The second Platform Update of DayZ is out on Steam (both the game update and server files update). Along with many quality of live improvements, fixes and tweaks, it reintroduces two .308 caliber weapons and what's arguably the most luxurious transport option the post-apocalyptic Chernarus offers: the mighty Olga 24 sedan.
While the 1.02 update does not have a strict theme, a lot of work has been done to streamline the inventory design and functionality (yes, you can move with your inventory open again!). The game design team also put emphasis on promoting stealth gameplay when dealing with the infected, and also went through a couple of iterations on the night time experience. Get all the details and full patchnotes below!
Once a high end, "Executive" level car, the Olga 24 is a four-door Sedan easily able to reach top speeds on the Chernarussian roads.
The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 caliber bullets.
The M70 Tundra is a bolt-action hunting rifle using .308 caliber ammunition.
New & improved weapon attachments
Usable backup iron sight of the ATOG
Compensator for the Mosin 91/30
Mini Sight (small red dot)
Individual zeroing of iron sight and telescopic sight for compatible items
Holster and pouch for the plate carrier vest
Assault vest and its butt-pack
Ability to move slowly while displaying the inventory
Better visualisation of the inventory content
Proper scaling of items in the hands slot
Ability to have containers as an attachment (e.g. pouch on a plate carrier)
Various icons and visuals
Ability to reorder the inventory containers
Possibility to kill an infected in melee hit (e.g. with an axe), from the back
Changes to night lighting
New Noise indicator to encourage stealthy gameplay
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.
Added: OLGA 24 with attachments
Added: LAR with attachments
Added: M70 Tundra
Added: .308 WIN ammunition
Added: Assault vest
Added: Utility buttpack
Added: Plate carrier holster and pouches
Added: Mini red dot and RVN sights
Added: Mini red dot sights now compatible with CR-75 and BK-133 as well
Added: Functional back iron sights on ATOG optics
Added: Toggle iron sights/scope aim by pressing RMB
Added: Precise weapon lifting by weapon length
Added: HUD noise indicator
Added: Improved inventory icons rendering
Added: Inventory icons dynamic scaling
Added: Ability to one hit kill infected from behind with selected items
Added: Particle effects visible on the inventory player character
Added: Inventory character has items in hands
Added: Ability to walk (but not jog or sprint) while inventory is open
Added: Quick add to quickbar by hovering and pressing a number key
Added: Highlighting to hovered items in inventory
Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source)
Added: Mosin 91/30 compensator
Added: Independent firearm zeroing for iron sights and scopes
Added: Option to change the order of inventory cargo containers
Added: Hand cramp for brain disease
Added: Injury animation is visible in inventory view
Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout)
Added: Footsteps sounds for movement inside tents
Added: Footsteps scuff sounds for grass surface
Added: Sounds for lock/unlock doors action
Added: Sounds for combination locks
Added: Sound animation events for heavy hit animations
Added: New set of sounds for male infected
Added: Sounds for hot and freezing character animation
Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest)
Added: Sounds for pick up and drop action for various items
Added: Position dispersion when infected cannot see the target, but can hear it
Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout)
Added: Muzzle flash effect for Mosin compensator
Fixed: Client crashes when attempting to connect to the server through launch parameter on Windows 7
Fixed: Server crash caused by in-game actions
Fixed: Server/client errors upon loading weapon
Fixed: Client error when equipping bandana
Fixed: Server error when manipulating vehicles parts
Fixed: Client error when manipulating barrel
Fixed: Client error when manipulating radios
Fixed: Client error when manipulating dead infected
Fixed: Client error when removing wooden logs from fence or watchtower
Fixed: Client error when disconnecting near a radio control panel
Fixed: Client error when removing rag from the mouth
Fixed: Client error when attaching combination locks
Fixed: Client error when committing suicide with weapon
Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, )
Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts)
Fixed: Blending of textures on Skybox (previously causing sudden flashes)
Fixed: Weak dynamic lights during dusk and dawn
Fixed: An issue where the majority of the character clothing was rendered in lower resolution than the game was running at
Fixed: Items can be picked up through walls (T137847)
Fixed: Texture artefacts on the crosshair
Fixed: Player can skip vomiting by staying crouched
Fixed: Player can skip vomiting by jumping
Fixed: Salute gesture keeps items in hand
Fixed: BK-133 does not change textures according to damage states
Fixed: Speed of inventory scrolling
Fixed: FPS drop when dismantling/destroying base building parts
Fixed: Barbed wire attached to fence will now move properly when opening gate
Fixed: Player does not get proper damage while standing in flames
Fixed: Driving over a character with a vehicle does not inflict damage
Fixed: Player receives damage from a vehicle while standing close to it
Fixed: Some gestures with weapons make arms twitch
Fixed: Infected do not inflict any damage to animals
Fixed: Player becomes deformed for others while sitting in a car
Fixed: Windows cannot be destroyed for some of the vehicles
Fixed: Splitting/combining rags will overlay another item in the inventory
Fixed: Items can get stacked incorrectly in one slot on top of each other (T136643)
Fixed: Items can be put in hands via inventory while sitting in a vehicle
Fixed: Projectile impacts do not alert infected
Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679)
Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205)
Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639)
Fixed: Switching seat while driving will result in a silent vehicle (T137285)
Fixed: Item size changes visually for wielded item when logging off (T136822)
Fixed: Selecting survivor in the main menu and pressing play opens old server browser (T136726)
Fixed: Environmental damage is not logged correctly in server logs (T137257)
Fixed: Attacking infected clip through the player (T137370)
Fixed: Missing arrow mark on items with container or attachments (T137103)
Fixed: Offline missions cannot be launched on Windows 7 (T137264)
Fixed: Hunting scope allows looking through walls (T137033)
Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200)
Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent
Fixed: Barrel inventory is misplaced when several barrels are in one place
Fixed: Tent and barrel placement is restricted only to flat surfaces
Fixed: Weapons cannot be reloaded while lying on the back
Fixed: Restrained characters can play freezing animation
Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102)
Fixed: AIs might get stuck mid-air after being killed by vehicle
Fixed: Enduro helmet attachments are out of place in inventory
Fixed: Fitting of localized item names in tool-tips and headers
Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart
Fixed: Server crash upon respawn
Fixed: FX-45 was not functional
Fixed: Getting shot underwater put the character into falling animation
Fixed: Inventory, vicinity, and hands slots were overlapping with each other
Fixed: The first gunshot caused FPS drop
Fixed: Server VMEs related to the in-game map
Fixed: Character noise indicator not being present
Fixed: Attachment icon dragged from hands slot to an invalid slot disappears
Fixed: Character noise indicator not showing appropriate values
Fixed: Collisions of base building objects remaining after their parts have been detached
Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders
Fixed: When opening doors for the first time, the whole building model can move slightly
Fixed: Client error connected to player presence indicator
Fixed: It is no longer possible to attach the Hunting Scope to the BK-18
Fixed: A client-side crash connected to the base building feature
Fixed: Fence gate cannot be opened after server restart
Fixed: Fence can be walked through after server restart
Fixed: Backwards compatibility for mods using particle API from version 1.01 and older (GoreZ and such).
Fixed: Client error tied to base building
Fixed: Ruined tires now affect vehicle behaviour
Fixed: Fire geometry for offshore worker infected type
Fixed: Invisible dynamic events and custom objects
Fixed: Adjusted MRDS post-process on FX to make it more usable
Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass)
Fixed: Stacks of .308 Ammo spawning with 0 quantity
Fixed: The player now dies properly from hypothermia, preventing client errors and other issues
Fixed: Only one player in a VoN conversation can hear the others
Fixed: Vehicle radiator cannot be refilled until the car has been started
Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not
Fixed: Client error connected to using a water bottle on a fireplace
Fixed: Leaving ADS on weapon actions
Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. As part of this, SimulWeather and its related options were removed.
Changed: Improved the impact of dynamic lights on surfaces (including the roads)
Tweaked: Improved quickbar visuals and responsiveness
Tweaked: Minor tweaks to the global light config
Changed: Major cleanup of CfgWorlds config parameters (and related classes such as CfgSurfaces and Clutter)
Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights
Tweaked: Inventory blur intensity is now at half of the previous value
Tweaked: Inventory icons for firearms and their attachments
Tweaked: Item sizes for handguards and buttstocks
Tweaked: Inventory size of suppressors
Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged'
Tweaked: Damage system for ADA 4x4
Tweaked: Central economy (minor adjustments)
Changed: Item view bounding box enlargement when attachments are added
Changed: Improved behavior of all light sources (fade in / fade out effects and more)
Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark
Tweaked: Slightly darkened breath vapor particle to avoid glowing at night
Changed: Improved behavior of smoking chambers on all guns (smoke escapes only while the chamber is open)
Tweaked: Decreased intensity of all light sources during daytime
Changed: Reflector surface of all light sources now shines properly
Tweaked: Chemlight illumination radius increased
Changed: Torch is now always transformed to stick when its rags are removed from it
Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical)
Changed: Significantly improved quality of vehicle smoke particles during high speed
Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation)
Optimized: Physics rayRcast & Shapecast callbacks
Optimized: Possibility to enable multithreaded replication from server config using "multithreadedReplication" parameter
Optimized: Size of entity create network messages
Tweaked: In-game map behaviour
Changed: All particles are now preloaded during the game's initial loading
Changed: 'FullAuto' fire mode set as default mode on all relevant weapons
Tweaked: Sneak attack on the Infected now also works when hitting the torso
Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night
Tweaked: Blood and health regeneration slowed by roughly 1/3rd
Tweaked: Water and energy metabolism slowed down by approximately 1/5th
Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high
Tweaked: Chemlight illumination range lowered to 7.5 m
Changed: Updated tourist trail map model and textures
Changed: Lowered the Infected alertness caused by projectile impacts nearby
Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first)
Changed: Blood regeneration speed lowered
Changed: Amount of blood loss from hamolytic reaction raised
Changed: Lowered the illumination range of chemlight and the light around character at night
Tweaked: Lowered chance of jamming for pistols
Added: Script function for disabling flares on light entities
Added: Script function for setting the relative position of flare on light entities
Added: Particles that are attached on an object can now rotate independently from that object (this fixed unintended directional flame on burning torches, see Particle.PlayOnObject(...) function documentation)
Added: Script function PlayerPreviewWidget::GetDummyPlayer
Added: New method on particles: ScaleParticleParamFromOriginal(...)
Changed: Particle API was refactored. Function Play(...) was replaced by functions PlayInWorld(...) and PlayOnObject(...). Please update your scripts accordingly to prevent compilation errors.
Changed: Huge refactor of how scripted lights behave. Please start using this API instead of config Pilot Lights. (Check file ScriptedLightBase.c and see examples in Scripts\4_World\Entities\ScriptedLightBase)
Tweaked: Corrected name of config parameter 'slopeLimit' to 'slopeTolerance'
Removed: Obsolete/deprecated configuration parameters were removed.
Tweaked: Personal light access parameter (PlayerBaseClient.m_PersonalLight) changed from 'private' to 'protected' to allow modding
Individual melee hit registration issues against infected
Going unconscious with an open map can cause freezes
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.
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!
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.
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 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.
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
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!
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 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.
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.
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
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
Server termination doesn't end properly when client connects in the middle of it
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
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.