Read our Full 1.10 Experimental announcement here: Announce: PC Experimental update 1.10
UPDATE 1.10.153507 (released on 22.10.2020)
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
- You can now break the players lower leg, damage is applied by falling or brute force (walking/fighting with a broken leg will result in shock damage)
- Added the Signal Pistol and its ammunition (in various colors)
- Added crafted Tanned Leather using Garden Lime
- Added crafted Leather Backpack
- Added crafted Improvised Shelter
- Added localization for Brazilian-Portuguese
- Added the crafted Splint
- Added Tarp (material)
- Added the ability to replace ruined parts of tents (entrance-/window-covers) with tarp
- Added the Pipe Wrench
- You can now repair a damaged car engine with the Pipe Wrench
- You can now repair parts of the vehicle chassis with an Epoxy Putty
- Clothing items now have an indicator for their isolation value
- Exposure to wind will make your character freeze more (forests can provide cover)
- Food decays over time
- Items dry up over-time when put on the ground or in a cargo space on the ground (proximity to a fireplace is no longer required, but the area of a fireplace dries items faster)
- Items cool down over-time in the player’s inventory and on the ground
- Added a heat buffer to supply an overtime heat bonus to the thermal comfort of the player character (you receive a temporary heat bonus after spending time near a fireplace)
- Added a smoking slot to several types of fireplaces, used to dry meat
- Added additional coastline details between Storozh (prison island) and Ostrog, making the sea traversal easier and more interesting (Chernarus)
- Punching now deals damage to gloves and can cause bleeding to bare hands
- Added a visual effect to increasing shock damage (both reflecting getting hit, and current state)
- Added damage when jumping out of a running vehicle (also including a chance for broken legs and death)
- New visual heat haze effect for the fireplace, flare, road flare and torch lights
FIXED
- Fixed an issue that prevented the player from combining stacks of items from their inventory with the second stack being in their vicinity
- Item wetting/drying was not taking into account attachments and nested inventories
- Fixed wrong decals on the legacy police Olga wreck
- Fixed sound issues related to doors in several buildings
- Fixed window collisions in several buildings
- It is no longer possible to climb up the broken staircase on the industrial silo
- It was possible to open city store back doors by pressing F at certain pieces of a furniture in front part of building
- Sawed-off weapons now have a short weapon length (when it comes to collision with walls etc)
- Fixed an issue restoring a rag to the pristine state after being used as a gag
- Fixed an issue preventing the player from detaching their magazine
- Dead bodies of players should now fall through walls less often
- It should now be more intuitive to locate the inventory of dead bodies
- It was possible to consume pills and other items when they were ruined
- Boiled steaks showed a wrong texture
- It was not possible to place traps, barrels and crates on slopes
- Fixed a bug causing a stuck item widget
- Added the missing engine to the ADA wrecks
- It was possible to get sick by drinking/eating when the player had gloves and bloody hands
- Locked doors were not saved correctly when opened by damage, making them lock themselves again after a server restart
- Grass was not flattened when driven over with a vehicle
- Water particles were appearing when hitting a player that is on an object above the sea
- Fixed various object placement fixes for both the Chernarus and Livonia terrains
- The player was able to fish through piers
- Climbing on an object while it is being deleted could teleport the player
CHANGED
- Adjusted the base temperature behavior to be more authentic (warm afternoons, cold mornings)
- Windchill, fog and altitude penalties are not applied to the local environment temperature, if a player is inside a building
- Being under a roof provides a lower local environment temperature bonus than being inside a building
- Increased the effect of altitude on the local environment temperature around the player
- Balanced the heat isolation values of clothing items
- Balanced the maximum wetness level of clothing items
- Items inside other items will only get wet when the container is soaked or drenched
- Automated drying of clothing (not wringing out) is now less effective
- Cloud cover increases the base environment temperature more
- The character speed has a larger impact on the overall heat comfort
- The backpack is now taken into account for heat comfort, the armband was removed
- You can now skin animals with axes, saws, the shovel, the pick axe, the crowbar, and the screwdriver
- Clothing will no longer get badly damaged during the initial spawn
- Shoes will no longer get damaged during the initial spawn
- Adjusted the occurrence of arrows for bleeding in the HUD (now more progressive instead of nothing and then 3 arrows)
- Reduced the melee damage against animals
- Adjusted item drops from animals
- Reduced the usability of duct tape for certain items
- Damage to individual vehicle zones will be displayed in the UI (when you look at them)
- Vitamin pills can be combined, but not split
- Medication can be split and combined
- Adjusted lard consumption when cooking (1 full Lard can be used to prepare 8 pieces of baked meat)
- Tools damage due to crafting is now consistent across recipes
- Balanced tool damage across actions
- It is no longer possible to dry meat by cooking it on low temperatures (replaced by smoking slot in stoves)
- Increased the speed of cooking when using the direct cooking slots
- Boathouse doors are now twin doors instead of single
- Resized the Heat Pack to 1×2 in the inventory
- Animal meat will fill your stomach more
- Increased the nutrition value of farmed vegetables
- Any drinking/eating with bloody hands bares the risk of infecting the player with Salmonella
- Higher player character immunity levels are easier to get (requirements on water and energy lowered and they now correspond to the UI badges too)
- The influenza disease is generally slower in increase and has a slower immune response to it
- Antibiotics are now weaker and have a slower tick (in sync with the disease)
- Cholera takes longer to build up and disappear, penalties scaled with disease progression and higher resistance against immunity
- The build up of the Salmonella disease is faster, will activate sooner, and penalties are scaled with the progression of the disease
- Charcoal tabs have now a slower tick and a delayed response in fighting Salmonella
- Applying saline adds hydration in addition to blood
- The tent packing action is now continuous (no more instant packing of tents)
- The pick axe can be used to dig hidden stashes
- Adjusted the default comfort temperature of the player character (now 28 degrees Celsius)
- The damage state and wetness of clothing impacts their heat isolation
CENTRAL ECONOMY
- Fixed an issue of the bear not spawning properly in all cases, when using the offline database
- Disabled the spawning of berries
SERVER
- Added: CE global variables for toggle of wetting/drying/heating/cooling and food decay
- Added: Init flag in economy.xml now toggles randomizing door state every time the building loads in on server except for locked doors
- Added: setRespawnMode server config parameter, allowing to force always random respawn (1) or use custom character from the main menu (0)
- Changed: The priority queuing list is now editable at runtime (requested in https://feedback.bistudio.com/T152005)
- Changed: Avoidance system buffer increased to reduce chances of seeing warning messages on server (https://feedback.bistudio.com/T149915)
- Tweaked: Avoidance system overloaded message now has more information
LAUNCHER
- Added: Brazilian Portuguese localization
MODDING
- Added: OnPlacementComplete vector parameters (optional, defaults set to zero)
- Added: windModifier config parameter for surfaces (affects the windchill value in the environment exposure code)
- Added: Ability to define min and max base environment temperature for each month per world
- Added: StaticConstructionMethods that can also be used by other mechanics outside regular construction (Construction uses them too)
- Added: Heat haze effect API for lights
- Added: Flare simulation classes
- Added: Script bindings to Bone Transform API to DayZInfected
- Fixed: For a flickering effect of lights, set the max/min amplitude separately to avoid half time without light
- Fixed: Compilation error “Can’t find variable ‘DEFAULT’ when using larger mod packs” (https://feedback.bistudio.com/T149789)
- Changed: Moved GetCurrentItemHeatIsolation into MiscGameplayFunctions
- Changed: Removed additionAnimalMeleeMultiplier parameter from ammo configs
- Changed: The clothing class should now be modifiable (https://feedback.bistudio.com/T152125)
- Changed: Legacy improvised shelter classes commented out, assets still present
- Changed: Absorbency parameter in config is no longer used (replaced by varWetMax)
- Changed: Moved CanBeRepairedToPristine() method up, ItemBase -> Object
- Tweaked: The wind speed in environment tick is now handled relative instead of absolute
- Tweaked: Deagle named selections now cover also the pistol grip (for re-texturing purposes)
- Removed: Calling of SoakItem method from Pot class, now replaced by an overtime wetting
KNOWN ISSUES
- The Splint displayed on the character’s leg is a placeholder
- It is difficult to find the refuel option for vehicles
sam van mieghem says:
Codered08 says:
Benjamin Thörnblom says: