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[STABLE] UPDATE 1.10

PostPosted:Thu Nov 19, 2020 11:31 pm
by Weyland
Hello Colonists!

We are excited to inform you that DayZ Game Update 1.10 has arrived on all platforms! A huge thank you to everyone who participated in the Experimental phase (both PC and Xbox communities). The response to this update has been amazing so far, and we can’t wait to see how things will play out in a live environment. There are tons of substantial changes in this update, so let’s get started!

First off, the long-awaited M3S truck has returned to the lands of Chernarus and Livonia. This two-seat, heavy-duty truck with six-wheel drive will become your new off-road friend, and its carrying capacities will be greatly appreciated by many. Along with a drivable variant, we’ve added a set of brand new abandoned static variants for part spawning - fully replacing the legacy wreck model on both maps.

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Speaking of vehicles, they were updated as well. This includes increased engine durability during collisions with the environment, as well as the option to repair the vehicle’s chassis with epoxy putty, and the engine itself with a pipe wrench (unless, of course, your engine happens to be ruined). We also added player damage when jumping out of a car.

Many of you will be pleased to learn that we’ve returned leg fractures to the game, along with improvised fixtures (splints). Legs can be broken in all kinds of situations, including combat, stepping on a bear trap, falling or jumping from a great height, and even while jumping out of a car. Keep in mind that if you don’t fix a fracture with a splint, you’ll suffer limited movement, as well as frequent shock damage, which can render you unconscious. In order for you to understand these penalties better, we’ve added visualizations of current shock values (i.e. how close you are to unconsciousness), and when the actual shock damage is dealt. Applied splints are now visible on the injured player as well.

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We’re also re-introducing the signal pistol. This simple, gas-powered gun can shoot a powerful flare that lights up the night sky. Use it to call for help or when you feel like celebrating a bright moment during dark times. Ammo for the pistol comes in four distinct colors.

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We’ve also made some major additions and balance changes to the cold survival side of the game. Base temperatures now follow real-life behavior in regards to cold mornings and warm afternoons, and are likewise affected by local wind speeds and altitudes. Furthermore, players now have the ability to temporarily contain heat from the fireplace after they’ve left it, the user interface now includes information about the heat insulation qualities of an individual piece of clothing, and heat insulation / maximum absorption limits for all clothes have been rebalanced to offer players more interesting choices when it comes to protection against the rain or cold.

And great news for those of you who enjoy the wilderness survival side of things because we’ve added new improvised shelters to the game. They come in three variants (stick, leather, tarp) and offer basic storage capacity, as well as protection from the rain.

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The central economy setup has undergone a number of changes as well. Compared to update 1.09, the longevity of most items in the world has been dramatically lowered. In addition to that, only locked doors stay locked during server restarts now, while the rest of the doors are randomized.

Last but not least, we've implemented many localization tweaks and are happy to introduce localization into Brazilian Portuguese.




ADDED

  • Added the M3S Truck (Covered variant) and associated vehicle parts
  • Added abandoned M3S Truck wrecks to the maps, with parts spawning
  • Added a respawn dialog, offering an option to spawn with a random or the main menu character (shows only when server has a disableRespawnDialog parameter set to 0)
  • Added localization for Brazilian-Portuguese
  • You can now break the players lower leg, damage is applied by falling or brute force (walking/fighting with a broken leg will result in shock damage)
  • Added the Signal Pistol and its ammunition (in various colors)
  • Added the crafted Splint
  • Added crafted Tanned Leather using Garden Lime
  • Added crafted Leather Backpack
  • Added crafted Improvised Shelter
  • Added Tarp (material)
  • Added the ability to replace ruined parts of tents (entrance-/window-covers) with tarp
  • Added the Pipe Wrench
  • You can now repair a damaged car engine with the Pipe Wrench
  • You can now repair parts of the vehicle chassis with an Epoxy Putty
  • Clothing items now have an indicator for their insulation value
  • Exposure to wind will make your character freeze more (forests can provide cover)
  • Food decays over time
  • Items dry up over-time when put on the ground or in a cargo space on the ground (proximity to a fireplace is no longer required, but the area of a fireplace dries items faster)
  • Items cool down over-time in the player's inventory and on the ground
  • Added a heat buffer to supply an overtime heat bonus to the thermal comfort of the player character (you receive a temporary heat bonus after spending time near a fireplace)
  • Added a smoking slot to several types of fireplaces, used to dry meat
  • Added additional coastline details between Storozh (prison island) and Ostrog, making the sea traversal easier and more interesting (Chernarus)
  • Punching now deals damage to gloves and can cause bleeding to bare hands
  • Added a visual effect to increasing shock damage (both reflecting getting hit, and current state)
  • Added damage when jumping out of a running vehicle (also including a chance for broken legs and death)
  • New visual heat haze effect for the fireplace, flare, road flare and torch lights

