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Experimental Update 1.13 (Changelog)

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PC Experimental 1.13 Update 1: Version 1.13.153989 (Released on 17.06.2021)

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

  • M16-A2 rifle
  • Burst-fire mode
  • ATOG 6x Scope
  • 45 round KA-74 magazine
  • 60 round standardized magazine
  • Wound treated by unclean rags can get infected
  • The "Disinfected" state is now highlighted in the item tooltip
  • Added sounds when the character is starving
  • Fever symptom added to influenza
  • Added radial blur to the hit effect
  • Iodine Tincture
  • Crude Machete
  • Oriental Machete
  • New Setting in the Options menu Game → "Update in Background" while focus is not in the game
    • None (game freezes)
    • Graphics only (visual changes are displayed, no sound)
    • Graphics and Sound (both visuals and sounds are played)
  • Infected are now attracted by Smoke grenades, flaregun flares and fireplaces during night time
  • New special infected types (Heavy soldier, Military Officer, Runner, and Heavy police)

FIXED

  • Improvised bags could be broken down while filled with items
  • Fixed a glitch that glitched inventory items in the same position (https://feedback.bistudio.com/T156881)
  • Splitting an item with quantity would make the total amount heavier than the initial
  • Splitting/sharpening actions would not transfer the damage state to the newly created item
  • Fixed animation glitches allowing instant pose changes between prone and erect (https://feedback.bistudio.com/T142485)
  • Dark-visor Motorbike Helmets were held badly
  • Interrupting a placing action could result in the item dropping below the floor of structures
  • Gas masks and gags would not obstruct VOIP properly or consistently
  • Grenades would not damage attached containers
  • Server error when splitting and swapping items at the same time
  • In a specific situation, the player would get "SERVER_UNREACHABLE" message while the server is available
  • Implemented the missing widget "Take to hands" for the Frying Pan, Pot, and Cauldron attached to fire barrels
  • Gas pumps now display the correct name when destroyed (https://feedback.bistudio.com/T158596)
  • Bayonets can now be used to perform backstab attacks (https://feedback.bistudio.com/T157943)
  • Exploit for stacking containers into each other (https://feedback.bistudio.com/T158258 - private)
  • Wrong health widget color was shown when looking at dead animals (https://feedback.bistudio.com/T150886)
  • When hitting a player in repeatedly and in short period of time, the stumbling animation would prevent them from falling unconscious
  • "Next recipe" widget was visible when there was no other recipe
  • Loading/chambering under specific conditions could result in desynchronization
  • Fixed several tools that wouldn't play the correct sounds/particles when shot/hit
  • Environment sounds stopped playing when changing audio devices
  • Some error messages would contain false information (https://feedback.bistudio.com/T158068, https://feedback.bistudio.com/T157954 - private)
  • Moving food items could disappear when moved from the cooking to the smoking slot
  • It was possible to boil food in gasoline (https://feedback.bistudio.com/T146331)
  • Opening the inventory while placing an item which is plugged into a power source could lead to a desync
  • It was possible to dig multiple stashes at the same position
  • The Patrol jacket had an incorrect position when held in hands
  • Transferring incompatible blood type was not triggering a hemolytic reaction
  • Seeds could not be detached from the garden plots via the contextual actions
  • AIs attracted by thrown items could have an unwanted behavior (https://feedback.bistudio.com/T157596)
  • Infected were not reacting to explosions
  • Infected would not leave an unconscious player alone if no other target was around
  • Suicide with the sickle was missing sounds
  • The camouflage net wasn't rendered over long distances when placed on the canopy tent
  • Plant slots weren't displayed as watered/fertilized any more after the plant grew by one stage
  • The player camera could clip in the big NWAF hangar
  • Fixed a semi-transparent window in the yellow two-story village house
  • Fixed a bump in the stairs of the castle tower
  • Fixed problematic fire geometry blocking shots in some buildings

