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Dear Survivors, The annual Christmas Event has landed on official servers across all platforms and maps! With Sakhal joining the roster, it’s DayZ's first snowy winter Christmas on official servers! Read more here: https://ow.ly/xC9l50UspEW Use #ChristmasZ for screenshots! #PC #Xbox #PlayStation
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Survivors, Selective console servers will be having a quick restart to apply a server update, Servers will restart at 13:45 CET, Restart should only take a couple of minutes. Affected servers listed below: PlayStation: 4007 | EUROPE - DE 7165 | EUROPE - DE 0060 | ASIA PACIFIC - SG 3974 | EUROPE - DE 0846 | EUROPE - DE 2305 | NORTH AMERICA - LA 0885 | EUROPE - DE 0906 | NORTH AMERICA - LA 2169 | ASIA PACIFIC - SG 4103 | ASIA PACIFIC - TO 2223 | NORTH AMERICA - NY 3944 | EUROPE - DE 3962 | EUROPE - DE 3977 | EUROPE - DE 2389 | NORTH AMERICA - MI 4454 | EUROPE - DE 6757 | ASIA PACIFIC - SG 3968 | EUROPE - DE 4010 | EUROPE - DE 6376 | NORTH AMERICA - LA 4037 | EUROPE - DE 2374 | NORTH AMERICA - NY 4025 | EUROPE - DE 2380 | NORTH AMERICA - NY 8913 | NORTH AMERICA - LA 2509 | ASIA PACIFIC - SY 6643 | NORTH AMERICA - MI Xbox: 6706 | ASIA PACIFIC - SG 4524 | ASIA PACIFIC - SG 8358 | NORTH AMERICA - NY 4371 | NORTH AMERICA - LA 5914 | ASIA PACIFIC - SG 4040 | NORTH AMERICA - LA 6646 | NORTH AMERICA - MI 8201 | NORTH AMERICA - LA 4241 | NORTH AMERICA - LA 3858 | EUROPE - DE 1297 | EUROPE - DE 3896 | ASIA PACIFIC - SG 7609 | NORTH AMERICA - NY 6358 | NORTH AMERICA - LA 3920 | ASIA PACIFIC - TO 4259 | NORTH AMERICA - MI 4722 | EUROPE - DE 2344 | EUROPE - DE 4071 | EUROPE - DE 4179 | NORTH AMERICA - MI 4295 | EUROPE - DE 6406 | NORTH AMERICA - LA 5800 | EUROPE - DE 3878 | NORTH AMERICA - NY 6568 | NORTH AMERICA - MI 5372 | EUROPE - DE 3872 | NORTH AMERICA - LA 4413 | NORTH AMERICA - LA 3887 | NORTH AMERICA - MI
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Console Stable 1.26 Update 4 - Version 1.26.159040 (Release on 19.11.2024) GAME FIXED If a user had not updated their server browser filters since February, they could have had an issue with server display since 1.26 Mitigation of duplication issues (https://feedback.bistudio.com/T183978 - private) Cargo content would disappear from a fireplace when de-crafting it Fixed a firearm glitch resulting in unlimited ammunition supply (https://feedback.bistudio.com/T183869 - private) Boats are now playing correct sound when fuel is low Fixed an exploit to look through walls (https://feedback.bistudio.com/T183462 - private) Shrimps would clip with the player character's hand when held Fixed a glitch resulting in unintended fast shooting (https://feedback.bistudio.com/T183179 - private) Fixed an unintended exploit to enter the prone position instantaneously (https://feedback.bistudio.com/T184056 - private) The Portable Map was not properly translated on Sakhal Individual items were clipping with cooking stoves when put on them The fur of foxes was shining in the shadows in some cases Some trees/bushes could ricochet bullets to a certain degree (https://feedback.bistudio.com/T182521, https://feedback.bistudio.com/T181857, https://feedback.bistudio.com/T183772, https://feedback.bistudio.com/T186041) When driving a boat fast, the sound of the airflow was audible to nearby players (https://feedback.bistudio.com/T184129, https://feedback.bistudio.com/T185662) Fire station doors had incorrect collisions with bullets (https://feedback.bistudio.com/T180018) The sherpa hat could clip with the hair of some characters Switching seats with another player at the same time in a boat could result in desync When standing on top of an upside-down boat, controls of the character would sometimes be inverted Textures of certain radio towers were misaligned KA-M shot sound tail would end abruptly CHANGED Reduced the drying speed when placing an item basically into a heat source (https://feedback.bistudio.com/T184058) Changed thawing time for frozen items in cookware Tweaked temperature calculation while near a heat source Tweaked the group spawn points behavior (https://feedback.bistudio.com/T183842) Adjusted the lifetime of snow stashes (https://feedback.bistudio.com/T185609) Changed fuel consumption formula on boats Adjusted the maximum value of the deadzone settings Increased the fireplace burning rate DAYZ FROSTLINE Added: Peninsula on the southeast of the main island Added: Military check point in the