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Experimental Update 1.17 (Change Log)

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PC Experimental 1.17 Update 1 - Version 1.17.154657 (Released on 23.03.2022)

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 defragmenting 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

  • CR-550 Savanna rifle
  • Longhorn pistol
  • P1 pistol
  • Craft-able Spear (Bone & Stone head variants)
  • Pitchfork
  • Craft-able Bone knife
  • Cleaver
  • Meat tenderizer
  • Kitchen timer
  • Craft-able Fireplace stand
  • Brooms can be lit and used as a torch
  • Improvised clothes from rags
  • Improvised Rope Belt
  • Improvised gas mask filter
  • Gas mask filters can now be refilled with charcoal tablets
  • Additional sensitivity settings (camera, aiming)
  • Cookware is slowly getting damaged by being used
  • Gas mask filters get damaged while in use
  • Voice activation setting for VOIP
  • Ability to go back and forth through multiple actions on the same item
  • New point of interest on Livonia

FIXED

  • The sound of hitting an obstacle with a vehicle while reversing wasn't played
  • Dropped items were pushed upwards in certain situations (https://feedback.bistudio.com/T162980)
  • During punching the player would turn sideways in some situations
  • The sound of the Sarka 120 engine came from the front, whereas the engine is in the back (https://feedback.bistudio.com/T161793)
  • Shelters weren't build-able on some places
  • A burned-out fireplace is no longer producing light
  • Canceling activation of the bear trap and landmine caused errors
  • The visual effect of the contaminated area partly persisted after it was despawned (https://feedback.bistudio.com/T162089)
  • Focus zoom briefly reset during several actions in the 1st person (https://feedback.bistudio.com/T160921)
  • Hair clipped with NVG head strap on female characters
  • An incorrect texture of ruined wheels caused a server error on restart
  • Issues with object occlusion on a military guardhouse
  • Players could climb through closed windows on some buildings
  • The player was able to pick up the fire barrel while items were attached to it
  • The sound of starting/stopping engine was not present for other players
  • Sound of opening or closing vehicle doors was not present for other players  (https://feedback.bistudio.com/T162184)
  • The sound of turning on/off the alarm clock wasn't audible for other players
  • A staircase handrail in one of the city house blocks was missing a collision
  • The attachment icon didn't correctly reflect attached optics and rails on weapons (https://feedback.bistudio.com/T162436)
  • Attaching more nails to the flag pole caused errors
  • Sharpened wooden sticks caused errors when damaged
  • Traps did not react to vehicles
  • Fixed several environment issues on Chernarus and Livonia
  • Light and heavy melee attack combinations would sometimes result in too much damage (https://feedback.bistudio.com/T160568 - private)

CHANGED

  • Reworked Niznohe village on Chernarus
  • Microphone now continues to listen while the player is tabbed out, but only if option "Graphics and sound" is set in the "Update in background" option (https://feedback.bistudio.com/T160155)
  • VOIP push-to-talk mode now has a release delay of 0.5 seconds to prevent voice cutouts
  • All heat sources are now emitting heat
  • Sensitivity settings is now exponential instead of linear
  • Bark can now be harvested with axes
  • Adjusted the wolf model to allow a more precise headshot
  • The burning duration of torches now correctly depends on the amount of fuel
  • Food can be baked in a cookware even without lard or water
  • Food looses its quantity when cooked in a cookware even without lard or water
  • Weapon sway increases dramatically while the character is rolling
  • Fireplaces start heating up the player character faster now
  • Position of the light source for Sarka 120 when only a single headlight is on was set to the proper position
  • Players are no longer able to get into a vehicle while holding a heavy item (https://feedback.bistudio.com/T162153)
  • Stone knifes can no longer be sharpened with a sharpening stone
  • Updated the game credits

MODDING

  • Added: OnAnimationPhaseStarted callback on Entity
  • Added: Ability to override the position of motor sound for vehicles (for soundcontroller) (https://feedback.bistudio.com/T161793)
  • Added: Exposed GetAllowDamage to script
  • Added: Possibility to add multiple variants of same actions to scroll through
  • Added: Support for angleAltitudes and analysisLength in the OutsideTerrain config class. Note that analysisLength is used to generate angleAltitudes, so if angleAltitudes is defined then analysisLength does not get used. If using angleAltitues, exactly 512 entries should be specified.
  • Added: "-cfgpaths=" launch parameter to define additional paths to rvconfigs for the game to load when filepatching is enabled to quickly test configs without making a pbo
  • Added: Modification of arrays in rvconfig by using operator '+='
  • Changed: Changes to Longhorn position, names of selections, some cleanup. Model config cleanup
  • Changed: Fireplace and Bonfire uses UniversalTemperatureSources
  • Changed: ActionWorldCraft and ActionBuildPart to use the new action variants system
  • Changed: Fireplace tripod is now actual animated attachment of a fireplace (previously part of fireplace mesh)
  • Changed: More clock/timer common functionality moved to the base class
  • Changed: Tree harvesting configuration data moved from script to configs
  • Changed: Updated SetVoiceOn() (which is exposed to script) to receive new optional parameter toggled, and also fire engine event every time VOIP state changes
  • Fixed: Workbench crash when using undefined class in a template

