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Very Ape

DayZ Redux - Custom, hardcore and whitelist-only.

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DayZ Redux aims to fix most of the bugs and exploits present in the game, as well as introducing and changing certain features to appeal to the DayZ purist-- those who wish to play in the spirit of ''post apocalyptic survival''. You'll never see changes along the lines of ''golden vehicles!'', ''tanks!'' and other bullshit. The aim is to make the game difficult and frustrating, but for all the right reasons. Chernarus Redux is unforgiving; intense, long-drawn firefights and ruthless death by bandit await you at every turn.

Are you ready to die?

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There are almost a hundred fixes and added features in DayZ Redux. Here are a few of the most popular ones:

  • Combat loggers (ALT+F4) are instantly killed and leave a corpse behind.
  • Rare Chloroform spawns have been added. You can use it just like a blood bag, and it will knock your victim unconscious for 3.5 minutes.
  • Vehicle inspection has been added, which pops up an interface with any and all damaged parts when you select "inspect" on your vehicle.
  • Any vehicle can be flipped. Despite it being unrealistic, the feature was implemented as a solution to DayZ buggy vehicle moments.
  • Zombies can hear fired weapons 15% further.
  • Crates can be built, using nails and wood. Smaller and more easily-concealed than tents, but with reduced storage space.
  • Tents and crates can be set on fire using a box of matches. This destroys their content and deletes them from the database.
  • New environments, that make exploring certain otherwise boring areas worthwhile.
  • Hardcore spawns. No backpacks, no mercy.
  • Helicopter crashes spawn at random times during the "life" of a server.
  • New crash sites. Over five different kinds to explore, with varying degrees of fire and smoke. Have fun finding them.
  • All snipers removed except for the CZ550 and the M24. Both are rare, and ammo only spawns with the weapon.
  • Higher zombie density. Horde, anyone?
  • New vehicles, including the HMMWV and Vodnik.
  • Enforced play area. No more off-map camping
  • Personal transfusion kits can be created inside of a hospital, using a regular blood bag. 30% chance of draining blood and losing consciousness.

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The server is whitelist-only, based on GUID. To gain access, simply visit our website and register to the forums. Then, follow the instructions in the "Get Whitelisted" section. While this may be a bit of work, this is meant to provide a hack-free environment.

To play, you must download a custom file. The download and instructions can be found here.

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AS OF 0.3.0 ALL RELEASE NOTES ARE JUST GOING TO BE ON THE MAIN SITE. PLEASE GO THERE:

http://www.dayzredux.com/download

* RELEASE v0.2.11 *

  • Begrudgingly tuning back Zombie spawning mechanics closer to vanilla, as they seem to be the primary cause of all of the remaining lag/desync/redchain. We'll see how this goes.

* RELEASE v0.2.10 *

  • Fixed loot based logic mistake relating to checking if players are near/in a building during attempts to spawn loot.

* RELEASE v0.2.9*

  • The "improved performance" adjustments for loot seem to have made loot entirely too rare (this is different than the logic error before, loot was "working" here, it just was made too rare). Hopefully this should be last of this! So hard to test the effects of loots long-term with multiple players by my lonesome :(

* RELEASE v0.2.8*

  • Fixed stupid logic error that resulted in loot only spawning when the 6 moons of xarthos aligned. Which is to say, not very often. Loot should be spawning normally now.

* RELEASE v0.2.7*

  • Actually slightly increased the CZ 550's spawn rate this time (apparently last time I did not actually do it)
  • Introduced basics of "Vehicle Inspect" action. *MORE INFORMATION*
  • Repairing ANY vehicle now requires that you have a Toolbox
  • Toolboxes are now more common in industrial spawns
  • Fuel Tanks and Engine Parts have swapped rarities. The Fuel Tank is now the most rare part instead of an engine. (Vehicles can't move without an engine, you'll just burn through fuel quicker without a fuel tank. I like the rare fuel tank situation better)
  • SuperMarket loot pile chances reduced to be in line with regular residential chance.
  • Parts only display in the repair action menu if they're not already 100% repaired (if it lets you try and repair it, it's not 100%!)
  • Damage to players is now logged server-side. This should help significantly in investigating hack reports. The origin unit who ultimately caused you damage will always be reported in logs.
  • The creation of ChernarusRedux buildings are no longer done like trash/garbage/barricades, but spawned by the server. This should resolve all oddities reported with multiple buildings/loot/buildings not showing/etc
  • Loot spawning has been optimized a bit to improve overall performance and fix the performance problem when in towns
  • Loot no longer despawns in spite of a player being near the pile at the time

