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Stable Update 1.13

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Update 1.13 Version 1.13.154025

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
  • No-Pause options
  • 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/T158068https://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
  • 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
  • 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
  • Issues with placing in the green guard house

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
  • 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)
  • Increased the health of the Firefighter Axe to match other axes
  • Reduced the weight of the Ghillie Rifle Wrap
  • Slightly reduced the dispersion of all non magnifying scopes
  • Reduced the dispersion for magnifying optics
  • M4-A1 Carry Handle Sights can now be zeroed at multiple lower values
  • Suppressors reduce recoil less
  • Suppressors now increase sway
  • Suppressors reduce dispersion more
  • Buttstocks and Handguards have re-balanced recoil and sway modifiers
  • heavier attachments have lower recoil but cause more sway

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

  • 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)
  • 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/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
  • Changed: Now has option to choose 1 or 2 for -nopause

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
  • Fixed: Calling super in return could be returning null
  • 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)
  • 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

 


Update 1.13 Hotfix 2 Version1.13.154075  

CHANGED

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

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

Update 1.13 Hotfix 3 Version1.13.154080

CHANGED

  • It is no longer possible to query for the player list through Steam
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And yet still no fixes to vehicle physics? What happened to the " With support from new additions to our team, we hope to resolve our ongoing weaknesses regarding some of the synchronization issues and physics-related problems with vehicles. " that you mentioned in the Year in Review for 2020? It's been half a year now and there hasn't even been a word on it, yet it seems like it's the most discussed problem in the community.

This is supposed to be a finished game. In the roadmaps released during the development cycle vehicles were mentioned multiple times, yet here we are 8 years later and they're still terrible. Obviously these things don't get fixed overnight but could we atleast have a word on if anything is going on at all?

Edited by Pinneddown
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1 hour ago, Kyiara said:

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

 

Why is that?

Edited by Undeceived
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AIs attracted by thrown items could have an unwanted behavior (https://feedback.bistudio.com/T157596)

What about the fact that they, after the attract item was gone, attack the player who threw the item even when that player wasnt in sight? 

 

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3 hours ago, Undeceived said:

Why is that?

If it follows the same logic as potatoes, then it's because it's currently only a "cleaning" item, and not a drinkable/edible item.
Potatoes are currently only seeds, and not also edible.
They become edible item after you peel them and they can't be planted anymore because they are considered seeds while not peeled, but they are considered a food after they get peeled.

 

Edited by DefectiveWater
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5 hours ago, Pinneddown said:

And yet still no fixes to vehicle physics? What happened to the " With support from new additions to our team, we hope to resolve our ongoing weaknesses regarding some of the synchronization issues and physics-related problems with vehicles. " that you mentioned in the Year in Review for 2020? It's been half a year now and there hasn't even been a word on it, yet it seems like it's the most discussed problem in the community.

This is supposed to be a finished game. In the roadmaps released during the development cycle vehicles were mentioned multiple times, yet here we are 8 years later and they're still terrible. Obviously these things don't get fixed overnight but could we atleast have a word on if anything is going on at all?

They will never care of the cars... it they did something they would have saying atleast something years ago

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It's great that alcohol tincture is a bit more useful now.

It's fantastic that we now have to disinfect rags or risk infection, and i like the "disinfected notification" on the rags now.
If we now have 2 different states for rags i.e 1) dirty & 2) Disinfected (with the notification), why on earth has this not been also put onto water bottles? Surely if couldn't have been that much more work to also give us a "purified notification" when we have purified bottled water?

Baffling.

 

Edited by GeordieMarv
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2 hours ago, steam-76561198125670851 said:

Eles nunca se importarão com os carros ... se eles fizeram algo que diriam pelo menos algo anos atrás

They recently added a new physics to the game's bonfires, yes it's ridiculous for a game released a long time ago, it's no wonder neither the zombies nor the trees in the game have physics, they're all buggy animations, the bonfires can be a sign that they're testing a fix for the cars, they promised they would fix the cars this year, if they don't fix it, they're going to have a big problem with the public, what if they fix it and it gets good? and then what's the next thing you're going to ask? I hope you guys love the game after the cars are fixed because it's not just the problem cars with the game, it's completely broken.

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8 hours ago, Pinneddown said:

And yet still no fixes to vehicle physics? What happened to the " With support from new additions to our team, we hope to resolve our ongoing weaknesses regarding some of the synchronization issues and physics-related problems with vehicles. " that you mentioned in the Year in Review for 2020? It's been half a year now and there hasn't even been a word on it, yet it seems like it's the most discussed problem in the community.

