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Stable Update 1.19

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PC Stable 1.19 Update 1 - Version 1.19.155390 (Released on 18.10.2022)

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 (can be configured in the graphics settings)
  • 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
  • Attempting to roll while lying on your back would consume stamina
  • It was possible to cancel the rolling animation by entering iron sights
  • Fixed several bugs that would clip the player through the terrain (https://feedback.bistudio.com/T150596 - private)
  • 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/T163406https://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/T164587https://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
  • 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)
  • Inventory descriptions were not showing properly in 21:9 aspect ratio (https://feedback.bistudio.com/T155551)
  • The character could get stuck behind opened doors
  • A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045https://feedback.bistudio.com/T166195)
  • It was possible to bury stashes in several places where it shouldn't have been possible
  • Vehicles did not produce smoke consistently when driving with a radiator with insufficient water (https://feedback.bistudio.com/T161793)
  • The vicinity tab of the inventory could disappear in certain cases
  • Launching the game with 6 monitors would result in a game crash (https://feedback.bistudio.com/T167813)
  • Fixed various object placement fixes for the Chernarus map
  • Fixed several building issues

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
  • All optics can now be repaired using the electronics repair kit
  • 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
  • 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
  • Reduced water required to extinguish a fire when using the canister
  • Added a warning red line to the cooling water temperature in the vehicle HUD
  • 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)
  • 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
  • Added M1025 wrecks that can spawn its parts
  • Fixed: Various issues with object placement
  • Changed: Respawn locations upon server-switch
  • Changed: Reduced the military spawns within central (overgrown) part of Livonia to be contained to the military bases there
  • Changed: Military and hunting spawn areas on Livonia (areaflags.map)
  • 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: Updated the in-game Livonia tourist maps (portable and static)
  • Tweaked: Town of Sitnik is now Tier 1
  • Removed: Cleanup of mapgroupcluster05.xml as it is currently not used (Livonia contains much less cluster groups than in the last update)

CHERNARUS

  • Fixed: Various issues with object placement
  • Fixed: Medvezhi lugi was written in Latin letters on the map
  • Changed: Replaced old M1025 wrecks with new variants that can spawn its parts

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
  • 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: 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
  • 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
  • Added: Support for "-=" operator for arrays in the config
  • 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
  • Fixed: Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191)
  • Fixed: Dispatch Player avoidance
  • Fixed: Loot spawn player avoidance now takes group radius into account
  • 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
  • Changed: Updated CfgConvert in the tools
  • Tweaked: All projectiles attempt to do some impact damage even if their caliber = 0 (https://feedback.bistudio.com/T165051)

KNOWN ISSUES

  • Hood of the M1025 is not open-able, attachments can be added through vicinity (this is an intended, temporary change)
  • Vehicles spawn with wheels , wheels cannot be removed nor damaged (this is an intended, temporary change)
    • this change is also recommended for community servers to ensure vehicle stability

PC 1.19 Update 2 - Version 1.19.155430 (Released on 26.10.2022)
GAME
FIXED

Steam Achievements were not functional

  • The character could get launched into the air when changing stances close to objects
  • It was not possible to crawl up steep slopes
  • The character could get stuck when walking backwards along walls
  • Widgets for the quickbar and stamina were misaligned in certain cases
  • It was possible to glitch through base-building objects
  • It was possible to use the vehicle horn in the pause menu
  • It was difficult to access the engine widget in the Sarka 120
  • Reversing into objects with M3S truck could result in major crash damage to the fuel tank
  • Fixed several building issues

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

KNOWN ISSUES

  • Vehicles spawn with wheels, wheels cannot be removed nor damaged (this is an intended, temporary change)
  • this change is also recommended for community servers to ensure vehicle stability
     

PC 1.19 Update 3 - Version 1.19.155463 (Released on 03.11.2022)
GAME

FIXED

  • Fixed an exploit to glitch the character through walls
  • Ladders in tight spaces might have had issues with climbing
  • Infected were not properly de-spawning from convoys on Livonia
  • Throwing items could lead to a character glitch
  • It was possible to glitch the character when exiting a ladder while running out of stamina
  • The glowplug was visible and accessible through the closed hood of the M1025
  • The trigger of the SSG 82 did not move when triggered (https://feedback.bistudio.com/T168269)
  • The inventory scrolling would reset to the top at every re-opening (https://feedback.bistudio.com/T168060)
  • Fixed a collision at a ladder in large tenement buildings that could result in players falling off
  • Changing ADS while holding breath could result in desynchronization
  • Fixed a server crash related to item placement

CHANGED

  • Changed default action of filled cooking pot to "drink" instead of "empty" (https://feedback.bistudio.com/T167922)
  • Damaged ammunition can no longer be repaired using the weapon cleaning kit (https://feedback.bistudio.com/T168505 - including more information on the issue)

SERVER

  • Fixed: Placement objects could not properly be stacked with disableIsCollidingCheck enabled
  • Fixed: Custom spawning of the water reservoir would result in problematic rotation of the water surface

KNOWN ISSUES

  • Vehicles spawn with wheels, wheels cannot be removed nor damaged (this is an intended, temporary change)
  • this change is also recommended for community servers to ensure vehicle stability
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This is an awesome update. I used to ignore vehicles, but I had so much fun driving around Livonia, it will change my playstyle for sure.
I really liked the random damage status too, it will make the repair items essential to carry. I'd like to have more uses for the repair items though.


I'm looking forward to an underground area for Chernarus too :D

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A pretty big patch with some major changes and fixes, looks good overall. I like everything that I see.

I hope Livonia will receive more updates, spawns should be reconsidered and moved further north in my opinion. Spawning in tier 2 loot zones shouldn't be a thing.

Also, hunting scope needs to be looked at (maybe even NV scopes). When they are damaged they show no cracks on the lens when scoped in, other scopes do.
Edit: I also hope you guys plan on increasing durability on items now that they spawn damaged more often.

Edit 2:
There are still some issues with movement. Getting stuck on stairs (especially when crouching or aiming), some stairs still being a death sentence, getting stuck on some random misc objects...
Car gears can get desynced? I'm in first gear but other players hear me revving in neutral and the car won't move.
Cars also maybe need slightly more traction/grip at least on the paved roads.

Edited by DefectiveWater

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17 minutes ago, 88PsychoKiller88 said:

When will be update some oriential time ?

It's oriented on 3pm CEST (just get German\Berlin time UTC+2).

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Clearly, a lot of work was put into this update, and not just for vehicles.  Thanks.

 

Quote

 

  • Vehicles spawn with wheels , wheels cannot be removed nor damaged (this is an intended, temporary change)
    • this change is also recommended for community servers to ensure vehicle stability


This looks new.  Should be interesting.

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I really do hope the attachable and damagable wheels will actually return. It'd be a shame if they just decided to keep it this way. 

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Judging by the list of changes, in this patch there will again be no release of the server for Linux?

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20 minutes ago, Infernales said:

Judging by the list of changes, in this patch there will again be no release of the server for Linux?

I have a genuine question regarding Linux servers. What would it mean for DayZ if it had Linux servers? Would it make hosting easier/better/cheaper and would it improve performance in some way?

Not attacking or anything, just genuinely interested because I see people asking for Linux servers.

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5 minutes ago, DefectiveWater said:

I have a genuine question regarding Linux servers. What would it mean for DayZ if it had Linux servers? Would it make hosting easier/better/cheaper and would it improve performance in some way?

Not attacking or anything, just genuinely interested because I see people asking for Linux servers.

No. Basically it's only platform.

If compare between win64 & Linux64 on the remote game hosting - you'll didn't find any difference.  But if you using any specific addons that may require the .dll (library) that may give you some troubles. Same as there's no any DayZ Tools for Linux and nice VUI tools like PBO Manager v1.4...

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10 minutes ago, DefectiveWater said:

I have a genuine question regarding Linux servers. What would it mean for DayZ if it had Linux servers? Would it make hosting easier/better/cheaper and would it improve performance in some way?

Not attacking or anything, just genuinely interested because I see people asking for Linux servers.

Because I have to spend server resources on virtual machines with Windows Server in order to run a server for DayZ. And yes, I have many other tasks running on my server that Windows Server simply does not support.

Well, accordingly, Linux consumes less resources and is more stable than Windows. About the vulnerabilities of the latter is generally a separate issue.

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Interesting update and we'll see how it actually goes. Otherwise, I hope that in UP 1.20 it will be possible to sit in the back of the V3S (on the body).
Greetings from the Czech Republic

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14 minutes ago, Jackpal said:

Interesting update and we'll see how it actually goes. Otherwise, I hope that in UP 1.20 it will be possible to sit in the back of the V3S (on the body).
Greetings from the Czech Republic

And we'll finally will see the return of Ikarus Buss in the game 😄

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51 minutes ago, DefectiveWater said:

I have a genuine question regarding Linux servers. What would it mean for DayZ if it had Linux servers? Would it make hosting easier/better/cheaper and would it improve performance in some way?

Not attacking or anything, just genuinely interested because I see people asking for Linux servers.

Speaking for myself, I have Linux servers I can use to run Dayz Server on. With linux I can just start up a new linux VM and run Dayz Server at no cost to me.

For windows I need a windows license and that is not free. 

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Um, that'll wait. That bus had a problem with bollards and crossings.

Otherwise, the 1.20 update for Christmas would be good.
If they added in the new update the option to sit in the back of the V3S and have a new bus car

@Sid Debian

Edited by Jackpal
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When does this hit clients? At 2:41 PM UTC Steam still doesn't show any updates for DayZ. Servers are updated though.

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4 minutes ago, alewis said:

When does this hit clients? At 2:41 PM UTC Steam still doesn't show any updates for DayZ. Servers are updated though.

1st i guess there's an any kind of troubles.

2nd Don't hurry up. If they could they already pushed new update.

3rd. It would be funny if they told - Sorry, not today folks xD

Edited by Sid Debian

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From devs twitter:


ETA All platforms are scheduled to be released at 17:00 CEST. Thank you for your understanding.

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