leviski 2152 Posted April 20, 2013 (edited) -UPDATE- 1.7.7 will not be out until rocket returns so hold onto the socksSo I hope everyone has seen the new features comingI'm looking forward to-fixed zombies--Upgraded pistol damage-Clip combiningand lastlyreturn of the ol Bandit skinwoo great patch. Cant wait for it to go live-Updated-http://dayzmod.com/f...mmunity-builds/Link to the Rolling change log,Joeyslucky22 has posted the most recent patch log below.UPDATE-awesome new stashes-https://a248.e.akama...24132692e6a7067https://a248.e.akama...23678582e6a7067MultiQuote-New Update-I hear that Razor is looking for testers so, help with that might make things go faster.and when i say heard I meant He made a post about it somewhere on the forumshttp://dayzmod.com/f...ng-for-testers/ Edited May 9, 2013 by leviski 12 Share this post Link to post Share on other sites
colekern 1364 Posted April 20, 2013 The Magazine combining is going to be amazing. 5 Share this post Link to post Share on other sites
Guest Posted April 20, 2013 What is this Clip combining? Share this post Link to post Share on other sites
Skat3rat 1633 Posted April 20, 2013 So I hope everyone has seen the new features comingI'm looking forward to-fixed zombies--Upgraded pistol damage-Clip combiningand lastlyreturn of the ol Bandit skinwoo great patch. Cant wait for it to go liveThe old bandit skin is being re added? That almost tempts me enough to go bandit again. I'm looking forward to clip combining for sure. 2 Share this post Link to post Share on other sites
Skat3rat 1633 Posted April 20, 2013 What is this Clip combining?One clip has X amount of bullets and the other has X amount of bullets. You can add the X amount of bullets from mag 1 to mag2. That way you don't have two half used clips. 3 Share this post Link to post Share on other sites
Guest Posted April 20, 2013 One clip has X amount of bullets and the other has X amount of bullets. You can add the X amount of bullets from mag 1 to mag2. That way you don't have two half used clips.Oh right! I always knew this was an issue and suprised it hadn't been fixed earlier! Share this post Link to post Share on other sites
Skat3rat 1633 Posted April 20, 2013 Oh right! I always knew this was an issue and suprised it hadn't been fixed earlier!Yeah. It's something that has been suggested for a long time now. Share this post Link to post Share on other sites
Steak and Potatoes 13480 Posted April 20, 2013 cant wait for combined magazines 2 Share this post Link to post Share on other sites
Inception. 9443 Posted April 20, 2013 Ahh, the old bandit skin. Finally. 3 Share this post Link to post Share on other sites
Geneva 11 Posted April 20, 2013 Any links to a full list of changes? Share this post Link to post Share on other sites
joeyslucky22 638 Posted April 20, 2013 Affected addons: * dayz_anim * dayz_code * dayz_communityassets * dayz_sfx * dayz_server (server admins only) * Mission (server admins only) (Prerequisites) * SQL Files (server admins only)Community Notes: * DayZ 1.7.7Changes: * [Prerequisites] New mission file downloaded from (http://www.silentspy.net/utility/dayz/mission-generator/) * [Prerequisites] BattlEye filters must be updated manually by server admins. * [NEW] - Removed annoying "re-arm" option from actions menu * [NEW] - Models and textures for mutton. * [NEW] - Separate meat for goats, same blood regen as mutton. * [NEW] - Can now combine magazines. * [NEW] - Added new loot & table for church. * [NEW] - Added new food and drink items (only found in supermarkets). * [NEW] - Added model for a dropped map and watch. * [NEW] - Weapon MakarovSD (Military, Military Special). * [NEW] - Weapon RPK_74 (Mi8 Helicrash). * [NEW] - Vehicle Damage in Percent (With a Toolbox). * [NEW] - 5L Fuel can takes 1 inv slot. * [NEW] - Bigger Compass (You can see the number of degrees). * [NEW] - Added auth retry system to make sure clients are auth'ed before they spawn (should stop seagull issue). * [NEW] - Added force end mission for players joining with wrong version/failed auth. (Will replace timeout later). * [NEW] - Mi8 Crash site model. * [NEW] - 3 New decayed Zeds - harder to kill (WIP). * [NEW] - Added optional watermark for servername (server admins only). * [NEW] - "Sleep" at tents changed to "Rest". (WIP) * [NEW] - Remote exec security. Should prevent all major RE exploits * [NEW] - Clear Ground around crash sites have now been disabled by default, server admins can enable. (http://i.imgur.com/uVDfGym.jpg) * [NEW] - Vehicles and tents now report free gear slots. Example: Old Camping Tent (weapons/others/backpacks). http://ziellos2k.net/images/20130417141327522.png * [NEW] - Weapons spawns now have a chance to spawn with 0 mags up to a max of 3. * [NEW] - Melee weapons can now be dropped and picked up using the normal a2 system. (This means you can now store in backpack and tents, without swapping to toolbelt) * [NEW] - New starting gear added. ("Makarov","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","ItemBandage","ItemPainkiller","HandRoadFlare"). * [NEW] - Servers date have been locked to give full moon nights. * [FIXED] - Vehicle repair should now always work correctly. * [FIXED] - M107 & AS50 Lock on system removed. (Removes green boxes) * [FIXED] - Humanity skin change can now change during gameplay in all directions. (No longer have to die to change from hero to normal to bandit and vice versa) * [FIXED] - StudyBody should now work. (Describing wounds accurately) * [FIXED] - Crashsite loot should now spawn correct for all types of Crash model. * [FIXED] - Hero Skin teleport issue. * [FIXED] - BAF Bags so they don't set on fire. :-) (no moaning it was a bug) * [FIXED] - Updated timeout timer from 40 secs to 60 secs, Should allow lower end systems to keep up. (Something went wrong, please disconnect and try again!) * [FIXED] - Zeds spawning underground. * [FIXED] - Loot spawning underground. * [FIXED] - Melee weapons having no ammo on login/skin change. * [FIXED] - Loot Spawns have now been fully resolved. Buildings are now tagged and will not spawn any new loot for 10 minutes. * [FIXED] - Loot Cleanup has now been fully resolved. Old loot piles will now be cleaned every 15 minutes and no players within 250 meters(WIP). (Server performance boost) * [FIXED] - Gear menu exploit to force respawn. * [FIXED] - Optimized some destruction effects for security and performance. * [FIXED] - Unconscious damage scale to only happen if hit by zeds. * [uPDATED] - Reset action alert of zeds, Zeds hearing from actions is now reset back to 1.7.5.1 - M107_DZ Zed pull range 450 meters (Max sight/hearing from movement forced to 80 meters) * [uPDATED] - Updated rabbit to drop 2 raw food items. Lowered hp gain to Raw - 200 each / Cooked - 800 each. * [uPDATED] - Moved anti teleport system to mission. Server admins can choose to enable/disable. (See prerequisites) * [uPDATED] - M107 lowered chance in loot tables. * [uPDATED] - AS50 lowered chance in loot tables. * [uPDTAED] - ALL loot table weights have been updated. * [uPDTAED] - ALL loot table weights have been rebalanced. * [uPDATED] - Updated Czech, German, Spanish, French and Russian stringtable. * [uPDATED] - Mac and 1911 Pistol dmg updated. * [uPDATED] - CrashSite Loot should now represent each type of model more. (("MilitaryWEST","HeliCrashWEST") Two new crash site loot tables) * [uPDATED] - Zed spawn timer from 2 minutes to 5 minutes. This should allow an area to be cleared of zeds before more spawn. * [uPDATED] - Re-added the "save" option to tents and vehicles. This is a fail-safe option, not required. (Due to a small amount of servers reporting issues with tents saving. With no info for us to recreate we re-added this option to save tents/vehicles) * [uPDATED] - Zed generate system. Should stop zeds spawning in view of players then being deleted. * [uPDATED] - Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400) * [uPDATED] - Bleed from zed attacks will now only happen if the initial dmg is above 0.7 or the zed gives a head shot. (should reduce the amount of bandages needed) * [uPDATED] - Zeds knocking players unconscious now has a 50/50 chance if dmg multiplier is above > 0.8 * [uPDATED] - When unconscious all dmg is lowed to 50 blood for each hit zeds do no matter the part they hit. (Should allow some survivability) * [uPDATED] - Zeds sight and sound chance has been re-added so there is a chance they can ignore you. * [uPDATED] - Sight and sound rebalanced to make them a little more even from movement. * [uPDATED] - Call extension calls for vehicle dmg. * [uPDATED] - Zeds will no longer spawn for air vehicles. * [uPDATED] - Hunters loot table adjusted with more weapons. * [uPDATED] - SQL files working on Linux. * [uPDATED] - Add crawl animation damage. Players will now take dmg from crawling zeds. * [uPDATED] - Updated zed speed to default. * [uPDATED] - Melee systems updated. * [uPDATED] - Old Bandit skin for male chars. * [uPDATED] - Lowered action sound for refuel from 10 meters to 5. * [uPDATED] - Lowered Direct comms action sound. * [uPDATED] - Vehicle damage syncs updated to reduce call extension spam. * [uPDATED] - Lowered Transfusion infection rate. * [uPDATED] - Quiver acts as a quiver, you now have to take an arrow out of the quiver. * [uPDATED] - You can now only have 1 quiver in your main inventory. * [uPDATED] - Melee range has been updated. * [REMOVED] - Wild spawning zeds. (Zeds spawning in forest areas will be added next patch) * [REMOVED] - Zeds can now push players to the ground when attacked from behind.Leviski, would you mind if I edited your first post to include this list? 12 Share this post Link to post Share on other sites
towhook 2 Posted April 20, 2013 (edited) * [FIXED] - M107 & AS50 Lock on system removed.This will remove the M107 and AS50 from the game? Edited April 20, 2013 by towhook Share this post Link to post Share on other sites
nugget850 1 Posted April 20, 2013 * [NEW] - New start gear added. ("Makarov","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","ItemBandage","ItemPainkiller","HandRoadFlare").We are getting our trusty makarov back! 1 Share this post Link to post Share on other sites
Powell (DayZ) 734 Posted April 20, 2013 (edited) That changelog is not final, things are subject to change.be aware of that, dont flip any shits just yet* [FIXED] - M107 & AS50 Lock on system removed.This will remove the M107 and AS50 from the game?this refers to the lock-on mechanism the sight has. Big boxes around players and stuff; this removes said boxes. Edited April 20, 2013 by Powell 1 Share this post Link to post Share on other sites
poodude28 (DayZ) 36 Posted April 20, 2013 cant wait 1 Share this post Link to post Share on other sites
Geneva 11 Posted April 21, 2013 Great update, especially like: Visible empty slots on tents, More guns at deer stands, NEW Zombies!. Changed zombie damage should be interesting too. Share this post Link to post Share on other sites
rossymond 68 Posted April 21, 2013 Sounds like a good update on the whole. But why the new starting gear? Is that not just going to end up with more and more KOS 10 Share this post Link to post Share on other sites
fluxley 2228 Posted April 21, 2013 Sounds like a good update on the whole. But why the new starting gear? Is that not just going to end up with more and more KOSYeah, i'm a little surprised by this one too. 2 Share this post Link to post Share on other sites
rossymond 68 Posted April 21, 2013 I mean on the whole it doesnt effect us Hive owners, we can just keep our vanilla loadout, but for pubic hive, it's another story Share this post Link to post Share on other sites
Maxgor 2314 Posted April 21, 2013 KOS is gonna happen no matter what. I personally don't see this affecting that much at all really and ends up giving spawned players a slightly better chance at surviving, especially if they aren't well versed in the gameplay, even more so if they are adding in these tougher zombies. 1 Share this post Link to post Share on other sites
Powell (DayZ) 734 Posted April 21, 2013 KOS is gonna happen no matter what. I personally don't see this affecting that much at all really and ends up giving spawned players a slightly better chance at surviving, especially if they aren't well versed in the gameplay, even more so if they are adding in these tougher zombies. this Share this post Link to post Share on other sites
Tr1x 53 Posted April 21, 2013 * [NEW] - New start gear added. ("Makarov","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","ItemBandage","ItemPainkiller","HandRoadFlare").We are getting our trusty makarov back!yeah, the bean wars have returned! 4 Share this post Link to post Share on other sites
Trizzo 632 Posted April 21, 2013 (edited) After being counter sniped through trees at 500+ meters by a m107 after running over a different hill I'm looking forward to the m107 being fixed.-edit- YAY road flare starting gear! Fuck the torch shit got real, bring back the disco.-quiver is good news too, it was a cluster fuck of wtf is going with these arrowsCan't wait for this and the other equally awsome features, Razor/crew delivering again. Edited April 21, 2013 by Trizzo 1 Share this post Link to post Share on other sites
JIJOK 49 Posted April 21, 2013 cool bandit skin back yay !! and what Removed annoying "re-arm" option from actions menu means ? Share this post Link to post Share on other sites
fluxley 2228 Posted April 21, 2013 KOS is gonna happen no matter what. I personally don't see this affecting that much at all really and ends up giving spawned players a slightly better chance at surviving, especially if they aren't well versed in the gameplay, even more so if they are adding in these tougher zombies.True its not going to change much, but i feel it will just push new players towards the KoS mentality, Its like "Welcome to DayZ, Here's a gun, go and kill someone." 6 Share this post Link to post Share on other sites