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Experimental Update 1.14 (Changelog)

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PC Experimental 1.14 Update 1: Version 1.14.154146 (Released on 02.09.2021)

UPDATE

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

  • Static and dynamically spawning contaminated areas
  • Contamination disease
  • Exhaustible gas mask filter
  • LE-MAS assault rifle and magazine
  • NV-PVS4 Scope
  • New visual effects when wearing specific headgear
  • A yellow variant of the NBC suit
  • PO-X Antidote
  • NBC infected
  • Field hospital at the North-East Airfield (Chernarus)
  • Field hospital at the Lukow Airfield (Livonia)
  • Craftable Tripwire
  • Craftable Fishnet trap
  • Craftable Small fish trap
  • Craftable Snare trap
  • New animal carcasses (can be picked up):
    • Hare
    • Chicken/rooster
    • Sardines
    • Bitterlings
  • Hare leg and pelt
  • New animation for the stealth kill when using one-handed piercing weapons

FIXED

  • Mackerel was incorrectly placed in hands
  • The ground in specific structures would hide mines and bear traps
  • Noise from rolling on the ground would not alert infected
  • A previously extinguished fireplace would start to glow again when fuel was added
  • Garden plots could appear floating in specific cases (https://feedback.bistudio.com/T158225)
  • The brooms resembled the wrong material when hit
  • Brooms could be used to open cans (https://feedback.bistudio.com/T159316)
  • Texture of damaged tactical goggles wasn't displayed (https://feedback.bistudio.com/T152919)
  • The placing hologram was not displayed properly inside the guardhouse
  • It was possible to damage a prone player by hitting a nearby wall (https://feedback.bistudio.com/T157077)
  • The character would turn towards a target it was not targeting during melee combat
  • Player turning towards the first target it hit instead of the new target during melee combat (https://feedback.bistudio.com/T157077)
  • Player turning towards the middle point of the target instead of the hit position during melee combat (https://feedback.bistudio.com/T157077)
  • Player choosing to step forward when they are close enough to the target during melee combat (excludes certain animations such as bare fists)
  • Bear and cow were not receiving damage when the player melees them in the face with bare fist or one-handed weapon
  • Field transceiver simulated the wrong weight when thrown
  • In several situations, sounds outside of the audible range would start from the beginning, regardless of how long the sound had been playing
  • Removed push-back effect from explosions for the player
  • Wind effect was enabled in the inventory item previews
  • The foliage could provide cover from explosions (https://feedback.bistudio.com/T156607)
  • Several Spanish letters were not properly capitalized
  • AI could spawn in inaccessible locations
  • Added missing collisions on the small ATC railing
  • Added missing bed in the large medical tent
  • One type of weapon reload was not functional while lying on the back
  • Emptying animation was canceled when executed over water
  • Removing materials from the Truck or base building objects via the widget could result in desync (https://feedback.bistudio.com/T158360)
  • When a server was picked in the server browser while the list was still loading, the server could move out of the player's sight
  • Players did not cough when aiming with a weapon or lying on their backs (https://feedback.bistudio.com/T159759https://feedback.bistudio.com/T159798)
  • Grenade explosions would not reach all items throughout containers and attachments
  • Rags and Bandages kept their disinfected status after being used to craft a Fireplace or Torch
  • It was problematic to damage the M3S truck engine or find the widget to repair it
  • Wooden crates could be accessed through walls (https://feedback.bistudio.com/T159272https://feedback.bistudio.com/T158999)
  • Mushrooms did not decay properly
  • AB- blood type wasn't properly displayed (https://feedback.bistudio.com/T159522https://feedback.bistudio.com/T150963)
  • Exploit that allowed extended range of melee attacks
  • Restraining a player could interrupt the actions of other users in the surrounding area (https://feedback.bistudio.com/T159927)
  • When drinking from a pot in a prone position, the wrong animation would be played
  • When splitting an M3S double wheel, the two wheels would spawn inside each other
  • An empty gasoline canister would have the wrong weight after relog (https://feedback.bistudio.com/T160107)
  • Names of 45rnd KA-74 Mag and 60rd Standardized Mag were displayed with lower-case letters when on the ground (https://feedback.bistudio.com/T160163)
  • Fixed some flawed building occluders
  • Fixed some bad object LODs
  • Hold breath "out of breath" sound effects were not working for some character models
  • Flash grenade was not blinding in the vicinity enough
  • Faster recovery from unconsciousness that was not induced by a projectile hit (https://feedback.bistudio.com/T159657)
  • Doors that were locked on the server are showing as open on the client, making them impossible to open
  • ATOG 6x Scope was having a rendering issue when observed from close distance

CHANGED

  • Wearing a gas mask slows down stamina regeneration
  • Gas masks now prevent the wearer from eating, drinking, and taking pills
  • Gas masks can now be repaired with epoxy putty and the tire repair kit
  • The NBC respirator and the Gas Mask require Gas Mask filters to function
  • The Combat Gas Mask has a limited, integrated, non-exchangeable filter
  • Improved visual quality of the Combat Gas Mask
  • Improved visual quality of the bear
  • Increased the armor of the bear
  • Removed spawn points that were too close to the static contaminated areas
  • Improved targeting of melee combat to be more forgiving
  • Tweaked the look of the Russian helicopter crash-site
  • Helicopter crash-sites now emit sounds upon spawn in the surrounding area
  • Tweaked the smoke quality of crash sites to make them more visible
  • Adjusted collision geometry of the Machete
  • Horticulture plants are now moving in the wind
  • Cholera now causes fever
  • Food poisoning now causes fatigue
  • Salmonella now causes light pain
  • Night-time acceleration period adjusted to only influence actual night-time
  • Reduced the size of the NBC clothing when stored in the inventory
  • NBC clothing can now also be repaired with the tire repair kit
  • It is no longer possible to build a stone oven if it would be clipping with a large item
  • Two-handed and non-piercing weapons are no longer suitable for stealth attacks
  • Names of servers will only show once the server browser is done loading and it is possible to connect
  • The flash grenade uses a stronger light that lasts longer than that of regular fragmentation grenades
  • The overheating effect of firearms appears later
  • Boiled food will no longer burn from boiling
  • Baked and dried food can be boiled without burning
  • Damage of melee weapons is significantly lowered when they enter the ruined state
  • The mackerel now yields two fillets
  • Adjusted the mackerel filet model
  • Water in fountains and metal troughs is now visual only
  • Updated the credits

CENTRAL ECONOMY

  • Added: New ContaminatedArea usage flag
  • Fixed: Typo in spawning presets SodaCan_Franta -> SodaCan_Fronta
  • Fixed: Rify ship wreck loot spawn points
  • Fixed: The infected zone definition inside cfgEventSpawns.xml is now properly read (previously it was ignored and used default values)
  • Fixed: randomloot_deloot_perevent now properly overrides the amount of DE Loot per container per event
  • Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas
  • Changed: High tier weapons are not limiting spawning anymore, when stored in storage
  • Changed: DELoot is now correctly randomized
  • Changed: init_random on static dynamic event now properly randomizes nominal value between min and max parameters (nominal can be set to 0 in such case)
  • Changed: The Woodland ghillie color now varies across maps
    • Chernarus now spawns only mossy variants
    • Livonia spawns woodland variants
  • Tweaked: Ammo Boxes now spawn with random ammunition packs inside
  • Tweaked: Increased the maximum number of items that can spawn on a helicopter crash event by 50%

SERVER

  • Added: Warning messages when the LootMax of a DE is higher than the sum of LootMax of its containers
  • Added: When log_ce_dynamicevent is enabled, it will now print to RPT what loot was spawned (when RPT logging is enabled)
  • Fixed: Kick message for a player exceeding max ping was not showing in any log files (now in the server RPT)
  • Changed: Improved the printing of possible loot items to RPT for DE when log_ce_dynamicevent and RPT logging is enabled (they now say what category they belong to)
  • Changed: Updated the Offline DB