This is supposed to be a finished game. In the roadmaps released during the development cycle vehicles were mentioned multiple times, yet here we are 8 years later and they're still terrible. Obviously these things don't get fixed overnight but could we atleast have a word on if anything is going on at all?

didn't take long for the inevitable post about vehicles. Did you read the 1.12 release thread where a number of people decided to beat this dead horse again and again and again.

Was it in the release notes that vehicle physics would be fixed in 1.13? No, then this isn't going to be the place to discuss it, harp on it, complain about it, etc.

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Hmm.  No where in this does it say that zombies will aggro when a suppressed weapon is fired 200m away.  Interesting.  Shot a Z at 200m with a suppressed SR-25.  Aggro'd EVERYTHING within 200m.  Couple that with a zombie spawner mod I'm running, and I suddenly had to run from 30+ of the little buggers.

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1 hour ago, Scott Gray said:

Hmm.  No where in this does it say that zombies will aggro when a suppressed weapon is fired 200m away.  Interesting.  Shot a Z at 200m with a suppressed SR-25.  Aggro'd EVERYTHING within 200m.  Couple that with a zombie spawner mod I'm running, and I suddenly had to run from 30+ of the little buggers.

A surpressed SR-25? Dont think that's An official gun is it? Maybe its not correctly coded for the surpressed effect to work. 

On the other hand small hand guns surpressed are the way to not aggro infected.

Its not like you can surpress a Mosin with a bottle.

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Nah.  It's part of CPB Weapons.  Under 1.12, it worked with no problems.  My players could use them without aggroing everything outside of 50m.  After further reflection, I'm gonna wait and see if the other mods I'm using update.  At this point, it could be anything.  Think I'll try using base weapons and see where that gets me on my test server.  Oh.  And I like that line about the bottle suppressor.  So true.

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Why servermods compiled before mods???? My server mods no longer ovveride mods from server parameter -mod=

What the problem???

Edited by BORIZZ.K

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"We hope you are going to enjoy this update. We wish you safe adventures and hope you’ll listen carefully over the summer because a storm is coming!
"Is there anything more frightening than people?" - Svetlana Alexievich"

Quoted from here: https://dayz.com/article/game-update/DayZ-Update-1-13?utm_source=dayz_twitter&utm_medium=organic-social&utm_campaign=&utm_content=06bf275a-a09e-4d0e-b891-9ab8238d1bba

Any guesses? Could this be those artillery strike sounds that we heard occasionally?

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ERROR:

 

NULL pointer to instance
Class: 'MYCAR'
Entity id:2974447

Function: 'UpdateLights'
Stack trace:
scripts/4_World/entities\vehicles\carscript.c:1089
MYCAR/scripts/4_World/Entities/Vehicles/InheritedCars/MYCAR1.c:1014
scripts/4_World/entities\vehicles\carscript.c:349

 

String 1014:

super.UpdateLights(new_gear);

BUT (see modding in changelog): Fixed: Calling super in return could be returning null


👹

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17 hours ago, BORIZZ.K said:

Why servermods compiled before mods???? My server mods no longer ovveride mods from server parameter -mod=

What the problem???

Hi,

are you sure you have requiredAddons setup correctly in your mod?

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Is there a chance of getting the wound infection when bandaging with non disinfected bandages?

In other words, is it 100% that you get it or there is like 40%, 50%, 60%... chance getting it?

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At the end of the 1.13 announcement, there is this sentence:

"[...] we hope you’ll listen carefully over the summer because a storm is coming!"

Anyone knows if it has to do with the base game, is it for the wipe, or Namalsk, or what is it?

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On 7/13/2021 at 5:30 AM, Kyiara said:

Update 1.13 Version 1.13.154025

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)

Just to give us more headaches! LOL
 

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1 hour ago, Kathosky said:

Is there a chance of getting the wound infection when bandaging with non disinfected bandages?

In other words, is it 100% that you get it or there is like 40%, 50%, 60%... chance getting it?

It's certainly not 100%.

I got wounded yesterday and stitched it up. No infection happened.

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The new update is complete crap. Now the state of shock passes just in a moment, and the zombies have become generally inadequate. Now it is simply impossible to go to a military base from the start of the game, because zombies will definitely kill you

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"(...)Now it is simply impossible to go to a military base from the start of the game, because zombies will definitely kill you(...)"

And that's a good thing! Military installation isn't McDrive type of place you know? AI should be something more than just annoyance. It's a pure survival game, not a battle royale like PUBG.

Edited by nemorus
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