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). We see it in Twitch statistics – with more channels streaming the game and more people watching (link to Twitch stats). 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.
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!
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.
You can help us to further improve the game by posting your feedback on the Feedback Tracker.
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)
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)
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()
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!
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
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
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.
You can help us to further improve the game by posting your feedback on the Feedback Tracker.
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 (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: 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
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 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 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:
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!
Snakevsplanebought 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 too, you can find it in our shop together with patches, hoodies and t-shirts.
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 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
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 Clanmade 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 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. 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:
Dear Survivors! We've just released the PC Stable Update 1.01 on Steam (both game update and server files). This is the first in a series of Platform Updates that we will publish throughout the year, with the focus this time being on stability, fixes, server performance improvements, and the introduction of two new firearms. https://youtu.be/caGOYM7eeYE
New firearms
With each Platform Update, we're aiming to expand the variety of content available in the game. Our choice for 1.01 were two classic 7.62x39 rifles previously available in the legacy builds: the SK 59/66 and the CR-527, also supported by the re-introduction of the Hunting Scope!
SK 59/66
A ten-shot semi-automatic rifle fed from an internal magazine. It is an older model, but still reliable, using 7.62x39mm rounds. Can be equipped with a PU scope and an improvised suppressor.
CR-527
A bolt-action hunting rifle, fed from a detachable magazine. It's light-weight and accurate when used at intermediate ranges. Uses 7.62x39mm rounds. Can be equipped with a Hunting Scope and an improvised suppressor.
Persistence fixes
Undesirable persistence wipes were definitely among the most annoying issues reported in 1.0. With 1.01, we're introducing a system of Persistence Backups that aims meant to prevent problems with saving of the persistence data on the servers.
This system will be available to both official and community owned server. We've seen some pretty good results on the Experimental branch so far. In any case, we will still be closely monitoring all incoming reports should any loot, bases, or other persistence data get deleted after server crashes/restarts.
Server Performance Optimizations
Good server performance is critical to ensure an enjoyable DayZ gameplay experience. In 1.01, our programmers have made some solid progress on that front. Official vanilla servers running at full capacity with 60 concurrent players should no longer be witnessing flying cars and other shenanigans on a regular basis.
As far as community/modded servers go, please understand that increased player counts may and other modifications to the server setup have a significant impact on the server performance, and problems may occur.
We will continue with further optimisations over the upcoming updates. The most curious of you can take a look at the report on this topic by our Lead Programmer, Mirek Maněna.
Voice communication improvements
The voice chat in 1.01 is using a completely new codec that bumps the overall quality of the Voice over Network sound - especially with a high quality microphone. We've also added a mumbling sound filter for players who try to communicate when their speech is restrained with a rag.
New status indicators & damage tweaks
As a first step towards balancing the health and damage systems, we've added new icon status indicators that better communicate bleeding damage and the effect of medication (for example, the vitamins will now boost your immune system).
We've also made some adjustments to the player damage, with the most visible example being the reintroduction of a bleeding damage penalty when walking barefoot. Furthermore, we removed the chance variable for bleeding damage dealt by bullets. Now, every bullet scratch causes bleeding 100 percent of the time.
TrackIR Support
TrackIR is a head tracking input device that allows you to use freelook independently from your mouse controls, and 1.01 now fully supports this input method. Popular and proven in Arma, introducing this input method was pretty straightforward for us, so we made that option available already. If you own TrackIR, you'll definitely have some fun when driving around in your ADA!
50+ other changes and tweaks
In addition to the highlights, we've introduced over 50 other changes and tweaks that make DayZ a better game. Read the full changelog below!
Notes on the Update
Please verify your game files before playing, including User Data
Storage files from the Experimental branch of the game may not be compatible with the Stable branch
We've done some changes to the VoN Codec, so as server owners, when moving your current Server Config to the new patch, be sure to change your vonCodecQuality = 20
We recommend a persistence wipe for modded servers.
Added: Script versioning to prevent future data incompatibilities
Added: Support for TrackIR head-tracking device
Added: Support for bullet shells dropping, and new sounds
Added: New audio controller for positional sounds, allowing us procedural control number or sound sources on models (Used to reduce number of bird sounds on trees.)
Added: Tree stem creak sounds
Added: Sounds when dropping items
Added: Implemented EQ filter for unconscious state
Added: Sound position offset feature to config
Added: New sounds for bullet shells dropping
Added: Antibiotics can fight diseases
Added: Vitamins can boost player's immune system
Added: Long torch (made of a long stick and rags)
Added: Various severities of bleeding
Added: Bleeding from bare feet
Added: Status indicators for bleeding and active medicament
Added: Masks and headgear provide some level of biological protection
Added: Close/open compass animations
Added: Voice effects for mumbling when gagged
Added: Ctrl + LMB will drop item from container (inventory)
FIXED
Fixed: A server crash when a character with a corrupt inventory tries to connect
Fixed: A server crash when a server with a garden plot on it was restarted
Fixed: A server crash related to script array manipulation crashes
Fixed: A client crash related to script array manipulation
Fixed: A client crash related to a light being removed while still in use
Fixed: Multitude of environmental issues (missing collisions, sudden LOD changes, hit materials, models adjustments) - as reported in Ticket T136380
Fixed: Typos in localization
Fixed: Possibility to toggle headlights when both are missing or destructed
Fixed: Some actions on target have incomplete action messages
Fixed: Crafting improvised suppressor took only 1% from the duct tape
Fixed: Landmine not detonating when it becomes ruined while it is armed
Fixed: Various IK poses (Stone, Medium Tent, BK-18)
Fixed: Chemlights glowing in cargo for 10 seconds
Fixed: Animals have no collisions with vehicles
Fixed: Shooting through a ruined suppressor did not emit muzzle flash
Fixed: Fireplace does not upgrade to stone circle if smaller stacks of stone are used
Fixed: Wolves attack animals rather then humans
Fixed: Sound sources on trees move with entity during cut down tree action
Fixed: SG5-K with compensator uses regular gun shots sounds (used sounds for silencer)
Fixed: Sea chest can be put into another sea chest - T135962
Fixed: When preforming suicide headgear does not get damaged
Fixed: Player's ankles can disappear while wearing Orel police pants
Fixed: Bullets are not registered after the weapon was raised close to the wall - as reported in Ticket T136559
Fixed: AIs get stuck near obstacles (reduced chance of occurrence)
Fixed: Motorbike helmet visually disappears after few steps
Fixed: Player gear is teleported to exact place where he logged in after being skinned and quartered - as reported in Ticket T136367
Fixed: icons representing ammo are small - as reported in Ticket T136555
Fixed: Tactical googles have no texture - as reported in Ticket T135082
Fixed: AI walking through ground pipes
Fixed: Server crash - as reported in Ticket T134543 + T136323 + T135501
Fixed: Server crash when HTTP request does not return OK
Fixed: Player might not be killed when shot with 12ga pellet
Fixed: Wooden logs get duplicated when building base of Fence and WatchTower
Fixed: ADA 4x4 won't stop after driver jumps out of it
Fixed: Some clothes cannot be damaged on ground
Fixed: Removing the rag from the mouth, make the rag slots smaller
Fixed: Temperature measurement has a question mark in the result text
Fixed: Players are able to access dismantle action on towers from the outside - as reported in Ticket T136666
Fixed: Bullets do not interfere with the player's body when fired through sea water
TWEAKED:
Tweaked: Inventory improvements in the visuals and performance of inventory code, including the
addition of hierarchical attachment visualisation,
hiding unused attachment categories (greatly uncluttered the Watchtower for example),
inclusion of dedicated icons for these categories and overall bugfixes.)
Tweaked: Improvements to server performance (central economy, networking and AI)
Tweaked: Weapon muzzle attachments now steam during rain while they are hot
We are three weeks into our quite intensive development planning that will shape DayZ this year. It means sorting through, and selecting features, content, and timeline of their delivery - in practice a lot of meetings, whiteboard scribbles, and digging through our backlogs trying to identify what we're able to deliver this year, and when. In the meantime, normal development continues, and we have deployed a first bug fixing patch, with more bug fixing ahead of us of course, as we also have a backlog there to go through.
The first quarter of this year is pretty much all about spring cleaning, and us getting on track to more scheduled Stable Platform Updates bringing new content and fixes. The first Platform Update is on its way to be released in February, and we will share more details once it's live on Experimental. We want to improve the game in many areas. We also hear you loud and clear and are aware of a vast amount of reported issues. They will get the attention they deserve when there's a right time for that, for now, let's look at some of the most critical and immediate ones.
Top Community Issues
Server Performance - server performance affects everything, from user actions taking too long, doors not opening, infected that stutter, to vehicle physics behaving in weird ways. Most of the gameplay can get affected when the server FPS dip below 20, and currently, that's happening on full or high population servers more often than acceptable. As such, this is our top priority to sort out. While the build out there right now has seen a noticeable FPS increase on low population servers, it still does not scale well enough when more players are active, and we are tracking possible causes of this server performance drop. https://clips.twitch.tv/CarefulJoyousPhoneJonCarnage
Persistence - right now, we are preparing a safety net for persistence that will help the current shortcomings where entire areas get wiped when the server crashes during the writing process of the snapshot of the world state. In simpler terms, the persistence data does not save correctly because of a crash. The proposed solution is in testing and will land on Experimental once ready. When that happens, we will do our best to share useful information on the usage and functionality of the safety net solution. Picture by GallopingGepard
Server Browser - we know the new server browser still has its flaws, and performance issues which are getting in the way of the DayZ experience. We are looking into possible improvements on a more granular level; however, those might take time, so at first, we will dig into the issues that damage the experience the most. Once there is more information to share, we will provide an update.
