Z radością ogłaszamy rozpoczęcie okresu eksperymentalnego aktualizacji gry 1.21! Mamy naprawdę interesujący motyw dla tej aktualizacji. Tym razem przenosimy się cofamy się do średniowiecza !
Jednym z nowych dodatków, które wprowadzamy, jest kusza — pierwsza w historii DayZ broń sprężynowa. Może ładować różne strzały i być wyposażona w wiele celowników i lunet. Starsi gracze mogą pamiętać, że ten model pierwotnie miał kołczan, cechę, którą postanowiliśmy odrzucić, aby skupić się na zachowaniu bełtów. Naszym celem jest sprawienie, by pociski można było odzyskać, a także podnieść je z każdej trafionej istoty. Właściwości balistyczne pocisków, wraz z możliwością ich odzyskania, to najbardziej złożone części kuszy i jesteśmy ciekawi, jak zachowują się one na serwerach publicznych.
Chociaż sama kusza może nie być ściśle średniowieczna, włączyliśmy średniowieczne repliki różnych przedmiotów i ubrań z całego świata. Nie martw się jednak – pozwolimy Ci znaleźć je samodzielnie, zamiast psuć Ci zabawę tutaj.
Innym ważnym dodatkiem w tej aktualizacji jest opóźnienie logowania do serwera podczas przełączania między wieloma kontami na konsolach. Mamy nadzieję, że ta zmiana zaowocuje zdrowszą rozgrywką, ponieważ korzystanie z wielu kont na jednym serwerze podczas jednej gry będzie znacznie bardziej czasochłonne.
Eksperymentalna aktualizacja 1.21 zawiera również zbalansowane szybkie sloty , więc teraz nie będziesz musiał tak często otwierać swojego ekwipunku. Obrażenia od upadku również zostały zbalansowane i powinny być o wiele bardziej czytelne. Kontynuując temat czytelności, masz teraz możliwość dostosowania jasności interfejsu użytkownika w grze . Ponadto dostosowaliśmy oświetlenie kamery inwentaryzacyjnej . Te dwa ulepszenia powinny sprawić, że twój ekwipunek będzie o wiele przyjemniejszy do oglądania. Wprowadziliśmy również kilka poprawek dotyczących wyrzucanych przedmiotów spadających na ziemię i jesteśmy ciekawi, jak często natkniecie się na ten problem po tej aktualizacji.
Kolejną rzeczą, którą wprowadzamy, jest możliwość odradzania krzaków, drzew i skał za pomocą generatora obiektów po stronie serwera (i skryptu). Na koniec, ale z pewnością nie mniej ważne, jesteśmy na końcowym etapie testowania dystrybucji naszego serwera z Linuksem . Zachęcamy każdego na Steamie, kto chce zagrać w eksperymentalną aktualizację 1.21, aby spróbował to zrobić na serwerze Linux, ponieważ dokładnie monitorujemy go pod kątem jakichkolwiek problemów. Jeśli jesteś zainteresowany uruchomieniem własnego serwera Linux, możesz już to zrobić w gałęzi eksperymentalnej.
PC Experimental 1.21 Update 1 – Version 1.21.156073 (Released on 20.04.2023)
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
- Crossbow and color variants
- Bolts and Improvised Bolt variants
- Sword
- Mace
- Chainmail
- Chainmail Leggings
- Chainmail Coif
- Norse Helm
- Chestplate
- Medieval Boots
- Wool Gloves with fingerless and color variants
- Feathers
- Game hints in the loading screen
- Added new game hints
- Thrown items and moving vehicles now move smoother on high refresh rate devices
- Status icon for mild leg injuries
- UI brightness can be adjusted in the settings
- The character now spawns with items pre-assigned to their quickbar
FIXED
- Fixed further exploits to look through walls (https://feedback.bistudio.com/T170298 – private)
- Fixed an exploit to glitch through walls
- It was possible to execute a stealth kill even if there was an obstacle between the player and the target
- Several explosions were missing their tail sounds
- The camera would move sharply when a vehicle turns opposite to the mouse/joystick movement
- The camera would glitch when swimming with a broken leg (https://feedback.bistudio.com/T170499)
- The action to refill a partially filled gasoline container would appear at water sources
- The Scout rifle reload sounds would echo (https://feedback.bistudio.com/T169535)
- Items ruined while in a container carried in hands would float in the air
- Fixed issues with several structures (https://feedback.bistudio.com/T160592, https://feedback.bistudio.com/T168942, https://feedback.bistudio.com/T169537 – private)
- It was very difficult to reach the “Open trunk” action for the Olga 02 wreck
- Ruining handcuffs would not free the cuffed player (https://feedback.bistudio.com/T169831)
- Arming/disarming damaged Remote Detonation Units would reset the health of the explosive and detonator (https://feedback.bistudio.com/T169981)
- Links between remote detonators and explosives were not persistent
- The character could collide with items dropped from a thrown fireplace
- Interrupting of building by another player could result in desync
- On lowest FOV settings, the camera would zoom out instead of in when focusing the view
- Items inside the vehicle cargo were not drying or changing their temperature (https://feedback.bistudio.com/T163152, https://feedback.bistudio.com/T170216)
- Exhaling sound was missing when exiting ADS while holding breath (https://feedback.bistudio.com/T169869)
- The player could fall to their death when reconnecting while high on a ladder (https://feedback.bistudio.com/T156308)
- Infected could walk through specific base building objects
- Fire barrels did not have accessible cargo space when attached to a truck (https://feedback.bistudio.com/T170054)
- Aiming to attach wooden sticks to an improvised shelter could display non-functional selection arrows
- Weight of the heat pack was irrationally high
- It was not possible to purify water in a cauldron (https://feedback.bistudio.com/T170056)
- It was possible to purify an empty container
- Placing a tent inside a bigger tent could cause inventory management problems
- Thermometer was not displaying realistic temperatures in cases of sickness
- The character could get stuck when changing stances while dropping an item
- Player could desync and fall through the map by going prone or being attacked by infected (https://feedback.bistudio.com/T170823, https://feedback.bistudio.com/T170837, https://feedback.bistudio.com/T170747, https://feedback.bistudio.com/T170752, https://feedback.bistudio.com/T170854)
- Accessing ladders from crouch position could offset the character’s collision
- PU scope reticle would glow slightly at night
- Heat comfort was not handled properly after reconnecting on elevated positions in buildings
- The tripwire could not be moved in the inventory in ruined state (https://feedback.bistudio.com/T170682)
- Advanced placement did not work as intended in the small factory building (https://feedback.bistudio.com/T170826)
- Some clothes, accessories, tools and car parts could not be shot through (https://www.youtube.com/watch?v=XVCXhVkur0M)
- A damaged Battery could lose quantity when being swapped
- A square shape was present when looking through the iron sights of the 4x ATOG optic (https://feedback.bistudio.com/T159711)
- UI tabs were resized when changing sliders in the settings (https://feedback.bistudio.com/T170570)
- The control when looking through binoculars and certain scopes in hands was very floaty (https://feedback.bistudio.com/T167629)
- Desync when reconnecting near a car or entering a running car’s network bubble could result in the client showing a stalled state for the car
- Aiming while prone would not take the terrain surface into account normally
- The state of weapons would not be reflected properly when dropped to the ground
- The texture for bloody hands was darker on survivor model 11
- The action to wash hands was even available when gloves are put over the bloody hands
- Infected could walk through rocks
- Infected could walk through piles of wooden planks
- The NVG headstrap could be dropped on the ground upon reconnect
- Vehicle startup sounds were not synchronized with the animation (https://feedback.bistudio.com/T169846)
- Freelook could only turn the camera by 90 degrees (https://feedback.bistudio.com/T160427)
- Bird and cricket ambient sounds would cut instantly when a player shoots within 500 meters
- Bird and cricket ambient sounds would not react to explosion sounds
- Soft braking a vehicle with CTRL+S was not working as intended
- The player could get stuck in the load-in queue at position 0 while being kicked off the server
- Fixed a bug that could transform vehicles into unusual shapes
- Fixed an issue where players with poor network connection could influence the connection of other players
- Fixed several cases of items falling through the map when being thrown
- Reigniting a fireplace would not increase its heat again (https://feedback.bistudio.com/T171086)
CHANGED
- Reworked falling damage impact depending on height
- Removed the BattlEye license agreement prompt in-game (PC only – https://feedback.bistudio.com/T166065 – private)
- Tweaked sounds of doors with valve lock
- Changed the horn sound of the M3S truck
- Increased the audibility of explosions
- Allowed eye gear to spawn on infected (https://feedback.bistudio.com/T162844)
- Login timers are now also displaying in minutes and hours
- Zoom functionality is no longer reduced during fast movement in crouch or prone
- Applied minor visual tweaks to the Great Helm
- Reduced the weight of the plastic explosive by 60% (https://feedback.bistudio.com/T170175)
- Tweaked impact sounds for metallic objects depending on the targeted surface
- Ripened horticulture plants now stay for twice as long before they start to decay
- Increased the minimum amount of quick slots available to the player
- Reduced the amount of additional quick slots given by certain gear
- Interactions with a power generator now refresh the lifetime of it and all items connected to it (https://feedback.bistudio.com/T137688)
- Removed the “Loading…” text on the login timer
- Washing hands is now a continuous action
- Tweaked the width of all tire tracks
- Changed the animation for pill consumption
- Improved the visuals of the PSO-1, PSO-1-1 and P1-87-L Scopes
- Reduced the reflection on the glass of scopes
- Improvised fishing rod can now be dismantled
- Adjusted position/rotation of individual weapons when carried on the shoulder (https://feedback.bistudio.com/T165127)
- Distant lights are much dimmer
- Transition from close up light to distant is much smoother
