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Jeudi 26 février 2015  
Status Report - 24 Feb 15

Greetings Survivors,

As we move towards the 0.54 stable branch update, I’d like to cover a few points that you all should know. As with all updates during Early Access, this is a development build and thus has its own issues, bugs, and so on. If you encounter any of this, please open a ticket over at

More specifically, for those who may be experiencing issues seeing servers in the server browser – please make your way over to this thread on the Official DayZ forums for instructions from Community Manager SMoss, and BattlEye developer Bastian.

Part of the 0.54 is the tech required to support the redesign of our user interface. This is just the initial work required to support said changes, not the changes itself. Thus everything will –look- different, but not necessarily how we intend it to look by the time we hit 1.0. The user interface is just one part of the evolving technology coming in from the engine and gameplay programming teams, and will be iterated throughout Early Access.

As well, with 0.54 comes the initial implementation of the new animal A.I., this system is still early on so odd behaviour will be encountered. However even with the system in this early state, this is a strong step in the direction of a more robust, lifelike animal behaviour system. I for one look forward to the hermit-hunter lifestyle the next time I log in on my public hive character.

In addition to a large amount of new content to explore, new enterable structures, villages, redesigned areas and more – 0.54 features continued security enhancements, bug fixes and more.

Over the coming weeks SMoss will also be rolling out some new features over on the community side of, including a weekly Community Focus that showcases user created content, streams, art, and so much more. Head over to the Community hub at and take a look.

As always, developers are on hand to take your suggestions and feedback on the Official DayZ forums at

Brian Hicks / Lead Producer

“As we are getting closer to the release of the next stable branch update of DayZ with version number 0.54, we are focusing more on tidying up and fixing the most annoying bugs and issues instead of working on new features or expanding existing ones. For example we identified and fixed a long timer related to synchronizing the temperature of objects, which was consuming relatively large chunk of communication between server and client. Fortunately it didn’t happened often or in large scale but it’s really great to have it fixed now with upcoming refactored fireplace which will become more usable with more items thus used by survivors. There was also few issues which was fixed related to the independent liquid types we introduced in last version, one worthy to mention is the issue which completely breaks character stomach, energy and water statuses.

I already mentioned the fireplace which is undergoing a refactoring for some time now and it’s getting seamlessly to the fixing and polishing stage. Now when there is the solid foundation of the system the next step is the cooking process in general. With plenty of the different food available in the game and three distinctive food processing types, to name them - boiling, baking and drying, things can get out of control really quickly. Well at least especially when we want to stretch the possibilities and interactions to the maximum and want to visualize the outcome of the process. What will happen when food is already baked and you start to boiling it? Do you need to pre-process the food before drying? What about moldy food? And plenty of other questions related to that topic which needs to be answered beforehand. After the intended cooking mechanics are in place and the central economy is working as it should, we can finally say good bye to the generous amount of spawned non-perishable food.

Most of you are probably waiting for the enrichment of the vehicles controls - manual transmission. We had some quality time already while trying it on our internal build, but it needs a little bit more time to be tweaked into the state which is safe for public release. Good thing is that with its implementation some of the issues with vehicles behavior were properly addressed so little bit of waiting doesn’t hurt. As far as vehicles parts goes I owe you at least quick update, their functionality is dependent mostly on the new inventory system that is currently being implemented and of course on the support from the extended vehicle simulation itself.

Last but not least we are making steady progress on the new AI for infected which is getting along nicely and I hope you will be able to experience it and its benefits soon on experimental versions before it hits the stable release later on, however animal AI will be released beforehand.

Start preparing your nerves for some intense encounters… see you in Chernarus folks! ”

Peter / Lead Designer

Standup Notes for the week of 24 Jan 15

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Trumpet reloading animation
      Winchester reloading
      Zombie attack animations
      V3S Animations
      MoCap Session


      Manual transmission
      Firearms Damage
      V3S Cargo
      Gas cooker refactoring
      Fireplace Polishing
      Diseases transfer
      New script language
      Central economy


      Inventory refactorization
      Loot distribution per buildings
      Zombie/Animal AI
      Character controller (animations & physics)
      Vehicles - Manual transmission and bugfixing
      Flaregun Improvements
      Security Bugfixes

Mardi 17 février 2015  
Status Report - 17 Feb 15

Greetings Survivors,

As some of you may be aware, we’ve been experimenting a bit with the format and release day of the Status Reports coming into 2015. With upcoming changes to as a centralized point of information on the development of DayZ, the Status Reports will be released on Tuesdays from now on. Additionally, we’ll be making an effort to make the Status Reports more visual, for those who do not have the time to read what is new in the world of DayZ development.

