Experimental Update 1.18

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    PC Experimental 1.18 Update 1 - Version 1.18.154845 (Released on 19.05.2022)

    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

    • Abandoned trains dynamically spawning across Chernarus and Livonia
    • M79 grenade launcher
    • 40mm grenade launcher ammunition
    • Derringer pistol
    • Sawed-off Revolver
    • Sawed-off Blaze
    • Craftable improvised explosive device (IED)
    • Plastic Explosive
    • Claymore mine
    • Remote Detonation Unit
    • PO-X Vial
    • Fireworks Launcher
    • Craftable armbands from flags
    • Gas Canisters explode upon destruction
    • Keybindings for gestures can be adjusted in the in-game settings
    • Gesture keybindings are now reflected in the radial menu

    FIXED

    • Doors of several structures could not be opened by force
    • Adjusted some exploitable building collisions (https://feedback.bistudio.com/T163092 - private)
    • When driving the Gunter and Olga without a radiator, the spark plug got ruined too early
    • The slot for cooking equipment was displayed when the tripod was not attached
    • Widget of dead players/animals was not displayed after leaving a vehicle (https://feedback.bistudio.com/T163934)
    • The stamina indicator was not displayed in the inventory with disabled HUD (https://feedback.bistudio.com/T162706)
    • When entering the pause menu after disabling the HUD, the HUD could not be re-enabled (https://feedback.bistudio.com/T163869)
    • Fixed an exploit related to fireplaces
    • Stones were not properly displayed when left as the last attachment of a fireplace
    • Melee damage was dealt in the direction the camera was facing
    • The wrong text was shown when dragging a body out of vehicles
    • The CR-550 magazine was not properly reflecting damage states
    • The dry fire of the CR-550 did not have sounds in prone stance
    • The land mine disappeared upon disarming
    • Land mines ruined by shooting did not explode (https://feedback.bistudio.com/T164288)
    • After cooking, the sound of roasting meat would persist on the equipment used
    • Trying to ignite a wet fireplace would activate burning sounds
    • The fireplace was missing some particles when burning
    • It was possible to boil food in gasoline (https://feedback.bistudio.com/T146331)
    • The BattlEye license was not being displayed when the Steam overlay was disabled
    • Accepting the BattlEye agreement made the game unresponsive to mouse under certain conditions
    • Transitioning between erect and prone stance while charging a throw was skipping animations in certain cases
    • Brooms did not change their materials properly when burning
    • It was possible to craft the improvised spear while the stick had food attached
    • Ticking sound of the alarm clock could be desynchronized when interrupted while setting the alarm
    • The tutorial screen was falsely showing console controls in the tab selection
    • Inventory icon of the Long Torch was cropped
    • Fixed several instances of headgear clipping with character heads
    • It was easily possible to get stuck in the stairs of the castle tower
    • Adjusted rag cover clothes to reduce clipping with other clothing items
    • The Bizon was spawning with the 1PN51 night-vision scope (https://feedback.bistudio.com/T163972)
    • Improved textures of the spear variants
    • The animation of drawing a pistol from the holster would twitch unnaturally
    • Fixed an issue that prevented military infected from spawning with EGD-5 grenades
    • Skater infected gave a metal sound when hit against the head
    • Bus wreck model was levitating slightly (https://feedback.bistudio.com/T161767)
    • Stick was held badly when roasting meat over fires (https://feedback.bistudio.com/T164438)
    • It was possible to unpin grenades silently (https://feedback.bistudio.com/T158850 - private, https://feedback.bistudio.com/T161873 - private)
    • Items would float when taking them into hands with a wounded character
    • Reloading while freezing could result in animations glitching
    • Fixed some issues that would result in skipping animations
    • Jumping with two-handed rifles could result in stretched arms
    • Cooking slots in the oven took different amounts of time to cook (https://feedback.bistudio.com/T164090)
    • Multiple flash-bangs in a row would eventually stop impacting the character

    CHANGED

    • Rotten meat now gets burned when smoked
    • It's now possible to skin dead chickens, rabbits, carps and mackerels with the screwdriver
    • Reduced the weight of the Handheld and Field Transceivers (https://feedback.bistudio.com/T157490)
    • Decreased the inventory size of binoculars from 3x3 to 2x2
    • The sharpened wooden stick can now cause bleeding on targets
    • Halved the damage to cooking gear while cooking (https://feedback.bistudio.com/T164266)
    • Keybinding menu now has inputs split into several categories to make it easier to navigate (PC)
    • Adjusted positions of rifles in the shoulder slots to reduce clipping with the character
    • Animations of character symptoms do not conflict with other animations any more
    • Added a UI prompt to exit the game credits
    • Updated the game credits
    • Adjusted the modern compass to be more readable in sunlight
    • Adjusted colors of all raincoat-based armbands

