DayZ Deerisle 5.3 Update
Patchnotes
Welcome to the latest Deerisle Update 5.3, so lets go into it:
A few words about the upcoming changes:
In the last stable Deerisle version, the goal for most players was to get to the temple via the swamp, take Mjolnir with them, and then go directly to the Artica. Other key locations on Deerisle such as KMUC, craters and oil rigs were left out. These locations have now been integrated into the questline, as well as the new diving mechanic. The “questline” is now significantly longer. While the new changes will make the questline harder in the last 2/3, the first 1/3 will now be easier.
One of the goals of the update was to make it easier to get into KMUC by eliminating the static toxic zone on the oil rigs, making it easier to get the keycard. NBC equipment should not be mandatory in the first 1/3 of the questline, as this will only be needed later in the endgame. However this may not be the final setup, everything is under constant reviewing and may change again any time. If you want to keep it "harder", the old .json config with the gas on the oil rigs is still present in the mission files.
Btw: Reaching the carrier and getting the SnowOwl will not be end of the questline. The final part after reaching this point will be added in Deerisle 5.4.
Adding to the anticipation of this update, we are excited to share that it will finally include the first clues to the backstory/lore of Deerisle. This narrative has been woven into the very fabric of the island, and we are eager to see how these new revelations will shape your understanding of the place many of you have come to know so well. The secrets are deep, the history rich, and the truth is waiting to be uncovered by the most dedicated survivors. Will you be the one to piece together the story of Deerisle? But this is just the beginning, more of the lore will come soon.
"Do i need to wipe my server for this Deerisle update?"...lets answer this question in the following way: If you are wondering where "flying loot" comes from after an update, you should wipe the server and start fresh. If you know how to deal with such problems, a wipe is not necessary.
So lets get to the detailed stuff:
1) You host a Deerisle Server? Delete your profile Folders!!!
The most important thing: --> Delete your DI Profile Folders!
It is very important to delete your deerisle profile folders (if available) in your server profile folder before the first server start of 5.3! Otherwise you will not get the latest versions of the files. The server will automatically create the .json files with the default values at the first start you can edit afterwards.
\yourProfileFolder\SpawnerBubaku
\yourProfileFolder\ADMDiving
\yourProfileFolder\Deerisle
2) New custom AI Spawner
Added: "SpawnerBubaku"
Due to some DayZ internal technical reasons we had some problems in spawning AI within certain areas of Deerisle in the past, like: Temple, KMUC & Crypt.
For this, "SpawnerBubaku" has beed added to DI-Vanilla-Basegame. With SB you get a new server side .json config to setup 3D Triggers, when passed by players, those triggers will spawn preconfigured AI into those locations. The .json file will generated autom. on first server start. So now we finally have AIs within Crypt, Temple & KMUC.
3) Diving
!!! Please be aware that diving is a complete new mechanic which maybe need some additional tuning and bug fixing over time !!!
This will allow players diving under water. For this you will get the following new items.
- Snorkel (allows breathing near the water surface)
- Flippers (increase swimming speed)
- Tanks (allow breathing underwater, must filled with air via static or mobile air compressors)
- Compressor (allows refilling the Tanks with air. Needs a car battery attached via a wire). Static variations dont need a battery.
Vanilla Controls are:
KeyPad[8] - dive up
KeyPad[2] - dive down.
Note:
Dont holt a key to long.
Use diving controlls carefully in the beginning to get used to it.
Dive up/down in steps to get a feeling of the current controlls.
To make a better use out of the diving stuff, several new underwater locations have been added to Deerisle where Players can now dive and search for UnderwaterLootContainers. More locations will come over time with future updates.
Within the new diving config .json you will find some parameters you can adjust.
Furthermore diving will now contain....
- multiple settings to JSON for player and gear control.
- GUI for Lungs and Air Tanks
- LungHandler
- various Helpers to playerbase
- Static version of Compressor
- chemlight attachment to Diving Helmet
- Various Base Classes for clothing
4) Underwaterloot
Added: UnderwaterLootContainers
Every container has a GPS beacon signal sending, which can be tracked down by the new GPSHandReceiver.
Custom DivingLootConfig.json to setup loot & mechanics for tracked diving loot:
How much containers should spawn on server restart worldwide:
- "maxContainers": 4
Amount of items within a container:
- "maxLootPerContainer": 25
List of all possible spawn locations/underwater:
- "containerSpawnLocations"
List of all normal loot to spawn:
- "divingLootListNormal"
List of all elite loot to spawn
"divingLootListElite"
Note the Difference between Normal & Elite Loot items:
Normal Loot items have a chance to spawn multiple times in multiple containers while every Container will contain exactly 1 random Elite Loot item.
5) GPS Receiver for Beacon-Signal of DivingLootCrates
The GPS-Receiver needs a battery to power up. When enabled it will always track to the nearest crate related to the player. Its detection signal has a max range radius of 5km. The beacon sound "beep" will increase its speed as more you get close to a sunken crate. (There is a known bug, where the receiver can get into a bugged state where its still beeping while turned off or has no batteries in it).
6) ClassicWalk
Modifying its .json will enable or disable the use of "ClassicWalk" on server side.
When enabled, players cant run on steep slopes anymore and need the "Military Mountain Boots".
7) Additional changes and fixes
Added: Arctic Wolf
Added: Infected "S.T.A.G."
Added: Infected "Frozen"
Added: Tracked Diving Loot Containers
Added: GPS Receiver for Beacon-Signal of DivingLootCrates (5km range)
Added: (Static) AirCompressor to all GasStations (static versions dont need an attached battery to work, mobile versions do)
Added: S.T.A.G. Research Project Sample Z-42
Added: S.T.A.G. Research Project Sample X-65
Added: All new bags from 1.22 to missionfiles
Added: All new items from 1.23 to missionfiles
Added: Some basic Deerisle lore about "S.T.A.G.".
Added: Temple: new "B"-Area now enterable.
Changed: Exchanged old "DI-custom-underground-lightngsystem" with dayz cfgundergroundtriggers.json at DevilsEye
Changed: Exchanged old "DI-custom-underground-lightngsystem" with dayz cfgundergroundtriggers.json at KMUC
Changed: Exchanged old "DI-custom-underground-lightngsystem" with dayz cfgundergroundtriggers.json at Temple
Changed: Exchanged old "DI-custom-underground-lightngsystem" with dayz cfgundergroundtriggers.json at ArcticaCrypt
Changed: Exchanged old "DI-custom-underground-lightngsystem" with dayz cfgundergroundtriggers.json at PortlandTunnel
(This is a work in progress change to use dayzs vanilla underground lightning instead of the old custom one of deerisle. This will make the underground areas more compatible to other mods in the future)
Changed: Temple entrance teleport mechanic. Players will get teleported to one of ~10 random locations to prevent camping.
Changed: Temple exit will teleport you to new random locations within swamp - instead of the cave on starter island - to prevent Temple Exit Camping
Changed: Custom underwater .emat Material for better View-distance underwater
Changed: Mjolnir has been split into 2 parts (Head and Handle)
Changed: Templearea reworked and expanded.
Changed: Increased Z Spawns worldwide
Changed: Removed toxic zones from oilrigs (see introduction why)
Fixed: A rockformation within Arctica where players could fall through the map
Fixed: "JMC_Stonefloor_50" RoadWay Layer (will fix some AI navigation problems)
Fixed: TempleArea: Improved AI navigation & behavior on Navmesh.
Fixed: ArcticCrypt: Improved AI navigation & behavior on Navmesh.
Fixed: KMUC Improved AI navigation & behavior on Navmesh.
Fixed: Added missing underwater crate locations
Fixed: A lot of minor bugs/stuff reported on our #bugs-and-support channel
Fixed: Several animation and weapon state issues for the following guns (by u/Tree
Aek, avs36, g36, ar9, ttak, ttscarl, ttp90, ttglock18c, tt57tan, ESP_M14, junkak, marlin, ttbar, ttrpd, ttsok94, ttstg44, ots71, tec9, ttagram, ttmp5
Added the following new items to vanilla loot:
SRP_KarambitKnife
SRP_KarambitKnife_Red
SRP_KarambitKnife_Blue
SRP_BeanBasher
SRP_BerserkSword
SRP_FireyGreatsword_Basic
SRP_GladiusSword_Ornamental
SRP_KatanaSlim
SRP_KatanaSlim_Sheath
SRP_SnakeDagger
SRP_Viking_Axe
SRP_WarCleaver
SRP_WarHammer_Basic_Wood
SRP_WarHammer_Brutal_Basic
SRP_WitcherSword_Basic
tantosword_Simple
tbladed_Simple
SRP_Trenchknife
SRP_Dynamite_Stick
SRP_Dynamite_Stack
Known Bugs:
- GPSReceiver may can get into a bugged state where its still beeping, while it was turned off or batterie has been removed.
- Some big rock formations may start clipping under certain viewing angles.
Closing words on the patch notes:
As we draw closer to the completion of the map, let us add a note of intrigue. After nearly two years, the mysterious puzzle of Deerisle remains unsolved, yet many players are hot on the trail. It's thrilling to see who will navigate the challenging and rocky path to the end. The finale is just on the horizon, and we eagerly anticipate the revelations it will bring to those steadfast adventurers among you.
To all the survivors of Deerisle - We would like to extend our heartfelt thanks to you for your ongoing enthusiasm and support. Every player who spends their time in Deerisle, every donation received, and every view that accompanies our updates, drives us forward and affirms the passion put into this project.
A special thanks goes out to those of you who support us not only in-game but also actively participate in our community channels, provide feedback and bug reports, and make those small but significant contributions that make Deerisle a vibrant and dynamic place. Our team and contributors (in particular Tree, TheAdmiral and Relict), who works tirelessly with creativity and dedication on each update, also deserves recognition. Your devotion is what allows Deerisle to continuously evolve and flourish.
We hope you enjoy the new challenges and discoveries in Update 5.3 and that you are looking forward to the further stories we will unfold together in Deerisle. Let's continue to work together to make this experience as unforgettable as possible.
Until the next update, stay safe and enjoy every moment in the wilderness of Deerisle!
Best regards,
JohnMcLane