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DayZ 1.21 Patch Notes

News:

DayZ 1.21 Patch Notes

ADDED:

- Crossbow and color variants
- Bolts and Improvised Bolt variants
- Sword
- Mace
- Chainmail
- Chainmail Leggings
- Chainmail Coif
- Norse Helm
- Chestplate
- Medieval Boots
- Wool Gloves with fingerless and color variants
- Feathers
- Game hints in the loading screen
- Added new game hints
- Thrown items and moving vehicles now move smoother on high refresh rate devices
- Status icon for mild leg injuries
- UI brightness can be adjusted in the settings
- The character now spawns with items pre-assigned to their quickbar


FIXED:

- Fixed further exploits to look through walls (https://feedback.bistudio.com/T170298 - private)
- Fixed an exploit to glitch through walls
- It was possible to execute a stealth kill even if there was an obstacle between the player and the target
- Several explosions were missing their tail sounds
- The camera would move sharply when a vehicle turns opposite to the mouse/joystick movement
- The camera would glitch when swimming with a broken leg (https://feedback.bistudio.com/T170499)
- The action to refill a partially filled gasoline container would appear at water sources
- The Scout rifle reload sounds would echo (https://feedback.bistudio.com/T169535)
- Items ruined while in a container carried in hands would float in the air
- Fixed issues with several structures (https://feedback.bistudio.com/T160592, https://feedback.bistudio.com/T168942, https://feedback.bistudio.com/T169537 - private)
- It was very difficult to reach the "Open trunk" action for the Olga 02 wreck
- Ruining handcuffs would not free the cuffed player (https://feedback.bistudio.com/T169831)
- Arming/disarming damaged Remote Detonation Units would reset the health of the explosive and detonator (https://feedback.bistudio.com/T169981)
- Links between remote detonators and explosives were not persistent
- The character could collide with items dropped from a thrown fireplace
- Interrupting of building by another player could result in desync
- On lowest FOV settings, the camera would zoom out instead of in when focusing the view
- Items inside the vehicle cargo were not drying or changing their temperature (https://feedback.bistudio.com/T163152, https://feedback.bistudio.com/T170216)
- Exhaling sound was missing when exiting ADS while holding breath (https://feedback.bistudio.com/T169869)
- The player could fall to their death when reconnecting while high on a ladder (https://feedback.bistudio.com/T156308)
- Infected could walk through specific base building objects
- Fire barrels did not have accessible cargo space when attached to a truck (https://feedback.bistudio.com/T170054)
- Aiming to attach wooden sticks to an improvised shelter could display non-functional selection arrows
- Weight of the heat pack was irrationally high
- It was not possible to purify water in a cauldron (https://feedback.bistudio.com/T170056)
- It was possible to purify an empty container
- Placing a tent inside a bigger tent could cause inventory management problems
- Thermometer was not displaying realistic temperatures in cases of sickness
- The character could get stuck when changing stances while dropping an item
- Player could desync and fall through the map by going prone or being attacked by infected (https://feedback.bistudio.com/T170823, https://feedback.bistudio.com/T170837, https://feedback.bistudio.com/T170747, https://feedback.bistudio.com/T170752, https://feedback.bistudio.com/T170854)
- Accessing ladders from crouch position could offset the character's collision
- PU scope reticle would glow slightly at night
- Heat comfort was not handled properly after reconnecting on elevated positions in buildings
- The tripwire could not be moved in the inventory in ruined state (https://feedback.bistudio.com/T170682)
- Advanced placement did not work as intended in the small factory building (https://feedback.bistudio.com/T170826)
- Some clothes, accessories, tools and car parts could not be shot through (https://www.youtube.com/watch?v=XVCXhVkur0M)
- A damaged Battery could lose quantity when being swapped
- A square shape was present when looking through the iron sights of the 4x ATOG optic (https://feedback.bistudio.com/T159711)
- UI tabs were resized when changing sliders in the settings (https://feedback.bistudio.com/T170570)
- The control when looking through binoculars and certain scopes in hands was very floaty (https://feedback.bistudio.com/T167629)
- Desync when reconnecting near a car or entering a running car's network bubble could result in the client showing a stalled state for the car
- Aiming while prone would not take the terrain surface into account normally
- The state of weapons would not be reflected properly when dropped to the ground
- The texture for bloody hands was darker on survivor model 11
- The action to wash hands was even available when gloves are put over the bloody hands
- Infected could walk through rocks
- Infected could walk through piles of wooden planks
- The NVG headstrap could be dropped on the ground upon reconnect
- Vehicle startup sounds were not synchronized with the animation (https://feedback.bistudio.com/T169846)
- Freelook could only turn the camera by 90 degrees (https://feedback.bistudio.com/T160427)
- Bird and cricket ambient sounds would cut instantly when a player shoots within 500 meters
- Bird and cricket ambient sounds would not react to explosion sounds
- Soft braking a vehicle with CTRL+S was not working as intended
- The player could get stuck in the load-in queue at position 0 while being kicked off the server
- Fixed a bug that could transform vehicles into unusual shapes
- Fixed an issue where players with poor network connection could influence the connection of other players
- Fixed several cases of items falling through the map when being thrown
- Reigniting a fireplace would not increase its heat again (https://feedback.bistudio.com/T171086)


CHANGED:

- Reworked falling damage impact depending on height
- Removed the BattlEye license agreement prompt in-game (PC only - https://feedback.bistudio.com/T166065 - private)
- Tweaked sounds of doors with valve lock
- Changed the horn sound of the M3S truck
- Increased the audibility of explosions
- Allowed eye gear to spawn on infected (https://feedback.bistudio.com/T162844)
- Login timers are now also displaying in minutes and hours
- Zoom functionality is no longer reduced during fast movement in crouch or prone
- Applied minor visual tweaks to the Great Helm
- Reduced the weight of the plastic explosive by 60% (https://feedback.bistudio.com/T170175)
- Tweaked impact sounds for metallic objects depending on the targeted surface
- Ripened horticulture plants now stay for twice as long before they start to decay
- Increased the minimum amount of quick slots available to the player
- Reduced the amount of additional quick slots given by certain gear
- Interactions with a power generator now refresh the lifetime of it and all items connected to it (https://feedback.bistudio.com/T137688)
- Removed the "Loading..." text on the login timer
- Washing hands is now a continuous action
- Tweaked the width of all tire tracks
- Changed the animation for pill consumption
- Improved the visuals of the PSO-1, PSO-1-1 and P1-87-L Scopes
- Reduced the reflection on the glass of scopes
- Improvised fishing rod can now be dismantled
- Adjusted position/rotation of individual weapons when carried on the shoulder (https://feedback.bistudio.com/T165127)
- Distant lights are much dimmer
- Transition from close up light to distant is much smoother
- Slightly increased the damage the Sarka 120 takes from impacts
- The drying rate of items has been adjusted to correctly reflect item location and outside influences
- Increased the duration of the wringing action
- Adjusted inventory lighting to make the item previews more read-able (less over-exposed) and more in the style of UI (flatter lighting)

- CHERNARUS

- Changed: Updated the Chernogorsk football field

- LIVONIA

- Added: Flags of the winners of the "Lights Out" event
- Fixed: Shifted police situation at Bielawa (https://feedback.bistudio.com/T170793 - private)

- SERVER

- Added: Object spawner supports direct p3d spawning (Documentation)
- Added: Server config int parameter 'networkObjectBatchSend' (default = 10) which is how many objects within a players network bubble are sent to be created within a server frame (https://feedback.bistudio.com/T169094) (Documentation)
- Added: Server config int parameter 'networkObjectBatchCompute' (default = 1000) which is how many objects within a players network bubble are processed to check if it already exists for the player within a server frame (Documentation)
- Added: Optional logging for raising/lowering flags at flag poles (https://feedback.bistudio.com/T170287)
- Added: Object Spawner: "enableCEPersistency" which when set to true will make an object behave as configured by economy, otherwise it will not be saved in the server storage until a player puts it in inventory
- Fixed: Script execution not functioning properly in certain situations depending on init.c (https://feedback.bistudio.com/T169822 - private)
- Fixed Several inconsistencies in the admin logs (https://feedback.bistudio.com/T170195)
- Fixed: It was not possible to spawn infected with functional head torches attached (https://feedback.bistudio.com/T162844)
- Fixed: Items spawned before CE Init were not persistent
- Changed: Shortcut for map toggling is not available if use3dMap option is enabled (https://feedback.bistudio.com/T170401)

- LAUNCHER

- Fixed: Offline servers (in Favorites tab) now always appear after online servers
- Tweaked: Offline servers (in Favorites tab) are now faded to clearly indicate they are offline


MODDING:

- Added: WORKBENCH define for script which should only compiled on Workbench launch
- Added: Defines Window to set up custom Workbench validation
- Added: "Compile Core Builds scripts" option to Build menu (CTRL+ALT+F7) to compile multiple important build setups in a row
- Added: Flags parameter to DayZPlayerUtils::SceneGetEntitiesInBox (https://feedback.bistudio.com/T168610)
- Added: Additional flags parameter for DayZPlayerUtils.SceneGetEntitiesInBox
- Added: Class in CfgMods now auto generates a static (loaded before script compilation begins) script define (https://feedback.bistudio.com/T159481)
- Added: Class in CfgMods now supports "defines[]" text array which adds static script defines
- Added: Support for adding static script defines in gproj with ScriptDefines -> ScriptDefinesClass (https://feedback.bistudio.com/T159481)
- Added: CGame::CreateStaticObjectUsingP3D
- Added: 'Serializer.CanWrite'/Serializer.CanRead' to check if the serializer can be read or written to
- Added: 'IEntity.GetRenderTransform'
- Added: Variable 'DayZPlayerCameraResult.m_bUpdateEveryFrame' to change camera update behaviour from fixed tick to unlocked frame rate
- Added: Variable 'DayZPlayerCameraResult.m_OwnerTM' to override the transformation of the owner
- Added: Ability to set proxy (inventory slot) offset per item in item config
- Added: Methods for controlling brightness of UI (Widget.SetLV, Widget.SetTextLV, Widget.SetObjectLighting)
- Added: "ignoregloballv" property flag to layout
- Added: 'HumanInputController.GetAimDelta' to get the frame independent aim change
- Added: ECE_NOPERSISTENCY_WORLD, ECE_NOPERSISTENCY_CHAR and ECE_DYNAMIC_PERSISTENCY flags to be used with CreateObjectEx
- Added: 'IEntity.AddChild' can use pivot points on RV animated objects
- Added: 'Object.GetBonePivot(level, component)' to retrieve the pivot index for the component in the shapes LOD
- Added: Moved 'GetBonePositionX', 'GetBoneRotationX' and GetBoneTransformX' to Object class, can be used on RV and Enfusion animated objects
- Added: 'DayZCreature.GetBoneIndexByName'
- Added: Ability to set inventory lighting from config (top-level InventoryLighting config class)
- Added: Exposed methods World::MarkObjectForPathgraphUpdate and World::ProcessMarkedObjectsForPathgraphUpdate
- Added: 'IEntity.GetHierarchyPivot' to get the pivot point used when called with 'IEntity.AddChild'
- Added: CollisionInfo classes for OnProjectileStoppedInTerrain() and OnProjectileStoppedInObject(), which will fire for ALL projectiles that get stuck in objects
- Added: InventorySlotsOffsets config class (on item/weapon), which can define position and rotation offset of an item when placed into a slot on the character
- Fixed: Transformation synchronization for script class 'Transport' when the vehicle is inactive (https://feedback.bistudio.com/T153234)
- Fixed: EntityAI which were previously reported as Object in script will now be properly reported as EntityAI (https://feedback.bistudio.com/T168610)
- Fixed: 'typename.GetVariableValue' would not check inheritance
- Fixed: Crash when calling methods on inventory owner in GameInventory.Init
- Fixed: Crash on DayZCreatureAIInputController::GetMovementSpeed() (https://feedback.bistudio.com/T171426)
- Changed: Moved 'EntityAI.IsDayZCreature()' to 'Object' class
- Changed: Ignore detection of dropped items has partially been moved to script through overridable method 'Object.CanBeIgnoredByDroppedItem'
- Changed: 'IEntity.AddChild' (and 'Human.LinkToLocalSpaceOf') now synchronize the pivot and position only flags to clients (https://feedback.bistudio.com/T167549)
- Removed: Obsolete sound config parameters: drySound, reloadMagazineSound, reloadSound, reloadAction, shotAction, reloadSkips, soundBullet, disarmAction, soundBegin, soundBeginExt
- Removed: 'Protected' keywords from PPEMatClassParameter* Update method variables (https://feedback.bistudio.com/T171246)


KNOWN ISSUES:

- The ability to pick up bolts after impacting is currently inconsistent
- Some explosions sound unnatural
- Servers in the game launcher are blank (adjusting the window size of the launcher resolves this)
- Arrows are incorrectly attached to characters or objects after getting hit
- Loaded arrow is missing from the Crossbow after reconnecting / re-entering the network bubble
- Cancelling the reload animation will result in the arrow to visually appear on the crossbow
- Texts of loading screen hints are cropped in specific resolutions
- Headtorch is misplaced on infected (we are testing a fix internally)
- Light sources are not shining if they are not attached to an entity (impacting fireworks, we are testing a fix internally)


DayZ 1.21 Patch Notes Video

Posted 11 months ago


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