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Experimental Update 1.22 (Change Log)

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PC Experimental 1.22 Update 1 - Version 1.22.156458 (Released on 27.07.2023)

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

  • Sling Bag
  • Army Pouch
  • Canvas Bag
  • Leather Duffel Bag
  • Hip Pack
  • Craftable Drysack Bag
  • New animation and sound for activating the heat pack
  • White variant of the fingerless wool gloves

FIXED

  • Fixed a server crash related to vehicle deletion
  • Car horns were not played when started outside of other players' network bubble
  • Fixed a cause of the character and creatures movement giving the perception of micro-stutters at inconsistent but reliably high frame rate
  • Fixed an exploit to stand up from prone faster
  • Throwing an item into rivers/ponds/lakes would not produce a splash sound in deep water
  • Throwing an item into water would incorrectly play the sound at the bed of the water
  • The character was unable to enter some building entrances that were slightly above ground level
  • Players dying under water would not float up to the surface
  • Fixed a case of door animation desynchronization related to navmesh updates
  • The character name in the server browser was not displayed correctly in all cases
  • Fixed an exploit related to poison gas zone triggers (https://feedback.bistudio.com/T172418 - private)
  • When attempting to turn the car on with low fuel, the engine state between server and client would desynchronize
  • Actions that would hide items in hands would display the item to other players if they entered the network bubble after the action was started
  • AI were unable to enter the Livonia bunker
  • AI would not register open doors of the service hangar
  • It was not possible to detach the battery from a head torch looted from infected
  • Flares shot from the flare gun would produce a continuous sound when stuck in objects (https://feedback.bistudio.com/T172688)
  • The clerk infected looked too dark
  • Road flares would continue to burn for up to a minute even after reaching ruined state
  • Some weapon attachments were not registering hit impacts
  • Mining rocks with smaller tools did not play sounds
  • Destroyed fuel pumps would still yield gasoline
  • Washing hands with a water bottle did not have sounds
  • Certain can opening actions did not have sounds
  • Interrupting the washing hands action could result in a character glitch
  • Fixed several exploits to look through walls (https://feedback.bistudio.com/T157876 - private, https://feedback.bistudio.com/T165940 - private, https://feedback.bistudio.com/T169841, https://feedback.bistudio.com/T171015, https://feedback.bistudio.com/T171773 - private)
  • Several clothing items were missing their hitboxes
  • Camera was glitching when attempting to switch to prone in deep water
  • Bolts could get stuck in water
  • Crossbow bolts did not reflect their damage states correctly
  • It was not possible to shave while wearing the carnival mask
  • After removing a burlap sack from a player's head, their hair could clip with their head gear
  • The red dot of the RVN Optic was not aligned with the center of the screen (https://feedback.bistudio.com/T171772)
  • If a dead body was skinned and quartered, bolts stuck in it would disappear
  • Attempting to treat another player's wounds could result in false prompts to bandage yourself
  • Fixed several instances of items being held badly by the player
  • Fixed several instances of clothing items clipping
  • Fixed several building issues and exploits (https://feedback.bistudio.com/T170849, https://feedback.bistudio.com/T169681)
  • Item widget would stay on the screen for the duration of hold actions (https://feedback.bistudio.com/T143492)
  • While driving, the user would constantly get the item widget of the car prompted
  • Medieval helmets had inconsistent impact sounds when thrown
  • The crossbow did not have sounds when used in prone
  • The crossbow did not have sounds when dry shooting indoors
  • The reload sound of the crossbow was more quiet while moving
  • The thirst indication sound could overlap with the fever sound
  • The thirst sound was not being played while wearing a gas mask or helmet
  • Prison doors played the wrong sounds (https://feedback.bistudio.com/T162517)
  • Audio of certain doors was desynchronized (https://feedback.bistudio.com/T170418)
  • The respawn timer was skipped as soon as the game was loaded (https://feedback.bistudio.com/T159902)
  • The reticle of the ATOG 6x48 optic was blurry on low graphics settings (https://feedback.bistudio.com/T171572)
  • Widgets connected to dead bodies were not static on the screen (https://feedback.bistudio.com/T172420)
  • An unconscious player could temporarily go into falling state and see their surroundings
  • Jumping while applying a gag bugs the rag
  • It was possible to access the inventory while blindfolded after waking up from unconsciousness
  • Deployed fence kits could block ladder exits (https://feedback.bistudio.com/T173115 - private)
  • The audio effect of the flash grenade would persist after respawn if the player was killed during it (https://feedback.bistudio.com/T172824 - private)
  • Certain car wreck doors wouldn't open in all cases (https://feedback.bistudio.com/T172885)
  • Despawned fireplaces could still cause damage to players at their position
  • It was possible to collapse the hand slot container in the inventory (https://feedback.bistudio.com/T170500)
  • Fixed an exploit that allowed auto-rolling
  • Ambient sounds were missing after relogging while alt-tabbing in the Livonia underground
  • It was possible to warm up pills and split them
  • It was possible to bypass travel/server hop spawns by logging off on a ladder (https://feedback.bistudio.com/T173612 - private)
  • The player could cancel the stagger animation from a heavy hit by jumping (https://feedback.bistudio.com/T173573 - private)
  • Gun shot tail sounds were not present when using a suppressor

CHANGED

  • Balanced gear armor values against melee weapons
  • Balanced damage caused by melee weapons and infected
  • Blunt melee weapons now inflict significantly more shock damage than health damage
  • Sharp melee weapons now inflict significantly more health damage than shock damage
  • The chance of suffering bleeding now both depends on the weapon/infected type, as well as protective clothing
  • Certain low tier sharp weapons will no longer cause push-back even when using heavy attack.
  • Chance of suffering bleeding is now based on weapons and armor
  • PBO data is now verified before entering the login queue (PC)
  • Added collisions for the player with dead bodies large animals
  • Reduced the weight of gas canisters (https://feedback.bistudio.com/T171733)
  • Improved the fire geometry for several firearms
  • Improved the fire geometry of several weapon attachments
  • Improved sounds of explosives
  • Reduced the damage taken by belts from torso hits by 20 percent
  • Reduced surface noise when driving over specific surfaces (https://feedback.bistudio.com/T171153)
  • Item widgets are no longer visible when blinded by a flash grenade or burlap sack
  • Updated the game credits
  • The in-game server browser now displays exact player numbers
  • Removed the column for slots in the server browser

CENTRAL ECONOMY

  • Added: Missing armbands for new flag variants
  • Fixed: Fixed misaligned spawnpoints for various buildings
  • Changed: Reduced the amount of backpacks spawning on infected
  • Changed: Reduced amount of backpacks spawning in the world
  • Changed: Rebalanced spawning locations of backpacks
  • Changed: Reduced amount of tools that work as high tier weapons and increased their low tier counterparts
  • Changed: Gasoline Canisters no longer spawn with full gasoline
  • Changed: Gas Canisters no longer spawn with full gas
  • Changed: Power generator no longer spawns with full fuel

CHERNARUS

LIVONIA

  • Fixed: A police event close to Brena was misplaced

SERVER

LAUNCHER

  • Added: Server config for PC server now supports steamProtocolMaxDataSize, which enables larger packets, which can be used by servers with many mods to still show up in Launcher
  • Added: Users can now favorite a server from the Direct Connect window
  • Fixed: Launcher no longer displays a server as both offline and online in the FAVORITES tab (which would happen to certain steam accounts)
  • Fixed: Direct Connect window in Launcher was asking for "Server name or address" even though it only accepts the IP Address
  • Tweaked: All Launcher Server Browser tabs can now refresh simultaneously, and start refreshing upon Launcher startup
  • Tweaked: Server Browser tabs no longer refresh automatically, the user must trigger a refresh manually
  • Tweaked: Direct Connect window now opens Mod Management Window instead of attempting to directly connect
  • Tweaked: Removed Slots column from Server browser section. Players column now displays exact player number on a server, in color
  • Tweaked: Filter button in Launcher is now highlighted in red
  • Deprecated: Password field has been removed from the Direct Connect window
  • Deprecated: Completely removed the legacy PLAY SG button from the Launcher
  • Deprecated: Show Official Servers filter has been removed from the Launcher due to redundancy with the official tab

MODDING

  • Added: Invoker for trigger enter/leave events
  • Added: Invoker for entity EEKilled and EEHitBy events
  • Added: 'DayZPhysics.GetHitSurfaceAndLiquid' to get the liquid type of the hit surface
  • Added: Method 'SoundObject.UpdateVariables(array<float>) to update the variables of a soundset while it is playing (https://feedback.bistudio.com/T161112)
  • Added: 'SoundObjectBuilder.AddVariables(array<string>, array<float> = null)'
  • Added: Human::CheckFreeSpace exposed to scripts
  • Added: Accessor methods for the parent entity of a SoundObject
  • Added: Accessor methods for the speed of a SoundObject
  • Added: 'AbstractWave.SetDoppler' to enable or disable the doppler effect on sounds
  • Added: Script methods to get the current object texture/material
  • Added: 'DayZPlayerImplement.IsAlreadyInFallingCommand' to block falling command from starting
  • Added: 'World.UpdatePathgraphDoorByAnimationName' for updating states of doors on entities that aren't a house
  • Added: 'soundSpeedAppliesToHit' for CfgAmmo to enable sound fall off on hit surfaces
  • Added: Basic config defines are now available in the built pbo as hpp file that can be included in any custom config
  • Added: Accessor for detecting if the player is teleported during login through 'Hive.CharacterIsLoginPositionChanged'
  • Added: 'ButtonWidget.GetText(out string)' to get the set non-localized text
  • Added: 'EntityAI.RegisterNetSyncVariableObject' to synchronize an object by its network id
  • Added: 'UUIDApi' for generating and formatting a 128bit universally unique identifier (https://feedback.bistudio.com/T173290)
  • Added: RandomBool() func.
  • Added: Config parameter "collidesWithCharacterOnDeath" on DayZPlayer and DayZCreature to enable if either entity collides with the player when dead
  • Fixed: Human::CanChangeStance - parameter newStance has raised hands flag now
  • Fixed: Having code in the body of UIScriptedMenu.Cleanup would cause an infinite loop in script for UIScriptedMenu created and managed by script
  • Fixed: Triggers will now sync their shape over network
  • Fixed: Triggers will now automatically refresh themselves when setting a new shape
  • Fixed: Debug shapes could crash the game under certain conditions
  • Fixed: Window couldn't be resized after the window was maximized while CLI '-resizeable' was used
  • Fixed: ScriptCallQueue.GetRemainingTime and ScriptCallQueue.GetRemainingTimeByName returning values of removed funcs (https://feedback.bistudio.com/T173840)
  • Changed: A 'CONTACT' event is now fired for 'InventoryItem' when the origin of the entity is submerged in water
  • Changed: 'Car.GetFluidFraction' now returns the quantized amount with 8 bits of precision
  • Changed: 'AbstractWave.SetPosition' now contains 2nd default argument for setting the velocity
  • Changed: In-Game menu will appear on launch if the window isn't focused (https://feedback.bistudio.com/T166474)
  • Changed: Player identity is now applied before player object loading
  • Changed: Moved 'string.Get' and 'string.Set' to native for slight performance improvement
  • Changed: RPT warning "'/' is not a value" has been changed to "Trying to access error value." for more clarity
  • Deprecated: 'SoundObjectBuilder.SetVariable' in favor of the more appropriately named 'SoundObjectBuilder.AddVariable'
  • Deprecated: 'SoundObjectBuilder.UpdateEnvSoundControllers' in favor of the more appropriately named 'SoundObjectBuilder.AddEnvSoundVariables'

