Experimental Update 1.20

  • PC Experimental 1.20 Update 1 - Version 1.20.155659 (Released on 19.01.2023)

    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

    • Mime masks
    • Carnival masks
    • Warning icons for the connection stability and server performance

    FIXED

    • Hitboxes of items in characters hands were misplaced (https://feedback.bistudio.com/T168891)
    • It was possible to place items inside the stairs of the yellow church (https://feedback.bistudio.com/T167358)
    • When approaching a restrained player with binding materials, the non-functional option was shown to restrain the player again
    • It was possible to commit suicide with ruined firearms (https://feedback.bistudio.com/T160975)
    • Carp, Mackerel, Chicken and Rabbit were always yielding 100% pieces of meat when skinned
    • Character sounds when picking up heavy items were not played for the player themself (https://feedback.bistudio.com/T167931)
    • Drink sounds were not played when drinking from pots or cauldrons while prone
    • Impact sound of items when landing in water was repeating itself
    • It was possible to shave characters while having their face covered
    • Equipped belts were not accumulating wetness
    • Explosives could not be armed reliably (https://feedback.bistudio.com/T168007)
    • Reduced instances of vehicle access being prohibited due to another user already interacting with it
    • Fixed several broken character animations while restrained in prone
    • Improved damage zones of the M1025
    • M1025 trunk bars did not move correctly with the model (https://feedback.bistudio.com/T168594)
    • Sound of taking the SSG 82 magazine was doubled while prone
    • The player could get stuck in throwing stance
    • During combat with infected, the player's position could get reset to a previous infected kill (https://feedback.bistudio.com/T167694, https://feedback.bistudio.com/T168690 - private)
    • ADS sensitivity wasn't properly applied in all cases (https://feedback.bistudio.com/T165015, https://feedback.bistudio.com/T165855)
    • Jumping while having a gag applied or removed could desync the player
    • Manipulation of heavy items allowed players to access items through walls (https://feedback.bistudio.com/T169133 - private)
    • It was not possible to cover/uncover a characters head while they are prone
    • It was possible to be force fed while wearing a gas mask (https://feedback.bistudio.com/T160486 - private)
    • The character could teleport to the roof of their seat if an object was at the height of the door (https://feedback.bistudio.com/T164360)
    • Inventory icon of the deployed spotlight was badly cropped
    • Filling a gasoline canister at a pond could result in desync (https://feedback.bistudio.com/T168967)
    • Items were interfering with the character collision when dropped from gift boxes upon their destruction
    • Other players could not hear the sound of a locked door being opened (https://feedback.bistudio.com/T163131)
    • Using the quick bar while moving items in the inventory could result in desync
    • Some twin doors could not be closed (https://feedback.bistudio.com/T160737)
    • Several twin gates were not properly aligned to open in the same direction (https://feedback.bistudio.com/T158950)
    • Some twin gates could not be opened by force when locked (https://feedback.bistudio.com/T159534)
    • VOIP did not work after reconnecting the microphone
    • It was possible to access certain underwater locations
    • Portable maps could display wrong map features when switching between servers running different terrains
    • Fixed character collision shape shifting causing clipping through structures
    • It was possible to skip certain parts of the soda can opening animation (https://feedback.bistudio.com/T138370 - private)
    • The character collision shape would not adjust when falling into water
    • Switching between 1st and 3rd person camera could result in a distorted character (https://feedback.bistudio.com/T162688, https://feedback.bistudio.com/T162468, https://feedback.bistudio.com/T162412, https://feedback.bistudio.com/T164586)
    • The head-torch with the yellow light did not update its light location in all cases
    • Orientation of the light on the weapon flashlight was pointing forward when shouldered (https://feedback.bistudio.com/T165114)
    • Chemlight on ground models of utility bags not lighting from the correct position
    • A climbing player was able to phase through objects during the landing state (https://feedback.bistudio.com/T164706 - private)
    • The player could be teleported to the world origin when climbing (https://feedback.bistudio.com/T166375 - private)
    • Smoke grenades wouldn't show smoke outside of the players near distance network bubble
    • Doors could have their animations and sounds played when reconnecting
    • Previously felled trees would play their fall-animation upon reconnect
    • Other players and creatures could be stuck in a permanent frozen animation state if they were to die while the client is being logged in
    • Grass did not move with the wind on the tenement buildings
    • Bear traps could hit the player in multiple zones
    • The M3S truck was missing a sound related to high RPM
    • Reversing lights of the M3S truck did not emit light
    • Reversing lights did shine even when the engine was off
    • Stamina was not decreasing during jogging in deep water
    • Fixed several issues with individual buildings
    • Fixed bad rendering of specific trees
    • Source of the car horn sound was not properly located in 3rd person view
    • The Santa infected did not scream while attacking
    • Placing certain items would play the place sound twice (https://feedback.bistudio.com/T156577)
    • Dropping the wooden cooking tripod would make metal sounds
    • The unloading sound and bullet animation of the Longhorn were not in sync
    • The dry fire sound of the Derringer was too quiet while prone
    • Fixed several exploits used to look through walls (https://feedback.bistudio.com/T168561 - private)
    • An exploit allowed to repair car parts to the pristine state
    • It was possible to repair vehicle engines while they were running
    • Certain scopes allowed to look through the smoke from smoke grenades (https://feedback.bistudio.com/T141155)
    • The M1025 driver was accessing the wrong lever when switching gears
    • Damaged Santa's hats looked pristine while worn
    • The Claymore mine explosion did not have the proper volume when the player was facing away
    • Opened food cans did not fit properly into the inventory UI (https://feedback.bistudio.com/T157660)
    • Respawning from unconscious state could result in a black screen (https://feedback.bistudio.com/T169330)
    • It was possible to deploy the spotlight using the drop action
    • The Gunter 2 did not have sounds when removing and attaching wheels
    • Large clusters of rocks and cliffs could result in in client performance drops
    • Manual transmission from vehicles could get desynced when changed too quickly (https://feedback.bistudio.com/T168465)

    CHANGED

    • Vehicles can spawn without wheels again
    • Wheels can again be damaged
    • Reworked item weight calculation (fixing several bugged item weights)
    • Item wetness now influences their weight again
    • Weight of the carried gear now impacts player movement inertia
    • Increased the time needed to refill the car radiator
    • Checking a player's pulse is now a continuous action
    • Increased the lifetime of improvised explosives to 5 days, which can be refreshed through a flagpole
    • The stairs of the concrete silos are now usable to access the roof
    • Adjusted the geometry of barrels and fireplaces to cause less issues when colliding with vehicles
    • Improved the surface detection for throwing impact sounds
    • Optimized the character update to environmental exposure
    • Lowered the hit points of improvised feet covers and gave them louder walking sounds (https://feedback.bistudio.com/T169140 - private)
    • Positional wind and tree creaks are more audible now
    • Tweaked the 3rd person camera collisions to reduce possibilities of exploits
    • The 3rd person camera zooms in when an obstacle is in front of the camera
    • Disconnect due to a server restart will no longer kill restrained players
    • Updated map textures to reflect recent map changes (https://feedback.bistudio.com/T163844)
    • You can now stealth-kill with the Cleaver
    • Replaced outdated dirt pile model
    • Updated textures on static pipes
    • Updated sounds for the different stages of cooking for more variety
    • Slightly increased the volume of the stealth kill
    • Improved the sun reflection on water and changed its color in quarries

    CHERNARUS

    • Fixed: Green and black plate carrier vests and their attachments did not have their intended lifetimes (https://feedback.bistudio.com/T168947)
    • Tweaked: Increased chance for random positional bird, insect and tree creak sound to play
    • Tweaked: Increased audibility of the positional bird sounds during windy weather
    • Changed: Adjusted player spawn points for more even distribution

    SERVER

    • Added: Server config parameters for connectivity warnings (Documentation - will be updated shortly)
    • Added: Gameplay JSON version mismatch and default value handling
    • Added: Parameter to gameplay config (JSON), that allows people to disable the behavior of influence of stamina to inertia (Documentation - will be updated shortly)
    • Added: Parameters to gameplay config (JSON) that allows control over variety of stamina consumers (combat, climbing,..) (Documentation - will be updated shortly)
    • Added: Launch parameter "storage" to define root folder for storage location ("-storage=") (Documentation - will be updated shortly)
    • Added: Functionality which will copy over storage when a storage exists in default location (mission) but not in the custom location provided by the storage launch parameter
    • Added: Warning when DE spawns an entity with no Types entry
    • Fixed: Sawedoff18 was missing from types
    • Fixed: Deleting events.bin but not vehicles.bin would cause events composed of eventgroups to have the possibility to spawn inside each other
    • Changed: Improved error messages and error handling regarding storage location
    • Changed: Adjusted ping calculation to be more forgiving with individual spikes before kicking a player

    MODDING

    • Added: DiagMenu script API
    • Added: Variety of new debug settings within the script section of the DiagMenu
    • Added: ScriptCaller, a stricter ScriptInvoker which is expected to hold one func
    • Added: DayZPlayer.GetKickOffReason to get the reason why a player was kicked off
    • Added: 'EntityAI.IsSimpleHiddenSelectionVisible'
    • Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states
    • Added: Script method 'InventoryItem::ForceFarBubble' to allow items to temporarily be visible from further distances
    • Added: Added physics function 'dGetInteractionLayer' to check if two 'PhxInteractionLayers' can interact
    • Added: Collision overlap testing methods to DayZPhysics
    • Added: "$storage:" prefix can now be used to access storage through script
    • Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states (https://feedback.bistudio.com/T158984)
    • Added: Launch parameter for diag exe to allow window resizing '-resizeable'
    • Added: weightPerQuantityUnit config parameter that defines a weight of one quantity unit
    • Fixed: Docs: string.Split bad usage example (https://feedback.bistudio.com/T154855)
    • Fixed: Docs: string.ToAscii bad script declaration and typo in example (https://feedback.bistudio.com/T160003)
    • Fixed: Function string.LastIndexOf was not linked (https://feedback.bistudio.com/T155602)
    • Fixed: Object::SetHealth could not be called on local objects (https://feedback.bistudio.com/T168604)
    • Fixed: Crash in TextListboxWidget::GetItemData (https://feedback.bistudio.com/T154626)
    • Fixed: ScriptCallQueue.GetRemainingTime(...) methods
    • Fixed: HumanInputController.OverrideAimChangeY was incorrectly using values from HumanInputController.OverrideAimChangeX (https://feedback.bistudio.com/T151736)
    • Fixed: DayZPhysics.RayCastBullet and DayZPhysics.SphereCastBullet would not pass the 'hitObject' (https://feedback.bistudio.com/T150488)
    • Fixed: ScriptCallQueue stopped working correctly after 4-5 hours of uptime (https://feedback.bistudio.com/T156746, https://feedback.bistudio.com/T151279)
    • Fixed: Scripted command method 'PrePhys_IsTag' would not work in the intended way (https://feedback.bistudio.com/T165933)
    • Changed: Moved and renamed certain RPCs relating to Diags to prevent conflicts and usage outside of Diag
    • Changed: ScriptInvoker now has additional flags and documentation
    • Changed: New compile errors will be displayed as Warnings outside of Diag/Workbench to minimize impact on existing mods
    • Changed: New compile Errors being displayed as Warnings will contain the text "FIX-ME" to signal the importance of fixing these
    • Changed: Improved func reliability and error messages
    • Changed: "Overriding function but not marked as override" has been changed from being a "Workbench-only warning" to an error in Workbench/Diag and Warning in regular exe
    • Changed: Weapon chamber and internal magazine changes now also trigger EntityAI.EEAmmoChanged
    • Changed: Weapon and magazine textures now contain the bullet for better optimization
    • Tweaked: Widget::GetRotation exposed
    • Removed: Incorrect usage of 'func' by NotificationSystem as it is only meant to be paired with proto functions, will unfortunately break compatibility with mods using the removed Bind and Unbind functions
    • Removed: Calling of super of Engine events (https://feedback.bistudio.com/T164047)

