DayZ
SmashT Oct 22, 2020 @ 7:49am
Experimental Update 1.10 / Patch Notes
We’re thrilled to announce that we’re opening our experimental servers today and sharing the first version of our upcoming 1.10 Game Update! This goes for all of you playing on the Xbox as well because the Xbox Experimental is also returning with version 1.10. We’ve packed quite a lot into this one and would really appreciate it if you gave it a try and shared any feedback or issues you might have through our official channels.

While we’re not interested in spoiling any of the contents of this update, we would like to point out the most important parts that we’d like your feedback on. So if you’d prefer to enjoy a genuine first-time experience with the update, stop reading now and enjoy the adventure! On the other hand, if you’re dying to learn every last detail, you can do so by checking out our change log here (PC) and here (Xbox).

Many of you will be pleased to know that we’re returning leg fractures to the game, alongside the improvised fixture (splint). Your legs can be broken in all kinds of situations like falling, combat, stepping on a bear trap, or even while jumping out of a car. When something like that happens, the player is forced into a prone state and the injury state is automatically triggered, thereby slowing the player down. If no splint is applied, any pressure put on your leg will quickly result in you falling into a state of unconsciousness. To help visualize this, we’ve added new shock hit and level post-process feedback. Keep in mind that your leg will eventually heal over time, but a splint will go a long way in kick-starting the healing process.

To add illness to injury, the cold survival aspect of the game is finally getting some much-needed attention:

We reworked the behavior of base environment temperatures in order to authentically reflect warm afternoons and cold mornings. Each terrain now has defined day and night temperatures for every month, which means simply setting up the time of year on your server can automatically make the cold survival side of things considerably easier or harder.
We also added a character heat buffer. Now you can keep the warmth you gained from a fireplace for a certain amount of time, even if you leave your toasty surroundings.
We balanced the insulation of all your clothing items, which means you can now see how well your item is insulated by using the inventory tool tip / inspect window.
The amount of wetness an item can hold is now specific to each wearable and is typically based on the type of material it’s made from. This means that not all items can reach a maximum (i.e. drenched) state. It does, however, mean that even waterproof items can now get damp because even those can be subject to wetness, even if it’s only on the surface.
As you can see, there’s plenty going on in this cold survival package and we can’t wait to see what the impacts are. We’ll definitely be keeping a close eye on all your feedback and making any necessary adjustments.

When it comes to weapons in 1.10, keep an eye on the sky!

If you’re a fan of wilderness survival, then say hello to improvised shelters. You can build these small structures out of various materials, including a new fabric which can also be used to replace ruined sections of tents. These shelters work well as storage spaces and can also serve as protection from the rain.

We also applied a few fixes to the collision of dead player bodies which should now clip with walls a lot less, and you can expect more improvements to come. Until then, you’ll be glad to know that looting the bodies is easier than ever.

There’s tons more to unpack, but instead of us spoiling all the surprises, head on over to the Experimental servers and let us know what you think!
Last edited by SmashT; Nov 10, 2020 @ 1:46pm
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Showing 1-15 of 71 comments
SmashT Oct 22, 2020 @ 7:49am 
UPDATE 1.10.153556 (released on 10.11.2020)

https://steamcommunity.com/app/221100/discussions/0/3010053344555911461/?ctp=5#c3002173313635215488

UPDATE 1.10.153546 (released on 05.11.2020)

FIXED

  • Fixed a server crash connected to user actions
  • It is no longer possible just to walk (get on) top of shelters
  • The respawn dialog was displayed even though the server had it disabled using the disableRespawnDialog parameter
  • Inputs were blocked after respawn unless the user went into the escape menu and back
  • The player could use materials gained from decrafting ruined construction kits
  • It was not possible to take sticks out of a shelter site
  • It was possible to build watchtowers on top of each other
  • Missing UI widget for taking ruined parts out of a car
  • The player was able to move with broken legs without penalty while using evade left or right
  • Swapping an item in the hands and the inventory during an action could with the right timing cause the head to disappear
  • Two M3S wheels can be combined into one M3S Dual Wheel
  • Adjusted the collisions on the tarp cover of the M3S Truck
  • Gas stove with Canister + FryingPan/Pot attached could be stacked infinitely
  • Items in hands would not disappear temporarily when building an improvised shelter
  • Fixed an issue where players could instantly wear a splint from a skinned dead player
  • Prone-rolling while having a broken leg was not dealing shock damage
  • The shock hit effect could sometimes get stuck after respawning
  • Fixed the M3S Truck damage system configuration
  • Fixed accessibility, attaching and detaching of items on the M3S Truck

CHANGED
  • Player legs can now receive more damage before breaking
  • Reduced the resistance against the shock damage on legs
  • Each use of a splint now decreases its health level by one
  • Player rolling now consumes stamina
  • Lowered the guaranteed height from which a leg will be broken by falling
  • Leg breaking by falling from lower heights is less random
  • The M3S Dual wheel can be split using a lug wrench
  • The back of the M3S truck (tarp, trunk) can now be repaired using Tarp and Wooden Planks
  • Engines of all cars are now more durable thanks to decreased transfer of damage to them
  • Lowered the max wetness value on Plate Carrier, Press Vest and Tactical Vest
  • Removed the grey variant of the M3S Truck
  • Infected on the coast of Chernarus have higher chances of dropping various items such as tools, clothes and food

SERVER
  • Renamed the server parameter setRespawnMode to disableRespawnDialog


UPDATE 1.10.153524 (released on 29.10.2020)

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 setRespawnMode parameter set to 0)

CHANGED

  • Tweaked the main menu character customization menu to better explain what a customized character means

SERVER

  • Added: setRespawnMode parameter to the server config (1 enforces randomization, 0 allows choice)

MODDING


KNOWN ISSUES

  • You cannot respawn while unconscious (respawn button does not do anything) while server has a setRespawnMode set to 0 (players are offered respawn option).