LAUNCHER

  • Changed: NoPause parameter changed from simple check box to combo box to reflect the new options

MODDING

  • Added: Post-process manager
  • Added: Selected player modifiers can now be synchronized with the client
  • Added: New config parameter invertHitDir for melee ammo allowing to invert heavy hit animation
  • Added: float.MIN and float.MAX (https://feedback.bistudio.com/T157077)
  • Added: array.Reserve
  • Added: Script enums for constant values that were defined in C++ and not visible in script (ObjIntersect, VoiceEffectType, VoiceLevel, ChatChannelType)
  • Added: CGame.IsBoxCollidingGeometryProxy and associate classes (https://feedback.bistudio.com/T157077)
  • Added: Object.GetDirectionUp and Object.GetDirectionAside
  • Added: DayZPlayer.GetCurrentCameraTransform (https://feedback.bistudio.com/T157077)
  • Added: HumanCommandMelee2.GetComboCount to know the current number of the melee combo
  • Added: DayZPlayerImplement.IsInThirdPerson
  • Added: Events that signal simulation being enabled or disabled (OnSimulationEnabled(), OnSimulationDisabled())
  • Added: "transferToAttachmentsCoef" to "DamageSystem" -> "GlobalHealth" -> "Health" in config to set up transferring of damage to attachments
  • Added: Implementation of FindEntityByID to script API
  • Added: ModFloat, RemainderFloat, SignFloat, SignInt to Math script API
  • Added: Ignore parent pitch to PlayerCameraResult
  • Added: Support for reading files from the mission folder by using "$mission:"
  • Added: SetCollisionSphere, SetCollisionCylinder, SetTriggerShape, GetTriggerShape to ScriptedEntity for triggers
  • Added: IntersectSphereCone, IntersectSphereBox, IntersectWholeSphereCone, IntersectCylinderOBB, IntersectRayCylinder to Math3D
  • Added: IsInRange, IsInRangeInt, IsPointInCircle, IsPointInRectangle to Math
  • Added: CylinderTrigger and SphereTrigger
  • Added: OnEnterTrigger and OnLeaveTrigger to an object that gets called when an object enters a trigger
  • Added: Constants in GameConstants for car contact event
  • Added: SEffectManager.GetCachedSoundParam to store and/or get SoundParams
  • Added: SEffectManager.PlaySoundParams to play a sound with cached SoundParams
  • Added: SoundParams.GetName, which will return the name of the sound set inside the SoundParams
  • Added: AbstractWaveEvents.Event_OnSoundWaveHeaderLoaded, which will fire when the header for a sound finishes loading
  • Added: Option to set parameters for player sound events at the time of requesting a specific event
  • Added: GetSceneHDRMul (camera)
  • Added: CEApi.AvoidPlayer, CEApi.AvoidVehicle and CEApi.CountPlayersWithinRange
  • Fixed: Error: muzzleFlashParticle error when firing SVD (https://feedback.bistudio.com/T159069)
  • Fixed: CGame.ObjectModelToWorld and CGame.ObjectWorldToModel giving inaccurate results in certain scenarios
  • Fixed: IEntity.GetBoundBox and Object.GetDirection giving inaccurate results for proxies
  • Fixed: Crash when calling dBodySetInteractionLayer/dBodySetGeomInteractionLayer/dBodyGetInteractionLayer/dBodyGetGeomInteractionLayer on certain objects
  • Fixed: Crash when spawning a weapon that has no skeleton ("[ERROR] :: Weapon 'TYPENAME' has no skeleton!!!")
  • Fixed: Crash when trying to call "Cast" where it's not supported
  • Fixed: Triggers not working properly when exceeding a certain size
  • Fixed: ScriptCompiler: XOR operator parsing fix
  • Fixed: Several compiler issues (https://feedback.bistudio.com/T150267https://feedback.bistudio.com/T154252https://feedback.bistudio.com/T154508)
  • Fixed: Human.GetCollisionBox giving highly inaccurate results in certain scenarios (crouch, prone, swim, vehicle)
  • Fixed: AddHealth not applying when the total went over the maximum
  • Fixed: dGetGravity script implementation
  • Fixed: EOnInit not being called for anything lower than EntityAI when created through CreateObjectEx
  • Fixed: Script JSON reader can now read JSON bool
  • Fixed: A performance issue related to sounds created from script
  • Changed: The old static 'PPEffects' has been deprecated, but it is still initialized and usable
  • Changed: HumanCommandMelee2.ContinueCombo and Human.StartCommand_Melee2 now take additional parameters
  • Changed: DayZPlayerImplementMeleeCombat overhaul (https://feedback.bistudio.com/T157077
  • Changed: EnMath.c cleanup and additional functions
  • Changed: DayZGame.SetMissionPath is now called from C++
  • Changed: Building script inheritance -> "class House" should now be used by every "House" defined in config and is moddable
  • Changed: Moved DayZPlayerTypeCreate into class, so the function can be modified (https://feedback.bistudio.com/T159367)
  • Changed: ShockRefill logic moved to ShockMdfr
  • Tweaked: FModulus now returns Math.ModFloat as FModulus has been DEPRECATED in favor of the native ModFloat method
  • Optimized: Notifier update loop and notifier fetching sped up

