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

  • Abandoned trains dynamically spawning across Chernarus and Livonia
  • M79 grenade launcher
  • 40mm grenade launcher ammunition
  • Derringer pistol
  • Sawed-off Revolver
  • Sawed-off Blaze
  • Craftable improvised explosive device (IED)
  • Plastic Explosive
  • Claymore mine
  • Remote Detonation Unit
  • PO-X Vial
  • Fireworks Launcher
  • Craftable armbands from flags
  • Gas Canisters explode upon destruction
  • Keybindings for gestures can be adjusted in the in-game settings
  • Gesture keybindings are now reflected in the radial menu

FIXED

  • Doors of several structures could not be opened by force
  • Adjusted some exploitable building collisions (https://feedback.bistudio.com/T163092 – private)
  • When driving the Gunter and Olga without a radiator, the spark plug got ruined too early
  • The slot for cooking equipment was displayed when the tripod was not attached
  • Widget of dead players/animals was not displayed after leaving a vehicle (https://feedback.bistudio.com/T163934)
  • The stamina indicator was not displayed in the inventory with disabled HUD (https://feedback.bistudio.com/T162706)
  • When entering the pause menu after disabling the HUD, the HUD could not be re-enabled (https://feedback.bistudio.com/T163869)
  • Fixed an exploit related to fireplaces
  • Stones were not properly displayed when left as the last attachment of a fireplace
  • Melee damage was dealt in the direction the camera was facing
  • The wrong text was shown when dragging a body out of vehicles
  • The CR-550 magazine was not properly reflecting damage states
  • The dry fire of the CR-550 did not have sounds in prone stance
  • The land mine disappeared upon disarming
  • Land mines ruined by shooting did not explode (https://feedback.bistudio.com/T164288)
  • After cooking, the sound of roasting meat would persist on the equipment used
  • Trying to ignite a wet fireplace would activate burning sounds
  • The fireplace was missing some particles when burning
  • It was possible to boil food in gasoline (https://feedback.bistudio.com/T146331)
  • The BattlEye license was not being displayed when the Steam overlay was disabled
  • Accepting the BattlEye agreement made the game unresponsive to mouse under certain conditions
  • Transitioning between erect and prone stance while charging a throw was skipping animations in certain cases
  • Brooms did not change their materials properly when burning
  • It was possible to craft the improvised spear while the stick had food attached
  • Ticking sound of the alarm clock could be desynchronized when interrupted while setting the alarm
  • The tutorial screen was falsely showing console controls in the tab selection
  • Inventory icon of the Long Torch was cropped
  • Fixed several instances of headgear clipping with character heads
  • It was easily possible to get stuck in the stairs of the castle tower
  • Adjusted rag cover clothes to reduce clipping with other clothing items
  • The Bizon was spawning with the 1PN51 night-vision scope (https://feedback.bistudio.com/T163972)
  • Improved textures of the spear variants
  • The animation of drawing a pistol from the holster would twitch unnaturally
  • Fixed an issue that prevented military infected from spawning with EGD-5 grenades
  • Skater infected gave a metal sound when hit against the head
  • Bus wreck model was levitating slightly (https://feedback.bistudio.com/T161767)
  • Stick was held badly when roasting meat over fires (https://feedback.bistudio.com/T164438)
  • It was possible to unpin grenades silently (https://feedback.bistudio.com/T158850 – private, https://feedback.bistudio.com/T161873 – private)
  • Items would float when taking them into hands with a wounded character
  • Reloading while freezing could result in animations glitching
  • Fixed some issues that would result in skipping animations
  • Jumping with two-handed rifles could result in stretched arms
  • Cooking slots in the oven took different amounts of time to cook (https://feedback.bistudio.com/T164090)
  • Multiple flash-bangs in a row would eventually stop impacting the character

CHANGED

  • Rotten meat now gets burned when smoked
  • It’s now possible to skin dead chickens, rabbits, carps and mackerels with the screwdriver
  • Reduced the weight of the Handheld and Field Transceivers (https://feedback.bistudio.com/T157490)
  • Decreased the inventory size of binoculars from 3×3 to 2×2
  • The sharpened wooden stick can now cause bleeding on targets
  • Halved the damage to cooking gear while cooking (https://feedback.bistudio.com/T164266)
  • Keybinding menu now has inputs split into several categories to make it easier to navigate (PC)
  • Adjusted positions of rifles in the shoulder slots to reduce clipping with the character
  • Animations of character symptoms do not conflict with other animations any more
  • Added a UI prompt to exit the game credits
  • Updated the game credits
  • Adjusted the modern compass to be more readable in sunlight
  • Adjusted colors of all raincoat-based armbands

SERVER

  • Added: cfgeventgroups.xml to define groups of objects to spawn with dynamic events
  • Added: Hundreds of static environment objects now have a config-class to be spawned by the server
  • Added: “deloot” attribute to events.xml <child> to define the amount of wanted dynamic events loot for a child instead of the default value
  • Added: “spawnsecondary” attribute to events.xml <child> to define if the child should be spawning the secondary infected event
  • Added: Warning message when a definition in types.xml will be ignored
  • Added: Additional dynamic event setup validation and warning messages
  • Added: Dynamic events now supports spawning of “dispatch” from proto xmls
  • Added: “dispatch” and its children “proxy” from proto xmls now have an additional attribute “dechance”, a float value ranging from 0-1 to decide chance of spawning at a dynamic event
  • Fixed: Banlist, whitelist and prioritylist were cleared when the accompanied file was failed to be opened by the game
  • Fixed: The enableDebug window was not fully displayed in certain resolutions
  • Fixed: Random loot spawned by dynamic events would persist after a server restart
  • Changed: The game now has an error message and shuts down when it cannot find the world

MODDING

  • Added: Not-categorized input actions are now displayed within the “Unsorted” category in the keybinding menu
  • Added: CreateFrustum function to Shape class, accessible from script
  • Added: Added and exposed Shape::GetMatrix() and Shape::SetPosition() to script
  • Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommand so they are usable from any Animal and Infected command
  • Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommandBase so they are usable from any Animal and Infected animation command
  • Fixed: proxyInfo was never filled in for BoxCollidingResult
  • Fixed: Damage from explosions was always falling off in 4 times the range
  • Changed: Logic of transition changes while smoking/drying
  • Changed: Armbands were redesigned to allow flag variants. Textures were split in halves and renamed.
  • Changed: Layout files are no longer cached on Diag exe
  • Changed: The game now has an error message and shuts down when it cannot find the navmesh while it is configured to load one
  • Changed: Fall off damage from explosion goes linearly from 100% to 0% (from indirectHitRange to indirectHitRange * indirectHitRangeMultiplier)

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