- Slightly increased the damage the Sarka 120 takes from impacts
- The drying rate of items has been adjusted to correctly reflect item location and outside influences
- Increased the duration of the wringing action
- Adjusted inventory lighting to make the item previews more read-able (less over-exposed) and more in the style of UI (flatter lighting)
CHERNARUS
- Changed: Updated the Chernogorsk football field
LIVONIA
- Added: Flags of the winners of the “Lights Out” event
- Fixed: Shifted police situation at Bielawa (https://feedback.bistudio.com/T170793 – private)
SERVER
- Added: Object spawner supports direct p3d spawning (Documentation)
- Added: Server config int parameter ‘networkObjectBatchSend’ (default = 10) which is how many objects within a players network bubble are sent to be created within a server frame (https://feedback.bistudio.com/T169094) (Documentation)
- Added: Server config int parameter ‘networkObjectBatchCompute’ (default = 1000) which is how many objects within a players network bubble are processed to check if it already exists for the player within a server frame (Documentation)
- Added: Optional logging for raising/lowering flags at flag poles (https://feedback.bistudio.com/T170287)
- Added: Object Spawner: “enableCEPersistency” which when set to true will make an object behave as configured by economy, otherwise it will not be saved in the server storage until a player puts it in inventory
- Fixed: Script execution not functioning properly in certain situations depending on init.c (https://feedback.bistudio.com/T169822 – private)
- Fixed Several inconsistencies in the admin logs (https://feedback.bistudio.com/T170195)
- Fixed: It was not possible to spawn infected with functional head torches attached (https://feedback.bistudio.com/T162844)
- Fixed: Items spawned before CE Init were not persistent
- Changed: Shortcut for map toggling is not available if use3dMap option is enabled (https://feedback.bistudio.com/T170401)
LAUNCHER
- Fixed: Offline servers (in Favorites tab) now always appear after online servers
- Tweaked: Offline servers (in Favorites tab) are now faded to clearly indicate they are offline
MODDING
- Added: WORKBENCH define for script which should only compiled on Workbench launch
- Added: Defines Window to set up custom Workbench validation
- Added: “Compile Core Builds scripts” option to Build menu (CTRL+ALT+F7) to compile multiple important build setups in a row
- Added: Flags parameter to DayZPlayerUtils::SceneGetEntitiesInBox (https://feedback.bistudio.com/T168610)
- Added: Additional flags parameter for DayZPlayerUtils.SceneGetEntitiesInBox
- Added: Class in CfgMods now auto generates a static (loaded before script compilation begins) script define (https://feedback.bistudio.com/T159481)
- Added: Class in CfgMods now supports “defines[]” text array which adds static script defines
- Added: Support for adding static script defines in gproj with ScriptDefines -> ScriptDefinesClass (https://feedback.bistudio.com/T159481)
- Added: CGame::CreateStaticObjectUsingP3D
- Added: ‘Serializer.CanWrite’/Serializer.CanRead’ to check if the serializer can be read or written to
- Added: ‘IEntity.GetRenderTransform’
- Added: Variable ‘DayZPlayerCameraResult.m_bUpdateEveryFrame’ to change camera update behaviour from fixed tick to unlocked frame rate
- Added: Variable ‘DayZPlayerCameraResult.m_OwnerTM’ to override the transformation of the owner
- Added: Ability to set proxy (inventory slot) offset per item in item config
- Added: Methods for controlling brightness of UI (Widget.SetLV, Widget.SetTextLV, Widget.SetObjectLighting)
- Added: “ignoregloballv” property flag to layout
- Added: ‘HumanInputController.GetAimDelta’ to get the frame independent aim change
- Added: ECE_NOPERSISTENCY_WORLD, ECE_NOPERSISTENCY_CHAR and ECE_DYNAMIC_PERSISTENCY flags to be used with CreateObjectEx
- Added: ‘IEntity.AddChild’ can use pivot points on RV animated objects
- Added: ‘Object.GetBonePivot(level, component)’ to retrieve the pivot index for the component in the shapes LOD
- Added: Moved ‘GetBonePositionX’, ‘GetBoneRotationX’ and GetBoneTransformX’ to Object class, can be used on RV and Enfusion animated objects
- Added: ‘DayZCreature.GetBoneIndexByName’
- Added: Ability to set inventory lighting from config (top-level InventoryLighting config class)
- Added: Exposed methods World::MarkObjectForPathgraphUpdate and World::ProcessMarkedObjectsForPathgraphUpdate
- Added: ‘IEntity.GetHierarchyPivot’ to get the pivot point used when called with ‘IEntity.AddChild’
- Added: CollisionInfo classes for OnProjectileStoppedInTerrain() and OnProjectileStoppedInObject(), which will fire for ALL projectiles that get stuck in objects
- Added: InventorySlotsOffsets config class (on item/weapon), which can define position and rotation offset of an item when placed into a slot on the character
- Fixed: Transformation synchronization for script class ‘Transport’ when the vehicle is inactive (https://feedback.bistudio.com/T153234)
- Fixed: EntityAI which were previously reported as Object in script will now be properly reported as EntityAI (https://feedback.bistudio.com/T168610)
- Fixed: ‘typename.GetVariableValue’ would not check inheritance
- Fixed: Crash when calling methods on inventory owner in GameInventory.Init
- Fixed: Crash on DayZCreatureAIInputController::GetMovementSpeed() (https://feedback.bistudio.com/T171426)
- Changed: Moved ‘EntityAI.IsDayZCreature()’ to ‘Object’ class
- Changed: Ignore detection of dropped items has partially been moved to script through overridable method ‘Object.CanBeIgnoredByDroppedItem’
- Changed: ‘IEntity.AddChild’ (and ‘Human.LinkToLocalSpaceOf’) now synchronize the pivot and position only flags to clients (https://feedback.bistudio.com/T167549)
- Removed: Obsolete sound config parameters: drySound, reloadMagazineSound, reloadSound, reloadAction, shotAction, reloadSkips, soundBullet, disarmAction, soundBegin, soundBeginExt
- Removed: ‘Protected’ keywords from PPEMatClassParameter* Update method variables (https://feedback.bistudio.com/T171246)
KNOWN ISSUES
- The ability to pick up bolts after impacting is currently inconsistent
- Some explosions sound unnatural
- Arrows are incorrectly attached to characters or objects after getting hit
- Loaded arrow is missing from the Crossbow after reconnecting / re-entering the network bubble
- Cancelling the reload animation will result in the arrow to visually appear on the crossbow
- Texts of loading screen hints are cropped in specific resolutions
- Headtorch is misplaced on infected (we are testing a fix internally)
- Light sources are not shining if they are not attached to an entity (impacting fireworks, we are testing a fix internally)
______________________________________________________________________________________________________________________________________________________________________________________________________________________________
PC Experimental 1.21 Update 2 – Version 1.21.156117 (Released on 02.05.2023)
GAME
ADDED
- Sound indicator when dying of thirst
FIXED
- Fixed server crashes related to crossbow bolts
- The collision of improvised shelters was conflicting with the player character in crouch (https://feedback.bistudio.com/T169400, https://feedback.bistudio.com/T171455)
- Loading screen texts were cropped in specific resolutions
- Certain weapon attachments could not be damaged
- Light sources were not shining if they were not attached to an entity (impacting fireworks)
- It was possible to glitch through a wall of the airfield tower (https://feedback.bistudio.com/T171454 – private)
- Grenade explosions sounded unnaturally
- Medieval boots and the chainmail had a bad holding animation
- Bolts would not get stuck in specific objects
- Vehicles stuck outside of the map would not despawn (https://feedback.bistudio.com/T170836 – private)
- M1025 tires were not properly aligned on wrecks (https://feedback.bistudio.com/T171065)
- It was not possible to remove batteries from head torches previously worn by infected
- Interrupting the unpacking action by jumping would spawn unlimited amounts of paper
- Fixed an instance of the blow torch causing desynchronization (https://feedback.bistudio.com/T170681)
- The crossbow could clip with the player when taken from the right shoulder
- Certain loading screen hints would only appear once
- Eye zoom reduction would trigger in not-intended situations (https://feedback.bistudio.com/T170939, https://feedback.bistudio.com/T171809)
- It was not possible to repair certain masks with a sewing kit (https://feedback.bistudio.com/T171736)
CHANGED
- Pants did not take damage by falling from more than 5 meters
- Updated the falling animation for medium heights
- The red UI flash effect does not show up any more when falling from minor heights
- Reduced the chances of pristine weapons getting jammed when chambering a bullet
- It was possible to see under the map while driving with vehicles in 3rd person
- Reduced the view obstruction of the great helm
- Adjusted the view obstruction of the norse helm
- Crossbow recoil has been adjusted
- Bolts will now penetrate through some objects (mainly some wooden doors – depends on thickness)
- Bolts are more likely to deflect off of hard surfaces
- Increased the time bolts are simulated in the air
- Hunting Bolts deal slightly more shock
- Adjusted the sizes of several dialogue boxes to better fit their texts
- Items will now be placed to the side of vehicles when dropped
CHERNARUS
- Reduced spawning of medieval gear on Skalisty Island
SERVER
- Fixed: Objects could not be spawned by the Object spawner if the Central economy was disabled
MODDING
Added: Workbench: Defines: There is now a duplication check which will prevent the same define being present multiple times
Added: Workbench: Defines: “Combo” defines are now visible in defines window
KNOWN ISSUES
- Arrows are incorrectly attached to characters or objects after getting hit
- Loaded arrow is missing from the Crossbow after reconnecting / re-entering the network bubble
- The ability to pick up bolts after impacting is currently inconsistent
