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Experimental Update 1.18 (Change Log)

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PC Experimental 1.18 Update 1 - Version 1.18.154845 (Released on 19.05.2022)

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

  • Abandoned trains dynamically spawning across Chernarus and Livonia
  • M79 grenade launcher
  • 40mm grenade launcher ammunition
  • Derringer pistol
  • Sawed-off Revolver
  • Sawed-off Blaze
  • Craftable improvised explosive device (IED)
  • Plastic Explosive
  • Claymore mine
  • Remote Detonation Unit
  • PO-X Vial
  • Fireworks Launcher
  • Craftable armbands from flags
  • Gas Canisters explode upon destruction
  • Keybindings for gestures can be adjusted in the in-game settings
  • Gesture keybindings are now reflected in the radial menu

FIXED

  • Doors of several structures could not be opened by force
  • Adjusted some exploitable building collisions (https://feedback.bistudio.com/T163092 - private)
  • When driving the Gunter and Olga without a radiator, the spark plug got ruined too early
  • The slot for cooking equipment was displayed when the tripod was not attached
  • Widget of dead players/animals was not displayed after leaving a vehicle (https://feedback.bistudio.com/T163934)
  • The stamina indicator was not displayed in the inventory with disabled HUD (https://feedback.bistudio.com/T162706)
  • When entering the pause menu after disabling the HUD, the HUD could not be re-enabled (https://feedback.bistudio.com/T163869)
  • Fixed an exploit related to fireplaces
  • Stones were not properly displayed when left as the last attachment of a fireplace
  • Melee damage was dealt in the direction the camera was facing
  • The wrong text was shown when dragging a body out of vehicles
  • The CR-550 magazine was not properly reflecting damage states
  • The dry fire of the CR-550 did not have sounds in prone stance
  • The land mine disappeared upon disarming
  • Land mines ruined by shooting did not explode (https://feedback.bistudio.com/T164288)
  • After cooking, the sound of roasting meat would persist on the equipment used
  • Trying to ignite a wet fireplace would activate burning sounds
  • The fireplace was missing some particles when burning
  • It was possible to boil food in gasoline (https://feedback.bistudio.com/T146331)
  • The BattlEye license was not being displayed when the Steam overlay was disabled
  • Accepting the BattlEye agreement made the game unresponsive to mouse under certain conditions
  • Transitioning between erect and prone stance while charging a throw was skipping animations in certain cases
  • Brooms did not change their materials properly when burning
  • It was possible to craft the improvised spear while the stick had food attached
  • Ticking sound of the alarm clock could be desynchronized when interrupted while setting the alarm
  • The tutorial screen was falsely showing console controls in the tab selection
  • Inventory icon of the Long Torch was cropped
  • Fixed several instances of headgear clipping with character heads
  • It was easily possible to get stuck in the stairs of the castle tower
  • Adjusted rag cover clothes to reduce clipping with other clothing items
  • The Bizon was spawning with the 1PN51 night-vision scope (https://feedback.bistudio.com/T163972)
  • Improved textures of the spear variants
  • The animation of drawing a pistol from the holster would twitch unnaturally
  • Fixed an issue that prevented military infected from spawning with EGD-5 grenades
  • Skater infected gave a metal sound when hit against the head
  • Bus wreck model was levitating slightly (https://feedback.bistudio.com/T161767)
  • Stick was held badly when roasting meat over fires (https://feedback.bistudio.com/T164438)
  • It was possible to unpin grenades silently (https://feedback.bistudio.com/T158850 - private, https://feedback.bistudio.com/T161873 - private)
  • Items would float when taking them into hands with a wounded character
  • Reloading while freezing could result in animations glitching
  • Fixed some issues that would result in skipping animations
  • Jumping with two-handed rifles could result in stretched arms
  • Cooking slots in the oven took different amounts of time to cook (https://feedback.bistudio.com/T164090)
  • Multiple flash-bangs in a row would eventually stop impacting the character