south Added: Field hospital at the power plant Fixed: A ladder of the airport hangar was not functional Fixed: Black boats are no longer spawning on the main island Fixed: Removed problematic boat spawns under or closed-in by ice sheets Fixed: Goats could spawn inside a rock Fixed: Spawned military containers would in some cases clip with rocks Fixed: The dead scientist event would appear to be floating in some locations Fixed: Adjusted a dynamic car spawn clipping with road barriers Fixed: It was not possible to climb a specific ledge on the roof of the power plant Fixed: The portable map was missing its cover on Sakhal Fixed: Indoor fire barrels would not behave completely like proper fire places Fixed: Excessive collisions of some lava rocks Changed: Placement of the sea ice at the mouth of the rocket bay Changed: Increased loot volume in several large structures Changed: Adjusted offroad hatchback spawnpoints to make them more evenly distributed Changed: Performance optimizations in the powerplant area Changed: Stopped the tan tactical shirt from spawning Changed: Repositioned player spawnpoints Changed: Airfield and Nogovo will now spawn better items Changed: Problematic spawnpoints were removed from various buildings (https://feedback.bistudio.com/T185360) Changed: VSS will now spawn on the military peninsula Changed: Adjusted spawnpoints for all dynamic events Changed: Tweaked spawnpoints and item conditions to make elevated places like industrial cranes or towers worth looting (especially on the coast)
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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. Survivors, It’s been a while, but welcome back to our DayZ Frostline Dev blog, where we pull back the curtain on the development of the DayZ Frostline Expansion. This blog is our way of sharing the highs and lows of our journey with you, the community. Your unwavering support has been essential to the success of DayZ Frostline. In this edition, we’re looking back at the first week since DayZ Frostline’s release, what we have been cooking after the release, and changes we will be making with next week's patch. Player Count Since the Release of DayZ Frostline As our header suggests, we hit a peak of player counts just five days after the release on the 20th of October. We cannot thank you, the community, enough for the love and support that you have given to this very dear project that we have worked on. The image below should give you a break down of daily user and CCU by different platforms in the first week after the release. Interesting Comparative Stats on Players' Behavior (First Week After Release) Our data reveals a key trend: players are more likely to prioritize their health and well-being in Sakhal compared to Chernarus or Livonia. This is evident through a significantly higher usage of immunity boosts and heat buffs, prompted by the unique challenges presented by DayZ Frostline. While we'd like to say it’s all smooth sailing (just like our new boats), there has also been an alarming rise in the number of players contracting Kuru in Sakhal. Design Perspective Southern crossing During the closed beta, and ever since the release, we have been closely monitoring player movement throughout Sakhal. This data had shown us that while the distribution of players across the entire map has been fairly balanced, there was still some space for improvement in terms of how players travel to the southern military peninsula. While we had hoped that presence of boats, together with ice sheets covering substential area of the south sea, would be enough to allow players to cross from more than one point, but the data proved us otherwise. It showed us that players would most often choose to walk across a land bridge on the western coast rather than take a path through the frozen sea. For this reason, we have decided to extend the southern coast slightly further and repositioned many of the ice sheets found within the bay. This should allow for much easier and direct paths for players to take, while still keeping the challenge of traveling on the frozen sheets. With the improved way to get across the sea, it also made sense for us to slightly change the adjecent areas as well. We had taken a look at the distribution of military bases throughout the island and chose to add a new military outpost near the crossing. Geothermal plant With its convenient location, the geothermal power plant had become a place many players visited while traveling through the middle of the island. Whether you thoroughly looted it or simply stopped by to check out this new complex, you have shown us that you liked this location. However, at the end of the day, the power plant alone had not quite become the point of interest we had hoped it would be. For this reason, we have decided to make it more interesting both visually and in terms of loot. You will notice an increased military presence within the area, which not only expands on the idea of the plant being a vital resource for the people who used to live on the island, but also brings more loot. We encourage everyone to check out the geothermal plant. Loot We investigated how loot moves around the island and identified some areas that could use improvement. Large Buildings One of the things we were as disappointed to see as our players was that, despite adding many new buildings to the game, we were struggling to fill them with loot. This led us to split some of our multistory buildings into multiple sections, allowing us to populate them more successfully. This is a bit of an experiment, so please do let us know if you notice more loot in military barracks, hospitals, and other multistory buildings. This change has only been applied to Sakhal for now, but if it proves effective, we are open to implementing it on our other maps as well. Elevated Places It can feel very unrewarding to climb tall towers or cranes, only to find a t-shirt or a pair of torn-up shoes. In an effort to improve looting, we have balanced both the spawn points and the loot that appears in these locations. It should now be worth checking out these buildings and objects, as even along the coast, they might contain valuable loot such as ammo or guns more frequently. We have also focused on improving loot presence at the plant. New objects have been placed on the roof. These objects, like crates and pallets, have been deliberately arranged to spawn loot, so if you find yourself getting luckier in these areas, that is the reason. Loot balance As previously mentioned, we have taken a critical look at how our players engage with the game. Many of you reported that loot progression on Sakhal still isn't quite on par with our other maps. We are committed to improving this with each update, and it will remain an ongoing effort moving forward. In that vein, we examined the availability of certain guns that were perhaps too easily obtainable and relocated them to different areas on the map. Weaker guns will now also have a slightly increased presence, especially along the coast, to enhance gameplay balance. We have also observed that many players found our bunker highly rewarding—maybe even too much so. As a result, we have taken steps to limit the number and frequency of gun spawns in that location. - Martin Palaugari, Game Designer Environmental Perspective With this 1.26 patch, we analyzed lots of player data and began working on tackling some areas that could benefit from improvements. There were three main things we chose to look into: the geothermal plant, loot availability on the southern coast, and the viability of the eastern side of Sakhal as a loot route. For the geothermal plant, being a POI consisting of several new assets, and a significant structure on the island from a lore perspective, we decided it made more sense for the area to have a military and medical presence. With this update, you will clearly see that there was an effort to protect the plant during the early stages of the outbreak. These changes also offer a stronger loot reward for players, while the fortified rooftops iterate more verticality to PvP gameplay. Additionally, we added two military checkpoints on the southern coast as an option for players to collect some gear before venturing into the deadly valleys of Burukan. All of these updates can be seen in the video above. - Mike Docherty , Environment Artist What's next for the Dev Blog & Sakhal? The Dev Blog is an excellent tool for sharing early information with our core community, encouraging them to spread the word, speculate, and engage in discussions leading up to releases. Moving forward, we will reduce the frequency of Dev Blogs but will continue to publish them whenever notable developments occur—such as this week's current experimental update, which will move to stable next week. Of course, this should demonstrate our ongoing commitment to further iterating and optimizing DayZ Frostline and Sakhal.
