merropa93 98 Posted January 13 PC Experimental 1.27 Update 1 - Version 1.27.159223 (Release on 16.01.2025) 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. FROSTLINE EXPANSION ADDED New Features and Locations New villages added to eastern coast New ship wreck location off the coast of the Shantar island Added wooden log cabins on mountain sides Loot and Map Enhancements Improvised sandbag bunkers on Burukan island replaced with new concrete bunkers Dynamic military containers now require a corresponding key to be unlocked VSD variant with wooden stock, handguard and old metal body Aniva city has been expanded Reduced the vegetation cover on the military island Environmental Interactions Snow falling from the trees and on various interactions: cutting, harvesting, tree falling, car hit, and sprinting through Naval buoys with flashing red lights to serve better navigation through the ice sheet maze Particles for explosions on snow terrain added Functional Additions Functioning mounted outdoor thermometers reflecting the current temperature Boats can now despawn - degrade continuously until destroyed CHANGED Gameplay and Effects Player is now able to get longer heat buffer with all clothing (increased for low insulation) Added a delay between falling unconscious due to blood loss Behavior of lights in the warhead storage rooms Audio Sounds of footsteps from walking in the forest with and without snow New ambient sounds for Warhead storage New sounds for the power generator added New audio of birds, changed in intensity and variations Reduced noise level of owl sounds Loudness and reverb for electricity and storage doors FIXED Gameplay and Effects Heavy metal poisoning effect could persist after player death with a new character Collecting and eating snow inconsistently impacted player temperatures Fixed inconsistencies in the freezing calculation Heat buffer "+" signs now display accurate heat buffer duration Portable power generator could not warm up the player Clipping and Collision Issues The player is able to clip through the drill geothermal plant tower Clipping and collision issues within the Antonov plane wreck Goats could spawn inside rocks Specific items could be built inside warhead storage Fixed exploits used to look through walls Environment and Visuals Wheel particles will no longer be present if a vehicle is driving on a surface without any defined Boats could disappear when left on the shore or ice shelf Mushrooms spawn in a dried state Incorrect surface and interior detection in the Sakhal power station building Fire barrel fire could look different compared to a fireplace when dying out Structures and Objects Levers in Sakhal power station are off after server restart Sakhal school had a Chernarus flag Opening the storage doors in the bunker is not properly matching the sound Stash buried in snow did not properly save in server storage Animal and Player Interaction Player could drink from springs from any possible direction Frozen animal corpses could be skinned It was possible to cut out seeds from frozen vegetables Sound and Audio Sprinting through a snow-covered tree could not make a sound Soundtrack related to Volcano could not play near it GENERAL GAME ADDED Backpack and Item Attachments New item attachment slots for specific backpacks Sound Effects Sound of rattling teeth when a player is exposed to low temperatures for an extended time Sound of boat propeller Sounds of boat splashes are now matching the animations Sounds for deploying and disarming mines and explosives More variations for bullet cracks sound Particle Effects Bullet hit effects on vegetation - different hit particles for autumn, green, and conifer trees Animations Patching items Repairing with tape Cleaning/repairing firearms Splitting long sticks Splitting firewood UI and Quality of Life Controls options settings now have numerical values Controls options settings can now be edited by entering specific desired value Clickable link in the main and pause menus to access the Feedback Tracker directly New hints added during the loading screen New cartridge icon for crossbow bolts Technical Improvements Latency exploit mitigation, freezing players in place when having bad network connection CHANGED Sound and Audio Improvements Reworked SMG weapons sound Improved cooking sound effects system indicating "done," "in progress," and "cooking without ingredients" The sound of the wind when driving the boat is only audible to the boat driver Improved footstep sounds for some building interiors Improved trigger zones to ensure consistent soundtrack playback in specific areas Foot steps sounds changed with the aim of making running enemy more audible than the one carefully approaching Boat sounds reduced from close ranges and increase on long distance Weapons and Combat Reduced smoke of VSS because it was too obstructive Particles for M4-A1, M16-A2, VSD, LE-MAS, USG-45, VSS, Mosin 91/30 rifles were updated Rebalanced dispersion and damage of the Mosin, VS-89, and VSD Heavy attack modifier keybind moved correctly under the Combat category instead of Unsorted Vehicles and Boats Boats now slowly decay when abandoned for too long Hoods of car wrecks are opening in the same direction as the drivable cars Crafting and Actions Splitting items from attachments is now possible Cutting up the guts to make a rope leaves player hands bloody Added continuous crafting option for some actions and recipes: Digging worms Repair tent and its parts Repair car parts and chassis Repair with blowtorch Crafting bone and stone knife Repiring electricity Repairing with epoxy Sharpening Patching Repairing with rags Repairing with tape Cleaning weapons Repairing planks Repairing with pliers Inventory and Interaction When scrolling through the inventory, the active gear section remains pinned to the top of the screen (https://feedback.bistudio.com/T178787) When scrolling through the vicinity tab, the vicinity items section remains pinned to the top of the screen Items created after player actions are found below the player more randomly, not directly on top of each other Cooking and Food Mechanics Food poisoning has been reworked Chances to catch Salmonella vs Food Poisoning have been rebalanced Cooking human steak to burned steak is no longer removing the brain disease Water boiling when cooking is now indicated by particles and new audio sound Fishing mechanics and equipment were rebalanced, reducing junk catch rates, adjusting signal timing, and tweaking bait and hook performance Burn rate of fireplace fuel (except firewood) and kindling has been increased Character and Gameplay Mechanics Increased blood regeneration for low food and water levels Increased blood regeneration while unconscious if the blood level is low Items carried by players while swimming now adjust more quickly to match the water's temperature Surrender emote is no longer possible while standing on cars and boats Particles and Visual Effects Particles for cooking, hot items, and breath of characters Particles for vomiting and bleeding Fishing and Gathering Items that are obtained by fishing, like pots and wellies, are no longer of pristine quality Miscellaneous Fixes Fireplace goes from scorching to cold slower to make more space for re-igniting it Dead fox tail changed on the model and in the inventory to look more natural Removed the redundant rough and precise skill meter from the tutorial screens Player could receive chemical poisoning instead of food poisoning when opening Unknown food can Cow, goat and sheep are now more likely to run away FIXED Performance and Gameplay Fixed a game crash related to throwing physics Possible to see through walls when canceling or finishing Dig up action Exploit of players being able to peek through the trees Exploit of getting inside a locked room in certain houses through closed windows Players could perform actions and move freely while inspecting an item When digging worms, players could see through the walls Sound and Audio The infected and animals in the water did not have correct sound Wrong sound played when crafting a fireplace with firewood in hands Boat engine sound did not turn off after the boat was beached with the engine Sound of infected falling to the ground after being killed did not play correctly Sound of some doors could be silent and delayed Weapons sounds sometimes had delay issues when firing large magazines continuously Tree ambient sounded like footsteps in the forests Changed the volume and audible range of bullet impacts for players to hear (https://feedback.bistudio.com/T179210) Some weapons missing jamming sounds when jamming occurs Inventory and Interaction Combine action to mount barbed wire in the inventory was not working as expected Items dropped in corners were floating in mid-air in small houses Possibility to scroll in both inventory and vicinity at the same time in certain conditions Dragging and dropping items from inventory to vicinity slot sometimes did not work Mounting barbed wire action prompt could be hard to target Splitting the stick could trigger desynchronization with the server Splitting item stacks in the inventory would sometimes place them in the vicinity instead of the inventory Weapons and Combat Single/double fire mode does not work when using shotguns and firing single rounds on double fire mode Switching scope modes on one weapon carried over to other weapons Noise levels increased unexpectedly while crouch-walking with a raised firearm Players couldn't sprint after lowering a firearm while crouch-walking Attaching a suppressor to a weapon was sometimes not possible Vehicles and Boats Start engine action was not displayed when starting the boat without the spark plug Vehicles and boats could start bouncing when hitting rocks Items stored within fire barrels mounted in trucks could fall to the ground during server restart The car startup for missing spark plug would not play if no fuel was in the car Environment and Building Placement Clipping and seeing through various buildings and objects has been fixed It is now possible to place large tents in big hangar buildings Players will no longer be able to place Fireplaces and Garden plots in the air even if a server has placement collision checks disabled Balota sign pointing in the incorrect direction Mitigated the issue of some objects clipping through the containers Some trees had incorrect particle effects when being shot New exterior wall texture on Old military barracks asset Sun rays could be present in the Tisy HQ basement Animations and Character Actions Fixed a faulty pose in the hare animations (https://feedback.bistudio.com/T183546) Players were be coughing, laughing, and shaking when unconscious Animation for taking Improvised fishing rod to hands from shoulders was incorrect Left hand could get deformed while jumping backward with a two-handed firearm Food and Cooking Burning sound of food continues playing even after it has cooled down The water bottle containing liquid could get damaged when cooking even before it lost the water inside Cereal box was misplaced when cooking on cooking spots Burnt green bell peppers would stand unnaturally on the fireplace grate Cooking items could clip through the fireplace Items Hatchet now has correct textures in all of its damage states Unknown food cans could sometimes not be eaten after opening Damaged state for the female hoodie was not visually displayed Localization and UI Issues Buttons for audio settings had the wrong focus when changing menu tabs The Online Tab loses focus after the focused player disconnects In-game server browser could focus on "Search by name" line instead of server names Localization for "Lock" and "Unlock" briefcase was not correct in some languages CHERNARUS Part of the Vybor air base was visible on the in game 2D map LIVONIA Fixed issues with certain houses that player can see through when looking around the corner Wrong street sign to Gieraltow New and more coherent set of footsteps for some surfaces Water was not properly aligned with the canal in the Livonia underground SERVER Added: boatDecayMultiplier to gameplay settings json to tweak the newly introduced boat despawn mechanic Added: Admin logs now inform on player death by selecting respawn (while uncon/restraint logout) or drowning (https://feedback.bistudio.com/T179382, https://feedback.bistudio.com/T174730) Fixed: Linux servers could crash on shutdown Fixed: Weapons spawned through the init.c could not be reloaded Fixed: Optimized JSON file loading Fixed: Synced player stats of int type is always 0 on client Changed: Updated the debug monitor to allow higher resolutions Changed: Added count in map flag to certain flag items (https://feedback.bistudio.com/T186626 - private) Changed: Added Lunapark flag to Sakhal (still not actively used in default configuration)(https://feedback.bistudio.com/T185827) LAUNCHER Added: Description field for servers, displayed in the server browser (https://feedback.bistudio.com/T185547) Added: You can now double-click a server to join it Fixed: The server browser would falsely report servers with more than 36 mods as "No Mods" (https://feedback.bistudio.com/T186332) MODDING Game version 1.27 Workbench have received major improvements in many areas which have made Workbench incompatible across versions. Please make sure that you always use a matching version of Workbench with your game, especially when using the Script Editor and its tools. Added: New winter snow covered Chernarus Rocks Added: Better script API for obtaining game framerate Added: Script Editor: Option to debug on custom port (in addition to 2 predefined ones) Added: Script Editor: Forward navigation (Alt+Right) Added: Script Editor: Mouse 4 and 5 buttons can be used for navigation forward and back respectively Added: Script Editor: Cut and copy with no selection will now cut and copy entire line respectively Added: Script Editor: It is now possible to zoom in/out documents using Control+MouseWheel Added: Script Editor: Font selection to options Added: Script Editor: File tabs have option to "Show in explorer" Added: Script Editor: Added a selection of module to execute script. Please note that you should always use proper version of Workbench that matches the Game Version. Added: Script Editor: Class highlighting Added: Surface detection API 'CGame.GetSurface' Added: DynamicMusicPlayer: Support for defining/processing polygonal locations; debug; unified shape cleanup Added: Support for overwriting GetCurrentStance, GetCurrentMovement and GetCurrentLeaning to Human_CommandScript to allow retain certain functionality after moving DayZPlayer::IsPlayerInStance to native Added: ScriptCommands to override the SoundController values: SetSoundControllerOverride, MuteAllSoundControllers, ResetAllSoundControllers Added: Script changes for new arrow cartridge type Fixed: Script Editor: Some issues with line number scaling in the text editor Fixed: 'ScriptInputUserData.CopyFrom' didn't move the "writing position" meaning any data copied would not be sent Fixed: Several minor issues with attributes, added attributes type checking Fixed: Incorrect debug shape transformation matrix computation for box Fixed: Several false-positive memory leaks with the Serializer class Fixed: Crash when using 'animPhysDetachSpeed' on static objects with a skeleton Fixed: Shape diagnostic wind material diag did not work on retail diag as intended Fixed: CarSCript::GetCarDoorsState returned -1 instead of CarDoorState.DOORS_MISSING (https://feedback.bistudio.com/T184230) Tweaked: Environment: reuse of env snapshot data structure; previous approach for ProcessHeatBuffer was not modding friendly Tweaked: Modded information text appearing during loading now appears having correct size and place in higher resolution Changed: Moving items to/from/in an inventory will no longer synchronize the items inventory, old parents inventory and new parents inventory, significantly reducing the number of objects being streamed in and out Changed: Functions inside the Boat and adjacent classes have had their signature changed which will require mod updates Changed: Inactive buoyancy simulation improved, now performs a sweep test and starts when the wave is at the highest peak instead of the lowest peak Changed: Script Editor: Changed default colors of qproperty-colorBuiltinTypes and qproperty-colorTypes of ScriptTextEdit in the stylesheet Changed: 'CGame.AddInventoryJuncture' timeout is now also passed for streaming relationships Changed: 'CGame.ExtendActionJuncture' will also now extend the timeout for streaming relationships Changed: Streaming relationships created through 'CGame.AddInventoryJuncture' will now only be created for the items parent hierarchy. Any siblings and children will not have their relationship created and the objects won't be created on the client Changed: Certain rvmat changes can now be reloaded during runtime Changed: Breaking: 'CGame.RPCSingleParam and 'CGame.RPCSelfSingleParam' are now proto native Changed: Mission ScriptModule is now properly destructed when ending the mission (e.g. going to/from the main-menu or closing the game) Changed: Engine ScriptModule is now properly destructed when closing the game Changed: Diag: List of leaks is now available in the script.log when the ScriptModule is destroyed Changed: Diag: Breakpoints are cleared when recompiling Changed: Enforce Script parser now contains more FIX-ME warnings Changed: Improved 'Multiple declaration of class' error Changed: Moved IsPlayerInStance to native for improved performance Changed: Human::CanRoll will now only be called while the Human is prone Changed: Enabled retexturing of a large amount of game models (https://feedback.bistudio.com/T183304, https://feedback.bistudio.com/T160773, https://feedback.bistudio.com/T161976, https://feedback.bistudio.com/T160244, https://feedback.bistudio.com/T183335, https://feedback.bistudio.com/T155247, https://feedback.bistudio.com/T183335, https://feedback.bistudio.com/T183335, https://feedback.bistudio.com/T183335, https://feedback.bistudio.com/T183335, https://feedback.bistudio.com/T183335, https://feedback.bistudio.com/T183335, https://feedback.bistudio.com/T183335, https://feedback.bistudio.com/T183335, https://feedback.bistudio.com/T183335, https://feedback.bistudio.com/T163914, https://feedback.bistudio.com/T160840, https://feedback.bistudio.com/T164591, https://feedback.bistudio.com/T169585, https://feedback.bistudio.com/T154310, https://feedback.bistudio.com/T154310, https://feedback.bistudio.com/T155247, https://feedback.bistudio.com/T155247, https://feedback.bistudio.com/T155247, https://feedback.bistudio.com/T155247) Firearms: SSG82 SVAL CZ550 Famas AUR AX & A1 MP5 parts M14 Pistols: Longhorn P1 Pistol CZ75 DeagleGrip Knives Fange Knife Optics: Optic_1PN51 Optic_acog Optic_acog6x Optic_buis Optic_fnp45_mrds Optic_hunting Optic_kashtan Optic_kobra Optic_m4_carryhandle Optic_m68_cco Optic_pistol Optic_pso1 Optic_puscope Optic_reflex Optic_starlight Optic_t3n_rds Shotguns Saiga IZH43 Stocks (Retexturable) MP5K StockBttstck M4 OEBttstck Fal_FoldingBttstck Magazines: M14 Magazine SSG Magazine MP5K 15Rnd Magazine 1911 Magazine VAL 20rnd Magazine Vikr 30rnd Magazine Miscellaneous Items Jerrycan - Viewpilot added to zbytek selection Scarred motohelmet Medium tent Gas Mask Filter Underground stash Glass Bottle Maska_Glass (Gorka Helmet Visor) Baseball Cap Food Items Tuna Can Animals Deer Wild boar TERRAIN BUILDER Changed: Terrain Builder will no longer display error pop ups when working with it KNOWN ISSUES There could be longer loading times when starting the game - we are investigating causes Buldozer (when used as a model preview) sometime wont display model and wont refresh when any changes are done in Object Builder __________________________________________________________________________________________________________________________________________ PC Experimental 1.27 Update 2 - Version 1.27.159315 (Release on 04.02.2025)GAME ADDED Animations Added the new animation for axes to split logs Sound Added sound for the lock opening FIXED Performance and Gameplay Fixed multiple exploits to look through walls Items could get stuck in hands after jumping or fast actions, making them unable to be swapped or removed until reconnecting (https://feedback.bistudio.com/T188352) Outside thermometers always displayed the lowest temperature instead of updating correctly Character would stop taking damage from hunger and thirst after eating or drinking, even if their energy/water remained critically low, until relogging (https://feedback.bistudio.com/T188364) If a menu was open the bad connection popup wouldn’t appear, leaving the player stuck until the connection recovered Ensured repair and crafting actions correctly complete or stop when expected during chained actions Players were sometimes unable to water garden plots due to targeting problems (https://feedback.bistudio.com/T183542) Eating cold or chilly food incorrectly increased the player's heat comfort Client crash occurring when viewing specific characters from above from certain distance range Animations and Character Actions Axes could temporarily vanish during firewood splitting and fly back to the player's hands once the action was completed. The character would stand up when filling a gasoline canister with snow Environment Fixed a gap in the warhead storage ground that could have been exploited for an advantage LOD issues on some broken-down houses would cause unintended visual changes at short distances Container locks were not reflecting sunlight due to incorrect material assignment Thawed area around the fireplace was not visible at night despite any light source Character would be unable to climb up the ladder to the life boat UI and Localization Some 'Feedback' buttons in the main and in-game menus were not highlighted on hover 'Feedback' button as not translated in every language Changing any slider in the Controls tab would reset it back to 100 after applying Sliders in the Audio and Video tabs would revert to arbitrary values after applying changes Sensitivity slider values do not always increase or decrease correctly when adjusted OPEN STORE button in main menu was not highlighted when the cursor hovered over it Weapons PSO-1-1 Optic displayed duplicate reticles when a battery was attached (https://feedback.bistudio.com/T188335) CHANGED Loading times Improved general game loading times Miscellaneous changes The blue container key now matches the blue container number Sherpa hat braids are now moving less frantically (https://feedback.bistudio.com/T185025) Altitude, overcast and fog would affect the outside thermometer temperature Fishing and Cooking Balanced fishing mechanics: Improvised rods and wooden hooks are now less effective SERVER Fixed: Players could remain locked to a server after disconnecting, preventing them from joining another server (https://feedback.bistudio.com/T182340, https://feedback.bistudio.com/T182316, https://feedback.bistudio.com/T182304, https://feedback.bistudio.com/T182260 ,https://feedback.bistudio.com/T182313, https://feedback.bistudio.com/T182311, https://feedback.bistudio.com/T183634) Fixed: A server crash Fixed: The server shutdown message incorrectly displayed #tmin instead of showing the actual countdown time before shutdown LAUNCHER Fixed: Launcher displayed thousands of fake servers in the Community tab, affecting the visibility of legitimate servers Fixed: "too many mods" string in launcher was not localized MODDING Added: Addressing limitations in overriding constructors for post-process requester packages KNOWN ISSUES Loot could not be spawning in Livonia bunker Players attempting to join a full server could not be placed in the queue but kicked out with an error message Modding Crash: some modded items may cause crashes in DayZ (https://feedback.bistudio.com/T188367) 4 2 1 1 Share this post Link to post Share on other sites
Mine Turtle 5 Posted January 16 I've been eagerly waiting for these patch notes all day! 2 Share this post Link to post Share on other sites
v0yag3r 2 Posted January 16 Let's see how these new changes play! Thanks to dev team for still working on this addictive game 2 Share this post Link to post Share on other sites
nemorus 277 Posted January 16 These sound changes tells me that once again its all about making things as obnoxious as humanly possible. I truly don't understand why being stealthy is not recognized as a way to play this game. When dealing against groups the only chance to survive is either mix perfectly within their interactions or do absolutely nothing and pray that character won't randomly start to play its built-in and passive soundboard. Jumping, moving, throwing punches or basic interaction with items all produce horrendous and immersion breaking sound effects and grunts, that could be heard through walls from really far away. Opening doors for example should be alerting to vicinity (npcs as well) but only if said opening was rushed. Yet no option to do it slowly and steady - when all it takes is making animation progressive; the longer one holds a button on door's activator the longer and quiter the process is. Right now game is not authentic - its more and more fps, fast & furious type of gameplay is encouraged. 2 1 Share this post Link to post Share on other sites
[email protected] 0 Posted January 16 When? https://feedback.bistudio.com/T187724 Has been an issue for a long time apparently, nothing has been done with it. Share this post Link to post Share on other sites
kopytq99 1 Posted January 16 I really like the sprinting footstep sound being increased. 1 Share this post Link to post Share on other sites
mkalireza 1 Posted January 16 Please consider this as well that climbing a steep mountain shouldn't be as easy. Like Arma 3, the stamina level decreases when climbing a steep slope. Thanks. Share this post Link to post Share on other sites
Sid Debian 144 Posted January 17 (edited) Well it's huge patch to be honest. I didn't seen such a huge chagelog quite long time. I like it. Also can't await when it will be released 🙂 Edited January 17 by Sid Debian Spelling 2 Share this post Link to post Share on other sites
abinarysystem92 0 Posted January 17 (edited) Made an account just to ask this but, while you guys are doing it for a bunch of other things can we get a hiddenSelection for camonets please? I'm sure the modding community would appreciate being able to make cam nets for variable terrain within a map without changing every cam net that's been placed, especially since sea level and high altitude terrain on Sakhal is so different. Edited January 17 by abinarysystem92 Share this post Link to post Share on other sites
merropa93 98 Posted January 17 1 hour ago, abinarysystem92 said: Made an account just to ask this but, while you guys are doing it for a bunch of other things can we get a hiddenSelection for camonets please? I'm sure the modding community would appreciate being able to make cam nets for variable terrain within a map without changing every cam net that's been placed, especially since sea level and high altitude terrain on Sakhal is so different. Hi, could you please create a ticket for it in feedback tracker here: https://feedback.bistudio.com/? If the demand will be high, it might be considered in the future 🙂 1 Share this post Link to post Share on other sites
DefectiveWater 540 Posted January 17 On 1/16/2025 at 3:28 PM, nemorus said: I truly don't understand why being stealthy is not recognized as a way to play this game. Surprised to see that there's nobody talking about this. Isn't stealth important in a hardcore survival game? Why must everyone within 20 meters hear my character grunt as I climb over a 60 cm tall fence? 1 Share this post Link to post Share on other sites
Jonhamm 0 Posted January 17 (edited) Someone at xbox is using network latency to replicate bullets and explosives, please take it seriously Edited January 17 by Jonhamm Share this post Link to post Share on other sites
etwas 147 Posted January 17 1 hour ago, DefectiveWater said: Surprised to see that there's nobody talking about this. Isn't stealth important in a hardcore survival game? Why must everyone within 20 meters hear my character grunt as I climb over a 60 cm tall fence? u can still be stealthy. just crouch walk without sprinting. its a good change, the audio was clearly unbalanced. u could hear stomach grumbling from further away than people running around. 2 Share this post Link to post Share on other sites
Veronica Wisenbarger 1 Posted January 17 Still haven’t fixed experimental seeing that players own frost line so releasing 1.27 on Xbox seems to be a complete joke as it’s inaccessible Share this post Link to post Share on other sites
endreu 25 Posted January 20 46,0mb update for 1.27 with same version? o.k. p.s thanks for the new update Share this post Link to post Share on other sites
Pyongo Bongo 244 Posted January 21 Great update. I absolutely love every single sound effect and animation you add, it adds so much to the game! 🙂 Except for the teeth rattleing and dry mouth noises maybe xD I don't approve of the new container locks though. What makes DayZ great is the sandbox, freedom and authenticity. It's just inauthentic/not believable that these thin sheet metal containers can only be opened with a key. We can break down metal base walls with our hands, but THIS sheet metal can't be cracked, not even with C4. And it doesn't feel free or authentic for the whole server to be artificially funneled to the only point on the whole map where the keys spawn, it's simply repetetive. Everyone is going to be always doing the same thing on every playthrough, going to the boat. For what reason? It contains the only way to open randomly scattered loot boxes made out of thin sheet metal, but which are indestructible? For me personally this is too much of a stretch from realism for no benefit. Yes there will be player interaction at the boat and people will have something to do searching for the containers, but this can be done without basing it on indestructable sheet metal. Actually I just thought about it, is there anything inside the containers which forces you to seek them out? It's not that bad if the loot inside is not only accessible in there. I did like the idea of the random event containers beforehand, that the western guns were only in there. Very authentic way to add setting-un-fitting items and to make it worth it to go all over the map. Because I can believe that something like that may happen IRL and it doesn't seem forced at all, because compareably useful loot can be found in other places in other ways. Share this post Link to post Share on other sites
KA-74USER 52 Posted January 24 explosives being an option to open locked crates would be a cool way to have an alternative risk reward you can blow them open but it makes alot of noise and everyone knows that your looting crates, or go get the key and maintain stealth Share this post Link to post Share on other sites
zooy0rk 0 Posted January 24 The latest DayZ update is fantastic! The new features and improvements bring fresh excitement to the game, enhancing both survival mechanics and overall gameplay. Performance has noticeably improved, and the added content makes exploring even more rewarding. A big thumbs up to the devs for keeping the game engaging and immersive! Share this post Link to post Share on other sites
Kreser 6 Posted January 29 I really hope that in 2025 they will finally think about multi-threading for processors and support for dx12 and other api and then I will not need the rest of the updates, I agree that updates come out every six months just make them grandiose and thoughtful please! I play since Arma 2 dayz mod (non steam) and sometimes I am very ashamed of you, hear the community please! 1 Share this post Link to post Share on other sites
lynn.zaw 256 Posted February 3 PC Experimental 1.27 Update 2 - Version 1.27.159315 (Release on 04.02.2025) 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 Animations Added the new animation for axes to split logs Sound Added sound for the lock opening FIXED Performance and Gameplay Fixed multiple exploits to look through walls Items could get stuck in hands after jumping or fast actions, making them unable to be swapped or removed until reconnecting (https://feedback.bistudio.com/T188352) Outside thermometers always displayed the lowest temperature instead of updating correctly Character would stop taking damage from hunger and thirst after eating or drinking, even if their energy/water remained critically low, until relogging (https://feedback.bistudio.com/T188364) If a menu was open the bad connection popup wouldn’t appear, leaving the player stuck until the connection recovered Ensured repair and crafting actions correctly complete or stop when expected during chained actions Players were sometimes unable to water garden plots due to targeting problems (https://feedback.bistudio.com/T183542) Eating cold or chilly food incorrectly increased the player's heat comfort Client crash occurring when viewing specific characters from above from certain distance range Animations and Character Actions Axes could temporarily vanish during firewood splitting and fly back to the player's hands once the action was completed. The character would stand up when filling a gasoline canister with snow Environment Fixed a gap in the warhead storage ground that could have been exploited for an advantage LOD issues on some broken-down houses would cause unintended visual changes at short distances Container locks were not reflecting sunlight due to incorrect material assignment Thawed area around the fireplace was not visible at night despite any light source Character would be unable to climb up the ladder to the life boat UI and Localization Some 'Feedback' buttons in the main and in-game menus were not highlighted on hover 'Feedback' button as not translated in every language Changing any slider in the Controls tab would reset it back to 100 after applying Sliders in the Audio and Video tabs would revert to arbitrary values after applying changes Sensitivity slider values do not always increase or decrease correctly when adjusted OPEN STORE button in main menu was not highlighted when the cursor hovered over it Weapons PSO-1-1 Optic displayed duplicate reticles when a battery was attached (https://feedback.bistudio.com/T188335) CHANGED Loading times Improved general game loading times Miscellaneous changes The blue container key now matches the blue container number Sherpa hat braids are now moving less frantically (https://feedback.bistudio.com/T185025) Altitude, overcast and fog would affect the outside thermometer temperature Fishing and Cooking Balanced fishing mechanics: Improvised rods and wooden hooks are now less effective SERVER Fixed: Players could remain locked to a server after disconnecting, preventing them from joining another server (https://feedback.bistudio.com/T182340, https://feedback.bistudio.com/T182316, https://feedback.bistudio.com/T182304, https://feedback.bistudio.com/T182260 ,https://feedback.bistudio.com/T182313, https://feedback.bistudio.com/T182311, https://feedback.bistudio.com/T183634) Fixed: A server crash Fixed: The server shutdown message incorrectly displayed #tmin instead of showing the actual countdown time before shutdown LAUNCHER Fixed: Launcher displayed thousands of fake servers in the Community tab, affecting the visibility of legitimate servers Fixed: "too many mods" string in launcher was not localized MODDING Added: Addressing limitations in overriding constructors for post-process requester packages KNOWN ISSUES Loot could not be spawning in Livonia bunker Players attempting to join a full server could not be placed in the queue but kicked out with an error message Modding Crash: some modded items may cause crashes in DayZ (https://feedback.bistudio.com/T188367) 1 1 Share this post Link to post Share on other sites
MastaHiggins 2 Posted February 4 (edited) What about broken DIGESTION_SPEED?https://feedback.bistudio.com/T186097 Edited February 6 by MastaHiggins Share this post Link to post Share on other sites
Kuzyn. 37 Posted February 4 Still nothing for one of probably biggest performance issues? https://feedback.bistudio.com/T175723 Share this post Link to post Share on other sites
analjesus 8 Posted February 4 On 2/4/2025 at 1:30 AM, lynn.zaw said: FIXED Performance and Gameplay Animations and Character Actions can we get further details on this? very broad patchnote 1 Share this post Link to post Share on other sites
MastaHiggins 2 Posted February 6 On 2/4/2025 at 11:01 PM, Kuzyn. said: Still nothing for one of probably biggest performance issues? https://feedback.bistudio.com/T175723 Well, at least we got the new animation for axes... 1 Share this post Link to post Share on other sites