Kyiara 790 Posted September 29, 2021 PC Update 1.14 - Version 1.14.154228 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/T159759, https://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/T159272, https://feedback.bistudio.com/T158999) Mushrooms did not decay properly AB- blood type wasn't properly displayed (https://feedback.bistudio.com/T159522, https://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 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 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 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) Combining matches would leave an empty box on the ground Attempted fix for a prevalent game crash related to the audio system The stealth kill sometime failed to kill an infected (https://feedback.bistudio.com/T160533) Player could shrink into a ball during certain animation transitions (https://feedback.bistudio.com/T157495 - private) 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: Documentation on the configuration of contaminated areas: https://community.bistudio.com/wiki/DayZ_Contaminated_Areas_Configuration 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 Added: Ignore parent yaw to PlayerCameraResult Added: DumpStackString function (https://feedback.bistudio.com/T159622) 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/T150267, https://feedback.bistudio.com/T154252, https://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 Fixed: Ignore parent pitch inside PlayerCameraResult Fixed: A crash when terminating the app while closing a file in a destructor of a static ref (https://feedback.bistudio.com/T160318) 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 Changed: ModelToWorld and WorldToModel reverted to the previous state (https://feedback.bistudio.com/T160585) Tweaked: FModulus now returns Math.ModFloat as FModulus has been DEPRECATED in favor of the native ModFloat method Tweaked: Gas Mask Filter texture has been separated from the Gas Mask texture Optimized: Notifier update loop and notifier fetching sped up ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ Update 1.14 Patch 1: Version 1.14.154258 (Released on 19.10.2021) 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 7 2 1 4 Share this post Link to post Share on other sites
kumando 199 Posted September 29, 2021 Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas Does this means that high tier loot spawns in dynamic zones also? Share this post Link to post Share on other sites
Getsome 34 Posted September 29, 2021 (edited) I don't believe so... it is a little miss leading the way they've written it, it probably should say... "Not including dynamic contaminated areas" Edited September 29, 2021 by Getsome Clarification Share this post Link to post Share on other sites
Pope Francis-49a95fc02c0ef310 1 Posted September 29, 2021 24 minutes ago, kumando said: Does this means that high tier loot spawns in dynamic zones also? Yeah just what I was thinking... Share this post Link to post Share on other sites
Kathosky 119 Posted September 29, 2021 57 minutes ago, Kyiara said: Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas I don't remember seeing neither in previous patch notes nor playing experimental that new magically loot spawns in dynamic events. Is it a typo? If that's a new thing, I find it wrong, but that's just my feedback. Also, should have been tested in experimental first. Share this post Link to post Share on other sites
kumando 199 Posted September 29, 2021 24 minutes ago, Kathosky said: I don't remember seeing neither in previous patch notes nor playing experimental that new magically loot spawns in dynamic events. Is it a typo? If that's a new thing, I find it wrong, but that's just my feedback. Also, should have been tested in experimental first. I disagree, if they incresead the up time of this zones, we should have an incentive to explore it or else these dynamic zones are completly useless. 1 Share this post Link to post Share on other sites
endreu 25 Posted September 29, 2021 ETA for steam file updates? Share this post Link to post Share on other sites
TheSSend 1 Posted September 29, 2021 Please don't forget to update the samples in the github with new zones for CETools Share this post Link to post Share on other sites
etwas 138 Posted September 29, 2021 3 hours ago, Kathosky said: I don't remember seeing neither in previous patch notes nor playing experimental that new magically loot spawns in dynamic events. Is it a typo? If that's a new thing, I find it wrong, but that's just my feedback. Also, should have been tested in experimental first. this is indeed very confusing and im hoping for a typo too. Share this post Link to post Share on other sites
arlingtine 27 Posted September 29, 2021 None of it matters without the bow. Bring back the bow dammit! 1 2 2 Share this post Link to post Share on other sites
ImpulZ 2491 Posted September 29, 2021 4 hours ago, kumando said: Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas Does this means that high tier loot spawns in dynamic zones also? No, in this case we are referring to heli crashes. 1 hour ago, TheSSend said: Please don't forget to update the samples in the github with new zones for CETools Will happen, though probably with a bit of delay with this update. 4 1 Share this post Link to post Share on other sites
Homeschooliazon 87 Posted September 29, 2021 4 hours ago, kumando said: I disagree, if they incresead the up time of this zones, we should have an incentive to explore it or else these dynamic zones are completly useless. I don't see what kind of incentive could be added that wouldnt be really strange like good lootl. Yes they are useless to the player but i like that randomly a really loud gas explosion happens that will make you and anyone nearby puke blood and die, it is very cool and atmospheric (no joke). 1 1 Share this post Link to post Share on other sites
Pavlos Ge 6 Posted September 29, 2021 New animal carcasses (can be picked up): Hare Hare leg and pelt Does this mean rabbits are spawning in the world now ? Share this post Link to post Share on other sites
McWendy 675 Posted September 29, 2021 (edited) 14 minutes ago, Pavlos Ge said: New animal carcasses (can be picked up): Hare Hare leg and pelt Does this mean rabbits are spawning in the world now ? No, they Just magically appear in your snare trap.... Not kidding. Edited September 29, 2021 by McWendy 1 Share this post Link to post Share on other sites
amadieus 315 Posted September 29, 2021 1 hour ago, Pavlos Ge said: Does this mean rabbits are spawning in the world now ? They don't. Which is a shame, since the last animal that was added was the bear back in 2019. Also because they are supposed to still add multiple animals Share this post Link to post Share on other sites
Roviar 0 Posted September 29, 2021 Are contamination zones in Livonia as well? I may have missed it in the patch notes but I'd like to be sure. Share this post Link to post Share on other sites
Riddick_2K 174 Posted September 29, 2021 Beautiful. If now the NVGs are only in perpetually gassed areas, I won't find them anymore and will start jump servers for the night again. Now, with the gas bombings, I won't waste my time risking death trying to escape, I'll start jump servers for that too ... It is becoming a nasty "game of war" and continuous "server jump" ... Under these conditions I don't know if I will play this game again which gets worse with each new patch. At this point a "real" and "good" war game like Batlefield is better where you don't just have to look for things like a fool, and after crediting your weapons remain ... and fight against enemies on equal terms ... and while we're at it, you not only have a night vision device, but also an infrared, which is much better ... if the main business is just "kill the next" and NOT "survive the pandemic". 1 Share this post Link to post Share on other sites
kumando 199 Posted September 29, 2021 44 minutes ago, Riddick_2K said: Beautiful. If now the NVGs are only in perpetually gassed areas, I won't find them anymore and will start jump servers for the night again. Now, with the gas bombings, I won't waste my time risking death trying to escape, I'll start jump servers for that too ... It is becoming a nasty "game of war" and continuous "server jump" ... Under these conditions I don't know if I will play this game again which gets worse with each new patch. At this point a "real" and "good" war game like Batlefield is better where you don't just have to look for things like a fool, and after crediting your weapons remain ... and fight against enemies on equal terms ... and while we're at it, you not only have a night vision device, but also an infrared, which is much better ... if the main business is just "kill the next" and NOT "survive the pandemic". Dude are tou still here? You only cry on all your posts, have some positive feedback or move on. 1 Share this post Link to post Share on other sites
Scoo1 31 Posted September 30, 2021 (edited) 9 hours ago, Riddick_2K said: Beautiful. If now the NVGs are only in perpetually gassed areas, I won't find them anymore and will start jump servers for the night again. Now, with the gas bombings, I won't waste my time risking death trying to escape, I'll start jump servers for that too ... NVGs spawn at heli crashes now only. Helis are extremely easy to find with the new crash sound and smoke. Gas bombed areas are very small. Running out is much! less risky then trying to log out. You should really work on your habit to run away, if you see a problem at the horizon 😉 Edited September 30, 2021 by Scoo1 1 1 Share this post Link to post Share on other sites
William Sternritter 449 Posted September 30, 2021 9 hours ago, Riddick_2K said: At this point a "real" and "good" war game like Batlefield is better where you don't just have to look for things like a fool, and after crediting your weapons remain You complain about pew pew in several topics and then you claim that BF is better because you don't have to look for gear. If you want to spawn fully geared you certainly can on some modded server, but then maybe better stick to BF. 1 1 Share this post Link to post Share on other sites
DefectiveWater 536 Posted September 30, 2021 (edited) 11 hours ago, Riddick_2K said: Beautiful. If now the NVGs are only in perpetually gassed areas, I won't find them anymore and will start jump servers for the night again. Now, with the gas bombings, I won't waste my time risking death trying to escape, I'll start jump servers for that too ... It is becoming a nasty "game of war" and continuous "server jump" ... Under these conditions I don't know if I will play this game again which gets worse with each new patch. At this point a "real" and "good" war game like Batlefield is better where you don't just have to look for things like a fool, and after crediting your weapons remain ... and fight against enemies on equal terms ... and while we're at it, you not only have a night vision device, but also an infrared, which is much better ... if the main business is just "kill the next" and NOT "survive the pandemic". Well if you like abusing game mechanics, you might as well jump servers when somebody shoots you 😃 I really don't get your hatred for 1.14... it's a good patch. If you want pew pew pew DayZ just like Battlefield, there are lot's and lot's of modded servers just for that. Maybe survival and PvE (E - Enviroment) isn't for you. Edited September 30, 2021 by DefectiveWater 1 1 1 Share this post Link to post Share on other sites
Arthur Dubrovka 376 Posted September 30, 2021 On 9/29/2021 at 10:00 AM, Kyiara said: Helicopter crash-sites now emit sounds upon spawn in the surrounding area I like this allot! Years ago we wrote about it in a suggestion thread. Other suggestions about more immersive dynamic events: -if your radio is active, you're able to hear a emergency call of the heli crew to their base Would really immersive and Radios would be a lot more useful! - I would love to see a helicopter in the sky smoking and going down a few kilometers away and the sound of 🚁 in DayZ - I miss it so much! Share this post Link to post Share on other sites
helpthedeadwalk 179 Posted September 30, 2021 16 hours ago, Roviar said: Are contamination zones in Livonia as well? I may have missed it in the patch notes but I'd like to be sure. yes Share this post Link to post Share on other sites
shuter165 8 Posted September 30, 2021 (edited) What kind of gas is in the chemical zone? I have not heard of the gas that causes bleeding that can be cured with a bandage. Edited September 30, 2021 by shuter165 Share this post Link to post Share on other sites
DefectiveWater 536 Posted September 30, 2021 (edited) 11 minutes ago, shuter165 said: I have not heard of the gas that causes bleeding that can be cured with a bandage. It can't really be cured... it's just the way the game works. You keep getting cut's so long as you are in the gas without proper protection. Gunshot wound? just bandage it up... we should stop questioning some game mechanics, it's obvious it will lack a certain of realistic depth of recovery. Edited September 30, 2021 by DefectiveWater Share this post Link to post Share on other sites