CHANGED

  • Rotten meat now gets burned when smoked
  • It's now possible to skin dead chickens, rabbits, carps and mackerels with the screwdriver
  • Reduced the weight of the Handheld and Field Transceivers (https://feedback.bistudio.com/T157490)
  • Decreased the inventory size of binoculars from 3x3 to 2x2
  • The sharpened wooden stick can now cause bleeding on targets
  • Halved the damage to cooking gear while cooking (https://feedback.bistudio.com/T164266)
  • Keybinding menu now has inputs split into several categories to make it easier to navigate (PC)
  • Adjusted positions of rifles in the shoulder slots to reduce clipping with the character
  • Animations of character symptoms do not conflict with other animations any more
  • Added a UI prompt to exit the game credits
  • Updated the game credits
  • Adjusted the modern compass to be more readable in sunlight
  • Adjusted colors of all raincoat-based armbands

SERVER

  • Added: cfgeventgroups.xml to define groups of objects to spawn with dynamic events
  • Added: Hundreds of static environment objects now have a config-class to be spawned by the server
  • Added: "deloot" attribute to events.xml <child> to define the amount of wanted dynamic events loot for a child instead of the default value
  • Added: "spawnsecondary" attribute to events.xml <child> to define if the child should be spawning the secondary infected event
  • Added: Warning message when a definition in types.xml will be ignored
  • Added: Additional dynamic event setup validation and warning messages
  • Added: Dynamic events now supports spawning of "dispatch" from proto xmls
  • Added: "dispatch" and its children "proxy" from proto xmls now have an additional attribute "dechance", a float value ranging from 0-1 to decide chance of spawning at a dynamic event
  • Fixed: Banlist, whitelist and prioritylist were cleared when the accompanied file was failed to be opened by the game
  • Fixed: The enableDebug window was not fully displayed in certain resolutions
  • Fixed: Random loot spawned by dynamic events would persist after a server restart
  • Changed: The game now has an error message and shuts down when it cannot find the world

MODDING

  • Added: Not-categorized input actions are now displayed within the "Unsorted" category in the keybinding menu
  • Added: CreateFrustum function to Shape class, accessible from script
  • Added: Added and exposed Shape::GetMatrix() and Shape::SetPosition() to script
  • Fixed: proxyInfo was never filled in for BoxCollidingResult
  • Fixed: Damage from explosions was always falling off in 4 times the range
  • Changed: Logic of transition changes while smoking/drying
  • Changed: Armbands were redesigned to allow flag variants. Textures were split in halves and renamed.
  • Changed: Layout files are no longer cached on Diag exe
  • Changed: The game now has an error message and shuts down when it cannot find the navmesh while it is configured to load one
  • Changed: Fall off damage from explosion goes linearly from 100% to 0% (from indirectHitRange to indirectHitRange * indirectHitRangeMultiplier)
     

PC Experimental 1.18 Update 2 - Version 1.18.154875 (Released on 26.05.2022)
GAME

FIXED

  • The vicinity tab could disappear after scrolling through a long list of items
  • The M79 launcher would not deal accurate damage to bases
  • The Derringer would change its zeroing while shooting
  • It was possible to store improvised explosives infinitely into each other
  • It was possible to craft the improvised explosive even if the protector case still had contents
  • Fixed an animation glitch related to going prone
  • Plants missed their name widget during growing stages
  • Brooms would recover health after stopping burning (https://feedback.bistudio.com/T164097)
  • Food lost quantity when baked with lard
  • Food did not lose quantity when being roasted on a stick
  • It was possible to ignite the fireworks launcher in buildings where it should not be possible
  • It was not possible to ignite a damp fireworks launcher
  • The dismantle action performed the repair action instead
  • The stealth kill used the infected death animation
  • Fixed a server crash related to corrupted storage
  • Vests attached to grenades would explode on their own

CHANGED

  • The fireworks launcher is now deployed faster

MODDING

  • Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommand so they are usable from any Animal and Infected command
  • Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommandBase so they are usable from any Animal and Infected animation command

PC Experimental 1.18 Update 3 - Version 1.18.154916 (Released on 31.05.2022)

GAME

FIXED

  • Fixed a number of game crashes
  • It was possible to add the Remote Detonator to the improvised explosive's attachments
  • Gas canisters would not explode when instantly ruined from pristine state
  • Magazines would not display the bullet count if it was 0 or 1
  • Inventory arrows of the fireplace cargo would indicate the wrong state
  • It was possible for 40mm ammunition to spawn with 0 quantity
  • Grenades attached to vests did not explode in the fireplace
  • It was possible to move an armed improvised explosive into the inventory
  • It was possible to arm an explosive in the inventory
  • The Claymore was visible for a brief moment after its explosion
  • The Claymore explosion was too fast and did not synchronize properly for players
  • The Claymore LED was not glowing at night
  • Smoke from 40mm smoke grenades was briefly visible if the expired in the players inventory
  • It was possible to detonate explosives via the tripwire
  • The 40mm explosive grenade did not explode when ruined
  • Disarming the plastic explosive would create an additional remote detonator
  • The improvised explosive would explode when ruined, even if there were no explosives inside
  • The improvised explosive and Claymore did not visually reflect their damaged states
  • Attaching the plastic explosive to the improvised explosive would make the cargo of the improvised explosive inaccessible
  • Two plastic explosives in an improvised explosive would reduce its damage
  • Grenades within the improvised explosive did not explode
  • The remote receiver did not disappear after disarming the plastic explosive
  • The remote detonator did not display its damaged or ruined states
  • The remote detonator could not be repaired using the electronics repair kit
  • It was possible to skip the arming action for explosives
  • Infected did not react to the sound of shooting the M79 launcher
  • Several items were displaying invisible attachments
  • Cargo of cookware was not visible when attached to a fireplace
  • The remote receiver did not have a widget and could not be dropped from hands
  • It was not possible to take a ruined plastic explosive back into hands
  • The PO-X Vial showed an "unpin" option
  • It was possible to attach the 40mm grenades to the tripwire
  • Kitchen Timer and Alarm Clock kept ringing after exploding as part of an explosive device
  • "Arm explosive" action was displayed when interacting with specific grenades with the remote detonator in hands

CHANGED

  • The Claymore now features a close range explosion in all directions in addition to its directional main explosion
  • Tweaked the inventory icons of the 40mm ammunition to point upwards
  • It is no longer possible to arm the improvised explosive if not explosives are inside
  • It is now possible to disassemble a remote detonator with a screwdriver to gain a battery
  • It is no longer possible to attach the Caymore to the improvised explosive
  • Adjusted the composition of a dynamic train event
  • Adjusted inventory rotation of armbands
  • Reduced the inventory size of the sawn-off Blaze for consistency
  • Increased the range of the remote detonator

SERVER


PC Experimental 1.18 Update 4 - Version 1.18.154955 (Released on 07.06.2022)
GAME
FIXED

  • A weapon attached to the pistol holster within vest pouches dropped on the ground upon reconnecting
  • Picking up folded base-building kits could result in desynchronization of the hand slot (https://feedback.bistudio.com/T165508)
  • Farming peppers and potatoes would display the wrong item name
  • The spawn position of the dynamic train event was not truly random
  • Loot of dynamic train event would double on server restart (https://feedback.bistudio.com/T165443)
  • Attachments of some rifles could not be accessed when the rifles were held in hands
  • The improvised explosive was incorrectly rotated after placement
  • The improvised explosive was held badly
  • It was possible to move the armed improvised explosive into the inventory
  • Screen-shake effect was not present when prone in 3rd person
  • Gas canisters did not explode when attached to the portable gas stove
  • Empty gas canisters could still explode
  • It was possible to arm the plastic explosive with a timer
  • It was possible to arm the plastic explosive multiple times
  • 40mm PO-X grenades would disappear at over 6 seconds flight time
  • 40mm smoke grenades would start smoking when badly damaged
  • Derringer, M79 and Revolver were missing sounds
  • It was not possible to interact with the car tent
  • The hologram of placement items did not move properly in tents
  • Unloaded ammunition from firearms would disappear (https://feedback.bistudio.com/T165557)