KNOWN ISSUES

  • Ambient sounds of the contaminated areas might follow the player after leaving the area
  • The effects of the contaminated areas might follow the player after leaving the area

______________________________________________________________________________________________________________________________________________________________________________________________________________________________
PC Experimental 1.14 Update 2: Version 1.14.154166 (Released on 08.09.2021)

GAME

We are introducing the experimental version of Linux server distribution for PC community server owners. We would like to ask all server owners who are interested in running their server on Linux to try it out and let us know if you run into any issues. We’ll then evaluate the state of the build during the later stages of this experimental period and decide whether to include it in the stable release.

ADDED

  • Experimental Linux servers

FIXED

  • Server-side performance issues related to the triggers
  • An issue with triggers that would prevent the player from registering as leaving when teleporting far away from the current position
  • Splitting an item could cause a game crash
  • Removing the last attachment from a fireplace would delete said item
  • Quilted jacket was sometimes not visible in the inventory vicinity (https://feedback.bistudio.com/T159304)
  • Insulation level of the Combat Gas Mask was not visible
  • The Snare Trap was teleported on the roof after being placed inside buildings
  • Exterior fireplace could not be placed using the placing mode
  • PO-X Antidote and the Epinephrine auto-injector could fall through the terrain when thrown
  • The stealth attack would usually ruin the target's vest
  • Post process effect could not be overridden for a contaminated area
  • Bandages were usually not disinfected on the fresh spawn character
  • Combining matches would leave an empty box on the ground

CHANGED

  • The trip wire can only be crafted using a metal wire
  • Breath vapor effect is now only visible on gas masks
  • Lowered the volume of the stealth attack
  • Increased the brightness of the flare gun light
  • Dynamic contaminated area flare light stays for a longer time
  • Lowered the audible range of the dynamic contaminated area artillery fire
  • Dynamic contaminated areas scale their particles down with the lower lifetime
  • Breath effect visibility is now tied to the gas mask filter quantity

CENTRAL ECONOMY

  • Added: Chance to find PO-X Antidote on yellow NBC infected
  • Fixed: Village house 2w01 was not spawning any loot on Livonia (https://feedback.bistudio.com/T160573)
  • Tweaked: Increased a chance to find PO-X Antidote on grey NBC infected
  • Tweaked: Dynamic contaminated areas now spawn less NBC infected
  • Tweaked: Dynamic contaminated areas now spawn yellow NBC infected
  • Tweaked: Slightly increased the amount of Tier 1 food
  • Tweaked: Slightly decreased the number of active dynamic contaminated areas

MODDING

  • Fixed: It was not possible to re-texture the newly added bear fur
  • Changed: Particles within cfgEffectArea.json file now require full path (instead just of a file name)
  • Changed: Re-factor of the TriggerManager class
  • Tweaked: PlayerBase::players static variable renamed to PlayerBase::m_ServerPlayers
  • Tweaked: Gas Mask Filter texture has been separated from the Gas Mask texture

KNOWN ISSUES

  • Mods that are using custom files might not work on Linux servers right now (we are looking into this right now)
  • Ambient sounds and effects of the contaminated areas might follow the player after leaving the area

______________________________________________________________________________________________________________________________________________________________________________________________________________________________
PC Experimental 1.14 Update 3: Version 1.14.154183 (Released on 14.09.2021)

GAME

ADDED

  • More safe spawn points for the contaminated areas log-in fail safe to make sure players won't get teleported too far away

FIXED

  • When a chicken was cut after being picked up, it would yield more bones
  • 9x39mm ammo boxes would yield only 10 shots instead of 20
  • Decay texture was missing on some dead player models
  • Attached flags and camo nets weren't properly displayed in the inventory
  • Rangefinder and binoculars could not be used after using night vision goggles
  • Night vision optics would spawn badly rotated
  • Vehicles would suffer excessive damage even at low-speed collisions
  • In some cases, the stealth kill would play a bullet ricochet sound (https://feedback.bistudio.com/T160658)
  • Swapping eye glasses with the same visual effect would cancel the effect (https://feedback.bistudio.com/T160544)
  • Volume of the megaphone was not tied to the regular audio settings (https://feedback.bistudio.com/T154355)
  • Wheels did not change their texture when ruined by land mines or crashes
  • Removed a redundant gray scroll bar within the audio and control settings

CHANGED

  • Adjusted the view limitation through the motorbike helmet
  • Final adjustments to the bear model
  • Fish traps now only take worm as bait
  • Doubled the chemical protection value of surgical gloves
  • Heavy military infected won't spawn within the static contaminated areas anymore
  • NBC infected are always present in contaminated areas, regardless of player-presence
  • NBC infected no longer spawn within the dynamic contaminated areas
  • Slightly lowered number of active dynamic contaminated areas
  • Slightly increased the lifetime of dynamic contaminated areas
  • Adjusted the visual breath effect in gas masks

MODDING

  • Fixed: Cylindrical triggers had issues with correctly detecting entities while being in a vertical (rather horizontal) configuration

KNOWN ISSUES

  • Mods that are using custom files might not work on Linux servers right now (we are looking into this right now)
  • Ambient sounds and effects of the contaminated areas might follow the player after leaving the area

PC Experimental 1.14 Update 4: Version 1.14.154228 (Released on 23.09.2021)

GAME

FIXED

CHANGED

  • Adjusted the inventory preview of deployed fish traps

MODDING

______________________________________________________________________________________________________________________________________________________________________________________________________________________________PC Experimental Update 5

Update 1.14 Patch 1: Version 1.14.154258 (Released on 12.10.2021)

GAME

FIXED

  • Contaminated area safe position was located in a rock on Chernarus

SERVER

  • Fixed: An error was thrown when specifying no PPERequesterType is cfgEffectArea

MODDING

  • Fixed: Effect areas personal particles needed ContaminatedTrigger to work
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Changed: High tier weapons are not limiting spawning anymore, when stored in storage

This is a major QoL change for the official hives, good call. I know a lot of players will welcome this.

