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Latest from the DayZ Standalone SubReddit

Group/Server Megathread for week starting March 29 DayZ on sale right now! This doesn’t seem right This happened to me twice in three days (Large and medium tent then a car tent). I'm about to take everyone's advice and just start burying my loot from here on out. The moment when you can’t do anything even with cheats Shovel go bonk When I left my safe house for just an hour lol Felt cute, might dete later idk DESTROYING HOUSE CAMPERS A rare moment to behold  

Latest Steam Announcements for DayZ Standalone

 
Hi Survivors,

We are delighted to announce the upcoming DayZ Free Weekend, starting on Thursday, February 13th (10 AM PST), and ending on Monday, February 17th (10 AM PST). To play DayZ for free, head over to the DayZ store page and install the game – it’s as simple as that.

For those infected by the DayZ experience, there will also be a 40% discount on the base game, as well as a 10% discount on the recently released Livonia DLC, should you wish to continue playing after the free weekend ends.



DayZ is an unforgiving, authentic, open-world sandbox online game where each one of 60 players on a server follows a single goal – to survive as long as they can, by all means necessary. Every decision matters – with no save games, and no extra lives, every mistake can be lethal. When you die, you lose everything and start over.

DayZ recently won the Better With Friends award on Steam – a testament to the game’s ability to bring people together by providing an unforgiving environment where teamwork can mean the difference between life and death. So, this Valentine's Day, make sure you grab a friend and enjoy a nice romantic stroll through the post-apocalyptic wasteland of DayZ (for free!) – those who stick together, survive together!




In a world where you shape your own story, how far will you go to survive? What will you do to endure? Who will you become? This is DayZ – This is your story…


For more information about the game and its development, please visit www.dayz.com, and stay updated with the latest news by following DayZ on Facebook[www.facebook.com] and Twitter.

Stay safe out there, Survivors!
We'll see you in Chernarus (and Livonia),

The DayZ Team

Hello Survivors, 

The new 1.07 Update brings some important fixes and exciting new elements to the game.
We are adding the Repeater Carbine which uses .357 rounds, and the 12ga Rubber Slugs which can be used by any of your favorite shotguns.
This new update also focus on important fixes, from small gameplay tweaks to the inventory fixes that were affecting the players experience since the release of the 1.06 Update.
You will also be able to find the newly added Amusements Parks, which are scattered across Chernarus.

Watch the trailer, and read the patch notes below.


PATCH NOTES

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.[support.bohemia.net]DayZ F.A.Q.[forums.dayz.com], or BattlEye F.A.Q.[www.battleye.com]
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker[feedback.bistudio.com].
 

GAME

ADDED
  • Added: Repeater Carbine
  • Added: .357 Rounds
  • Added: 12ga Rubber Slugs
  • Added: Amusement park locations throughout Chernarus
FIXED
  • Fixed: A client error caused by re-encountering the weapon you dropped during a previous death
  • Fixed: The map always used to open at the top left corner (now remembers the last opened position)
  • Fixed: The action "Jump out" was disabled from the back seats of the ADA 4x4
  • Fixed: Action circle was missing while dismantling the oven
  • Fixed: The player can no longer attach both the suppressor and compensator to the SG5-K
  • Fixed: Issue caused by starting an action with a desynchronized item in hands 
  • Fixed: An animation glitch related to throwing
  • Fixed: Several types of inventory interactions related to item reservation
  • Fixed: Water bonus from wells was added too early in the action
  • Fixed: Infected would not cause bleeding wounds as intended
  • Fixed: Issues with doors in the aircraft hangar, hospital, school, harbour crane
  • Fixed: Issues with the sounds of doors in the fire station and big ATC buildings
  • Fixed: Issues with a ladder on the construction site
  • Fixed: Wooden plank stacks could spawn on top of each other
  • Fixed: The big doorway of the sawmill had bullet collision even when opened
  • Fixed: Object placement on Enoch and ChernarusPlus
  • Fixed: Yellow heat comfort was giving a penalty on health regeneration
  • Fixed: Position of the combination lock widget, LODs, and textures
  • Fixed: The player could collide with individual ivy parts
  • Fixed: The Denim Skirt showed the wrong colour in 1st person view
  • Fixed: Infected could not navigate into the large grey sheds
  • Fixed: The Construction Lights behaved incorrectly when thrown
  • Fixed: It was not possible to empty liquid containers inside buildings
  • Fixed: Blue Athletic Sunglasses had a green texture (https://feedback.bistudio.com/T148324)
  • Fixed: The Thermometer would always display 0 degrees (https://feedback.bistudio.com/T146710)
  • Fixed: Night vision was darkened when someone entered the players' network bubble (https://feedback.bistudio.com/T147106)
  • Fixed: Base building actions could be mixed up resulting in building the wrong part
  • Fixed: Large numbers (quantity) were not fully visible in the hand slot
  • Fixed: Barrel with holes was still able to store liquids (https://feedback.bistudio.com/T148495)
  • Fixed: Item description of the beige Working Boots
CHANGED
  • Changed: Global lighting changes (ground-lighting addition, brightness of the day and night, shadow contrast during clear weather, rain visual tweaks, darker clouds during overcast)
  • Changed: Improved inventory attachment icons (missing icons added, tweaked and unused removed to free space)
  • Changed: Clean-up of the car damage zones
  • Changed: Lowered the amount of leaked coolant when the car radiator is destroyed
  • Changed: The "Open" option for the fence gate can be accessed easier
  • Changed: Removed the collision from the Barbed Wire
  • Changed: Barbed Wire now causes bleeding sources instead of shock damage
  • Changed: The fence and watchtower kits can now be dismantled
  • Changed: Heavy items (with collision) are dropped using physics
  • Changed: Rework of the combination lock destruction (requires more time but in shorter cycles)
  • Changed: Sawing a pile of wooden planks is now a truly continuous action
  • Tweaked: Decreased range of the night light, and changed its color, position, and brightness for a better immersion
  • Tweaked: The fence gate opens and closes slower
  • Tweaked: Inventory view of the Assault Helmet Visor
  • Tweaked: You receive one additional plank when cutting down a wooden log
  • Tweaked: You receive one more wooden log when cutting down most trees
  • Tweaked: Clearer placement of the base building materials
  • Tweaked: Sorted attachments icons of firearms
  • Tweaked: The base building build action won't show up at all when it cannot be successfully executed (previously allowed to execute without result)
  • Tweaked: Adjusted the logic behind obstacle checks when building base parts
  • Tweaked: The map is now full screen
  • Tweaked: Removed the collision from tourist trail poles
  • Tweaked: Update of the game credits
SERVER
  • Added: Ability to choose between bright and dark nights through a server config parameter lightingConfig (0 for bright, 1 for dark)
  • Tweaked: limitFPS is now logged and default crop value raised from [1, 50] to [1, 200], by default it's unlimited
MODDING
  • Added: Curl context can store the results into files + API
  • Added: Livonia ruined houses variants without overgrown ivy
  • Added: Named selection for the bear (Body_Injury)
  • Added: Named selections for all ivy parts (leaves)
  • Added: GetGame().GetWorld().LoadNewLightingCfg("filepath") can reload the global lighting config during runtime
  • Added: SetSoundMaxVolume() to change the max-volume level
  • Added: Functions InventoryItem::EnableCollisionsWithCharacter & InventoryItem::HasCollisionsWithCharacter
  • Added: Exposed rigid body functions to script
  • Added: Missing dGeomCreateCylinder implementation
  • Added: Script method Object::SetDynamicPhysicsLifeTime
  • Changed: inventorySlot changed to inventorySlot[] (string to array of string) to allow slot extensions
  • Changed: Livonia terrain files *_ce, *_data and *_navmesh changed from *.ebo format to *.pbo
  • Changed: Commented out transferToZonesThreshold method
  • Changed: Renamed OnEventFromRemoteWeapon event into OnEventForRemoteWeapon
  • Removed: Obsolete pond/well drink actions
KNOWN ISSUES
  • Picking up an item on the upper floor of a watchtower can crash the game
  • Activating the Debug Monitor on your private server can cause issues with the inventory navigation - be sure to set enableDebugMonitor = 0
 
Livonia is the brand-new DLC map for DayZ, allowing players to experience the hardcore survival hit in a whole new environment. Survive this new unfamiliar land for as long as possible.



Key Features

Idyllic environment
The new topography brings dense forests, overgrown fields, winding rivers, serene lakes, murky swamps and various remnants of an abandoned society.

Frequent Encounters
The new map is the perfect size for survivors looking for player-interactions. Whether friendly or hostile, you'll stumble upon other players much more often.

Fresh hunting ground
Players wanting to survive will have to quickly learn how to forage, fish, and hunt.

But beware: a new threat roams and it comes in the form of the Eurasian Brown Bear. Watch out!

Erratic weather
The climate of Livonia, although usually quite pleasant, brings frequent thunderstorms. You’ll have to keep a keen eye open for protective gear and shelter to shield yourself from the unforgiving elements.
With 163KM2, Livonia is the second official map of DayZ.
After 5 years in Chernarus, players will now be able to bring everything they learned in this new challenge.

Based on the Arma 3 Contact Expansion's map, Dayz's Livonia brings a world scarred by the consequences of the virus.
With its large green areas, heavily forested zones, lakes and rivers scattered across the land, Livonia is the perfect place to scavenge for resources, hunt for food, build your base and scout for unwanted presences.



But don't let the beautiful landscapes of this new region fool you, there is a new predator roaming the forests of Livonia, bears.
Bears will give you a hard time if you don't know how to deal with them.
Do you have what it takes to survive this new threat?

Livonia also features a lush of late summer with frequent rainfall and thunderstorms. So make sure to be properly geared and on the look out for shelter at all times.

Embrace this new challenge and prepare to get lost in the vast lands of Livonia, either together with your allies or, as a lone wolf.

See you in Livonia, Survivor.
Hello Survivors!



The PC Update 1.05 of DayZ is now live. It brings you an expansion on the disease system and introduces an advanced vaulting and climbing system. On the combat side, we've added two new pistols and one assault rifle. Furthermore, we've expanded our language support with Polish and Japanese.



Get all the details and full patch notes below!




New Weapons


Mlock-91
The Mlock-91 is a semi-automatic pistol, fed from a detachable magazine. Affordable and compact, it is commonly used by the Chernarussian police forces. It uses 9x19mm rounds.




MKII
The MKII is a semi-automatic, integrally-suppressed pistol, fed from a detachable magazine. Using .22 LR rounds, it is considered both silent and lethal against short range targets without armour.





KAS-74U
The KAS-74U is a shortened version of the KA-74 assault rifle, usually equipped with a side-folding metal shoulder stock.





New & improved weapon attachments
  • New .22 LR Rounds

New Vehicle
Sarka 120





Vaulting
  • Players can now vault over fences and walls.
  • Players can now scale objects up to 2,30 meters height.


Vaulting Gif[media.giphy.com]


Others
Medical Changes
  • Introducing food poisoning
  • Balancing of cholera and salmonella diseases
  • Balancing health regeneration and bleeding
  • Improvements and fixes to the medical systems and items


Communication
  • Players can now switch between shouting, speaking & whispering for different voice ranges.


Dead Body Decay
  • Dead player bodies persist longer and decay over time.

Patchnotes


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.[support.bohemia.net], DayZ F.A.Q.[forums.dayz.com], or BattlEye F.A.Q.[www.battleye.com]
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker[feedback.dayz.com].


GAME


ADDED

  • Added: New pistol Mlock-91
  • Added: New pistol MKII with its integral silencer
  • Added: New rifle KAS-74U
  • Added: New vehicle Sarka 120
  • Added: Vaulting and Climbing enable players to pass obstacles up to 2,30 meters high (exception for base fences, gates, and watchtowers)
  • Added: Polish and Japanese languages
  • Added: .22 LR Rounds
  • Added: Food Poisoning
  • Added: Tutorial screens in the main menu
  • Added: VoN whisper/talk/shout voice levels
  • Added: Infected are attracted by talking players
  • Added: Quick reload weapon option for PC (hold R for reload)
  • Added: Ability to animate P3D attachments on creatures
  • Added: Possibility to set hidden selections for wearable models (e.g., bandana or belts)
  • Added: The name of the missing PBO file (compared against the server files) is now displayed in the error message
  • Added: Collision response of thrown items with character controller
  • Added: Smoothed the movement of thrown items from the thrower's point of view.
  • Added: Warning when playing a modded game.
  • Added: Foley sound for the base radio
  • Added: Window destruction sounds for vehicles
  • Added: Suicide functionality for bayonets
  • Added: Bleeding effect on melee suicides
  • Added: Infected wearing a headtorch now have it switched on
  • Added: Torch can be soaked up with gasoline, but only if it's not ignited yet
  • Added: Camera shakes when getting hit
  • Added: Dead bodies decay over time
  • Added:The Stamina bar now blinks when the player doesn't have enough stamina to perform an action
  • Added: Cholera has a chance to appear in water bottles and canteens when initially spawned
  • Added: Localized texts for Tutorials


FIXED

  • Fixed: Several animation clipping issues
  • Fixed: Creation of dynamic physics for objects which contains proxy objects
  • Fixed: "Collision refresh" when a "dynamic body" is removed after item throw
  • Fixed: Animation applied on items in inventory view
  • Fixed: Attachments LOD
  • Fixed: The countdown was missing during the respawn.
  • Fixed: The VoN was staying active even when the game is minimized.
  • Fixed: Putting an item from your hands into inventory when inside a car could make it invisible when putting it back into hands.
  • Fixed: Player couldn't use the VoN while using the inventory.
  • Fixed: Movement on a ladder when the parent entity is moving (e.g., if the ladder is part of a moving vehicle)
  • Fixed: door collision after rotation change
  • Fixed: Black screen occurring when using hardware Anti-Aliasing
  • Fixed: backtracking correction of velocities
  • Fixed: Thrown items could fall through the ground
  • Fixed: character's physics speed
  • Fixed: Grenades couldn't be thrown through windows
  • Fixed: IV Saline Bag and IV Blood Bag didn't have any effect
  • Fixed: The consequences of giving blood of an incompatible blood type were applied to the applying person instead to target
  • Fixed: Rapid switching of items in hands could display incorrect items in hands to other players
  • Fixed: Spamming emotes could display, to other players, an incorrect item in hands
  • Fixed: Bayonets couldn't be used to cut off bark or cut down bushes
  • Fixed: A weapon used to commit suicide could become inaccessible for other players
  • Fixed: Items in the quick bar could cause issues while restrained
  • Fixed: The player could not move after spraying disinfectant spray on another player
  • Fixed: Switching a weapon in hand with a helmet via quick bar had the character stuck in an animation
  • Fixed: Dry bags were displayed with hard edges
  • Fixed: When reloading, magazines could fly next to the player
  • Fixed: The duct tape quantity wasn't displayed in the quick bar
  • Fixed: An untranslated string for the Blood Test Kit
  • Fixed: Items could be looted through walls using the inventory vicinity.
  • Fixed: Smoke particles on the bottle suppressor and USG-45
  • Fixed: Hesco boxes would get damaged during deployment and folding
  • Fixed: Dropping a wooden stick was player a wrong sound.
  • Fixed: Items in hands could disappear if the player was saved in the vehicle
  • Fixed: Magazines could not be detached via quick bar
  • Fixed: Misplaced/unnecessary collision above a ladder at the cement factory
  • Fixed: An issue preventing players from picking up items dropped from a player that had died while swapping items
  • Fixed: A client error when adding items to the inventory without having sufficient space
  • Fixed: It was possible to plug a Power Generator into a Cable Reel as an unintended reverse connection
  • Fixed: Grenades were dealing much less damage to players browsing their inventory
  • Fixed: Attachments weren't damaged by explosions
  • Fixed: The animations were incorrectly applied to the items in the inventory
  • Fixed: The player weapon could disappear from its hands when climbing a ladder
  • Fixed: Swapping items with the quick-bar could reset their rotation
  • Fixed: Various localization errors
  • Fixed: Quantity indicator for the magazine items
  • Fixed: The state of doors could get de-synchronized upon server restart
  • Fixed: The item in hands was disappearing when the character was in a vehicle and saved in the database
  • Fixed: Water hit effect on piers and other places along the seashore
  • Fixed: VSS sounds were very loud to other players when heard from a great distance
  • Fixed: Flashbang grenades weren't flashing the players' screens at night
  • Fixed: Grenades did not affect players from within a fireplace
  • Fixed: An animation glitch causing the player character to collapse into a ball
  • Fixed: A burlap sack on the head would not hide other head-wear
  • Fixed: It was not possible to manipulate with a restrained players inventory
  • Fixed: Items looted from incapacitated players got returned to their former inventory on quick bar use
  • Fixed: A client error when placing a spotlight on a scaffolding
  • Fixed: Barrel bottom clipped through the ground it was standing on
  • Fixed: It was possible to wear the great helmet with other headgear
  • Fixed: It was challenging to open and close vehicle doors in 3rd person
  • Fixed: Cancelling the resuscitation action could create invisible weapons
  • Fixed: A client error when switching two-handed ranged weapons
  • Fixed: Motor starting sound of the Gunter 2 would not play
  • Fixed: An exploit to stack containers into each other indefinitely
  • Fixed: The logout menu did not hide when cancelled
  • Fixed: De-synchronized rotation of flashlights after dropping them
  • Fixed: Corrected the direction of the fuel station explosion and the following smoke
  • Fixed: Rear lights on vehicles did not switch off when the engine was switched off
  • Fixed: Gas lamps and gas stoves were making undesired sounds when they were put inside a cargo
  • Fixed: Missing unpinning sounds for grenades
  • Fixed: Car headlights not changing their material when being switched off
  • Fixed: Car headlight lights did not change when the head-bulbs were destroyed
  • Fixed: Multiple head clipping issues
  • Fixed: Grenades did not explode after shooting them
  • Fixed: Belts with attachments could be put into cargo
  • Fixed: Activating the Steam Overlay with Ctrl+Tab could cause a stuck Ctrl key
  • Fixed: Issue when a player was killed while switching between seats in a vehicle
  • Fixed: Redundant animation was played while entering cars
  • Fixed: Stamina handling while sprinting
  • Fixed: Amount of bullets in a magazine is still shown after swapping it with the Handheld Transceiver (https://feedback.bistudio.com/T143768)
  • Fixed: 3rd person camera collision during leaning
  • Fixed: Unable to turn on the Field Transceiver after throwing/dropping it.
  • Fixed: When (un-)chambering certain rifles, the ammunition would disappear.
  • Fixed: A server crash related to electrical systems
  • Fixed: Item got stuck in the hand slot if changed with a smaller item
  • Fixed: Random amount of water in canteens
  • Fixed: Body parts were not rendered from a certain distance
  • Fixed: Infected are now chasing only non-dynamic targets
  • Fixed: Stuck hand-slot with tents
  • Fixed: Cholera only triggered vomiting once per session
  • Fixed: A client crash when adding a pot with boiling water to your inventory
  • Fixed: Weapons dropped from killed players hands would become ruined
  • Fixed: Infinite bleeding from corpses
  • Fixed: Player was mumbling after respawning, if gagged before dying
  • Fixed: It was not possible to equip bandanas as clothing
  • Fixed: Exploit for continuous night vision
  • Fixed: A server crash caused by repeated throwing
  • Fixed: An animation issue when carrying the sea chest or metal plate while crouched
  • Fixed: Audio of distant gunshots could be delayed or merged


TWEAKED

  • Tweaked: Despawn time for dead bodies and animals increased
  • Changed: Updated credits to reflect the recent changes
  • Changed: The saline bag is faster to apply and now increases the blood replenishment (visualized through the medication (pill) indicator).
  • Changed: Giving the wrong type of blood can now cause the character to go unconscious and trigger a hemolytic transfusion reaction
  • Changed: The hemolytic transfusion reaction is faster and more severe
  • Changed: The item rotation is now considered when looking for an inventory position
  • Changed: Sights misalignment configured for weapons and their attachments
  • Changed: Ambient loot can now also spawn in "rotten" and "dried" states
  • Changed: Randomizing fruit and mushroom spawning
  • Changed: All restraining items now receive a certain amount of damage when removed from hands, even without a tool
  • Changed: Car crashes now decrease the player's health
  • Tweaked: Bullet damage is reduced with longer bullet travel time
  • Tweaked: Lowered regeneration rate of the character health
  • Tweaked: Adjusted the injured stance thresholds to allow more mobility at lower character health values
  • Tweaked: Increased the amount of blood loss from bleeding sources
  • Tweaked: Quantity in UI is now hidden for the Saline Bag, IV Saline Bag, Epinephrine and Morphine (single-use items)
  • Tweaked: Reduced damage and shock value received from infected
  • Tweaked: Slightly increased chance for a bleeding source from an infected attack
  • Tweaked: Fist-attacks now cause less health damage and shock.
  • Tweaked: Drinking from wells and ponds should no longer get the player replenished so fast
  • Tweaked: Global lighting config tweaks (overall brightness during day, less prominent shadows during clear days, less blue in shadows)
  • Tweaked: Interiors for certain bunkers and the control tower
  • Tweaked: Increased chances of low-tier pistols to spawn with weapon attachments
  • Tweaked: Spawning of LAR attachments and VSD parts attached at spawn
  • Tweaked: Volume for falling tree and bush sounds
  • Tweaked: Throwing animations
  • Tweaked: Non-absorbing items don't get wet any more
  • Tweaked: Added rotation to normal map particles
  • Tweaked: Slightly prolonged the range of car headlights illumination
  • Tweaked: Growing a beard now takes 4x as long as before
  • Tweaked: Melee impact particle effects are now rotated randomly, not always up any more
  • Tweaked: Refueling a power generator does not require precise looking at its fuel tank
  • Tweaked: Prolonged the action of shaving to make it fit the animation itself
  • Tweaked: Parameters of the rear lights of the Olga 24
  • Tweaked: Reverse light fades out quickly now
  • Tweaked: Player landing sounds are now quieter
  • Tweaked: Drastically reduced unarmed attack damage to worn clothing
  • Tweaked: Removed the crafting attachments from the barrel
  • Tweaked: The Leather Sewing Kit can no longer be used for treating injuries
  • Tweaked: Treating injuries using the Sewing Kit now takes 20% instead of 1% of the item's quantity
  • Tweaked: Spawn orientation of the Gunter 2 parts
  • Tweaked: Salmonella (lowered the stomach volume threshold for vomiting, increased the vomiting chance, added removal of water and energy when vomiting)
  • Tweaked: Cholera (over-time water drain added, lowered the stomach volume threshold for vomiting, increased chances of vomiting, added water and energy removal when vomiting)
  • Tweaked: Eating a multivitamin pill now shows a UI notifier (pill icon)
  • Tweaked: Fresh spawn player loadout (road flare switched for chemlight of random color)
  • Tweaked: Increased blood loss from bleeding sources
  • Tweaked: Bandaging using a rag or bandana no longer causes the wound infection, because wound infection had no effect on player characters
  • Tweaked: All pants can be wrung out now


MODDING

  • Added: Curl context API
  • Added: A script callback Object::OnPhysicsCreate
  • Added: A model (p3d) property "canClimb" to enable climbing the model (default is 1, 0 is disabled).
  • Added: Way to detect night using GetGame().GetWorld().IsNight() (returns true when the sun is below the horizon)
  • Added: Retexturing selections for the LAR
  • Added: Retexturing selections for the wooden crate
  • Added: Possibility to disable the enlargement of the  inventory bbox view via a new config parameter "enlargeInventoryView"
  • Changed: HumanCommandMelee::IsOnBack and HumanCommandMelee2::IsOnBack (preferred) are now accessible from the script API
  • Tweaked: Default food poison and salmonella agents added to the meat stages (burned=food poison, rotten=salmonella+food poison, raw=salmonella) and guts (salmonella)
  • Fixed: GetStomachVolume() on PlayerStomach was not reset when ClearContents() was called
  • Fixed: A null pointer in 'SlotToAnimType'
  • Optimized: Command start/finish events


SERVER

  • Added: Priority queuing[community.bistudio.com] for the login queue
  • Fixed: Server config related issues weren't logged in the rpt and crash files
  • Fixed: A crash occurring when an infected was updated without a valid network object
  • Fixed: A server crash caused by a player disconnecting after an item was thrown
  • Fixed: A server error caused by a player committing suicide being simultaneously killed by another player
  • Fixed: A server error when entering and exiting vehicles
  • Fixed: A server error when starting a vehicle
  • Fixed: A server error when a player touched a barbed wire


LAUNCHER

  • Changed: Launching Survivor GameZ now ignores the startup parameters that could prevent from joining a game
  • Changed: "Play DayZ Experimental" on Steam now starts the DayZ Launcher by default

KNOWN ISSUES

  • Certain player models don't have textures in their decayed status
  • The PAS radio is not visible in the inventory UI
  • Wolves can hit a player inside cars through closed doors
  • Cholera modifier might not disappear until relog


Dear Survivors!

DayZ is now out on all the major platforms – PC, Xbox, and PS4.

You've probably seen team changes on social networks and are wondering: what's next? Of course, that's only natural, and today we would like to talk about the current issues, the expectations set by both the DayZ Mod and 0.62, and the future of the game.

Past, Present, and Future 
Parity with 0.62 and the DayZ Mod – full parity isn't possible because of the engine specifics. While features from 5 years ago are exciting, we want to remind you: most of the features didn't really work properly back then, and this is why it wasn't a final game.

You might question the necessity of a new engine, but for those who took a long break from the game, it's plain to see just how much of a difference it has made. DayZ runs a lot smoother on the new engine. Although it might be hard to notice the change when you play daily, taking a step back should help to highlight many of the improvements that have been made during development. And these improvements are strengthening the game every day. We see it through the steadily increasing player count (even on PC) since March 2019 (public data is here[steamcharts.com]). We see it in Twitch statistics – with more channels streaming the game and more people watching (link to Twitch stats[sullygnome.com]). It might be a far cry away from the numbers of 2013, but for an almost 6-year-old game, it's pretty good! Of course, we will continue to work on DayZ to make everyone's experience better.

Let's take a more detailed look at the game and its future:
  • Advanced health system – We improved it in 1.04 and will continue the balancing. However, at this time we will not commit to implementing complex medical/injury gameplay – while this is desired by many hardcore players, we are still struggling to fully explain the complexity of the existing system to the majority of players. Moving forward, we are working on a nice balance between authenticity and accessibility.
  • New content (guns, cars, etc.) – As you know, we have already added some of these. More will follow, but keep in mind that it will depend on how quickly we can achieve this year's goals.
  • Modding support – We will improve the user experience for both modders and players. For example, we will soon bring animation tool support.
  • Stable base building – A large part of this is the matter of balancing, and it's one of our key objectives for the year.
Our focus for DayZ for the rest of 2019 will be: bug fixing, stabilizing, balancing, and modding support.

We also plan to release an official DLC this year (keep your eyes open, and follow us on social media for updates). Additionally, we are currently experimenting with Survivor GameZ (a mod and popular tournament from the past), and will possibly bring this to DayZ as an additional game mode.

About people
It's normal – especially in this industry – to move on after working on a particular project for several years. And after major releases are done is the most likely time to do so. With DayZ, it's no different, and after releasing 1.0 on PC and console, some people are moving onto other projects internally, or leaving the company. It should go without saying that no matter what, these people will always be in the hearts of the DayZ team.

While these are by no means the only team changes, we wanted to at least address the public faces of the game who are leaving:
  • Peter, Lead Designer, who led the design direction of DayZ through many tough years.
  • Eugen, Project Lead, will always be loved for his honesty and open ears to both players and developers.
  • Martin, Brand Manager, is in our hearts for his effort to finally bring DayZ successfully to players on Xbox and PlayStation.
  • Baty, Community Manager, loved for all the personal care for our community and interactions with our player base.
Everyone who worked on DayZ not only has a great line in their portfolio, but the tremendous support of both us and the community behind them, and we wish them all the success in the world. Press F to pay respects.



Hello Survivors!

The fourth Platform Update of DayZ on PC is now live (both the client and server files). DayZ 1.04 brings you an expansion on the disease system and gives purpose to several medical items. On the combat side, we've added two new assault rifles from the trusty KA family and an arsenal of grenades as survivors discover their ability to throw items. However the infected have upgraded as well!

Get all the details and full patch notes below!

https://youtu.be/Ar9nvfdLELU

 
New Weapons
KA-74

The KA-74 is a selective-fire assault rifle, fed from a detachable magazine. It was introduced in the 1970s, as the replacement of the KA-M with compatible attachments. It uses 5.45x39mm rounds.



KA-101

The KA-101 is a selective-fire assault rifle, fed from a detachable magazine. This is an export version of the modernized KA-74M with compatible attachments. It uses 5.56x45mm rounds.



New & improved weapon attachments
  • Regular and tracer variants of the 5.45x39mm ammunition
  • P1-87-L Scope
Other
Infected
  • Infected can now spawn with headgear and other attachments


Actions
  • Players can now throw items (hold 'G' to activate throwing stance)


Inventory
  • Independent shoulders allow you to carry two melee weapons or firearms
 

Medical Additions
  • Fever
  • Effects and balancing for Epinephrine, Codeine Pills, Morphine, and Charcoal Tablets
  • Shoes gradually wear off while using
  • Check Pulse action now displays blood pressure and pulse type if irregular
Patchnotes
Notes
  • Server Admins: Please read the changes on the player spawn points in the "Server" section below to avoid complications!
  • 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.[support.bohemia.net], DayZ F.A.Q.[forums.dayz.com], or BattlEye F.A.Q.[www.battleye.com]
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker[feedback.dayz.com].
GAME

ADDED

  • Added: New Steam Experimental apps
  • Added: KA-74 with attachments
  • Added: KA-101 with attachments
  • Added: P1-87-L Scope
  • Added: 5.45x39mm ammunition
  • Added: 5.45x39mm tracer ammunition
  • Added: Overlay icons to differentiate ammunition variants
  • Added: Music in the Main Menu
  • Added: Independent shoulders (possibility to carry two ranged/melee weapons at the same time)
  • Added: Magazine auto-refill by holding 'R'
  • Added: Throwing (hold 'G' to activate throwing stance)
  • Added: Grenades (EGD-5 and 6-M7 frag grenades, 1-M8 and EGD-2 smoke grenades, 8-M4 Flashbang)
  • Added: Grenades can be attached to selected vests
  • Added: Handheld Transceiver can be attached to Courier Bag
  • Added: Mod presentation in the Main Menu (documentation[community.bistudio.com])
  • Added: In-game hints in the Pause Menu
  • Added: Vomit emote/gesture
  • Added: Mitigation of so-called server hopping on public hives (when a player changes server, a hopping spawn point is used instead of the last log off position)
  • Added: Support for multiple sets of player spawn points (only for public hives, currently fresh and hop sets available)
  • Added: Fever now causes water loss
  • Added: Epinephrine restores the patients' stamina to the max value
  • Added: Codeine Pills mitigates the patients' injured state for a limited time
  • Added: Morphine suppresses the patients' injured state for a limited time
  • Added: Charcoal Tablets can eliminate Salmonella bacteria
  • Added: Shoes gradually wear off while using
  • Added: Check Pulse action now displays the blood pressure and pulse type if irregular
  • Added: Infected can be spawned with headgear, vests, and backpacks
  • Added: Positional rain sounds for the Coal Plant
  • Added: Character sounds for male characters wearing a gag
  • Added: Flare effect around the Road Flare
  • Added: Stamina is depleted if a player is hit by a Flashbang
  • Added: Player can hear his voice when talking through a megaphone, PAS (when receiver is nearby) or transmitter (when more than one on the same frequency nearby)
FIXED
  • Fixed: Inventory was closed if another player performed the restrain action (T140237)
  • Fixed: AI could teleport, visually appear where it was not positioned or be positioned at roofs (T139728)
  • Fixed: AI herds were not releasing the territory after the last member of the herd died (could prevent AI herds from re-spawning on smaller terrains with a lower number of territories)
  • Fixed: Incorrect visual state of the speedometer
  • Fixed: Character will not fold the map while in prone and becomes stuck
  • Fixed: Liquid contents of the barrel do not persist upon server restart (T139791)
  • Fixed: Ruined weapons could twitch while trying to look through optics
  • Fixed: Character started to float in some sections of small rivers (T140952)
  • Fixed: Influenza did not cause the blur effect
  • Fixed: Texture filtering option in graphics settings was not working correctly
  • Fixed: Many fixes and improvements to the ChernarusPlus terrain
  • Fixed: DayZ local application data folder was not properly deleted via DayZUninstaller
  • Fixed: Punching walls was emitting unsuitable bullet impact particles
  • Fixed: Spotlight had a hole where the reflector part should be
  • Fixed: Switch ON/OFF actions sometimes not being available on Spotlight after a server restart
  • Fixed: Personal light created an undesired reflection if another source of light was nearby (it was mostly visible as a blue shine on cars)
  • Fixed: Opening/Closing of car doors was missing sounds
  • Fixed: Character stamina did not replenish correctly when reduced by the gear (T139932)
  • Fixed: Action to eat pumpkin slices was missing (T139428)
  • Fixed: Missing footsteps sound while strafing with a heavy item in hands (T139604)
  • Fixed: Incorrect item weight upon adding attachments on specific items (T139773)
  • Fixed: Gas Stations can be blown up again
  • Fixed: Corrected material on the rear lights of the Olga
  • Fixed: Corrected the left headlight position on the Gunter 2
  • Fixed: Incorrect rotation of the remaining headlight of a car when one was detached
  • Fixed: Infected attacked players inside a closed Gunter
  • Fixed: Combination locks couldn't be opened upon server restart
  • Fixed: Client error in the main menu
  • Fixed: In-game HUD could disappear while typing in the chat
TWEAKED
  • Tweaked: The headlights on cars now switch to left/right/center depending on the attached headlight bulbs' state
  • Tweaked: Cars now have functional rear lights
  • Tweaked: Reversing with a car now subtly illuminates the area behind it, allowing drivers to see there at night
  • Tweaked: The player stomach is now item/liquid-type based instead of nutritional-component-breakdown based
  • Tweaked: The connection timer is now up to 95 seconds in case of rapid server hopping. In connection to this change, the previous database locks have been removed.
  • Tweaked: Player spawn logic for avoiding water surfaces
  • Tweaked: Gunshot sounds are audible up to 3.5 km
  • Tweaked: Vehicles HUD
  • Tweaked: Improved plaster and concrete impact particle effects
  • Tweaked: Bullet impact effects are scaled by impact force much more visible now
  • Tweaked: The Portable Gas Lamp now burns 10x longer (~55 minutes with the smallest container, ~133 with the largest one)
  • Tweaked: Optimized muzzle flash particles for CR-61, FX-45, CR-75, IJ-70
  • Tweaked: Burning light sources now subtly flicker
  • Tweaked: Shadows from burning light sources subtly move
  • Tweaked: Smoke/Steam particles on weapons
  • Tweaked: character position is changed after a server change to mitigate server hopping
SERVER
  • Added: -serverMod= executable launch parameter to define server-only mods
  • Added: Default Central Economy for ChernarusPlus moved to a PBO file (worlds_chernarusplus_ce.pbo)
  • Added: Possibility to override any file from the Central Economy files in the mission folder
  • Added: New V3 signature verification
  • Changed: verifySignatures= server configuration parameter now properly verifies mod addons (equalModRequired is deprecated)
  • Changed: AI territories are defined in the default Central Economy files (xml) and can be overridden in the mission (world AI addon and config territory definition has been deprecated)
  • Changed: Updated values and format of player spawn points (mandatory change, see CfgPlayerSpawnPoints.xml in dayzOffline.chernarusplus) - If this change isn't reflected in the configuration, respawned and new players could spawn in the ocean!
MODDING
  • Added: object::enabledynamicccd for enabling continuous collision detection on dynamic objects
  • Added: New function GetHiddenSelectionsTextures()
  • Added: New function GetHiddenSelectionsMaterials()
  • Added: Private members are now moddable (documentation[community.bistudio.com])
  • Added: ScriptedLightsBase -> SetFlickerSpeed(...), SetFlickerAmplitude(...), SetDancingShadowsMovementSpeed(...), SetDancingShadowsAmplitude()& their Get...() functions. See FireplaceLight.c for an example.
  • Added: Ability to define default Central Economy files (mission xml files) for any terrain from the game config (ceFiles parameter in the world class)
  • Changed: Several constants moved to a class, allowing them to be modded (stamina, environment, damage/wetness states...)
  • Changed: MakeDirectory() script function enabled
  • Changed: Removed the script file writing limits
  • Changed: Lights on vehicles were refactored, only scripted lights are being used now.
  • Changed: The secondary spawner (dynamic event configuration) is now an element (was previously an item).
  • Fixed: Modded StringTables now work additively instead of overwriting the original table (! Do note that this will likely break current mods which are modifying stringtable) (T136999)
  • Fixed: Character orientation when linked onto another entity
  • Fixed: Camera collision when a player is attached on another entity
  • Fixed: Ladder command when a player is attached on another entity
  • Fixed: Animated static physics after transformation change
  • Tweaked: Renamed method GetTesting() to GetCEApi()

Hello Survivors! 

We have just released the third Platform Update of DayZ on Steam (both the game update and server files update). The 1.03 update features new ways to use your firearms, along with several quality of life improvements and some nice tacticool touches like the ability to attach the NVGs and the Universal Flashlight to your Tactical Helmet, or two brand new belt models!

Get all the details and full patch notes below!
https://www.youtube.com/watch?v=YHQtj6vXe6Q

Gunter 2
The Gunter 2 is a small first generation family hatchback with front wheel drive.


VSS
Selective-fire, integrally suppressed marksmen rifle, fed from a detachable magazine. Compatible with KA scopes, using 9x39mm rounds.


 
New & improved weapon attachments
  • Regular and armour-piercing 9x39mm ammunition for the VSS
  • Tracer variants for 5.56x45, 7.62x39, 7.62x54R and .308WIN
  • Baraka sights
  • Backup Iron Sights (BUIS)
  • PSO-1-1 Scope, designed for the VSS rifle
  • Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66
 
Combat features
  • Melee attack with firearms, knocking enemies back


 
  • Ability to break open locked doors with force
 
Clothing
  • The universal light and the new night vision goggles can be attached to the Tactical Helmet

  • Chemlights and the Handheld Transceiver can now be attached to most backpack stripes
  • New belt, able to carry a knife sheath, gun holster, and canteen.
 
Inventory
  • Ability to rotate items in inventory
  • Quick bar working in the inventory
 
Patchnotes
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.[support.bohemia.net]DayZ F.A.Q.[forums.dayz.com], or BattlEye F.A.Q.[www.battleye.com]
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker[feedback.dayz.com].
 
 
Game
ADDED:
  • Added: Chinese localisation
  • Added: Switch on/off for walk modifier ('CTRL' by default)
  • Added: Separated hold breath and walk inputs (both 'CTRL' by default)
  • Added: Erect, crouch and prone inputs (no binds by default)
  • Added: Turn on/off headlight/night vision goggles ('L' press/hold by default)
  • Added: Possibility to change the orientation of items in the inventory (press 'SPACE' while dragging item)     
  • Added: New vehicle Gunter 2 with its attachments 
  • Added: VSS rifle with its attachments
  • Added: 9x39 ammunition
  • Added: 9x39 armor-piercing ammunition
  • Added: Tracer ammunition (5.56x45, 7.62x39, 7.62x54R, .308WIN)
  • Added: Night Vision Goggles (NVG)
  • Added: NVG head strap
  • Added: NVG can be attached to Tactical Helmet (hold 'L' to switch on/off)
  • Added: Universal Flashlight can be attached to Tactical Helmet (press 'L' to switch on/off)
  • Added: Baraka sights
  • Added: Backup Iron Sights (BUIS)
  • Added: PSO-1-1 Scope, designed for the VSS rifle
  • Added: Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66
  • Added: Firearms Melee Attacks with pistols, buttstocks, and bayonets
  • Added: Hand Saw
  • Added: 4-dial Combination Lock
  • Added: Strawberry Jam
  • Added: Handheld Transceiver and Glow Stick attachments on backpacks
  • Added: Separated erect, crouch and prone inputs
  • Added: Quickbar working in the inventory
  • Added: "You are here" marker on each tourist trail map stand
  • Added: Instead of press, some actions are now triggered by holding 'F' button for a continuous action
  • Added: New optional server.cfg parameter - disablePersonalLight = true/false; which toggles personal light on all connected clients
  • Added: Quantity bar for energy based items and fireplace
  • Added: New 'swayModifier' config param for weapons and their attachment
  • Added: Milliseconds to client/server rpt files
  • Added: check to prevent invalid requests from clients (inventory optimization)
  • Added: Possibility to execute different types of melee hits (expanded melee command to execute stationary melee animations)
  • Added: Character statistics into the main menu
  • Added: Baseball/nailed bat
  • Added: Drop and pickup sound for scopes
  • Added: Sounds for death animations
  • Added: Sounds for suicide animations
  • Added: Lock/unlock sound for doors
  • Added: Sounds for prone animation with a rifle in hands
  • Added: One male and one female character sound set
  • Added: Different character sounds when wearing certain headgear (e.g Combat Gas Mask, Motorbike Helmet)
  • Added: Belts (Military and Civilian version) with attachments.
  • Added: Wooden Crate (crafted).

  • Added: Hair hiding mechanism to avoid hair clipping.
 

FIXED:
  • Fixed: Server crash when planting seed into a watered garden plot (T138343)
  • Fixed: Server error when crafting torch (T136903)
  • Fixed: Building position updated after the first open/close door action (T137749)
  • Fixed: Issue with flickering lights when there were more than 6 lights in render view (now sorted based on the distance) (T136038)
  • Fixed: Transition between close and distant light is now instant (without dark gap in-between)
  • Fixed: Jammed weapons make shooting sounds for other players
  • Fixed: A crash when looking at the outside terrain from the close-up at certain terrain configurations
  • Fixed: Sea outside of the terrain borders was not rendered when enableTerrainSynth was set to false
  • Fixed: Black dots on a single wooden plank model
  • Fixed: Incorrect visuals for Patrol Pants in 1st resolution LOD
  • Fixed: ClockHour and clockMinute animation sources now synchronize with the accelerated time
  • Fixed: Breath vapour should now properly handle temperatures lower than its lower range threshold
  • Fixed: Torch displaying "pieces" as quantity
  • Fixed: A dropped Road flare now points forward, not always north
  • Fixed: A dropped Flash light now points forward, not sideways
  • Fixed: Universal Light and Pistol Light now face forward when dropped, not sideways
  • Fixed: Corrected texts and animations for digging hidden stash
  • Fixed: Watering a garden slot had no progress bar
  • Fixed: Possible desync issues when using base building actions
  • Fixed: Torch did not update its quantity while not burning when rags were added to it
  • Fixed: Infected can attack player through tent walls
  • Fixed: Weapon fire mode is not saved upon relogging (T137708)
  • Fixed: Infected can hit player character through walls (T138230)
  • Fixed: Equipment window gets cut off on specific resolutions (T128448)
  • Fixed: Loot in infected corpses spawns after a while (T133245)
  • Fixed: Drinking gasoline does not harm your character (T117406)
  • Fixed: Character doesn't go to the crouch position when lying on the back and moving (T138970)
  • Fixed: Lens flares are visible when unconscious
  • Fixed: Server crashed when a session was terminated
  • Fixed: Car/Truck battery was invisible when attached to Battery Charger
  • Fixed: Boxed Headlight Bulb could not be opened
  • Fixed: Player could not drink from pumps with item in hands
  • Fixed: NBC Gloves typo
  • Fixed: Input configuration compatibility problems that would result in the character being stuck in crouch, issues with leaning and holding breath
  • Fixed: Issue in vehicle physics regarding in them appearing twitchy to nearby clients
  • Fixed: Server error while drinking from a well.
  • Fixed: Drinking from wells/pumps with an item in hands.
  • Fixed: Quickbar not being visible despite it being on in HUD settings.
  • Fixed: Items could be rotated even when they were not being dragged.
  • Fixed: Buried containers were unable to dig up.
  • Fixed: Inventory could not be scrolled all the way down.
  • Fixed: Weapon swap animations were not played when switched via Quickbar.
  • Fixed: Weapon dropped by restrained player was unusable.
  • Fixed: Player was not able to type into the chat bar.
  • Fixed: Melee with a one-handed item pushed character forward - allowing to look through walls.
 

TWEAKED:
  • Changed: Limit of dynamic lights in render view has been increased to 16
  • Changed: Many fixes and tweaks to the Chernarusplus terrain
  • Tweaked: Ladders on deer stands should be easier to get on
  • Removed: airtemperaturecheck() function removed and its functionality moved to a new modifier breathvapourmdfr.c
  • Changed: Config parameter recoilModifier[2] now used to modify cam offset
  • Tweaked: Minor improvements for the fireplaces
  • Tweaked: Minor improvements for the radial menu
  • Tweaked: Improved Road flare particles
  • Tweaked: Torch no longer illuminates the world during daytime any more
  • Tweaked: Muzzle flash illumination range at night increased from 5m to 15m
  • Tweaked: Improved variability of the muzzle flash particle for the VSD and LAR rifles
  • Tweaked: Improved visibility of the blood splatter particle
  • Tweaked: Smoke particles on weapons
  • Tweaked: Decreased lethal radius of the landmines
  • Changed: Melee refactor
    • targeting related changes, locking of aim when the attack is committed (turning while attacking is not possible now)
    • damaging of vehicles/doors
  • Changed: Extended checking of client-server inventory requests (inventory optimization)
  • Changed: Read and check of file signatures moved to different thread so it won't block the main thread
  • Changed: Checking client signatures on the server is done in multiple frames
  • Changed: Possibility to render proxy objects on creatures
  • Changed: Unified unlocking behaviour for house doors (using Lock pick or brute force)
  • Tweaked: Death darkening not playing when already unconscious
  • Tweaked: Inventory improvements to correctly display more items in the vicinity
  • Tweaked: Inventory icons for bladed weapons, food and drinks
  • Tweaked: Projectiles damage
  • Tweaked: Bleeding sound
  • Tweaked: Distance attenuation for weapons reloads
  • Tweaked: Land Mine activation/explosion sounds
  • Changed: Jumping is disabled when a player is significantly injured
  • Changed: Separated hold breath and walk inputs
  • Tweaked: Disabled locking of aim while the melee attack is committed.
  • Tweaked: Character statistics in the main menu
  • Tweaked: Melee damage
  • Tweaked: Melee armour
 

MODDING
  • Fixed: Cast warning spam caused by a modded playerbase class
  • Changed: Greatly optimized RecipeChache, now built automatically on startup (mods no longer require to rebuild it when adding custom recipes)
  • Changed: Loading unpacked mods using -mod= parameter (both game and workbench) no longer requires deprecated mod.cpp, now reads from CfgMods class in config.cpp
  • Added: '-gproj custom.gproj' parameter to workbench for custom selection of gproj files.
  • Changed: Constants are now moddable through modded class[community.bistudio.com]
  • Fixed: FPrint crash when writing extremely large strings to file
  • Changed: Increased max file size limit for script created files to 50MB
  • Added: Despawn times for dead bodies of players, infected and animals can now be assigned separately (CleanupLifetimeDeadPlayer / CleanupLifetimeDeadInfected / CleanupLifetimeDeadAnimal for globals.xml)
  • Added: Energy Manager - new config parameter convertEnergyToQuantity = true;
  • Added: New script events OnQuantityChanged() & OnAttachmentQuantityChanged(ItemBase item)
  • Added: Human::LinkToLocalSpaceOf & Human::UnlinkFromLocalSpace for character link to different entities
  • Changed: Rework of user action inputs, bringing support to add inputs for user actions and modify input behavior.
  • Changed: Rework of user actions initialization. Set actions have been moved from config to script. The use of multiple mods is now supported by the action system. Reduced number of steps for creating new user actions.
  • Tweaked: User actions selection process and conditions check optimizations
 


Hello Survivors! 

The second Platform Update of DayZ is out on Steam (both the game update and server files update). Along with many quality of live improvements, fixes and tweaks, it reintroduces two .308 caliber weapons and what's arguably the most luxurious transport option the post-apocalyptic Chernarus offers: the mighty Olga 24 sedan.

While the 1.02 update does not have a strict theme, a lot of work has been done to streamline the inventory design and functionality (yes, you can move with your inventory open again!). The game design team also put emphasis on promoting stealth gameplay when dealing with the infected, and also went through a couple of iterations on the night time experience. Get all the details and full patchnotes below!
https://www.youtube.com/watch?v=5bJ_sBgLTxo

New vehicle
Olga 24
Once a high end, "Executive" level car, the Olga 24 is a four-door Sedan easily able to reach top speeds on the Chernarussian roads.


New Firearms
LAR
The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 caliber bullets.



M70 Tundra
The M70 Tundra is a bolt-action hunting rifle using .308 caliber ammunition.


New & improved weapon attachments
  • Usable backup iron sight of the ATOG
  • Compensator for the Mosin 91/30
  • Mini Sight (small red dot)
  • RVN sight
  • Individual zeroing of iron sight and telescopic sight for compatible items

Clothing
  • Holster and pouch for the plate carrier vest
  • Assault vest and its butt-pack


Inventory
  • Ability to move slowly while displaying the inventory
  • Better visualisation of the inventory content
  • Proper scaling of items in the hands slot
  • Ability to have containers as an attachment (e.g. pouch on a plate carrier)
  • Various icons and visuals
  • Ability to reorder the inventory containers
 
Other
  • Possibility to kill an infected in melee hit (e.g. with an axe), from the back
  • Changes to night lighting
  • New Noise indicator to encourage stealthy gameplay
 
Patchnotes
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.[support.bohemia.net]DayZ F.A.Q.[forums.dayz.com], or BattlEye F.A.Q.[www.battleye.com]
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker[feedback.dayz.com].
ADDED
  • Added: OLGA 24 with attachments
  • Added: LAR with attachments
  • Added: M70 Tundra
  • Added: .308 WIN ammunition
  • Added: Assault vest
  • Added: Utility buttpack
  • Added: Plate carrier holster and pouches
  • Added: Mini red dot and RVN sights
  • Added: Mini red dot sights now compatible with CR-75 and BK-133 as well
  • Added: Functional back iron sights on ATOG optics
  • Added: Toggle iron sights/scope aim by pressing RMB
  • Added: Precise weapon lifting by weapon length
  • Added: HUD noise indicator
  • Added: Improved inventory icons rendering
  • Added: Inventory icons dynamic scaling
  • Added: Ability to one hit kill infected from behind with selected items
  • Added: Particle effects visible on the inventory player character
  • Added: Inventory character has items in hands
  • Added: Ability to walk (but not jog or sprint) while inventory is open
  • Added: Quick add to quickbar by hovering and pressing a number key
  • Added: Highlighting to hovered items in inventory
  • Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source)
  • Added: Mosin 91/30 compensator
  • Added: Independent firearm zeroing for iron sights and scopes
  • Added: Option to change the order of inventory cargo containers
  • Added: Hand cramp for brain disease
  • Added: Injury animation is visible in inventory view
  • Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout)
  • Added: Footsteps sounds for movement inside tents
  • Added: Footsteps scuff sounds for grass surface
  • Added: Sounds for lock/unlock doors action
  • Added: Sounds for combination locks
  • Added: Sound animation events for heavy hit animations
  • Added: New set of sounds for male infected
  • Added: Sounds for hot and freezing character animation
  • Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest)
  • Added: Sounds for pick up and drop action for various items
  • Added: Position dispersion when infected cannot see the target, but can hear it
  • Added: Expanded admin log[community.bistudio.com] (detailed hit messages, placement & base building action logging, player list printout)
  • Added: Muzzle flash effect for Mosin compensator
FIXED
  • Fixed: Client crashes when attempting to connect to the server through launch parameter on Windows 7
  • Fixed: Server crash caused by in-game actions
  • Fixed: Server/client errors upon loading weapon
  • Fixed: Client error when equipping bandana
  • Fixed: Server error when manipulating vehicles parts
  • Fixed: Client error when manipulating barrel
  • Fixed: Client error when manipulating radios
  • Fixed: Client error when manipulating dead infected
  • Fixed: Client error when removing wooden logs from fence or watchtower
  • Fixed: Client error when disconnecting near a radio control panel
  • Fixed: Client error when removing rag from the mouth
  • Fixed: Client error when attaching combination locks
  • Fixed: Client error when committing suicide with weapon
  • Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, )
  • Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts)
  • Fixed: Blending of textures on Skybox (previously causing sudden flashes)
  • Fixed: Weak dynamic lights during dusk and dawn
  • Fixed: An issue where the majority of the character clothing was rendered in lower resolution than the game was running at
  • Fixed: Items can be picked up through walls (T137847)
  • Fixed: Texture artefacts on the crosshair
  • Fixed: Player can skip vomiting by staying crouched
  • Fixed: Player can skip vomiting by jumping
  • Fixed: Salute gesture keeps items in hand
  • Fixed: BK-133 does not change textures according to damage states
  • Fixed: Speed of inventory scrolling
  • Fixed: FPS drop when dismantling/destroying base building parts
  • Fixed: Barbed wire attached to fence will now move properly when opening gate
  • Fixed: Player does not get proper damage while standing in flames
  • Fixed: Driving over a character with a vehicle does not inflict damage
  • Fixed: Player receives damage from a vehicle while standing close to it
  • Fixed: Some gestures with weapons make arms twitch
  • Fixed: Infected do not inflict any damage to animals
  • Fixed: Player becomes deformed for others while sitting in a car
  • Fixed: Windows cannot be destroyed for some of the vehicles
  • Fixed: Splitting/combining rags will overlay another item in the inventory
  • Fixed: Items can get stacked incorrectly in one slot on top of each other (T136643)
  • Fixed: Items can be put in hands via inventory while sitting in a vehicle
  • Fixed: Projectile impacts do not alert infected
  • Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679)
  • Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205)
  • Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639)
  • Fixed: Switching seat while driving will result in a silent vehicle (T137285)
  • Fixed: Item size changes visually for wielded item when logging off (T136822)
  • Fixed: Selecting survivor in the main menu and pressing play opens old server browser (T136726)
  • Fixed: Environmental damage is not logged correctly in server logs (T137257)
  • Fixed: Attacking infected clip through the player (T137370)
  • Fixed: Missing arrow mark on items with container or attachments (T137103)
  • Fixed: Offline missions cannot be launched on Windows 7 (T137264)
  • Fixed: Hunting scope allows looking through walls (T137033)
  • Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200)
  • Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent
  • Fixed: Barrel inventory is misplaced when several barrels are in one place
  • Fixed: Tent and barrel placement is restricted only to flat surfaces
  • Fixed: Weapons cannot be reloaded while lying on the back
  • Fixed: Restrained characters can play freezing animation
  • Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102)
  • Fixed: AIs might get stuck mid-air after being killed by vehicle
  • Fixed: Enduro helmet attachments are out of place in inventory
  • Fixed: Fitting of localized item names in tool-tips and headers
  • Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart
  • Fixed: Server crash upon respawn
  • Fixed: FX-45 was not functional
  • Fixed: Getting shot underwater put the character into falling animation
  • Fixed: Inventory, vicinity, and hands slots were overlapping with each other
  • Fixed: The first gunshot caused FPS drop
  • Fixed: Server VMEs related to the in-game map
  • Fixed: Character noise indicator not being present
  • Fixed: Attachment icon dragged from hands slot to an invalid slot disappears
  • Fixed: Character noise indicator not showing appropriate values
  • Fixed: Collisions of base building objects remaining after their parts have been detached
  • Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders
  • Fixed: When opening doors for the first time, the whole building model can move slightly
  • Fixed: Client error connected to player presence indicator
  • Fixed: It is no longer possible to attach the Hunting Scope to the BK-18
  • Fixed: A client-side crash connected to the base building feature
  • Fixed: Fence gate cannot be opened after server restart
  • Fixed: Fence can be walked through after server restart
  • Fixed: Backwards compatibility for mods using particle API from version 1.01 and older (GoreZ and such).
  • Fixed: Client error tied to base building
  • Fixed: Ruined tires now affect vehicle behaviour
  • Fixed: Fire geometry for offshore worker infected type
  • Fixed: Invisible dynamic events and custom objects
  • Fixed: Adjusted MRDS post-process on FX to make it more usable
  • Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass)
  • Fixed: Stacks of .308 Ammo spawning with 0 quantity
  • Fixed: The player now dies properly from hypothermia, preventing client errors and other issues
  • Fixed: Only one player in a VoN conversation can hear the others
  • Fixed: Vehicle radiator cannot be refilled until the car has been started
  • Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not
  • Fixed: Client error connected to using a water bottle on a fireplace
  • Fixed: Leaving ADS on weapon actions
TWEAKED
  • Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. As part of this, SimulWeather and its related options were removed.
  • Changed: Improved the impact of dynamic lights on surfaces (including the roads)
  • Tweaked: Improved quickbar visuals and responsiveness
  • Tweaked: Minor tweaks to the global light config
  • Changed: Major cleanup of CfgWorlds config parameters (and related classes such as CfgSurfaces and Clutter)
  • Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights
  • Tweaked: Inventory blur intensity is now at half of the previous value
  • Tweaked: Inventory icons for firearms and their attachments
  • Tweaked: Item sizes for handguards and buttstocks
  • Tweaked: Inventory size of suppressors
  • Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged'
  • Tweaked: Damage system for ADA 4x4
  • Tweaked: Central economy (minor adjustments)
  • Changed: Item view bounding box enlargement when attachments are added
  • Changed: Improved behavior of all light sources (fade in / fade out effects and more)
  • Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark
  • Tweaked: Slightly darkened breath vapor particle to avoid glowing at night
  • Changed: Improved behavior of smoking chambers on all guns (smoke escapes only while the chamber is open)
  • Tweaked: Decreased intensity of all light sources during daytime
  • Changed: Reflector surface of all light sources now shines properly
  • Tweaked: Chemlight illumination radius increased
  • Changed: Torch is now always transformed to stick when its rags are removed from it
  • Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical)
  • Changed: Significantly improved quality of vehicle smoke particles during high speed
  • Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation)
  • Optimized: Physics rayRcast & Shapecast callbacks
  • Optimized: Possibility to enable multithreaded replication from server config using "multithreadedReplication" parameter
  • Optimized: Size of entity create network messages
  • Tweaked: In-game map behaviour
  • Changed: All particles are now preloaded during the game's initial loading
  • Changed: 'FullAuto' fire mode set as default mode on all relevant weapons
  • Tweaked: Sneak attack on the Infected now also works when hitting the torso
  • Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night
  • Tweaked: Blood and health regeneration slowed by roughly 1/3rd
  • Tweaked: Water and energy metabolism slowed down by approximately 1/5th
  • Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high
  • Tweaked: Chemlight illumination range lowered to 7.5 m
  • Changed: Updated tourist trail map model and textures
  • Changed: Lowered the Infected alertness caused by projectile impacts nearby
  • Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first)
  • Changed: Blood regeneration speed lowered
  • Changed: Amount of blood loss from hamolytic reaction raised
  • Changed: Lowered the illumination range of chemlight and the light around character at night
  • Tweaked: Lowered chance of jamming for pistols
MODDING
  • Added: Script function for disabling flares on light entities
  • Added: Script function for setting the relative position of flare on light entities
  • Added: Particles that are attached on an object can now rotate independently from that object (this fixed unintended directional flame on burning torches, see Particle.PlayOnObject(...) function documentation)
  • Added: Script function PlayerPreviewWidget::GetDummyPlayer
  • Added: New method on particles: ScaleParticleParamFromOriginal(...)
  • Changed: Particle API was refactored. Function Play(...) was replaced by functions PlayInWorld(...) and PlayOnObject(...). Please update your scripts accordingly to prevent compilation errors.
  • Changed: Huge refactor of how scripted lights behave. Please start using this API instead of config Pilot Lights. (Check file ScriptedLightBase.c and see examples in Scripts\4_World\Entities\ScriptedLightBase)
  • Tweaked: Corrected name of config parameter 'slopeLimit' to 'slopeTolerance'
  • Removed: Obsolete/deprecated configuration parameters were removed.
  • Tweaked: Personal light access parameter (PlayerBaseClient.m_PersonalLight) changed from 'private' to 'protected' to allow modding
KNOWN ISSUES
  • Individual melee hit registration issues against infected
  • Going unconscious with an open map can cause freezes
Hello Survivors,

