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Experimental Update 1.12 (Changelog)

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PC Experimental 1.12 Update 1: Version 1.12.153784 (Released on 01.04.2021)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

ADDED

  • Variety of small food items
  • Pioneer rifle
  • Eggsperimental Capsule
  • Fange Knife
  • Kukri Knife
  • Sickle
  • Farming Hoe
  • Broom
  • New action to disarm land mines with the right tool
  • Tritium sights to the ATOG backup sights
  • You can now plant and grow potatoes
  • You now have to peel potatoes to make them edible
  • Greenhouses can now be used for agriculture
  • Flags can now be cut into rags using a knife
  • Vehicle batteries are now recharged while the engine is running and consumed by the headlights
  • Vehicle attachments can now be locked in place using a screwdriver (interiors), tire iron (wheels) and wrench (doors)
  • Tooltips for attachment slots
  • Empty attachment slots are highlighted on mouseover
  • Added over 100 new error codes to the connection issues and kicks

FIXED

  • Fixed a server error related to player-restraining
  • Improved client performance when looking at a pile of items
  • Items dropped inside a tree or bush would sometimes levitate (https://feedback.bistudio.com/T153659)
  • Flash grenades would not explode if destroyed by force
  • Belts would not show damaged textures when damaged
  • Fixed an exploit to cancel the injured animation (https://feedback.bistudio.com/T157073 - private)
  • The stealth kill could be executed with a ruined weapon
  • Fixed an exploit for prolonged blocking (https://feedback.bistudio.com/T157074)
  • Cooking pots could be buried even when placed inside a stone oven (https://feedback.bistudio.com/T156310 - private)
  • When observed from a distance, shattered glass on an M3S appeared to be intact
  • Removing items from the M3S inventory did not work properly
  • It was not possible to repair the engine of the Sarka 120 (https://feedback.bistudio.com/T155477)
  • Car headlights could be switched on even if the battery was depleted
  • Car headlights would continue to shine, even if the battery was destroyed
  • The M3S battery could be removed while the truck was running
  • The Zucchini and Leather Sewing Kit are rendered better when rotated in the inventory
  • Camera clipping issues in the city police station
  • The Ghillie suit and rifle wrap could not be repaired with a Sewing Kit
  • Knives in attachment slots couldn't be used to interact with other items (https://feedback.bistudio.com/T149467)
  • Placing items in a tent would cause them to sink into the ground
  • Placing items in specific buildings would cause them to be spawned halfway underground (https://feedback.bistudio.com/T157038)
  • Certain loot spawns would cause items to appear in weird positions (levitating, under tables, etc.)
  • Opened doors from greenhouses appeared to be closed from a distance
  • Fixed a roof collision preventing the player from entering a building (https://feedback.bistudio.com/T156750)
  • The village bus stop had some minor clipping with the bus schedule
  • The road signs at the crossing between Bor, Komarovo, and Pavlovo would give false directions
  • Fixed some exploits in buildings
  • Players could still connect to a server which is in the one minute period of the shutdown, resulting in a generic kick message
  • AI behavior sounds weren't synced for players

CHANGED

  • The warning for a full stomach will be displayed earlier before reaching the threshold for vomiting
  • Rebalanced the nutrition values, inventory sizes, and how filling each edible item is
  • Farming actions have been moved from plants to plant slots for easier targeting
  • All plants now have different growth times (between 20-50 minutes)
  • Adjusted nutrition values of horticulture vegetables according to their growth time
  • Fertilizing now increases the yield of plants instead of their growth time
  • Increased the chance for plant infestation
  • Plants will spoil after a while when being fully grown
  • Slicing a pumpkin now yields two pumpkin slices
  • The worse the condition of a vegetable, the fewer seeds it will give when cut
  • Unpacking seeds now spawns paper
  • Rebalanced ammunition types
  • The friction of bullets has been increased to make the difference between ammunition types more visible
    • Increased the penetration of high caliber ammunition
  • Heavy impact rounds slow down the player and apply more shock damage
  • Efficient ballistic rounds keep the speed (and therefore bullet energy and resulting damage) longer and are thus more efficient at long distance
  • .380 and 5.45x39 are the weakest in their category but are found more often in the world
  • Special types:
    • .22 is used by peculiar weapons (MKII that is integrally suppressed and Sporter that is an almost recoilless precise semi-auto rifle)
    • 12 gauge rubber slug deal extreme shock damage at close range
    • 12 gauge buckshot slow down much more
  • The typical speed of bullets have been adjusted to be equal to the initial speed (temporary and will be reintroduced later)
  • Modern firearms require more maintenance when used
  • Adjusted the audible range of firearm shots based on the caliber they use
  • Increased the precision of pistols, sawed-off rifles, bolt action rifles, hunting, and sniper rifles
  • Decreased the precision of assault rifles
  • Melee damage using impractical items is now weaker than fists
  • Slightly increased fist damage
  • Increased the damage of most tools to be more efficient than fists in combat
  • Players are no longer targeted by infected while unconscious
  • Light melee attacks have a lower chance of staggering infected (blunt melee weapons with higher shock damage having a higher chance to stagger infected)
  • Infected are now tougher in combat
  • Melee attacks on infected are now more consistent in terms of the number of attacks required to take one down
  • Improved efficiency of backstabbing against infected (executed with sharp weapons)
  • Infected now react to players interacting with doors
  • Infected react less to suppressed shots and more to louder shots
  • Infected give up searching for players faster
  • Reduced the efficiency of the scream of the infected
  • AI is no longer taking damage from damage zones (fireplaces/barbed wire)
  • Land mines can no longer be disarmed using the Bear Trap (killing the player in the process)
  • Matchboxes can now be combined but not split
  • When focusing on a specific part of a car/base building object etc., the name of that specific section will be displayed in the widget
  • Reduced the audible range of the reload sounds by 50 percent
  • When having your hands cuffed with barbed wire, struggling can now cause bleeding
  • You can now choose to stop an ongoing connection attempt and connect to the currently selected server instead
  • Lightning is now lighting up the environment for a bit longer
  • Vehicle batteries with metal wires attached can no longer be placed in cargo
  • Burning roadflares can be destroyed by placing them in a fireplace
  • You can only gain extra "rewards" from fishing when fishing in calm waters
  • Adjusted Xmas lights on tents to be lighter on performance
  • Tweaks to the display of the server browser for better readability
  • Updated the credits

CENTRAL ECONOMY

  • Added the 15-round SG5-K mag to the spawn (in the world and attached to the weapon)
  • Increased the amount of food spawning at the spawn areas and in the center of the maps
  • Reduced the amount of food spawning in high-tier areas
  • Increased the spawn of .380 and 5.45x39 ammunition
  • Increased the chance of weapons to spawn with magazines
  • Police infected are now spawning near police cars
  • Adjusted loot spawns in the greenhouses

SERVER

  • Added: ServerLog [Warning] message when the server could not disconnect players in time before shutting down
  • Added: ServerLog [Warning] message when there is no Shutdown message present in messages.xml
  • Added: ServerLog [Shutdown] message indicating how long until next shutdown
  • Added: ServerLog [Shutdown] message indicating the timing when the server saves, locks, and kicks all players
  • Added: RCON messages Lock and Unlock to perform these actions on the server
  • Added: Sending RCON message Kick with "-1" will kick all players from the server
  • Fixed: Kick by Shutdown message now properly states that the reason is Server Shutdown in the server log
  • Fixed: Changing the logout time in globals.xml had no effect on the actual timer in-game (https://feedback.bistudio.com/T152456)

MODDING

  • Added: CanObstruct() check on object for commonly used obstruction checks
  • Added: IsScenery() check on object to see if an object is part of terrain
  • Added: GetCenter() function on object to find the center position of the object
  • Added: CanBeTargetedByAI to EntityAI which decides if the Entity can be targeted by the AI passed as parameter
  • Added: The attack speed of infected (multiplier) can be adjusted in GameConstants.AI_ATTACKSPEED
  • Added: AI sensor multiplier can now be tweaked in PlayerConstants.AI_*
  • Added: "CanBeIgnoredByDroppedItem" to object to decide if an object should be ignored when finding a place to drop an item
  • Added: SetDirection to Shape
  • Added: Way to specify a custom image set for the attachment or attachment category icons (https://feedback.bistudio.com/T148956)
  • Changed: RaycastRVProxy now has an additional parameter to input an array for excluded objects
  • Changed: Error messages when being kicked from the game or failing to connect to the server have been improved

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.12 Update 2: Version 1.12.153810 (Released on 09.04.2021)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

