Experimental Update 1.14
PC Experimental 1.14 Update 1: Version 1.14.154146 (Released on 02.09.2021)
UPDATE
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
- 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
- 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
Quelle: https://dayz.com/article/game-…1-14-Experimental-Release