[ Vehicle Inspection ]

Shows up in the same situations "Save Vehicle" shows up.

Displays a break down of ANY part that is not 100% repaired. (Individual part damage)

Displays the damage value of the vehicles itself (vehicles maintain a separate damage value from parts)

If the vehicle's general health is 61% - 100%, the picture is green.

If the vehicle's general health is 31% - 60%, the picture is yellow

If the vehicle's general health is 1% - 30%, the picture is red.

At this point you pretty much can just ignore the in-vehicle HUD green/yellow/red.

If your helicopter is leaking fuel, use this tool. Anything that shows up is not 100% and therefore needs fixing!

If you have 0.2.6, just get the hotfix patch: http://www.dayzredux....2.7-hotfix.zip

* RELEASE v0.2.6*

[CHANGE] Chloroform spawn chance increased slightly

[CHANGE] CZ550 spawn chance increased slightly (There were 4x M24s in use, but 2x CZ 550s)

[CHANGE] Guns now spawn with 1-2 mags instead of 1-3 mags.

[NEW] Helicopter Crash weapons spawn with 2-3 mags

[NEW] AKS 107 PSO introduced as Heli Crash only loot.

[CHANGE] Loot spawning is back to being calculated 100% client side - BUT, it's still customized. *MORE DETAILS*

[NEW] Initial preview/testing of ChernarusRedux concept and mechanics. *MORE DETAILS*

[ Loot Spawning ]

Long story short, ARMA2 can't handle the extra load of calculating loot server-side in spite of various methods/efforts on my part. I guess it's no surprise given that Rocket would've likely done this in the first place if it was feasible.

However, the vanilla DayZ loot system wasn't just rolled back in place. I've customized it slightly to hopefully be more friendly/dynamic and less irritating than the bone stock mechanic. Please provide feedback on this.

This should (hopefully) spell the end of the loot droughts and desync/redchain

Note that there is a mechanic that rewards you for NOT loot piling/cycling buildings. If you don't want loot, LEAVE the pile. It will slightly increase the chances of goodness next loot cycle. If you clear buildings out of loot and pile it out, then you'll have LESS chance of goodness next cycle.

[ Chernarus Redux ]

The preview of Kamenka and North East Airfield have been placed in game. These are by no means the final product of the towns, and I already have plans for tweaks.

But, my intent here is to [1] get things rolling [2] test for any oddities in the method used to add these additional buildings into the map.

Please provide feedback on any oddities you see.

* RELEASE v0.2.5 *

[CHANGE] M240, M249, Mk48 removed from barracks loots. M249/Mk48 left as HeliCrash loot, M240 no longer in game (Reducing to 2 LMGs now bring it in line with the 2 snipers and 2 silenced weapons)

[CHANGE] Guns with optics removed from military loot. Now only exist as Barracks loot

* M4A1 CCO

* M4A3 CCO

* AKS 74 Kobra

[CHANGE] Food is a bit more rare in Supermarkets

[CHANGE] Tweaked drop rates of various items (numerous amount)

[FiX] You can no longer change clothes/eat/drink/etc. while in a vehicle (exploit related)

[CHANGE] Very slight tweak to zombie spawn mechanic to further try and reduce chance of desync

If you have 0.2.4, just get the hotfix patch: http://www.dayzredux....2.5-hotfix.zip

* RELEASE v0.2.4 *

[FIX] Made changes to eliminate chance of rapid-respawn zombies, also other changes to reduce/eliminate desync

If you have 0.2.3, just get the hotfix patch: http://www.dayzredux....2.4-hotfix.zip

* RELEASE v0.2.3 *

[FIX] Add back in the zombie code that I commented out during internal testing at 5AM last night and forgot that I did so...