CHANGED

  • Added shock damage to the explosions of gas canisters
  • Plastic explosives now offer advanced placement
  • Balanced health of fence parts and armor, also depending on materials (https://feedback.bistudio.com/T157778 - private)
  • Decreased 360° blast zone of the Claymore

SERVER

 


PC Experimental 1.18 Update 5 - Version 1.18.155001 (Released on 23.06.2022)

GAME

FIXED

  • Fixed a server crash related to vehicles
  • The Derringer was missing a reload sound after only one bullet was shot
  • The Derringer did not display ejected shells
  • The character got stuck in walking speed after dying while in inventory
  • It was possible to arm an empty improvised explosive using an alarm clock or kitchen timer
  • Consuming an item assigned to a quick slot could result in the slot becoming unresponsive
  • Raising hands with an opened map in hands could result in desynchronisation (https://feedback.bistudio.com/T165934)
  • Widgets were still displayed after disabling the HUD via keybinding
  • Plastic explosives were dealing inconsistent damage (this also includes additional damage rebalance to reflect this fix)
  • An improvised explosive with one plastic explosive was doing more damage than one with two explosives attached
  • Disarmed plastic explosives and improvised explosives could not be picked up
  • Timers from the improvised explosive could not be disarmed
  • Ruined landmines and bear traps were still triggered on contact
  • Cargo of vehicles and barrels was not displayed properly (https://feedback.bistudio.com/T165739)

CHANGED

  • The M79 Launcher can no longer jam
  • Slightly increased resistance of the base building wooden walls against explosive damage (tied to plastic explosive fix)

SERVER

MODDING


PC Experimental 1.18 Update 6 - Version 1.18.155069 (Released on 21.07.2022)

GAME

FIXED

  • Fixed: An issue where one could see inventories of players that broke from restrains / woke up from unconscious
  • Fixed: Server error message related to the inventory

SERVER

  • Fixed: Launcher mistakenly reporting Livonia DLC being required for Chernarus servers (https://feedback.bistudio.com/T166615)

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But what about xbox ? 😛

More seriously can't wait to play with the Derringer once again 🙂

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First off - impressive list of additions and fixes, good job!

But

Second - still no word about the vehicle physics issue. With the roadmap you said you hoped testing would commence within weeks - well now we're at the third experimental of 2022 and nothing. So it is very obvious that you have run into major problems with importing the newer vehicle physics. That is not surprising and honestly I personally don't care, I have very few problems with vehicles today, but please pretty PLEASE with sugar on top talk to us about it. Tell us something about the whys and hows of this issue. Adding yet another experimental without even mentioning the elephant in the room is borderline insulting. Talk to us - we're mostly adults in here, we can handle it!

Edited by Derleth
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thanks for another update!

i really dont care about any new weapons anymore.

what im really waiting for: please have an overlook over the CLE. make civilian weapons more common compared to high tier weapons. remove shotguns from tier1 and maybe even from tier2 zones. same with the sniper rifles. right now u can find a double-barrel shotgun and a mosin within minutes at the coast. theres no need then to pick up any smgs (ump, skorpion, mp5) or small rifles like the repeater or the izh. the sporter has no use in the game now. people wont pick up the repeater as .357 seems to be the most rare ammo type. the sks and all assault rifles should only spawn in tier3 and tier4 zones. make high tier loot in general more rare; like suppressors, high caliber rounds, high/best insulation clothing, big backpacks, vests etc.. u can get all this in tier1.
also: no weapon should spawn pristine. please add the remaining weapons to the cfgspawnabletypes.xml including a less chance to spawn with their attachments.