____________________________________________________________________________________________________________________________________________________________________________________________________________________________
PC Experimental 1.21 Update 3 – Version 1.21.156165 (Released on 11.05.2023)
GAME
ADDED
- Movement sounds for the chainmail top
FIXED
- The landing animation for falls from medium heights was not played correctly
- Swapping items while loading a weapon could lead to desync
- Digging up worms could result in desync (https://feedback.bistudio.com/T170852)
- Bolts would not get damaged from the second use
- Bolts were incorrectly attached to characters, when hit
- It was not possible to directly load bolts stuck in players and AI back into the crossbow
- Bolts would delete themselves after making contact with items with armor
- Heated items did not cool any further once taken into inventory (https://feedback.bistudio.com/T171725)
- Walking with the crossbow in hands in crouching was making melee sounds (https://feedback.bistudio.com/T171703)
- It was possible to tear clothing items into rags that should not
- It was possible to open the inventory while entering vehicles
- Armbands were not visible in first person perspective (https://feedback.bistudio.com/T171349)
- Fixed a minor visual remnant on the PSO-1 scope (https://feedback.bistudio.com/T171712)
- The PSO-1 scope had the wrong colors while having a battery attached
- Water from animal troughs was not contaminated with cholera
- Ruined wool gloves were appearing pristine in the inventory view
- It was possible to skin and quarter ruined chicken, resulting in unreasonably large yields
- Fixed several instances of items clipping with the medieval boots
- It was possible to shave a character’s face while it was covered with a mask
- HUD brightness setting was being reset upon restart
- Quickbar slot numbers for mouse and keyboard were barely readable with low HUD brightness settings
- Applied some visual fixes to the chainmail coif
- The login dialog UI was not wide enough for some languages
- Chainmail leggings would clip with certain footwear
- Medieval shoes would clip with certain pants
- Fixed several animations that could be abused to look through walls
- Items can no longer be dropped on dynamic objects
- Kicking from prone position would not stagger players or infected (https://feedback.bistudio.com/T172024 – private)
- RPM of cars could jump up while entering
CENTRAL ECONOMY
- Fixed: Removed headtorches definitions from “cfgspawnabletypes.xml” and “cfgrandompresets.xml”
- Fixed: Improvised Bolts were not marked as “crafted”
- Fixed: Humvee wheels were not marked as “vehicleparts” causing them to often spawn in sheds instead of on wrecks
- Fixed: Chickenfeather was missing from “types.xml”
- Tweaked: Adjusted spawning of gloves to accommodate for the new wool gloves
- Tweaked: Adjusted medieval loot spawns to accommodate new items
- Tweaked: Reduced amount of 7.62×54 mm and 9×39 mm ammunition spawning
CHANGED
- Changed bolt crafting to a continuous action
- Made bolts easier to be picked up
- Tweaked positions of items on the back of players that would clip too much or appear to be hovering (https://feedback.bistudio.com/T165127)
- Improved simulated view for car passengers
- Increased the inventory size of the crossbow
- Adjusted the inventory view of the crossbow
SERVER
- Fixed: Static objects created from P3D could not be deleted (https://feedback.bistudio.com/T171823)
MODDING
- Added: Object.GetShapeName to get full path of shape( https://feedback.bistudio.com/T171777)
- Added: ‘Car.SetBrakesActivateWithoutDriver’ to disable the handbrake while there is no driver inside the vehicle (https://feedback.bistudio.com/T147126)
- Added: ‘Car.GetClutch’ to get the value of the clutch
- Added: ‘Car.SetClutchState’ to set if the clutch is disengaged
- Added: ‘Car.EngineRPMMin’ to get the minimum rpm constant of the car engine
- Added: ‘Car.EngineRPMIdle’ to get the idle rpm constant of the car engine
- Added: New config class EnvironmentWetnessIncrements for wetting and drying parameters that can be defined on any item (see Inventory_Base config class for the default settings)
- Fixed: ClientConnectedEvent not giving the proper UID
- Changed: CGame.CreateStaticObjectUsingP3D, EntityAI.SetObjectMaterial and EntityAI.SetObjectTexture now disallows absolute paths and support ‘$’ prefixed paths
- Changed: Man.SetFaceTexture and Man.SetFaceMaterial now disallows absolute paths and support ‘$’ prefixed paths
KNOWN ISSUES
- Loading a crafted, feathered bolt transforms it into a non-feathered bolt
- Regular jumping causes the character to grunt as if falling from a higher distance
______________________________________________________________________________________________________________________________________________________________________________________________________________________________
PC Experimental 1.21 Update 4 – Version 1.21.156198 (Released on 18.05.2023)
GAME
FIXED
- Loading feathered bolt into the crossbow would transform it into non-feathered one.
- If a wound closed itself, the bolt would not get removed automatically.
- Thrown items were sometimes shaking and making repetitive impact noises.
- Incorrect bolt position in some cases. (https://feedback.bistudio.com/T171743)
- Some clothes were clipping with Chainmail.
- Bolts can be stuck/shot inside each other and stacked that way.
- Server error when a player reconnects with a bolt stuck into them.
- Bolt is stuck in the air after skinning an animal.
- Chestplate has no metallic sound when thrown at hard surface.
- Digging for worms enables player to see through walls. (https://feedback.bistudio.com/T157876, https://feedback.bistudio.com/T165940, https://feedback.bistudio.com/T169841)
- Third person camera clips through floor when walking into stairs.
- Ruined feathers still function on craft action.
- Crafting a bolt with a feather or a stick in any damage stage always results in pristine state.
- Equipping a vest shot with multiple bolts, drops only one of the bolts on the ground the rest stay stuck.
- Bolt widget appears when an item is stuck and taken to the hands.
- Items with bolts stuck in them would drop the bolts when moved into cargo or attachment.
- Character was making grunt noises when jumping.
- Error when interrupting reload of a crossbow.
- Not all items attached to other entities would synchronize to the client until the player got within the close (20m) network bubble of the root entity. (https://feedback.bistudio.com/T172397)
CENTRAL ECONOMY
- Tweaked: NVG headstrap removed from the infected spawning (https://feedback.bistudio.com/T171805)
SERVER
- Fixed: Fall and shock damage was logged in the admin log from small jumps.
- Fixed: Player can fall through some structures, spawned through the object spawner (https://feedback.bistudio.com/T172353)
MODDING
- Changed: Reverted clothing mid classes change as it was breaking vanilla clothing balancing mods. (https://feedback.bistudio.com/T172347)
KNOWN ISSUES
- Some mods with custom items with advanced placement could result in a client crash when item placing has started. Fix is already in testing internally. (https://feedback.bistudio.com/T172406)
Xbox Experimental 1.21 Update 1 – Version 1.21.156067 (Released on 20.04.2023)
NOTES
- In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q.
- You can help us to further improve the game by posting your feedback on the Feedback Tracker.
GAME
ADDED
- Crossbow and color variants
- Bolts and Improvised Bolt variants
- Sword
- Mace
- Chainmail
- Chainmail Leggings
- Chainmail Coif
- Norse Helm
- Chestplate
- Medieval Boots
- Wool Gloves with fingerless and color variants
- Feathers
- Game hints in the loading screen
- Added new game hints
- Thrown items and moving vehicles now move smoother on high refresh rate devices
- Status icon for mild leg injuries
- UI brightness can be adjusted in the settings
- The character now spawns with items pre-assigned to their quickbar
FIXED
- Proximity chat was not audible on Xbox when the user was in Party Chat
- Accepting a friend invite to a server while connecting to a separate server would not cancel the ongoing connection process
- The game profile was not updating properly when switching profiles on Xbox
- Combining fuel in a fireplace would in some circumstances not work
- Leaning was only possible with raised hands when using MnK
- The controls screen had the “menu” and “inventory” buttons swapped (https://feedback.bistudio.com/T169894)
- The Livonia DLC ownership indicator would not always update immediately after purchase on Xbox
- The Gamertag in the Online list would sometimes display a ‘*’ instead of the actual symbol or letter being used
- Fixed further exploits to look through walls (https://feedback.bistudio.com/T170298 – private)
- Fixed an exploit to glitch through walls
- It was possible to execute a stealth kill even if there was an obstacle between the player and the target
- Several explosions were missing their tail sounds
- The camera would move sharply when a vehicle turns opposite to the mouse/joystick movement
- The camera would glitch when swimming with a broken leg (https://feedback.bistudio.com/T170499)
- The action to refill a partially filled gasoline container would appear at water sources
- The Scout rifle reload sounds would echo (https://feedback.bistudio.com/T169535)
- Items ruined while in a container carried in hands would float in the air
- Fixed issues with several structures (https://feedback.bistudio.com/T160592, https://feedback.bistudio.com/T168942, https://feedback.bistudio.com/T169537 – private)
- It was very difficult to reach the “Open trunk” action for the Olga 02 wreck
- Ruining handcuffs would not free the cuffed player (https://feedback.bistudio.com/T169831)
- Arming/disarming damaged Remote Detonation Units would reset the health of the explosive and detonator (https://feedback.bistudio.com/T169981)
- Links between remote detonators and explosives were not persistent
- The character could collide with items dropped from a thrown fireplace
- Interrupting of building by another player could result in desync
- On lowest FOV settings, the camera would zoom out instead of in when focusing the view
- Items inside the vehicle cargo were not drying or changing their temperature (https://feedback.bistudio.com/T163152, https://feedback.bistudio.com/T170216)
- Exhaling sound was missing when exiting ADS while holding breath (https://feedback.bistudio.com/T169869)
- The player could fall to their death when reconnecting while high on a ladder (https://feedback.bistudio.com/T156308)
