Kyiara 787 Posted September 21, 2022 PC Experimental 1.19 Update 1 - Version 1.19.155302 (Released on 22.09.2022) 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 M1025 multipurpose vehicle SSG 82 rifle BK-12 shotgun and sawed-off variant GPS Receiver Water reflections Thrown items now have impact sounds The portable map now provides more details depending on the navigation gear you are carrying (GPS, compass) Military convoys Replaced abandoned police cars with police events Blowtorch Punched card Glow plug Improvised eye patch Color variants of the plate carrier vest New stealth kill variant Hand-brake for vehicles Brake strength can be adjusted by combining it with Ctrl (light) and Shift (strong) Car horn for vehicles The player can now drown when submerged for too long Bleeding indicator in the HUD Favorites tab to the in-game server browser, displaying cached offline favorite servers Added a spare wheel slot for the Olga 24, Sarka 120 and Gunter 2 FIXED Wolves and bears were able to hit players in vehicles (https://feedback.bistudio.com/T163439) The improvised suppressor would not display the correct model when ruined and detached from the weapon Public address system panels sometimes could not be started even when they had a battery in them Display of other characters in prone did not include inclination and rolling Reduced clipping of 40mm smoke grenades through geometry Dead bodies on top of a bear trap would reduce its damage significantly Torches and brooms could not be ignited indoors Grenades attached to vests would not explode when the vest was destroyed in a fireplace Switching tabs in the server browser too fast could prevent servers from loading The kitchen timer was not always rendered inside the improvised explosive It was possible to cover an improvised explosive with a garden plot The claymore mine could not be disarmed in some cases (https://feedback.bistudio.com/T166006) A ruined remote trigger attached to a tripwire would still trigger When approaching an explosive charge with a remote detonator, the UI would pretend that multiple options are available An ignited torch in hands would not extinguish while swimming with it Dead characters would still display a "strong pulse" The characters arm would clip into the body when running with the fireworks launcher Cooking sounds would persist on the spot even after the cooking ware was removed (https://feedback.bistudio.com/T165110) The AUR A1 with magazine was slightly cropped when displayed in hands in the inventory Vehicles would give off exhaust smoke only when started for the first time The cargo of the Assault Vest and -Pack were not displayed separately Plastic explosives close to an explosion did not take damage Jumping into a steep hill caused the character to "float" to the top Fixed a game crash related to loading and saving of characters (https://feedback.bistudio.com/T166829) Items with attachments without cargo were closed by default in vicinity and equipment (https://feedback.bistudio.com/T163406, https://feedback.bistudio.com/T163364) It was not possible to target a vehicle engine with melee attacks (https://feedback.bistudio.com/T165925) It was possible to refuel cars vehicles even when the tank was ruined The radiator of the Sarka 120 was accessible even when the hood was closed The player camera would fall faster than their character from huge heights It was not possible to scroll between several attached items to remove from the M3S (https://feedback.bistudio.com/T164587, https://feedback.bistudio.com/T166668) Characters were getting wet from rain while sitting in vehicles (https://feedback.bistudio.com/T164711) Changed materials of several objects for more accurate sounds and bullet penetration The common cold would be too effective against the players immune system It was not possible to put the KA and M4-A1 Bayonets into the knife slot It was possible to cook using ruined cookware (https://feedback.bistudio.com/T165523) CHANGED Reworked the simulation of vehicles, greatly impacting their general behavior Tweaked vehicle simulation parameters on surfaces for vehicles Reduced the speed of the player when running up/down steep terrain Increased the inertia of the character when accelerating Character slows down more when running turns Character running speed is slowed down in medium water levels 40mm smoke grenades now bounce off of wooden and metal surfaces and deal damage on impact It is no longer required to aim to the ground to empty a liquid container Fish, hares and chicken can no longer be skinned using the mosin bayonet Reduced the amount of explosives needed to break open a locked door Improved the holding of the remote detonator receiver in players' hands Improved synchronization of the stealth kill Improved sounds of the gas station explosion Damaged fuel tanks can now be repaired using duct tape or epoxy putty Vehicles are now ruined when their fuel tank is ruined Decreased the improvement of the immune system by high energy/hydration levels on average Most of the items in the world now have their damage state randomized Reduced the chance of weapons jamming by about 50% to account for damaged magazines now appearing more often Slightly increased brightness of the scene during daylight and reduced the difference between overcast and clear days It is now possible to untie another player with bare hands Updated the in-game credits Tweaked the lights distance and brightness for the headtorch and flashlight types The character now turns their head when looking around on ladders Tweaked the font settings on the in-game 2D map Sea chests and wooden crates can be repaired using wooden planks The pipe wrench can no longer be used to repair vehicle engines Reduced number of firearms available in the world (CE adjustment) LIVONIA DLC Added sawmills Added two new villages Added Brena health care center Added quarries Added deforested areas Added hunting cabins Added forest camps Added summer camps Added tenement blocks to selected cities Added amusement parks Added Dambog ammunition storage Fixed: Various issues with object placement Changed: Respawn locations upon server-switch Changed: Replaced old M1025 wrecks with new variants that can spawn its parts CHERNARUS Added M1025 wrecks that can spawn its parts Fixed: Various issues with object placement Fixed: Medvezhi lugi was written in Latin letters on the map SERVER Added: Server config bool parameter "forceSamePBOVersion" (default = false) which utilizes the 'version' property of a PBO and kicks players that have PBOs that do not match the version of those on the server Added: LootDamageMin and LootDamageMax globals to control the damage state of any item spawned by CE (https://feedback.bistudio.com/T161647) Added: Navigation-related settings to the cfgGameplay.json - Documentation Added: Inertia-related settings to the cfgGameplay.json - Documentation Added: Warning about duplicate prototype being skipped Added: DE error messages indicating incorrect Limit setup Added: Option to set scale of the object in the object spawner json files - Documentation Fixed: LoadPrototype warnings were sometimes not displayed Fixed: LoadPrototype statistics were sometimes incorrect Fixed: cfgspawnabletypes.xml children (<type>), <damage min="" max =""> configuration was not working (was almost always using the default global one) (https://feedback.bistudio.com/T161647) Fixed: Server messages to players did not work (https://feedback.bistudio.com/T150586) Changed: ErrorModuleHandler will now print to RPT even without -dologs enabled Changed: "Finish script disconnect" message will now also mention the uid to better identify the player in cases of -1 Changed: Improved warning message about failed cluster adding LAUNCHER Added: Launcher can now view cached offline favorited servers Fixed: Crash data was not properly separated between the Experimental and Stable branches Fixed: The description of the player count in the launcher was not fully localized (https://feedback.bistudio.com/T150206) Tweaked: Removed "Unsubscribe all Steam Workshop mods" option from More+ options in the mods tab of the Experimental Launcher due to incompatibility MODDING Added: [WIN + ALT] debug menu for the diagnostic executable and various debug options with it - Documentation Added: Script DbgUI now works on the diagnostic executable Added: SHumanCommandMoveSettings::m_fDirFilterSprintTimeout for inertia in sprinting Added: CGame::RegisterNetworkStaticObject for enabling replication on static (map) objects Added: World::GetGridCoords for translation of world position into grid position Added: Support for "deflectingMultiplier" parameter to ammoType, and specifically use it in 40mm smoke grenade configs Added: typename.GetModule Added: Class.StaticGetType Added: EnProfiler with API to profile script Added: Scale is replicated upon object creation Added: Additional EventTypeTypeIDs Added: PlayerIdentity.GetPlayer (https://feedback.bistudio.com/T140344) Added: New function World::SetExplicitVolumeFactor_EnvSounds2D for suppressing 2D environmental ambient sounds Added: Function Weather::SuppressLightningSimulation Added: Button on toolbar in Workbench Particle Editor to disable Post Process Effects Added: New type of script variable synchronization RegisterNetSyncVariableBoolSignal Added: Ability to adjust light parameters depending on an inventory slot of an item the light is attached to Added: CentralEconomy.c documentation Fixed: Double clicking on a call stack in Workbench did not always go to the correct file Fixed: Several crashes and errors surrounding reading in .json with the JsonFileLoader Fixed: Several Workbench start-up crashes when script can't compile Fixed: Several bugs leading to script compile error not displaying any error Fixed: When any of the first 3 modules fail to compile the game will display a dialog box with the error and then generate a minidump instead of hard crashing Fixed: Removed auto clearing inventory reservation from c++ -> now it is controlled from script (time out still working) Fixed: [DayZAnimalCommandScriptClass::Initialize] VME being spammed even when everything is correct (https://feedback.bistudio.com/T166345) Fixed: Localization of mod info was not updated until the game was restarted Fixed: MapWidget was not being clipped by parent widget even when clipchildren is enabled Fixed: An issue with integer comparison (https://feedback.bistudio.com/T167065) Fixed: Stored PlayerIdentity changing to a different identity or garbage (https://feedback.bistudio.com/T144773) Fixed: SetMapPos being inaccurate (https://feedback.bistudio.com/T167081) Fixed: Map markers being offset by +5 on the x axis Fixed: Workbench crashing when Script Editor is connected to the game and a certain amount of Prints had been sent to the Output Changed: Synchronized SetCartridgeAtIndex and SetCartridgeDamageAtIndex Changed: PlayerIdentity can now be modded (https://feedback.bistudio.com/T140344) Changed: Introduced alternatives to 'IsUseButton' and 'IsUseButtonDown' methods, that are reacting to 'UADefaultAction' and 'UAFire' separately Tweaked: All projectiles attempt to do some impact damage even if their caliber = 0 (https://feedback.bistudio.com/T165051) ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ PC Experimental 1.19 Update 2 - Version 1.19.155316 (Released on 29.09.2022) GAME FIXED Fixed a server crash related to restraining players The player would slide down hills when walking backwards on slopes/stairs The player could get launched into the air while colliding with an object while swimming Fixed several faulty character interactions with the environment It was possible to cancel the rolling animation by entering iron sights It was possible to access the inventory while still being restrained The fireplace was not correctly created with a punched card as tinder Punched cards could not become drenched Locked underground doors can now be opened by force Several items showed a false "ignite" widget when approached with the blowtorch Igniting brooms with the blowtorch did not consume butane The start knob of the M1025 would disappear after the engine was started Crashing into objects with the M1025 at low speeds would still result in heavy damage to its components and the crew inside Reduced damage to the engine by extreme RPMs CHANGED Reduced the chance of SSG 82s spawning on infected Tweaked the damage materials for the GPS receiver The 3rd person camera for M1025 has been moved further away from the vehicle LIVONIA DLC Added new sounds to the underground section for water level changes Added: New type of hangar (Prison) into Dambog ammunition storage Added: All plate carrier variants are now in both Livonia and Chernarus CE setups (spawns were untouched) AI could glitch through the underground entrance Fixed several terrain and collision issues Changed: Military and hunting spawn areas on Livonia (areaflags.map) Tweaked: Removed all spawnpoints from the ground in Dambog ammunition storage Tweaked: Reduced the number of military convoys, spawning on Livonia Tweaked: Reduced the chance for punched card to appear in cargo of the special convoy infected Tweaked: Reduced the chance of SSG82 magazines spawning in police infected cargo ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ PC Experimental 1.19 Update 3 - Version 1.19.155361 (Released on 06.10.2022) GAME FIXED The character could easily get stuck on objects while moving The character could get stuck in falling animation when moving over an edge very narrowly Specific collisions could catapult the player into the air Falling unconscious in tight spaces could push characters through walls Inertia remained active while jogging after sprinting (https://feedback.bistudio.com/T167630) When falling in prone position, in certain cases the wrong landing animation would be played A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195) It was possible to "walk down" ladders It was possible to bury stashes in several places where it shouldn't have been possible Vehicles did not deal damage to players while reversing (https://feedback.bistudio.com/T167751) Vehicles did not produce smoke consistently when driving with a radiator with insufficient water (https://feedback.bistudio.com/T161793) It was possible to drive vehicles with an active hand brake (https://feedback.bistudio.com/T167608) Attempting to roll while lying on your back would consume stamina The trunk struts on the M1025 would not animate properly The M1025 wouldn't properly reflect its ruined state The widget to drink water at wells did not always show up properly It was not possible to ignite a fireplace under a roof higher than 5 meters, if it was raining Inventory items could overlap in certain cases (https://feedback.bistudio.com/T167874, https://feedback.bistudio.com/T167855) The vicinity tab of the inventory could disappear in certain cases Inspecting an item assigned to the quick-bar would make the quick-bar disappear (https://feedback.bistudio.com/T167628) Some items would play wrong sounds when thrown Certain parts of police situations were de-spawning too early Launching the game with 6 monitors would result in a game crash (https://feedback.bistudio.com/T167813) Fixed several minor terrain issues Fixed several game crashes CHANGED Changed vehicle horn sounds for better audibility The common cold should appear less frequently when the character is cold All optics apart from night-vision scopes can be repaired using the electronics repair kit Increased the brake strength of the hand brake Reduced water required to extinguish a fire when using the canister Moved various hunting rifles into higher tiers and re-balanced their numbers Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) Increased the number of available BK-12 in the world Added a warning red line to the cooling water temperature in the vehicle HUD LIVONIA DLC Added: A work-in-progress variant of "POX2" storage hangar Added: New variants of the static wooden ammo boxes within the ammo storage hangars (POX and two opened variants) Added: An additional hint towards the danger of the deeper underground levels Fixed: Walking in deforested areas did not produce footstep sounds (https://feedback.bistudio.com/T167653) Fixed: It was possible to catch animals with the snare trap in the underground area Fixed: It was possible to clip through a section of the underground Fixed: Various object placement fixes Fixed: Inner doors of the main underground entrance had wrong sounds (metal instead of wood) Fixed: It was not possible to bury stashes over the Dambog ammunition storage Fixed: The punched card would clip with specific building floors Changed: Various placement of the ammo boxes within the ammo storage hangars Changed: Moved various hunting rifles into higher tiers and re-balanced their numbers Changed: Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) Changed: Spawning of loot within Dambog ammo storage (dynamic ammo boxes were replaced by static ammo boxes with selected items spawned inside through dispatch spawner) Changed: Updated the in-game Livonia tourist maps (portable and static) Changed: Improved the transition of sounds when entering the underground Tweaked: Increased the number of available BK-12 in the world Tweaked: AmmoBox moved to dynamic events once again Tweaked: Further adjustments of Livonia area flag map (military and hunting areas) Tweaked: Town of Sitnik is now Tier 1 Removed: Special types of AmmoBox entity Removed: Cleanup of mapgroupcluster05.xml as it is currently not used (Livonia contains much less cluster groups than in the last update) LAUNCHER Fixed: A crash caused by exiting the game while having active server details in the server browser SERVER Added: globals.xml entry "LootSpawnAvoidance" (int in meters) to control how far away a player should be from a loot group for loot to spawn inside of it (used to be hardcoded 50) Fixed: Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191) Fixed: Setting 0.0 in the CE item damage made it ignore the value (https://feedback.bistudio.com/T167857) Fixed: Dispatch Player avoidance Fixed: Loot spawn player avoidance now takes group radius into account MODDING Added: Support for "-=" operator for arrays in the config Added: Player avoidance information is now displayed in on-screen debug of "Game > Central Economy > Setup Vis" Fixed: It was not possible to teleport using the DayZDiag_x64.exe in Multiplayer Changed: Updated CfgConvert in the tools ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ PC Experimental 1.19 Update 4 - Version 1.19.155386 (Released on 13.10.2022) GAME FIXED Fixed several bugs that would clip the player through the terrain (https://feedback.bistudio.com/T150596 - private) Fixed an exploit to clip through walls Fixed an exploit to climb up walls Crawling off the edge of a higher object could glitch the character alignment Vehicle tail lights would remain on even after the battery was removed (https://feedback.bistudio.com/T167960, https://feedback.bistudio.com/T167959) Inventory descriptions were not showing properly in 21:9 aspect ratio (https://feedback.bistudio.com/T155551) In certain situations, the screen would stutter during sprinting sideways (https://feedback.bistudio.com/T168133) Burying some items could result in a tilted pile of dirt The character could get stuck behind opened doors Activating a heat pack in prone would play the drinking animation Dialing the number on a combination lock in prone would play the chemlight animation instead Combining two stacks of items would result in one inventory slot being blocked (https://feedback.bistudio.com/T167758) Fixed several building issues CHANGED Made the hood of the M1025 un-openable (this is a temporary change) - attachments can be added/removed from the vicinity Tweaked item collision sounds Dynamic events did not spawn dynamic event loot (https://feedback.bistudio.com/T168083) LIVONIA DLC Added: Laboratory in the underground Fixed several loot spawn points in the Dambog ammunitions storage Fixed several terrain issues MODDING Added: Base classes for each vehicle simulation we have in the game Added: When the old simulation is detected, simulation from cfgDummyCars is loaded instead Fixed: Missing underground P3D files (https://feedback.bistudio.com/T168046) PC Experimental 1.19 Update 5 - Version 1.19.155418 (Released on 24.10.2022) GAME FIXED The character could get launched into the air when changing stances close to objects The player collision could get stuck on ladders after disconnecting with high ping It was not possible to crawl up steep slopes The character could get stuck when walking backwards along walls It was difficult to access the engine widget in the Sarka 120 CHANGED Updated the model of the M1025 engine Reduced the amount of damage the blowtorch takes on usage Decreased the amount of glowplugs in the world The light of the mummy infected now fades after death SERVER Fixed: Ban list/Whitelist/Priority list would not accept all possible player identifiers Fixed: Setting inertia values in the cfggameplay.json to 0.0 would result in a game freeze - minimum value is now 0.01, see documentation 8 7 1 1 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endreu 25 Posted September 22, 2022 Howly cow! that some big update. Now hold ma tea, gota check it all! 1 Share this post Link to post Share on other sites
Gambro1212-ee3fa6e6de5d4033 0 Posted September 22, 2022 wheen what time guuuys Share this post Link to post Share on other sites
De4thstrok3 0 Posted September 22, 2022 Please remove the faint after getting hit by a shot. there is no way to react to combat. sorry my english Share this post Link to post Share on other sites
Infernales 17 Posted September 22, 2022 Has the transport finally been fixed? If so, then the developers are great. It remains only to wait until the server for Linux will be released. Share this post Link to post Share on other sites
mls-3937c3c4a6925589 4 Posted September 22, 2022 Thank you. Please add motobike or bike. Share this post Link to post Share on other sites
Astalonte 47 Posted September 22, 2022 1 hour ago, De4thstrok3 said: Please remove the faint after getting hit by a shot. there is no way to react to combat. sorry my english Dont get shot then 1 Share this post Link to post Share on other sites
ZBA 66 Posted September 22, 2022 Some of the dayz streamers cry that new movment decrese thier skill and they cannot run like call of duty hahaha. Good good. This is survival game not shittiy bf or cod. 3 2 4 Share this post Link to post Share on other sites
JMB123 7 Posted September 22, 2022 In my Steam Library, when I right click DayZ, goto properties, Betas, there is no Experimental version for me. I've restarted Steam a few times. Any idea why I can't see the experimental branch in the US ? Share this post Link to post Share on other sites
GlitchedGamerBI 2 Posted September 22, 2022 how does it mean staying in water can make you drown? I've only tried as fresh spawn and I dehydrated, starved, and froze to death faster than drowning. Should I have not been swimming? would I need to carry a lot of weight? Share this post Link to post Share on other sites
Gezza-bats 0 Posted September 22, 2022 i've noticed that quite a lot of loot is spawning quite low to the ground such that its clipping into the floor, this stops you being able to pick it up also you can get stuck on the stairs in police stations for some reason Share this post Link to post Share on other sites
M4K3R 4 Posted September 22, 2022 No hood slot on the hummer? Share this post Link to post Share on other sites
GlitchedGamerBI 2 Posted September 22, 2022 52 minutes ago, JMB123 said: In my Steam Library, when I right click DayZ, goto properties, Betas, there is no Experimental version for me. I've restarted Steam a few times. Any idea why I can't see the experimental branch in the US ? its a separate launcher that you need to download https://prnt.sc/77l_sqrgiBSt Share this post Link to post Share on other sites
endreu 25 Posted September 22, 2022 umm.. do i only one getting bug with cars despawning while driving? you drive, there are 6 number speed, black screen, but you awake. server kick you, you rejoin and you stay on old location where you get inside a veh.. like WHAT in the..!? Share this post Link to post Share on other sites
Infernales 17 Posted September 22, 2022 1 hour ago, JMB123 said: In my Steam Library, when I right click DayZ, goto properties, Betas, there is no Experimental version for me. I've restarted Steam a few times. Any idea why I can't see the experimental branch in the US ? Type in the game library search: DayZ Experimental. Share this post Link to post Share on other sites
radamantyz 83 Posted September 22, 2022 I like the new character move configuration, feel more real and smooth for this kind of Game, i think we need understend this is a survival game and we can't get the ireal mobility like other Game like cod. This step improve the tactical over the rushing in PVP situation, I admit that it takes some time adap to the new increased inertia but it seems fine to me. In other matters the cars still jump and wobble, I think it's less and more controllable than before but obviously more polishing is needed, the braking thing has changed a lot, the car seems to have less braking force and makes it easier to crash Comparing it with the previous version, it may be a matter of habit which seems to me that in the first instance the community may not like it because they feel more difficult to control. Share this post Link to post Share on other sites
JMB123 7 Posted September 22, 2022 15 minutes ago, Infernales said: Type in the game library search: DayZ Experimental. Doh, I must have hidden it long ago... Haha, thank you, solved my problem. Share this post Link to post Share on other sites
kevo1414 62 Posted September 22, 2022 (edited) Driving a car without doors (or with open doors) should make you cold. Like really cold. And vehicles without tires is just stupid. Vehicles should be ready to drive. Maybe make it like, tyres and other parts are badly damaged or randomly damaged. We wait for cars for so long and least we could get the cars with all the parts which is more realistic than what we have now. Make electronic repair kit, tire repair kit and other tools/items more valuable like that. Also make gas less available Badly damage food, badly damage sewing kit and cleaning kit should have small amount of use. Edit: I had some issues with changing items in my hand (when I was bleeding from wolves). I solve the problem with F5 gesture. I've been capitulated twice while trying to stealth kill zombies. Result was broken leg. Closing in-game map activates UI. (Hotbars and character status symbols) Edit 2: So far, very excited with the new update. Great job but it's not done yet. Edit 3: Also can you also add this feature. So that the damaged and badly damaged backpack, clothes and containers gets some unusable inventory slots, that can be repaired only with sewing kits, duct tapes and epoxy putty. https://ibb.co/QnXYV5n https://www.artstation.com/artwork/Gazxw3 https://www.behance.net/gallery/37881693/DayZ-StandAlone-UI-VISUAL-ART-CONCEPT/modules/236018143 Edited September 22, 2022 by kevo1414 1 Share this post Link to post Share on other sites
steam-76561199114560614 0 Posted September 22, 2022 Well good upd but again with many bugs... In Bohemia style But i have a big question where is old modifications for car ? Old: torqueMax = 394; torqueRpm = 5200; powerMax = 200; powerRpm = 6200; Where is now this params ? Share this post Link to post Share on other sites
6032 7 Posted September 22, 2022 Oh my lord, that is a biiig changelog. Well done to the devs, must have been a huge amount of work. Great to see all the Experimental servers were high pop or full earlier this morning. I had to queue to get into Livonia. Definitely a lot of hype around this update - looking forward to getting stuck in! Share this post Link to post Share on other sites
0.64 Freerider 261 Posted September 22, 2022 2 hours ago, radamantyz said: I like the new character move configuration, feel more real and smooth for this kind of Game, i think we need understend this is a survival game and we can't get the ireal mobility like other Game like cod. This step improve the tactical over the rushing in PVP situation, I admit that it takes some time adap to the new increased inertia but it seems fine to me. In other matters the cars still jump and wobble, I think it's less and more controllable than before but obviously more polishing is needed, the braking thing has changed a lot, the car seems to have less braking force and makes it easier to crash Comparing it with the previous version, it may be a matter of habit which seems to me that in the first instance the community may not like it because they feel more difficult to control. As outlined in the patchnotes you now use shift and ctrl to finetune how hard your press the pedal. This was already in the game for the gas pedal, shift would press it down harder and control less then if you only pressed W. Now the same goes for S, the breaks. Share this post Link to post Share on other sites
kevo1414 62 Posted September 22, 2022 (edited) Spolier and suggestion (about Livonia bunkers): Spoiler Raising water up and down should be a two man job. That way, you give solo players to team up with random people and not to just KOS. Also imagine if Livonia bunkers would lead us straight to the Chernarus map and vice versa. Also make radio unusable when in the bunker. You know, no signal and such things 😏 M1ndr was stucked in the bunker and he was trying to get help from outside from random survivors through radio which should not be possible. Edited September 22, 2022 by kevo1414 Share this post Link to post Share on other sites
lemmac 100 Posted September 23, 2022 1 hour ago, kevo1414 said: Also make radio unusable when in the bunker. You know, no signal and such things 😏 M1ndr was stucked in the bunker and he was trying to get help from outside from random survivors through radio which should not be possible. Maybe their are radio relays inside. Obviously the original inhabitants would need a way to communicate both between themselves and the outside world. 1 Share this post Link to post Share on other sites
Riddick_2K 150 Posted September 23, 2022 A former Soviet republic with Hummers, US military vehicles? New kind of science fiction? 🤨 Share this post Link to post Share on other sites
thafluu 4 Posted September 23, 2022 First, I want to thank the devs and everyone involved for the continued support of DayZ. One can feel that this update was a lot of work and we appreciate it. I really enjoy the new player movement with more inertia. I personally think it fits better to survival games. Regarding bugs I found so far: The player seems to get stuck indoors a lot (I think this is the same bug mentioned a few posts above me with regards to the stairs in police stations, but it's not only police stations). I usually jump to get unstuck, this works almost always, but it's very annoying. Also I found that from time to time I couldn't switch to my melee/raise melee (if already selected), when a zombie is running towards me. This is also very annoying and got me a few cuts. I couldn't find a trigger for this yet, it happened ~5 times during several hours of playing today to me. Last, I want to suggest to reduce the area that gets obstructed by the improvised suppressor in the SSG 82 optics (or make it not visible at all in the scope). It doesn't make sense that it obstructs that much (like it does for the longhorn, whose barrel is very short). The SSG 82 already has enough drawbacks to make it balanced in my opinion. Again, thank you guys :) Share this post Link to post Share on other sites