KNOWN ISSUES

  • Thrown Spears, Sharp/LongWoodenSticks and Torches can fall through the ground
  • Extinguished brooms and torches can't become wet and rain doesn't extinguish them
  • Brooms and torches can be extinguished even if they are not lit
  • Tripwires are triggered in a wider range than intended
  • Buried items offer the action to bury them again
  • A pistol attached to the chest holster, placed within the plate carrier pouches, drops on the ground upon reconnecting
  • The CR-550 does not offer dry fire
  • When roasting food on the sharp wooden stick, the wrong animation is played
  • When kindling/fuel items becomes ruined in fire, the player is unable to add the same item
  • Server: In the offline database, "types.xml" is missing default parameters

PC Experimental 1.17 Update 2 - Version 1.17.154672 (Released on 30.03.2022)

GAME

FIXED

  • Gear could not be added to other player's inventories (https://feedback.bistudio.com/T159801https://feedback.bistudio.com/T162845)
  • Wrong animations for spears and pitchfork melee attacks and throwing
  • Bear traps were killing players who triggered them with a tool
  • Bear trap and trip wires were missing their sounds when triggered
  • CR-550 magazine was hovering above the hand after hiding the gun
  • Cooking directly on cooking slots was missing sound effects (https://feedback.bistudio.com/T163863)
  • Ruined burned broom turned into pristine wooden stick
  • Brooms and torches were offering an extinguish action even if not ignited yet
  • Default action text is showing when player wants to perform the drain or pour action
  • Player with a Longhorn pistol in hands didn't raise the weapon when colliding with objects
  • Improvised rope belt was not retaining the damage state of the rope and vice versa

SERVER

  • Fixed: Central Economy was not spawning mushrooms, fruits and stones
  • Fixed: In the offline database, "types.xml" is missing default parameters

KNOWN ISSUES

  • Thrown Spears, Sharp/LongWoodenSticks and Torches can fall through the ground
  • Extinguished brooms and torches can't become wet and rain doesn't extinguish them
  • Buried items offer the action to bury them again
  • A pistol attached to the chest holster, placed within the plate carrier pouches, drops on the ground upon reconnecting
  • The CR-550 does not offer dry fire
  • When roasting food on the sharp wooden stick, the wrong animation is played
  • When kindling/fuel items becomes ruined in fire, the player is unable to add the same item

PC Experimental 1.17 Update 3 - Version Version 1.17.154707 (Released on 06.04.2022)

GAME

FIXED

  • Stabbing attacks had an inconsistent attack speed (https://feedback.bistudio.com/T163835)
  • Certain gestures would make the character float above the ground when executed in prone (https://feedback.bistudio.com/T161093)
  • Sound of ear ringing caused by the flash grenade could get stuck at some situations
  • Items could get stuck in the air when thrown from a high altitude (https://feedback.bistudio.com/T163944)
  • Sounds for footsteps were missing while the character had raised hands while holding two-handed weapons
  • Ruined Zmijovka hat didn't properly reflect its state
  • Fixed a collision exploit with stabbing weapons (https://feedback.bistudio.com/T163834)
  • If a player untied an improvised rope belt with knife attached to it, the knife disappeared

CHANGED

MODDING

  • Changed: Strong references for AbstractWave in scripts are not allowed
  • Fixed: New -cfgpaths was not working properly

______________________________________________________________________________________________________________________________________________________________________________________________________________________________
PC Experimental 1.17 Update 4 - Version Version 1.17.154754 (Released on 28.04.2022)

GAME

FIXED

  • Fixed a game lag when killing infected (https://feedback.bistudio.com/T164167)
  • It was not possible to lower the flag from the flag pole
  • It was possible to skip the engine starting animation for vehicles
  • The camera would zoom briefly when using eye focus during certain actions
  • Cooking on the gas stove would take exceptionally long
  • Vertical camera settings were not saved after restarting the game
  • Player bodies would not leave their equipment after being skinned and quartered
  • Buried items would still show option to bury (https://feedback.bistudio.com/T163850)
  • Headtracking TrackIR was not functioning (https://feedback.bistudio.com/T164166)

MODDING

  • Added: CGame.GetHostName() and CGame.GetHostData() methods for client to get information about currently connected server
  • Fixed: Referencing AbstractWave would give an empty compilation error on Retail instead of just a warning in certain scenarios
  • Changed: AbstractWave has private ctor and dtor in Diag/Workbench to warn about script deleting it while it shouldn't
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Impressive patch notes, holy cow there's stuff happening now huh. Keep it coming, thanks!