    KNOWN ISSUES

    • Due to a navmesh issue causing infected to run through closed doors, official PC Livonia Experimental servers will only be available from next week
    • Bleeding effect reappears on screen after dying while bleeding
    • Player cannot get bleeding from punching with empty hands into objects
    • Bleeding effects remain on the screen after player respawn, with helmets equipped
    • User can not hear other players, when joins the server without a microphone plugged in
  • PC Experimental 1.20 Update 2 - Version 1.20.155700 (Released on 26.01.2023)

    GAME

    FIXED

    • Stealth-killing infected with rifle bayonets could result in a glitch
    • Carnival masks could not get wet while equipped
    • Carnival masks did not make sounds when thrown
    • Player corpses had collisions after committing suicide
    • Vehicle horn sounds would fix to a specific position (https://feedback.bistudio.com/T169863, https://feedback.bistudio.com/T169862)
    • The player collision was conflicting with vehicles while sitting in them
    • It was not possible to pull corpses from vehicles
    • Players could not get bleeding sources from punching objects with bare hands

    LIVONIA

    • Added: Artwork of the winner of the GraffitiZ contest
    • Added: New props to the Dambog ammunition storage
    • Fixed: The Brena Health Care Center was not spawning paramedic infected (https://feedback.bistudio.com/T168337)
    • Fixed: Infected were running through closed doors
    • Police cars were not spawning loot

    MODDING

    • Added: 'Human.PhysicsEnableGravity' for enabling/disabling gravity
    • Added: 'dBodyIsSolid' (and 'Human.PhysicsIsSolid') for checking if the entity has collision enabled
    • Added: 'dBodySetSolid (and 'Human.PhysicsSetSolid') for enabling/disabling the collision checking of an entity
    • Fixed: Character influences the wheel simulation of a vehicle (https://feedback.bistudio.com/T168870)
    • Fixed: On Diag exe, when one player's hands got bloody, all nearby player's hands would as well
    • Fixed: Conflicting synchronization of entity hierarchy with 'IEntity.AddChild' and 'Human.LinkToLocalSpaceOf'

    KNOWN ISSUES

    • Bleeding effect reappears on screen after dying while bleeding
    • Bleeding effects remain on the screen after player respawn, with helmets equipped
    • Users can not hear other players, when they join a server without a microphone plugged in

    BBS -Hof-Foto-Fritze und Instruktor bei 🚁 Moe Lines.

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  • PC Experimental 1.20 Update 3 - Version 1.20.155743 (Released on 02.02.2023)

    GAME

    FIXED

    LAUNCHER

    • Fixed: Incorrectly formatted servers could result in a launcher crash
    • Fixed: The launcher could display duplicated servers with the same IP/Port

    MODDING

    • Added: Command line parameter '-scrDef' to enable modding defines in script in Workbench/Diag executables
    • Added: Command Line option '-newErrorsAreWarnings=1' to Diag/Workbench executables
    • Fixed: Buldozer crashing after selecting an object which was deleted and restored (https://feedback.bistudio.com/T169650)
    • Fixed: Base game script defines weren't available in 'engine' and 'gameLib' script modules (https://feedback.bistudio.com/T169907)

    KNOWN ISSUES

    • Users can not hear other players, when they join a server without a microphone plugged in

    BBS -Hof-Foto-Fritze und Instruktor bei 🚁 Moe Lines.