PC Experimental Update 1.15 – Version 1.15.154306 (Released on 04.11.2021)
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
- AUR A1 assault rifle
- AUR AX assault rifle
- 30rd AUR magazine
- Hunter vest
- UI indicator when being hit
- Craftable barbed wire baseball bat
- Craftable Sawed-off LE-MAS
- New female survivor
- Sounds for switching the fire mode of a firearm
- Day-time setting for night vision scopes
- Metal wire can now be crafted out of barbed wire
FIXED
- Ski masks and balaclavas would clip with several pieces of headgear
- Fixed a server error caused by specific attachment slots
- Electric appliances would always make plug-in sounds when the user was connecting to the server (https://feedback.bistudio.com/T159441)
- The sawed-off version of the BK-43 had wrong fire mode names
- Added a missing bed in the big yellow medical tent
- Fixed bad collisions in the yellow medical tents
- A killed chicken couldn’t be picked up properly in all cases
- The fishing hook was not visible on the boonie hat on the ground
- If a player died while in surrender stance, the death animation was played twice
- Base building parts could become indestructible under specific circumstances
- The CR-75 could not be damaged by gunfire
- Small items could not be picked up from specific positions in car wrecks (https://feedback.bistudio.com/T160968, https://feedback.bistudio.com/T161261)
- Livonia bunkers were missing textures of fallen leaves
CHANGED
- Grenades can’t be pinned anymore, once the fuse has started
- Adjusted the thresholds for energy and hydration levels
- Food now takes longer to process in the stomach
- Slightly reduced the health damage caused by dehydration and starvation
- Adjusted weapon fire rates and recoil
- Added new variants of muzzle flash for more variety
- Secondary cooking processes were adjusted to not ruin the food in all cases (e.g. boiling already boiled food)
- Changed the weight of tents to be more realistic
- Head torches now count as eye-wear so they can be worn with other types of head gear
- Removed ghillie wrap attachment slot from the sawed-off BK-43
- It is now possible to craft rags using the shovel or farming hoe
- Bushes drop more long sticks instead of short sticks
- Dry bags can now be repaired with the tire repair kit (https://feedback.bistudio.com/T161090)
- Removed grenade armor and cut protection from the high capacity vest
- Unconsciousness caused by firearms lasts longer
- Reduced the inventory size of the carp fillet from 2×3 to 1×3
CENTRAL ECONOMY
- Fixed: Infected weren’t spawning at the Balota air field and military area
- Fixed: Position of some loot spawn points on the western helicopter crash site
- Fixed: Incorrect loot spawn points of Land_HouseBlock_2F1
- Fixed: Incorrect loot spawn points of Land_House_2W01
- Fixed: Livonia CE tiers 1 and 2 were mixed together (https://feedback.bistudio.com/T161247)
SERVER
- Added: cfgweather.xml for configuring weather (https://community.bistudio.com/wiki?title=DayZ:Weather_Configuration)
- Added: cfggameplay.json for configuring several gameplay elements (https://community.bistudio.com/wiki?title=DayZ:Gameplay_Settings)
- Added: cfggameplay.json can define custom object spawners json files to populate the world without the need to use central economy (https://community.bistudio.com/wiki?title=DayZ:Object_Spawner)
- Added: Basic XML errors for invalid XMLs
- Fixed: Crash fixes for the Linux server build
- Fixed: Some mission files were not distributed in their lowercase form
- Changed: Weather init removed from default init.c (now done automatically from c++)
- Changed: FoodDecay parameter is now multiplier (instead of 0 – 1 toggle), meaning decay can be made faster or slower, 0 still switches it off
- Tweaked: Linux server now also shuts down on SIGTERM/SIGQUIT in addition to SIGINT
MODDING
- Added: Particle overhaul, with the addition of “ParticleSource” and “ParticleManager”
- Added: New script method PlayerBase::OnVoiceEventPlayback called per frame during voice sound event
- Added: ErrorEx, script error message containing what class and function it came from
- Added: HasActiveParticle for fast checking if the IEntity as any active particles
- Added: GetParticleEmitorCount to quickly obtain the count of emitters
- Added: IEntity::IsFlagSet for fast testing if a flag is present on the IEntity
- Added: IEntity::IsHierarchyPositionOnly to check if it was added to a parent with “positionOnly” enabled
- Added: Exposed AbstractWave::GetVolume to script API (https://feedback.bistudio.com/T161111)
- Added: ParticleList.GetParticleIDByName, a faster alternative for ParticleList.GetParticleID
- Added: CGame.IsDedicatedServer to check if the current instance of the game is a real server or not
- Added: Differentiate put in cargo from inventory interaction and load/spawn in cargo (CanReceiveItemIntoCargo/CanLoadItemIntoCargo)
- Fixed: Baseball bat cleanup: removed the bottom half of textures (unused) and adjusted UV amps accordingly. Fixed damage materials. All materials now have normal and specular maps, the _view rvmats are unused now
- Fixed: OnExplodeClient should now support usage of modded particles
- Fixed: Config entry “healthLevels” inside of “DamageSystem” not reading integers
- Fixed: StartupEvent not being sent to CGame.OnEvent on script side
- Fixed: ScriptModule.CallFunction always returning 0 even when succeeding
- Fixed: SetDirection and SetOrientation not working on DayZCreature
- Changed: IEntity::AddChild now returns a bool instead of int and has an updated description
- Changed: IEntity::RemoveChild now returns a bool instead of void and takes an extra parameter to enable keeping of WS transform
- Changed: Moved the AUG magazine’s textures and materials to the magazines folder
- Changed: Reduced sizes of unused AUG textures to 256×256
- Changed: Engine-level entity events are now protected (instead of private)
KNOWN ISSUES
- Road flares and torches are missing their particle effects
sam van mieghem says:
Codered08 says:
Benjamin Thörnblom says: