PC Experimental 1.19 Update 1 – Version 1.19.155302 (Released on 22.09.2022)

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

  • M1025 multipurpose vehicle
  • SSG 82 rifle
  • BK-12 shotgun and sawed-off variant
  • GPS Receiver
  • Water reflections (can be configured in the graphics settings)
  • Thrown items now have impact sounds
  • The portable map now provides more details depending on the navigation gear you are carrying (GPS, compass)
  • Military convoys
  • Replaced abandoned police cars with police events
  • Blowtorch
  • Punched card
  • Glow plug
  • Improvised eye patch
  • Color variants of the plate carrier vest
  • New stealth kill variant
  • Hand-brake for vehicles
  • Brake strength can be adjusted by combining it with Ctrl (light) and Shift (strong)
  • Car horn for vehicles
  • The player can now drown when submerged for too long
  • Bleeding indicator in the HUD
  • Favorites tab to the in-game server browser, displaying cached offline favorite servers
  • Added a spare wheel slot for the Olga 24, Sarka 120 and Gunter 2

FIXED

  • Wolves and bears were able to hit players in vehicles (https://feedback.bistudio.com/T163439)
  • The improvised suppressor would not display the correct model when ruined and detached from the weapon
  • Public address system panels sometimes could not be started even when they had a battery in them
  • Display of other characters in prone did not include inclination and rolling
  • Reduced clipping of 40mm smoke grenades through geometry
  • Dead bodies on top of a bear trap would reduce its damage significantly
  • Torches and brooms could not be ignited indoors
  • Grenades attached to vests would not explode when the vest was destroyed in a fireplace
  • Switching tabs in the server browser too fast could prevent servers from loading
  • The kitchen timer was not always rendered inside the improvised explosive
  • It was possible to cover an improvised explosive with a garden plot
  • The claymore mine could not be disarmed in some cases (https://feedback.bistudio.com/T166006)
  • A ruined remote trigger attached to a tripwire would still trigger
  • When approaching an explosive charge with a remote detonator, the UI would pretend that multiple options are available
  • An ignited torch in hands would not extinguish while swimming with it
  • Dead characters would still display a “strong pulse”
  • The characters arm would clip into the body when running with the fireworks launcher
  • Cooking sounds would persist on the spot even after the cooking ware was removed (https://feedback.bistudio.com/T165110)
  • The AUR A1 with magazine was slightly cropped when displayed in hands in the inventory
  • Vehicles would give off exhaust smoke only when started for the first time
  • The cargo of the Assault Vest and -Pack were not displayed separately
  • Plastic explosives close to an explosion did not take damage
  • Jumping into a steep hill caused the character to “float” to the top
  • Fixed a game crash related to loading and saving of characters (https://feedback.bistudio.com/T166829)
  • Items with attachments without cargo were closed by default in vicinity and equipment (https://feedback.bistudio.com/T163406https://feedback.bistudio.com/T163364)
  • It was not possible to target a vehicle engine with melee attacks (https://feedback.bistudio.com/T165925)
  • It was possible to refuel cars vehicles even when the tank was ruined
  • The radiator of the Sarka 120 was accessible even when the hood was closed
  • The player camera would fall faster than their character from huge heights
  • It was not possible to scroll between several attached items to remove from the M3S (https://feedback.bistudio.com/T164587https://feedback.bistudio.com/T166668)
  • Characters were getting wet from rain while sitting in vehicles (https://feedback.bistudio.com/T164711)
  • Changed materials of several objects for more accurate sounds and bullet penetration
  • The common cold would be too effective against the players immune system
  • It was not possible to put the KA and M4-A1 Bayonets into the knife slot
  • It was possible to cook using ruined cookware (https://feedback.bistudio.com/T165523)

CHANGED

  • Reworked the simulation of vehicles, greatly impacting their general behavior
  • Tweaked vehicle simulation parameters on surfaces for vehicles
  • Reduced the speed of the player when running up/down steep terrain
  • Increased the inertia of the character when accelerating
  • Character slows down more when running turns
  • Character running speed is slowed down in medium water levels
  • 40mm smoke grenades now bounce off of wooden and metal surfaces and deal damage on impact
  • It is no longer required to aim to the ground to empty a liquid container
  • Fish, hares and chicken can no longer be skinned using the mosin bayonet
  • Reduced the amount of explosives needed to break open a locked door
  • Improved the holding of the remote detonator receiver in players’ hands
  • Improved synchronization of the stealth kill
  • Improved sounds of the gas station explosion
  • Damaged fuel tanks can now be repaired using duct tape or epoxy putty
  • Vehicles are now ruined when their fuel tank is ruined
  • All optics can now be repaired using the electronics repair kit
  • Decreased the improvement of the immune system by high energy/hydration levels on average
  • Most of the items in the world now have their damage state randomized
  • Reduced the chance of weapons jamming by about 50% to account for damaged magazines now appearing more often
  • Slightly increased brightness of the scene during daylight and reduced the difference between overcast and clear days
  • It is now possible to untie another player with bare hands
  • Updated the in-game credits
  • Tweaked the lights distance and brightness for the headtorch and flashlight types
  • The character now turns their head when looking around on ladders
  • Tweaked the font settings on the in-game 2D map
  • Sea chests and wooden crates can be repaired using wooden planks
  • The pipe wrench can no longer be used to repair vehicle engines
  • Reduced number of firearms available in the world (CE adjustment)

LIVONIA DLC

  • Added sawmills
  • Added two new villages
  • Added Brena health care center
  • Added quarries
  • Added deforested areas
  • Added hunting cabins
  • Added forest camps
  • Added summer camps
  • Added tenement blocks to selected cities
  • Added amusement parks
  • Added Dambog ammunition storage
  • Fixed: Various issues with object placement
  • Changed: Respawn locations upon server-switch
  • Changed: Replaced old M1025 wrecks with new variants that can spawn its parts

CHERNARUS

  • Added M1025 wrecks that can spawn its parts
  • Fixed: Various issues with object placement
  • Fixed: Medvezhi lugi was written in Latin letters on the map

SERVER

  • Added: Server config bool parameter “forceSamePBOVersion” (default = false) which utilizes the ‘version’ property of a PBO and kicks players that have PBOs that do not match the version of those on the server
  • Added: LootDamageMin and LootDamageMax globals to control the damage state of any item spawned by CE (https://feedback.bistudio.com/T161647)
  • Added: Navigation-related settings to the cfgGameplay.json – Documentation
  • Added: Inertia-related settings to the cfgGameplay.json – Documentation
  • Added: Warning about duplicate prototype being skipped
  • Added: DE error messages indicating incorrect Limit setup
  • Added: Option to set scale of the object in the object spawner json files – Documentation
  • Fixed: LoadPrototype warnings were sometimes not displayed
  • Fixed: LoadPrototype statistics were sometimes incorrect
  • Fixed: cfgspawnabletypes.xml children (<type>), <damage min=”” max =””> configuration was not working (was almost always using the default global one) (https://feedback.bistudio.com/T161647)
  • Fixed: Server messages to players did not work (https://feedback.bistudio.com/T150586)
  • Changed: ErrorModuleHandler will now print to RPT even without -dologs enabled
  • Changed: “Finish script disconnect” message will now also mention the uid to better identify the player in cases of -1
  • Changed: Improved warning message about failed cluster adding

LAUNCHER

  • Added: Launcher can now view cached offline favorited servers
  • Fixed: Crash data was not properly separated between the Experimental and Stable branches
  • Fixed: The description of the player count in the launcher was not fully localized (https://feedback.bistudio.com/T150206)
  • Tweaked: Removed “Unsubscribe all Steam Workshop mods” option from More+ options in the mods tab of the Experimental Launcher due to incompatibility

MODDING

  • Added: [WIN + ALT] debug menu for the diagnostic executable and various debug options with it – Documentation (in progress)
  • Added: Script DbgUI now works on the diagnostic executable
  • Added: SHumanCommandMoveSettings::m_fDirFilterSprintTimeout for inertia in sprinting
  • Added: CGame::RegisterNetworkStaticObject for enabling replication on static (map) objects
  • Added: World::GetGridCoords for translation of world position into grid position
  • Added: Support for “deflectingMultiplier” parameter to ammoType, and specifically use it in 40mm smoke grenade configs
  • Added: typename.GetModule
  • Added: Class.StaticGetType
  • Added: EnProfiler with API to profile script
  • Added: Scale is replicated upon object creation
  • Added: Additional EventTypeTypeIDs
  • Added: PlayerIdentity.GetPlayer (https://feedback.bistudio.com/T140344)
  • Added: New function World::SetExplicitVolumeFactor_EnvSounds2D for suppressing 2D environmental ambient sounds
  • Added: Function Weather::SuppressLightningSimulation
  • Added: Button on toolbar in Workbench Particle Editor to disable Post Process Effects
  • Added: New type of script variable synchronization RegisterNetSyncVariableBoolSignal
  • Added: Ability to adjust light parameters depending on an inventory slot of an item the light is attached to
  • Added: CentralEconomy.c documentation
  • Fixed: Double clicking on a call stack in Workbench did not always go to the correct file
  • Fixed: Several crashes and errors surrounding reading in .json with the JsonFileLoader
  • Fixed: Several Workbench start-up crashes when script can’t compile
  • Fixed: Several bugs leading to script compile error not displaying any error
  • Fixed: When any of the first 3 modules fail to compile the game will display a dialog box with the error and then generate a minidump instead of hard crashing
  • Fixed: Removed auto clearing inventory reservation from c++ -> now it is controlled from script (time out still working)
  • Fixed: [DayZAnimalCommandScriptClass::Initialize] VME being spammed even when everything is correct (https://feedback.bistudio.com/T166345)
  • Fixed: Localization of mod info was not updated until the game was restarted
  • Fixed: MapWidget was not being clipped by parent widget even when clipchildren is enabled
  • Fixed: An issue with integer comparison (https://feedback.bistudio.com/T167065)
  • Fixed: Stored PlayerIdentity changing to a different identity or garbage (https://feedback.bistudio.com/T144773)
  • Fixed: SetMapPos being inaccurate (https://feedback.bistudio.com/T167081)
  • Fixed: Map markers being offset by +5 on the x axis
  • Fixed: Workbench crashing when Script Editor is connected to the game and a certain amount of Prints had been sent to the Output
  • Changed: Synchronized SetCartridgeAtIndex and SetCartridgeDamageAtIndex
  • Changed: PlayerIdentity can now be modded (https://feedback.bistudio.com/T140344)
  • Changed: Introduced alternatives to ‘IsUseButton’ and ‘IsUseButtonDown’ methods, that are reacting to ‘UADefaultAction’ and ‘UAFire’ separately
  • Tweaked: All projectiles attempt to do some impact damage even if their caliber = 0 (https://feedback.bistudio.com/T165051)

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