Read our Full 1.10 Experimental announcement here: Announce: PC Experimental update 1.10

UPDATE 1.10.153507 (released on 22.10.2020)

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

  • You can now break the players lower leg, damage is applied by falling or brute force (walking/fighting with a broken leg will result in shock damage)
  • Added the Signal Pistol and its ammunition (in various colors)
  • Added crafted Tanned Leather using Garden Lime
  • Added crafted Leather Backpack
  • Added crafted Improvised Shelter
  • Added localization for Brazilian-Portuguese
  • Added the crafted Splint
  • Added Tarp (material)
  • Added the ability to replace ruined parts of tents (entrance-/window-covers) with tarp
  • Added the Pipe Wrench
  • You can now repair a damaged car engine with the Pipe Wrench
  • You can now repair parts of the vehicle chassis with an Epoxy Putty
  • Clothing items now have an indicator for their isolation value
  • Exposure to wind will make your character freeze more (forests can provide cover)
  • Food decays over time
  • Items dry up over-time when put on the ground or in a cargo space on the ground (proximity to a fireplace is no longer required, but the area of a fireplace dries items faster)
  • Items cool down over-time in the player’s inventory and on the ground
  • Added a heat buffer to supply an overtime heat bonus to the thermal comfort of the player character (you receive a temporary heat bonus after spending time near a fireplace)
  • Added a smoking slot to several types of fireplaces, used to dry meat
  • Added additional coastline details between Storozh (prison island) and Ostrog, making the sea traversal easier and more interesting (Chernarus)
  • Punching now deals damage to gloves and can cause bleeding to bare hands
  • Added a visual effect to increasing shock damage (both reflecting getting hit, and current state)
  • Added damage when jumping out of a running vehicle (also including a chance for broken legs and death)
  • New visual heat haze effect for the fireplace, flare, road flare and torch lights

FIXED

  • Fixed an issue that prevented the player from combining stacks of items from their inventory with the second stack being in their vicinity
  • Item wetting/drying was not taking into account attachments and nested inventories
  • Fixed wrong decals on the legacy police Olga wreck
  • Fixed sound issues related to doors in several buildings
  • Fixed window collisions in several buildings
  • It is no longer possible to climb up the broken staircase on the industrial silo
  • It was possible to open city store back doors by pressing F at certain pieces of a furniture in front part of building
  • Sawed-off weapons now have a short weapon length (when it comes to collision with walls etc)
  • Fixed an issue restoring a rag to the pristine state after being used as a gag
  • Fixed an issue preventing the player from detaching their magazine
  • Dead bodies of players should now fall through walls less often
  • It should now be more intuitive to locate the inventory of dead bodies
  • It was possible to consume pills and other items when they were ruined
  • Boiled steaks showed a wrong texture
  • It was not possible to place traps, barrels and crates on slopes
  • Fixed a bug causing a stuck item widget
  • Added the missing engine to the ADA wrecks
  • It was possible to get sick  by drinking/eating when the player had gloves and bloody hands
  • Locked doors were not saved correctly when opened by damage, making them lock themselves again after a server restart
  • Grass was not flattened when driven over with a vehicle
  • Water particles were appearing when hitting a player that is on an object above the sea
  • Fixed various object placement fixes for both the Chernarus and Livonia terrains
  • The player was able to fish through piers
  • Climbing on an object while it is being deleted could teleport the player

CHANGED

  • Adjusted the base temperature behavior to be more authentic (warm afternoons, cold mornings)
  • Windchill, fog and altitude penalties are not applied to the local environment temperature, if a player is inside a building
  • Being under a roof provides a lower local environment temperature bonus than being inside a building
  • Increased the effect of altitude on the local environment temperature around the player
  • Balanced the heat isolation values of clothing items
  • Balanced the maximum wetness level of clothing items
  • Items inside other items will only get wet when the container is soaked or drenched
  • Automated drying of clothing (not wringing out) is now less effective
  • Cloud cover increases the base environment temperature more
  • The character speed has a larger impact on the overall heat comfort
  • The backpack is now taken into account for heat comfort, the armband was removed
  • You can now skin animals with axes, saws, the shovel, the pick axe, the crowbar, and the screwdriver
  • Clothing will no longer get badly damaged during the initial spawn
  • Shoes will no longer get damaged during the initial spawn
  • Adjusted the occurrence of arrows for bleeding in the HUD (now more progressive instead of nothing and then 3 arrows)
  • Reduced the melee damage against animals
  • Adjusted item drops from animals
  • Reduced the usability of duct tape for certain items
  • Damage to individual vehicle zones will be displayed in the UI (when you look at them)
  • Vitamin pills can be combined, but not split
  • Medication can be split and combined
  • Adjusted lard consumption when cooking (1 full Lard can be used to prepare 8 pieces of baked meat)
  • Tools damage due to crafting is now consistent across recipes
  • Balanced tool damage across actions
  • It is no longer possible to dry meat by cooking it on low temperatures (replaced by smoking slot in stoves)
  • Increased the speed of cooking when using the direct cooking slots
  • Boathouse doors are now twin doors instead of single
  • Resized the Heat Pack to 1×2 in the inventory
  • Animal meat will fill your stomach more
  • Increased the nutrition value of farmed vegetables
  • Any drinking/eating with bloody hands bares the risk of infecting the player with Salmonella
  • Higher player character immunity levels are easier to get (requirements on water and energy lowered and they now correspond to the UI badges too)
  • The influenza disease is generally slower in increase and has a slower immune response to it
  • Antibiotics are now weaker and have a slower tick (in sync with the disease)
  • Cholera takes longer to build up and disappear, penalties scaled with disease progression and higher resistance against immunity
  • The build up of the Salmonella disease is faster, will activate sooner, and penalties are scaled with the progression of the disease
  • Charcoal tabs have now a slower tick and a delayed response in fighting Salmonella
  • Applying saline adds hydration in addition to blood
  • The tent packing action is now continuous (no more instant packing of tents)
  • The pick axe can be used to dig hidden stashes
  • Adjusted the default comfort temperature of the player character (now 28 degrees Celsius)
  • The damage state and wetness of clothing impacts their heat isolation

CENTRAL ECONOMY

  • Fixed an issue of the bear not spawning properly in all cases, when using the offline database
  • Disabled the spawning of berries

SERVER

  • Added: CE global variables for toggle of wetting/drying/heating/cooling and food decay
  • Added: Init flag in economy.xml now toggles randomizing door state every time the building loads in on server except for locked doors
  • Added: setRespawnMode server config parameter, allowing to force always random respawn (1) or use custom character from the main menu (0)
  • Changed: The priority queuing list is now editable at runtime (requested in https://feedback.bistudio.com/T152005)
  • Changed: Avoidance system buffer increased to reduce chances of seeing warning messages on server (https://feedback.bistudio.com/T149915)
  • Tweaked: Avoidance system overloaded message now has more information

LAUNCHER

  • Added: Brazilian Portuguese localization

MODDING

  • Added: OnPlacementComplete vector parameters (optional, defaults set to zero)
  • Added: windModifier config parameter for surfaces (affects the windchill value in the environment exposure code)
  • Added: Ability to define min and max base environment temperature for each month per world
  • Added: StaticConstructionMethods that can also be used by other mechanics outside regular construction (Construction uses them too)
  • Added: Heat haze effect API for lights
  • Added: Flare simulation classes
  • Added: Script bindings to Bone Transform API to DayZInfected
  • Fixed: For a flickering effect of lights, set the max/min amplitude separately to avoid half time without light
  • Fixed: Compilation error “Can’t find variable ‘DEFAULT’ when using larger mod packs” (https://feedback.bistudio.com/T149789)
  • Changed: Moved GetCurrentItemHeatIsolation into MiscGameplayFunctions
  • Changed: Removed additionAnimalMeleeMultiplier parameter from ammo configs
  • Changed: The clothing class should now be modifiable (https://feedback.bistudio.com/T152125)
  • Changed: Legacy improvised shelter classes commented out, assets still present
  • Changed: Absorbency parameter in config is no longer used (replaced by varWetMax)
  • Changed: Moved CanBeRepairedToPristine() method up, ItemBase -> Object
  • Tweaked: The wind speed in environment tick is now handled relative instead of absolute
  • Tweaked: Deagle named selections now cover also the pistol grip (for re-texturing purposes)
  • Removed: Calling of SoakItem method from Pot class, now replaced by an overtime wetting

KNOWN ISSUES

  • The Splint displayed on the character’s leg is a placeholder
  • It is difficult to find the refuel option for vehicles