News:
DayZ Update 1.28 Patch Notes
FROSTLINE EXPANSION:
ADDED
- Heli crash event
- Crashed Patrol boat event
- Crashed Fishing boat event
- Medical event
- Geysers added to hot springs
- Ambient sounds added to caves
FIXED
- Dead fallen trees would rustle like bushes when walked over
- Missing sound on submarine tower
GENERAL GAME:
ADDED
- RAK-37
- PSO-6 scope
- Leupold Mark 4 scope
- Sportpoint Sights
- New music track added to the in-game credits
- Updated weapon obstruction system
CHANGED
- Updated weapon obstruction system
- Updated tail sounds for hunting and sniper rifles
- Tweaked tail sounds for SMGs
- Upgraded the networking for Cars, improving most situations when driving at higher ping
- Automatic gearbox simulation has been improved, affecting Humvee
- Rebalanced firearm damage against infected
- Tweaked bandaging animations
- Reduced optic edge distortion on hunting optics
- Added damage visuals for 2D optics
- Reworked range finder optic view
- Adjusted teeth clattering sound
- Disabled Gamepad in Server Browser
- Decrease weapon sway in the prone position
- Global weapon sway speed decrease
- Slightly increased weapon recoil for most rifles
- Dispersion increased weapons by moderate amount
- Adjusted sway and recoil values for several weapons to improve consistency across categories
- Reduced muzzle flash size to improve visibility while shooting
- Slightly reduced player footstep volume and restored infected footstep range
- Improvised clothing could be repaired with rags
- The fire geometry of the static road barricade was reduced to better match the actual shape of the object
FIXED
- Weapon and magazine could desync when picked up near distant players
- Base building kit folding produced no sound
- Mini sight reticle visible without battery
- Reload through the dedicated reload key could occasionally be non-functional after relog (T158378, T164601, T173603, T177030, T179279)
- Jumping sound in deforested areas was too loud
- Various clipping issues
- Incorrect wood grain on house pillars
- Splint action shown on seated player with broken leg
- Night vision reticle still worked visually after battery was removed
- Unable to throw items when another player was checking pulse
- Vehicles could become partially stuck in terrain after falling
- Infected could clip through floors
- Visual issues with some bushes
- Explosives couldn't be disarmed right after arming
- Missing collision on lockers in power generator room
- Flash of white screen when falling unconscious from shock
- Shock effect not visible when regaining consciousness until standing animation finished
- Various duplication exploit mitigations
- Mitigated item teleportation exploits
- Freeze when spamming filters in server browser
- Server browser sort by map caused freeze during server load
- Some indoor sounds were incorrectly played as outdoor
- Some glasses invisible in 1st person
- Player could see through walls in 3rd person
- Camera twitching when walking on rails
- Knife could fail to open food can in inventory (T189714, T189784, T190046)
- Plants in garden plots seeded before a server restart could not grow after the restart (T189434)
- Sones with trail markers were unusable for crafting
- Missing windowsill in Tisy barracks
- Ruined suppressors could still partially mute gunshots, making distant shots inaudible even when the suppressor was destroyed (T188571 - private)
- Exiting a boat as a driver could teleport the player to an unintended location (T189750)
- The ChemGas grenade could sometimes fail to explode on impact or detonate mid-air immediately after being thrown (T189998, T190002 - private)
- The contaminated area created by ChemGas grenades was invisible from a distance, while still cause a disease and produce bleeding cuts on a player
- Players could move while exiting the server under specific input conditions
- Damaged glass on pistol optic attachments could appear overly bright during nighttime
- The Steyr AUG scope reticle changed color depending on what it was aimed at
- Leaning before using binoculars causes rotated mouse movement (T174629)
- Visual damage states now appear correctly on various weapons including AKM Assault Rifle, CZ 75 Pistol, FNX-45 Pistol, Flare Gun, Izh 18 Rifle, Makarov IJ70 Pistol, P1 Pistol, VSS Vintorez, Winchester Model 70 Rifle (T174894)
- The map category label in the server browser was not properly localized across all supported languages
- Game could crash after reassigning an emote key following a keybinding reset without applying changes first (T186108)
- Damage on reflex optics was not visible when aiming through them
- Grey background behind inventory and vicinity tabs was misaligned with the rest of the UI
- The sound of washing hands continued after canceling the action
- Failed engine start due to missing battery did not play the correct sound
- Heat buffer icon could flash and show the breathing animation incorrectly
- Light melee attack chains could randomly break and not continue as expected
- Item held in hands would levitate when the player became unconscious while seated in a boat
- Players could swim while holding heavy items, enabling unintended transport across water
- Dragging and dropping items into the vicinity bar failed unless dropped on a specific area
- Vehicles no longer get partially stuck inside the terrain after falling from a height
- Opening/closing car door would sound like it was coming from the center of the vehicle instead of the door
SERVER:
- Added: spawnabletypes.xml now supports quantmin and quantmax like types.xml (0-100%) (T178206)
- Added: spawnabletypes.xml now supports nested item cargo and attachments
- Added: spawnabletypes.xml now supports nested damage min max
- Added: spawnabletypes.xml now supports nested presets through equip="true"
- Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have a chambered bullet
- Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have bullets in internal magazine
- Added: randompresets.xml can now be appended to with cfgeconomycore.xml
- Fixed: Random damage from spawnabletypes.xml had more chance to be the maximum or minimum value than a value in between
- Fixed: "[CE] :: WARNING :: Preset "..." is EMPTY." message now correctly reports empty presets instead of always the first attachment and cargo presets even if they were not empty
- Removed: "Flags reset for type:" redundant message which was being wrongly displayed
MODDING:
ADDED
- Documentation for Environment class API in script
- Documentation for PlayerAgentPool and AgentBase API in script
- Model optics will now partially support hidden selections
- Physics: In Contact class, variables 'ShapeIndex1, ShapeIndex2, VelocityBefore1, VelocityBefore2, VelocityAfter1, VelocityAfter2'
- Cars: 'wheelHubFriction' config variable to define axle drag when no wheels are attached
- Cars: 'useNewNetworking' config parameter, default 1. Mods that modify the vehicle physics outside of the 'SimulationModule' config may need to disable the reconciliation system
- Enforce Script: 'sealed' keyword
- Enforce Script: 'Obsolete' attribute for functions and classes
- Enforce Script: Compiler error when script methods exceed the maximum amount of parameters: 16, buffer overflows and randomly crashes
- 'vector Object.GetSelectionBasePositionLS(string)' to get selection position without animations applied
- Gizmos to the script API, enabling interaction through the context menu in Inventory. Available only on DayZDiag
- Functions to get the user animation source names by index for Entity 'int Entity.GetNumUserAnimationSourceNames()', string Entity.GetUserAnimationSourceName(int index)'
- vector Object.GetSelectionBasePositionLS(string)' to get the position without animations applied
- WeaponObstructionData settings to CfgGameplay
CHANGED
- Physics: Bullet Physics updated to the latest Enfusion version
- Physics: 'PhysicsGeomDef.MaterialName' now takes .bisurf (e.g. 'DZ/data/data/penetration.bisurf') or CfgSurfaces (e.g. '#cp_concrete1' where the config path is 'CfgSurfaces cp_concrete1)
- Physics: Terrain intersections are now extruded one meter down to improve collision detection against large fast moving objects
- Physics: In Contact class, 'Material1' and 'Material2' have changed from type 'dMaterial' to type 'SurfaceProperties'. which is now the base class of SurfaceInfo
- Cars: Suspension is now always active while the vehicle is awake, even when there are no wheels attached
- Enforce Script: Improved 'Multiple declaration of class' error
- Enforce Script: Parser now contains more FIX-ME warnings
- 'CGame.OnPostUpdate' event is now executed after the camera has been updated, ensuring 'CGame.GetScreenPos' uses the correct transformation to prevent UI elements from being positioned based on the previous frames camera data
- 'SoundObject.SetParent' now takes in the pivot index, allowing attachment to an animated component
- GameplayEffectWidgets manager inits to help facilitate modding
FIXED
- Physics: Various fixes to dBodyCollisionBlock/dBodyRemoveBlock
- Cars: Brake/Handbrake was being applied twice, please update the 'maxBrakeTorque' and 'maxHandbrakeTorque' for your car mods by doubling the values in config
- Enforce Script: Script USER define will now correctly reflect the active user name
- Crash when using 'SoundObject.SetParent'
- Spawning an object outside of the world via ObjectSpawner no longer causes a stack smashing detected crash on Linux servers.
- Infinite stamina mods could prevent jumping or holding breath after 1.27 Patch 1 (T190645)
- Crash and restored functionality of ResourceBrowser.GetCurrentFile workbench module script API
REMOVED
- Physics: In Contact class, variables 'MaterialIndex1, MaterialIndex2, Index1, Index2'
- Option to change rangefinder color in config (use layout)
TOOLS:
ADDED
- Script Editor: When using the floating 'Find Symbol' window, the Escape keypress or submit via Return will now close the window
- Script Editor: Debugger watch search bar
- Script Editor: Context Menu: Methods: "Overrides" and "Overridden by"
- Script Editor: Context Menu: Types: "Base Classes" and "Derived Classes"
- Script Editor: Scrollbar will now draw cursor, break points and bookmarks positions as well as scope and lines with changed/saved changes. Option to toggle this added
- Script Editor: Search/replace now supports current selection only
- Script Editor: Lines can be moved in the Script editor via Alt+Up Arrow/Alt+Down Arrow key combinations
- Script Editor: Status bar info for viewing scope, line and column
- Script Editor: Selecting symbols in script files will highlight them in the Outline
- Script Editor: Split view for viewing two script files at one time
- Script Editor: Reopen last closed tab (Ctrl+Shift+T)
CHANGED
- Workbench: Updated splash screen and icon to reflect the new Enfusion visual identity
- Workbench: Double-clicking '.layout', '.imageset', and '.styles' files in Workbench no longer opens them in an external application; a new "Open file with" option is available via right-click context menu
- Script Editor: Improved breakpoints window search, enable/disable/remove all breakpoints options
FIXED
- Workbench: Frequent crashes on widget text field changes
- Workbench: Frequent crashes on widget property changes
- Workbench: Crash when clicking into widget viewport while editing a property
- Workbench: A crash when clicking outside a text field after editing it without pressing Enter
- Script Editor: 'super' keyword syntax highlighting
KNOWN ISSUES:
- Updated firearm sounds are not as audible as they should be on long range, will be tackled in a future experimental release
Posted 14 days ago
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