Sep 3, 2019
DayZ - Impuls
Hello Survivors!



The PC Update 1.05 of DayZ is now live. It brings you an expansion on the disease system and introduces an advanced vaulting and climbing system. On the combat side, we've added two new pistols and one assault rifle. Furthermore, we've expanded our language support with Polish and Japanese.



Get all the details and full patch notes below!




New Weapons


Mlock-91
The Mlock-91 is a semi-automatic pistol, fed from a detachable magazine. Affordable and compact, it is commonly used by the Chernarussian police forces. It uses 9x19mm rounds.




MKII
The MKII is a semi-automatic, integrally-suppressed pistol, fed from a detachable magazine. Using .22 LR rounds, it is considered both silent and lethal against short range targets without armour.





KAS-74U
The KAS-74U is a shortened version of the KA-74 assault rifle, usually equipped with a side-folding metal shoulder stock.





New & improved weapon attachments
  • New .22 LR Rounds

New Vehicle
Sarka 120





Vaulting
  • Players can now vault over fences and walls.
  • Players can now scale objects up to 2,30 meters height.


Vaulting Gif


Others
Medical Changes
  • Introducing food poisoning
  • Balancing of cholera and salmonella diseases
  • Balancing health regeneration and bleeding
  • Improvements and fixes to the medical systems and items


Communication
  • Players can now switch between shouting, speaking & whispering for different voice ranges.


Dead Body Decay
  • Dead player bodies persist longer and decay over time.

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.
  • 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

  • Added: New pistol Mlock-91
  • Added: New pistol MKII with its integral silencer
  • Added: New rifle KAS-74U
  • Added: New vehicle Sarka 120
  • Added: Vaulting and Climbing enable players to pass obstacles up to 2,30 meters high (exception for base fences, gates, and watchtowers)
  • Added: Polish and Japanese languages
  • Added: .22 LR Rounds
  • Added: Food Poisoning
  • Added: Tutorial screens in the main menu
  • Added: VoN whisper/talk/shout voice levels
  • Added: Infected are attracted by talking players
  • Added: Quick reload weapon option for PC (hold R for reload)
  • Added: Ability to animate P3D attachments on creatures
  • Added: Possibility to set hidden selections for wearable models (e.g., bandana or belts)
  • Added: The name of the missing PBO file (compared against the server files) is now displayed in the error message
  • Added: Collision response of thrown items with character controller
  • Added: Smoothed the movement of thrown items from the thrower's point of view.
  • Added: Warning when playing a modded game.
  • Added: Foley sound for the base radio
  • Added: Window destruction sounds for vehicles
  • Added: Suicide functionality for bayonets
  • Added: Bleeding effect on melee suicides
  • Added: Infected wearing a headtorch now have it switched on
  • Added: Torch can be soaked up with gasoline, but only if it's not ignited yet
  • Added: Camera shakes when getting hit
  • Added: Dead bodies decay over time
  • Added:The Stamina bar now blinks when the player doesn't have enough stamina to perform an action
  • Added: Cholera has a chance to appear in water bottles and canteens when initially spawned
  • Added: Localized texts for Tutorials


