PC Experimental 1.22 Update 1 - Version 1.21.156458 (Released on 27.07.2023)
NOTES
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Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
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Consider de-fragmenting your HDD after downloading large updates.
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In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
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You can help us to further improve the game by posting your feedback on the Feedback Tracker.
GAME
ADDED
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Sling Bag
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Army Pouch
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Canvas Bag
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Leather Duffel Bag
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Hip Pack
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Craftable Drysack Bag
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New animation and sound for activating the heat pack
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White variant of the fingerless wool gloves
FIXED
Fixed a server crash related to vehicle deletion
Car horns were not played when started outside of other players' network bubble
Fixed a cause of the character and creatures movement giving the perception of micro-stutters at inconsistent but reliably high frame rate
Fixed an exploit to stand up from prone faster
Throwing an item into rivers/ponds/lakes would not produce a splash sound in deep water
Throwing an item into water would incorrectly play the sound at the bed of the water
The character was unable to enter some building entrances that were slightly above ground level
Players dying under water would not float up to the surface
Fixed a case of door animation desynchronization related to navmesh updates
The character name in the server browser was not displayed correctly in all cases
Fixed an exploit related to poison gas zone triggers (https://feedback.bistudio.com/T172418 - private)
When attempting to turn the car on with low fuel, the engine state between server and client would desynchronize
Actions that would hide items in hands would display the item to other players if they entered the network bubble after the action was started
AI were unable to enter the Livonia bunker
AI would not register open doors of the service hangar
It was not possible to detach the battery from a head torch looted from infected
Flares shot from the flare gun would produce a continuous sound when stuck in objects (https://feedback.bistudio.com/T172688)
The clerk infected looked too dark
Road flares would continue to burn for up to a minute even after reaching ruined state
Some weapon attachments were not registering hit impacts
Mining rocks with smaller tools did not play sounds
Destroyed fuel pumps would still yield gasoline
Washing hands with a water bottle did not have sounds
Certain can opening actions did not have sounds
Interrupting the washing hands action could result in a character glitch
Fixed several exploits to look through walls (https://feedback.bistudio.com/T157876 - private, https://feedback.bistudio.com/T165940 - private, https://feedback.bistudio.com/T169841, https://feedback.bistudio.com/T171015, https://feedback.bistudio.com/T171773 - private)
Several clothing items were missing their hitboxes
Camera was glitching when attempting to switch to prone in deep water
Bolts could get stuck in water
Crossbow bolts did not reflect their damage states correctly
It was not possible to shave while wearing the carnival mask
After removing a burlap sack from a player's head, their hair could clip with their head gear
The red dot of the RVN Optic was not aligned with the center of the screen (https://feedback.bistudio.com/T171772)
If a dead body was skinned and quartered, bolts stuck in it would disappear
Attempting to treat another player's wounds could result in false prompts to bandage yourself
Fixed several instances of items being held badly by the player
Fixed several instances of clothing items clipping
Fixed several building issues and exploits (https://feedback.bistudio.com/T170849, https://feedback.bistudio.com/T169681)
Item widget would stay on the screen for the duration of hold actions (https://feedback.bistudio.com/T143492)
While driving, the user would constantly get the item widget of the car prompted
Medieval helmets had inconsistent impact sounds when thrown
The crossbow did not have sounds when used in prone
The crossbow did not have sounds when dry shooting indoors
The reload sound of the crossbow was more quiet while moving
The thirst indication sound could overlap with the fever sound
The thirst sound was not being played while wearing a gas mask or helmet
Prison doors played the wrong sounds (https://feedback.bistudio.com/T162517)
Audio of certain doors was desynchronized (https://feedback.bistudio.com/T170418)
The respawn timer was skipped as soon as the game was loaded (https://feedback.bistudio.com/T159902)
The reticle of the ATOG 6x48 optic was blurry on low graphics settings (https://feedback.bistudio.com/T171572)
Widgets connected to dead bodies were not static on the screen (https://feedback.bistudio.com/T172420)
An unconscious player could temporarily go into falling state and see their surroundings
Jumping while applying a gag bugs the rag
It was possible to access the inventory while blindfolded after waking up from unconsciousness
Deployed fence kits could block ladder exits (https://feedback.bistudio.com/T173115 - private)
The audio effect of the flash grenade would persist after respawn if the player was killed during it (https://feedback.bistudio.com/T172824 - private)
Certain car wreck doors wouldn't open in all cases (https://feedback.bistudio.com/T172885)
Despawned fireplaces could still cause damage to players at their position
It was possible to collapse the hand slot container in the inventory (https://feedback.bistudio.com/T170500)
Fixed an exploit that allowed auto-rolling
Ambient sounds were missing after relogging while alt-tabbing in the Livonia underground
It was possible to warm up pills and split them
It was possible to bypass travel/server hop spawns by logging off on a ladder (https://feedback.bistudio.com/T173612 - private)
The player could cancel the stagger animation from a heavy hit by jumping (https://feedback.bistudio.com/T173573 - private)
CHANGED
Balanced gear armor values against melee weapons
Balanced damage caused by melee weapons and infected
Blunt melee weapons now inflict significantly more shock damage than health damage
Sharp melee weapons now inflict significantly more health damage than shock damage
The chance of suffering bleeding now both depends on the weapon/infected type, as well as protective clothing
Certain low tier sharp weapons will no longer cause push-back even when using heavy attack.
Chance of suffering bleeding is now based on weapons and armor
PBO data is now verified before entering the login queue (PC)
Added collisions for the player with dead bodies large animals
Reduced the weight of gas canisters (https://feedback.bistudio.com/T171733)
Improved the fire geometry for several firearms
Improved the fire geometry of several weapon attachments
Improved sounds of explosives
Reduced the damage taken by belts from torso hits by 20 percent
Reduced surface noise when driving over specific surfaces (https://feedback.bistudio.com/T171153)
Item widgets are no longer visible when blinded by a flash grenade or burlap sack
Updated the game credits
The in-game server browser now displays exact player numbers
Removed the column for slots in the server browser
CENTRAL ECONOMY
Added: Missing armbands for new flag variants
Fixed: Fixed misaligned spawnpoints for various buildings
Changed: Reduced the amount of backpacks spawning on infected
Changed: Reduced amount of backpacks spawning in the world
Changed: Rebalanced spawning locations of backpacks
Changed: Reduced amount of tools that work as high tier weapons and increased their low tier counterparts
Changed: Gasoline Canisters no longer spawn with full gasoline
Changed: Gas Canisters no longer spawn with full gas
Changed: Power generator no longer spawns with full fuel
CHERNARUS
Added: Winning billboards of the BillboardZ competition
Added: Travel agency billboards
LIVONIA
Fixed: A police event close to Brena was misplaced
SERVER
Fixed: RPT header not being present when using -profiles= (PC)
Fixed: RPT command line print not working correctly when exceeding 1024 characters (PC)
Fixed: Very early calls of printing to RPT not being displayed (PC)
Fixed: Minor fix for logging of mounting/unmounting of BarbedWire to/from a Fence (https://feedback.bistudio.com/T170195) (PC)
Fixed: Firearm melee hits were not logged corectly (https://feedback.bistudio.com/T170195, https://feedback.bistudio.com/T171731) (PC)
Fixed: The orientation values in cfgundergroundtriggers.json did not function correctly (https://feedback.bistudio.com/T173165)
Changed: Reintroduced the Logging of damage to dead bodies in the Admin logs (https://feedback.bistudio.com/T172848 - private)
Changed: All energy based items with a potential for energy quantity(Gas Canisters, Power Generator, Road Flares....) can now have energy value set through types.xml (https://feedback.bistudio.com/T173500)
LAUNCHER
Added: Server config for PC server now supports steamProtocolMaxDataSize, which enables larger packets, which can be used by servers with many mods to still show up in Launcher
Added: Users can now favorite a server from the Direct Connect window
Fixed: Launcher no longer displays a server as both offline and online in the FAVORITES tab (which would happen to certain steam accounts)
Fixed: Direct Connect window in Launcher was asking for "Server name or address" even though it only accepts the IP Address
Tweaked: All Launcher Server Browser tabs can now refresh simultaneously, and start refreshing upon Launcher startup
Tweaked: Server Browser tabs no longer refresh automatically, the user must trigger a refresh manually
Tweaked: Direct Connect window now opens Mod Management Window instead of attempting to directly connect
Tweaked: Removed Slots column from Server browser section. Players column now displays exact player number on a server, in color
Tweaked: Filter button in Launcher is now highlighted in red
Deprecated: Password field has been removed from the Direct Connect window
Deprecated: Completely removed the legacy PLAY SG button from the Launcher
Deprecated: Show Official Servers filter has been removed from the Launcher due to redundancy with the official tab
MODDING
Added: Invoker for trigger enter/leave events
Added: Invoker for entity EEKilled and EEHitBy events
Added: 'DayZPhysics.GetHitSurfaceAndLiquid' to get the liquid type of the hit surface
Added: Method 'SoundObject.UpdateVariables(array<float>) to update the variables of a soundset while it is playing (https://feedback.bistudio.com/T161112)
Added: 'SoundObjectBuilder.AddVariables(array<string>, array<float> = null)'
Added: Human::CheckFreeSpace exposed to scripts
Added: Accessor methods for the parent entity of a SoundObject
Added: Accessor methods for the speed of a SoundObject
Added: 'AbstractWave.SetDoppler' to enable or disable the doppler effect on sounds
Added: Script methods to get the current object texture/material
Added: 'DayZPlayerImplement.IsAlreadyInFallingCommand' to block falling command from starting
Added: 'World.UpdatePathgraphDoorByAnimationName' for updating states of doors on entities that aren't a house
Added: 'soundSpeedAppliesToHit' for CfgAmmo to enable sound fall off on hit surfaces
Added: Basic config defines are now available in the built pbo as hpp file that can be included in any custom config
Added: Accessor for detecting if the player is teleported during login through 'Hive.CharacterIsLoginPositionChanged'
Added: 'ButtonWidget.GetText(out string)' to get the set non-localized text
Added: 'EntityAI.RegisterNetSyncVariableObject' to synchronize an object by its network id
Added: 'UUIDApi' for generating and formatting a 128bit universally unique identifier (https://feedback.bistudio.com/T173290)
Added: RandomBool() func.
Added: Config parameter "collidesWithCharacterOnDeath" on DayZPlayer and DayZCreature to enable if either entity collides with the player when dead
Fixed: Human::CanChangeStance - parameter newStance has raised hands flag now
Fixed: Having code in the body of UIScriptedMenu.Cleanup would cause an infinite loop in script for UIScriptedMenu created and managed by script
Fixed: Triggers will now sync their shape over network
Fixed: Triggers will now automatically refresh themselves when setting a new shape
Fixed: Debug shapes could crash the game under certain conditions
Fixed: Window couldn't be resized after the window was maximized while CLI '-resizeable' was used
Fixed: ScriptCallQueue.GetRemainingTime and ScriptCallQueue.GetRemainingTimeByName returning values of removed funcs (https://feedback.bistudio.com/T173840)
Changed: A 'CONTACT' event is now fired for 'InventoryItem' when the origin of the entity is submerged in water
Changed: 'Car.GetFluidFraction' now returns the quantized amount with 8 bits of precision
Changed: 'AbstractWave.SetPosition' now contains 2nd default argument for setting the velocity
Changed: In-Game menu will appear on launch if the window isn't focused (https://feedback.bistudio.com/T166474)
Changed: Player identity is now applied before player object loading
Changed: Moved 'string.Get' and 'string.Set' to native for slight performance improvement
Changed: RPT warning "'/' is not a value" has been changed to "Trying to access error value." for more clarity
Deprecated: 'SoundObjectBuilder.SetVariable' in favor of the more appropriately named 'SoundObjectBuilder.AddVariable'
Deprecated: 'SoundObjectBuilder.UpdateEnvSoundControllers' in favor of the more appropriately named 'SoundObjectBuilder.AddEnvSoundVariables'
KNOWN ISSUES
Bolts are instantly ruined on impact - a fix is in internal testing
Players can leave ghosts for remotes at the edge of the network bubble - a fix is in internal testing
Player is desynced when changing seat or leaving the vehicle and falling down unconscious - a fix is in internal testing
White Fingerless wool gloves are missing their damaged textures - a fix is in internal testing
The character position in the water does not change with the water level - a fix is in internal testing
The explosion sounds of the improvised explosive lacks direction - a fix is in internal testing
Watchtower's roof widget blocks other wall widgets - a fix is in internal testing
Vehicles will keep driving after the driver is killed
Linux Experimental servers are crashing upon client connection when verifySignatures value in server config is set to 2 (the Linux servers are temporary down)