News:
DayZ Update 1.22 Patch Notes
ADDED:
- Sling Bag
- Army Pouch
- Canvas Bag
- Leather Duffel Bag
- Hip Pack
- Craftable Drysack Bag
- New animation and sound for activating the heat pack
- White variant of the fingerless wool gloves
FIXED:
- Fixed a server crash related to vehicle deletion
- Car horns were not played when started outside of other players' network bubble
- Fixed a cause of the character and creatures movement giving the perception of micro-stutters at inconsistent but reliably high frame rate
- Fixed an exploit to stand up from prone faster
- Throwing an item into rivers/ponds/lakes would not produce a splash sound in deep water
- Throwing an item into water would incorrectly play the sound at the bed of the water
- The character was unable to enter some building entrances that were slightly above ground level
- Players dying under water would not float up to the surface
- Fixed a case of door animation desynchronization related to navmesh updates
- The character name in the server browser was not displayed correctly in all cases
- Fixed an exploit related to poison gas zone triggers (https://feedback.bistudio.com/T172418 - private)
- When attempting to turn the car on with low fuel, the engine state between server and client would desynchronize
- Actions that would hide items in hands would display the item to other players if they entered the network bubble after the action was started
- AI were unable to enter the Livonia bunker
- AI would not register open doors of the service hangar
- It was not possible to detach the battery from a head torch looted from infected
- Flares shot from the flare gun would produce a continuous sound when stuck in objects (https://feedback.bistudio.com/T172688)
- The clerk infected looked too dark
- Road flares would continue to burn for up to a minute even after reaching ruined state
- Some weapon attachments were not registering hit impacts
- Mining rocks with smaller tools did not play sounds
- Destroyed fuel pumps would still yield gasoline
- Washing hands with a water bottle did not have sounds
- Certain can opening actions did not have sounds
- Interrupting the washing hands action could result in a character glitch
- Fixed several exploits to look through walls (https://feedback.bistudio.com/T157876 - private, https://feedback.bistudio.com/T165940 - private, https://feedback.bistudio.com/T169841, https://feedback.bistudio.com/T171015, https://feedback.bistudio.com/T171773 - private)
- Several clothing items were missing their hitboxes
- Camera was glitching when attempting to switch to prone in deep water
- Bolts could get stuck in water
- Crossbow bolts did not reflect their damage states correctly
- It was not possible to shave while wearing the carnival mask
- After removing a burlap sack from a player's head, their hair could clip with their head gear
- The red dot of the RVN Optic was not aligned with the center of the screen (https://feedback.bistudio.com/T171772)
- If a dead body was skinned and quartered, bolts stuck in it would disappear
- Attempting to treat another player's wounds could result in false prompts to bandage yourself
- Fixed several instances of items being held badly by the player
- Fixed several instances of clothing items clipping
- Fixed several building issues and exploits (https://feedback.bistudio.com/T170849, https://feedback.bistudio.com/T169681)
- Item widget would stay on the screen for the duration of hold actions (https://feedback.bistudio.com/T143492)
- While driving, the user would constantly get the item widget of the car prompted
- Medieval helmets had inconsistent impact sounds when thrown
- The crossbow did not have sounds when used in prone
- The crossbow did not have sounds when dry shooting indoors
- The reload sound of the crossbow was more quiet while moving
- The thirst indication sound could overlap with the fever sound
- The thirst sound was not being played while wearing a gas mask or helmet
- Prison doors played the wrong sounds (https://feedback.bistudio.com/T162517)
- Audio of certain doors was desynchronized (https://feedback.bistudio.com/T170418)
- The respawn timer was skipped as soon as the game was loaded (https://feedback.bistudio.com/T159902)
- The reticle of the ATOG 6x48 optic was blurry on low graphics settings (https://feedback.bistudio.com/T171572)
- Widgets connected to dead bodies were not static on the screen (https://feedback.bistudio.com/T172420)
- An unconscious player could temporarily go into falling state and see their surroundings
- Jumping while applying a gag bugs the rag
- It was possible to access the inventory while blindfolded after waking up from unconsciousness
- Deployed fence kits could block ladder exits (https://feedback.bistudio.com/T173115 - private)
- The audio effect of the flash grenade would persist after respawn if the player was killed during it (https://feedback.bistudio.com/T172824 - private)
- Certain car wreck doors wouldn't open in all cases (https://feedback.bistudio.com/T172885)
- Despawned fireplaces could still cause damage to players at their position
- It was possible to collapse the hand slot container in the inventory (https://feedback.bistudio.com/T170500)
- Fixed an exploit that allowed auto-rolling
- Ambient sounds were missing after relogging while alt-tabbing in the Livonia underground
- It was possible to warm up pills and split them
- It was possible to bypass travel/server hop spawns by logging off on a ladder (https://feedback.bistudio.com/T173612 - private)
- The player could cancel the stagger animation from a heavy hit by jumping (https://feedback.bistudio.com/T173573 - private)
CHANGED:
- Balanced gear armor values against melee weapons
- Balanced damage caused by melee weapons and infected
- Blunt melee weapons now inflict significantly more shock damage than health damage
- Sharp melee weapons now inflict significantly more health damage than shock damage
- The chance of suffering bleeding now both depends on the weapon/infected type, as well as protective clothing
- Certain low tier sharp weapons will no longer cause push-back even when using heavy attack.
- Chance of suffering bleeding is now based on weapons and armor
- PBO data is now verified before entering the login queue (PC)
- Added collisions for the player with dead bodies large animals
- Reduced the weight of gas canisters (https://feedback.bistudio.com/T171733)
- Improved the fire geometry for several firearms
- Improved the fire geometry of several weapon attachments
- Improved sounds of explosives
- Reduced the damage taken by belts from torso hits by 20 percent
- Reduced surface noise when driving over specific surfaces (https://feedback.bistudio.com/T171153)
- Item widgets are no longer visible when blinded by a flash grenade or burlap sack
- Updated the game credits
- The in-game server browser now displays exact player numbers
- Removed the column for slots in the server browser
CENTRAL ECONOMY
- Added: Missing armbands for new flag variants
- Fixed: Fixed misaligned spawnpoints for various buildings
- Changed: Reduced the amount of backpacks spawning on infected
- Changed: Reduced amount of backpacks spawning in the world
- Changed: Rebalanced spawning locations of backpacks
- Changed: Reduced amount of tools that work as high tier weapons and increased their low tier counterparts
- Changed: Gasoline Canisters no longer spawn with full gasoline
- Changed: Gas Canisters no longer spawn with full gas
- Changed: Power generator no longer spawns with full fuel
CHERNARUS
- Added: Winning billboards of the BillboardZ competition
- Added: Travel agency billboards
LIVONIA
- Fixed: A police event close to Brena was misplaced
SERVER
- Fixed: RPT header not being present when using -profiles= (PC)
- Fixed: RPT command line print not working correctly when exceeding 1024 characters (PC)
- Fixed: Very early calls of printing to RPT not being displayed (PC)
- Fixed: Minor fix for logging of mounting/unmounting of BarbedWire to/from a Fence (https://feedback.bistudio.com/T170195) (PC)
- Fixed: Firearm melee hits were not logged corectly (https://feedback.bistudio.com/T170195, https://feedback.bistudio.com/T171731) (PC)
- Fixed: The orientation values in cfgundergroundtriggers.json did not function correctly (https://feedback.bistudio.com/T173165)
- Changed: Reintroduced the Logging of damage to dead bodies in the Admin logs (https://feedback.bistudio.com/T172848 - private)
- Changed: all energy based items with a potential for energy quantity(Gas Canisters, Power Generator, Road Flares....) can now have energy value set through types.xml (https://feedback.bistudio.com/T173500)
LAUNCHER
- Added: server config for PC server now supports steamProtocolMaxDataSize, which enables larger packets, which can be used by servers with many mods to still show up in Launcher
- Added: Users can now favorite a server from the Direct Connect window
- Fixed: Launcher no longer displays a server as both offline and online in the FAVORITES tab (which would happen to certain steam accounts)
- Fixed: Direct Connect window in Launcher was asking for "Server name or address" even though it only accepts the IP Address
- Tweaked: All Launcher Server Browser tabs can now refresh simultaneously, and start refreshing upon Launcher startup
- Tweaked: Server Browser tabs no longer refresh automatically, the user must trigger a refresh manually
- Tweaked: Direct Connect window now opens Mod Management Window instead of attempting to directly connect
- Tweaked: Removed Slots column from Server browser section. Players column now displays exact player number on a server, in color
- Tweaked: Filter button in Launcher is now highlighted in red
- Deprecated: Password field has been removed from the Direct Connect window
- Deprecated: Completely removed the legacy PLAY SG button from the Launcher
- Deprecated: Show Official Servers filter has been removed from the Launcher due to redundancy with the official tab
MODDING:
- Added: Invoker for trigger enter/leave events
- Added: Invoker for entity EEKilled and EEHitBy events