KNOWN ISSUES

  • Bolts are instantly ruined on impact - a fix is in internal testing
  • Players can leave ghosts for remotes at the edge of the network bubble - a fix is in internal testing
  • Player is desynced when changing seat or leaving the vehicle and falling down unconscious - a fix is in internal testing
  • White Fingerless wool gloves are missing their damaged textures - a fix is in internal testing
  • The character position in the water does not change with the water level - a fix is in internal testing
  • The explosion sounds of the improvised explosive lacks direction - a fix is in internal testing
  • Watchtower's roof widget blocks other wall widgets - a fix is in internal testing
  • Vehicles will keep driving after the driver is killed
  • Linux Experimental servers are crashing upon client connection when verifySignatures value in server config is set to 2 (the Linux servers are temporary down)

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.22 Update 2 - Version 1.22.156502 (Released on 08.08.2023)

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

FIXED

  • Fixed a server crash related to network behavior
  • Fixed a Linux server crash (https://feedback.bistudio.com/T174328)
  • White fingerless wool gloves were missing their damaged textures
  • Dead animals would keep their collisions after being skinned
  • The cursor could get stuck on the screen in certain cases (https://feedback.bistudio.com/T166474)
  • Bolts were instantly ruined on impact
  • The player could desync when changing seat or leaving a vehicle and falling down unconscious
  • The character position in the water did not change with the water level
  • Player corpses did not always float in water
  • Fixed certain exploits to look through walls (https://feedback.bistudio.com/T172611 - private)
  • Loading a weapon with an integrated magazine was not loading all bullets
  • It was possible to throw two-handed weapons through walls if standing too close to them
  • The Sling Bag was carried badly
  • Sounds of certain explosions were not reflected correctly in the 3D environment
  • Animals would shift their position on the ground after being killed while standing still
  • The flare gun was reflecting wrongly in the UI that it was loaded with an empty shell after firing
  • Holding shift while moving in throwing stance would consume stamina
  • Gun shot tail sounds were not present when using a suppressor
  • Players could leave ghosts for remotes at the edge of the network bubble

CHANGED

MODDING

  • Added: 'ScriptCaller.Equals' and 'ScriptCaller.IsValid' methods

KNOWN ISSUES

  • Watchtower's roof widget blocks other wall widgets - a fix is in internal testing
  • Vehicles will keep driving after the driver is killed - a fix is in internal testing

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.22 Update 3 - Version 1.22.156540 (Released on 17.08.2023)

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

  • DLC section in the main menu

FIXED

  • Some ambient sounds were missing in the amusement parks (https://feedback.bistudio.com/T169241)
  • It was possible to skip the staggering animation triggered by a heavy attack (https://feedback.bistudio.com/T173573 - private)
  • Unconscious players did not receive falling damage
  • Crafted baseball bats did not have knockback
  • When joining the game without a microphone plugged in, it was not possible hear other players' voice chat
  • When joining the game without a microphone plugged in, proximity chat messages were not received
  • Changing voice level would not function as intended if no microphone was enabled/connected
  • It was not possible to arm improvised explosives on the first attempt (https://feedback.bistudio.com/T166879)

CHANGED

  • Infected can spawn with head torches again
  • Experimental: It was possible to escape from the melee arena map
  • Reduced the amount of shock damage dealt by hands.
  • Reduced the chance for infected to cause bleeding wounds
  • All heavy attacks across the board now cause knockback

MODDING

KNOWN ISSUES

  • Watchtower's roof widget blocks other wall widgets - will be fixed in the following update 1.23
  • Vehicles will keep driving after the driver is killed - will be fixed in the following update 1.23
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"Vehicles will keep driving after the driver is killed"
Scariest patch note ever? 😄

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When will Linux servers be supported on the stable branch? 😑

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On 7/27/2023 at 1:06 PM, Gobbokirk said:

"Vehicles will keep driving after the driver is killed"
Scariest patch note ever? 😄

The good thing is - it's a bug, not a feature 👼

On 7/27/2023 at 1:15 PM, WOODJU said:

When will Linux servers be supported on the stable branch? 😑

I will check and update the text here If there will be some new info to share. 👍

edit: Checked, still in testing - being worked on.