If you have 0.2.2, just get the hotfix patch: http://www.dayzredux....2.3-hotfix.zip

* RELEASE v0.2.2 *

[CHANGE] Adjusting some zombie mechanics in efforts to reduce desyncing

If you have 0.2.1, just get the hotfix patch: http://www.dayzredux....2.2-hotfix.zip

* RELEASE v0.2.1 *

[FIX] Woops. The unload patient fix bungled refueling vehicles. Reverted it.

If you have 0.2.0, just get the hotfix patch: http://www.dayzredux....2.1-hotfix.zip

* RELEASE v0.2.0 *

[NEW] DayZ Die in a Fire Edition has now gone with a more serious title given people seem to actually like the mod. It is now dubbed "DayZ Redux" in honor of the mod's goals.

[NEW] Combat Status icon introduced to indicate combat status. Combat Status text indicator will eventually be removed entirely.

[FIX] "Unload patient" action no longer permanently sticks in the action menu (Untested fix. Please confirm)

[NEW] Zombies will still spawn even if you're on/in a vehicle.

[NEW] Zombie spawn mechanics heavily modified. *MORE DETAILS BELOW*

[NEW] Heli Crashes spawn mechanics revamped entirely. *MORE DETAILS BELOW*

[FIX] Heli Crash smoke is *actually* removed now (I confirmed it this time :D)

[NEW] Reduced amount of possible loot piles per heli crash. (This will be watched closely for loot table and/or loot pile tweaking)

[NEW] Ghillie and Camo no longer spawns at Residential. Moved to military/barracks instead (still spawns at heli crash).

[NEW] GPS removed from Military spawn, remains at Barracks and Heli crash

[NEW] "Assorted" loot piles will have 1 less item per pile. Weapons/etc. are unaffected

[NEW] M240/M249 belts no longer spawn outside of with the gun itself.

[NEW] M9 SD/ MP5 SD added to Heli Crash. Just like snipers/LMGs, ammo only spawns with the gun itself.

[NEW] Loot spawning system moved server-side and spawning algorithm redone. *MORE DETAILS BELOW*

[NEW] 4 new vehicles. They're not particular fancy/game changing, but add some nice change to the existing loadout.

[NEW] This is technically not a mod change, but the official DayZ Redux server no longer has waypoints enabled.

[ Zombies Mechanics ]

Most folks, when modding DayZ, immediately take to the "Dial the zombie spawning to 11" approach and quickly run into mass lag/desync issues. I've taken a different approach. The avenue taken hopefully will make it SEEM like the towns are much more congested and busy while you're in the town itself, but the actual number of zombies will remain virtually unchanged. Please please report back your assessment of this new mechanic. It is stage one in what I plan to be a two stage process to make zombies matter more and less able to run around town balls out.

[ Heli Crash Mechanics ]

No longer do heli crashes spawn immediately on server up, allowing those who can login at that time to scoop up the loot. Instead, heli crashes are now completely randomized over the life of the server (as configured by me). Heli crashes are intentionally spawned in such a random fashion that no singular point in time is more advantageous than another to go look for them. You could look for a heli crash and have one spawn at a place you just visited 5 minutes ago. The only way to catch all the heli crashes now is if you scan the entire region 24/7. This should allow more variety of people to find them and no singular person to be able to farm them all unless they dedicate their entire 24 hour day to scanning for them.

[ Loot Spawn Mechanics ]

Loot spawning is now exclusively handled server-side. No longer do players handle the spawning mechanism. I will *NOT* explain the intricacies of the mechanic to minimize people "gaming" the system. However, loot now spawns 24/7 regardless of players being near a town or not. There are still anti-farm mechanics involved to prevent someone from sitting on a building. "Cycling" loot is significantly less effective than moving on to a new house. Less frequently looted locations have a higher chance of containing more loot. In other words, it is more effective to "loot a town" and move on to another town than it is to stay in town and try and farm respawns.

Please note due to the nature of loot being completely redone, it may be too rare or too frequently spawning. Only so much testing can be done alone on a test box and checking only a few towns over the course of 30-60 minutes. PLEASE REPORT BACK ANY FEEDBACK.

[ SERVER CHANGE ]

Waypoints disabled

[ MORE CHANGES ]

Added 4 vehicle types. They're rare though!

HMMWV_Ambulance (2-seater medical vehicle)

GAZ_Vodnik_MedEvac (basically a Ural grade truck that's amphibious)

Old_moto_TK_Civ_EP1 (Same as the other bikes, just looks different)

VolhaLimo_TK_CIV_EP1 (Same as the GAZ, just looks pretty bad ass)

* RELEASE v0.1.2 *

[CHANGE] Spawn rate of Chloroform reduced

[NEW] Chance of loot piles spawning per cycle has been universally reduced by a slight amount. (This will be watched closely. Please send feedback)

[NEW] "Special" Heli Crash gun/tool loot made exceptionally more rare. More common to find lots of ammo/supplies than amazing guns/NVG/etc.

[FIX] Removed the AKM's second spawn entry in the "Military" and "Barracks" loot table so that it only has a single entry. Consequently, it will be slightly more rare.

[NEW] The crowbar now spawns in its "Toolbelt" form vs. its "Primary Weapon" form (just like the Hatchet)

[FIX] Removed CZ550 Ammo from 'hunter' zombie loot table (missed it from before)

[NEW] Loot cleanup logic should now clean backpacks/boxes in addition to loot piles

[NEW] Loot spawn logic should no longer spawn a backpack/box/ammobox if a backpack/box/ammobox already exists at that spawn point

[NEW] Medical Box contents have been halved.

[NEw] Medical boxes will spawn less frequently (but still spawn independently of loot piles existing or not)

[FIX] Players who decide to try and crawl inside a vehicle before flipping it right side up should be less likely to K.O.d by said vehicle

[FIX] You can no longer cook infinite free meat from camp fires

[FIX] Survivors should no longer pickup a single item at the same time and both receive it.

[CHANGE] Heli Crash smoke has been removed (should be, at least). It made it ridiculously easy to spot crashed helis.

[CHANGE] Loot tables have been adjusted to make generic type loot piles more common and 'specific' items more rare. Trying to make it take longer to gear up.

[FIX] You can no longer generate multiple tents while packing up a deployed tent.

* RELEASE v0.1.1 *

[FIX] No longer possible to drink/eat without consuming the food item

[FIX] No longer possible to pitch a tent without consuming the tent

[FIX] No longer possible to put on clothes without consuming the clothing

[FIX] No longer possible to build sand bags/cat wire/hedgehogs without consuming the itme

[FIX] No longer possible to consume medical supplies (bandages/etc) without consuming them

[FIX] No longer possible to generate free filled water bottles with an unfilled water bottle

[FIX] No longer possible to create axes out of thin air if you already have one

[FIX] Switching skins no longer repairs pain shakes/broken legs

[FIX] Switching skins no longer resets/dupes/screws with your backpack

[FIX] Switching skins no longer resets ammo

[NEW] Switching skins now properly remembers your chosen weapon vs. switching to the first 'weapon' item you ever obtained

[NEW] Picking up a "weapon" form of a crowbar/axe no longer switches you to the first 'weapon' item you ever obtained

[FIX] Duping no longer possible through zombie corpses/backpacks/etc

[FIX] Vehicles save fuel properly

[NEW] Getting in or out of a vehicle auto-saves everything about it

[NEW] Adjusting gear contents of a vehicle or tent auto-saves it (Prevents duping)

[NEW] Vehicles now save upon taking damage and take proper damage (no insta-repair on getting out/in)

[FIX] uicontrol UI error fixed

[NEW] Debug Menu removed entirely from game. Not even a toggle.

[NEW] Weapons now spawn with 1-3 mags vs. previous 0-3 mags

[NEW] The crowbar can be placed on your toolbelt just like your axe.

[NEW] Disabled automatic player body cleanup (will leave this to scheduled restarts to give players a chance to get their stuff)

[NEW] You no longer start with any backpack

[NEW] MH-6J Helicopter added to vehicle spawn table. Non-combat vehicle with flares removed. Seats 6. Very vulnerable!

[NEW] "Map" will no longer spawn by its lonesome, but with other residential goodies (just like other tools already do)

[NEW] Ability to flip vehicles right side up (MORE DETAILS BELOW)

[NEW] Combat system introduced as Anti ALT-F4 mechanic (MORE DETAILS BELOW)

[NEW] Many loot/item spawn changes modified (MORE DETAILS BELOW)

[NEW] Added new item/mechanic "Chloroform" (MORE DETAILS BELOW)

[NEW] It should now be impossible for a new spawn to spawn unconscious (wasn't too uncommon when dying/respawning in stock DayZ).

[ DETAILS ]

* Ability to flip vehicles right side up *

When any ground vehicle has been flipped over, it can now be flipped right side up by getting up next to you and using the new action menu "Flip <Vehicle Name>".

-Vehicles can only be flipped when nobody is on the vehicle.

-It takes 6 seconds to flip the vehicle.

-If anyone is touching the vehicle other than the person flipping, they may take severe damage. Stand clear!

* Combat system *

As a means of eliminating ALT-F4 and force combat, this new mechanic has been introduced. If you are subject to ANY of the below criteria, you will be put in combat for 30 seconds.

-If you fire a weapon/throw an object

-If anyone else within 70m of you fires a weapon or throws an object

-If any bullet or object impacts within 50m of you

An indicator in the upper-right shows your combat status. The "Abort" button is disabled while in combat to prevent accidental logging. Any disconnect for any reason while in combat ensures the player is instantly killed and a body produced. This will be highly subjective to distance/duration tweaking. Eventually a DB will be setup to track combat logging for purposes of considering item reimbursal when a legit connectivity problem is implicated.

* New Item: Chloroform *

Rare item spawn. Find for yourself where it spawns (won't take you long to find out!). One use per item. Activates like giving someone a blood transfusion. Knocks the player unconscious for 3.5 minutes (subject to change). Useful for bandits looking to screw with people or survivors/heroes looking for non-violent ways to escape a situation.

* Many loot changes *

REMOVED FROM GAME:

-FN FAL AN/PVS-4

-L85A2 AWS

-M9 SD

-MP5 SD

-M4A1 CCO SD

-Bizon SD

-DMR

-M14 AIM

-SVD Camo

-M107

-AS50

-Cat wire (was only really used for building griefing)

-Hedgehogs (was only really used for building griefing)

-Satchel Charges (so rare that they were only used by hackers/dupers for griefing)

-Flashlight (removed from spawn tables, but everyone still starts with one!)

Most of the snipers/all of the silenced weapons were removed to foster more squad interaction and less one-sided instant kills. Just because an item was left in or was taken out does NOT mean that's how it will stay. Community feedback/testing will help direct what goes on here.

SPAWN MOVED:

-M24 -> HeliCrash ONLY (Ammo only comes with the gun itself, doesn't spawn on its own anywhere!)

-CZ550 -> Deer Stand ONLY (Ammo only comes with the gun itself, doesn't spawn on its own anywhere!)

AMMO BOXES:

-The two ammo boxes were removed and replaced with a single ammo box carrying (10x Stanag / 10x AK / 10x AKM)

HELI CRASH LOOT:

-With the weapon removals, you can now find Rangefinders, GPS, M4A1 Holo, M16A4 ACOG, and the M24 here.

BACKPACK CHANGES:

-As mentioned, you no longer start with a backpack. Backpack loot, in my opinion, was also jacked up. Bags have been relocated.

+ Residential bag spawns changed from Pouch(4), Czech(16), ALICE(20) TO Pouch(4), Patrol(8), Assault(12)

+ Military bag spawns changed from Assault(12), Patrol(8), Coyote(24) TO Czech(16), ALICE(20), Coyote(24)

(The "best" pack from a supermarket is now the 12 slot Assault. You can only find an ALICE or better at military spawns!)