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Update 1.26 Xbox Experimental (Change Log)
lynn.zaw replied to merropa93's topic in Xbox Experimental Updates
Xbox Experimental 1.26 Update 4 - Version 1.26.159030 (Release on 13.11.2024) GAME FIXED If a user had not updated their server browser filters since February, they could have had an issue with server display since 1.26 Mitigation of duplication issues (https://feedback.bistudio.com/T183978 - private) Cargo content would disappear from a fireplace when de-crafting it Fixed a firearm glitch resulting in unlimited ammunition supply (https://feedback.bistudio.com/T183869 - private) Boats are now playing correct sound when fuel is low Fixed an exploit to look through walls (https://feedback.bistudio.com/T183462 - private) Shrimps would clip with the player character's hand when held Fixed a glitch resulting in unintended fast shooting (https://feedback.bistudio.com/T183179 - private) Fixed an unintended exploit to enter the prone position instantaneously (https://feedback.bistudio.com/T184056 - private) The Portable Map was not properly translated on Sakhal Individual items were clipping with cooking stoves when put on them The fur of foxes was shining in the shadows in some cases Some trees/bushes could ricochet bullets to a certain degree (https://feedback.bistudio.com/T182521, https://feedback.bistudio.com/T181857, https://feedback.bistudio.com/T183772, https://feedback.bistudio.com/T186041) When driving a boat fast, the sound of the airflow was audible to nearby players (https://feedback.bistudio.com/T184129, https://feedback.bistudio.com/T185662) Fire station doors had incorrect collisions with bullets (https://feedback.bistudio.com/T180018) The sherpa hat could clip with the hair of some characters Switching seats with another player at the same time in a boat could result in desync When standing on top of an upside-down boat, controls of the character would sometimes be inverted Textures of certain radio towers were misaligned CHANGED Reduced the drying speed when placing an item basically into a heat source (https://feedback.bistudio.com/T184058) Changed thawing time for frozen items in cookware Tweaked temperature calculation while near a heat source Tweaked the group spawn points behavior (https://feedback.bistudio.com/T183842) Adjusted the lifetime of snow stashes (https://feedback.bistudio.com/T185609) Changed fuel consumption formula on boats Adjusted the maximum value of the deadzone settings DAYZ FROSTLINE Added: Peninsula on the south-west of the main island Added: Military check point in the south Added: Field hospital at the power plant Fixed: A ladder of the airport hangar was not functional Fixed: Black boats are no longer spawning on the main island Fixed: Removed problematic boat spawns under or closed-in by ice sheets Fixed: Goats could spawn inside a rock Fixed: Spawned military containers would in some cases clip with rocks Fixed: The dead scientist event would appear to be floating in some locations Fixed: Adjusted a dynamic car spawn clipping with road barriers Fixed: It was not possible to climb a specific ledge on the roof of the power plant Fixed: The portable map was missing its cover on Sakhal Fixed: Indoor fire barrels would not behave completely like proper fire places Fixed: Excessive collisions of some lava rocks Changed: Placement of the sea ice at the mouth of the rocket bay Changed: Increased loot volume in several large structures Changed: Adjusted offroad hatchback spawnpoints to make them more evenly distributed Changed: Performance optimizations in the powerplant area Changed: Stopped the tan tactical shirt from spawning Changed: Repositioned player spawnpoints Changed: Airfield and Nogovo will now spawn better items Changed: Problematic spawnpoints were removed from various buildings (https://feedback.bistudio.com/T185360) Changed: VSS will now spawn on the military peninsula Changed: Adjusted spawnpoints for all dynamic events Changed: Tweaked spawnpoints and item conditions to make elevated places like industrial cranes or towers worth looting (especially on the coast) -
Update on the Map Makers' Issues after 1.26 Stable Release
lynn.zaw posted a topic in News & Announcements
We are currently looking into several issues affecting our modding community: During the late experimental period, we have received reports our binarization tool (responsible for processing files for optimizing files for our engine) crashing. We decided not to release it with the 1.26 release and investigate the cause instead. We expect to deploy a fixed version first on the experimental branch of DayZ Tools today (stable version followed later). You can track the progress of this issue over at https://feedback.bistudio.com/T185622 Model center of several concrete slabs was changed in the 1.26 update. This was part of our optimization pass over the assets in the game. We have informed the creators over a month ago that these changes are staying and that they will have to adjust their placements. If your map is suffering from the issue and you cant just adjust it yourself, please read instructions over at https://feedback.bistudio.com/T184094#2690302. The original variants of these slabs will be included in an upcoming patch. We have seen an increase of client crashes coming from mods with a certain model configuration. We have already started looking into why and a possible fix. You can track our progress here https://feedback.bistudio.com/T185371 / https://feedback.bistudio.com/T185468 Server owners (and players) have been dealing with issues of the launcher incorrectly displaying get dlc button as well as the map name on servers in the community tab. We have already addressed the issue and the fix will be available in the upcoming patch. https://feedback.bistudio.com/T185364 / https://feedback.bistudio.com/T185390 -
