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Mercredi 13 février 2019  
PC Stable Update 1.01

Dear Survivors! We've just released the PC Stable Update 1.01 on Steam (both game update and server files). This is the first in a series of Platform Updates that we will publish throughout the year, with the focus this time being on stability, fixes, server performance improvements, and the introduction of two new firearms.

New firearms

With each Platform Update, we're aiming to expand the variety of content available in the game. Our choice for 1.01 were two classic 7.62x39 rifles previously available in the legacy builds: the SK 59/66 and the CR-527, also supported by the re-introduction of the Hunting Scope!

SK 59/66

A ten-shot semi-automatic rifle fed from an internal magazine. It is an older model, but still reliable, using 7.62x39mm rounds. Can be equipped with a PU scope and an improvised suppressor.


A bolt-action hunting rifle, fed from a detachable magazine. It's light-weight and accurate when used at intermediate ranges. Uses 7.62x39mm rounds. Can be equipped with a Hunting Scope and an improvised suppressor.

Persistence fixes

Undesirable persistence wipes were definitely among the most annoying issues reported in 1.0. With 1.01, we're introducing a system of Persistence Backups that aims meant to prevent problems with saving of the persistence data on the servers. 

This system will be available to both official and community owned server. We've seen some pretty good results on the Experimental branch so far. In any case, we will still be closely monitoring all incoming reports should any loot, bases, or other persistence data get deleted after server crashes/restarts.

Server Performance Optimizations

Good server performance is critical to ensure an enjoyable DayZ gameplay experience. In 1.01, our programmers have made some solid progress on that front. Official vanilla servers running at full capacity with 60 concurrent players should no longer be witnessing flying cars and other shenanigans on a regular basis. 

As far as community/modded servers go, please understand that increased player counts may and other modifications to the server setup have a significant impact on the server performance, and problems may occur.

We will continue with further optimisations over the upcoming updates. The most curious of you can take a look at the report on this topic by our Lead Programmer, Mirek Maněna.

Voice communication improvements

The voice chat in 1.01 is using a completely new codec that bumps the overall quality of the Voice over Network sound - especially with a high quality microphone. We've also added a mumbling sound filter for players who try to communicate when their speech is restrained with a rag.

New status indicators & damage tweaks

As a first step towards balancing the health and damage systems, we've added new icon status indicators that better communicate bleeding damage and the effect of medication (for example, the vitamins will now boost your immune system). 

We've also made some adjustments to the player damage, with the most visible example being the reintroduction of a bleeding damage penalty when walking barefoot. Furthermore, we removed the chance variable for bleeding damage dealt by bullets. Now, every bullet scratch causes bleeding 100 percent of the time.

TrackIR Support

TrackIR is a head tracking input device that allows you to use freelook independently from your mouse controls, and 1.01 now fully supports this input method. Popular and proven in Arma, introducing this input method was pretty straightforward for us, so we made that option available already. If you own TrackIR, you'll definitely have some fun when driving around in your ADA!

50+ other changes and tweaks

In addition to the highlights, we've introduced over 50 other changes and tweaks that make DayZ a better game. Read the full changelog below!

Notes on the Update

    Please verify your game files before playing, including User Data
    Storage files from the Experimental branch of the game may not be compatible with the Stable branch
    We've done some changes to the VoN Codec, so as server owners, when moving your current Server Config to the new patch, be sure to change your vonCodecQuality = 20
    We recommend a persistence wipe for modded servers.
    In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.