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This is the most excited i have been for any game/update release in years.

I especially love the crazy melee weapons and the lightable broom. Details like that are not needed in the slightest but they are what makes a game amazing.

 

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Will there be server/character wipes?

Is this a question that can only be answered with Twitter?  It’s asked with the release of every single experimental update, on day one.   How can the devs not know the answer to this already?  Why not attach this info to the changelog?

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39 minutes ago, Parazight said:

Will there be server/character wipes?

Is this a question that can only be answered with Twitter?  It’s asked with the release of every single experimental update, on day one.   How can the devs not know the answer to this already?  Why not attach this info to the changelog?

I believe they said in the "roadmap" that 1.17 would be the first wipe of the official hives this year, so it has been confirmed already. I might be mistaken, but that's how I remember it.

Edit: Ah, what they said in the 2022 roadmap was "More likely than not, Update 1.17 will serve as the first wipe of the year." so yeah not 100% confirmed yet.

Edited by Derleth

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''Sensitivity settings is now exponential instead of linear''

What is this? Please tell me you didn't just force mouse acceleration into the mouse sensitivity? This is refering to the controller sensitivity right?

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1 minute ago, Lt.Master said:

Qu1QAQ2.png

This is what they did ^^

This is just the separation of camera and aiming sensitivity which is a very welcomed change.Did you try moving the mouse same distance on the mat fast and slow or how did you test it? this shows nothing

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"This is just the separation of camera and aiming sensitivity which is a very welcomed change.Did you try moving the mouse same distance on the mat fast and slow or how did you test it?"

 

^^ nah that comes under "Additional sensitivity settings (camera, aiming)"

Edited by lemmac

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Yup my bad, as for the "'Sensitivity settings is now exponential instead of linear", no clue can't notice it ingame

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linear is a straight line like / 

exponential is a curved line more like a closing bracket ) at 45 degrees 

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Ok. Sumrak, and dear Dayz dev team. For fuck sake. 

It is not god damn Niznohe that needs rework on Chernarus. It is the NORTH WEST AIRFIELD that needs rework.

The "new nwaf" that came with .63 is utter garbage. It is destroyed. There is mounds, sheds, pipes, trees, bushes and trash fucking everywhere. It barely even resembles an airfield. Like what the hell? For god damn almost 4 years now..

The pvp at that place now, and the last 4 years, are some dudes camping the top of a building or barracks with snipers, or a lot more common you run smack into a barrel of full auto at 1 or 2 meters, because you can't see shit there now.

There can literally be 15 people at NWAF at the same time and no-one is the wiser. It's a piss poor design.

 

It needs the majority of the "arma 3" barracks REMOVED from the south end. They are too big and just leads to window peek pvp.

It needs all the stupid mounds and shit in the middle and fuel mounds along the north stretch of the airfield REMOVED.

Put back some old classic big hangars.

The forrest around the tents needs thinning.

Please, PLEASE change it to more like it used to be, the NWAF is one of the most iconic locations of chernarus since Dayz Mod. It used to be an epic PVP arena.

Of all the renditions of NWAF the 0.62 version was the absolute peak design. Bar none.

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I really hope they didnt just force mouse acceleration into the mouse.This is the first thing people turn off when playing fps games because it is absolutely detrimental to accuracy and muscle memory.We need some clarification on this ''exponential'' thing does it apply on the mouse or only on the controller? Also why did u remove the sensitivity values from the config? That way people could fine tune the sensitivity to their preference and didnt have to rely on the in game bar which had(and still has) big steps.

Old was  mouseSensitivityX=  mouseSensitivityY= and now it could go like cameraSensitivityX=  ,  cameraSensitivityY=   and aimingSensitivityX=  ,  aimingSensitivityY=  . Why remove these values all2gether and force people on using the in game inaccurate bar??

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"Sensitivity settings is now exponential instead of linear"

 

I think this is related to the slider in settings, not your movement with mouse.

-> no mouse acceleration, but larger adjustment range

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2 minutes ago, Scoo1 said:

"Sensitivity settings is now exponential instead of linear"

 

I think this is related to the slider in settings, not your movement with mouse.

-> no mouse acceleration, but larger adjustment range

I hope so because I am playing 1600 dpi and had to use config file to bring the sensitivity lower than what the game had as default 0 in order to be playable.I hope the low end of the bar is actually low now because else we are f'ed cause they removed the sensitivity adjustment from the config.

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Vehicle physics?  Nope as usual.  Fix for security exploit they've known for years that allows script kids to own servers?  Nope as usual.  But hey, at least the broom now has a purpose.

Edited by THEGordonFreeman
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Yeah you would think fixing the current game would take priority over adding more unnecessary bugs (which is all these updates tend to do)

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2 hours ago, Xanth-846ee6c4adc972cd said:

Experimental 1.17 crashing experimental linux server...

How was this even released with Linux server crashing on startup? I'm amazed at the lack of attention.

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