    SERVER

    • Added: cfgeventgroups.xml to define groups of objects to spawn with dynamic events
    • Added: Hundreds of static environment objects now have a config-class to be spawned by the server
    • Added: "deloot" attribute to events.xml <child> to define the amount of wanted dynamic events loot for a child instead of the default value
    • Added: "spawnsecondary" attribute to events.xml <child> to define if the child should be spawning the secondary infected event
    • Added: Warning message when a definition in types.xml will be ignored
    • Added: Additional dynamic event setup validation and warning messages
    • Added: Dynamic events now supports spawning of "dispatch" from proto xmls
    • Added: "dispatch" and its children "proxy" from proto xmls now have an additional attribute "dechance", a float value ranging from 0-1 to decide chance of spawning at a dynamic event
    • Fixed: Banlist, whitelist and prioritylist were cleared when the accompanied file was failed to be opened by the game
    • Fixed: The enableDebug window was not fully displayed in certain resolutions
    • Fixed: Random loot spawned by dynamic events would persist after a server restart
    • Changed: The game now has an error message and shuts down when it cannot find the world

    MODDING

    • Added: Not-categorized input actions are now displayed within the "Unsorted" category in the keybinding menu
    • Added: CreateFrustum function to Shape class, accessible from script
    • Added: Added and exposed Shape::GetMatrix() and Shape::SetPosition() to script
    • Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommand so they are usable from any Animal and Infected command
    • Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommandBase so they are usable from any Animal and Infected animation command
    • Fixed: proxyInfo was never filled in for BoxCollidingResult
    • Fixed: Damage from explosions was always falling off in 4 times the range
    • Changed: Logic of transition changes while smoking/drying
    • Changed: Armbands were redesigned to allow flag variants. Textures were split in halves and renamed.
    • Changed: Layout files are no longer cached on Diag exe
    • Changed: The game now has an error message and shuts down when it cannot find the navmesh while it is configured to load one
    • Changed: Fall off damage from explosion goes linearly from 100% to 0% (from indirectHitRange to indirectHitRange * indirectHitRangeMultiplier)


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  • ohh pleeeeaase


    image.png.2e6a241cd41fb07c570b3b33c457cb6d.png

    A heedless and harrowing future is developing
    For our generation and generations to come.


    But as I walk the chartered streets of this familiar oblivion,
    I recognise nothing but unyielding unconsciousness;
    In which we have almost comfortably drowned.


    It is madness
    This normality is madness!

  • Sehr viele gute Bugfixes jedoch

    gibts keine Basebuilding Updates die ich gehört oder gelesen habe


    Hansdieter

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  • Das war so klar mit den Uhren. Und ich dachte, man wird den Wecker in den Stolperdraht montieren können, fuer eine 0815-Alarmanlage.

    vormals im Forum bekannt als: momocat :!:

  • Ich finde man darf nicht zu viel meckern. Alles in allem ist es doch ein erfrischendes Update mit ein paar aufregenden Extras.


    Was man aber schon sagen muss ist, dass das Update ein Todesstoß fürs Vanilla Basebuilden ist. Das ganze ist jetzt schon ziemlich unbalanced, läufst irgendwo bei ner Base vorbei und hast grad 4 Äxte dabei weil du drauf aus bist, haust du in 15 Minuten gleich ein ganzes Tor durch. 6 Granaten für ein Gate sind jetzt auch nicht die Welt, die hat man gleich mal zusammen.


    Aus diesem Grund habe ich auf meinem unmodded Vanilla Server - aus reinen Balance Gründen - bereits doppelte Lebenspunkte für Base Komponenten eingestellt. Mal schauen, ob ich hier noch was abändern muss sobald die neuen Explosives alle implentiert sind.

  • Vanilla Basebuilding war niemals gebalanced. Wir haben z.B eine längere Abbauzeit der Elemente eingeführt, sodass eine bessere Balance zwischen Loot + Bau und der Zerstörung da ist. Einen voll aufgebauten Turm kann man bei GermanDayZ z.B in mindestens 45 minuten abbauen. Vanilla wäre der Spaß in 10 Minuten weg. Natürlich nur ein Tropfen auf dem heißen Stein

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    vormals im Forum bekannt als: momocat :!:

  • PC Experimental 1.18 Update 2 - Version 1.18.154875 (Released on 26.05.2022)

