DayZ Mod 1.8.9 - aktueller Changelog

  • DayZ Mod 1.8.9



      [li]Added, Giving splints to another person now grants humanity. (25)[/li]
      [li]Added, All player names are now the same color in the lobby regardless of status.[/li]
      [li]Added, Streamer mode is toggleable by player in game options. Enabled hides server logo and rules feed.[/li]
      [li]Added, Military flashlight attachments[/li]
      [li]Added, Map markers are now automatically tagged with the name of the player who placed them.[/li]
      [li]Added, Ten second count down to abort button to improve reliability of player saving.[/li]
      [li]Added, Journal now shows game time rather than when the player was created.[/li]
      [li]Added, CZ550 now has bolt animation and secondary sight modeled by @Streatman.[/li]
      [li]Added, LeeEnfield now has bolt animation modeled by @Streatman[/li]
      [li]Added, Disassemble of Fence,Gates no longer returns Nails,Stone, All other parts have a 30% chance to be returned.[/li]
      [li]Added, Fence & Gates now take damage from bladed melee weapons (foundation level to level 4)[/li]
      [li]Added, Four new POI (NWATentCamp, ElektroWells, GvozdnoMilitaryBase, Shakhovka) and updated Trains[/li]


      [li]Updated, New Ai node if the agent dies during chase.[/li]
      [li]Updated, Bat damage increased to crowbar level. Nailed and barbed bats increased to the same as hatchet.[/li]
      [li]Updated, Inventory and Hitpoints retrieval no longer using format (due to the 2048 characters limit), Should fix big inventory's like the ural.[/li]
      [li]Updated, Changed tool break chances for harvesting from 4% per run to 9%.[/li]
      [li]Updated, infectious Waterholes are now chosen by the server and spawned local to each client.[/li]
      [li]Updated, Hold breath is now blocked if more than one control is assigned to it at once.[/li]
      [li]Updated, Turbo is now blocked on foot. Players are prevented from assigning any control to it.[/li]
      [li]Updated, Renamed DZ_Czech_Vest_Puch --> DZ_Czech_Vest_Pouch[/li]
      [li]Updated, Rolling messages now use cutRsc instead of cutText to display lower on the screen.[/li]
      [li]Updated, AI Movement systems (no longer move while in attack range,No longer keeps running position updates while loitering)[/li]
      [li]Updated, Reverted pain effect to old violent shaking instead of subtle gun sway.[/li]
      [li]Updated, Spawn as seagull due to 144 west groups being exceeded should occur less often now.[/li]
      [li]Updated, Flies now spawn ten minutes after death instead of right away.[/li]
      [li]Updated, Increased head shot damage for normal hits (non-zombie and non-melee)[/li]
      [li]Updated, Slightly increased damage from vehicle run over[/li]
      [li]Updated, Renamed r_action_count --> dayz_actionInProgress (now true/false instead of 1/0)[/li]
      [li]Updated, Fence build requirements, Fence damage Handling[/li]
      [li]Updated, AI behaviour, Speed,[/li]
      [li]Updated, RIS can now be removed from SA58_RIS.[/li]
      [li]Updated, Loot Balance changes (barracks,Military,Crash Sites),[/li]
      [li]Updated, Build requirements for fence and gates.[/li]
      [li]Updated, Maintenance mode for fences updated,[/li]

        [li]--- Level 1-4 = 7 days to set then for each 3 days in MM reduce level.[/li]
        [li]--- Level 5-7 = 14 days to set then for each 6 days in MM reduce level.[/li]


      [li]Updated, Disabled use of non-SD magazines in SD assault rifles.[/li]