FIXED

  • Player would not sit down if already performing other gesture and logging off
  • Names of stairs on the base building fence were switched
  • Wrong "Next part" action widget on the base building fence
  • Warning messages in the server browser would not display unless the client was restarted
  • Long item names were cut off in the left bottom corner of HUD
  • Emotes were not greyed out properly in the emote menu when in prone
  • Items were not "returning" into their reserved slots
  • Server browser columns not matching the headers
  • Equip or swap of an item in a players inventory was not always working
  • It was possible to craft an infinite amount of long sticks from a broom (https://feedback.bistudio.com/T157592)
  • A ruined Eggsperimental Capsule was still functional
  • A collision part of the Large Tent was scaled badly
  • It was possible to destroy a garden plot
  • Infected or animals could get stuck mid-air when hit by a vehicle
  • The damage indicator on tent doors was not showing the correct damage state
  • The list of servers was overlapping with the filters section on some resolutions in the in-game server browser
  • Mouse cursor got stuck in the centre of the screen while joining a server with the BattlEye approval message
  • Items would disappear inside a garden plot when dropped on top of it (https://feedback.bistudio.com/T152830)
  • In-game server browser scrolling issues
  • Wrong melee impact sounds of various tools

CHANGED

  • 1PN51 scope has weapon iron sights allowed with some weapons
  • Reduced blood loss from a bleeding source
  • Removed the heavy hit animation being caused by all bullets except 762x54 and .308
  • Slightly delayed the recovery from shock damage after receiving it
  • Increased the chance of stunning an infected during melee combat
  • Reduced the damage to gear dealt by the infected
  • Infected now react less to the shots of the IJ-70 and the Sporter 22

CENTRAL ECONOMY

  • Fixed: The Fange and Kukri knives were not spawning on Livonia

SERVER

_____________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.12 Update 3: Version 1.12.153836 (Released on 13.04.2021)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

FIXED

  • Client crash related to inventory swapping
  • Items were hard to reach around certain objects in the inventory vicinity
  • Blood loss effect (desaturation) could not be seen after re-logging (https://feedback.bistudio.com/T151441)
  • Dynamic events (such as crashed helicopter) could disappear close to the player
  • Cancelling of connecting to a server was not working
  • Garden plots could be placed into each other and were floating
  • The player could avoid the limping animation by performing an action while in prone (https://feedback.bistudio.com/T156558)

CHANGED

  • "Already connecting" server browser message now gives 3 options instead of two (New option "No" will cancel the new connection attempt and continue the previous)
  • Re-adjusted air friction for bullets
  • Initial speed of bullets is lower and typical speed is higher (based on min/max speed for the specific kind of bullet)
  • Initial speed is modified by weapons and is balanced to make non automatic weapons deal more damage per bullet than automatic ones
  • Damage is now correctly calculated as a proportion of impact speed over typical speed
  • Heavy Impact rounds no longer deal increased shock damage, but retain this damage for longer distances
  • Increased the damage of shotgun pellets
  • Lowered leg health and armor against projectiles, increasing chances of a broken leg during a firefight
  • Stab vest now offers less ballistic protection than the ballistic vest
  • Increased durability of the all body armors

 


PC Experimental 1.12 Update 4: Version 1.12.153845 (Released on 15.04.2021)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

FIXED

  • Server error when attaching barbed wire to a base building fence
  • Blurry info text in the login/logout window
  • Magnum had inconsistent damage
  • Wrong initial speed multiplier for BK43 and Magnum

CHANGED

  • Adjusted .357, 5.56, 9x19 and 12 gauge slug ammunition (air friction, initial speeds, penetration,...)

SERVER

  • Fixed: Server-side #lock and #unlock commands

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.12 Update 5: Version 1.12.153889 (Released on 26.04.2021)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

ADDED

  • More RPT log messages in case data verification goes wrong

FIXED

  • A possible server crash related to modded servers
  • Infected were able to walk through doors at certain locations
  • Wrong values in 7.62x54 and .308 ammunition configuration (https://feedback.bistudio.com/T157734#2179006)
  • Wrong shock fall off settings for 7.62x39 ammunition
  • PBO file paths being clipped by the dialogue screen
  • When more than one mod was missing, it would not display which ones (only when there was only one mod missing)
  • A string was not properly translated for one connection error message (STR_ve_m_rogue_pbo1)
  • Minor configuration errors within CE setups

CHANGED

  • ExtraMod and MissingMod messages will now also display the PBO that triggered the fail
  • When the game detects that a mod might be out of date, it will also display the PBO that triggered the fail
  • Reduced effective range and damage of 7.62x54 and .308 ammunition

SERVER

  • Fixed: The Eggsperimental Capsule was set to spawn on Community servers
  • Fixed: Server log messages displaying information that should only be displayed on client
  • Fixed: Server log kick messages having string tags instead of the actual message
  • Fixed: Server log kick messages having new lines (they are replaced with spaces now)

MODDING

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.12 Update 6: Version 1.12.153895 (Released on 30.04.2021)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

FIXED

  • Position in queue not shown when using direct connect
  • Connection/queue screen leave button was not visible

SERVER

  • Fixed: DayZDiag.exe was crashing when run as a server

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.12 Update 7: Version 1.12.153904 (Released on 04.05.2021)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

FIXED

  • Fixed a game crash related to ammunition types
  • Tents inventories were accessible from outside
  • Heavy hit and immediate fall into unconscious caused iron sights offset, requiring a restart of the game

CHANGED

  • Temporarily disabled the Eggsperimental Capsule
  • Increased the audible range of assault rifles to 2.5 km
  • Increased the audible range of sniper rifles to 3.5 km
  • increased the audibility of pistol shots up to 800 meters
  • Increased the audibility of SMG and shotgun shots up to 1.4 km
  • Tweaked weapon sound curves
  • Reduced the damage to tools when building/repairing/dismantling base building objects
  • Increased protection of plate carrier vest against the incoming shock and health damage
  • Like 4
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I'm sorry, but...
B R O O M.

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5 minutes ago, William Sternritter said:

Now you can run aroud and say, My name is Vasili and this is my broom stick. 

Gonna grab my cowboy hat and fly off into the moon on my trusty broom.

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blind and deleted

Edited by Masgel

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we thought we`d have better cars, but we now have a broom !
well worth it.

 

bit of a sweeping statement.

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15 hours ago, Kyiara said:

CHANGED

  • Players are no longer targeted by infected while unconscious

I like this change, kinda makes sense. It is going to have great impact in PVP situations.

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"You can only gain extra "rewards" from fishing when fishing in calm waters"

What rewards???

Thank you for making the zombies tougher! I dislike the nerfing of zombie-screams though.

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1 hour ago, vitdom said:

"You can only gain extra "rewards" from fishing when fishing in calm waters"

What rewards??? 

I guess the rubber boots and cooking pots that you sometimes fish for are meant.

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And still nothing concerning the anticheat and the sanctions against the cheaters which are in great number on the official servers and especially on the private servers! Hackers still have a bright future ahead of them ...

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4 hours ago, Kathosky said:

Eu gosto dessa mudança, meio que faz sentido. Vai ter um grande impacto em situações de PVP.

it happened these days with me, walking from sonichiniy to zabolotny under the military base of tisy, in front of my base the pc crashed and when it unlocked it was the black screen saying that I died for a single zombie.

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I love changes for cars (tools) but how about add option to lock car with screwdriver or with new item "car key"? Each car could have diffrent key (I mean car model not each and ever ex. olga) and It would help keep car safe but in other hand it would be unrealistic because in real life you can destroy window and open car that way....

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Hey devs, fyi WOBO is already working on it. Jokes apart, he made this video about the new gun which is the Scout, one of my favourite weapons IRL and it is chambered in 5,56 × 45 mm, finally a new weapon in this caliber.

https://youtu.be/CbEr8yAdsSc

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2 minutes ago, Buakaw said:

paging @-Gews- for the obligatory analysis of the weapon/ammo changes 🙏

 

He's busy with the PinFire Expansion mod!

(For the record I would actually love that little mini pistol, if only in a marginally useful caliber like 45 ACP)

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But you haven't wiped the 1.12 official servers? There's not much point playing them then to help you with debugging - All the cars on the official are hoarded, all the decent weapons with limited spawn are hoarded. How can we work to help you if all the stuff is hoarded somewhere?

Should have done a fresh wipe on 1.12 guys - I like helping by writing debug reports, but I'm not even going to bother unless there's a fresh wipe of it. What's the point?

 

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4 minutes ago, UK-Guy said:

But you haven't wiped the 1.12 official servers? There's not much point playing them then to help you with debugging - All the cars on the official are hoarded, all the decent weapons with limited spawn are hoarded. How can we work to help you if all the stuff is hoarded somewhere?

Should have done a fresh wipe on 1.12 guys - I like helping by writing debug reports, but I'm not even going to bother unless there's a fresh wipe of it. What's the point?

