PC Stable 1.24 Update 1 – Version 1.24.156448 (Release on 20.02.2024)
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
- Vikhr rifle
- 30rd 9x39mm magazine for the Vikhr, ASVAL and VSS rifles
- Camouflage variants of the ballistic helmet
- Updated book shelves with the winning entries of our #DayZBookZ contest
- Sounds for crafting improvised clothing from rags
- Sounds for crafting base-building kits
- Sounds for crafting a bone knife
- Sounds for wringing out clothing
- Sounds for splitting firewood
- Sounds for breaking down bushes with hands
- Animations for cleaning hands with the cooking pot and gasoline canister
- Server browser filter for 1st and 3rd person servers
- Control hints for the in-game map
FIXED
- The heavy melee attack was displayed with the wrong key assigned in the settings
- Weapons could desynchronize when modified outside of the players network range
- Item interaction by a player who just left another players network bubble could result in item desynchronization
- The microphone icon could be displayed on-screen with no microphone connected when in voice activation mode and lowest voice threshold
- Bolts attached to a door wouldn’t move or animate with a vehicle
- Unloading a bolt with full inventory would reset the bolt health to full (https://feedback.bistudio.com/T177396)
- Corpses could not be pulled out of vehicles properly
- Fixed an exploit to glitch the camera through walls
- Weather could be desynchronized for players
- Bolts shot on players or creatures would attach in the wrong direction (https://feedback.bistudio.com/T173208)
- Potatoes would yield full quantity when peeled regardless of the tool used
- When standing up from prone with raised hands, the camera would not properly follow the player
- It was possible for players to rotate with their dead bodies until respawn
- All colored skirts appeared blue on female characters (https://feedback.bistudio.com/T175252)
- Some birch trees were offering the option to collect dark bark
- The lab coat was not correctly reflecting damage visually
- The leather duffel bag had wrong buttons being displayed (https://feedback.bistudio.com/T174349)
- The blue hoodie was displayed as red in the inventory view
- The sling bag was clipping with most clothing items on the female model
- Several items were displayed too big in the inventory view
- It was possible to shoot through some corners of the base fence
- It was possible to get stuck in the blocking position if activating it right after picking up a firearm
- Unjamming the AUR AX would play the wrong sound
- The jammed state of firearm models was not synchronized when on the ground
- The camera was briefly in the wrong position after waking up from unconsciousness in a car
- Padded gloves could not be repaired with a leather sewing kit
- No widget allowed to attach barbed wire or camo net to a fence or watchtower (https://feedback.bistudio.com/T169159, https://feedback.bistudio.com/T175010)
- The widget of the watchtower’s roof blocked widgets for other walls
- The large entry door of the cement works played the wrong sound (https://feedback.bistudio.com/T175866)
- It was possible for the stagger animation to be skipped (https://feedback.bistudio.com/T174787 – private)
- Infected were reacting to suppressed shots over long ranges (https://feedback.bistudio.com/T161760)
- It was possible to push a car while a gear was clutched
- Firearms would twitch in some cases when too close to obstacles
- An error with despawning base-building objects could result in invisible barbed wire (https://feedback.bistudio.com/T176347 – private)
- The state of the crossbow was not always correctly saved during server restarts
- The inventory view was sometimes cut off in narrow screen resolutions (https://feedback.bistudio.com/T167177, https://feedback.bistudio.com/T174019, https://feedback.bistudio.com/T176060)
- Fixed a game crash that could occur when connecting to multiple servers at the same time
- The combine button did not work when an item was in the cargo of another held item
- Fixed an exploit that created infinite amounts of liquids
- Some item spawn points inside the bus wreck were in the ground or floating (https://feedback.bistudio.com/T176895)
- Two players putting an item from their hands into the same cargo slot could result in desync
- Reduced server performance load on player-(dis)connection and -respawn (https://feedback.bistudio.com/T177400)
- It was not possible to remove items fast from a incapacitated player or infected through CTRL+LMB
- It was possible to get stuck in prone by using the portable map with enabled “use3DMap: true” settings (https://feedback.bistudio.com/T175771)
- Fixed a server crash related to player death
- Items dropped next to a fence or gate could not be picked back up (https://feedback.bistudio.com/T176992)
- Fixed an animation glitch that allowed passing below walls faster than intended
- It was not possible to refuel a torch while it was burning (https://feedback.bistudio.com/T176149)
- The large ship wreck had several collision issues (https://feedback.bistudio.com/T170004, https://feedback.bistudio.com/T172940)
- Ambient fruits from trees were still spawning at their old positions at the NWA (https://feedback.bistudio.com/T178137 – private)
- Items in the Chernogorsk hotel were spawned below the map
- Fixed rendering distance for the city hospital (https://feedback.bistudio.com/T177897 – private)
- Some spawn points at the military truck wrecks were not accessible (https://feedback.bistudio.com/T177530)
- Some sounds were overlapping each other multiple times during one action, resulting in distorted audio (https://feedback.bistudio.com/T178465)
- Fixed an exploit related to inventory interactions (https://feedback.bistudio.com/T178430 – private)
- Fixed some misplaced street lights (https://feedback.bistudio.com/T178510, https://feedback.bistudio.com/T178524 – private)