Moving onto said development, you’ll soon be seeing the spawning of a different variation on the V3S. This variant will allow for the transportation of larger groups of players. The spawn rate across the world will remain at fifteen vehicles for the time. Initially you will not be able to access the inventory of the vehicle, this will be supported shortly on stable branch. As well, finalized animations, and firing from passenger positions will be supported in later builds on stable branch. The initial intent of spawning vehicles supporting large groups of players is to gauge both the performance, and functionality of large player groups moving together at high speed across Chernarus. Any issues discovered should be reported to whenever possible.

In addition, Chernarus should soon also begin to see the roll out of the new animal A.I. system that briefly made an appearance in 0.53 experimental branch. Animal behaviors should be significantly more complex, and add a great deal to the immersion and feel of hunting for your next meal, or resource. Initially this will roll out with the deer, and then progressively expand to support the full list of animals residing in the world of DayZ.

Lastly for me, we’ve been discussing the subject of blood regeneration, transfusion, and all the mechanics surrounding them for awhile. With blood regeneration at the rate it currently is, and the reduced amount of blood gained per blood bag, not many folks use or interact with these mechanics in the current stable build. Given that now is the time to experiment, and alter these mechanics to gauge viability through use on our steam branches we’ll be reducing the blood regeneration rate, and increasing the amount of blood gained through proper blood transfusions.

Personally I cannot wait to see how the survivors of Chernarus adapt to this change.

Mr. Black0ut picked up his Hardcore DayZ Series again, you should all take a look.

Brian Hicks / Lead Producer -

Mirek / Lead Gameplay Programmer

“I’d like to mention a few brief words about the new character/player controller. The physics part of this controller will be implemented using Bullet physics, so there will be a visible improvement in interactions between static and dynamic objects.
e.g. there shouldn’t any camera clipping issues, it will improve melee combat, movement on stairs, and it will be possible to get over dropped items and dead bodies. It will have also positive impact on performance.
The animation side of this will be using Enfusion’s new animation system and will allow us to have more animation layers on character, so it will be possible to play more animations at once. With this, we can achieve moving during shooting from the bow or adding injured animations.
The character/player controller will be used for players and for AI units. We would like to introduce the physical part on character controller in 0.55 experimental. As for the animation part (which is already used for animals), there is a lot of work with exporting data to the new system and with complete rewriting of current system, but its in progress now and we hope, that we will introduce it in 0.56 (0.57 more likely) experimental build..”

Peter / Lead Designer

"While the new vital parts of the Enfusion engine and the game itself like the renderer, particle effects, UI, animation system, inventory, AI, controls/interactions, vehicles, scripting language, central economy and others are being still worked on by dedicated programmers - we are getting closer to the point where we cannot push the game further in the direction in which we want to with the existing legacy systems. That means as the new technology is merged into the main branch, better, advanced mechanics and enriched gameplay begin to be possible. We still need to wait to start using these systems, which will allow us to do more without hassle.

However we can still push the current systems to their limits as we’ve prepared some prototypes of long planned features. I can mention at least some of them. Placing of objects which allows you to precisely visualize where the given object will be placed within the environment and if it’s possible to place it there. This feature will be a great addition for base building in general, fireplaces, traps and similar objects and in the future we will maybe add this feature for placing every item as we understand it can enhance role playing and user generated content. Next we have a prototype ready for continuously usage of items which will be used in new controls/interactions, this means that you are continuously using item in hand by holding mouse button, when you release it use action is stopped. With the new animation system added to the mix it means that also eating and drinking during movement will be possible. The last prototype I would like to mention is the one which was done for the advanced crafting. It’s flexible enough to be used as a field crafting and also table crafting. The point is that you need to put all your items from which you want to craft something new in front of you then equip right tool in your hand and directly interact with the item pool to produce the desired new crafted item. This solution is giving us few important possibilities like adding meaning to the plethora of tools we already have in game, crafting complex items without need of intermediate products which are most of the time useless. As well, turn some of the stationary tables with machinery in houses and industry structures to crafting tables where you will be able to produce crafted rails for scopes, modify weapons and do other advanced processes.

Apart from that we started configuring the V3S with a cargo bed as we know you need to carry more passengers around Chernarus. Don’t expect entering/exiting the cargo bed animations nor shooting from it yet. But if everything goes fine we will introduce a different vehicle feature for you to play with - the manual transmission, so you will be able to test your driving skills. Manual transmission is done in style of sequential changing of gears, this means that you can go from lets say 1st gear to 3rd gear only directly through the 2nd gear, there is no way to skip the 2nd gear altogether.
We added the proper weight value to all items. Total weight that character is carrying around will be used later to modify his stamina value. We are getting prepared for use of the new central economy system which will be hopefully be plugged in at least partially. Now every item and structure have tags assigned to them, this categorization combined with minimum and maximum amount of items spawned in the server we finally can start to balance loot amount and its distribution over the map. Later area based distribution will be added to currently tested type distribution which means the same house can spawn different items depending on its location in the world.

Crafting and usage of the fireplace is being polished to be more user friendly and straightforward. We decided to ditch the fireplace kit for now, improve the current functionality of it and add some new functionality too. Gas cooker is receiving some attention as well and cooking functionality of this too will be merged. Piece of lard and pile of bones are new items which are expanding resource gathering. As you can guess piece of lard can be used for cooking while pile of bones have wide range of use, we will start with arrows with bone tips. Modular plate carrier vest with attachable pouches and pistol holster is ready to go, same apply to FN Trombone which was waiting for proper reloading animations. Now we are configuring and preparing disposable suppressor crafted from PET bottle and we are looking at possibilities to damage firearms with bullets in bad condition.

I’m looking forward to brighter future… see you in Chernarus folks!”

Standup Notes for the week of 17 Feb 15

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Trumpet reloading animation
      Salute + Sitting Gestures
      Zombie attack animations
      Analysis of transition to new system for players / A.I.
      MoCap Session


      Manual transmission
      Advanced crafting
      Fireplace polishing
      Gas cooker refactoring
      Controls and interactions
      Diseases transfer
      New script language
      Central economy
      Configs and scripts for new items


      Inventory refactorization
      Loot distribution per buildings
      Zombie/Animal AI
      Character controller (animations & physics)
      Vehicles - Manual transmission and bugfixing
      Crash fixes
      Security Bugfixes

Dimanche 8 février 2015  
Status Report

Greetings Survivors!

As most of you may know by now, 0.53 released to stable branch with build 126384. After daily iterative updates to experimental branch we were able to resolve the branch update preventing bugs, we moved forward with work on the next stable branch update 0.54.

0.53 has some outstanding new content, but for me personally the focus of this months stable update was taking a more aggressive stance on exploiting, and cheating within the development period of DayZ. As I’ve mentioned before, security in competitive multiplayer gaming is an ongoing battle for the industry. Add into this the fact that DayZ is still early in its development, with extensive changes to the engine ongoing, as well as existing vulnerabilities in legacy portions of the technology, and we have an uphill battle to deal with. The positive side of this coin however is very clear. Being vigilant in monitoring, investigating, and preventing exploits and vulnerabilities during DayZ’s development period will make for a stronger game at release.

As our work with BattlEye on 0.53 continues to evolve, there are several fronts we can utilize to increase our awareness and speed at which we can identify and address vulnerabilities with each stable branch update.

    If you discover any exploit or bug you believe to be unknown - file a bug on the DayZ feedback tracker.

      Follow up to this with an email to and include the link to your tracker issue in the body of your email.

    Previously mentioned, integrating our work with BattlEye on a closer level with the Valve Anti-Cheat system and team
    Providing an in-game option for players to report suspected cheaters
    Expanding upon the existing internal security team as we grow closer to 1.0

Enough about cheating though, lets talk about a few key points that everyone wants to know about as 2015 kicks off.

Infected / Animal AI

Like many systems that involve large changes to the engine, the development of this system occurs in its own branch, outside the main trunk of DayZ development. This is not just because of limited functionality, development of core systems like this can frequently cause stability issues in the base game as they are worked on. Once their functionality is present at a base level, they are merged into the main game and pushed to stable branch in that months stable update. For those that were able to get a glimpse of this system early on in 0.53 experimental, you saw some outstanding changes to the way the A.I. for animals functioned. Beyond the animal side of the A.I. changes, infected A.I. redesign is aimed at introducing proper stealth gameplay and evasion in order to survive against the infected, and especially within urban environments. 


As with the A.I. redesign, work on this is done outside the main trunk of DayZ development. A large part of the core engine teams’ work, detaching the renderer from the engine side simulation is and has been a massive task that takes a significant amount of man hours. As we begin to see the fruits of the work done on this portion of the tech merged over into the stable branch of DayZ in the coming months, this will allow the engine team to start work on bringing newer Direct X support into DayZ. 


Some of the most irritating and pesky issues affecting gameplay within development builds can be traced to the audio side of our base engine. Redesigning the existing technology into a more robust solution is a must. Work on this, much like the above systems is ongoing, and when ready for the merge into stable branch will allow the team to begin addressing and resolving issues such as global sounds, and the proper messaging of all interaction and engine based sound sources.