Animation issues - we are tracking multiple issues that break characters/weapons and more, and these require engine level fixes that are in discussion right now. Once e details get sorted out, and fixes are confirmed, we will talk about these in greater detail.
The issues above are our primary areas of interest as of now, but the list of reported issues goes on, from bullet damage to medical items not serving any real purpose, or item placing being very limited, and more. While the list above does represent some of the reported issues (arguably the ones that break the gameplay experience the most), it does not mean we're not considering, or working on the rest.
Modding
We'll do justice to our company motto - Curiosity, Creativity, Community - by delivering significant modding improvements this year. Documentation, samples, and fixes that make new things possible are all in our pipeline. We will look at the topics of licenses and content usage, as well as making sure that with upcoming Platform Updates, we provide Experimental server branch to everybody so that both server owners and content creators can look at the game changes happening, and make necessary arrangements for their creations.
We have a massive weapons backlog to go through, and you can expect that we will not only look into current issues with firearms (both visual and functional), damage and unconsciousness values but most importantly into that big stash of weapons that haven't been implemented yet. Our weapons strike team has already managed to make steps toward having two new firearms implemented in the upcoming February Platform Update. We will share more details when they're ready.
Vehicles
Vehicles have a lot more polish coming to them this year in terms of stability and functionality. As already mentioned, we know and understand that server performance has a huge impact on the experience, especially when player counts go beyond the recommended 60 players on community servers. Server optimisation plays a huge part in our early spring cleaning, so bear with us. While this is, of course, important, we can't forget that we should expand the variety of vehicular transport; this year will bring more options to players. Once again, we will share more details on the upcoming vehicles once we're sure we're ready to deliver.
Consoles
Recently, we've opened a round of Community Feedback targeted at our Xbox Survivors, and it proved to be a great source of useful information. Our console specialists in Bratislava are already looking into Xbox specific issues that were reported often and can be scheduled for a relatively easy fix, and there are of course the more complex issues like rendering and performance drops that are being investigated. DayZ launched with very decent frames in Xbox Game Preview, and we believe we can get rid of the current drops. It will take some time though.
We also know that we still have a large sleeper community on PlayStation 4 patiently waiting for a release. While we are currently not able to dedicate more resources to advancing with another platform, we're taking small steps towards a PS4 release later this year.
Communication
With many internal changes in planning and how we approach update releases overall, we will also need to be rethinking how often and in what forms we're communicating with you. We still have a lot of brainstorming to do, but it's very likely that the frequency of development Status Reports will no longer follow the 2 week period. Instead, we'd like to think of ways how to more actively work with what's happening in the community, engage in the events organised by community server owners, and improve the direct communication across channels.
Before the PC 1.0, we've made an attempt at Focused Feedback rounds with our game designers, and we'd like to get back to that idea when we know our developers can invest the time into carefully evaluating the feedback we receive on balancing, or specific game design topics.
What we mentioned today is merely a fraction of things that are ahead of us this year; there's more to share down the road, but only when we're ready to talk about it. Once our internal roadmap is fleshed out, we will start our deep dive into how exactly DayZ will change this year.
It has been a bit over a month since our last Community Spotlight and a lot has happened since then!
In December we released DayZ 1.0 on PC. It was definitely the craziest month in the office and the devs really deserved their Christmas holidays. I know we've been pretty quiet this year so far, and I've even noticed that some of you think we're still on holiday somewhere, but that could not be further away from the reality! Most of the team has been back to their stations since January 2nd and there's a lot of buzz in the office. We're working on fixes, planning our road ahead, and also getting ready for our first Platform Update - but I'll let Eugen explain it in his first Status Report of the year, so stay tuned!
We are collecting feedback from the Xbox community because the Xbox version still has several specific issues, and we want to know them all. If you are an Xbox player and have some feedback, here is the place to talk about it.
We've organized a 5 Year Anniversary Live Stream in December and answered a lot of questions, so if you missed it, here's a VOD of the live stream:
For the live stream, Tim and I organized a special community event for our content creators and a bunch of other members of our community. The event was about attackers assaulting the defenders inside their base. The defenders were asked to build and defend a complex of buildings, the attackers had to kill them all.
If you want to know some stats from the battlefield, here they are:
DayZ 5 Year Anniversary Stream Results:
Hero of the Attackers - AnarchyHD (7 kills)
Hero of the Defenders - M1ndr (7 kills)
First Blood - M1ndr after 3 minutes
Highest Kill Streak - Anarchy (7 kills, stopped by DrDeSync); M1ndr (7 kills, stopped by Moondye7)
Blood Enemies - Fadez and Jonny Rotten traded Kills
Brought a melee weapon to a gunfight - and won - Uncuepa: 2 kills with the Wooden Axe; Catfu: 1 kill with the Combat Knife
Last Men Standing - DrDeSync, Dizzy and Gary were the last surviving defenders
Immortal Warrior - Dannyboyy did not die during the event.
We definitely want to keep doing live streams, so stay tuned for more - and feel free to send us some tips about what you'd like to see us streaming!
Let's check the community content.
Our friends at the Australian DayZ podcast Compass asked us for an interview and we joined them for their latest episode. Eugen and Peter were talking about some interesting topics and if you are interested in DayZ development, you should definitely check it out: https://www.youtube.com/watch?v=ovhdvgBYe18
If you are a DayZ beginner, you will maybe appreciate some community help:
Recently, my favorite "DayZ teacher" has beenArchie Stormcloud, who has his own "DayZ school". Check out his videos, they are funny, informative and entertaining.
Another amazing piece of work from Asmondian. He has created a series of #dayztips pictures with instructions how some things work. Let's check out some of them:
If you are into modding, you can find some great community mods in the Steam Workshop.
The most popular Workshop item -at least for the last month- has been Winter_Chernarus. This mod retextures Chernarus to a beautiful winter environment.
And if you run Winter_Chernarus on your server, I suggest you to add Cl0ud's Wintergear, it is really nice.
Everyone wants Namalsk, but other terrain creators are already doing an amazing job as well, so now you can check out a new terrain called DeerIsle. It is a 16x16 km size map based on the DeerIsle location in the USA and is still in development. You can try the 3x3km starting area on the creator's server 85.25.214.246.
And the last thing I want to share with you are some examples of amazing handwork skill.
dubas_ got this amazing picture as a gift. Why don't I have anything like this on my own wall?
DrZZed shared with us his logo cut from wood. It is huge!
I carved a DayZ logo into pumpkin last year and it was so hard. But Reddit user ApersonawithCANCER did the same thing with a piece of wood, how it is even possible to do this by hand?
And the last one is a very atmospheric sketch made by Specu85. You are talented, man!
And one bonus photo to end things in style. Who else is envious of this DayZ command center by DownBy9UpBy5? I know I am for sure.
As always, it's location riddle time. The location from the latest Community Spotlight was under a little factory west of Lopatino. And who guessed it right?
Rosiu (@Rosiu11)
DrDeSync (@DrDeSync)
Emu Threat (@DayzedEmu)
Foxypote (@Foxypoteoffical)
Good job, guys.
Here's the next one:
If you know where the location is, send your answer to our Twitter account with the #DayZriddleTime hashtag. Good luck!
That's all from me for now, thanks for all the awesome content you create, enjoy the game and see you in two weeks.
Today is the day. The 1.0 update is out now on Steam! It is time to end the Early Access journey, and start a new chapter for the DayZ development. https://www.youtube.com/watch?v=Z8YxinOKNss Over the past days the team has come closer together and worked more passionately than ever to make this important leap happen. And of course, we have seen the support from our community, be it in Tweets, PMs or via Reddit. We want to thank every single one of you for your patience and endurance through the years. We know there is still a mountain of work ahead of us and the team is not taking this milestone as an opportunity to rest, but as a chance to recover, evaluate, and plan for future.
So what's ahead until Christmas?
First of all, we've just started our first Free Weekend on Steam, so this is your chance to show DayZ to your friends and invite them to a trip across Chernarus. This will also be the last chance to buy DayZ for 15% off its Early Access price, which will be increased when the free weekend ends on Monday, December 17th (19:00 CET).
We are also approaching the 16th of December, marking our 5 year anniversary of DayZ. To celebrate this milestone with you, the team will also have a Live Stream on this Sunday evening, to show you some in-game action and talk about the release.
For the following week (17.-21.), we have additional appearances on community streams planned, to share more about what the release means for DayZ and what's to come.
let's get straight to the point: It is time. DayZ is going to leave Early Access with a PC 1.0 update on December 13th, after almost exactly 5 years in open development!
Everyone on our team has been working hard and will continue for this remaining week to deliver the best launch version we can. With the BETA last month, we've seen the return of the first vehicle and item stashes, as well as the premiere of DayZ base building, the release of server files and the beginning of Modding Support. The most recent Experimental Update has returned horticulture to the game, making survival within your base more autonomous, and allowing the return of the full hermit play style.
Backed by the underlying engine changes introduced with the BETA, the 1.0 launch should feel like a fresh new start for anyone who has not played DayZ for some time - so let your friends know that they have a game to play on December 13.
Keep following us for more events and information over the course of the next two weeks!