DayZ Update 1.14 Vorschau

  • "It is by far the biggest update of the year and the most exciting for us since the release of Livonia."

    DayZ

    Changelog 1.14 Experimental

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    GAME

    ADDED

    • Static and dynamically spawning contaminated areas
    • Contamination disease
    • Exhaustible gas mask filter
    • LE-MAS assault rifle and magazine
    • NV-PVS4 Scope
    • New visual effects when wearing specific headgear
    • A yellow variant of the NBC suit
    • PO-X Antidote
    • NBC infected
    • Field hospital at the North-East Airfield (Chernarus)
    • Field hospital at the Lukow Airfield (Livonia)
    • Craftable Tripwire
    • Craftable Fishnet trap
    • Craftable Small fish trap
    • Craftable Snare trap
    • New animal carcasses (can be picked up):
      • Hare
      • Chicken/rooster
      • Sardines
      • Bitterlings
    • Hare leg and pelt
    • New animation for the stealth kill when using one-handed piercing weapons

    FIXED

    • Mackerel was incorrectly placed in hands
    • The ground in specific structures would hide mines and bear traps
    • Noise from rolling on the ground would not alert infected
    • A previously extinguished fireplace would start to glow again when fuel was added
    • Garden plots could appear floating in specific cases (https://feedback.bistudio.com/T158225)
    • The brooms resembled the wrong material when hit
    • Brooms could be used to open cans (https://feedback.bistudio.com/T159316)
    • Texture of damaged tactical goggles wasn't displayed (https://feedback.bistudio.com/T152919)
    • The placing hologram was not displayed properly inside the guardhouse
    • It was possible to damage a prone player by hitting a nearby wall (https://feedback.bistudio.com/T157077)
    • The character would turn towards a target it was not targeting during melee combat
    • Player turning towards the first target it hit instead of the new target during melee combat (https://feedback.bistudio.com/T157077)
    • Player turning towards the middle point of the target instead of the hit position during melee combat (https://feedback.bistudio.com/T157077)
    • Player choosing to step forward when they are close enough to the target during melee combat (excludes certain animations such as bare fists)
    • Bear and cow were not receiving damage when the player melees them in the face with bare fist or one-handed weapon
    • Field transceiver simulated the wrong weight when thrown
    • In several situations, sounds outside of the audible range would start from the beginning, regardless of how long the sound had been playing
    • Removed push-back effect from explosions for the player
    • Wind effect was enabled in the inventory item previews
    • The foliage could provide cover from explosions (https://feedback.bistudio.com/T156607)
    • Several Spanish letters were not properly capitalized
    • AI could spawn in inaccessible locations
    • Added missing collisions on the small ATC railing
    • Added missing bed in the large medical tent
    • One type of weapon reload was not functional while lying on the back
    • Emptying animation was canceled when executed over water
    • Removing materials from the Truck or base building objects via the widget could result in desync (https://feedback.bistudio.com/T158360)
    • When a server was picked in the server browser while the list was still loading, the server could move out of the player's sight
    • Players did not cough when aiming with a weapon or lying on their backs (https://feedback.bistudio.com/T159759, https://feedback.bistudio.com/T159798)
    • Grenade explosions would not reach all items throughout containers and attachments
    • Rags and Bandages kept their disinfected status after being used to craft a Fireplace or Torch
    • It was problematic to damage the M3S truck engine or find the widget to repair it
    • Wooden crates could be accessed through walls (https://feedback.bistudio.com/T159272, https://feedback.bistudio.com/T158999)
    • Mushrooms did not decay properly
    • AB- blood type wasn't properly displayed (https://feedback.bistudio.com/T159522, https://feedback.bistudio.com/T150963)
    • Exploit that allowed extended range of melee attacks
    • Restraining a player could interrupt the actions of other users in the surrounding area (https://feedback.bistudio.com/T159927)
    • When drinking from a pot in a prone position, the wrong animation would be played
    • When splitting an M3S double wheel, the two wheels would spawn inside each other
    • An empty gasoline canister would have the wrong weight after relog (https://feedback.bistudio.com/T160107)
    • Names of 45rnd KA-74 Mag and 60rd Standardized Mag were displayed with lower-case letters when on the ground (https://feedback.bistudio.com/T160163)
    • Fixed some flawed building occluders
    • Fixed some bad object LODs
    • Hold breath "out of breath" sound effects were not working for some character models
    • Flash grenade was not blinding in the vicinity enough
    • Faster recovery from unconsciousness that was not induced by a projectile hit (https://feedback.bistudio.com/T159657)
    • Doors that were locked on the server are showing as open on the client, making them impossible to open
    • ATOG 6x Scope was having a rendering issue when observed from close distance

    CHANGED

    • Wearing a gas mask slows down stamina regeneration
    • Gas masks now prevent the wearer from eating, drinking, and taking pills
    • Gas masks can now be repaired with epoxy putty and the tire repair kit
    • The NBC respirator and the Gas Mask require Gas Mask filters to function
    • The Combat Gas Mask has a limited, integrated, non-exchangeable filter
    • Improved visual quality of the Combat Gas Mask
    • Improved visual quality of the bear
    • Increased the armor of the bear
    • Removed spawn points that were too close to the static contaminated areas
    • Improved targeting of melee combat to be more forgiving
    • Tweaked the look of the Russian helicopter crash-site
    • Helicopter crash-sites now emit sounds upon spawn in the surrounding area
    • Tweaked the smoke quality of crash sites to make them more visible
    • Adjusted collision geometry of the Machete
    • Horticulture plants are now moving in the wind
    • Cholera now causes fever
    • Food poisoning now causes fatigue
    • Salmonella now causes light pain
    • Night-time acceleration period adjusted to only influence actual night-time
    • Reduced the size of the NBC clothing when stored in the inventory
    • NBC clothing can now also be repaired with the tire repair kit
    • It is no longer possible to build a stone oven if it would be clipping with a large item
    • Two-handed and non-piercing weapons are no longer suitable for stealth attacks
    • Names of servers will only show once the server browser is done loading and it is possible to connect
    • The flash grenade uses a stronger light that lasts longer than that of regular fragmentation grenades
    • The overheating effect of firearms appears later
    • Boiled food will no longer burn from boiling
    • Baked and dried food can be boiled without burning
    • Damage of melee weapons is significantly lowered when they enter the ruined state
    • The mackerel now yields two fillets
    • Adjusted the mackerel filet model
    • Water in fountains and metal troughs is now visual only
    • Updated the credits

    CENTRAL ECONOMY

    • Added: New ContaminatedArea usage flag
    • Fixed: Typo in spawning presets SodaCan_Franta -> SodaCan_Fronta
    • Fixed: Rify ship wreck loot spawn points
    • Fixed: The infected zone definition inside cfgEventSpawns.xml is now properly read (previously it was ignored and used default values)
    • Fixed: randomloot_deloot_perevent now properly overrides the amount of DE Loot per container per event
    • Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas
    • Changed: High tier weapons are not limiting spawning anymore, when stored in storage
    • Changed: DELoot is now correctly randomized
    • Changed: init_random on static dynamic event now properly randomizes nominal value between min and max parameters (nominal can be set to 0 in such case)
    • Changed: The Woodland ghillie color now varies across maps
      • Chernarus now spawns only mossy variants
      • Livonia spawns woodland variants
    • Tweaked: Ammo Boxes now spawn with random ammunition packs inside
    • Tweaked: Increased the maximum number of items that can spawn on a helicopter crash event by 50%

    SERVER

    • Added: Warning messages when the LootMax of a DE is higher than the sum of LootMax of its containers
    • Added: When log_ce_dynamicevent is enabled, it will now print to RPT what loot was spawned (when RPT logging is enabled)
    • Fixed: Kick message for a player exceeding max ping was not showing in any log files (now in the server RPT)
    • Changed: Improved the printing of possible loot items to RPT for DE when log_ce_dynamicevent and RPT logging is enabled (they now say what category they belong to)
    • Changed: Updated the Offline DB

    LAUNCHER

    • Changed: NoPause parameter changed from simple check box to combo box to reflect the new options

    MODDING

    • Added: Post-process manager
    • Added: Selected player modifiers can now be synchronized with the client
    • Added: New config parameter invertHitDir for melee ammo allowing to invert heavy hit animation
    • Added: float.MIN and float.MAX (https://feedback.bistudio.com/T157077)
    • Added: array.Reserve
    • Added: Script enums for constant values that were defined in C++ and not visible in script (ObjIntersect, VoiceEffectType, VoiceLevel, ChatChannelType)
    • Added: CGame.IsBoxCollidingGeometryProxy and associate classes (https://feedback.bistudio.com/T157077)
    • Added: Object.GetDirectionUp and Object.GetDirectionAside
    • Added: DayZPlayer.GetCurrentCameraTransform (https://feedback.bistudio.com/T157077)
    • Added: HumanCommandMelee2.GetComboCount to know the current number of the melee combo
    • Added: DayZPlayerImplement.IsInThirdPerson
    • Added: Events that signal simulation being enabled or disabled (OnSimulationEnabled(), OnSimulationDisabled())
    • Added: "transferToAttachmentsCoef" to "DamageSystem" -> "GlobalHealth" -> "Health" in config to set up transferring of damage to attachments
    • Added: Implementation of FindEntityByID to script API
    • Added: ModFloat, RemainderFloat, SignFloat, SignInt to Math script API
    • Added: Ignore parent pitch to PlayerCameraResult
    • Added: Support for reading files from the mission folder by using "$mission:"
    • Added: SetCollisionSphere, SetCollisionCylinder, SetTriggerShape, GetTriggerShape to ScriptedEntity for triggers
    • Added: IntersectSphereCone, IntersectSphereBox, IntersectWholeSphereCone, IntersectCylinderOBB, IntersectRayCylinder to Math3D
    • Added: IsInRange, IsInRangeInt, IsPointInCircle, IsPointInRectangle to Math
    • Added: CylinderTrigger and SphereTrigger
    • Added: OnEnterTrigger and OnLeaveTrigger to an object that gets called when an object enters a trigger
    • Added: Constants in GameConstants for car contact event
    • Added: SEffectManager.GetCachedSoundParam to store and/or get SoundParams
    • Added: SEffectManager.PlaySoundParams to play a sound with cached SoundParams
    • Added: SoundParams.GetName, which will return the name of the sound set inside the SoundParams
    • Added: AbstractWaveEvents.Event_OnSoundWaveHeaderLoaded, which will fire when the header for a sound finishes loading
    • Added: Option to set parameters for player sound events at the time of requesting a specific event
    • Added: GetSceneHDRMul (camera)
    • Added: CEApi.AvoidPlayer, CEApi.AvoidVehicle and CEApi.CountPlayersWithinRange
    • Fixed: Error: muzzleFlashParticle error when firing SVD (https://feedback.bistudio.com/T159069)
    • Fixed: CGame.ObjectModelToWorld and CGame.ObjectWorldToModel giving inaccurate results in certain scenarios
    • Fixed: IEntity.GetBoundBox and Object.GetDirection giving inaccurate results for proxies
    • Fixed: Crash when calling dBodySetInteractionLayer/dBodySetGeomInteractionLayer/dBodyGetInteractionLayer/dBodyGetGeomInteractionLayer on certain objects
    • Fixed: Crash when spawning a weapon that has no skeleton ("[ERROR] :: Weapon 'TYPENAME' has no skeleton!!!")
    • Fixed: Crash when trying to call "Cast" where it's not supported
    • Fixed: Triggers not working properly when exceeding a certain size
    • Fixed: ScriptCompiler: XOR operator parsing fix
    • Fixed: Several compiler issues (https://feedback.bistudio.com/T150267, https://feedback.bistudio.com/T154252, https://feedback.bistudio.com/T154508)
    • Fixed: Human.GetCollisionBox giving highly inaccurate results in certain scenarios (crouch, prone, swim, vehicle)
    • Fixed: AddHealth not applying when the total went over the maximum
    • Fixed: dGetGravity script implementation
    • Fixed: EOnInit not being called for anything lower than EntityAI when created through CreateObjectEx
    • Fixed: Script JSON reader can now read JSON bool
    • Fixed: A performance issue related to sounds created from script
    • Changed: The old static 'PPEffects' has been deprecated, but it is still initialized and usable
    • Changed: HumanCommandMelee2.ContinueCombo and Human.StartCommand_Melee2 now take additional parameters
    • Changed: DayZPlayerImplementMeleeCombat overhaul (https://feedback.bistudio.com/T157077)
    • Changed: EnMath.c cleanup and additional functions
    • Changed: DayZGame.SetMissionPath is now called from C++
    • Changed: Building script inheritance -> "class House" should now be used by every "House" defined in config and is moddable
    • Changed: Moved DayZPlayerTypeCreate into class, so the function can be modified (https://feedback.bistudio.com/T159367)
    • Changed: ShockRefill logic moved to ShockMdfr
    • Tweaked: FModulus now returns Math.ModFloat as FModulus has been DEPRECATED in favor of the native ModFloat method
    • Optimized: Notifier update loop and notifier fetching sped up

    KNOWN ISSUES

    • Ambient sounds of the contaminated areas might follow the player after leaving the area

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  • Urs 2. September 2021 um 18:25

    Hat das Thema geschlossen.
  • Urs 1. Oktober 2021 um 09:58

    Hat den Titel des Themas von „DayZ Update 1.14“ zu „DayZ Update 1.14 Vorschau“ geändert.