- Added: 'DayZPhysics.GetHitSurfaceAndLiquid' to get the liquid type of the hit surface
- Added: Method 'SoundObject.UpdateVariables(array
- Added: 'SoundObjectBuilder.AddVariables(array
- Added: Human::CheckFreeSpace exposed to scripts
- Added: Accessor methods for the parent entity of a SoundObject
- Added: Accessor methods for the speed of a SoundObject
- Added: 'AbstractWave.SetDoppler' to enable or disable the doppler effect on sounds
- Added: Script methods to get the current object texture/material
- Added: 'DayZPlayerImplement.IsAlreadyInFallingCommand' to block falling command from starting
- Added: 'World.UpdatePathgraphDoorByAnimationName' for updating states of doors on entities that aren't a house
- Added: 'soundSpeedAppliesToHit' for CfgAmmo to enable sound fall off on hit surfaces
- Added: Basic config defines are now available in the built pbo as hpp file that can be included in any custom config
- Added: Accessor for detecting if the player is teleported during login through 'Hive.CharacterIsLoginPositionChanged'
- Added: 'ButtonWidget.GetText(out string)' to get the set non-localized text
- Added: 'EntityAI.RegisterNetSyncVariableObject' to synchronize an object by its network id
- Added: 'UUIDApi' for generating and formatting a 128bit universally unique identifier (https://feedback.bistudio.com/T173290)
- Added: RandomBool() func.
- Added: Config parameter "collidesWithCharacterOnDeath" on DayZPlayer and DayZCreature to enable if either entity collides with the player when dead
- Fixed: Human::CanChangeStance - parameter newStance has raised hands flag now
- Fixed: Having code in the body of UIScriptedMenu.Cleanup would cause an infinite loop in script for UIScriptedMenu created and managed by script
- Fixed: Triggers will now sync their shape over network
- Fixed: Triggers will now automatically refresh themselves when setting a new shape
- Fixed: Debug shapes could crash the game under certain conditions
- Fixed: Window couldn't be resized after the window was maximized while CLI '-resizeable' was used
- Fixed: ScriptCallQueue.GetRemainingTime and ScriptCallQueue.GetRemainingTimeByName returning values of removed funcs (https://feedback.bistudio.com/T173840)
- Changed: A 'CONTACT' event is now fired for 'InventoryItem' when the origin of the entity is submerged in water
- Changed: 'Car.GetFluidFraction' now returns the quantized amount with 8 bits of precision
- Changed: 'AbstractWave.SetPosition' now contains 2nd default argument for setting the velocity
- Changed: In-Game menu will appear on launch if the window isn't focused (https://feedback.bistudio.com/T166474)
- Changed: Player identity is now applied before player object loading
- Changed: Moved 'string.Get' and 'string.Set' to native for slight performance improvement
- Changed: RPT warning "'/' is not a value" has been changed to "Trying to access error value." for more clarity
- Deprecated: 'SoundObjectBuilder.SetVariable' in favor of the more appropriately named 'SoundObjectBuilder.AddVariable'
- Deprecated: 'SoundObjectBuilder.UpdateEnvSoundControllers' in favor of the more appropriately named 'SoundObjectBuilder.AddEnvSoundVariables'
KNOWN ISSUES:
- Bolts are instantly ruined on impact - a fix is in internal testing
- Players can leave ghosts for remotes at the edge of the network bubble - a fix is in internal testing
- Player is desynced when changing seat or leaving the vehicle and falling down unconscious - a fix is in internal testing
- White Fingerless wool gloves are missing their damaged textures - a fix is in internal testing
- The character position in the water does not change with the water level - a fix is in internal testing
- The explosion sounds of the improvised explosive lacks direction - a fix is in internal testing
- Watchtower's roof widget blocks other wall widgets - a fix is in internal testing
- Vehicles will keep driving after the driver is killed
Posted 1 year ago
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