Hey Survivors, To better accommodate the influx of players & demand for Frostline, we’re deploying additional Sakhal servers across all platform. See the server list below! PC: 9027 | NORTH AMERICA - NY | 1st Person Only | Temp 7931 | NORTH AMERICA - NY | 1st Person Only | Temp 4335 | NORTH AMERICA - LA | 1st Person Only | Temp 9845 | NORTH AMERICA - LA | 1st Person Only | Temp 8006 | ASIA PACIFIC - SY | 1st Person Only | Temp 7955 | EUROPE - DE | 1st Person Only | Temp 7964 | EUROPE - DE | 1st Person Only | Temp 7958 | EUROPE - DE | 1st Person Only | Temp 7970 | EUROPE - DE | Temp 7961 | EUROPE - DE | Temp 7967 | EUROPE - DE | Temp 7988 | NORTH AMERICA - NY | Temp 7985 | NORTH AMERICA - NY | Temp 7976 | NORTH AMERICA - LA | Temp 7979 | NORTH AMERICA - LA | Temp 6802 | ASIA PACIFIC - SG | Temp 8003 | ASIA PACIFIC - SY | Temp PS4: 2557 | NORTH AMERICA - NY | 1st Person Only | Temp 8342 | NORTH AMERICA - LA | 1st Person Only | Temp 8366 | NORTH AMERICA - LA | 1st Person Only | Temp 7934 | ASIA PACIFIC - SY | 1st Person Only | Temp 7910 | EUROPE - DE | 1st Person Only | Temp 7916 | EUROPE - DE | 1st Person Only | Temp 7913 | EUROPE - DE | 1st Person Only | Temp 8342 | NORTH AMERICA - LA | 1st Person Only | Temp 7907 | EUROPE - DE | Temp 7904 | EUROPE - DE | Temp 7919 | EUROPE - DE | Temp 7162 | NORTH AMERICA - NY | Temp 7567 | NORTH AMERICA - NY | Temp 7922 | NORTH AMERICA - LA | Temp 7925 | NORTH AMERICA - LA | Temp 6793 | ASIA PACIFIC - SG | Temp 7943 | ASIA PACIFIC - SY | Temp Xbox: 7820 | EUROPE - DE | 1st Person Only | Temp 7844 | EUROPE - DE | 1st Person Only | Temp 7841 | EUROPE - DE | 1st Person Only | Temp 7877 | ASIA PACIFIC - SY | 1st Person Only | Temp 9598 | NORTH AMERICA - LA | 1st Person Only | Temp 8390 | NORTH AMERICA - LA | 1st Person Only | Temp 7928 | NORTH AMERICA - NY | 1st Person Only | Temp 7865 | ASIA PACIFIC - SY | Temp 7853 | NORTH AMERICA - NY | Temp 7856 | NORTH AMERICA - NY | Temp 7850 | NORTH AMERICA - LA | Temp 7847 | NORTH AMERICA - LA | Temp 7835 | EUROPE - DE | Temp 7832 | EUROPE - DE | Temp 7826 | EUROPE - DE | Temp 4257 | ASIA PACIFIC - SG | Temp
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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 pull back the curtain on the development of the DayZ Frostline Expansion. This blog is our way of sharing the highs and lows of our journey with you, the community. Your unwavering support has been crucial to the game’s success, and we’re excited to bring you along as we continue to create something special. Let's talk about Release date, DayZ Frostline price, few Development insights. Release Date: Save the Date! We’re excited to announce that DayZ Frostline (coupled with Update 1.26) is officially launching on the 15th of October! Mark your calendars, because this expansion will be dropping on all platforms simultaneously: PC, Xbox, and PlayStation. No matter where you are or what you’re playing on, you’ll be able to dive into the new challenges and features of DayZ Frostline without delay. Price: Get Your Wallets Ready The DayZ Frostline Expansion will be available at the price of $26.99 USD/Euro. Please be aware that prices might slightly vary in other regions and currencies. We believe this price point strikes a balance that reflects the hard work and dedication poured into developing this extensive new content, and we can’t wait for you to experience what DayZ Frostline has to offer. Pre-order: Secure Your Copy Today! We’re also thrilled to announce that starting today, you can pre-order DayZ Frostline Steam keys directly from our Bohemia Interactive Merch store at this link. By pre-ordering, you're helping us further develop and refine the game while securing some fantastic goodies for yourself. DayZ Frostline Pre-order bundle: DayZ Frostline + DayZ Soundtrack + 30% off coupon DayZ Pre-order Bundle DayZ Frostline + DayZ Base game + 30% off coupon Pre-order Incentives: Pre-order Discount : Pick Up DayZ Frostline at a Preorder price. DayZ Soundtrack : Get immersed in the game's atmosphere with the official DayZ soundtrack. DayZ Merch Coupon : Pick up some stylish merch with your order Please note: Preorder now limited bundle of DayZ Soundtrack and Frostline DLC. Steam code for DayZ Soundtrack will be send to your mail immediately, DayZ Frostline DLC on the launch date (15th Oct 2024). When buying this item in preorders, you will get on 15th October 30% discount code on DayZ stuff on our Store, including newest DayZ Frostline merch, valid from 15th October 2024 to 15th December 2024. Game Development Spotlight Caves in Sakhal One of the most exciting new additions to DayZ Frostline expansion is the inclusion of caves