    SK 59/66
    Hunting Scope
    Recovery backups to deal with data corruption during crashes, and user-scheduled backups
    New stream from Kozlovka to Balota
     Over time self-closing of bleeding wounds
     Expanded admin logs (player positions, deaths and received hits)
    Script versioning to prevent future data incompatibilities
     Support for TrackIR head-tracking device
    Support for bullet shells dropping, and new sounds
    New audio controller for positional sounds, allowing us procedural control number or sound sources on models (Used to reduce number of bird sounds on trees.)
    Tree stem creak sounds
    Sounds when dropping items
    Implemented EQ filter for unconscious state
    Sound position offset feature to config
    New sounds for bullet shells dropping
    Antibiotics can fight diseases
    Vitamins can boost player's immune system
    Long torch (made of a long stick and rags)
    Various severities of bleeding
    Bleeding from bare feet
    Status indicators for bleeding and active medicament
    Masks and headgear provide some level of biological protection
    Close/open compass animations
    Voice effects for mumbling when gagged
    Ctrl + LMB will drop item from container (inventory)


    A server crash when a character with a corrupt inventory tries to connect
    A server crash when a server with a garden plot on it was restarted
    A server crash related to script array manipulation crashes
    A client crash related to script array manipulation
    A client crash related to a light being removed while still in use
    Multitude of environmental issues (missing collisions, sudden LOD changes, hit materials, models adjustments) - as reported in Ticket T136380
    Typos in localization
    Possibility to toggle headlights when both are missing or destructed
    Some actions on target have incomplete action messages
     Crafting improvised suppressor took only 1% from the duct tape
    Landmine not detonating when it becomes ruined while it is armed
    Various IK poses (Stone, Medium Tent, BK-18)
    Chemlights glowing in cargo for 10 seconds
    Animals have no collisions with vehicles
    Shooting through a ruined suppressor did not emit muzzle flash
    Fireplace does not upgrade to stone circle if smaller stacks of stone are used
    Wolves attack animals rather then humans
    Sound sources on trees move with entity during cut down tree action
    SG5-K with compensator uses regular gun shots sounds (used sounds for silencer)
    Sea chest can be put into another sea chest - T135962
    When preforming suicide headgear does not get damaged
    Player's ankles can disappear while wearing Orel police pants
    Bullets are not registered after the weapon was raised close to the wall - as reported in Ticket T136559
    AIs get stuck near obstacles (reduced chance of occurrence)
    Motorbike helmet visually disappears after few steps
    Player gear is teleported to exact place where he logged in after being skinned and quartered - as reported in Ticket T136367
    icons representing ammo are small - as reported in Ticket T136555
    Tactical googles have no texture - as reported in Ticket T135082
    AI walking through ground pipes
    Server crash - as reported in Ticket T134543 + T136323 + T135501
    Server crash when HTTP request does  not return OK
    Player might not be killed when shot with 12ga pellet
    Wooden logs get duplicated when building base of Fence and WatchTower
    ADA 4x4 won't stop after driver jumps out of it
    Some clothes cannot be damaged on ground
    Removing the rag from the mouth, make the rag slots smaller
    Temperature measurement has a question mark in the result text
    Players are able to access dismantle action on towers from the outside - as reported in Ticket T136666
    Bullets do not interfere with the player's body when fired through sea water


    Inventory improvements in the visuals and performance of inventory code, including the

      addition of hierarchical attachment visualisation,
      hiding unused attachment categories (greatly uncluttered the Watchtower for example),
      inclusion of dedicated icons for these categories and overall bugfixes.)

    Improvements to server performance (central economy, networking and AI)
    Weapon muzzle attachments now steam during rain while they are hot
    Weapons animations polishing (animations speed, clipping)
     Sounds for climbing ladders
    Sounds for take item in hand action
    Projectile speed and air friction
    Rebalanced projectile damage
    Rebalanced character damage system
    Rebalanced armor against projectiles
    Shock damage for projectiles (chance to fall into unconsciousness increased)
    Removed: Chances for bleeding wounds from projectiles hit
    Removed: Flickering effect (roadflare)
    Antibiotics and vitamins only support single use consume action
    Traps no longer function as melee weapons
    Hen spawn zone reworked to better fit environment (should not spawn inside industrial and other unnatural areas)
    Many improvements, tweaks and fixes for ChernarusPlus terrain
    Improvements to server performance (central economy, remote projectiles are not real)
    Damage to bare foot for non-roadway surfaces
    Infected damage system
    Recoil (KA-M, BK-18, M4-A1,Mosin 91/30 and VSD)
    Removed: Chance to spawn SG5-K with 15Rnd magazine
    Updated: Inventory icons (placeholder icons replaced)
    IK pose for long torch
    Rangefinder zoom set to 4x
    Updated: Credits