Solid patch overall. But I must admit I am disappointed in seeing yet another assault rifle added to the game while so many low tier weapons from legacy are still missing. Where are the P1, LongHorn, Trumpet, Deringer, Red-9, pistol grip MP-133? Where is the crossbow? The improvised bow? Why can we still not stab with a spear or pointy stick?

But the update is massive, hard to be negative after reading that change log...And going with the FAMAS (LE-MAS lol!!!) instead of the Aug was a nice and unexpected surprise!

Edited by Derleth
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Nice update although I really wish the combat gas mask had a replaceable filter. I also would like server owners to be able to enable unlimited stamina.

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Out of all weapons and mechanics that was gone with a transfer to new engine, I miss one the most: Improvised Bow and Arrows, I am waiting for this for how many Years already ? 3 ? I spend in dayz more than 4000 hours, it is a great game, one of the kind, so please bring bow and aroows back, instead of another rifle/pistol/animal etc. It will make this game different for sure.

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I honestly don't know if the comments are reviews or not. I see Daisy as more than just a "Game". This is a whole world with its own rules. And thanks to modding, this world is filled with a lot of new things. Even if there are stalker costumes and so on, this can give a mixture of understanding that a complete n **** took place in Ukraine and no one is holding back the Zone. Which only shows that the whole world is mired in CHAOS. You can be a hunter, adventurer, researcher, doctor, bandit. In the world of Daze, there is a place for everyone. And new updates only add more possibilities. And oh gods (Effects of wearing hats and gas masks) Finally, now putting on a gas mask and going to the infected area, you feel this oppression, because in front of your eyes, not only the environment, but also the glass of your gas mask, which does not allow you to forget about changing the filter, and taking care of it. New routes, new dangers.

I have been at Daisy for a long time, and I was constantly told that this is just a bunch of bugs, and the developers do almost nothing. However, I see the opposite)) I did not have time to look back, as already on the experimental branch 1.14))). I really hope that everything will continue and in the future the game will be more popular than it is now, and will incorporate just a lot of content that everyone will like))))
And I apologize for the poor translation

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This looks great so far!  Looking forward to the mechanics and items.  I'm curious to see if the new scope is usable during the daytime.

Please increase the hitpoints of car bumpers and make them repairable with duct tape and epoxy.

I'm going to automatically assume there will be server wipes because there's no confirmation that it won't happen.

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1 hour ago, Tristancg said:

Nice update although I really wish the combat gas mask had a replaceable filter. I also would like server owners to be able to enable unlimited stamina.

The other gas mask has a replaceable filter.

A setting for unlimited stamina?! ugh. How does that fit into the "realism" category at all.

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The fact that FAMAS fires at very high rate of fire ingame gives me hope that they will eventually fix the rate of fire issue...

or one can hope.

Great patch on paper, gotta try it myself very soon. I'm finally hyped for this game.

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1 minute ago, helpthedeadwalk said:

This is a solid release! 29 new items, 2 new NBC zombies, animals, traps, weapons. Let's be honest, who expected this much in 1.14?

Agreed, there's a lot of new cool things, and the best thing is... there are still few experimental patches left for 1.14 (mostly bug fixes, but still).

Can't wait to see how this game will turn out at the end of the next year.

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LE-MAS? While the English translation of FAMAS is ARMAS? Missed opportunity there. 😁

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8 hours ago, Kyiara said:

New animation for the stealth kill when using one-handed piercing weapons

And you people seriously thought it was a good idea to lock the player into a 2 second janky animation where they basically stand still to perform a stab? ... in dayz?

Well good job, stealth killing is not a viable option on military places and server "hot spots" now...  the game already has janky animations and we most certainly do not need any more of them.

No clue who in their right mind would prefer such a thing over the old instant melee swing we had previously.

Should have taken some references from other games at least and made the animation more smooth and quick.

Edited by 'AZAZEL'
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8 hours ago, Kyiara said:

Changed: High tier weapons are not limiting spawning anymore, when stored in storage

Echo the thanks for this move.

