effective range and damage of 7.62x54 and .308 ammunition Increased the audible range of assault rifles to 2.5 km Increased the audible range of sniper rifles to 3.5 km increased the audibility of pistol shots up to 800 meters Increased the audibility of SMG and shotgun shots up to 1.4 km Tweaked weapon sound curves Reduced the damage to tools when building/repairing/dismantling base building objects Increased protection of plate carrier vest against the incoming shock and health damage SERVER Fixed: The Eggsperimental Capsule was set to spawn on Community servers Fixed: Server log messages displaying information that should only be displayed on client Fixed: Server log kick messages having string tags instead of the actual message Fixed: Server log kick messages having new lines (they are replaced with spaces now)
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Dear Survivors, While May was a rather quiet affair, we returned in full swing this month with 1.13 experimental updates! Regardless, our community was operating at full throttle as usual. Read the full article here.
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Update 1.13 Xbox Experimental (Change Log)
Kyiara replied to lynn.zaw's topic in Xbox Experimental Updates
Xbox Experimental 1.13 Update 3: Version 1.13.154017 (Released on 01.07.2021) GAME FIXED A server crash Falsely displayed "next part" widget on an opened fence Flag pole attachments were not dropped when the base was dismantled Combining certain items resulted in incorrect final quantity Issues with placing in the green guard house Breaking down a long stick would only spawn one short stick CHANGED Melee block is now directional Slightly more wear added to the KA-74 45 round magazine Reduced armor value against health and shock damage on plate carrier Reduced durability of the plate carrier Slightly reduced durability of the police vest Increased repair kit consumption for plate carrier, press vest and police vest Epoxy putty can also be used to repair vests Lowered the frequency of light symptoms of the wound infection (https://feedback.bistudio.com/T155243) Lowered the frequency of fever blur effect (https://feedback.bistudio.com/T159309) Lowered the strength of the radial blur effect (on wound infection and hit effect) CENTRAL ECONOMY Fixed: Wrong military infected zones on Livonia (https://feedback.bistudio.com/T159408) -
Greetings, Survivors! We’re happy to announce that we are releasing the experimental build of Game Update 1.13 on Steam and Xbox today. Read the full article here. _____________ PC changelog Xbox changelog
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Hi Survivors, As the lovely Simon & Garfunkel song goes: “April, come she will.” And boy did she ever, as we kicked off the lovely season with update 1.12 and a ton of fresh community content. Read the full article here.
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Update 1.13 Xbox Experimental (Change Log)
Kyiara replied to lynn.zaw's topic in Xbox Experimental Updates
Xbox Experimental 1.13 Update 2: Version 1.13.153999 (Released on 24.06.2021) GAME FIXED Fixed a semi-transparent window in the yellow two-story village house Barrel open/close sound would play when logging in to a vicinity of a barrel (https://feedback.bistudio.com/T153426) Barrel open/close would play when collecting water Breaking of glass on a vehicle would play when logging in to a vicinity of a vehicle (https://feedback.bistudio.com/T153443) It was possible to dig a stash in big wooden shed The bleeding indicator could disappear after relog Rags were not showing their damage state correctly -
Hello survivors! We’re excited to announce that game update 1.12 has been released on all platforms! Read the full article here. _________ PC changelog Consoles changelog
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Hi Survivors May was a quiet month for us - one that offered a time for reflection and an opportunity to recharge our batteries. When it comes to our community and the amazing content they continue to put out, however, it makes us feel like we’re part of a lively and unforgettable party. Read the full article here.
