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Stable Update 1.21

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PC Stable 1.21 Update 1 - Version 1.21.156201 (Release on 23.05.2023)

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

  • Crossbow and color variants
  • Bolts and Improvised Bolt variants
  • Sword
  • Mace
  • Chainmail
  • Chainmail Leggings
  • Chainmail Coif
  • Norse Helm
  • Chestplate
  • Medieval Boots
  • Wool Gloves with fingerless and color variants
  • Feathers
  • Game hints in the loading screen
  • Added new game hints
  • Thrown items and moving vehicles now move smoother on high refresh rate devices
  • Status icon for mild leg injuries
  • UI brightness can be adjusted in the settings
  • The character now spawns with items pre-assigned to their quickbar
  • Sound indicator when dying of thirst

FIXED

CHANGED

  • Reworked falling damage impact depending on height
  • Updated the falling animation for medium heights
  • Removed the BattlEye license agreement prompt in-game (PC only - https://feedback.bistudio.com/T166065 - private)
  • Tweaked sounds of doors with valve lock
  • Changed the horn sound of the M3S truck
  • Increased the audibility of explosions
  • Allowed eye gear to spawn on infected (https://feedback.bistudio.com/T162844)
  • Login timers are now also displaying in minutes and hours
  • Zoom functionality is no longer reduced during fast movement in crouch or prone
  • Applied minor visual tweaks to the Great Helm
  • Reduced the weight of the plastic explosive by 60% (https://feedback.bistudio.com/T170175)
  • Tweaked impact sounds for metallic objects depending on the targeted surface
  • Ripened horticulture plants now stay for twice as long before they start to decay
  • Increased the minimum amount of quick slots available to the player
  • Reduced the amount of additional quick slots given by certain gear
  • Interactions with a power generator now refresh the lifetime of it and all items connected to it (https://feedback.bistudio.com/T137688)
  • Removed the "Loading..." text on the login timer
  • Washing hands is now a continuous action
  • Tweaked the width of all tire tracks
  • Changed the animation for pill consumption
  • Improved the visuals of the PSO-1, PSO-1-1 and P1-87-L Scopes
  • Reduced the reflection on the glass of scopes
  • Improvised fishing rod can now be dismantled
  • Adjusted position/rotation of individual weapons when carried on the shoulder (https://feedback.bistudio.com/T165127)
  • Distant lights are much dimmer
  • Transition from close up light to distant is much smoother
  • Slightly increased the damage the Sarka 120 takes from impacts
  • The drying rate of items has been adjusted to correctly reflect item location and outside influences
  • Increased the duration of the wringing action
  • Adjusted inventory lighting to make the item previews more read-able (less over-exposed) and more in the style of UI (flatter lighting)
  • Reduced the chances of pristine weapons getting jammed when chambering a bullet
  • It was possible to see under the map while driving with vehicles in 3rd person
  • Reduced the view obstruction of the great helm
  • Adjusted the sizes of several dialogue boxes to better fit their texts
  • Items will now be placed to the side of vehicles when dropped

CENTRAL ECONOMY

  • Fixed: Removed headtorches definitions from "cfgspawnabletypes.xml" and "cfgrandompresets.xml"
  • Fixed: Humvee wheels were not marked as "vehicleparts" causing them to often spawn in sheds instead of on wrecks
  • Fixed: Chickenfeather was missing from "types.xml"
  • Tweaked: Adjusted spawning of gloves to accommodate for the new wool gloves
  • Tweaked: Adjusted medieval loot spawns to accommodate new items
  • Tweaked: Reduced amount of 7.62x54 mm and 9x39 mm ammunition spawning

CHERNARUS

  • Fixed: Chernarus economy files included Livonia animal territories
  • Changed: Updated the Chernogorsk football field

LIVONIA

SERVER

  • Added: Object spawner supports direct p3d spawning (Documentation)
  • Added: Server config int parameter 'networkObjectBatchSend' (default = 10) which is how many objects within a players network bubble are sent to be created within a server frame (https://feedback.bistudio.com/T169094) (Documentation)
  • Added: Server config int parameter 'networkObjectBatchCompute' (default = 1000) which is how many objects within a players network bubble are processed to check if it already exists for the player within a server frame (Documentation)
  • Added: Optional logging for raising/lowering flags at flag poles (https://feedback.bistudio.com/T170287)
  • Added: Object Spawner: "enableCEPersistency" which when set to true will make an object behave as configured by economy, otherwise it will not be saved in the server storage until a player puts it in inventory
  • Fixed: Script execution not functioning properly in certain situations depending on init.c (https://feedback.bistudio.com/T169822 - private)
  • Fixed Several inconsistencies in the admin logs (https://feedback.bistudio.com/T170195)
  • Fixed: It was not possible to spawn infected with functional head torches attached (https://feedback.bistudio.com/T162844)
  • Fixed: Items spawned before CE Init were not persistent
  • Changed: Shortcut for map toggling is not available if use3dMap option is enabled (https://feedback.bistudio.com/T170401)

LAUNCHER

  • Fixed: Offline servers (in Favorites tab) now always appear after online servers
  • Tweaked: Offline servers (in Favorites tab) are now faded to clearly indicate they are offline

MODDING

  • Added: WORKBENCH define for script which should only compiled on Workbench launch
  • Added: Defines Window to set up custom Workbench validation
  • Added: "Compile Core Builds scripts" option to Build menu (CTRL+ALT+F7) to compile multiple important build setups in a row
  • Added: Flags parameter to DayZPlayerUtils::SceneGetEntitiesInBox (https://feedback.bistudio.com/T168610)
  • Added: Additional flags parameter for DayZPlayerUtils.SceneGetEntitiesInBox
  • Added: Class in CfgMods now auto generates a static (loaded before script compilation begins) script define (https://feedback.bistudio.com/T159481)
  • Added: Class in CfgMods now supports "defines[]" text array which adds static script defines
  • Added: Support for adding static script defines in gproj with ScriptDefines -> ScriptDefinesClass (https://feedback.bistudio.com/T159481)
  • Added: CGame::CreateStaticObjectUsingP3D
  • Added: 'Serializer.CanWrite'/Serializer.CanRead' to check if the serializer can be read or written to
  • Added: 'IEntity.GetRenderTransform'
  • Added: Variable 'DayZPlayerCameraResult.m_bUpdateEveryFrame' to change camera update behaviour from fixed tick to unlocked frame rate
  • Added: Variable 'DayZPlayerCameraResult.m_OwnerTM' to override the transformation of the owner
  • Added: Ability to set proxy (inventory slot) offset per item in item config
  • Added: Methods for controlling brightness of UI (Widget.SetLV, Widget.SetTextLV, Widget.SetObjectLighting)
  • Added: "ignoregloballv" property flag to layout
  • Added: 'HumanInputController.GetAimDelta' to get the frame independent aim change
  • Added: ECE_NOPERSISTENCY_WORLD, ECE_NOPERSISTENCY_CHAR and ECE_DYNAMIC_PERSISTENCY flags to be used with CreateObjectEx
  • Added: 'IEntity.AddChild' can use pivot points on RV animated objects