It's been one of my bugbears in the game for a long time.

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17 minutes ago, 'AZAZEL' said:

And you people seriously thought it was a good idea to lock the player into a 2 second janky animation where they basically stand still to perform a stab? ... in dayz?

Yeaaah... feels maybe too slow, idk. But looks neat I guess?
Although you can't stealth kill them just before they aggro. You used to be able to kill them if they do the "huh" sound, just before going aggro.

 

Holy... 1.14 is amazing. Possible gameplay spoilers if you want to experience everything on your own for the first time...
I've warned you guys.

I just left Staroye, heard a "whoosh" sound then a LOUD explosion, the whole area turned into a toxic/radioactive zone... if I was 2 minutes slower, I feel like I would've been struck by it.

Edited by DefectiveWater

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32 minutes ago, DefectiveWater said:

I just left Staroye, heard a "whoosh" sound then a LOUD explosion, the whole area turned into a toxic/radioactive zone... if I was 2 minutes slower, I feel like I would've been struck by it.

The whole town? ... oh great, can't even base build in towns now when you can suddenly die inside your own base to a random toxic strike. 🤣

Or was it just the military tents?

Edited by 'AZAZEL'

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3 minutes ago, 'AZAZEL' said:

The whole town?

Well it was night time, like really dark, but from the looks of it entire town was under radioactive zone.
Tents had no radioactive fog.

IMG_20210902_193755.jpgIMG_20210902_194314.jpg

Didn't screenshot it cuz it was too dark to see, somehow screenshots appear darker which is weird to me... my game is set to 50% gamma and no Game Mode filters on my monitor.

 

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[...]

"Reduced the size of the NBC clothing when stored in the inventory"

[...]

Does that mean, item size can be modified via script?

Will it be finally possible to modify item size for weapons like:

AKM 5x2

+ Buttstock + 1 slot to the right

+ Suppressor + 1 slot to the left

+ magazine + 1 slot to the bottom 

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This is a great update. DayZ is finally turning into the real survival game as opposed to the PvP walking simulator at "1.0".

So many cool things, I've been waiting for toxic zones for a while now. Longer sunset/sunrise is welcome. No assault rifle limit from storage. Picking up chickens. Stealth animation, much more. I think we will see the game rise in popularity with these kind of quality updates.

One major bug that has been going on for many patches is a double-click action bug. When I go to perform an action that requires holding M1, I often have to click twice for it to work, as the first click gets interrupted. This would be a nice bug to see fixed since players perform actions constantly. Anyone else experience this?

Poor server performance and rampant hacking is still a major issue for Official servers. Community servers currently resolve this for me but it would be nice to have a playable Official vanilla experience.

The main change that I disagree with is making melee targeting more "forgiving". It should take skill to aim. We don't need some console Halo aim-bot for melee attacks.

That said, exciting patch and I'm glad to see B.I. not giving up on the game, which is so full of potential.

Some more things I would love to see in the future:

1) barricading system for doors with infected being able to bang on doors and kick them open

2) bicycles and helicopters

3) Update some of the really low res textures for certain objects like building interiors.

Edited by GamerWarrior2000
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Seems that something is finally happening with the game development... Good luck for the next hotfixes and updates.

I'm currently having serious issues to play on the EU experimental servers : https://feedback.bistudio.com/T160482 . Anybody else ?

By the way, is that normal that I still have my whole stuff from an older experimental with the current version ( EU - DE 3536 ) ?

Edited by Mischkov

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Nice update. But seriously put some time in for creating the bow allready. 

Cant keep adding survival stuff when a crafted bow is still not possible. That's Just not right. 

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Is dayz still? :

Take random stick and random bark and make fire In 10 seconds? 

Can you still skin cow In 10 seconds? 

Compared To above, drinking 1 can of pipsi takes about 13,5 seconds?

Can survivor still put cooking pot In jeans pocket or In t-shirt hmm... Pockets? 

 

 

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