in Sakhal, We've long had the ambition to add caves into the DayZ experience, and Sakhal proved to be the perfect landscape for such a feature. These caves act as retreats from the harsh elements in more rural areas, offering critical shelter when none seems in sight. Learning the locations of these natural havens will be crucial for your survival and strategic planning. But that's not all; these caves offer several other benefits for those who appreciate a more natural setting for their encampments. You can place tents, build fires, and set up various other items to create a cozy, hidden sanctuary within the rugged terrain. We won’t reveal the exact number of caves available—you'll have to venture out and discover them for yourself. The element of exploration and surprise remains at the core of the DayZ experience, and we’re thrilled to see how you adapt to these new environments. Cosmetic Showcase Winter Hats: Stay Warm and Fit the Setting To better immerse you in the frosty setting of Sakhal, we’re introducing four new winter hats that are perfect for the new environment. Sherpa Beanie Hat : This beanie is ideal for those who prefer civilian clothing, providing warmth and a snug fit against the cold. As shown in the video above, the strings on the headpiece move subtly in response to the swaying of your head, adding a touch of realism. Budenovka : For a more rugged, military-themed look, the Budenovka is perfect for the Sakhal environment. This traditional hat not only keeps you warm but also fits seamlessly into the harsh, militaristic backdrop of the region. Shemagh: The shemagh is best described as "versatile." Unlike other headwear introduced with DayZ Frostline, the shemagh offers only "high insulation," but it makes up for this with its multifunctional design. It can also be worn as a face covering and pairs extremely well with a variety of outfits, whether you're going for a civilian survivor look, a bandit style, or a fully geared militant. Snowstorm Ushanka - The Snowstorm Ushanka is a headwear piece you've likely seen in many of our announcement header screenshots. It’s the ideal choice for Sakhal, both in terms of appearance and functionality. Offering the best level of insulation, it can also be layered with a balaclava and goggles for the ultimate winter survivor look in DayZ Frostline.
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⚠️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. Insulation Variants! 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. Seasonal Clothing Changes 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. Item Spawning Rates 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. Map Size 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 A Colossal Playable Area 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. Additional Enhancements: 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.
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⚠️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 pull back the curtain on the development of the DayZ Frostline Expansion. This blog is our way of sharing the highs and lows of our journey with you, the community. Your support has been crucial to the game’s success, and we’re excited to bring you along as we continue to create something special. Let's talk about boats and sound design for DayZ Frostline! Boats! 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. 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 Wobo's Review/Explainer Video on the Boats Sound Design on Sakhal 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. 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. Jan Knot, Sound Designer
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⚠️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. Survivors! Welcome to our Dev Blog, where we offer an exclusive behind-the-scenes glimpse into the development of the DayZ Frostline Expansion. This space is dedicated to sharing our journey, including both the hurdles and triumphs we encounter along the way. Your ongoing support has been crucial to the success of the game, and this blog is our way of showing gratitude by bringing you along on our creative adventure. Let's talk about Ice & Springs of Sakhal. For next dev blog, we'll get into "Boats!" For now, you can find the teaser above. Ice Shelves A glance at our development process reveals the meticulous care and creativity that went into these icy expanses. This process involved developing both wireframe and textured versions, allowing us to fine-tune the look and feel of these ice shelves down to the last detail. Furthermore, we've upgraded the ocean materials to reflect the chilling effect of distant ice shelves, adding depth and realism to the player's journey across these cold waters. This adjustment wasn't just about aesthetics; it was about immersing players in a world that feels alive and dynamic, with the harsh beauty of its cold environment front and center. "Hand-placing each sheet with meticulous care was one of the most fulfilling tasks I've done so far, and it's an experience I would eagerly embrace again. - I definitely said this" Mike - Environmental designer Hot Springs Hot springs in Sakhal serve as natural havens where players can seek