Known issues

    It is currently not possible to drink from certain water sources.
    When using the in-game text chat, you will not see your own messages. Other players can.
    2-handed rifles can only be dragged and dropped via a small piece of their "Equipment" tab icon.
    A jammed BK-18 cannot be fixed.
    Official servers may be listed as private or in the Community tab.

Vendredi 25 janvier 2019  
Status Report - January 2019

A new year brings new challenges - and the biggest one for us in 2019 is definitely post-1.0 development planning. Read a report from our Project Lead Eugen Harton to find out what's happening in the office!

Image by u/nvgboink

Dear DayZ Community,

We are three weeks into our quite intensive development planning that will shape DayZ this year. It means sorting through, and selecting features, content, and timeline of their delivery - in practice a lot of meetings, whiteboard scribbles, and digging through our backlogs trying to identify what we're able to deliver this year, and when. In the meantime, normal development continues, and we have deployed a first bug fixing patch, with more bug fixing ahead of us of course, as we also have a backlog there to go through.

The first quarter of this year is pretty much all about spring cleaning, and us getting on track to more scheduled Stable Platform Updates bringing new content and fixes. The first Platform Update is on its way to be released in February, and we will share more details once it's live on Experimental. We want to improve the game in many areas. We also hear you loud and clear and are aware of a vast amount of reported issues. They will get the attention they deserve when there's a right time for that, for now, let's look at some of the most critical and immediate ones.

Top Community Issues

Server Performance

Server performance affects everything, from user actions taking too long, doors not opening, infected that stutter, to vehicle physics behaving in weird ways. Most of the gameplay can get affected when the server FPS dip below 20, and currently, that's happening on full or high population servers more often than acceptable. As such, this is our top priority to sort out. While the build out there right now has seen a noticeable FPS increase on low population servers, it still does not scale well enough when more players are active, and we are tracking possible causes of this server performance drop.


Right now, we are preparing a safety net for persistence that will help the current shortcomings where entire areas get wiped when the server crashes during the writing process of the snapshot of the world state. In simpler terms, the persistence data does not save correctly because of a crash. The proposed solution is in testing and will land on Experimental once ready. When that happens, we will do our best to share useful information on the usage and functionality of the safety net solution.

Server Browser

We know the new server browser still has its flaws, and performance issues which are getting in the way of the DayZ experience. We are looking into possible improvements on a more granular level; however, those might take time, so at first, we will dig into the issues that damage the experience the most. Once there is more information to share, we will provide an update.

Animation issues

We are tracking multiple issues that break characters/weapons and more, and these require engine level fixes that are in discussion right now. Once the details get sorted out, and fixes are confirmed, we will talk about these in greater detail. 

The issues above are our primary areas of interest as of now, but the list of reported issues goes on, from bullet damage to medical items not serving any real purpose, or item placing being very limited, and more. While the list above does represent some of the reported issues (arguably the ones that break the gameplay experience the most), it does not mean we're not considering, or working on the rest. 


We'll do justice to our company motto - Curiosity, Creativity, Community - by delivering significant modding improvements this year. Documentation, samples, and fixes that make new things possible are all in our pipeline. We will look at the topics of licenses and content usage, as well as making sure that with upcoming Platform Updates, we provide Experimental server branch to everybody so that both server owners and content creators can look at the game changes happening, and make necessary arrangements for their creations.

We're already seeing lots of cool creations in the Steam Workshop (some prime examples in the video below!), and it'll be exciting to see what's possible in the future. 


We have a massive weapons backlog to go through, and you can expect that we will not only look into current issues with firearms (both visual and functional), damage and unconsciousness values but most importantly into that big stash of weapons that haven't been implemented yet. Our weapons strike team has already managed to make steps toward having two new firearms implemented in the upcoming February Platform Update. We will share more details when they're ready.


