NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

ADDED

  • Static and dynamically spawning contaminated areas
  • Contamination disease
  • Exhaustible gas mask filter
  • LE-MAS assault rifle and magazine
  • NV-PVS4 Scope
  • New visual effects when wearing specific headgear
  • A yellow variant of the NBC suit
  • PO-X Antidote
  • NBC infected
  • Field hospital at the North-East Airfield (Chernarus)
  • Field hospital at the Lukow Airfield (Livonia)
  • Craftable Tripwire
  • Craftable Fishnet trap
  • Craftable Small fish trap
  • Craftable Snare trap
  • New animal carcasses (can be picked up):
    • Hare
    • Chicken/rooster
    • Sardines
    • Bitterlings
  • Hare leg and pelt
  • New animation for the stealth kill when using one-handed piercing weapons

FIXED

  • Mackerel was incorrectly placed in hands
  • The ground in specific structures would hide mines and bear traps
  • Noise from rolling on the ground would not alert infected
  • A previously extinguished fireplace would start to glow again when fuel was added
  • Garden plots could appear floating in specific cases (https://feedback.bistudio.com/T158225)
  • The brooms resembled the wrong material when hit
  • Brooms could be used to open cans (https://feedback.bistudio.com/T159316)
  • Texture of damaged tactical goggles wasn’t displayed (https://feedback.bistudio.com/T152919)
  • The placing hologram was not displayed properly inside the guardhouse
  • It was possible to damage a prone player by hitting a nearby wall (https://feedback.bistudio.com/T157077)
  • The character would turn towards a target it was not targeting during melee combat
  • Player turning towards the first target it hit instead of the new target during melee combat (https://feedback.bistudio.com/T157077)
  • Player turning towards the middle point of the target instead of the hit position during melee combat (https://feedback.bistudio.com/T157077)
  • Player choosing to step forward when they are close enough to the target during melee combat (excludes certain animations such as bare fists)
  • Bear and cow were not receiving damage when the player melees them in the face with bare fist or one-handed weapon
  • Field transceiver simulated the wrong weight when thrown
  • In several situations, sounds outside of the audible range would start from the beginning, regardless of how long the sound had been playing
  • Removed push-back effect from explosions for the player
  • Wind effect was enabled in the inventory item previews
  • The foliage could provide cover from explosions (https://feedback.bistudio.com/T156607)
  • Several Spanish letters were not properly capitalized
  • AI could spawn in inaccessible locations
  • Added missing collisions on the small ATC railing
  • Added missing bed in the large medical tent
  • One type of weapon reload was not functional while lying on the back
  • Emptying animation was canceled when executed over water
  • Removing materials from the Truck or base building objects via the widget could result in desync (https://feedback.bistudio.com/T158360)
  • When a server was picked in the server browser while the list was still loading, the server could move out of the player’s sight
  • Players did not cough when aiming with a weapon or lying on their backs (https://feedback.bistudio.com/T159759https://feedback.bistudio.com/T159798)
  • Grenade explosions would not reach all items throughout containers and attachments
  • Rags and Bandages kept their disinfected status after being used to craft a Fireplace or Torch
  • It was problematic to damage the M3S truck engine or find the widget to repair it
  • Wooden crates could be accessed through walls (https://feedback.bistudio.com/T159272https://feedback.bistudio.com/T158999)
  • Mushrooms did not decay properly
  • AB- blood type wasn’t properly displayed (https://feedback.bistudio.com/T159522https://feedback.bistudio.com/T150963)
  • Exploit that allowed extended range of melee attacks
  • Restraining a player could interrupt the actions of other users in the surrounding area (https://feedback.bistudio.com/T159927)
  • When drinking from a pot in a prone position, the wrong animation would be played
  • When splitting an M3S double wheel, the two wheels would spawn inside each other
  • An empty gasoline canister would have the wrong weight after relog (https://feedback.bistudio.com/T160107)
  • Names of 45rnd KA-74 Mag and 60rd Standardized Mag were displayed with lower-case letters when on the ground (https://feedback.bistudio.com/T160163)
  • Fixed some flawed building occluders
  • Fixed some bad object LODs
  • Hold breath “out of breath” sound effects were not working for some character models
  • Flash grenade was not blinding in the vicinity enough
  • Faster recovery from unconsciousness that was not induced by a projectile hit (https://feedback.bistudio.com/T159657)
  • Doors that were locked on the server are showing as open on the client, making them impossible to open
  • ATOG 6x Scope was having a rendering issue when observed from close distance

CHANGED

  • Wearing a gas mask slows down stamina regeneration
  • Gas masks now prevent the wearer from eating, drinking, and taking pills
  • Gas masks can now be repaired with epoxy putty and the tire repair kit
  • The NBC respirator and the Gas Mask require Gas Mask filters to function
  • The Combat Gas Mask has a limited, integrated, non-exchangeable filter
  • Improved visual quality of the Combat Gas Mask
  • Improved visual quality of the bear
  • Increased the armor of the bear
  • Removed spawn points that were too close to the static contaminated areas
  • Improved targeting of melee combat to be more forgiving
  • Tweaked the look of the Russian helicopter crash-site
  • Helicopter crash-sites now emit sounds upon spawn in the surrounding area
  • Tweaked the smoke quality of crash sites to make them more visible
  • Adjusted collision geometry of the Machete
  • Horticulture plants are now moving in the wind
  • Cholera now causes fever
  • Food poisoning now causes fatigue
  • Salmonella now causes light pain
  • Night-time acceleration period adjusted to only influence actual night-time
  • Reduced the size of the NBC clothing when stored in the inventory
  • NBC clothing can now also be repaired with the tire repair kit
  • It is no longer possible to build a stone oven if it would be clipping with a large item
  • Two-handed and non-piercing weapons are no longer suitable for stealth attacks
  • Names of servers will only show once the server browser is done loading and it is possible to connect
  • The flash grenade uses a stronger light that lasts longer than that of regular fragmentation grenades
  • The overheating effect of firearms appears later
  • Boiled food will no longer burn from boiling
  • Baked and dried food can be boiled without burning
  • Damage of melee weapons is significantly lowered when they enter the ruined state
  • The mackerel now yields two fillets
  • Adjusted the mackerel filet model
  • Water in fountains and metal troughs is now visual only
  • Updated the credits

CENTRAL ECONOMY

  • Added: New ContaminatedArea usage flag
  • Fixed: Typo in spawning presets SodaCan_Franta -> SodaCan_Fronta
  • Fixed: Rify ship wreck loot spawn points
  • Fixed: The infected zone definition inside cfgEventSpawns.xml is now properly read (previously it was ignored and used default values)
  • Fixed: randomloot_deloot_perevent now properly overrides the amount of DE Loot per container per event
  • Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas
  • Changed: High tier weapons are not limiting spawning anymore, when stored in storage
  • Changed: DELoot is now correctly randomized
  • Changed: init_random on static dynamic event now properly randomizes nominal value between min and max parameters (nominal can be set to 0 in such case)
  • Changed: The Woodland ghillie color now varies across maps
    • Chernarus now spawns only mossy variants
    • Livonia spawns woodland variants
  • Tweaked: Ammo Boxes now spawn with random ammunition packs inside
  • Tweaked: Increased the maximum number of items that can spawn on a helicopter crash event by 50%

SERVER

  • Added: Warning messages when the LootMax of a DE is higher than the sum of LootMax of its containers
  • Added: When log_ce_dynamicevent is enabled, it will now print to RPT what loot was spawned (when RPT logging is enabled)
  • Fixed: Kick message for a player exceeding max ping was not showing in any log files (now in the server RPT)
  • Changed: Improved the printing of possible loot items to RPT for DE when log_ce_dynamicevent and RPT logging is enabled (they now say what category they belong to)
  • Changed: Updated the Offline DB

LAUNCHER

  • Changed: NoPause parameter changed from simple check box to combo box to reflect the new options

MODDING

  • Added: Post-process manager
  • Added: Selected player modifiers can now be synchronized with the client
  • Added: New config parameter invertHitDir for melee ammo allowing to invert heavy hit animation
  • Added: float.MIN and float.MAX (https://feedback.bistudio.com/T157077)
  • Added: array.Reserve
  • Added: Script enums for constant values that were defined in C++ and not visible in script (ObjIntersect, VoiceEffectType, VoiceLevel, ChatChannelType)
  • Added: CGame.IsBoxCollidingGeometryProxy and associate classes (https://feedback.bistudio.com/T157077)
  • Added: Object.GetDirectionUp and Object.GetDirectionAside
  • Added: DayZPlayer.GetCurrentCameraTransform (https://feedback.bistudio.com/T157077)
  • Added: HumanCommandMelee2.GetComboCount to know the current number of the melee combo
  • Added: DayZPlayerImplement.IsInThirdPerson
  • Added: Events that signal simulation being enabled or disabled (OnSimulationEnabled(), OnSimulationDisabled())
  • Added: “transferToAttachmentsCoef” to “DamageSystem” -> “GlobalHealth” -> “Health” in config to set up transferring of damage to attachments
  • Added: Implementation of FindEntityByID to script API
  • Added: ModFloat, RemainderFloat, SignFloat, SignInt to Math script API
  • Added: Ignore parent pitch to PlayerCameraResult
  • Added: Support for reading files from the mission folder by using “$mission:”
  • Added: SetCollisionSphere, SetCollisionCylinder, SetTriggerShape, GetTriggerShape to ScriptedEntity for triggers
  • Added: IntersectSphereCone, IntersectSphereBox, IntersectWholeSphereCone, IntersectCylinderOBB, IntersectRayCylinder to Math3D
  • Added: IsInRange, IsInRangeInt, IsPointInCircle, IsPointInRectangle to Math
  • Added: CylinderTrigger and SphereTrigger
  • Added: OnEnterTrigger and OnLeaveTrigger to an object that gets called when an object enters a trigger
  • Added: Constants in GameConstants for car contact event
  • Added: SEffectManager.GetCachedSoundParam to store and/or get SoundParams
  • Added: SEffectManager.PlaySoundParams to play a sound with cached SoundParams
  • Added: SoundParams.GetName, which will return the name of the sound set inside the SoundParams
  • Added: AbstractWaveEvents.Event_OnSoundWaveHeaderLoaded, which will fire when the header for a sound finishes loading
  • Added: Option to set parameters for player sound events at the time of requesting a specific event
  • Added: GetSceneHDRMul (camera)
  • Added: CEApi.AvoidPlayer, CEApi.AvoidVehicle and CEApi.CountPlayersWithinRange
  • Fixed: Error: muzzleFlashParticle error when firing SVD (https://feedback.bistudio.com/T159069)
  • Fixed: CGame.ObjectModelToWorld and CGame.ObjectWorldToModel giving inaccurate results in certain scenarios
  • Fixed: IEntity.GetBoundBox and Object.GetDirection giving inaccurate results for proxies
  • Fixed: Crash when calling dBodySetInteractionLayer/dBodySetGeomInteractionLayer/dBodyGetInteractionLayer/dBodyGetGeomInteractionLayer on certain objects
  • Fixed: Crash when spawning a weapon that has no skeleton (“[ERROR] :: Weapon ‘TYPENAME’ has no skeleton!!!”)
  • Fixed: Crash when trying to call “Cast” where it’s not supported
  • Fixed: Triggers not working properly when exceeding a certain size
  • Fixed: ScriptCompiler: XOR operator parsing fix
  • Fixed: Several compiler issues (https://feedback.bistudio.com/T150267https://feedback.bistudio.com/T154252https://feedback.bistudio.com/T154508)
  • Fixed: Human.GetCollisionBox giving highly inaccurate results in certain scenarios (crouch, prone, swim, vehicle)
  • Fixed: AddHealth not applying when the total went over the maximum
  • Fixed: dGetGravity script implementation
  • Fixed: EOnInit not being called for anything lower than EntityAI when created through CreateObjectEx
  • Fixed: Script JSON reader can now read JSON bool
  • Fixed: A performance issue related to sounds created from script
  • Changed: The old static ‘PPEffects‘ has been deprecated, but it is still initialized and usable
  • Changed: HumanCommandMelee2.ContinueCombo and Human.StartCommand_Melee2 now take additional parameters
  • Changed: DayZPlayerImplementMeleeCombat overhaul (https://feedback.bistudio.com/T157077)
  • Changed: EnMath.c cleanup and additional functions
  • Changed: DayZGame.SetMissionPath is now called from C++
  • Changed: Building script inheritance -> “class House” should now be used by every “House” defined in config and is moddable
  • Changed: Moved DayZPlayerTypeCreate into class, so the function can be modified (https://feedback.bistudio.com/T159367)
  • Changed: ShockRefill logic moved to ShockMdfr
  • Tweaked: FModulus now returns Math.ModFloat as FModulus has been DEPRECATED in favor of the native ModFloat method
  • Optimized: Notifier update loop and notifier fetching sped up

KNOWN ISSUES

  • Ambient sounds of the contaminated areas might follow the player after leaving the area