CHANGED

  • Adjusted player damage zones, added shoulders and a small part of legs to the torso
  • Reduced health damage taken by hits to the arms
  • Reduced shock damage taken by hits to the legs
  • Arms are no longer protected by vests (https://feedback.bistudio.com/T158580)
  • Adjusted the position of sorting arrows in the server browser to allow more space for texts
  • Adjusted the width of the "last played server" info
  • Fireplaces break apart when thrown
  • Screw drivers can now be used to cut bark
  • Pliers can now open cans
  • Fishing rods can be crafted from the sharpened long wooden stick
  • Removing a plant from a plot will require this slot to be watered/fertilized again
  • Matches cannot be used to light a fire when they aren't dry
  • Armored vests now require more space in the inventory
  • Unconsciousness time is now modified by the caliber the player got hit with
  • Saws last 60% longer when sawing planks
  • Reduced amount of shots needed to ruin a suppressor (depending on suppressor and caliber) (https://feedback.bistudio.com/T158032)
  • The FX-45 is now more durable, allowing more shots before getting damaged
  • Connecting to a server where the player is currently disconnecting from is no longer possible
  • Reduced the weight of fireplaces from 100kg to 10kg
  • Magazines from dead bodies can be directly attached to weapons
  • Players now spawn with a half-used bandage-dressing instead of rags
  • All infected attacks can now be blocked
  • Reduced infected melee attack speed by 25%
  • Rebalanced infected HP depending on Tier and category
    • Low-tier civilian lowered by 15%
    • Runner lowered by 50%
    • Soldier increased by 15%
  • Different infected now have different attack damage and bleeding chance
    • Low-Tier and Runner deal lower damage with a low bleeding chance
    • Regular civilian deal medium damage with a medium bleeding chance
    • Firefighter, Police and Soldier deal the highest damage with a high bleed chance
  • Reduced head melee armor for most infected by 40%
  • Increased Noise dampening to reduce better the hearing ability of infected through obstacles
  • Reduced range at which infected call for help by 82,5%, except for Military officer
  • Reduced range at which infected hear gunshots by 10%
  • Doubled the time between two calls for help pings generated by infected; military officers got their timing increased by 33%
  • Crouch sprinting is now louder than crouch "walk" but quieter than upright jog
  • Reduced the range of critical awareness of soldier infected by 20%, making them easier to stealth on
  • It is no longer possible to drink (or force-feed) disinfectant or alcoholic tincture

CENTRAL ECONOMY

  • Spawning 25% fewer vehicle parts
  • Weapons spawning with magazines will now have at least 1 bullet
  • Assault rifles spawn only with basic attachments
  • Fixed spawning values of the pioneer rifle
  • Dirt bike helmets can now spawn with mouth guard and visor attached
  • Plate carrier vests are only found on infected heavy soldiers and in a (badly) damaged state
  • KA-74 rifles are no longer counted in hoarder type containers (to match the newly added M16-A2)
  • Adjusted spawn points for shipping containers and the village church
  • Reduced random quantity for the vitamin bottle

SERVER

  • Added: Ignorelist.xml -> list of items that won't be loaded from the storage
  • Added: GetAdminLogMessage method call to several actions (https://feedback.bistudio.com/T150266)
  • Added: Server config parameters "disableBanlist" and "disablePrioritylist" (server owners)
  • Fixed: Changing TimeLogout in globals.xml had no effect (https://feedback.bistudio.com/T152456)
  • Fixed: Priority.txt was not editable during runtime (https://feedback.bistudio.com/T152005)
  • Changed: Added extra info on build and dismantle part AdminLogMessage  ((https://feedback.bistudio.com/T150257http://(https://feedback.bistudio.com/T150257https://feedback.bistudio.com/T150265)
  • Changed: ban.txt and whitelist.txt now supports SteamID
  • Changed: priority.txt now supports comments (// This is a comment)
  • Changed: priority.txt now supports banning by name (NOTE: except if they contain spaces, as spaces are a delimiter) or hashed id
  • Changed: ban.txt and whitelist.txt now supports ',' and ';' as delimiters
  • Changed: priority.txt now supports returns as delimiters
  • When the server is loading the storage, if it finds an invalid item, it will drop it on the ground instead of deleting it and give it the same lifetime as the root

