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)
sam van mieghem says:
Codered08 says:
Benjamin Thörnblom says: