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merropa93

Experimental Update 1.29 (Change log)

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PC Experimental 1.29 Update 1 - Version 1.29.160485 (Release on 14.08.2025)

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 section of the underground bunker on Burukan island
  • Sakhal flag and armband
  • Pilot jacket
  • Winter Military Coat

FIXED

  • Bodies on Sakhal could decay and attract flies despite the cold environment 

 

GENERAL GAME

ADDED

  • Bear headdress
  • Heavy labor jacket
  • Military sweater
  • Fox headdress
  • Military winter boots
  • Fur boots
  • Long haul backpack
  • New promo carousel implemented for the main menu

CHANGED

  • Nights on the official Chernarus and Livonia first person perspective servers were switched to the bright ones
  • Assault rifles gunshot sound reworked
  • Pistol gunshot sounds reworked
  • The Server Browser now opens the "Official" tab by default if the player has no favorite servers; otherwise, it opens the "Favorites" tab

FIXED

  • Character could glitch and clip through objects when taking vaultable items in hands (T192558T193315T193320T193316)
  • Inventory could be accessed in Surrender pose
  • Issues with displaying items in Vicinity tab and being able to access them through objects
  • Reconnecting removed blinding effect of Burlap sack on head
  • Vehicles twitched when driving on concrete panels (T191309)
  • AIs could clip through closed door of specific garage building
  • Specific boat wreck model became invisible at too short view distance 
  • Unpacking a headlight had no audio (T192384)
  • Plums disappeared at too short view distance
  • Aiming with M79 removed night vision (T193230)
  • Part of bear attacking audio sample was incorrect (T192086)
  • Fixed multiple locations allowing to look through structures (T191053)
  • Windows in specific garage building were missing collisions
  • Humvee was Missing Getting In/Out Sound (T167764)
  • AP Items deployed through activate widget were missing sound
  • Illness symptom sounds (e.g., coughing or laughing) continued to play even after the player has fallen unconscious
  • Various clipping issues
  • Cars could crash without apparent reason due to unexpected collisions with terrain (T191200T192926)
  • Under unstable or low FPS, the selected gear could be skipped over unintentionally
  • Players could see moving cars and boats glitch after reconnecting
  • Players reconnecting above the ground could be teleported outside the world (T191843T191945T191215T191664T192504
  • Deployed tripwire was not functional (T193431)
  • Start engine sound is played when player leaves started vehicle
  • Incorrect sound could be played when loading the crossbow (T191119)
  • Incorrect sound could be played when disarming Explosive with a different detonator
  • Items dropped near some specific assets could be inaccessible afterwards (T189382)
  • Certain assets would have incorrect collisions
  • Cars could crash on even roads and launch players into near-death situations (T191200T192926)
  • Exploit where players were able to duplicate items
  • Exploit allowing players to enter vehicles while holding heavy items
  • RAK now spawns chambered when equipped with a magazine
  • Players could spawn random items in their inventory (T192644T192643)
  • Players could see dynamic contaminated zones become invisible over time (T192492)
  • Players could launch themselves into the air by going prone on a car roof edge (T192699)
  • Players could freeze the client by some cargo operations (T192460)
  • Players could hit invisible barriers on some fence and wall objects
  • Item swapping functionality wasn't working in some cases

 

CHERNARUS

  • Player could see through specific wall by squeezing between it and a container (T191053
  • Specific trees were floating in air (T190606T191125)
  • Fallen tree was clipping through other trees (T190606

 

LIVONIA

  • Some items and widgets could be inaccessible in swampy locations with reeds  
  • Incorrect sizing of contaminated zones in Pavlovo and Radunin

SERVER

  • Fixed: Scripts would not compile with '-doScriptLogs=1' CLI on Retail

LAUNCHER

  • Frostline DLC was not indicated correctly for players not owning the expansion

TERRAIN BUILDER

  • Version information is now shown in the Terrain Builder’s Help > About dialog
  • Saves objects with a persistent ID into WRP instead of regenerating them every build
  • WPR files, exported with TB version higher than X (lets get the exact version number) require 1.29 binarization executable

MODDING

  • Fixed: Crash when using SurfaceUnderObjectByBone on some animals
  • Changed: Temporarily increased the maximum size of 'ScriptInputUserData' to accommodate for Network IDs being larger

KNOWN ISSUES

  • PLAY button in main menu does not show server last played at when hovered over and clicking it does not connect you to the server
  • Indoor shots can sound silenced to the shooter
  • We are currently experiencing freezing issues with community Linux servers on Experimental (PC). We have identified the issues and it will come with the future release of EXP.
  • We are temporarily reducing capacity on official Experimental servers to stress-test full pop performance. This will cause some strain, and stability will be affected, but it’s intentional for data collection.
     
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PC Experimental 1.29 Update 2 - Version 1.29.161219 (Release on 31.10.2025)

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.