- Characters could end up with their hands stuck in raised pose while in tight spaces
- Bandaging with rags and bandages would take the same amount of time (https://feedback.bistudio.com/T178672)
- Switching weapon magazines through drag and drop could result in desynchronization (https://feedback.bistudio.com/T178604)
CHANGED
- Changed the collision checks for weapon raising for better accuracy
- Reconfigured the calculation of weapon lengths for more accurate collision detection
- Shock damage of blunt weapons will now partially be translated into health damage when fighting infected and animals
- Bandaging is now a continuous action when treating multiple cuts
- Removed outdated server browser filters
- Partial optimizations on the network traffic (https://feedback.bistudio.com/T177400)
- Simplified collisions of trees for better behavior with vehicles and reduced performance impact from penetrating shots
- Gave basic chemical protection to the OKZK cap
- The great helmet, chestplate, tripod and barrel can now be repaired using the blow torch
- Pulling a body from a vehicle is now done by simply pressing F instead of holding
- Adjusted insulation values of tracksuits and police clothing for consistency (https://feedback.bistudio.com/T174705)
- Re-balanced the weight of tools and melee weapons
- Reduced the weight of shovels (https://feedback.bistudio.com/T176615)
- Reduced the weight of plant material (https://feedback.bistudio.com/T175196)
- It is no longer possible to split plant material
- Adjusted the recoil of several automatic firearms
- Reduced the fire rate of the Vaiga and slightly lowered its recoil
- Reduced area in which infected will be alerted by bullet impacts
- Reduced the alert level impact on infected by suppressed shots
- Slightly increased the silencing effect of the pistol suppressor
- Regular infected will keep their alert state for slightly longer periods
- Tweaked the overheating particles of firearms
- Updated sounds of the SK 59/66 rifle
- Updated the game credits
LIVONIA
- Updated the Lukov Airfield
SERVER
- Added: Linux server files (Documentation)
- Added: PlayerSpawnEditor now has (?) next to values to tell you more about them
- Added: It is now possible to have player spawn points not generate a grid and stay a singular spawn point by setting density to 0
- Added: Player spawn point editor now saves which subwindows are hidden and what checkboxes were ticked
- Added: Player spawn point editor now has options for the debug shapes being drawn
- Added: Player Spawn Points can now avoid triggers
- Added: <groups_as_regular> was using its default value, but was not defined in playerspawnpoints.xml (Documentation)
- Fixed: PlayerSpawnEditor duplicating group points into regular points when saving with <groups_as_regular>true</groups_as_regular>
- Fixed: Servers with verifySignatures=0 should no longer disconnect players in the queue due to validation errors (https://feedback.bistudio.com/T175275)
- Fixed: Linux: Json files loaded through script had capitalization (https://feedback.bistudio.com/T165620)
- Fixed: An unused event was causing errors in logs (https://feedback.bistudio.com/T178270)
- Changed: Player Spawn Points will now automatically force change group when no good points are available in the currently selected group
- Changed: PlayerSpawnEditor now saves documentation when saving xml
- Changed: Player spawn gear JSON: If a particular preset has an empty or undefined characterTypes, the character model last set in character creation menu will be used for that preset (Documentation)
LAUNCHER
- Added: The password window now allows to view the password
- Fixed: The Direct Connect window could not connect to LAN servers
- Fixed: The command line parameter could not be removed in the favorites tab
- Changed: Made the Direct Connect button red for better visibility
- Removed: Outdated server browser filters
MODDING
- Added: terrainNormalPower parameter into world config
- Added: Exposed STANCEIDX_RAISED in DayZPlayerConstants
- Added: SurfaceInfo script API
- Added: ‘WeaponLiftCheckVerticalOffset’
- Fixed: Human.StartCommand_ScriptInst should no longer crash the game (but can trigger a memory leak)
- Fixed: ‘CGame.AddActionJuncture’ wouldn’t setup the replication relationship between the player and the item
- Fixed: Crash with using the DayZPhysics bullet library functions and passing in a skeleton based object as the ignore entity (i.e. static HouseNoDestruct, static ItemBase)
- Fixed: Inventory Commands were dependent on distance checks from a player which would fail when an object still existed on the client but was outside of it’s network bubble
- Fixed: Script function overload compiler bug when a class has more than 100 supers (https://feedback.bistudio.com/T176938)
- Fixed: Script function overload compiler bug when using ‘null’ as ‘in’ parameter more than once (https://feedback.bistudio.com/T176938)
- Changed: PlayerIdentity can now be sent over an RPC as a serializable parameter, sent as 4 bytes
- Changed: The steam ID can now be accessed on the client for all identities via ‘PlayerIdentity.GetPlainId’ directly now, replacing scripted ‘SyncPlayer’
- Changed: Moved m_dT and GetDeltaT from PlayerBase to DayZPlayerImplement
- Changed: Security: Removed ‘ScriptModule.LoadScript’ on Retail Client. No change to Retail Server and Diag
- Changed: File injecting now exposed to DayZDiag executable, which is file patching a file that doesn’t exist in pbo such as config.cpp
- Tweaked: JSONFileLoader: better handling of file errors + throwing those to VME or log; new API + old one deprecated (with warning messages)
- Tweaked: JSONFileLoader is passing all the errors to the caller in new API; displaying is not part of the API anymore
- Tweaked: JSONFileLoader: Commented out ifdef added to show future intentions with old API
- Tweaked: JSONFileLoader: Removed the extra logging from old API
sam van mieghem says:
Codered08 says:
Benjamin Thörnblom says: