merropa93 111 Posted April 14 PC Experimental 1.28 Update 1 - Version 1.28.159768 (Release on 15.04.2025) 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 Heli crash event Crashed Patrol boat event Crashed Fishing boat event Medical event Geysers added to hot springs Ambient sounds added to caves FIXED Dead fallen trees would rustle like bushes when walked over Missing sound on submarine tower GENERAL GAME ADDED RAK-37 PSO-6 scope Leupold Mark 4 scope Sportpoint Sights New music track added to the in-game credits Updated weapon obstruction system CHANGED Updated weapon obstruction system Updated tail sounds for hunting and sniper rifles Tweaked tail sounds for SMGs Upgraded the networking for Cars, improving most situations when driving at higher ping Automatic gearbox simulation has been improved, affecting Humvee Rebalanced firearm damage against infected Tweaked bandaging animations Reduced optic edge distortion on hunting optics Added damage visuals for 2D optics Reworked range finder optic view Adjusted teeth clattering sound Disabled Gamepad in Server Browser Decrease weapon sway in the prone position Global weapon sway speed decrease Slightly increased weapon recoil for most rifles Dispersion increased weapons by moderate amount Adjusted sway and recoil values for several weapons to improve consistency across categories Reduced muzzle flash size to improve visibility while shooting Slightly reduced player footstep volume and restored infected footstep range Improvised clothing could be repaired with rags The fire geometry of the static road barricade was reduced to better match the actual shape of the object FIXED Weapon and magazine could desync when picked up near distant players Base building kit folding produced no sound Mini sight reticle visible without battery Reload through the dedicated reload key could occasionally be non-functional after relog (T158378, T164601, T173603, T177030, T179279) Jumping sound in deforested areas was too loud Various clipping issues Incorrect wood grain on house pillars Splint action shown on seated player with broken leg Night vision reticle still worked visually after battery was removed Unable to throw items when another player was checking pulse Vehicles could become partially stuck in terrain after falling Infected could clip through floors Visual issues with some bushes Explosives couldn't be disarmed right after arming Missing collision on lockers in power generator room Flash of white screen when falling unconscious from shock Shock effect not visible when regaining consciousness until standing animation finished Various duplication exploit mitigations Mitigated item teleportation exploits Freeze when spamming filters in server browser Server browser sort by map caused freeze during server load Some indoor sounds were incorrectly played as outdoor Some glasses invisible in 1st person Player could see through walls in 3rd person Camera twitching when walking on rails Knife could fail to open food can in inventory (T189714, T189784, T190046) Plants in garden plots seeded before a server restart could not grow after the restart (T189434) Sones with trail markers were unusable for crafting Missing windowsill in Tisy barracks Ruined suppressors could still partially mute gunshots, making distant shots inaudible even when the suppressor was destroyed (T188571 - private) Exiting a boat as a driver could teleport the player to an unintended location (T189750) The ChemGas grenade could sometimes fail to explode on impact or detonate mid-air immediately after being thrown (T189998, T190002 - private) The contaminated area created by ChemGas grenades was invisible from a distance, while still cause a disease and produce bleeding cuts on a player Players could move while exiting the server under specific input conditions Damaged glass on pistol optic attachments could appear overly bright during nighttime The Steyr AUG scope reticle changed color depending on what it was aimed at Leaning before using binoculars causes rotated mouse movement (T174629) Visual damage states now appear correctly on various weapons including AKM Assault Rifle, CZ 75 Pistol, FNX-45 Pistol, Flare Gun, Izh 18 Rifle, Makarov IJ70 Pistol, P1 Pistol, VSS Vintorez, Winchester Model 70 Rifle (T174894) The map category label in the server browser was not properly localized across all supported languages Game could crash after reassigning an emote key following a keybinding reset without applying changes first (T186108) Damage on reflex optics was not visible when aiming through them Grey background behind inventory and vicinity tabs was misaligned with the rest of the UI The sound of washing hands continued after canceling the action Failed engine start due to missing battery did not play the correct sound Heat buffer icon could flash and show the breathing animation incorrectly Light melee attack chains could randomly break and not continue as expected Item held in hands would levitate when the player became unconscious while seated in a boat Players could swim while holding heavy items, enabling unintended transport across water Dragging and dropping items into the vicinity bar failed unless dropped on a specific area Vehicles no longer get partially stuck inside the terrain after falling from a height Opening/closing car door would sound like it was coming from the center of the vehicle instead of the door SERVER Added: spawnabletypes.xml now supports quantmin and quantmax like types.xml (0-100%) (T178206) Added: spawnabletypes.xml now supports nested item cargo and attachments Added: spawnabletypes.xml now supports nested damage min max Added: spawnabletypes.xml now supports nested presets through equip="true" Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have a chambered bullet Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have bullets in internal magazine Added: randompresets.xml can now be appended to with cfgeconomycore.xml Fixed: Random damage from spawnabletypes.xml had more chance to be the maximum or minimum value than a value in between Fixed: "[CE] :: WARNING :: Preset "..." is EMPTY." message now correctly reports empty presets instead of always the first attachment and cargo presets even if they were not empty Removed: "Flags reset for type:" redundant message which was being wrongly displayed MODDING ADDED Documentation for Environment class API in script Documentation for PlayerAgentPool and AgentBase API in script Model optics will now partially support hidden selections Physics: In Contact class, variables 'ShapeIndex1, ShapeIndex2, VelocityBefore1, VelocityBefore2, VelocityAfter1, VelocityAfter2' Cars: 'wheelHubFriction' config variable to define axle drag when no wheels are attached Cars: 'useNewNetworking' config parameter, default 1. Mods that modify the vehicle physics outside of the 'SimulationModule' config may need to disable the reconciliation system Enforce Script: 'sealed' keyword Enforce Script: 'Obsolete' attribute for functions and classes Enforce Script: Compiler error when script methods exceed the maximum amount of parameters: 16, this has always been a limitation, previously the game would continue with buffer overflows and random crashes 'vector Object.GetSelectionBasePositionLS(string)' to get selection position without animations applied Gizmos to the script API, enabling interaction through the context menu in Inventory. Available only on DayZDiag Functions to get the user animation source names by index for Entity 'int Entity.GetNumUserAnimationSourceNames()', string Entity.GetUserAnimationSourceName(int index)' vector Object.GetSelectionBasePositionLS(string)' to get the position without animations applied WeaponObstructionData settings to CfgGameplay CHANGED Physics: Bullet Physics updated to the latest Enfusion version Physics: 'PhysicsGeomDef.MaterialName' now takes .bisurf (e.g. 'DZ/data/data/penetration.bisurf') or CfgSurfaces (e.g. '#cp_concrete1' where the config path is 'CfgSurfaces cp_concrete1) Physics: Terrain intersections are now extruded one meter down to improve collision detection against large fast moving objects Physics: In Contact class, 'Material1' and 'Material2' have changed from type 'dMaterial' to type 'SurfaceProperties'. which is now the base class of SurfaceInfo Cars: Suspension is now always active while the vehicle is awake, even when there are no wheels attached Enforce Script: Improved 'Multiple declaration of class' error Enforce Script: Parser now contains more FIX-ME warnings 'CGame.OnPostUpdate' event is now executed after the camera has been updated, ensuring 'CGame.GetScreenPos' uses the correct transformation to prevent UI elements from being positioned based on the previous frames camera data 'SoundObject.SetParent' now takes in the pivot index, allowing attachment to an animated component GameplayEffectWidgets manager inits to help facilitate modding FIXED Physics: Various fixes to dBodyCollisionBlock/dBodyRemoveBlock Cars: Brake/Handbrake was being applied twice, please update the 'maxBrakeTorque' and 'maxHandbrakeTorque' for your car mods by doubling the values in config Enforce Script: Script USER define will now correctly reflect the active user name Crash when using 'SoundObject.SetParent' Spawning an object outside of the world via ObjectSpawner no longer causes a stack smashing detected crash on Linux servers. Infinite stamina mods could prevent jumping or holding breath after 1.27 Patch 1 (T190645) Crash and restored functionality of ResourceBrowser.GetCurrentFile workbench module script API REMOVED Physics: In Contact class, variables 'MaterialIndex1, MaterialIndex2, Index1, Index2' Option to change rangefinder color in config (use layout) TOOLS ADDED Script Editor: When using the floating 'Find Symbol' window, the Escape keypress or submit via Return will now close the window Script Editor: Debugger watch search bar Script Editor: Context Menu: Methods: "Overrides" and "Overridden by" Script Editor: Context Menu: Types: "Base Classes" and "Derived Classes" Script Editor: Scrollbar will now draw cursor, break points and bookmarks positions as well as scope and lines with changed/saved changes. Option to toggle this added Script Editor: Search/replace now supports current selection only Script Editor: Lines can be moved in the Script editor via Alt+Up Arrow/Alt+Down Arrow key combinations Script Editor: Status bar info for viewing scope, line and column Script Editor: Selecting symbols in script files will highlight them in the Outline Script Editor: Split view for viewing two script files at one time Script Editor: Reopen last closed tab (Ctrl+Shift+T) CHANGED Workbench: Updated splash screen and icon to reflect the new Enfusion visual identity Workbench: Double-clicking '.layout', '.imageset', and '.styles' files in Workbench no longer opens them in an external application; a new "Open file with" option is available via right-click context menu Script Editor: Improved breakpoints window search, enable/disable/remove all breakpoints options FIXED Workbench: Frequent crashes on widget text field changes Workbench: Frequent crashes on widget property changes Workbench: Crash when clicking into widget viewport while editing a property Workbench: A crash when clicking outside a text field after editing it without pressing Enter Script Editor: 'super' keyword syntax highlighting KNOWN ISSUES Updated firearm sounds are not as audible as they should be on long range, will be tackled in a future experimental release 3 Share this post Link to post Share on other sites
Kuzyn. 39 Posted April 15 Interesting changes and fixes, however still nothing for Terrain Builder? It was supposed to be updated last year and was with Frostline update, but later was reverted back due to bugs. Is there any chance that we will get new but fixed version? 1 Share this post Link to post Share on other sites
Nebulae3 422 Posted April 15 (edited) An interestintg update. Work on zombies they should knock down doors etc. 😉 Are those events added on other maps? Crashed Patrol boat event Crashed Fishing boat event Medical event Edited April 15 by Nebulae3 1 Share this post Link to post Share on other sites
kenkasmar 1 Posted April 15 (edited) Enforce Script: Compiler error when script methods exceed the maximum amount of parameters: 16, buffer overflows and randomly crashes Why on God's green earth is this limitation needed?? Edited April 15 by kenkasmar 1 Share this post Link to post Share on other sites
andro_dawton 36 Posted April 19 Why the change "Improvised clothing could be repaired with rags"? This was just logic. Share this post Link to post Share on other sites
Pyongo Bongo 248 Posted April 20 (edited) Amazing update 🙂 I may take the time to write a detailed list of the things I like and why. I think it would be cool if the guns which take the hunting scope could also take the new sniper scope, and the other way around. I heard this is possible IRL. It would be a cool bit of realism, choices to make and options when modding your guns 🙂 Edited April 20 by Pyongo Bongo Share this post Link to post Share on other sites
Sid Debian 150 Posted April 20 On 4/20/2025 at 11:03 AM, Pyongo Bongo said: Amazing update 🙂 I may take the time to write a detailed list of the things I like and why. I think it would be cool if the guns which take the hunting scope could also take the new sniper scope, and the other way around. I heard this is possible IRL. It would be a cool bit of realism, choices to make and options when modding your guns 🙂 Your problem that you have no dea what's the Viver/Picatinny Rail System (RS) which is working on military firearms and Dovetail. First was designed for military usage and then was quite fastly adapted to civilian usage coz army is army but civilian firearm market is the way bigger and Viver/Picatinny RS fastly replaced the "old traditional" Dovetail Hunting scope RS. Youes still there's many companies that makes civil firearms with Dovetail and don't want to switch to Viver/Pica RS but it can be changed in the future. So the game has the same situation, but bad approach or mount systems. It seems that BI devs never get to weapons shops for checking that Optics is optics and mount system is mount system and both of them are sepparated from each other. You can get any optics and mount with one type of rings fitted to the type of scope (25mm, 30mm, 34mm) and RM system of firearm (Viver/Pica, Dovetail). They even don't know that there's adaptors for Kochetov Mount system (Mosin, SKS) and Soviet East-block mount system (AKs, VSS, AS VAL, Vikhr, SVD) from East to Viver/Pica. You are right it's not really hard to implement, just add to optics the inventorySlot for necessary type and you're free to go. What that SVD and AKs accept the hunting optics - not a big deal, asme as allow hunting scopes to be mounted on Viver/Pica. But devs cannot create it idk fōlly or l@zine$$, but nevertheless if community love to eat the 3 scopes 1 smg and no new mechanics related to the DZ world then that community is the bunch of fōôls. DZ could be the good game, but it will never happened, coz everything new here is only duplicate or previous things. Sadly but all the same. Share this post Link to post Share on other sites
SKNC 0 Posted Thursday at 04:36 AM LAUNCHER Launcher displayed thousands of fake servers in the Community tab, affecting the visibility of legitimate servers Issues still unresolved after 1.27 update Serious issues https://feedback.bistudio.com/T186766 Share this post Link to post Share on other sites