 

GENERAL GAME

CHANGED

  • General server performance optimizations

FIXED

  • Fixed a server crash exploited by users (T195100 - private)
  • Animation of taking items from the shoulder and belt could glitch (T188349T188469T188454T188536T189283T188523T191268)
  • Vehicles were missing attach/detach sounds for battery, spark plug and radiator
  • Manipulating a fire barrel could result in desync for other players
  • Indoor shots could sound silenced to the shooter
  • Chelating Tablets could cure wound infection and influenza (T194353)
  • Rain will no longer fall upwards when you run in the direction of the rain
  • Bug where items that are very wide would not scale up properly when inspected
  • Players could get teleported when exiting vehicles
  • Infected movement was stuttering at low server FPS
  • Splitting animation was not working for long wooden sticks
  • Airfield bunkers had badly placed loot spawns (T193452)
  • A ladder at the Rify ship wreck was not functional (T193170)

 

SERVER

  • Added: Player location to connection and disconnection logs (T176899)
  • Fixed: Freeze when starting Linux server
  • Fixed: Items in the ignore list would still spawn when they were part of cfgspawnabletypes.xml
  • Fixed: Items that were part of the ignore list would still spawn if they were in the player inventory (T190555)
  • Fixed: Some weapons had chance to spawn with incompatible attachments, resulting in errors (T192338T192311 - private)
  • Changed: Enabled multithreading support for Bullet Physics library

 

MODDING

  • Added: Physics functions directly on Transport to allow vehicles to sleep
  • Added: Physics: 'Physics.GetGeomName' to get the name of a geometry at that index
  • Added: New Inventory location type ILT_TEMP for items that are desynced, held in limbo until the server sends the correct one 
  • Added: 'Pawn.GetNextMove' to preload data during character CommandHandler
  • Added: 'Pawn.GetOwnerState'
  • Changed: EntityType can now be used in script per config class definition, used to cache shared variables and expensive initialization logic
  • Changed: Partial update of Animation System to Enfusion 2021
  • Changed: Physics: Filtered will no longer show collision that has no interaction layer
  • Changed: Prioritized usage of variables such as g_Game instead of function calls such as 'GetGame()'
  • Changed: Specific optimziations to several scripted functions such as 'Object::IsAnyInherited'
  • Changed: Physics: Inactive bodies no longer tick EOnSimulate/EOnPostSimulate
  • Changed: Vehicles: Vehicle headlights has been partially moved from script to native
  • Changed: Improved Gizmo api, moved to GizmoApi class
  • Fixed: Mod-loading order not functioning (T194126T194109)
  • Fixed: Make avoidGrassUpdate property properly transfer during binarization process
  • Fixed: Physics: Crashes with geometry element usage on skeleton component
  • Fixed: Object::IsAnyInherited should return early on 1st match (T194456)
  • Fixed: Several crashes with DebugText
  • Fixed: Physics: Crashes with geometry element usage on skeleton component
  • Fixed: Vehicles: Players could be sent to random coordinates when getting out of some vehicles with improper geometry
  • Fixed: 'DayZPlayer.IsAuthority' would return false in Singleplayer
  • Fixed: Ensure Inventory.CreateEntity properly passes the flip flag
  • Fixed: Gizmo rotation would be reversed in some cases
  • Fixed: Vehicles: Transport class couldn't gather inputs
  • Fixed: Vehicles: Transport class didn't have dynamic collision resolution (only cars did)
  • Fixed: Vehicles: Vehicles could still be controlled while in freecam while "Player move in FrCam" was disabled
  • Fixed: Assigning typename to variable wouldn't work for base types (e.g. string, int)
  • Fixed: Some cases when assigning a quoted vector to a variable would fail
  • Removed: Unnecessary native calls that reduce poor performance

TOOLS

ANIMATION EDITOR

  • Added: Live Debug, connect via in-game diag "Animation > Enable debugger"
  • Changed: Animations now always re-import from the TXA source file when editing Events
  • Changed: Changes to animations are now saved via  "Workspace -> Save Changed Animations" instead of using the small "edit" button in the timeline
  • Fixed: Various crashes
  • Removed: "Test" button in Controls window, now automatic based on active context

TERRAIN BUILDER

  • Added: Align to ground mode in Buldozer (default keybind 7)

 

KNOWN ISSUES

  • Navmesh is currently not updating on Fence gates when opened or closed
  • Some weapon animations will playback broken in some cases

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PC Experimental 1.29 Update 3 - Version 1.29.161281 (Release on 12.11.2025)

GENERAL GAME

CHANGED

  • Adjusted player spawnpoints to be more random. The game is now more likely to spawn players in different areas of the map on repeated deaths.

FIXED

  • Textures were not being freed which could manifest as client-side performance issues or missing textures (T195640T195610)
  • Position of moving vehicles could be severely desynchronized for a character not in the vehicle
  • Incorrect collisions of deployed basebuilding objects and tents (T195674)
  • Navmesh not updating on Fence gates when opened or closed
  • Persistent contaminated areas only became visible after a player entered them
  • UI indicator for leg pain was missing

MODDING

  • Added: 'EntityAI.SetRequiredSimulation' for setting vehicle active state of custom Transport vehicles (T195712)

KNOWN ISSUES

  • Some weapon animations will playback broken in some cases
  • Spawn points can be offset from the previous logout spot (T195627)
  • Sound source of some doors can be misplaced (T195614)
  • Moving back and forth can result in an animation glitch
  • Loading screens are displaying too brightly
  • Exhaust smoke of vehicles doesn't stop after exiting them (T195665)

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