    GAME

    FIXED

    • The vicinity tab could disappear after scrolling through a long list of items
    • The M79 launcher would not deal accurate damage to bases
    • The Derringer would change its zeroing while shooting
    • It was possible to store improvised explosives infinitely into each other
    • It was possible to craft the improvised explosive even if the protector case still had contents
    • Fixed an animation glitch related to going prone
    • Plants missed their name widget during growing stages
    • Brooms would recover health after stopping burning (https://feedback.bistudio.com/T164097)
    • Food lost quantity when baked with lard
    • Food did not lose quantity when being roasted on a stick
    • It was possible to ignite the fireworks launcher in buildings where it should not be possible
    • It was not possible to ignite a damp fireworks launcher
    • The dismantle action performed the repair action instead
    • The stealth kill used the infected death animation
    • Fixed a server crash related to corrupted storage
    • Vests attached to grenades would explode on their own

    CHANGED

    • The fireworks launcher is now deployed faster

    MODDING

    • Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommand so they are usable from any Animal and Infected command
    • Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommandBase so they are usable from any Animal and Infected animation command

    vormals im Forum bekannt als: momocat :!:

  • Vanilla Basebuilding war niemals gebalanced. Wir haben z.B eine längere Abbauzeit der Elemente eingeführt, sodass eine bessere Balance zwischen Loot + Bau und der Zerstörung da ist. Einen voll aufgebauten Turm kann man bei GermanDayZ z.B in mindestens 45 minuten abbauen. Vanilla wäre der Spaß in 10 Minuten weg. Natürlich nur ein Tropfen auf dem heißen Stein

    Tja, damit hast du allerdings Recht. Die verlängerte Abbauzeit halte ich auch für eine vernünftige und wertvolle Idee :/

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    vormals im Forum bekannt als: momocat :!:

  • Der Vollständigkeit halber die 2 weiteren Exp-Patches:


    PC Experimental 1.18 Update 3 - Version 1.18.154920 (Released on 31.05.2022)

    GAME

    FIXED

    • Fixed a number of game crashes
    • It was possible to add the Remote Detonator to the improvised explosive's attachments
    • Gas canisters would not explode when instantly ruined from pristine state
    • Magazines would not display the bullet count if it was 0 or 1
    • Inventory arrows of the fireplace cargo would indicate the wrong state
    • It was possible for 40mm ammunition to spawn with 0 quantity
    • Grenades attached to vests did not explode in the fireplace
    • It was possible to move an armed improvised explosive into the inventory
    • It was possible to arm an explosive in the inventory
    • The Claymore was visible for a brief moment after its explosion
    • The Claymore explosion was too fast and did not synchronize properly for players
    • The Claymore LED was not glowing at night
    • Smoke from 40mm smoke grenades was briefly visible if the expired in the players inventory
    • It was possible to detonate explosives via the tripwire
    • The 40mm explosive grenade did not explode when ruined
    • Disarming the plastic explosive would create an additional remote detonator
    • The improvised explosive would explode when ruined, even if there were no explosives inside
    • The improvised explosive and Claymore did not visually reflect their damaged states
    • Attaching the plastic explosive to the improvised explosive would make the cargo of the improvised explosive inaccessible
    • Two plastic explosives in an improvised explosive would reduce its damage
    • Grenades within the improvised explosive did not explode
    • The remote receiver did not disappear after disarming the plastic explosive
    • The remote detonator did not display its damaged or ruined states
    • The remote detonator could not be repaired using the electronics repair kit
    • It was possible to skip the arming action for explosives
    • Infected did not react to the sound of shooting the M79 launcher
    • Several items were displaying invisible attachments
    • Cargo of cookware was not visible when attached to a fireplace
    • The remote receiver did not have a widget and could not be dropped from hands
    • It was not possible to take a ruined plastic explosive back into hands
    • The PO-X Vial showed an "unpin" option
    • It was possible to attach the 40mm grenades to the tripwire
    • Kitchen Timer and Alarm Clock kept ringing after exploding as part of an explosive device
    • "Arm explosive" action was displayed when interacting with specific grenades with the remote detonator in hands

    CHANGED

    • The Claymore now features a close range explosion in all directions in addition to its directional main explosion
    • Tweaked the inventory icons of the 40mm ammunition to point upwards
    • It is no longer possible to arm the improvised explosive if not explosives are inside
    • It is now possible to disassemble a remote detonator with a screwdriver to gain a battery
    • It is no longer possible to attach the Caymore to the improvised explosive
    • Adjusted the composition of a dynamic train event
    • Adjusted inventory rotation of armbands
    • Reduced the inventory size of the sawn-off Blaze for consistency
    • Increased the range of the remote detonator