LAUNCHER

  • Changed: nopause launch parameter now accepts integers 1 (graphics played only) and 2 (graphics and sound played)

MODDING

  • Added: CanChangeStance to Human
  • Added: EOnEnter and EOnLeave EntityEvents
  • Added: ECE_INITAI flag to initialize AI when spawning with CreateObjectEx
  • Added: OnFireModeChange call to script on change fire mode
  • Added: "AddNoiseTarget" to add a target for AI independent of needing a source
  • Added: "attractedSearchDistance" to infected config, to define how far an infected periodically runs in attempt to find a lost target while in Attracted state
  • Added: Modding support to HandAnimated_Guards → SlotToAnimType method (https://feedback.bistudio.com/T158982)
  • Fixed: Rain thresholds being clamped to limits
  • Changed: Class MapDefaults moved from dz/gear/navigation/cfgMaps.hpp into dz/data/cfgWorlds.hpp
  • Changed: Overhaul of Triggers
  • Changed: CreateObjectEx now supports ECE_EQUIP flag
  • Tweaked: Adjusted the description of SendNotificationToPlayerExtended and SendNotificationToPlayer to be less confusing (https://feedback.bistudio.com/T151774)

KNOWN ISSUES

  • When relogging while bleeding, the "Cut" indicator might disappear (blood loss will continue to be displayed, a fix for this is in internal testing)

______________________________________________________________________________________________________________________________________________________________________________________________________________________________
 

PC Experimental 1.13 Update 2: Version 1.13.154013 (Released on 24.06.2021)

GAME

FIXED

  • A server crash
  • Items could clip in the inventory when doing certain inventory operations
  • Barrel open/close sound would play when logging in to a vicinity of a barrel (https://feedback.bistudio.com/T153426)
  • Barrel open/close would play when collecting water
  • Breaking of glass on a vehicle would play when logging in to a vicinity of a vehicle (https://feedback.bistudio.com/T153443)
  • It was possible to dig a stash in big wooden shed
  • The bleeding indicator could disappear after relog
  • Rags were not showing their damage state correctly
  • Falsely displayed "next part" widget on an opened fence
  • Flag pole attachments were not dropped when the base was dismantled
  • Combining certain items resulted in incorrect final quantity
  • Plate carrier pouches in the inventory were dropping their content after re-logging (https://feedback.bistudio.com/T159162)

CHANGED

  • Melee block is now directional
  • Slightly more wear added to the KA-74 45 round magazine
  • Reduced armor value against health and shock damage on plate carrier
  • Reduced durability of the plate carrier
  • Slightly reduced durability of the police vest
  • Increased repair kit consumption for plate carrier, press vest and police vest
  • Epoxy putty can also be used to repair vests
  • Lowered the frequency of light symptoms of the wound infection (https://feedback.bistudio.com/T155243)
  • Lowered the frequency of fever blur effect (https://feedback.bistudio.com/T159309)
  • Lowered the strength of the radial blur effect (on wound infection and hit effect)

SERVER

  • Server administrators can no longer use game port for the successful RCon connection to a server. Server owners have to set up the RConPort parameter in the BattlEye config, only that port will work. Refer to https://www.battleye.com/support/documentation/ for more information. (https://feedback.bistudio.com/T159179)

MODDING

  • Fixed: Calling super in return could be returning null
  • Tweaked: In DayZInfectedType.c heavyAttAmmo path is now different from lightAttAmmo in order to allow modders to set different damage values to different attack sets

______________________________________________________________________________________________________________________________________________________________________________________________________________________________
 

PC Experimental 1.13 Update 3: Version 1.13.154025 (Released on 01.07.2021)

GAME

FIXED

  • Issues with placing in the green guard house
  • Breaking down a long stick would only spawn one short stick

CHANGED

  • Increased the health of the Firefighter Axe to match other axes
  • Reduced the weight of the Ghillie Rifle Wrap

CENTRAL ECONOMY

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.13 Update 4: Version1.13.154075 (Released on 26.07.2021)

CHANGED

  • Reduced maximum attack range of infected by 20%
  • Adjusted attack ranges for various infected attacks

PC Experimental 1.13 Update 5: Version1.13.154080 (Released on 30.07.2021)

CHANGED

  • It is no longer possible to query for the player list through Steam
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1 hour ago, lynn.zaw said:

New special infected types (Heavy soldier, Military Officer, Runner, and Heavy police)

The what now?

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2 hours ago, lynn.zaw said:

FIXED
...

 

Special thanks for fixing my reports 🙂

Edited by andro_dawton
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12 minutes ago, andro_dawton said:

Special thanks for fixing my reports 🙂

Thanks for reporting 🙂

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11 minutes ago, ZingZootZephyr said:

Starting to look like never. 😞

Yeah man, I feel ur pain

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12 minutes ago, ZingZootZephyr said:

Starting to look like never. 😞

It’s just like sun shaft on consoles, devs only talking about bring it back, and now it looks like we just forget 

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Looks like still no fix for rx 6800 cards And how is 6800xt running like crap in coastal towns, not a known issue is beyond me lol

Edited by mobbie
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On 6/17/2021 at 11:19 AM, lynn.zaw said:

New special infected types (Heavy soldier, Military Officer, Runner, and Heavy police)

I'm not sure I agree with this one...
I will have to test it out later, but I'm a bit skeptical.

Other than that, changes seem good, M16A2 will have higher damage than the M4 I assume, and the new ACOG will be interesting to see.

Edit: scratch that, I don't want to go all skeptical into it, I'm gonna stay open minded and base my opinions after I played it.

Edit 2: variations in zeds are okay, I was skeptical thinking that they would be too different compared to what we are used to. Runners still sometimes make me think I saw a player or aggro...

Edited by DefectiveWater

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''Added sounds when the character is starving''

would you mind adding back the cut sound when you bleed as well ? 🙂 also there is no backstab sound don't know if this is intentional.

Edited by Pavlos Ge
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"Fixed Cars from flying and desyncing stupidly"

When will we be able to read that in one of these updates, it's only been like 6 years...
 

 

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1 hour ago, DefectiveWater said:

I'm not sure I agree with this one...
I will have to test it out later, but I'm a bit skeptical.

Other than that, changes seem good, M16A2 will have higher damage than the M4 I assume, and the new ACOG will be interesting to see.

Edit: scratch that, I don't want to go all skeptical into it, I'm gonna stay open minded and base my opinions after I played it.

I’m hoping these are completely new looking infected with completely different behavior but part of me suspects they look the same, just with values tweaked under the hood. Curious to check it out.

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4 hours ago, lynn.zaw said:

 

  • It is no longer possible to drink (or force-feed) disinfectant or alcoholic tincture

 

Why?? Are the devs getting soft?

It's been a while since I force-fed bullets to someone... is that gone too?

Edited by Mr Jizz
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2 minutes ago, Mr Jizz said:

Why?? Are the devs getting soft?

It's been a while since I force-fed bullet to someone... is that gone too?

My guess is because there is no real poisoning effect yet. You just vomit, but don't actually get sick. Same reason the poisonous mushrooms aren't spawning. So this could mean the change is in preparation for a better implementation of poisoning. Otherwise I don't see the point of the change.

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5 hours ago, lynn.zaw said:

New special infected types (Heavy soldier, Military Officer, Runner, and Heavy police) 

That's a good start ... now please make them and all the zeds able to bash doors, climb over cars and containers and whatnot, so that they would actually pose a threat. 🙂

Otherwise it makes no difference what you add if I can just easily shoot them while standing on top of a military container or sandbag ... or trap them behind a door.

Can only hope that one day the zeds would be similar to the Volatiles from DyingLight... then this game would be the stuff of legends.

 

EDIT: Also any particular reason why these "new special infected types" are visually identical to the zeds we currently have? As in this "Heavy Police" being a simple zed wearing a stab west and a helmet (such wow, never seen that before). Nobody would even know about your "special infected types" unless they stumble upon these patch notes. Honestly why even bother mentioning it when it's just a simple stat change under the hood? 🤨 , was initially hyped but then realized you once again took the lazy route and just made them spawn with certain clothes like "Heavy Soldier" being a military zed with a plate carrier ... like c'mon man, that's what we already have.

Edited by 'AZAZEL'
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2 hours ago, mobbie said:

Looks like still no fix for rx 6800 cards And how is 6800xt running like crap in coastal towns, not a known issue is beyond me lol

Disable Radion Anti-Lag and Radion Enhanced Sync for play and the response will be stable. At the 6800TX itself, after shutdown it works like a clock.

 

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58 minutes ago, 'AZAZEL' said:

That's a good start ... now please make them and all the zeds able to bash doors, climb over cars and containers and whatnot, so that they would actually pose a threat. 🙂

Otherwise it makes no difference what you add if I can just easily shoot them while standing on top of a military container or sandbag ... or trap them behind a door.

Can only hope that one day the zeds would be similar to the Volatiles from DyingLight... then this game would be the stuff of legends.

 

EDIT: Also any particular reason why these "new special infected types" are visually identical to the zeds we currently have? As in this "Heavy Police" being a simple zed wearing a stab west and a helmet (such wow, never seen that before). Nobody would even know about your "special infected types" unless they stumble upon these patch notes. Honestly why even bother mentioning it when it's just a simple stat change under the hood? 🤨

I think at this point, we can't really expect sizeable new assets. Skeleton crew Dev team, only really going to tweak what's already there for the most part. 

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5 minutes ago, thepoey said:

I think at this point, we can't really expect sizeable new assets. Skeleton crew Dev team, only really going to tweak what's already there for the most part. 

Yeah I know .... just don't understand why try to hype "different types" when it's just a stat change to certain zeds that are already spawning.

Edited by 'AZAZEL'

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24 minutes ago, 'AZAZEL' said:

Yeah I know .... just don't understand why try to hype "different types" when it's just a stat change to certain zeds that are already spawning.

I don't think there's anything "hype" about patch notes; it still represents a change to in-game code that is good to be aware of, even if it isn't visually distinct. 

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1 hour ago, Mr Jizz said:

Why?? Are the devs getting soft?

It's been a while since I force-fed bullets to someone... is that gone too?

Can you force people to lick your battery? Hopefully that was not removed.😶

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6 hours ago, lynn.zaw said:
  • Plate carrier vests are only found on infected heavy soldiers and in a (badly) damaged state

Does this mean that Plate carriers no longer spawn anywhere else, or that if they spawn on a zombie it will only spawn on a heavy soldier?

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39 minutes ago, Oliver Closeov said:

Does this mean that Plate carriers no longer spawn anywhere else, or that if they spawn on a zombie it will only spawn on a heavy soldier?

Seems so... at least by their wording.

I will check if loot spawns in offline mode and edit this comment with my findings.

Edit: Plates seem to spawn. Found one on NWAF Tents in a Camo Container.

7GEMfCK.jpg

Edited by DefectiveWater
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7 hours ago, lynn.zaw said:

It is no longer possible to drink (or force-feed) disinfectant or alcoholic tincture 

I liked the way it was in .62 and older, but i was also fine with how it affected you in 1.12.

This is a actually a big loss for me xD, it greatly limits the fun things this game had going for it. RIP forcefeeding your enemies with worms and disinfectand and alcohol.

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10 minutes ago, DefectiveWater said:

Seems so... at least by their wording.

I will check if loot spawns in offline mode and edit this comment with my findings.

Edit: Plates seem to spawn. Found one on NWAF Tents in a Camo Container.

7GEMfCK.jpg

Glad to see they seem to be still spawning. I'll take a look at the loot table as well. 

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