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Experimental Update 1.16 (Change Log)

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PC Experimental 1.16 Update - Version 1.16.154478 (Released on 27.01.2022)

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

  • Bizon SMG
  • 64rd Bizon magazine
  • Alarm Clock

FIXED

  • Player sometimes stepping forward during melee combat with a close target while only intended for far targets
  • Fireplaces wouldn't properly disappear if the last attachment removed were stones or a tripod
  • It was possible to detach the tripod from the fireplace while a pot was attached
  • "Place" UI element would show up falsely when pointing at an indoor fireplace with selected consumables
  • Dead chicken couldn't be buried after being picked up and dropped (https://feedback.bistudio.com/T161088)
  • Fire mode of the revolver was changing during shooting (https://feedback.bistudio.com/T162103)
  • Shock was not decreasing when swimming backward/sideways with broken legs
  • Moving with broken legs while crouched could deal unsteady amounts of shock damage
  • Infected/players would not show the "+" symbol in the inventory view when they had only items as attachments
  • Dug up items were levitating above the ground
  • Client error when attaching/detaching items to/from the tripwire trap
  • In specific cases the tripwire trap did not display its attachment slot
  • Smoke from a ruined car engine was only displayed for the driver (https://feedback.bistudio.com/T161793)
  • Attacking with animal carcasses could cause blood particles and knife slashing sounds
  • The inventory of the Sarka 120 was accessible through its engine, rather than the trunk
  • The player could be desynced if their legs were broken during an action
  • The player could be desynced if their legs were broken while swapping items
  • Locked indoor stoves could not be opened by force
  • Interrupting two-handed animations by dropping the tool could freeze the character
  • Infected were able to climb fences with barbed wire on top (https://feedback.bistudio.com/T160854)
  • The UI of a deployed land mine could be seen when holding another land mine in hands
  • Shooting while on back after kicking would play the kick animation after each shot
  • Hitting the back of players heads would hit the brain instead of the head (https://feedback.bistudio.com/T160577)
  • Sounds of disease symptoms of another player were played from the wrong position (https://feedback.bistudio.com/T162018)
  • Fixed several inconsistencies when it comes to bullet penetration of objects
  • The combination lock would play a sound while in hands without being actively used (https://feedback.bistudio.com/T159444)
  • The light source of the head torch was in the wrong position (https://feedback.bistudio.com/T152289)
  • Fixed an exploit for extended melee hit distance
  • The flame of the gas stove was slightly clipping with the frying pan
  • Slightly improved twisted wrists when holding certain items
  • Several head gear items were clipping with the female survivor head introduced in 1.15
  • Fixed typographic errors on the 1PN51 Scope
  • Infected had bad collisions while crawling
  • It was possible to hit players inside a vehicle with melee from the opposite side
  • Wolves could injure players inside vehicles (https://feedback.bistudio.com/T135495)
  • It was possible to survive without food at all by only drinking (https://feedback.bistudio.com/T161579)
  • Some localized settings weren't fully displayed
  • It was possible to place land mines under train tracks
  • Names of vehicle parts were not present when the car  became ruined (https://feedback.bistudio.com/T158230)
  • It was possible to destroy the fence frame before the actual wall
  • Adjusted certain structures to prevent exploits (https://feedback.bistudio.com/T160550 - private, https://feedback.bistudio.com/T157846)
  • Fixed a badly reflecting window at the yellow brick military building (https://feedback.bistudio.com/T157757)
  • Some items could not be picked up at the NWAF construction site (https://feedback.bistudio.com/T159741)
  • It was possible to bury corpses inside buildings
  • FOV settings changes were not saved upon reconnect
  • Respawn points for server switching were not functioning as intended (https://feedback.bistudio.com/T162673)
  • Sounds of flies were persisting even after the body despawned (https://feedback.bistudio.com/T162654)
  • Adjusted misleading description of Codein tablets

CHANGED

  • Increased the threshold for terrain clipping, allowing easier placement of base building objects on the ground
  • It is no longer possible to bury ruined items (https://feedback.bistudio.com/T160914)
  • Consuming charcoal has no effect when another charcoal is already active in the player's body (https://feedback.bistudio.com/T161862)
  • Increased energy and water given by mushrooms (similar to fruits now)
  • Some jackets can now be torn into rags similar to their pants-counterpart
  • Removed action to take fireplace from fire barrel
  • Crafting an item using the metal wire will produce an item with the same health as the metal wire used (https://feedback.bistudio.com/T161106 - private)
  • First Aid Kits and Teddy Bears can now be repaired with sewing kits
  • Protector Cases and Ammo Boxes can now be repaired with epoxy putty
  • The gas stove now emits light when active
  • The pick axe can now be used to bury things and bodies
  • Duct tape can now be utilized to craft a splint
  • Hid the UI element showing parts of the car while sitting inside
  • Slightly reduced the penetration value of 5.56x45mm ammunition to match other bullets
  • Reduced the range of the thermometer results
  • Rotated the electrical repair kit in the inventory view to show the front (https://feedback.bistudio.com/T160428)
  • Reduced inventory size of the pumpkin and pumpkin slices for consistency
  • Bear traps now don't kill infected, but just break their legs
  • Damaging a tent now also damages items stored inside
  • Adjusted damage zone selections of vehicles
  • Bloody hands no longer make the character sick while drinking from containers (https://feedback.bistudio.com/T162463)
  • Red and orange arm bands were looking too similar in certain lighting
  • Tweaked the mid-air appearance of tracer bullets
  • Renamed Folding Buttstocks to "lightweight"
  • Disabled leaning while sprinting

SERVER

  • Added: use3DMap parameter to the gameplay settings to disable to the 2D map overlay for the Tourist Map
  • Added: shockRefillSpeedConscious parameter to the gameplay settings to adjust the speed at which the player's Shock value refills when the player is conscious
  • Added: shockRefillSpeedUnconscious parameter to the gameplay settings to adjust the speed at which the player's Shock value refills when the player is unconscious
  • Added: allowRefillSpeedModifier parameter to the gameplay settings to allow/disallow the modifier of the shock value refill based on ammo type settings
  • Fixed: Leaving some entries empty in cfgEffectArea.json would result in default particles, rather than no particles
  • Changed: Greatly expanded script class indexing (allows more mods to be used on the same server)

MODDING

  • Added: Methods in Weapon_Base for spawning weapons with magazines and/or chambering and/or filling inner magazines
  • Added: Weapon.Synchronize to force fsm synchronization
  • Added: AmmoTypesAPI for validating ammotype or converting magazinetype to ammotype
  • Added: Documentation for correctly setting up properties for WeaponStableState
  • Added: All animation commands of Animal are now moddable
  • Added: All animation commands of Infected are now moddable
  • Added: Possibility to change variables and command properties from animal commands
  • Added: Possibility to change variables and command properties from infected commands
  • Added: Additional script compiler warnings (error in Diag) signalling hazardous ref usage
  • Added: Possibility to change variables and command properties from CommandHandler inside DayZPlayer class
  • Added: ErrorExString, to store the output into a string instead of logs
  • Added: Documentation for static script defines
  • Added: Class.StaticType -> To get typename of a non-instantiated class
  • Added: EnumTools class with functionality for extracting information from an enum
  • Added: Entity.GetIsSimulationDisabled()
  • Fixed: JsonFileLoader overwriting defaults set in script (bool, int, float, string)
  • Fixed: mod.cpp: tooltip, overview and author are no longer required to be localized to work
  • Fixed: InventorySlots (e.g. MAGAZINE3) compile errors when a mod loads a CfgSlots before the vanilla CfgSlots is loaded (https://feedback.bistudio.com/T136963, https://feedback.bistudio.com/T148950)
  • Fixed: int MIN value changed from -2147483647 to -2147483648
  • Changed: m_BrokenLegState can now contain negative values, use GetBrokenLegs() instead to access leg state from player
  • Changed: DZ_Data and DZ_Scripts do no longer need to be filled in as requiredAddons as they will always load first (https://feedback.bistudio.com/T148950)
  • Changed: Renamed m1911 magazine textures
  • Changed: Bolt action rifles with an external magazine had their state machines unified into one base class BoltActionRifle_ExternalMagazine_Base

KNOWN ISSUES

  • Fully consuming an item assigned to the quick bar while the quickbar is hidden might cause a bug with the quick bar
  • Issue with attaching an items from hands with an item in the shoulder slots
  • Alarm clock animations are not complete

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.16 Update 2 - Version 1.16.154501 (Released on 03.02.2022)

GAME

FIXED

  • Bizon ironsights were disabled while having the PSO-1-1 Scope attached
  • The camera focus would glitch during certain actions (https://feedback.bistudio.com/T160921)
  • Melee attacks would in some cases rotate the player to the side

CHANGED

  • Tweaked the muzzle velocity of the Bizon

MODDING

  • Fixed: CARFLUID_USER{N} can have capacity setup via config property

KNOWN ISSUES

  • Fully consuming an item assigned to the quick bar while the quickbar is hidden might cause a bug with the quick bar
  • Issue with attaching an items from hands with an item in the shoulder slots
  • Alarm clock animations are not complete

______________________________________________________________________________________________________________________________________________________________________________________________________________________________
 

PC Experimental 1.16 Update 3 - Version 1.16.154535 (Released on 11.02.2022)

GAME

FIXED

  • Alarm clock animations

MODDING

KNOWN ISSUES

  • Fully consuming an item assigned to the quick bar while the quickbar is hidden might cause a bug with the quick bar
  • Issue with attaching an items from hands with an item in the shoulder slots

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.16 Update 4 - Version 1.16.154552 (Released on 17.02.2022)

GAME

FIXED

MODDING

KNOWN ISSUES

  • Fully consuming an item assigned to the quick bar while the quickbar is hidden might cause a bug with the quick bar
  • Issue with attaching an items from hands with an item in the shoulder slots
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2 hours ago, lynn.zaw said:

Alarm Clock
Adjusted misleading description of Codein tablets
The gas stove now emits light when active
Duct tape can now be utilized to craft a splint
Bloody hands no longer make the character sick while drinking from containers
Added: use3DMap parameter to the gameplay settings to disable to the 2D map overlay for the Tourist Map

Interesting, will be checking the patch out when I can.

But I gotta ask, roadmap when?

Edited by DefectiveWater

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Thank you for fixing the drinking infinitely staving off starvation thing (which was scheduled for a fix prior to 1.15) but I have to say starvation still needs to be further addressed if there haven't been tweaks to it that aren't noted here. Taking ~90 minutes to die of starvation just makes hunger way too trivial 

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Aaaand still nothing new about vehicle physics. Back to other games, comforting to see you never stop disappoininting BI, some things never change as they say!

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6 minutes ago, Pinneddown said:

Aaaand still nothing new about vehicle physics. Back to other games, comforting to see you never stop disappoininting BI, some things never change as they say!

Yup... I was hoping that since they didn't fix them in 2021 that they would at least fix them early on in 2022. I assume we won't be having such a massive year as I hoped we would.
Maybe it's too early to judge, but people deserve the fix at this point... they've stuck around the game for long enough - while you guys are at it, fix the ultrawide experience. It's not such a small playerbase that you guys can keep ignoring them.

tbh, I don't really care about cars, but that issue has existed since what feels like forever...

Edited by DefectiveWater

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1 hour ago, DefectiveWater said:

Yup... I was hoping that since they didn't fix them in 2021 that they would at least fix them early on in 2022. I assume we won't be having such a massive year as I hoped we would.
Maybe it's too early to judge, but people deserve the fix at this point... they've stuck around the game for long enough - while you guys are at it, fix the ultrawide experience. It's not such a small playerbase that you guys can keep ignoring them.

tbh, I don't really care about cars, but that issue has existed since what feels like forever...

yes i remember reading a road map last year in JAN maybe saying they would focus on vehicles in 2021, and we got toxic zones...  not even mentioned in their road map like vehicles were!

 

EDIT: This was actually 3 yrs ago now in 2019, but I suppose the M3s truck was their "new" vehicle with stability fixes, even though they still launch like a rocket if you collide with anything.

Edited by olyeller

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2 hours ago, Pinneddown said:

Aaaand still nothing new about vehicle physics. Back to other games, comforting to see you never stop disappoininting BI, some things never change as they say!

Of course vehicles are not important enough to fix, they can't even fix the security exploit that scripters use to kill every major community server.  Are you REALLY suprised by this at this point?

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Just gonna leave this here... all the current updates and changes are moot if people cannot even play the game.