talking bout backpacks and vest: please.... why we have so much inventory space? we can carry half a dozen of weapons easily. we can carry truck batteries in our pants or in the assault vest. why has the assault vest inventory slots anyway? please reduce this massively - how about adding slings for rifles instead - u would need those to carry them on your shoulder. or give us 1 or 2 attachments slots for backpacks instead. how it is now: u dont have to make a choice what to carry... u just pick everything up...

reduce canned food massively, remove it completly from tier3 and tier4. theres so many other options to get food, but apparently there is no need for hunting, fishing or setting traps at all, which is a shame.

vehicles should be some kind of endgame - there spawn  too many and the chance it spawns with a good amount of needed parts is too high. have the parts attached to the car been locked by default. have batteries spawn empty, so maybe the battery charger finally has some purpose.

and like derleth said: some communication would be nice, specially if u teased us sth like half a year ago and never mention it again. whats with the bow? books and notes? arma reforger just launched and i see many things dayz would profit from. do we get any of this features apart from the vehicle simulation?

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after that if players complain that there aren't enough weapons we won't be able to do anything for them.... let's hope that the next updates will bring something new....weapons are fine for 5 minutes.... we still can't cook rice though....

 

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This patch is the final Nail in the Coffin that is basebuilding.

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More guns... again. Sorry, but is there nothing else to improve in this game besides adding bunch of guns?

I think even small changes like this:

- Abandoned trains dynamically spawning across Chernarus and Livonia

are making this game more enjoyable then added guns

 

Edited by lllDez
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Omg omg omg. Just as I did when 1.17 came out I checked wether its not 1st of April.

Again some really cool stuff like explosives, crazy but useful stuff like sawed off blaze and revolver xD (I really love crazy additions like this and the mummy and burning broom) and overall nice little additions like the trains.

I seriously thought grenade launchers would never been added since they had been shown in 2014.

My only worry is that the C4 is implemented in a way that is inauthentic, for the sake of baseraiding.

But I have not checked it out yet. Please don't cater to the "How I DOMINATED the wealthiest BASE in DAYZ...." crowd by sacrificing DayZs flair, even though that crowd is huge.

Amazing update, I can't believe it.

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Have to say, I am pretty impressed with momentum lately, keep up the good work!

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23 minutes ago, wud said:

This patch is the final Nail in the Coffin that is basebuilding.

my thoughts exactly.  while construction + destruction aren't exactly balanced right now, it does require some work to find the 6 grenades x number of walls, but without some changes, basebuilding is toast.

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More pew, pew, pew and boom, boom, boom is disappointing.

Although a few things from this list are in 1.18, please consider more QOL changes for 1.19 

 

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2 hours ago, wud said:

This patch is the final Nail in the Coffin that is basebuilding.

Dayz never was about basebuilding.

It s another aspect of the game. Not a core one to me

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1 minute ago, Xanth-846ee6c4adc972cd said:

After 15 - 20 minutes work, Linux Server 1.18 make crash.

X.

Same here, the server will just crash whenever you eat something. Might also be other interactions that crash the server, but it seems item-related.

 

Quote

Received fatal signal: SIGSEGV(11)    PID: 28642
***** SIGNAL SIGSEGV (11)
exitWithDefaultSignalHandler:156. Exiting due to signal, 11

 

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4 hours ago, mls-3937c3c4a6925589 said:

Nice, thank's for update.

Nice profile picture 🤣

Edit: overall the update is fine? but there are things still missing/waiting to be fixed. I don't like the toxic gas grenade, too "game-y"

Edited by DefectiveWater
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Everything in this update is amazing, but i wonder the impact in the game. As someone said "This patch is the final Nail in the Coffin that is basebuilding." i wonder if you guys plan to do a some changes on wall hp aswell, otherwise every past effort on making it better will be nullified.  
 Also want to say to the people that don't want basebuilding, or to respond to whoever said "Dayz never was about basebuilding". IT IS. It might not be for you, you may even rather have it removed from the game, but rest assured that it is a major feature of the game and is a big selling point for dayz. And bohemia is trying to make it better, as much as this patch might throw them back a bit, they are surely not giving up on basebuilding. 

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15 minutes ago, Thundermight said:

Everything in this update is amazing, but i wonder the impact in the game. As someone said "This patch is the final Nail in the Coffin that is basebuilding." i wonder if you guys plan to do a some changes on wall hp aswell, otherwise every past effort on making it better will be nullified.  
 Also want to say to the people that don't want basebuilding, or to respond to whoever said "Dayz never was about basebuilding". IT IS. It might not be for you, you may even rather have it removed from the game, but rest assured that it is a major feature of the game and is a big selling point for dayz. And bohemia is trying to make it better, as much as this patch might throw them back a bit, they are surely not giving up on basebuilding. 

But that's just it - DayZ is not about basebuilding, it is just one element in the game. Just like it is not about pvp, or hunting, or pve etc but about everything. And balancing basebuilding is - as can be seen in any game that has it - a nightmare. Now with various explosives being added (this is the BADABOOM DayZ update without doubt) I can't imagine they won't look at wall durability. At the very least allow reinforcements, e.g. adding metal plates to a wooden wall do make it twice as durable or more.

Edited by Derleth
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Base Building has NEVER been balanced properly on official... ever.  Some modded servers got it right.  I've been playing on servers recently that disable base building completely, you can stash, use barrels or tents, they are rare.  This stops hoarding almost co0mpletely and these servers are highly populated hardcore servers with only a few mods and they NEVER wipe unless BI delivers an ultimatum.  These servers are well run and speedy machines.  Base Building causes hoarding and disrupts server performance big time.  It's fun, especially looting bases, but server performance gets tanked very quickly. if everyone is building bases.

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58 minutes ago, THEGordonFreeman said:

Base Building has NEVER been balanced properly on official... ever.  Some modded servers got it right.  I've been playing on servers recently that disable base building completely, you can stash, use barrels or tents, they are rare.  This stops hoarding almost co0mpletely and these servers are highly populated hardcore servers with only a few mods and they NEVER wipe unless BI delivers an ultimatum.  These servers are well run and speedy machines.  Base Building causes hoarding and disrupts server performance big time.  It's fun, especially looting bases, but server performance gets tanked very quickly. if everyone is building bases.

Yeah, they are great servers. I do play on them myself on occasion, but at the same time that setup does promote a very action oriented mindset on the server. People play there to quickly gear up and then go pick fights - not saying that is something wrong, but since I play to survive it comes in conflict with how everyone else plays there...

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Then play on smaller servers with fewer players, or ones that wipe every couple of weeks.  personally, with how long it takes to base build, I don't understand why anyone plays on a server that wipes every two weeks that's well populated.  Makes no sense unless you just love base building.  There are a lot of options, but that doesn't excuse how poorly base building has been thought out on official.  It makes no sense you can't just claim a building.  I mean in real life, that would happen, first thing, no one is going to be grabbing chainsaw and axes to cut away trees and shit, they are going to board up a house or structure immediately.  It's really stupid this is not available in the base game, just plain stupid.  But of course, that means players would just board up military buildings and keep the good lootz for themselves right?  The answer to this is actually pretty simple, but it's not programmed in the game and I doubt it was even considered, but you simply do not allow items to spawn within so many meters of any boarded structure.  But whatever, they must know more about these things than us mere mortals, like the fact that vehicles and server security are the least important things in their long list of hats, guns, and brooms that can be set on fire.  Those things are top priority.  Base Building is near the bottom of the list at this point.

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Yo and thx for the update.

Question: Do i only one getting weird bug with barrels? You can see them, move and open BUT no slots. only after some time or if you move away a bit they will show.

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