PC Experimental 1.16 Update - Version 1.15.154478 (Released on 27.01.2022)
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
FIXED
- Player sometimes stepping forward during melee combat with a close target while only intended for far targets
- Fireplaces wouldn't properly disappear if the last attachment removed were stones or a tripod
- It was possible to detach the tripod from the fireplace while a pot was attached
- "Place" UI element would show up falsely when pointing at an indoor fireplace with selected consumables
- Dead chicken couldn't be buried after being picked up and dropped (https://feedback.bistudio.com/T161088)
- Fire mode of the revolver was changing during shooting (https://feedback.bistudio.com/T162103)
- Shock was not decreasing when swimming backward/sideways with broken legs
- Moving with broken legs while crouched could deal unsteady amounts of shock damage
- Infected/players would not show the "+" symbol in the inventory view when they had only items as attachments
- Dug up items were levitating above the ground
- Client error when attaching/detaching items to/from the tripwire trap
- In specific cases the tripwire trap did not display its attachment slot
- Smoke from a ruined car engine was only displayed for the driver (https://feedback.bistudio.com/T161793)
- Attacking with animal carcasses could cause blood particles and knife slashing sounds
- The inventory of the Sarka 120 was accessible through its engine, rather than the trunk
- The player could be desynced if their legs were broken during an action
- The player could be desynced if their legs were broken while swapping items
- Locked indoor stoves could not be opened by force
- Interrupting two-handed animations by dropping the tool could freeze the character
- Infected were able to climb fences with barbed wire on top (https://feedback.bistudio.com/T160854)
- The UI of a deployed land mine could be seen when holding another land mine in hands
- Shooting while on back after kicking would play the kick animation after each shot
- Hitting the back of players heads would hit the brain instead of the head (https://feedback.bistudio.com/T160577)
- Sounds of disease symptoms of another player were played from the wrong position (https://feedback.bistudio.com/T162018)
- Fixed several inconsistencies when it comes to bullet penetration of objects
- The combination lock would play a sound while in hands without being actively used (https://feedback.bistudio.com/T159444)
- The light source of the head torch was in the wrong position (https://feedback.bistudio.com/T152289)
- Fixed an exploit for extended melee hit distance
- The flame of the gas stove was slightly clipping with the frying pan
- Slightly improved twisted wrists when holding certain items
- Several head gear items were clipping with the female survivor head introduced in 1.15
- Fixed typographic errors on the 1PN51 Scope
- Infected had bad collisions while crawling
- It was possible to hit players inside a vehicle with melee from the opposite side
- Wolves could injure players inside vehicles (https://feedback.bistudio.com/T135495)
- It was possible to survive without food at all by only drinking (https://feedback.bistudio.com/T161579)
- Some localized settings weren't fully displayed
- It was possible to place land mines under train tracks
- Names of vehicle parts were not present when the car became ruined (https://feedback.bistudio.com/T158230)
- Traps were not reacting to vehicles
- It was possible to destroy the fence frame before the actual wall
- Adjusted certain structures to prevent exploits (https://feedback.bistudio.com/T160550 - private, https://feedback.bistudio.com/T157846)
- Fixed a badly reflecting window at the yellow brick military building (https://feedback.bistudio.com/T157757)
- Some items could not be picked up at the NWAF construction site (https://feedback.bistudio.com/T159741)
- It was possible to bury corpses inside buildings
- FOV settings changes were not saved upon reconnect
- Respawn points for server switching were not functioning as intended (https://feedback.bistudio.com/T162673)
- Sounds of flies were persisting even after the body despawned (https://feedback.bistudio.com/T162654)
- Adjusted misleading description of Codein tablets
CHANGED
- Increased the threshold for terrain clipping, allowing easier placement of base building objects on the ground
- It is no longer possible to bury ruined items (https://feedback.bistudio.com/T160914)
- Consuming charcoal has no effect when another charcoal is already active in the player's body (https://feedback.bistudio.com/T161862)
- Increased energy and water given by mushrooms (similar to fruits now)
- Some jackets can now be torn into rags similar to their pants-counterpart
- Removed action to take fireplace from fire barrel
- Crafting an item using the metal wire will produce an item with the same health as the metal wire used (https://feedback.bistudio.com/T161106 - private)
- First Aid Kits and Teddy Bears can now be repaired with sewing kits
- Protector Cases and Ammo Boxes can now be repaired with epoxy putty
- The gas stove now emits light when active
- The pick axe can now be used to bury things and bodies
- Duct tape can now be utilized to craft a splint
- Hid the UI element showing parts of the car while sitting inside
- Slightly reduced the penetration value of 5.56x45mm ammunition to match other bullets
- Reduced the range of the thermometer results
- Rotated the electrical repair kit in the inventory view to show the front (https://feedback.bistudio.com/T160428)
- Reduced inventory size of the pumpkin and pumpkin slices for consistency
- Bear traps now don't kill infected, but just break their legs
- Damaging a tent now also damages items stored inside
- Adjusted damage zone selections of vehicles
- Bloody hands no longer make the character sick while drinking from containers (https://feedback.bistudio.com/T162463)
- Red and orange arm bands were looking too similar in certain lighting
- Tweaked the mid-air appearance of tracer bullets
- Renamed Folding Buttstocks to "lightweight"
SERVER
- Added: use3DMap parameter to the gameplay settings to disable to the 2D map overlay for the Tourist Map
- Added: shockRefillSpeedConscious parameter to the gameplay settings to adjust the speed at which the player's Shock value refills when the player is conscious
- Added: shockRefillSpeedUnconscious parameter to the gameplay settings to adjust the speed at which the player's Shock value refills when the player is unconscious
- Added: allowRefillSpeedModifier parameter to the gameplay settings to allow/disallow the modifier of the shock value refill based on ammo type settings
- Fixed: Leaving some entries empty in cfgEffectArea.json would result in default particles, rather than no particles
MODDING
- Added: Methods in Weapon_Base for spawning weapons with magazines and/or chambering and/or filling inner magazines
- Added: Weapon.Synchronize to force fsm synchronization
- Added: AmmoTypesAPI for validating ammotype or converting magazinetype to ammotype
- Added: Documentation for correctly setting up properties for WeaponStableState
- Added: All animation commands of Animal are now moddable
- Added: All animation commands of Infected are now moddable
- Added: Possibility to change variables and command properties from animal commands
- Added: Possibility to change variables and command properties from infected commands
- Added: Additional script compiler warnings (error in Diag) signalling hazardous ref usage
- Added: Possibility to change variables and command properties from CommandHandler inside DayZPlayer class
- Added: ErrorExString, to store the output into a string instead of logs
- Added: Documentation for static script defines
- Added: Class.StaticType -> To get typename of a non-instantiated class
- Added: EnumTools class with functionality for extracting information from an enum
- Added: Entity.GetIsSimulationDisabled()
- Fixed: JsonFileLoader overwriting defaults set in script (bool, int, float, string)
- Fixed: mod.cpp: tooltip, overview and author are no longer required to be localized to work
- Fixed: InventorySlots (e.g. MAGAZINE3) compile errors when a mod loads a CfgSlots before the vanilla CfgSlots is loaded (https://feedback.bistudio.com/T136963, https://feedback.bistudio.com/T148950)
- Fixed: int MIN value changed from -2147483647 to -2147483648
- Changed: m_BrokenLegState can now contain negative values, use GetBrokenLegs() instead to access leg state from player
- Changed: DZ_Data and DZ_Scripts do no longer need to be filled in as requiredAddons as they will always load first (https://feedback.bistudio.com/T148950)
- Changed: Renamed m1911 magazine textures
- Changed: Bolt action rifles with an external magazine had their state machines unified into one base class BoltActionRifle_ExternalMagazine_Base
KNOWN ISSUES
- Fully consuming an item assigned to the quick bar while the quickbar is hidden might cause a bug with the quick bar
- Issue with attaching an items from hands with an item in the shoulder slots