Vehicles have a lot more polish coming to them this year in terms of stability and functionality. As already mentioned, we know and understand that server performance has a huge impact on the experience, especially when player counts go beyond the recommended 60 players on community servers. Server optimisation plays a huge part in our early spring cleaning, so bear with us. While this is, of course, important, we can't forget that we should expand the variety of vehicular transport; this year will bring more options to players. Once again, we will share more details on the upcoming vehicles once we're sure we're ready to deliver.


Recently, we've opened a round of Community Feedback targeted at our Xbox Survivors, and it proved to be a great source of useful information. Our console specialists in Bratislava are already looking into Xbox specific issues that were reported often and can be scheduled for a relatively easy fix, and there are of course the more complex issues like rendering and performance drops that are being investigated. DayZ launched with very decent frames in Xbox Game Preview, and we believe we can get rid of the current drops. It will take some time though.

We also know that we still have a large sleeper community on PlayStation 4 patiently waiting for a release. While we are currently not able to dedicate more resources to advancing with another platform, we're taking small steps towards a PS4 release later this year. 


With many internal changes in planning and how we approach update releases overall, we will also need to be rethinking how often and in what forms we're communicating with you. We still have a lot of brainstorming to do, but it's very likely that the frequency of development Status Reports will no longer follow the 2 week period. Instead, we'd like to think of ways how to more actively work with what's happening in the community, engage in the events organised by community server owners, and improve the direct communication across channels. 

Before the PC 1.0, we've made an attempt at Focused Feedback rounds with our game designers, and we'd like to get back to that idea when we know our developers can invest the time into carefully evaluating the feedback we receive on balancing, or specific game design topics. 

What we mentioned today is merely a fraction of things that are ahead of us this year; there's more to share down the road, but only when we're ready to talk about it. Once our internal roadmap is fleshed out, we will start our deep dive into how exactly DayZ will change this year.

Until then, see you all in Chernarus!

- Eugen Harton / Project Lead -


Jeudi 17 janvier 2019  
Stable Update 1.0.150192

Hello Survivors,

we have the first Stable Update of the year incoming.

Please verify your game files before playing the new update, and report all bugs you encounter!

This Stable update will update the server files and tools.



    Strafe keys do not work when rebound to different keys than default
    Camera goes into inappropriate height when walking up a slope upon exiting water
    Possible stack in wolf combat behavior
    Face textures and beards are not set properly
    Client-side freeze caused by nearby players
    Muzzle flash not disappearing
    Attempted fix for server performance degradation
    Getting kicked from queue after a prolonged wait
    Incompatibility between Workbench and the game version
    A memory server crash
    Client crashes
    Server termination doesn't end properly when client connects in the middle of it
    Server crashes
    Client/server errors related to in-game actions
    Background rain sfx might not be audible
    Using surrender gesture through gesture wheel results in disappearance of wielded item
    Wheels that spawned already on the car are impervious to bullets
    An issue with vehicle disappearing/flying away upon exiting it/changing seats
    Items dropped in trees/bushes cannot be picked up - might require usage of drag and drop in inventory rather than the pick-up action
    A player to player desync issue
    Error messages pertaining to weapon usage
    Further changes to improve server performance


    Minor changes in input configuration
    Renderer changes, primarily in lighting system
    Changed snow back into rain
    Server-side lighting system to improve server performance
    Additional server performance tweaks
    Improved stability of car in lower server frame-rates
    Improved stability of car with no wheels
    Leather gloves color
    Interior sounds (tails) for animals and weapons
    Landmine kill-zone

Known issues

    Server crashes can cause a persistence wipe. So especially for server owners, try to work with regular persistence backups and if you encounter server crashes, report with your crash dumps to our Feedback Tracker. If you have any proven reproduction steps for persistence wipes, let us know. The team is working on a long-term solution, which unfortunately will take some time.




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