 

The new stuff is not hoarded yet, but yeah. I don't understand why they don't use experimental more like they used the Stress Test branch during 0.63. Have one server with everyone spawning geared around Cherno or the airfield - to get pvp combat data, have one server with a heap of cars everywhere ready to drive - to get debug data on vehicle issues, and a few regular servers to get a feel for the gameplay loop.

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14 minutes ago, Derleth said:

The new stuff is not hoarded yet, but yeah. I don't understand why they don't use experimental more like they used the Stress Test branch during 0.63. Have one server with everyone spawning geared around Cherno or the airfield - to get pvp combat data, have one server with a heap of cars everywhere ready to drive - to get debug data on vehicle issues, and a few regular servers to get a feel for the gameplay loop.

The problem you have with the official servers, is a handful of clans rule the roost and have hoarded all the limited spawn loot. Meaning cars, trucks, weapons. They're all hidden away in a base somewhere in woodland, so as long as they're still playing, you might get some bug reports made. But for the majority of us, it's just pointless roaming around an empty map with few or no spawns anywhere.

A fresh update, which are now 12 months or so apart, requires a fresh wipe. I mean this is supposed to be 'experimental' after all. I can't think of a single reason to not start afresh, other than keeping those handful of clans happy. You want people to help report bugs and offer suggestions, but we're working with an 'empty' map. I don't get it.

 

Edited by UK-Guy
typo
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One very nasty new bug with 1.12 is that when joining an Exp server via the launcher you'll get a rubber band effect on the mouse cursor so you can't click the Battleye terms thing. I managed to circumvent this by bypassing the launcher, change resolution and join the server via the in-game server browser. Probably an issue you'll only get on some systems, but worth looking into. I was about to smash things here...

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I've played a bit and I'm not impressed. Some guy said he was afraid of zombies now... Not really. You can still avoid them pretty easy. They aggro a lot quicker, sure. But they are no where close being more leathal. I don't experience them much faster either... Whatever happened to breaking down doors or maybe climbing through windows? I get that it is hard work, but zeds are not leathal or hard in any way. Maybe hit a little bit harder, but that's about it.

Nice addition with not killing a player when uncon tho. I like that!

Great to see some more food items and the new rifle.
Haven't been in any firefight, so I can't say anything about the new damage system yet... 

B+ from me.

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Infected aren't meant to be a major challenge 1 vs 1, they are deranged humans, not Stalker mutants. Slight improvements on their targeting, movement and detection is exactly what is needed. Now they just need to have more of them, still too few on vanilla servers. Now, I believe them bashing down doors is still on the table. They already do climb through windows when the navmesh allows them to do so, which is not often but when they do it will take you by surprise. One thing that needs to be fixed is how easy it is to climb on top of a medium high obstacle and be entirely safe. They can jump over 2,5 meter high fences with barbed wire, but cant climb after me on top of an Olga wreck? That is a major issue.

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5 minutes ago, Derleth said:

Infected aren't meant to be a major challenge 1 vs 1, they are deranged humans, not Stalker mutants. Slight improvements on their targeting, movement and detection is exactly what is needed. Now they just need to have more of them, still too few on vanilla servers. Now, I believe them bashing down doors is still on the table. They already do climb through windows when the navmesh allows them to do so, which is not often but when they do it will take you by surprise. One thing that needs to be fixed is how easy it is to climb on top of a medium high obstacle and be entirely safe. They can jump over 2,5 meter high fences with barbed wire, but cant climb after me on top of an Olga wreck? That is a major issue.

Well sure. But hoards of zombies will never happen, so what they need to do is make them harder... I think if there was infected humans with some "rage" virus, you could get pretty banged up by an infected human with no apparent fear of getting hurt themselves. Yeah, they need to be able to climb cars.. Or climb anything you can really.

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2 hours ago, Kathosky said:

Hey devs, fyi WOBO is already working on it. Jokes apart, he made this video about the new gun which is the Scout, one of my favourite weapons IRL and it is chambered in 5,56 × 45 mm, finally a new weapon in this caliber.

https://youtu.be/CbEr8yAdsSc

watched it and I am very surprised by the result. might have to install experimental and dive into the changes myself

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Meh ... rather minor fixes and QoL changes for me, since I already play on a community server where 90% of the stuff is already in game and/or fixed in some capacity.

When are we going to see changes that are not already done by either the modding community or server owners like years ago?

Edited by 'AZAZEL'
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