FIXED

  • Fixed: Several animation clipping issues
  • Fixed: Creation of dynamic physics for objects which contains proxy objects
  • Fixed: "Collision refresh" when a "dynamic body" is removed after item throw
  • Fixed: Animation applied on items in inventory view
  • Fixed: Attachments LOD
  • Fixed: The countdown was missing during the respawn.
  • Fixed: The VoN was staying active even when the game is minimized.
  • Fixed: Putting an item from your hands into inventory when inside a car could make it invisible when putting it back into hands.
  • Fixed: Player couldn't use the VoN while using the inventory.
  • Fixed: Movement on a ladder when the parent entity is moving (e.g., if the ladder is part of a moving vehicle)
  • Fixed: door collision after rotation change
  • Fixed: Black screen occurring when using hardware Anti-Aliasing
  • Fixed: backtracking correction of velocities
  • Fixed: Thrown items could fall through the ground
  • Fixed: character's physics speed
  • Fixed: Grenades couldn't be thrown through windows
  • Fixed: IV Saline Bag and IV Blood Bag didn't have any effect
  • Fixed: The consequences of giving blood of an incompatible blood type were applied to the applying person instead to target
  • Fixed: Rapid switching of items in hands could display incorrect items in hands to other players
  • Fixed: Spamming emotes could display, to other players, an incorrect item in hands
  • Fixed: Bayonets couldn't be used to cut off bark or cut down bushes
  • Fixed: A weapon used to commit suicide could become inaccessible for other players
  • Fixed: Items in the quick bar could cause issues while restrained
  • Fixed: The player could not move after spraying disinfectant spray on another player
  • Fixed: Switching a weapon in hand with a helmet via quick bar had the character stuck in an animation
  • Fixed: Dry bags were displayed with hard edges
  • Fixed: When reloading, magazines could fly next to the player
  • Fixed: The duct tape quantity wasn't displayed in the quick bar
  • Fixed: An untranslated string for the Blood Test Kit
  • Fixed: Items could be looted through walls using the inventory vicinity.
  • Fixed: Smoke particles on the bottle suppressor and USG-45
  • Fixed: Hesco boxes would get damaged during deployment and folding
  • Fixed: Dropping a wooden stick was player a wrong sound.
  • Fixed: Items in hands could disappear if the player was saved in the vehicle
  • Fixed: Magazines could not be detached via quick bar
  • Fixed: Misplaced/unnecessary collision above a ladder at the cement factory
  • Fixed: An issue preventing players from picking up items dropped from a player that had died while swapping items
  • Fixed: A client error when adding items to the inventory without having sufficient space
  • Fixed: It was possible to plug a Power Generator into a Cable Reel as an unintended reverse connection
  • Fixed: Grenades were dealing much less damage to players browsing their inventory
  • Fixed: Attachments weren't damaged by explosions
  • Fixed: The animations were incorrectly applied to the items in the inventory
  • Fixed: The player weapon could disappear from its hands when climbing a ladder
  • Fixed: Swapping items with the quick-bar could reset their rotation
  • Fixed: Various localization errors
  • Fixed: Quantity indicator for the magazine items
  • Fixed: The state of doors could get de-synchronized upon server restart
  • Fixed: The item in hands was disappearing when the character was in a vehicle and saved in the database
  • Fixed: Water hit effect on piers and other places along the seashore
  • Fixed: VSS sounds were very loud to other players when heard from a great distance
  • Fixed: Flashbang grenades weren't flashing the players' screens at night
  • Fixed: Grenades did not affect players from within a fireplace
  • Fixed: An animation glitch causing the player character to collapse into a ball
  • Fixed: A burlap sack on the head would not hide other head-wear
  • Fixed: It was not possible to manipulate with a restrained players inventory
  • Fixed: Items looted from incapacitated players got returned to their former inventory on quick bar use
  • Fixed: A client error when placing a spotlight on a scaffolding
  • Fixed: Barrel bottom clipped through the ground it was standing on
  • Fixed: It was possible to wear the great helmet with other headgear
  • Fixed: It was challenging to open and close vehicle doors in 3rd person
  • Fixed: Cancelling the resuscitation action could create invisible weapons
  • Fixed: A client error when switching two-handed ranged weapons
  • Fixed: Motor starting sound of the Gunter 2 would not play
  • Fixed: An exploit to stack containers into each other indefinitely
  • Fixed: The logout menu did not hide when cancelled
  • Fixed: De-synchronized rotation of flashlights after dropping them
  • Fixed: Corrected the direction of the fuel station explosion and the following smoke
  • Fixed: Rear lights on vehicles did not switch off when the engine was switched off
  • Fixed: Gas lamps and gas stoves were making undesired sounds when they were put inside a cargo
  • Fixed: Missing unpinning sounds for grenades
  • Fixed: Car headlights not changing their material when being switched off
  • Fixed: Car headlight lights did not change when the head-bulbs were destroyed
  • Fixed: Multiple head clipping issues
  • Fixed: Grenades did not explode after shooting them
  • Fixed: Belts with attachments could be put into cargo
  • Fixed: Activating the Steam Overlay with Ctrl+Tab could cause a stuck Ctrl key
  • Fixed: Issue when a player was killed while switching between seats in a vehicle
  • Fixed: Redundant animation was played while entering cars
  • Fixed: Stamina handling while sprinting
  • Fixed: Amount of bullets in a magazine is still shown after swapping it with the Handheld Transceiver (https://feedback.bistudio.com/T143768)
  • Fixed: 3rd person camera collision during leaning
  • Fixed: Unable to turn on the Field Transceiver after throwing/dropping it.
  • Fixed: When (un-)chambering certain rifles, the ammunition would disappear.
  • Fixed: A server crash related to electrical systems
  • Fixed: Item got stuck in the hand slot if changed with a smaller item
  • Fixed: Random amount of water in canteens
  • Fixed: Body parts were not rendered from a certain distance
  • Fixed: Infected are now chasing only non-dynamic targets
  • Fixed: Stuck hand-slot with tents
  • Fixed: Cholera only triggered vomiting once per session
  • Fixed: A client crash when adding a pot with boiling water to your inventory
  • Fixed: Weapons dropped from killed players hands would become ruined
  • Fixed: Infinite bleeding from corpses
  • Fixed: Player was mumbling after respawning, if gagged before dying
  • Fixed: It was not possible to equip bandanas as clothing
  • Fixed: Exploit for continuous night vision
  • Fixed: A server crash caused by repeated throwing
  • Fixed: An animation issue when carrying the sea chest or metal plate while crouched
  • Fixed: Audio of distant gunshots could be delayed or merged


TWEAKED

  • Tweaked: Despawn time for dead bodies and animals increased
  • Changed: Updated credits to reflect the recent changes
  • Changed: The saline bag is faster to apply and now increases the blood replenishment (visualized through the medication (pill) indicator).
  • Changed: Giving the wrong type of blood can now cause the character to go unconscious and trigger a hemolytic transfusion reaction
  • Changed: The hemolytic transfusion reaction is faster and more severe
  • Changed: The item rotation is now considered when looking for an inventory position
  • Changed: Sights misalignment configured for weapons and their attachments
  • Changed: Ambient loot can now also spawn in "rotten" and "dried" states
  • Changed: Randomizing fruit and mushroom spawning
  • Changed: All restraining items now receive a certain amount of damage when removed from hands, even without a tool
  • Changed: Car crashes now decrease the player's health
  • Tweaked: Bullet damage is reduced with longer bullet travel time
  • Tweaked: Lowered regeneration rate of the character health
  • Tweaked: Adjusted the injured stance thresholds to allow more mobility at lower character health values
  • Tweaked: Increased the amount of blood loss from bleeding sources
  • Tweaked: Quantity in UI is now hidden for the Saline Bag, IV Saline Bag, Epinephrine and Morphine (single-use items)
  • Tweaked: Reduced damage and shock value received from infected
  • Tweaked: Slightly increased chance for a bleeding source from an infected attack
  • Tweaked: Fist-attacks now cause less health damage and shock.
  • Tweaked: Drinking from wells and ponds should no longer get the player replenished so fast
  • Tweaked: Global lighting config tweaks (overall brightness during day, less prominent shadows during clear days, less blue in shadows)
  • Tweaked: Interiors for certain bunkers and the control tower
  • Tweaked: Increased chances of low-tier pistols to spawn with weapon attachments
  • Tweaked: Spawning of LAR attachments and VSD parts attached at spawn
  • Tweaked: Volume for falling tree and bush sounds
  • Tweaked: Throwing animations
  • Tweaked: Non-absorbing items don't get wet any more
  • Tweaked: Added rotation to normal map particles
  • Tweaked: Slightly prolonged the range of car headlights illumination
  • Tweaked: Growing a beard now takes 4x as long as before
  • Tweaked: Melee impact particle effects are now rotated randomly, not always up any more
  • Tweaked: Refueling a power generator does not require precise looking at its fuel tank
  • Tweaked: Prolonged the action of shaving to make it fit the animation itself
  • Tweaked: Parameters of the rear lights of the Olga 24
  • Tweaked: Reverse light fades out quickly now
  • Tweaked: Player landing sounds are now quieter
  • Tweaked: Drastically reduced unarmed attack damage to worn clothing
  • Tweaked: Removed the crafting attachments from the barrel
  • Tweaked: The Leather Sewing Kit can no longer be used for treating injuries
  • Tweaked: Treating injuries using the Sewing Kit now takes 20% instead of 1% of the item's quantity
  • Tweaked: Spawn orientation of the Gunter 2 parts
  • Tweaked: Salmonella (lowered the stomach volume threshold for vomiting, increased the vomiting chance, added removal of water and energy when vomiting)
  • Tweaked: Cholera (over-time water drain added, lowered the stomach volume threshold for vomiting, increased chances of vomiting, added water and energy removal when vomiting)
  • Tweaked: Eating a multivitamin pill now shows a UI notifier (pill icon)
  • Tweaked: Fresh spawn player loadout (road flare switched for chemlight of random color)
  • Tweaked: Increased blood loss from bleeding sources
  • Tweaked: Bandaging using a rag or bandana no longer causes the wound infection, because wound infection had no effect on player characters
  • Tweaked: All pants can be wrung out now


MODDING

  • Added: Curl context API
  • Added: A script callback Object::OnPhysicsCreate
  • Added: A model (p3d) property "canClimb" to enable climbing the model (default is 1, 0 is disabled).
  • Added: Way to detect night using GetGame().GetWorld().IsNight() (returns true when the sun is below the horizon)
  • Added: Retexturing selections for the LAR
  • Added: Retexturing selections for the wooden crate
  • Added: Possibility to disable the enlargement of the  inventory bbox view via a new config parameter "enlargeInventoryView"
  • Changed: HumanCommandMelee::IsOnBack and HumanCommandMelee2::IsOnBack (preferred) are now accessible from the script API
  • Tweaked: Default food poison and salmonella agents added to the meat stages (burned=food poison, rotten=salmonella+food poison, raw=salmonella) and guts (salmonella)
  • Fixed: GetStomachVolume() on PlayerStomach was not reset when ClearContents() was called
  • Fixed: A null pointer in 'SlotToAnimType'
  • Optimized: Command start/finish events


SERVER

  • Added: Priority queuing for the login queue
  • Fixed: Server config related issues weren't logged in the rpt and crash files
  • Fixed: A crash occurring when an infected was updated without a valid network object
  • Fixed: A server crash caused by a player disconnecting after an item was thrown
  • Fixed: A server error caused by a player committing suicide being simultaneously killed by another player
  • Fixed: A server error when entering and exiting vehicles
  • Fixed: A server error when starting a vehicle
  • Fixed: A server error when a player touched a barbed wire


LAUNCHER

  • Changed: Launching Survivor GameZ now ignores the startup parameters that could prevent from joining a game
  • Changed: "Play DayZ Experimental" on Steam now starts the DayZ Launcher by default

KNOWN ISSUES

  • Certain player models don't have textures in their decayed status
  • The PAS radio is not visible in the inventory UI
  • Wolves can hit a player inside cars through closed doors
  • Cholera modifier might not disappear until relog
DayZ

Following a turbulent and frankly amusing couple of weeks, DayZ's Australian ban is no longer official, with the country's Classification Board issuing a new MA15+ classification today.

The new classification is the result of a 'modified' version of the game submitted to the Classification Board. This version is more than likely the one which removes the offending depictions of drug use from the game. The offending content involved the use of marijuana as a health item in the game, and if there's one thing that rubs the board the wrong way, it's incentivized drug use. Weed isn't currently in the official build of the game, though it was set to arrive via DLC. Those plans have been thwarted.

The game is still unavailable to purchase on Steam at the time of writing, though that's likely to change in the coming days. 

The board has issued several 'Refused Classification' rulings of late, which means a title is effectively banned in Australia. Of most interest was yesterday's Bonaire, which is an unannounced Rockstar Games project, more than likely an expansion for Red Dead Online. But We Happy Few and Kingdom Come Deliverance have both been banned of late too, due to recent DLC additions. 

Cheers, Kotaku.

DayZ

An Australian politician has said the country's decision to ban DayZ over in-game drug use has made it look like "the wet blanket and laughing stock of the whole world".

Tim Quilty, Liberal Democratic Party member of the Victorian Legislative Council, said the "absurd" ban was triggered by Bohemia Interactive's plans to include cannabis as a healing item. The developer hasn't yet confirmed which in-game item fell foul of the Australian Classification Board, but players can use morphine to heal and the game files mention cannabis, which is illegal in Australia. 

"What makes this ban especially absurd is that Australia has an R18+ classification for videogames...refusal of classification should be reserved for illegal materials, things like child pornography and snuff films that should never have been created in the first place. It should not be used for zombie survival videogames.

"Sadly, the developers of DayZ have caved," he said in the Parliament of Victoria on Thursday, referencing Bohemia's decision to change the game worldwide because of the ban. "Australia is once again the wet blanket and laughing stock of the whole world. It's an embarrassment that we obediently let our government treat us like children. While the rest of the world is legalizing cannabis, we are banning representations of cannabis in videogames."

You can watch his speech below.

Bohemia hasn't said how it plans to change the game to comply with the Australian rating system, but as Fraser pointed out it might be as simple as changing item names, in the same way Bethesda switched morphine to Med-X in Fallout 3.

DayZ

DayZ has been having a bit of trouble in Australia recently. When the survival game's Australian distributor applied for a rating from the classification board ahead of the physical release, it was rejected. The rejection, effectively a ban, extended to the digital version, which was removed from sale. 

Last week, Bohemia Interactive told me that the rejection was down to the depiction of drug use and that it was looking to find a way to keep the game available in Australia. For the time being, it looks like that solution is a global change. 

So that Australian players aren't excluded, DayZ will be changed across the board, Bohemia Interactive told Kotaku Australia

"At the moment, we are editing the global version of DayZ so it will fit into the Board’s requirements. The key objective is to keep the gameplay as authentic as it was, so players are not affected by this change."

The specifics of the changes haven't been detailed, and it's especially strange because DayZ doesn't depict recreational drug use. It does, however, contain morphine, which caused similar problems for Bethesda, prompting them to change its name to Med-X in Fallout. There are files for cannabis, too, though it doesn't appear in the live game.

If Fallout is anything to go by, simply changing the name should appease the board. It's all very arbitrary and unhelpful, of course, and if there was a real issue, a name change wouldn't solve anything, but at least it won't be too disruptive for players.  

DayZ

It was hardly a joint decision, but following the Australian Classification Board's ruling that DayZ would be banned from sale for its depiction of drugs, Bohemia Interactive has announced it will edit the game to bring it in line with Australian rules. For all versions worldwide.

Last week, news broke that the ACB had rejected the physical release of DayZ thanks to "illicit or prescribed drug use related to incentives", specifically, the use of cannabis as a reward - even though the drug was not yet implemented in the game. Despite DayZ having been available in digital form for five years, the ACB indicated it would also work to get the game pulled from digital storefronts.

Faced with a complete ban across Australia, the simplest thing for Bohemia Interactive to do was change the game, and the studio has now confirmed to Kotaku Australia this is the plan.

Read more

DayZ

Earlier in the week, DayZ was refused an age rating by the Australian Classification Board. Despite launching years ago and already having a 15+ rating, Australian distributor Five Star Games had to resubmit the game thanks to the impending launch of the physical edition. Unfortunately, the decision also extends to the digital version. 

While Bohemia Interactive told me that the digital version was not in jeopardy and was still available through storefronts like Steam, the situation has "escalated", the developer confirms.

"We are aware of the Classification Board's intention to pull DayZ from the online sales," says Bohemia Interactive. "The game was just removed from the PlayStation and Xbox stores. The reason behind the rejection to classify the game is the specifics of drug use in the game."

Where things get weird is that DayZ doesn't have drug use aside from things like morphine, specifically used here for pain relief. Here's the extent of the game's 'drugs'. They're not recreational. Unfortunately, cannabis can be found in the game files, and while it's hasn't yet to be implemented and there's no indication it will be, it seems to have riled up the board. 

Though cannabis has been decriminalised or is available for medical reasons in several parts of the world, it's still illegal in Australia. Hunting and killing people for their supplies is also illegal in Australia, though the board seems less concerned about that. 

Bohemia Interactive isn't cutting its losses, however.

"The Australian player base is a big and very important part of our community. At the moment we are looking for the best solution to keep the game on the Australian market and pass the classification according to all regulations. We will do everything in our power to keep the game playable and available for Australian gamers."   

Previously, developers have made minor changes to appease the puritanical board, so it may be that a quick fix is possible and it will be back on sale before too long.

DayZ

A couple of days ago, news outlets reported DayZ's physical release had been refused classification in Australia - despite the game having been out in digital form for five years. The reason for this, according to the Australian Classification Board's listing, was that it was deemed to "depict, express or otherwise deal with matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified".

Obviously, that's a pretty broad spectrum.

Thanks to a report seen by Kotaku Australia earlier today, we now know exactly why the game has been blocked from release, and the situation is weirder than first thought. Namely, it's about cannabis - something that currently isn't active in DayZ - and the ACB is apparently working towards getting the game's digital version banned too.

Read more

DayZ

Bohemia Interactive's multiplayer zombie survival game, DayZ, a title that's been legally available in Australia for over five years, has been refused an age rating by the Australian Classification Board, effectively banning it from sale - but it's a restriction that, rather absurdly, only applies to the upcoming physical release.

While Bohemia Interactive is publisher of DayZ's digital version, which has been available on Steam since 2013, the upcoming physical version is being handled by distributor Five Star Games. And it's this latter version that has (as spotted by Ref Classification on Twitter) fallen foul of the Australian Classification Board's notoriously draconian rules.

According to DayZ's listing, actually dated June 4th but only surfacing now, the game has been refused classification as it was deemed to "depict, express or otherwise deal with matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified."

Read more

DayZ

Update: Bohemia Interactive has clarified that the classification, or absence of one, doesn't effect the digital version of DayZ, only the upcoming physical edition. It's still available on Steam in Australia. 

Original story: DayZ has been refused an age rating by the notoriously strict Australian Classification Board. It's not unusual for games to not receive a rating in Australia, often leading to developers making changes to fit the draconian rules, but DayZ has been available in Australia for years. It entered Early Access in 2013 and finally launched last year. 

The classification page (cheers, Reddit) shows the decision was made in June and was applied for by Five Star Games, an Australian distributor. The reason for it being refused classification, which essentially means it's banned, is that it depicts naughty things that might offend. 

It apparently depicts or expresses matters of "sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified."

DayZ was already rated, so it's not clear why it was refused classification when it's exactly the same game. We know DayZ is getting a physical edition this year, which is probably why distributor Five Star Games is involved. What doesn't make sense is why the rules would be different for digital and physical games. 

So far, it's yet to affect Steam, as DayZ continues to be sold in Australia, but this may halt the physical launch. I've reached out to both Bohemia Interactive and Five Star Games for more details. 

DayZ - DayZDevTeam


Dear Survivors!

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.
...