FIXED

  • Fixed an issue that prevented the player from combining stacks of items from their inventory with the second stack being in their vicinity
  • Gas stove with Canister + Frying Pan/Pot attached could be stacked infinitely
  • Item wetting/drying was not taking into account attachments and nested inventories
  • Sawed-off weapons now have a short weapon length (when it comes to collision with walls etc)
  • Fixed an issue preventing the player from detaching their magazine
  • Loading ammo into a weapon using hold on quickbar always loaded only one bullet
  • Fixed an issue restoring a rag to the pristine state after being used as a gag
  • Dead bodies of players should now fall through walls less often
  • It should now be more intuitive to locate the inventory of dead bodies
  • It was possible to consume pills and other items when they were ruined
  • It was not possible to place traps, barrels and crates on slopes
  • It was possible to wash bloody hands even while wearing gloves
  • It was possible to get sick by drinking/eating when the player had gloves and bloody hands
  • Dried raw meat would still trigger diseases
  • Locked doors were not saved correctly when opened by force, making them lock themselves again after a server restart
  • Water particles were appearing when hitting a player that is on an object above the sea
  • The player was able to fish through piers
  • Climbing on an object while it is being deleted could teleport the player
  • A Gunter 2 was spawning badly in the Svergino parking lot (Chernarus) (https://feedback.bistudio.com/T154702)
  • It was not possible to attach/detach headlights on Sarka 120 and Gunter 2 from the vicinity
  • Gunter 2 lights were not visibly glowing
  • Grass was not flattened when driven over with a vehicle
  • Fixed a bug causing a stuck item widget
  • Text was overlapping or cut off in the tutorials screens in certain languages and resolutions
  • Fixed a server crash connected to user actions
  • The player could use materials gained from de-crafting ruined construction kits
  • It was possible to build watchtowers on top of each other
  • Swapping an item in the hands and the inventory during an action could with the right timing cause the head to disappear
  • It was not possible to wash hands in the sea
  • It was not possible to swap items in hands under certain circumstances when it should be possible
  • It was not possible to swap to small items when having heavy items in hands
  • It was possible to induce desync of the hand slot by interrupting specific actions
  • Wearing the Great Helmet would not change the player's voice
  • Swapping the last attachment of a fireplace would always give the max quantity of the item instead of the current
  • The fireplace sound was still playing when coming back to it, after it had died out while the player was far away from it (should also work for flies stuck above a dead player's body)
  • It was possible to over-stack Wooden Sticks using a fireplace
    Fixed an issue with firewood disappearing when put into the indoor oven or fireplace (https://feedback.bistudio.com/T154722)
  • Fixed an issue where the player could use ruined attachments in base building objects to build parts
  • Melee attacks to legs could sometimes deal damage to the head instead
  • Fixed an issue that allowed players to duplicate rags using the quickbar
  • Fixed an issue with stamina sometimes draining completely when holding breath while aiming down sight (https://feedback.bistudio.com/T152114)
  • The inventory could not be opened while forcing vomiting through the gesture wheel (https://feedback.bistudio.com/T153430)
  • Boiled steaks showed a wrong texture
  • Added the missing engine to the ADA wrecks
  • Fixed wrong decals on the legacy police Olga wreck
  • Fixed various object placement fixes for both the Chernarus and Livonia terrains
  • Fixed sound issues related to doors in several buildings
  • Certain airfield objects were glowing at night
  • Fixed window collisions in several buildings
  • It is no longer possible to climb up the broken staircase on the industrial silo
  • It was possible to open city store back doors at certain pieces of a furniture in the front part of the building

CHANGED

  • Adjusted the base temperature behavior to be more authentic (warm afternoons, cold mornings)
  • Windchill, fog and altitude penalties are not applied to the local environment temperature, if a player is inside a building
  • Being under a roof provides a lower local environment temperature bonus than being inside a building
  • Increased the effect of altitude on the local environment temperature around the player
  • Cloud cover increases the base environment temperature more
  • Adjusted the default comfort temperature of the player character (now 26 degrees Celsius)
  • Balanced the heat insulation values of clothing items
  • Balanced the maximum wetness level of clothing items
  • The damage state and wetness of clothing impacts their heat insulation
  • Lowered the max wetness value on Plate Carrier, Press Vest and Tactical Vest
  • Items inside other items will only get wet when the container is soaked or drenched
  • Automated drying of clothing (not wringing out) is now less effective
  • The character speed has a larger impact on the overall heat comfort
  • The backpack is now taken into account for heat comfort, the armband was removed
  • Lowered the energy penalty in the lower warning cold state
  • Lowered the maximum energy buffer of the player
  • The pick axe can be used to dig hidden stashes
  • You can now open food cans with the Hand Saw
  • You can now skin animals with axes, saws, the pick axe, the crowbar, and the screwdriver
  • Removed skinning from the shovel, as it was causing a conflict with the bury action
  • Reduced the usability of duct tape for certain items
  • Clothing will no longer get badly damaged during the initial spawn
  • Shoes will no longer get damaged during the initial spawn
  • Tools damage due to crafting is now consistent across recipes
  • Balanced tool damage across actions
  • Reduced the damage done to tools by burying ashes and players bodies by 60%
  • Increased the health of the Stone Knife, Steak Knife and Kitchen Knife
  • Increased the durability of the whetstone
  • Sharpening knives costs less durability than sharpening axes
  • Reduced the melee damage against animals
  • Adjusted item drops from animals
  • Damage to individual vehicle zones will be displayed in the UI (when you look at them)
  • Adjusted the occurrence of arrows for bleeding in the HUD (now more progressive instead of nothing and then 3 arrows)
  • Adjusted lard consumption when cooking (1 full Lard can be used to prepare 8 pieces of baked meat)
  • It is no longer possible to dry meat by cooking it on low temperatures (replaced by smoking slot in stoves)
  • Increased the speed of cooking when using the direct cooking slots
  • Boathouse doors are now twin doors instead of single
  • Resized the Heat Pack to 1x2 in the inventory
  • Animal meat will fill your stomach more
  • Increased the nutrition value of farmed vegetables
  • Increased the overall energy values of fruits, vegetables and mushrooms
  • Any drinking/eating with bloody hands bares the risk of infecting the player with Salmonella
  • The influenza disease is generally slower in increase and has a slower immune response to it
  • Antibiotics are now weaker and have a slower tick (in sync with the disease)
  • Cholera takes longer to build up and disappear, penalties scaled with disease progression and higher resistance against immunity
  • The build up of the Salmonella disease is faster, will activate sooner, and penalties are scaled with the progression of the disease
  • Charcoal tabs have now a slower tick and a delayed response in fighting Salmonella
  • Applying saline adds hydration in addition to blood
  • Vitamin pills can be combined, but not split
  • Medication can be split and combined
  • Higher player character immunity levels are easier to get (requirements on water and energy lowered and they now correspond to the UI badges too)
  • The tent packing action is now continuous (no more instant packing of tents)
  • Trees now drop long wooden sticks instead of small wooden sticks
    Engines of all cars are now more durable thanks to decreased transfer of damage to them
  • Tweaked the main menu character customization menu to better explain what a customized character means