There's been a lot of great stuff happening in the community and today's Community Spotlight is once again completely packed, so make yourselves a cup of tea, sit back and enjoy!

To kick things off, I have some interesting facts for you from our animation team. 

The animators have already made or started progress on 5660 animations for DayZ, and 4169 of those animations are currently being used in the game. And another interesting fact - the longest animation we have is shaving which clocks in at 400 frames, meaning it's just a little over 13 seconds long. Thank you Adam Oresten for this interesting info!


 
The Xbox community has a lot of questions and we decided to answer them in a live stream. We took the frequently asked questions and issues you've sent to us in theXbox Feedback Round - January 2019[forums.dayz.com] on our Forums and we were talking about them on the live stream. Check it out: 
https://www.youtube.com/watch?v=pBuRO9FP9SI
 
I can't forget to mention it was Valentine's Day. All of us get from our nice colleague Ket (who's taking care of all the crashes you send, and takes her lovely huskies[www.instagram.com] to the office every day) a DayZ heart cookie.


But we get nice stories and wishes from you too.

Look at this cute picture. It's Valentine's gift from Kyla to her other half - a picture of them playing DayZ together for the first time. It's so romantic and it is cool to know you can find the love of your life in DayZ.


And thank you all for nice wishes and pictures. It warmed our hearts. <3

 

Yeah, we've had an annoying issue with persistence, and hopefully it is all gone right now (thank you devs so much!), many of you tried to help us to identify and resolve persistence problems, and among the most active reporters were the members of the community from the Village server who built a wall across the Chernarus to find out what breaks the persistence. In the end, it was a different issue, but we want to thank you for your passion for DayZ, we love you. Here's how was "The Great Wall of Persistence" built.
https://www.youtube.com/watch?v=MHXceeTJwoE

But the persistence issue didn't scare some people, and they continued with their bases without the fear of losing progress. Check out this massive base made by ElementFireClan:


Or this one made by judderman2005:

 

A Reddit user jude_ned made an interesting post for all of you guys in the DayZ community. He made a couple of Reddit threads on history, types and exciting facts about the weapons that you can find in-game. He already covered Mosin Nagant and SKS. It's a quality read, check it out:




Let's also check out some nice pictures from you.

This one looks like some surrealistic painting but it is, in fact, a Chernarus map! Don't ask me how it was made, I have no idea, but you can ask drumfish who posted it on the Reddit. It's just beautiful.

 
Imdenkos shared a screenshot of his squad and they look scary, I don't think they are friendly, but they are dope!


Snakevsplane bought a map of Chernarus and put it into a frame, so he is not going to lose it anymore. If you are interested in this map[store.bistudio.com] too, you can find it in our shop together with patches[store.bistudio.com], hoodies[store.bistudio.com] and t-shirts[store.bistudio.com].

 
And the last picture is a photo by Ciiza, who lives in the Real Chernarus and wants to show you how it looks in Dubky right now. Can you recognize it?



Modding is one of the most important things for the community right now, let me show some of fine things that I found.

Guys from the Czech community (the same group also working on the BARRANDIEN map) created a really handy thing. It's an interactive map[map.dayz-sa.cz] where you can see logs of all the events that you need to have to make server admin's life easier. You can see real-time kills, deaths, logins, logouts and more on the map. It's still WIP and not for the public now, but it's sick!


There's also a new map called Chiemsee. It's 10x10km big, and fully playable even though towns get improved all the time.. You can find it on the "Chiemsee Official" server.
https://www.youtube.com/watch?v=65k_4S4osos

And here a gameplay video from the Chiemsee map by 3RNO with his friend Gibs[www.twitch.tv] (that Jonny Rotten's face ).
https://www.youtube.com/watch?v=omUKa9zKdic

And another one by Belzelga:
https://www.youtube.com/watch?v=I_auapF99DA
 

Next up is DeanoZ who's creating some really entertaining content on his channel. He shows his modded content like karts or new cars but the most interesting are tutorial videos. If you are into modding but don't know how to start, his tutorial can help you.
https://www.youtube.com/watch?v=QqiVxEsP14w


Do you have a nice base, but are you tired of looking for food every day? A private garden is the solution to your problem. You can grow tomatoes, peppers, pumpkins or zucchinis and eat them raw, dry or prepare them on the stick. But do you know how to grow your vegetables? AmishZed has a guide for you.
https://www.youtube.com/watch?v=niK06dSAb2Q

Another guide is intended for beginners, who have troubles finding out where they spawned and where to run after spawn. Grunt made a helpful video for you.
https://www.youtube.com/watch?v=NVCqqwkmh5c

And one more guide! Building a working car is not easy. You need to find a lot of car parts and make them work together. Element FIRE Clan made a tutorial on how to build a 100% working Ada, so if you are not sure, check out this video.
https://www.youtube.com/watch?v=pjDD7-b0TLc

I couldn't imagine how cool this video is until I've played it. It is an ASMR DayZ video, just sounds of the sea, burning fireplace and ambient nature, really good for sleeping. I love this idea.
https://www.youtube.com/watch?v=AlwPeckRPak

This is a funny moment when Lirik[www.twitch.tv] met a crazy KKona Guy. I laughed a lot.
https://youtu.be/vXHG7ww158k

This is a story of two FBI officers investigating a cannibal in Electro, and it has everything, action, friendship and tears at the end. Check it out; it's really entertaining.
https://www.youtube.com/watch?v=aSPZxfqYpZw

That feeling when you complete a car and then someone kills your driver and you are a hostage of two full geared guys, trapped on the back seat: Priceless. Nice video CitrusPunch! And thumb up for 1PP and VOIP!
https://www.youtube.com/watch?v=4cjzBIVbz1c
 

Another great story made by Gekofish. His videos are so relaxing and funny. And he started to be really popular in the community, so join his subscribe crew
https://www.youtube.com/watch?v=Q2823dtKOr8
 

While we are working on our Survivor GameZ, some community make their own battle royal games. On the Round Table Gaming server will be the event on Saturday at 22:00 GMT/5:30 EST and if you want to participate, you need to sign up on their Discord[t.co]. You can find more info HERE. And here is a video from their last event:
https://www.youtube.com/watch?v=P71-KiQIbXc  
 

And we can't forget about the location riddle. The last location was in the northeast of Shakovka village. And the winners are:
Here is a new location for the next Community Spotlight:


If you know where is this place, tweet it to our official DayZ Twitter account[twitter.com] and don't forget to add #DayZRiddleTime.

Thank you very much for all your content, I had really enjoyable time going through everything you shared. See you next time!

Baty Alquawen/Community Manager