Quote

Over 1200 people signed our petition for

to fix their current major core game exploit. If Bohemia does not want to act on this, they need to give us access to their source code, so we can fix it ourselves.
https://chng.it/YvXxNTbM

FKCDEOBXw-Acxy6t.jpg

Edited by 'AZAZEL'
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4 minutes ago, 'AZAZEL' said:

Just gonna leave this here... all the current updates and changes are moot if people cannot even play the game.

 

AMEN!

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UI hit indicator when being hit still present? Any chance to see implementation of stamina in 2022? Thanks if you read and maybe reply

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So how about you fix server exploits before any of this so people could actually play the servers they want to play. 

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Cars. You promised many times to fix cars, how has still not been addressed?

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1 minute ago, Josiah England said:

What’s the use3Dmap parameter?

If server has that enabled, instead of opening the Tourist map and viewing a 2D overlay, it will show the 3D map in the game. Looks much better if you ask me.

https://steamcommunity.com/sharedfiles/filedetails/?id=2049818993

Should be exactly as that.

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23 minutes ago, DefectiveWater said:

If server has that enabled, instead of opening the Tourist map and viewing a 2D overlay, it will show the 3D map in the game. Looks much better if you ask me.

https://steamcommunity.com/sharedfiles/filedetails/?id=2049818993

Should be exactly as that.

yes, it's immersion! another mod that I would love to see inside vanilla was this one to organize things you need to press G and throw it away, like in real life xD, in the mod it is much more realistic https://steamcommunity.com/sharedfiles/filedetails/?id=2521460498

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30 minutes ago, KommanderWar-94971bcb672f9055 said:

yes, it's immersion! another mod that I would love to see inside vanilla was this one to organize things you need to press G and throw it away, like in real life xD, in the mod it is much more realistic https://steamcommunity.com/sharedfiles/filedetails/?id=2521460498

I wish they would make G double tap to drop and G hold to throw (longer you hold or scroll wheel to change strength, the more powerful the throw is, clicking LMB/RMB should cancel the throw),
instead of the current which is tap G (throwing stance which is clunky) then hold left mouse button.

They need to make throwing stuff more seamless and more fluid. Throwing grenades in the heat of the action is too slow and clunky.

Edited by DefectiveWater
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13 minutes ago, KommanderWar-94971bcb672f9055 said:

Remember that you have SSD do not defrag your disk, it will damage the SSD

It won't damage it, it will cause certain memory cells to wear out quicker than others. 

Shame no changes to the excessive hunger and thirst. I don't understand why are devs so adamantly against reducing the amount of food and loot in general in this game. 

Also, obviously

MOAR GUNZ in case anyone still clings on to the long lost hope that this is a survival game and not a battle royale shooter. 

Edited by General Zod
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19 minutes ago, DefectiveWater said:

Eu gostaria que eles fizessem G duplo tocar para soltar e G segurar para lançar (quanto mais você segurar, mais poderoso será o arremesso, clicar em LMB / RMB deve cancelar o arremesso), em vez de tocar G (postura de arremesso que é desajeitada) e segure botão esquerdo do mouse.

yes, it would be great to have that break to play the item it's too bad, my cousin came to play with me and laughed at why I took that break to play the item ;-; I just said the game was really bad lol

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All these things could be done in a week or so, especially when the staff is on payroll. How many people actually work on this title? Ah, sure, you don't bother yourself with responding to some randoms.

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Wait, but it was always possible to bury stuff with pickaxe. I did it just a couple days ago.

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Can you guys please!!!!

Locker (full clothes inventory slots, plus storage) like the ones YOU already have as clutter in barracks or stores

Gunrack like the ones YOU already have as clutter

Gundisplay just a board where you can hang rifles.

PLEASE PLEASE

add those items in vanilla

I mean craft-able

Edited by waffen
forgot something
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41 minutes ago, nemorus said:

Todas essas coisas podem ser feitas em uma semana ou mais, especialmente quando a equipe está na folha de pagamento. Quantas pessoas realmente trabalham neste título? Ah, claro, você não se incomoda em responder a alguns aleatórios.

about 2 months ago they confirmed that there were 8 people working on the game, they said they were hiring, but they probably only hired 1 animator so there are 9 people hahaha

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