CENTRAL ECONOMY

  • Lifetimes of items were lowered across the board (2 days have become 8 hours, 1 day has become 4 hours). This change may take up to 3 days to be in effect on the official servers
  • Fixed an issue of the bear not spawning properly in all cases, when using the offline database
  • Disabled the spawning of berries
  • Pepper, Potato, Tomato and Zucchini can now appear also in dried or rotten state
  • Infected on the coast of Chernarus have higher chances of dropping various items such as tools, clothes and food

SERVER

  • Added: CE global variables for toggle of wetting/drying/heating/cooling and food decay
  • Added: Init flag in economy.xml now toggles randomizing door state every time the building loads in on server except for locked doors
  • Added: disableRespawnDialog server config parameter, allowing to force always random respawn (1) or use custom character from the main menu (0)
  • Fixed: Setting enableDebugMonitor on the server blocked inventory interactions on clients (https://feedback.bistudio.com/T148945, https://feedback.bistudio.com/T148939)
  • Changed: The priority queuing list is now editable at runtime (requested in https://feedback.bistudio.com/T152005)
  • Changed: Avoidance system buffer increased to reduce chances of seeing warning messages on server (https://feedback.bistudio.com/T149915)
  • Tweaked: Avoidance system overloaded message now has more information

LAUNCHER

  • Added: Brazilian Portuguese localization
  • Fixed: The launcher was not showing the country of the language in the language selection

MODDING

  • Added: OnPlacementComplete vector parameters (optional, defaults set to zero)
  • Added: windModifier config parameter for surfaces (affects the windchill value in the environment exposure code)
  • Added: Ability to define the min and max base environment temperature for each month per world
  • Added: StaticConstructionMethods that can also be used by other mechanics outside regular construction (Construction uses them too)
  • Added: Heat haze effect API for lights
  • Added: Flare simulation classes
  • Added: Script bindings to the Bone Transform API to DayZInfected
  • Fixed: For a flickering effect of lights, set the max/min amplitude separately to avoid half time without light
  • Fixed: Compilation error "Can't find variable 'DEFAULT' when using larger mod packs" (https://feedback.bistudio.com/T149789)
  • Fixed: EnableBroadcast and EnableReceive on StaticTransmitter and ItemTransmitter implemented (https://feedback.bistudio.com/T151990)
  • Changed: Moved GetCurrentItemHeatIsolation into MiscGameplayFunctions
  • Changed: Removed additionAnimalMeleeMultiplier parameter from ammo configs
  • Changed: The clothing class should now be modifiable (https://feedback.bistudio.com/T152125)
  • Changed: Legacy improvised shelter classes commented out, assets still present
  • Changed: Absorbency parameter in config is no longer used (replaced by varWetMax)
  • Changed: Moved CanBeRepairedToPristine() method up, ItemBase -> Object
  • Changed: Simplified the API for clothing that changes the characters voice. Enable it by overriding IsObstructingVoice() to true and set the desired effect by overriding GetVoiceEffect()
  • Tweaked: The wind speed in environment tick is now handled relative instead of absolute
  • Tweaked: Deagle named selections now cover also the pistol grip (for re-texturing purposes)
  • Removed: Calling of SoakItem method from Pot class, now replaced by an overtime wetting

KNOWN ISSUES

  • The player may not regain the ability to sprint and climb after healing a broken leg