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On 7/25/2023 at 11:01 AM, Kyiara said:

 

  • Certain low tier sharp weapons will no longer cause push-back even when using heavy attack.

 

This is a step in a very good direction when it comes to melee PVP experience. I'd remove it from fists too, so there's more of an incentive to pick up meat tenderizers, crowbars and such.

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21 hours ago, WOODJU said:

When will Linux servers be supported on the stable branch? 😑

I don't think you were serious!
Even if there was Linux support, it would be too late.
 

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27 minutes ago, Just John_8 said:

I don't think you were serious!
Even if there was Linux support, it would be too late.
 

There is linux server support on the experimental branch, but the stable version was updated in 2018! 

UDP:
I have a home host machine with linux on board for websites and more and putting up windows or hypervisor for the sake of dayz is at least silly and linux is much nicer to use for hosting various servers and websites

Edited by WOODJU
update message
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4 hours ago, Just John_8 said:

I don't think you were serious!
Even if there was Linux support, it would be too late.

Better late than never. I am also waiting for the release of the stable branch of the server for Linux in order to finally get rid of the virtualization server with Windows Server 2022 and thereby reduce the load on my server.

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I noticed the changed weapon sounds of supressed pistols. couldn´t find specifics in the patchnotes except: "Changed: Improved the fire geometry for several firearms"

The shots sound longer now,. My question is if only the sound changed or also how far the shots could be heard ?

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@Kyiara

Typo in first line:

PC Experimental 1.22 Update 1 - Version 1.21.156458 (Released on 27.07.2023)

Should be "22"

Edited by andro_dawton
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On 7/25/2023 at 11:01 AM, Kyiara said:

PBO data is now verified before entering the login queue (PC)

Thank you, great change!

Overall few nice additions and fixes but sadly nothing major. In all honesty I didn't expect this many new bags but I'll never say no to more variety.  I'll definitely use the new backpacks all the time.

Edited by DefectiveWater
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Hello. run a DayzExp server on linux. After the latest update, the server crashes as soon as someone tries to join. Don't know what I've missed?

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I found a solution for me.. I puted this in my server.cfg file. Now server work.


verifySignatures = 0;
requiredSecureId = 1;
BattleEye = 1;

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On 7/28/2023 at 3:58 PM, DrzZzZt said:

I noticed the changed weapon sounds of supressed pistols. couldn´t find specifics in the patchnotes except: "Changed: Improved the fire geometry for several firearms"

The shots sound longer now,. My question is if only the sound changed or also how far the shots could be heard ?

I will get back to you as I need to check for this one.

15 hours ago, branti said:

Hello. run a DayzExp server on linux. After the latest update, the server crashes as soon as someone tries to join. Don't know what I've missed?

Hi, yes, this is from the Known issues:
"Linux Experimental servers are crashing upon client connection when verifySignatures value in server config is set to 2 (the Linux servers are temporary down)"

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Is the amount of time that certain clothes take to dry next to a fire intentional? E.g. Ghillie parts take very long to dry. Could be intentional of course, just wanted to make sure.

Really enjoying the patch so far.

Edited by thafluu

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6 hours ago, Kyiara said:

I will get back to you as I need to check for this one.

Hi, yes, this is from the Known issues:
"Linux Experimental servers are crashing upon client connection when verifySignatures value in server config is set to 2 (the Linux servers are temporary down)"

yes changing this to 0 is a temporary solution. Hoping for a patch soon.

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On 7/31/2023 at 2:50 PM, thafluu said:

Is the amount of time that certain clothes take to dry next to a fire intentional? E.g. Ghillie parts take very long to dry. Could be intentional of course, just wanted to make sure.

Really enjoying the patch so far.

Hi, yes, this was tested some time ago. But you can always open a ticket here If you think something could have changed.
Happy you like it!

On 7/28/2023 at 3:58 PM, DrzZzZt said:

I noticed the changed weapon sounds of supressed pistols. couldn´t find specifics in the patchnotes except: "Changed: Improved the fire geometry for several firearms"

The shots sound longer now,. My question is if only the sound changed or also how far the shots could be heard ?

Hi, so this line was actually related to weapon collisions with bullets but one line was missing in the patch notes so this was also added:
Fixed: Gun shot tail sounds were not present when using a suppressor
THX for pointing it out! 

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Noticed you have remove Backpacks from Industrial infected - ok ("bagsIndustrial" removed from each type of infected in cfgspawnabletypes.xml)

Then "bagsVillage" in cfgrandompresets.xml was updated with some new bags
Then "bagsVillage" also removed from each infected that previously had it in cfgrandompresets.....why update the randompreset then delete it where it is used? 😄

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21 hours ago, Sileed said:

Noticed you have remove Backpacks from Industrial infected - ok ("bagsIndustrial" removed from each type of infected in cfgspawnabletypes.xml)

Then "bagsVillage" in cfgrandompresets.xml was updated with some new bags
Then "bagsVillage" also removed from each infected that previously had it in cfgrandompresets.....why update the randompreset then delete it where it is used? 😄

Hi, there are few reasons for this, there is no need to go into details but yeah, it is intentional.

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On 8/4/2023 at 9:58 AM, Kyiara said:

Hi, there are few reasons for this, there is no need to go into details but yeah, it is intentional.

I like the change! Its way harder to get the bigger bags early on, seems like the large mountain backpacks you could find at the coast in recent patches are tier3+ area loot now.

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On 8/4/2023 at 6:07 PM, General Zod said:

No fix for deployed explosives not arming ? 

Hi, would you please have a ticket number for me so I can check the status of it?

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8 hours ago, Kyiara said:

Hi, would you please have a ticket number for me so I can check the status of it?

https://feedback.bistudio.com/T166879

There is a post from you in 1.21 stable topic on this saying it's scheduled for a fix. That was on 31st May. Considering how rare explosives and detonators are this is something that should have been fixed in 1.22. 

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PC Experimental 1.22 Update 2 - Version 1.22.156502 (Released on 08.08.2023)

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

FIXED

  • Fixed a server crash related to network behavior
  • Fixed a Linux server crash (https://feedback.bistudio.com/T174328)
  • White fingerless wool gloves were missing their damaged textures
  • Dead animals would keep their collisions after being skinned
  • The cursor could get stuck on the screen in certain cases (https://feedback.bistudio.com/T166474)
  • Bolts were instantly ruined on impact
  • The player could desync when changing seat or leaving a vehicle and falling down unconscious
  • The character position in the water did not change with the water level
  • Player corpses did not always float in water
  • Fixed certain exploits to look through walls (https://feedback.bistudio.com/T172611 - private)
  • Loading a weapon with an integrated magazine was not loading all bullets
  • It was possible to throw two-handed weapons through walls if standing too close to them
  • The Sling Bag was carried badly
  • Sounds of certain explosions were not reflected correctly in the 3D environment
  • Animals would shift their position on the ground after being killed while standing still
  • The flare gun was reflecting wrongly in the UI that it was loaded with an empty shell after firing
  • Holding shift while moving in throwing stance would consume stamina
  • Gun shot tail sounds were not present when using a suppressor
  • Players could leave ghosts for remotes at the edge of the network bubble

CHANGED

MODDING

  • Added: 'ScriptCaller.Equals' and 'ScriptCaller.IsValid' methods

KNOWN ISSUES

  • Watchtower's roof widget blocks other wall widgets - a fix is in internal testing
  • Vehicles will keep driving after the driver is killed - a fix is in internal testing

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