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Xbox Experimental 1.12 Update 1: Version 1.12.153779 (Released on 01.04.2021) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. and DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED Variety of small food items Pioneer rifle Eggsperimental Capsule Fange Knife Kukri Knife Sickle Farming Hoe Broom New action to disarm land mines with the right tool Tritium sights to the ATOG backup sights You can now plant and grow potatoes You now have to peel potatoes to make them edible Greenhouses can now be used for agriculture Flags can now be cut into rags using a knife Vehicle batteries are now recharged while the engine is running, and consumed by the headlights Vehicle attachments can now be locked in place using a screwdriver (interiors), tire iron (wheels) and wrench (doors) Tooltips for attachment slots Empty attachment slots are highlighted when focused Added over 100 new error codes to the connection issues and kicks FIXED Items from infected couldn't be moved directly into the inventory (https://feedback.bistudio.com/T156766) The inventory cursor could get stuck after equipping a ranged weapon from hands (https://feedback.bistudio.com/T156386) Fixed a server error related to player-restraining Improved client performance when looking at a pile of items Items dropped inside a tree or bush would sometimes levitate (https://feedback.bistudio.com/T153659) Flash grenades would not explode if destroyed by force Belts would not show damaged textures when damaged Fixed an exploit to cancel the injured animation (https://feedback.bistudio.com/T157073 - private) The stealth kill could be executed with a ruined weapon Fixed an exploit for prolonged blocking (https://feedback.bistudio.com/T157074) Cooking pots could be buried even when placed inside a stone oven (https://feedback.bistudio.com/T156310 - private) When observed from a distance, shattered glass on an M3S appeared to be intact Removing items from the M3S inventory did not work properly It was not possible to repair the engine of the Sarka 120 (https://feedback.bistudio.com/T155477) Car headlights could be switched on even if the battery was depleted Car headlights would continue to shine, even if the battery was destroyed The M3S battery could be removed while the truck was running The Zucchini and Leather Sewing Kit are rendered better when rotated in the inventory Camera clipping issues in the city police station The Ghillie suit and rifle wrap could not be repaired with a Sewing Kit Knives in attachment slots couldn't be used to interact with other items (https://feedback.bistudio.com/T149467) Placing items in a tent would cause them to sink into the ground Placing items in specific buildings would cause them to be spawned halfway underground (https://feedback.bistudio.com/T157038) Certain loot spawns would cause items to appear in weird positions (levitating, under tables, etc) Opened doors from greenhouses appeared to be closed from a distance Fixed a roof collision preventing the player from entering a building (https://feedback.bistudio.com/T156750) The village bus stop had some minor clipping with the bus schedule The road signs at the crossing between Bor, Komarovo, and Pavlovo would give false directions Fixed some exploits in buildings Players could still connect to a server which is in the one minute period of the shutdown, resulting in a generic kick message AI behavior sounds weren't synced for players CHANGED The warning for a full stomach will be displayed earlier before reaching the threshold for vomiting Rebalanced the nutrition values, inventory sizes, and how filling each edible item is Farming actions have been moved from plants to plant slots for easier targeting All plants now have different growth times (between 20-50 minutes) Adjusted nutrition values of horticulture vegetables according to their growth time Fertilizing now increases the yield of plants instead of their growth time Increased the chance for plant infestation Plants will spoil after a while when being fully grown Slicing a pumpkin now yields two pumpkin slices The worse the condition of a vegetable, the fewer seeds it will give when cut Unpacking seeds now spawns paper Rebalanced ammunition types The friction of bullets has been increased to make the difference between ammunition types more visible Increased the penetration of high caliber ammunition Heavy impact rounds slow down the player and apply more shock damage Efficient ballistic rounds keep the speed (and therefore bullet energy and resulting damage) longer and are thus more efficient at long distance .380 and 5.45x39 are the weakest in their category but are found more often in the world Special types: .22 is used by peculiar weapons (MKII that is integrally suppressed and Sporter that is an almost recoilless precise semi-auto rifle) 12 gauge rubber slug deal extreme shock damage at close range 12 gauge buckshot slow down much more The typical speed of bullets have been adjusted to be equal to the initial speed (temporary and will be reintroduced later) Modern firearms require more maintenance when used Adjusted the audible range of firearm shots based on the caliber they use Increased the precision of pistols, sawed-off rifles, bolt action rifles, hunting, and sniper rifles Decreased the precision of assault rifles Melee damage using impractical items is now weaker than fists Slighlty increased fist damage Increased the damage of most tools to be more efficient than fists in combat Players are no longer targeted by infected while unconscious Light melee attacks have a lower chance of staggering infected (blunt melee weapons with higher shock damage having a higher chance to stagger infected) Infected are now tougher in combat Melee attacks on infected are now more consistent in terms of the number of attacks required to take one down Improved efficiency of backstabbing against infected (executed with sharp weapons) Infected now react to players interacting with doors Infected react less to suppressed shots and more to louder shots Infected give up searching for players faster Reduced the efficiency of the scream of the infected AI is no longer taking damage from damage zones (fireplaces/barbed wire) Land mines can no longer be disarmed using the Bear Trap (killing the player in the process) Matchboxes can now be combined but not split When focusing on a specific part of a car/base building object etc., the name of that specific section will be displayed in the widget Reduced the audible range of the reload sounds by 50 percent When having your hands cuffed with barbed wire, struggling can now cause bleeding You can now choose to stop an ongoing connection attempt and connect to the currently selected server instead Lightning is now lighting up the environment for a bit longer Vehicle batteries with metal wires attached can no longer be placed in cargo Burning roadflares can be destroyed by placing them in a fireplace You can only gain extra "rewards" from fishing when fishing in calm waters Adjusted Xmas lights on tents to be lighter on performance Updated the credits CENTRAL ECONOMY Added the 15-round SG5-K mag to the spawn (in the world and attached to the weapon) Increased the amount of food spawning at the spawn areas and in the center of the maps Reduced the amount of food spawning in high-tier areas Increased the spawn of .380 and 5.45x39 ammunition Increased the chance of weapons to spawn with magazines Police infected are now spawning near police cars Adjusted loot spawns in the greenhouses SERVER Added: ServerLog [Warning] message when the server could not disconnect players in time before shutting down Added: ServerLog [Warning] message when there is no Shutdown message present in messages.xml Added: ServerLog [Shutdown] message indicating how long until next shutdown Added: ServerLog [Shutdown] message indicating the timing when the server saves, locks, and kicks all players Added: RCON messages Lock and Unlock to perform these actions on the server Added: Sending RCON message Kick with "-1" will kick all players from the server Fixed: Kick by Shutdown message now properly states that the reason is Server Shutdown in the server log Fixed: Changing the logout time in globals.xml had no effect on the actual timer in-game (https://feedback.bistudio.com/T152456) ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ Xbox Experimental 1.12 Update 2: Version 1.12.153810 (Released on 12.04.2021) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME FIXED Attachment slot tooltip was shown only for the first attachment slot in each row Radial menu for lights was not shown when wearing glasses together with the tactical helmet Player would not sit down if already performing other gesture and logging off Names of stairs on the base building fence were switched Wrong "Next part" action widget on the base building fence Warning messages in the server browser would not display unless the client was restarted Long item names were cut off in the left bottom corner of HUD Emotes were not greyed out properly in the emote menu when in prone Equip or swap of an item in a players inventory was not always working It was possible to craft an infinite amount of long sticks from a broom (https://feedback.bistudio.com/T157592) A ruined Eggsperimental Capsule was still functional A collision part of the Large Tent was scaled badly It was possible to destroy a garden plot Infected or animals could get stuck mid-air when hit by a vehicle The damage indicator on tent doors was not showing the correct damage state The "Attach as cargo" widget would get stuck on the screen after combining a pot or pan with the gas stove Attachment slot tooltip would appear on top of the item tooltip Items would disappear inside a garden plot when dropped on top of it (https://feedback.bistudio.com/T152830) Wrong melee impact sounds of various tools CHANGED 1PN51 scope has weapon iron sights allowed with some weapons Reduced blood loss from a bleeding source Removed the heavy hit animation being caused by all bullets except 762x54 and .308 Slightly delayed the recovery from shock damage after receiving it Increased the chance of stunning an infected during melee combat Reduced the damage to gear dealt by the infected Infected now react less to the shots of the IJ-70 and the Sporter 22 CENTRAL ECONOMY Fixed: The Fange and Kukri knives were not spawning on Livonia SERVER Fixed: Prints clogging up logs upon store load of plant base (https://feedback.bistudio.com/T157686) Fixed: It was not possible to repair tents when server had disableContainerDamage enabled (https://feedback.bistudio.com/T156672) Tweaked: Additional engine-side checks put in place for the values of weather
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Hello Survivors, It's been a while since we last made a proper blog post for the state of DayZ. Thus, I would like to give you a brief summary of the development of DayZ that happened this year. DayZ in 2020 The core work for our team in 2020 was founded on four major updates to support the game and expand on its content. We are happy to see that, although this year presented us with significant challenges due to the pandemic, all updates except one could be released within our schedule. They featured new and returned weapons, the M3S truck, and features such as the cold survival, broken legs, or the rework of the fireplaces. DayZ 2020 in content 5 new/returned weapons Returned broken legs Returned the M3S truck Massive upgrade to the cooking and cold survival Upgrades to Chernarus New base building flags for easier base persistence Continued modding support While 2019 was a year of releases for Xbox, PlayStation, and our Livonia DLC, 2020 was aimed at providing new content for you, as well as stabilizing the game, and giving meaning to survival features. Basic balancing elements of DayZ like cold and hunger finally got their deserved attention, to make the game tough, but still fair and encouraging towards new players. We continue to empower modders and server owners to the best of our possibilities, to allow them to create and shape their own worlds and adventures in them. Modders have had time to get to know the tricks of DayZ Modding, and we have been seeing major additions to the Workshop, with our very own Adam Francu releasing his anticipated Namalsk mod to the public earlier this month. DayZ 2020 in numbers Major Updates: 4 (1.07-1.10) Top peak of concurrent players on PC: 40,545 in February (highest since Feb 2014) Top monthly average of concurrent players on PC: 20,700 over the last 30 days (highest since Feb 2014) from January to November, DayZ saw 4.1 Million new users, with Xbox leading with 2.5M Top viewers on Twitch: 107,352 in August (all-time record) BattlEye bans: 24,000 and counting (in comparison to only 10,000 over the previous 4 years combined) 9,000+ mods created by players DayZ 2020 Year in Review video The Journey continues - DayZ in 2021 2021 is coming in hot, and we want to be ready. A roadmap for the new year is being finalized, and we are looking to expand our team. We are just beginning to check out the next-gen consoles' hardware, which will hopefully allow us to overcome some of the major frame-drops that console players have been fighting with since our initial releases there. With support from new additions to our team, we hope to resolve our ongoing weaknesses regarding some of the synchronization issues and physics-related problems with vehicles. We are ready to explore the depth of what DayZ can become when it fully unfolds its potential. Stay tuned for early 2021, when we will share more about our plans for the new year. The DayZ Team wishes you Happy Holidays
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Hey Survivors, Nitrado servers are currently not available. They are working on the fix. Thank you for your understanding. The servers are coming back online!
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That page is being regularly updated. The response is very much like "those are frequently asked questions, please check that page". I am sorry you feel that way.
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Greetings, survivors! We’re happy to announce that the experimental build of Game Update 1.12 is live on Steam and Xbox. Read the full article here. _________ PC changelog Xbox changelog
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Its a survival game and finding the friend is part of the experience. You can use the iZurvive map for finding the friend faster. Hi, its scheduled for a fix. ( I can actually see it being scheduled in the dev stage) 🙂 Happy you like it! Have you guys created a ticket for it? I didnt see anything like that reported so far. I will check within the team.
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We actually implemented most of the feedback given during the Experimental phase. I noticed a lot of feedback regarding the axe and forwarded it to the devs. The current state regarding the melee fights is what actually players asked for but we will monitor it and tweak it if needed.
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Hi guys, you can find your answers here.
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No official date yet. You can check this link. For the actual game event - you will need to wait. 😉 We are currently looking into some issues with mods. I think some players might have issues now but some might enjoy it more. We will be monitoring the situation and tweak it if needed.
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Greetings, survivors! The devs ended March strong with the 1.12 experimental update paving its way into Easter. That being said, the community’s content was as entertaining as always. Read the full article here.
DayZ Hero