    SERVER





    PC Experimental 1.18 Update 4 - Version 1.18.154955 (Released on 07.06.2022)

    GAME

    FIXED

    • A weapon attached to the pistol holster within vest pouches dropped on the ground upon reconnecting
    • Picking up folded base-building kits could result in desynchronization of the hand slot (https://feedback.bistudio.com/T165508)
    • Farming peppers and potatoes would display the wrong item name
    • The spawn position of the dynamic train event was not truly random
    • Loot of dynamic train event would double on server restart (https://feedback.bistudio.com/T165443)
    • Attachments of some rifles could not be accessed when the rifles were held in hands
    • The improvised explosive was incorrectly rotated after placement
    • The improvised explosive was held badly
    • It was possible to move the armed improvised explosive into the inventory
    • Screen-shake effect was not present when prone in 3rd person
    • Gas canisters did not explode when attached to the portable gas stove
    • Empty gas canisters could still explode
    • It was possible to arm the plastic explosive with a timer
    • It was possible to arm the plastic explosive multiple times
    • 40mm PO-X grenades would disappear at over 6 seconds flight time
    • 40mm smoke grenades would start smoking when badly damaged
    • Derringer, M79 and Revolver were missing sounds
    • It was not possible to interact with the car tent
    • The hologram of placement items did not move properly in tents
    • Unloaded ammunition from firearms would disappear (https://feedback.bistudio.com/T165557)

    CHANGED

    • Added shock damage to the explosions of gas canisters
    • Plastic explosives now offer advanced placement
    • Balanced health of fence parts and armor, also depending on materials (https://feedback.bistudio.com/T157778 - private)
    • Decreased 360° blast zone of the Claymore

    SERVER

    vormals im Forum bekannt als: momocat :!:

  • Da wird wohl noch Hotfix kommen für 1.18. Den Bug, dass man das inventory von jemanden der Uncon war sehen konnte, habe ich vor kurzem mal erlebt. Das war creepy. Habe ihm remote Zeug aus dem Inventar genommen.


    ----


    PC Experimental 1.18 Update 5 - Version 1.18.155001 (Released on 23.06.2022)

    GAME

    FIXED

    • Fixed a server crash related to vehicles
    • The Derringer was missing a reload sound after only one bullet was shot
    • The Derringer did not display ejected shells
    • The character got stuck in walking speed after dying while in inventory
    • It was possible to arm an empty improvised explosive using an alarm clock or kitchen timer
    • Consuming an item assigned to a quick slot could result in the slot becoming unresponsive
    • Raising hands with an opened map in hands could result in desynchronisation (https://feedback.bistudio.com/T165934)
    • Widgets were still displayed after disabling the HUD via keybinding
    • Plastic explosives were dealing inconsistent damage (this also includes additional damage rebalance to reflect this fix)
    • An improvised explosive with one plastic explosive was doing more damage than one with two explosives attached
    • Disarmed plastic explosives and improvised explosives could not be picked up
    • Timers from the improvised explosive could not be disarmed
    • Ruined landmines and bear traps were still triggered on contact
    • Cargo of vehicles and barrels was not displayed properly (https://feedback.bistudio.com/T165739)

    CHANGED

    • The M79 Launcher can no longer jam
    • Slightly increased resistance of the base building wooden walls against explosive damage (tied to plastic explosive fix)

    SERVER

    MODDING



    PC Experimental 1.18 Update 6 - Version 1.18.155069 (Released on 21.07.2022)

    GAME

    FIXED

    • Fixed: An issue where one could see inventories of players that broke from restrains / woke up from unconscious
    • Fixed: Server error message related to the inventory

    SERVER

    vormals im Forum bekannt als: momocat :!:

  • Widgets were still displayed after disabling the HUD via keybinding

    ohja, furchtbar für screenshots

    The M79 Launcher can no longer jam

    bedeutet nich mehr leer machen ? hat das auswirkung auf geladene ?

    A heedless and harrowing future is developing
    For our generation and generations to come.


    But as I walk the chartered streets of this familiar oblivion,
    I recognise nothing but unyielding unconsciousness;
    In which we have almost comfortably drowned.


    It is madness
    This normality is madness!

  • Da wird wohl noch Hotfix kommen für 1.18. Den Bug, dass man das inventory von jemanden der Uncon war sehen konnte, habe ich vor kurzem mal erlebt. Das war creepy.

    Das ist doch kein Bug, du konntest schon immer jemanden looten der Uncon war.

    Ich seh auch nicht das daran geändert wird.

    Nur der Bug das wenn jemand abgeknallt wurde weiterläuft.