warmth. However, as inviting as they may seem, these water bodies come with their own set of risks and challenges. The concept of contrasting cold and hot environmental elements captivated us from the outset. Our ambition was to elevate Sakhal beyond the conventional winter landscape, introducing a realm where warmth and danger coexist. Imagining a rugged terrain where adventurers can seek solace from the biting cold, we envisioned hot springs. However, these waters aren't just warm safe havens; they are also dangerous, too hot to walk in, and too contaminated to take a sip. The introduction of hot springs is just the beginning. We’re committed to creating a dynamic and immersive world for our players. Stay tuned for future updates, including the much-anticipated geyser eruptions. Water Springs A significant change to the DayZ Frostine map, Sakhal, that will influence your survival strategies. We're moving away from the traditional water pumps that many of you are familiar with and introducing a more natural and immersive element to Sakhal: Water Springs. What's Changing? These are natural water sources that have been slightly modified by locals to ensure easy access to potable water. Unlike the man-made wells found in other maps, these springs will blend seamlessly into the environment. Don’t be fooled by its serene settings! Just like the wells on other maps, it’s crucial to stay alert for other players who might be looking to rehydrate. Accessibility: Positioned near the coastal villages, these springs are designed to look and feel like a part of the natural landscape. While they are secluded, we've ensured there is always a pathway leading to them from the nearest settlement, promoting exploration. Audio Cues: We've paid close attention to the details, ensuring each water spring produces a faint, soothing sound of flowing water.
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⚠️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. Survivors! Welcome to our Dev Blog, where we give a behind-the-scenes look at the development of the DayZ Frostline Expansion. This blog is all about sharing our challenges and successes with you, the community. Your continuous support has been essential for the game's success, and consider this a way for us to showcase our appreciation by taking you on our creative journey. Let us look into the New Environment Hazards. Heavy Metal Poisoning In our ongoing effort to enhance the survival experience within DayZ Frostline, we're excited to introduce a new challenge that will test even the most seasoned survivors: Heavy Metal Poisoning. This feature aims to deepen the player's engagement with the hostile environment and introduce a new layer of complexity. Heavy Metal Poisoning is contracted when a player consumes water or snow that has been contaminated by volcanic ash—a scenario all too possible in the snowy wasteland of Sakhal. The disease has multiple stages, each marked by increasingly severe symptoms and penalties. We won't spoil the "fun" of finding out about the stages and symptoms. The most important part to remember is that the fallen snow on Sakhal is consumable but with harsh risks if consumed without proper filtration. Here's a comparison of what safe consumption and unsafe consumption of snow looks like: Here's a little taste of what might happen if the effects of Heavy Metal Poisoning take over: Tackling the Threat Fortunately, not all is lost for those afflicted. It can be treated through careful management and avoidance of further contaminated intake. Specific treatments have been developed to combat this insidious threat: - Chelating Drugs: These powerful drugs can stop the disease's growth and reverse its effects. They can also be used to purify water. - Filtering Bottle: This device ensures snow can be safely consumed, providing a lifeline in the snow-clad regions of the game. It's important to note that recovering from Heavy Metal Poisoning grants no immunity, emphasizing the importance of mindful decision-making. Heat Comfort As DayZ Frostline continues to evolve, so does its survival element. With the introduction of the Sakhal map, players find themselves battling an eternal winter, pushing the boundaries of survival to new heights. Understanding and mastering the upgraded heat comfort system becomes key to enduring the harsh conditions prevalent in the Frostline expansion. A New Layer to Survival: Heat Comfort The Heat Comfort system is a sophisticated feature designed to simulate authentic effects of temperature, gear, and environment on the player's body temperature. Whether you're exploring the snowy expanses of Sakhal or navigating the familiar landscapes of Chernarus or Livonia, knowing how to maintain your comfort will be crucial. Critical Factors Affecting Heat Comfort Several variables play a significant role in determining your character's heat comfort level. These include: - Environmental Conditions: Air temperature, altitude, and weather phenomena like snow and rain dramatically impact your comfort. - Player Actions and Conditions: Movement speed, wetness level, and the presence of heat sources (like fireplaces) or cold sources near the character come into play. - Gear and Clothing: The insulation value of your clothing, their condition, and whether they're wet or dry, affects your thermal comfort. - Food Consumption: The temperature of the food you consume will also impact your heat comfort. Hot food will damage your health, while warm food will provide a bonus to your heat comfort. Food in a normal state will be neutral, chilly and cold food will lower your temperature, and frozen food is not consumable.We have also tweaked the UI of items in inventory menu to reflect these changes. The Impact of Discomfort Failing to manage your heat comfort leads to various penalties, affecting your water and energy consumption, health, and even your ability to handle weapons steadily. Navigating the Changes The heat comfort system introduces specific gameplay mechanics and strategies for players to adapt: - Clothing Matters: Pay attention to the state of your clothes. Pristine items offer full heat insulation, while wet or damaged gear could reduce your thermal comfort. - Environment Navigation: Seeking shelter can mitigate the penalties of bad weather, and finding indoor spaces or covered areas can offer a reprieve from the cold. - Utilizing Heat Sources: Proximity to heat sources like fireplaces not only provides immediate warmth but also helps to fill a heat buffer, protecting you from dropping into discomfort. Thermal Comfort UI The game's interface gives you direct feedback on your heat comfort level through the HUD. Colors range from blue (cold discomfort) to red (heat discomfort), with white indicating a neutral, comfortable state. Pay attention to these cues to avoid unpleasant consequences. Visual Time Indicator: The Heat Buffer UI doesn't directly alter the target heat comfort beyond keeping it from going negative. Instead, it serves as a visual countdown, indicating the duration for which players can sustain their current level of warmth before the heat buffer depletes. Final Thoughts Updating the heat comfort system in DayZ was an important step to take in getting the Frostline gameplay where we want it. It was a challenging task as we also had to be mindful of the impact that these changes will have on our existing, much warmer maps. Read More and Wishlist
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⚠️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. Survivors! Welcome to our Dev Blog, where we give a behind-the-scenes look at the development of the DayZ Frostline Expansion. This blog is all about sharing our challenges and successes with you, the community. Your continuous support has been essential for the game's success, and consider this a way for us to showcase our appreciation by taking you on our creative journey. Let us look into the fauna of Frostline. For our next blog, we will discuss the environmental hazards. The Hare Adding the brown hare to the game was just a matter of time, as it already appeared in traps in its dead form. The challenge we faced was the visibility of these small brown hares on many of our surfaces. To address this challenge, we prioritized different poses and animations that would make it easier for players to detect when the hare is nearby. The hare will have a standing pose with its ears perked up when alerted, and it jumps when it runs away, making it easier to spot. The hare's ears are also an indicator of its alertness: ears down indicate a normal state, and ears up indicate an alerted state. The Fox Our animation team did a fantastic job on the fox. It features a pouncing animation and movements like shaking its fur and rolling on the ground. You will be able to watch it calmly from a distance. Detecting these animals Complementing the animation work, our awesome audio team has designed sounds for players to detect the presence of these animals in their proximity. You will hear little squeaks to indicate the hare's presence nearby. The fox will also make its own little raspy, sharp barks. Jana, Game Designer "The fox has three distinct audible layers for close, medium, and far distances, allowing you to instinctively know its proximity. This adds an immersive element to the game. The hardest part was finding sounds for the hare. I had to collect and reference various libraries and recordings of different rodents. I hope the result is convincing, especially the death vocalizations for both animals, which are particularly brutal yet realistic in true DayZ fashion." Artem, Sound Designer That’s all for the week, folks. If you’re not up for hunting these animals, as some might find them adorable, you can always stick to a pescatarian diet, as Sakhal has plenty of fishing villages. P.S: If you want to hear the alternative sound for the fox, you can find it here.
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Console Stable 1.25 Update 3 - Version 1.25.158356 (Release on 03.07.2024) GAME ADDED Payday event masks KNOWN ISSUES We are investigating a game crash related to ladders.
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Hey Survivors, The legendary star-spangled mask of Dallas and his crew are making a comeback just in time for the 4th of July across all platforms. Big shoutout to our friends at Starbreeze Studio. Payday Boys in Blue DLC here: https://t.paydaythegame.com/c/6qor98 Read more about the PaydayZ event here: https://dayz.com/article/general/PAYDAYZEvent2024