  • Added: 'Object.GetBonePivot(level, component)' to retrieve the pivot index for the component in the shapes LOD
  • Added: Moved 'GetBonePositionX', 'GetBoneRotationX' and GetBoneTransformX' to Object class, can be used on RV and Enfusion animated objects
  • Added: 'DayZCreature.GetBoneIndexByName'
  • Added: Ability to set inventory lighting from config (top-level InventoryLighting config class)
  • Added: Exposed methods World::MarkObjectForPathgraphUpdate and World::ProcessMarkedObjectsForPathgraphUpdate
  • Added: 'IEntity.GetHierarchyPivot' to get the pivot point used when called with 'IEntity.AddChild'
  • Added: CollisionInfo classes for OnProjectileStoppedInTerrain() and OnProjectileStoppedInObject(), which will fire for ALL projectiles that get stuck in objects
  • Added: InventorySlotsOffsets config class (on item/weapon), which can define position and rotation offset of an item when placed into a slot on the character
  • Added: Workbench: Defines: There is now a duplication check which will prevent the same define being present multiple times
  • Added: Workbench: Defines: "Combo" defines are now visible in defines window
  • Added: Object.GetShapeName to get full path of shape( https://feedback.bistudio.com/T171777)
  • Added: 'Car.SetBrakesActivateWithoutDriver' to disable the handbrake while there is no driver inside the vehicle (https://feedback.bistudio.com/T147126)
  • Added: 'Car.GetClutch' to get the value of the clutch
  • Added: 'Car.SetClutchState' to set if the clutch is disengaged
  • Added: 'Car.EngineRPMMin' to get the minimum rpm constant of the car engine
  • Added: 'Car.EngineRPMIdle' to get the idle rpm constant of the car engine
  • Added: Sample for driver-less cars (https://github.com/BohemiaInteractive/DayZ-Samples/tree/master/Test_SmartCar)
  • Added: New config class EnvironmentWetnessIncrements for wetting and drying parameters that can be defined on any item (see Inventory_Base config class for the default settings)
  • Fixed: Transformation synchronization for script class 'Transport' when the vehicle is inactive (https://feedback.bistudio.com/T153234)
  • Fixed: EntityAI which were previously reported as Object in script will now be properly reported as EntityAI (https://feedback.bistudio.com/T168610)
  • Fixed: 'typename.GetVariableValue' would not check inheritance
  • Fixed: Crash when calling methods on inventory owner in GameInventory.Init
  • Fixed: Crash on DayZCreatureAIInputController::GetMovementSpeed() (https://feedback.bistudio.com/T171426)
  • Fixed: ClientConnectedEvent not giving the proper UID
  • Changed: CGame.CreateStaticObjectUsingP3D, EntityAI.SetObjectMaterial and EntityAI.SetObjectTexture now disallows absolute paths and support '$' prefixed paths
  • Changed: Man.SetFaceTexture and Man.SetFaceMaterial now disallows absolute paths and support '$' prefixed paths
  • Changed: Moved 'EntityAI.IsDayZCreature()' to 'Object' class
  • Changed: Ignore detection of dropped items has partially been moved to script through overridable method 'Object.CanBeIgnoredByDroppedItem'
  • Changed: 'IEntity.AddChild' (and 'Human.LinkToLocalSpaceOf') now synchronize the pivot and position only flags to clients (https://feedback.bistudio.com/T167549)
  • Removed: Obsolete sound config parameters: drySound, reloadMagazineSound, reloadSound, reloadAction, shotAction, reloadSkips, soundBullet, disarmAction, soundBegin, soundBeginExt
  • Removed: 'Protected' keywords from PPEMatClassParameter* Update method variables (https://feedback.bistudio.com/T171246)

KNOWN ISSUES

  • Player position on server can be desynced while combat with Infected
  • Falling through terrain\object structure when going prone near objects
  • Other players can hear character's groan when landing from a small height
  • Arrow disappears right after removing from Crossbow
  • A bolt is missing from Crossbow after reconnecting
  • Bolt stuck in an AI can be picked up into your inventory but not taken into hands
  • Bolt stuck in an item sometimes disappears when taken into inventory
  • String is not stretched when Crossbow is on shoulder or in the inventory
  • Minutes and seconds values are swapped while logging out with French set up
  • Cancelling the pulling back of the crossbow string will show it as loaded
  • Plants, Rocks spawned by Object Spawner are deleted after interaction
  • Loot spawned with Object spawner does not despawn if moved (https://feedback.bistudio.com/T172579)

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Stable 1.21 Update 2 - Version 1.21.156243 (Released on 06.06.2023)

GAME

FIXED

CHANGED

  • Reduced the volume of the thirst indication sounds

CENTRAL ECONOMY

  • Fixed: Vehicle parts on truck wrecks were spawning badly rotated
  • Fixed: Items spawn points were misaligned in various buildings

SERVER

MODDING

KNOWN ISSUES

  • Admin logs are not writing deaths by AI correctly

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Stable 1.21 Update 3 - Version 1.21.156300 (Released on 20.06.2023)

GAME

FIXED

SERVER

  • Fixed: Kills by AI were not logged correctly in the admin logs

MODDING

  • Fixed: Server crash when the players parent hierarchy was deleted (https://feedback.bistudio.com/T172795)
  • Changed: When the parent of a player is deleted, the player will now remain at their current world transformation
  • Like 4
  • Thanks 2
  • Beans 1

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How about players not being able to arm plastic explosives ? I had that problem when I attached a pristine c4 to a gate, and then was unable to arm it, I had the detonator unit in my hand, got the prompt to arm it it, went through the animation and it would not arm instead giving me the prompt to arm it again and again with no effect. 

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The fireplace didnt dried my wet or damp clothes, check that. was recorded on Mod server, but happened the same on a official.

 

Edited by clickptg
video

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I know you guys fixed the slow ads/scope speed,but along with increasing the scoped ads speed,you increased the iron sight ads speed aswell and it is absurdly fast now.Was that intented? I believe iron sight and ads/scoping speed should be the same.

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15 hours ago, clickptg said:

The fireplace didnt dried my wet or damp clothes, check that. was recorded on Mod server, but happened the same on a official.

 

You are too impatient. It's taking a lot longer now. 5 short sticks and 1 piece of bark - burning 9 minutes - dry things by 2 levels. So wet and damp becomes dry, soaked and drenched becomes damp and wet. Damp can be ignored, dries up on its own after a few minutes of walking around and has next to no effect on item stats.

Edited by Scoo1
  • Like 1

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58 minutes ago, Scoo1 said:

 

You are too impatient. It's taking a lot longer now. 5 short sticks and 1 piece of bark - burning 9 minutes - dry things by 2 levels. So wet and damp becomes dry, soaked and drenched becomes damp and wet. Damp can be ignored, dries up on its own after a few minutes of walking around and has next to no effect on item stats.

9 minutes to dry? really? its better find other clothes or logout when in rainning and the servers will be empty at rainny and night...On the 1.20 was less than 1 minute. I know i can ignore damp, but was to show even damp clothes take too long to dry or was dry on the sun naturally

  • Like 1

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good morning guys, I'm having problems logging into my local server after this 1.21v update my server appears off and with a padlock, does anyone know how to solve this???

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1 hour ago, JeffClanzy said:

good morning guys, I'm having problems logging into my local server after this 1.21v update my server appears off and with a padlock, does anyone know how to solve this???

Checkout your server files and add to your server's config.cfg new strings:

networkObjectBatchSend' (default = 10) 

And 

networkObjectBatchCompute' (default = 1000)

Example:

networkObjectBatchCompute=1000;

networkObjectBatchSend=10;

In BE config example they've been f*up with ';' checkout - do you have 'em.

After that your server shall be working well.

Edited by Sid Debian

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Other players can hear character's groan when landing from a small height : THIS IS BULLSHIT!!

Guys you added crossbow and bolt - and in same time you have 7 known issues with it!! UNBELIEVEABLE .... why you added this then?

 

  • Like 1

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4 minutes ago, sRt_ said:

Other players can hear character's groan when landing from a small height : THIS IS BULLSHIT!!

Guys you added crossbow and bolt - and in same time you have 7 known issues with it!! UNBELIEVEABLE .... why you added this then?

 

Man ain't you know it? It's not a bug(s) it's feature(s)! 😄

  • Haha 2

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Guys, we have a new feature on vehicles: "Lowrider".
Too bad it doesn't work on command but always.
This in official public server, I haven't updated mine yet.
YT: "bH2nzgg_GaU"

🙄

 

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10 hours ago, clickptg said:

9 minutes to dry? really? its better find other clothes or logout when in rainning and the servers will be empty at rainny and night...On the 1.20 was less than 1 minute. I know i can ignore damp, but was to show even damp clothes take too long to dry or was dry on the sun naturally

Running around in wet clothes, will dry them only a little bit slower, then putting them in front of a fire now. So i will do the same as always - ignoring the rain.