- Infected could walk through specific base building objects
- Fire barrels did not have accessible cargo space when attached to a truck (https://feedback.bistudio.com/T170054)
- Aiming to attach wooden sticks to an improvised shelter could display non-functional selection arrows
- Weight of the heat pack was irrationally high
- It was not possible to purify water in a cauldron (https://feedback.bistudio.com/T170056)
- It was possible to purify an empty container
- Placing a tent inside a bigger tent could cause inventory management problems
- Thermometer was not displaying realistic temperatures in cases of sickness
- The character could get stuck when changing stances while dropping an item
- Player could desync and fall through the map by going prone or being attacked by infected (https://feedback.bistudio.com/T170823, https://feedback.bistudio.com/T170837, https://feedback.bistudio.com/T170747, https://feedback.bistudio.com/T170752, https://feedback.bistudio.com/T170854)
- Accessing ladders from crouch position could offset the character’s collision
- PU scope reticle would glow slightly at night
- Heat comfort was not handled properly after reconnecting on elevated positions in buildings
- The tripwire could not be moved in the inventory in ruined state (https://feedback.bistudio.com/T170682)
- Advanced placement did not work as intended in the small factory building (https://feedback.bistudio.com/T170826)
- Some clothes, accessories, tools and car parts could not be shot through (https://www.youtube.com/watch?v=XVCXhVkur0M)
- A damaged Battery could lose quantity when being swapped
- A square shape was present when looking through the iron sights of the 4x ATOG optic (https://feedback.bistudio.com/T159711)
- UI tabs were resized when changing sliders in the settings (https://feedback.bistudio.com/T170570)
- The control when looking through binoculars and certain scopes in hands was very floaty (https://feedback.bistudio.com/T167629)
- Desync when reconnecting near a car or entering a running car’s network bubble could result in the client showing a stalled state for the car
- Aiming while prone would not take the terrain surface into account normally
- The state of weapons would not be reflected properly when dropped to the ground
- The texture for bloody hands was darker on survivor model 11
- The action to wash hands was even available when gloves are put over the bloody hands
- Infected could walk through rocks
- Infected could walk through piles of wooden planks
- The NVG headstrap could be dropped on the ground upon reconnect
- Vehicle startup sounds were not synchronized with the animation (https://feedback.bistudio.com/T169846)
- Freelook could only turn the camera by 90 degrees (https://feedback.bistudio.com/T160427)
- Bird and cricket ambient sounds would cut instantly when a player shoots within 500 meters
- Bird and cricket ambient sounds would not react to explosion sounds
- The player could get stuck in the load-in queue at position 0 while being kicked off the server
- Fixed a bug that could transform vehicles into unusual shapes
- Fixed an issue where players with poor network connection could influence the connection of other players
- Fixed several cases of items falling through the map when being thrown
- Reigniting a fireplace would not increase its heat again (https://feedback.bistudio.com/T171086)
CHANGED
- Login timer will be prolonged upon immediate account or device switch, with escalating time on repeated attempts
- Assigned scope zoom to Right on the D-Pad on the new control scheme
- Reworked falling damage impact depending on height
- Tweaked sounds of doors with valve lock
- Changed the horn sound of the M3S truck
- Increased the audibility of explosions
- Allowed eye gear to spawn on infected (https://feedback.bistudio.com/T162844)
- Login timers are now also displaying in minutes and hours
- Zoom functionality is no longer reduced during fast movement in crouch or prone
- Applied minor visual tweaks to the Great Helm
- Reduced the weight of the plastic explosive by 60% (https://feedback.bistudio.com/T170175)
- Tweaked impact sounds for metallic objects depending on the targeted surface
- Ripened horticulture plants now stay for twice as long before they start to decay
- Increased the minimum amount of quick slots available to the player
- Reduced the amount of additional quick slots given by certain gear
- Interactions with a power generator now refresh the lifetime of it and all items connected to it (https://feedback.bistudio.com/T137688)
- Removed the “Loading…” text on the login timer
- Washing hands is now a continuous action
- Tweaked the width of all tire tracks
- Changed the animation for pill consumption
- Improved the visuals of the PSO-1, PSO-1-1 and P1-87-L Scopes
- Reduced the reflection on the glass of scopes
- Improvised fishing rod can now be dismantled
- Adjusted position/rotation of individual weapons when carried on the shoulder (https://feedback.bistudio.com/T165127)
- Distant lights are much dimmer
- Transition from close up light to distant is much smoother
- Slightly increased the damage the Sarka 120 takes from impacts
- The drying rate of items has been adjusted to correctly reflect item location and outside influences
- Increased the duration of the wringing action
- Adjusted inventory lighting to make the item previews more read-able (less over-exposed) and more in the style of UI (flatter lighting)
CHERNARUS
- Changed: Updated the Chernogorsk football field
LIVONIA
- Added: Flags of the winners of the “Lights Out” event
- Fixed: Shifted police situation at Bielawa (https://feedback.bistudio.com/T170793 – private)
SERVER
- Added: Server config parameter ‘disableMultiAccountMitigation’ (default = false) to disable login timer increases upon account or device switch on the server (Documentation)
- Added: Xbox whitelist now supports hashed ID and not just gamertag
- Added: Object spawner supports direct p3d spawning (Documentation)
- Added: Server config int parameter ‘networkObjectBatchSend’ (default = 10) which is how many objects within a players network bubble are sent to be created within a server frame (https://feedback.bistudio.com/T169094) (Documentation)
- Added: Server config int parameter ‘networkObjectBatchCompute’ (default = 1000) which is how many objects within a players network bubble are processed to check if it already exists for the player within a server frame (Documentation)
- Added: Optional logging for raising/lowering flags at flag poles (https://feedback.bistudio.com/T170287)
- Added: Object Spawner: “enableCEPersistency” which when set to true will make an object behave as configured by economy, otherwise it will not be saved in the server storage until a player puts it in inventory
- Fixed: Script execution not functioning properly in certain situations depending on init.c (https://feedback.bistudio.com/T169822 – private)
- Fixed Several inconsistencies in the admin logs (https://feedback.bistudio.com/T170195)
- Fixed: It was not possible to spawn infected with functional head torches attached (https://feedback.bistudio.com/T162844)
- Fixed: Items spawned before CE Init were not persistent
- Changed: Shortcut for map toggling is not available if use3dMap option is enabled (https://feedback.bistudio.com/T170401)
KNOWN ISSUES
- The ability to pick up bolts after impacting is currently inconsistent
- Some explosions sound unnatural
- Arrows are incorrectly attached to characters or objects after getting hit
- Loaded arrow is missing from the Crossbow after reconnecting / re-entering the network bubble
- Cancelling the reload animation will result in the arrow to visually appear on the crossbow
- Texts of loading screen hints are cropped in specific resolutions
- Headtorch is misplaced on infected (we are testing a fix internally)
- Light sources are not shining if they are not attached to an entity (impacting fireworks, we are testing a fix internally)
______________________________________________________________________________________________________________________________________________________________________________________________________________________________
Xbox Experimental 1.21 Update 2 – Version 1.21.156117 (Released on 02.05.2023)
GAME
ADDED
- Sound indicator when dying of thirst
FIXED
- Fixed server crashes related to crossbow bolts
- The collision of improvised shelters was conflicting with the player character in crouch (https://feedback.bistudio.com/T169400, https://feedback.bistudio.com/T171455)
- Loading screen texts were cropped in specific resolutions
- Certain weapon attachments could not be damaged
- Light sources were not shining if they were not attached to an entity (impacting fireworks)
- It was possible to glitch through a wall of the airfield tower (https://feedback.bistudio.com/T171454 – private)
- Grenade explosions sounded unnaturally
- Medieval boots and the chainmail had a bad holding animation
- Bolts would not get stuck in specific objects
- Vehicles stuck outside of the map would not despawn (https://feedback.bistudio.com/T170836 – private)
- M1025 tires were not properly aligned on wrecks (https://feedback.bistudio.com/T171065)
- It was not possible to remove batteries from head torches previously worn by infected
- Interrupting the unpacking action by jumping would spawn unlimited amounts of paper
- Fixed an instance of the blow torch causing desynchronization (https://feedback.bistudio.com/T170681)
- The crossbow could clip with the player when taken from the right shoulder
- Certain loading screen hints would only appear once
- Eye zoom reduction would trigger in not-intended situations (https://feedback.bistudio.com/T170939, https://feedback.bistudio.com/T171809)
- It was not possible to repair certain masks with a sewing kit (https://feedback.bistudio.com/T171736)
CHANGED
- Pants did not take damage by falling from more than 5 meters
- Updated the falling animation for medium heights
- The red UI flash effect does not show up any more when falling from minor heights
- Reduced the chances of pristine weapons getting jammed when chambering a bullet
- It was possible to see under the map while driving with vehicles in 3rd person
- Reduced the view obstruction of the great helm
- Adjusted the view obstruction of the norse helm
- Crossbow recoil has been adjusted
- Bolts will now penetrate through some objects (mainly some wooden doors – depends on thickness)
- Bolts are more likely to deflect off of hard surfaces
- Increased the time bolts are simulated in the air
- Hunting Bolts deal slightly more shock
- Adjusted the sizes of several dialogue boxes to better fit their texts
CHERNARUS
- Reduced spawning of medieval gear on Skalisty Island
KNOWN ISSUES
- Arrows are incorrectly attached to characters or objects after getting hit
- Loaded arrow is missing from the Crossbow after reconnecting / re-entering the network bubble