Beyond the above mentioned core technology changes, the coming months will have us begin to see changes that update or expand upon existing systems such as animation, loot spawning, persistence, and so much more.

In addition to these, once vehicle inventory support makes its way to stable branch we will begin to be able to see multiple configurations of the V3S, and their potential cargo spawning across Chernarus. Pair these changes with the ever changing face of Chernarus and the experience that is DayZ, and I see 2015 being an exciting year that I cannot wait to share with you all.

See you all in Chernarus, and be careful when visiting the prison.

- Brian Hicks / Lead Producer -


Mercredi 4 février 2015  
Stable Branch - 0.53.126384

Hey folks!

We'll be updating stable branch to 0.53.126384 today. I'll update this post as the update progresses with known issues, and patch notes when they are released.

Should be noted maintenance today -is- extended for the update.

Updated server rules

Since last hive wipe

    111,601,176 characters have been killed.
    4,796,793 characters living
    2,094,059 characters purged from the public hive

Known issues

    In some cases, servers may freeze briefly. (There will be a targeted hotfix to address this)
    Throwing something while in process of another action can cause your character to get stuck in a falling pose until reconnection

Change Log

    New items

      Crafted Leather Jacket, Pants, Backpack, Shoes and Vest
      Canoe paddle
      Lead pipe
      Steak knife
      Hay Hook
      Flanged Mace
      Red, green, blue and gray sweater
      Red, green, blue, yellow, violet, orange and black quilted jackets
      Blue, red, pink and black raincoat
      Yellow, orange, blue, green, red, pink and black armband
      Khaki, Black, Olive and Tan M65 Jacket
      Bayonet for AKs
      Flare gun
      Ice Axe
      Field Shovel
      Lug Wrench

    New mechanics

      Handheld scopes not limited in Y axis.
      You can use rope, duct tape or wire for restraining other players.
      You can use blades, pliers, hacksaw and lock pick to untie players.
      You can craft armbands by shredding raincoats.
      You can use cooking tripod as melee.
      You can attach cooking tripod on fireplace.
      You can pour water, gasoline or disinfectant into any kind of container (except soda cans).
      You can pour liquids from container to container.
      You can tan skin using lime.
      You can upgrade fireplace to furnace.
      You can use Ice Axe for stone picking.
      You can sew Leather Jacket, Vest, Pants, Shoes, Hat and Sack from Tanned Leather with Leather Sewing Kit.
      Construct fireplace states by attachments.
      Fireplace consuming fuels (heating/cooling fireplace temperature).
      Heat transfer from heated items (you can heat items in a fireplace and then bring them with you to keep you warm).
      You can find worms when digging garden plot.
      Planting in garden plot is less effective in comparison to greenhouse.
      Zucchini plant, seeds and its growing process.

    New animations + audio

      Flare gun hand pose & reload animation
      Water pump water pouring
      Supersonic crack sound for weapons with supersonic ammo
      Bullet fly wizz
      Melee weapons sounds
      Flare gun sounds

    New locations

      Terra incognita
      Castle on Skalisty island
      Nagornoe village


      New version of BattleEye.
      Vehicle persistence.
      The navmesh controller connected to the entity controller.
      Adminlogs added for private shards (logs connects and disconnects of player, tracks damage dealt from player to player, logs messages sent through chat ...).


      Suicide with various items
      You can not unpin grenade laying on the ground
      Ghillie suit painting
      Arrow crafting no longer consumes 2 instead of 1 feather in certain circumstances
      Deployment of ruined fishtrap
      Cancel action during digging in greenhouse
      Fireplace heating process tweaked
      Effect of wetness on temperature tweaked
      Handguard placement on AKs
      Kitchen Knife cannot be placed on back
      Fish trap deterioration and sardines count
      Damaged an Ruined texture on some items (book, heatpack,...)
      Shovel size
      Clothing sizes tweaked
      Heatpacks keeps you warm longer, but its longevity is affected by it's damage
      Gun muzzle flashes

    Known issues

      Server freezes.
      Character falls/gets stuck after throwing melee weapon during swing/weapon change.
      Player can't pick up items from the ground sometimes.
      V3S can clip under ground in certain circumstances.
      Players are experiencing desync while next to each other/ in vehicles.
      Items with classnames that are too long aren't saved into the character database.
      Items in backpack rearranges upon connection to server.
      Player is stuck in building after reconnect.
      City/Shadow related client FPS drops.
      Camera clipping issues.




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