Just did another test: putting wet clothes on the ground without a fire... no difference to with fire. So drying with fires don't work at all.

 

Oh, just saw: gas canisters are still filled with lead instead of butane. Weight is too high by a factor of 10. Why do such simple bugs always take several patches to fix? Doesn't anyone of you, my dear developers, have 5 minutes time for this?

 

Edited by Scoo1
  • Like 1

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1 hour ago, Scoo1 said:

cut

Oh, just saw: gas canisters are still filled with lead instead of butane. Weight is too high by a factor of 10. Why do such simple bugs always take several patches to fix? Doesn't anyone of you, my dear developers, have 5 minutes time for this?

 

For that matter, have you noticed that when you pick up a macrolepiota mushroom, the hand goes too far and the mushroom is glitched? I always remember it. This too, I think, is a 5-minute thing... But the worst is that if nobody opens a ticket, with images and a detailed explanation of the problem, they don't even notice... this means that, after writing the code of this game, they NEVER even tried it once. Or that they don't care.
That's the handling of this game, sadly.

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16 hours ago, Sid Debian said:

Faça check-out dos arquivos do seu servidor e adicione novas strings ao config.cfg do seu servidor:

networkObjectBatchSend' (padrão = 10) 

networkObjectBatchCompute' (padrão = 1000)

Exemplo:

networkObjectBatchCompute=1000;

networkObjectBatchSend=10;

No exemplo de configuração do BE, eles foram fodidos com ';' check-out - você os tem.

Depois disso, seu servidor estará funcionando bem.

OUR THANK YOU FOR THE LIGHT, BUT I GOT LOST A LITTLE, DO I PUT THIS COMMAND LINE WHERE EXACTLY, IN MY CONFIGURATION FOLDER ON MY DEDICATED SERVER OR IN THE EXECUTABLE AT POINT BAT? WHAT WOULD BE?

 

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UNFORTUNATELY IT DIDN'T WORK MY FRIEND, I STILL DON'T UNDERSTAND, I DID THE INTEGRITY CHECK OF THE FILES ON STEAM AND PUT THE COMMANDS YOU MENTIONED IN MY SERVER'S SETTINGS AND IT STILL APPEARS THAT THE FILE WAS NOT FOUND, IN THIS CASE THE COMPUTER.

Edited by JeffClanzy

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12 hours ago, Riddick_2K said:

Guys, we have a new feature on vehicles: "Lowrider".
Too bad it doesn't work on command but always.
This in official public server, I haven't updated mine yet.
YT: "bH2nzgg_GaU"

🙄

 

I try to put the direct link to the video. I hope it doesn't get blocked for days like other times.😦

 

 

 

 

 

 

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9 hours ago, JeffClanzy said:

UNFORTUNATELY IT DIDN'T WORK MY FRIEND, I STILL DON'T UNDERSTAND, I DID THE INTEGRITY CHECK OF THE FILES ON STEAM AND PUT THE COMMANDS YOU MENTIONED IN MY SERVER'S SETTINGS AND IT STILL APPEARS THAT THE FILE WAS NOT FOUND, IN THIS CASE THE COMPUTER.

1 second. You didn't told anything about the file. You told that your server not working. Does DayZServer reporting which file was not found?

I don't know I'd start a simole update for my server from 1.20 up to 1.21 had trouble with those parameters in server.cfg (config file where the server name, passwor, mission select and etc). Updated by my hands files for the mission amd started the server and have no almost any problems with server (except crashing each time because any crap and errors). But after fixing scripts errors I was able to star the server and ut still working well (I hope that works...).

Try to find the logs, checkout if you have a error screen type here the error message.

Maybe we'll able to find how to solve it.

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My game did not update to version 1.21 and even a reinstall gave me version 1.20. What is going on here as I cant even play the bloody game anymore now.

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The crossbow and all its related new mechanics is what makes this update very interesting and promising, for the future too. I love how it has been implemented into the world. Feels very good to shot, kill, find and retrieve bolts. It's difficult to kill players, but it's very fun (and useful as it's silent) for killing zombies and hunting. One little aspect (I already see in known issues), they should be able to take into hands, not only pick to inventory.

There are good changes as i.e. the explosions sounds, now able to zoom when crouching and running, continuous movement when falling from low height and one change/fix that some (like me) have been wanting for years, that is now aiming while prone in slope terrain is taken into account and aims where it is supposed to. For me this is big as it was always very annoying. The improvement of scopes as the Kaskan or the PSO are very welcome as well, I am going to use them a lot more now. A lot of quality of life improvements in this patch. Appreciate as always the fixes as i.e. the look through wall glitch, etc.

Relating to clothes, it's good that some new gloves have been added, and specially fingerless ones, which is a nice touch to have in terms of variety. About the medieval gear, well, I am not a fan of it, I don't think it fits, at least in the apocalyptic vanilla experience and hope they are set as extremely rare in the CE. Of course for role-playing works very well. Instead, I would have loved more variety in clothing, some that would fit better the post apocalyptic, being civilian or military and even better, improved leather clothes crafting. Right now the leather crafting is not rewarding, it's very plain. I hope you guys make it properly implemented in the future.

In summary, my favorite of this update is how well-made the crossbow, and its new mechanics, bolts, etc. are made into the game and its implementation in world, retrevable bolts... feels immersive and enriching, and it's way better than what it was in the old times before the port to the new engine. It's a good detail that its size is as the real composite ones, the other one looked a bit as a toy looking it from now.

Thank you devs as always, congratulations and I hope you have a lot of more exciting and interesting stuff for the future. I hope whatever it is, doesn't make the game any easy at all.

Improvised bow, when?

  • Like 2

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Bugs that i have encoutered so far:  (on a community server that doesnt run any mods)

Items dissapearing:

-Ammo dissapearing out of your inventory on server restart. This happened to me twice and someone i met also told me that it happened to him. Both times it was a 20 stack of .308 tracer rounds which i unpacked very shortly before the server restart.

Inconsistencys:

-Ammo Count in magazines seems bugged. For some people the magazine appears to be full, while others can see that there is only 3 bullets in it. When the other person unloads the magazine, the counter goes to 0 after unloading 3 bullets.  This happens rarely, but when it happens.... its a deathsentence, because you think your magazine is full... but after 3 shots.... its empty.

-Conditions of certain items seem bugged. Person A sees the Platecarrier as Damaged, while Person B sees it as pristine. When the condition of said item changes, because of a zombiehit or something, the real condition becomes visible. (for example: i see the platecarrier as pristine, while my friend sees it as damaged. When i am wearing it, the platecarrier looks perfectly fine, and when he wears it, it says "damaged" and it also looks damaged when i am looking at him. When the condition then downgrades, we both see the Platecarrier as badly damaged.)

-The Olive Hunterjacket is missing textures. Regardless of the condition, it will always look like its pristine or worn. Even when its ruined, it will look perfect.

unreasonable Grunting noises:

-When falling from unreasonably small heights as little as a few centimeters, people in a large radius can hear you grunting. You on the otherhand CAN NOT HEAR THE GRUNTING. It gives away your position, without you even knowing your position is revealed. Sometimes sprinting down certain stairs is enough to make your charackter grunt, but only others can hear it.

Edited by LennyS-cbe65eb8a29b70ab

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2 ore fa, LennyS-cbe65eb8a29b70ab ha scritto:

Bug che ho riscontrato finora: (su un server della comunità che non esegue alcuna mod)

cut

 

It would be nice if you open some tickets on "feedback . bistudio . com / project / view / 2 /", because nobody of programmers really cares about what we write on this forum. This is just to "let off some steam".

 

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Livonia has a typo in type.xml - change "NorseHelmet" to "NorseHelm" or it will not spawn.

Chernarus is correct.

 

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This looks like a fantastic update.  The list is huge, a lot of work was put into this!  Thanks!  I can't wait to try it out on stable.  

  • Like 2

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