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Stable Update 1.14

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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/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
  • 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/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
  • 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
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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?

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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 by Getsome
Clarification

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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.

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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.

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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.

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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.

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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).

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New animal carcasses (can be picked up):

Hare

Hare leg and pelt

 

Does this mean rabbits are spawning in the world now ?

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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 by McWendy
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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 

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Are contamination zones in Livonia as well? I may have missed it in the patch notes but I'd like to be sure.

 

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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".

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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. 

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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 by Scoo1
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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. 

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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 by DefectiveWater
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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!

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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 by shuter165

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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 by DefectiveWater

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