      [li]Fixed, Spamming sleep at tent no longer runs under some circumstances.[/li]
      [li]Fixed, Melee weapon ammo being removed after certain actions.[/li]
      [li]Fixed, Classic nutrition values regenerate blood again.[/li]
      [li]Fixed, Removed nutrition hit for pushing a plane.[/li]
      [li]Fixed, Maintenance action should now disappear after maintaining a fence.[/li]
      [li]Fixed, Tranquilizer and Melee knockouts should now last for the intended time of 20s-80s.[/li]
      [li]Fixed, Removing traps not returning anything to the player and throwing script errors on the server.[/li]
      [li]Fixed, No damage from tripwire grenade trap.[/li]
      [li]Fixed, Vehicles appearing to repair when taking first damage from a fully repaired state[/li]
      [li]Fixed, Antibiotics not reducing when given to another player, also giving antibiotics to another player no longer removes infection from the player giving the antibiotics.[/li]
      [li]Fixed, Players no longer get the option to give bloodbag to a player with full blood.[/li]
      [li]Fixed, Several errors with loading and unloading unconscious players from vehicles.[/li]
      [li]Fixed, Animals sometimes being deleted right next to players.[/li]
      [li]Fixed, Field hospital tent misplaced behind Cherno factory.[/li]
      [li]Fixed, Floating loot.[/li]
      [li]Fixed, Flies occasionally spawning where player logs out.[/li]
      [li]Fixed, Giving Painkillers to another player no longer removes inpain from the player giving the painkillers.[/li]
      [li]Fixed, WoodenArrowF and some other weapon holder objects catching fire when destroyed.[/li]
      [li]Fixed, Damage log not showing in server RPT when player is shot with a vehicle weapon.[/li]
      [li]Fixed, issue with decaying fences from WoodenFence_1_frame to WoodenFence_1_foundation.[/li]
      [li]Fixed, issue with some base objects being damage above 1 and never cleaned up.[/li]
      [li]Fixed, If a player force kills their game immediately after dying their body will no longer disappear.[/li]
      [li]Fixed, Player_craftItem not exiting when action is already in progress.[/li]
      [li]Fixed, Players can no longer pack a tent while sleeping.[/li]
      [li]Fixed, Panic sounds will no longer overlap when the player is attacked by zombies while low blood.[/li]
      [li]Fixed, Melee weapons will no longer be eaten when attempting to add them to a full toolbelt.[/li]
      [li]Fixed, Sky on fire bug again with updated Core Patch BIS_Effects thanks to Sa-Matra.[/li]
      [li]Fixed, When a land vehicle explodes the driver and all passengers are now ejected.[/li]
      [li]Fixed, When a helicopter or plane explodes the pilot and all passengers are now ejected and killed.[/li]
      [li]Fixed, Combining M24 or 2Rnd shotgun ammo can no longer be abused to dupe mags.[/li]
      [li]Fixed, G36C ACOG attachment[/li]
      [li]Fixed, Trees at POIs can be chopped down now.[/li]
      [li]Fixed, All traps now need to be armed after placing. This fixes them not triggering right after building.[/li]
      [li]Fixed, Smoke and grenade tripwires now require a grenade to rearm after triggering.[/li]
      [li]Fixed, Player no longer does medic animation after triggering a single use trap.[/li]
      [li]Fixed, Removing a trap with no room in your gear will no longer delete the trap.[/li]
      [li]Fixed, The unconscious wake up animation can no longer be skipped by using a bandage.[/li]
      [li]Fixed, Knives and matches sometimes eaten after use, combine or sharpen with more than one on toolbelt.[/li]
      [li]Fixed, Save is now called correctly when the abort menu is opened. It was previously using the wrong time.[/li]
      [li]Fixed, Mysql db some vehicles assigned to the wrong vehicle group.[/li]
      [li]Fixed, Melee weapons can no longer be duplicated by double clicking and right clicking them simultaneously.[/li]
      [li]Fixed, A crash related to the binoculars animation.[/li]
      [li]Fixed, Pickup_PK_INS can now be reloaded.[/li]
      [li]Fixed, Fence and Gate Now takes damage from explosive Arrows.[/li]
      [li]Fixed, Readded crossbow reload sound[/li]
      [li]Fixed, Actions like cook, gather meat, repair, etc. are now interrupted properly if the player vaults, moves or enters a vehicle during the medic animation.[/li]
      [li]Fixed, An issue with reload and camshake causing a horrible visual bug.[/li]
      [li]Fixed, Input was not always fully disabled during a knock out.[/li]


      [li]Removed, WireFence Due to issues with some players and graphic glitches this item has been removed.[/li]


    (QF1) Released


      [li]Fixed, Players being ejected from vehicles when changing to hero or bandit[/li]


    (QF2) Released


      [li]Fixed, Player and vehicle not taking physics damage from crashing[/li]
      [li]Fixed, Driver will not get a humanity hit for damaging passengers in a vehicle crash[/li]
      [li]Updated, Breakin chance of tools breaking[/li]


    (QF3) Released


      [li]Fixed, Confirmed Kills limited to one time use[/li]
      [li]Fixed, Confirmed Kills now displays kills correctly[/li]
      [li]Fixed, Player name and cause of death occasionally showing "unknown" on study body when they shouldn't.[/li]
      [li]Fixed, Hit processing running twice when it shouldn't causing legs to break more quickly when hit.[/li]
      [li]Updated, Humanity from Death/Damage reset back to 1.8.6 (Death, nKills * 33.3%, Damage, nKills*3.33%)[/li]


    (QF4) Released


      [li]Fixed, Maintenance action should now disappear after maintaining a fence.[/li]
      [li]Fixed, Maintenance PVS to replace object causing an error.[/li]


    (QF5) Released


      [li]Updated, Fence damage lowered to 1 c4 from 2.[/li]
      [li]Updated, Gate Breakin chances by double from .04 to .08[/li]
      [li]Updated, Gate breakin tool chance divided by 2 from 30% for sledge to 15%, and from 20% crowbar to 10%
      [/li][li]Fixed, Maintenance action should now disappear after maintaining a fence.[/li]


    (QF6) Released


      [li]Reverted, Gate Breakin chances .04 From QF5[/li]
      [li]Reverted, Gate breakin tool chance to 30% for sledge and 20% for crowbar from QF5[/li]
      [li]Added, Player now plays an animation during change clothes[/li]


    (QF7) Released


      [li]Reverted, Player now plays an animation during change clothes from QF6 Test[/li]

    K1Hzda5.png

    Einmal editiert, zuletzt von Urs ()