SPAWN CHANCES:

-Coupled with the item removals/changes, some loot was adjusted to spawn a bit more frequently/less frequently to try and keep high-end guns quite rare. Exact changes would be too numerous to enumerate, though.

Edited by Very Ape
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There is already a Redux thread: http://dayzmod.com/f...erly-dayz-diaf/

This is an updated thread. The point of a new thread is to have someone else (in this case, me) keep the OP updated.

Thanks for the info there, though.

Edited by Very Ape
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Would highly recommend this sever if you are looking for the feel of original DayZ as an old school player whose been around for a while, or if you feel like you missed the boat on that and think most hives are strange version of ARMA 2 pvp :)

make no mistake pvp is here but its up close and personal, you gotta work for it and the risk reward metrics are much more interesting as not every player will have full gear but an Alice pack is worth a fight

Its not scarcity taken to an annoying level, just one that makes there actually a point to fighting, looting, and raiding camps

right now the sever is an all out faction war between a couple groups vying for vehicles, cities, and gear with the occasional lone wolfs in the mix too :)

also the community is great and there is a mumble server where you can meet peeps, join up with people and get into the action :)

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In other news, every day at 7PM EST Chernogorsk turns into the bloodiest battlefield I've ever seen.

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And no As50's were involved or Overpowered guns just M16's, Ak's, AKM's, M4's and makrovs it's was great fun! I highly suggest this server.

In other news, every day at 7PM EST Chernogorsk turns into the bloodiest battlefield I've ever seen.

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I dare, no, I challenge bandit clans to move to this server to face the Justiciars.

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I dare, no, I challenge bandit clans to move to this server to face the Justiciars.

yeah we need some help killing these fuckers, there are too many of them ;)

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OP is being updated today to better showcase the new features.

Also, bumpitty.

Edited by Very Ape
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yeah if people are looking for authentic (dons hipster glasses) dayz, try this out

trust me ive been playing since may of 12 (just check my profile if you wanne see ;))

the forums are also like dayz used to be when there 50 or so servers, you can find out who killed you and what happened where, its cool to see your survival through everyone elses perspectives

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one of the few good servers that stick to what dayz should be about

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I said before that we needed bandit clans... I realize now we're lacking a lot of neutral and friendly groups! Where are the medics and traders?!

The closest we've got to friendly now seems to be the Justiciars, and we're a bunch of assholes.

Edited by Very Ape

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Topic has been updated with a very simple list of changes and features.

There are almost a hundred fixes and added features in DayZ Redux. Here are a few of the most popular ones:

  • Combat loggers (ALT+F4) are instantly killed and leave a corpse behind.
  • Rare Chloroform spawns have been added. You can use it just like a blood bag, and it will knock your victim unconscious for 3.5 minutes.
  • Vehicle inspection has been added, which pops up an interface with any and all damaged parts when you select "inspect" on your vehicle.
  • Any vehicle can be flipped. Despite it being unrealistic, the feature was implemented as a solution to DayZ buggy vehicle moments.
  • Zombies can hear fired weapons 15% further.
  • Crates can be built, using nails and wood. Smaller and more easily-concealed than tents, but with reduced storage space.
  • Tents and crates can be set on fire using a box of matches. This destroys their content and deletes them from the database.
  • New environments, that make exploring certain otherwise boring areas worthwhile.
  • Hardcore spawns. No backpacks, no mercy.
  • Helicopter crashes spawn at random times during the "life" of a server.
  • New crash sites. Over five different kinds to explore, with varying degrees of fire and smoke. Have fun finding them.
  • All snipers removed except for the CZ550 and the M24. Both are rare, and ammo only spawns with the weapon.
  • Higher zombie density. Horde, anyone?
  • New vehicles, including the HMMWV and Vodnik.
  • Enforced play area. No more off-map camping
  • Personal transfusion kits can be created inside of a hospital, using a regular blood bag. 30% chance of draining blood and losing consciousness.

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