UPDATE 1.10.153507 (released on 22.10.2020)

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.[support.bohemia.net], DayZ F.A.Q[forums.dayz.com], or BattlEye F.A.Q.[www.battleye.com]

GAME

ADDED

  • 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 crafted Tanned Leather using Garden Lime
  • Added crafted Leather Backpack
  • Added crafted Improvised Shelter
  • Added localization for Brazilian-Portuguese
  • Added the crafted Splint
  • 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
  • Item wetting/drying was not taking into account attachments and nested inventories
  • Fixed wrong decals on the legacy police Olga wreck
  • Fixed sound issues related to doors in several buildings
  • 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 by pressing F at certain pieces of a furniture in front part of building
  • Sawed-off weapons now have a short weapon length (when it comes to collision with walls etc)
  • Fixed an issue restoring a rag to the pristine state after being used as a gag
  • Fixed an issue preventing the player from detaching their magazine
  • 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
  • Boiled steaks showed a wrong texture
  • It was not possible to place traps, barrels and crates on slopes
  • Fixed a bug causing a stuck item widget
  • Added the missing engine to the ADA wrecks
  • It was possible to get sick by drinking/eating when the player had gloves and bloody hands
  • Locked doors were not saved correctly when opened by damage, making them lock themselves again after a server restart
  • Grass was not flattened when driven over with a vehicle
  • Water particles were appearing when hitting a player that is on an object above the sea
  • Fixed various object placement fixes for both the Chernarus and Livonia terrains
  • The player was able to fish through piers
  • Climbing on an object while it is being deleted could teleport the player

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
  • Balanced the heat isolation values of clothing items
  • Balanced the maximum wetness level of clothing items
  • 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
  • Cloud cover increases the base environment temperature more
  • 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
  • You can now skin animals with axes, saws, the shovel, the pick axe, the crowbar, and the screwdriver
  • Clothing will no longer get badly damaged during the initial spawn
  • Shoes will no longer get damaged during the initial spawn
  • Adjusted the occurrence of arrows for bleeding in the HUD (now more progressive instead of nothing and then 3 arrows)
  • Reduced the melee damage against animals
  • Adjusted item drops from animals
  • Reduced the usability of duct tape for certain items
  • Damage to individual vehicle zones will be displayed in the UI (when you look at them)
  • Vitamin pills can be combined, but not split
  • Medication can be split and combined
  • Adjusted lard consumption when cooking (1 full Lard can be used to prepare 8 pieces of baked meat)
  • Tools damage due to crafting is now consistent across recipes
  • Balanced tool damage across actions
  • 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
  • Any drinking/eating with bloody hands bares the risk of infecting the player with Salmonella
  • 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 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
  • The tent packing action is now continuous (no more instant packing of tents)
  • The pick axe can be used to dig hidden stashes
  • Adjusted the default comfort temperature of the player character (now 28 degrees Celsius)
  • The damage state and wetness of clothing impacts their heat isolation

CENTRAL ECONOMY

  • Fixed an issue of the bear not spawning properly in all cases, when using the offline database
  • Disabled the spawning of berries

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: setRespawnMode server config parameter, allowing to force always random respawn (1) or use custom character from the main menu (0)
  • 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

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 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 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)
  • 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
  • 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 Splint displayed on the character's leg is a placeholder
  • It is difficult to find the refuel option for vehicles

UPDATE 1.10.153518 (released on 27.10.2020)

FIXED

  • Dryed raw meat would still trigger diseases
  • It was not possible to skin an animal using a hatchet
  • The M4A1 could load flare ammunition
  • The wetness badge is now showing up again (as soon as the first item can be wrung out)
  • Ruined car parts could not be detached from the vehicle
  • An incorrect amount of sticks was returned after building a shelter of a different type while having wooden sticks attached to it
  • It possible to destroy the placed Shelter Kit
  • It was not possible to choose in between different shelter types when more than one material set was attached to the shelter site
  • The action to build a shelter did not complete when holding a tool
  • It was possible to over-stack Wooden Sticks using a fireplace
  • It was not possible to unload a flare from the Signal Pistol when in standing or crouched position
  • The shock hit effect was appearing delayed

CHANGED

  • 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 Experimental servers
  • Removed skinning from the shovel, as it was causing a conflict with the bury action
  • Lowered the heat insulation of the Rain Coat
  • Lowered the heat insulation of the Patrol gear
  • Updated the tourist map for chernarus to include the latest coastline changes
  • Flare light should illuminate its surroundings much better (using linear brightness falloff)
  • Lowered the temperature loss of items when on the player
  • Reduced the overall damage applied to tools
  • 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
  • The Leather Shelter now requires 8 Tanned Leather to build
  • The Tarp Shelter now requires 4 pieces of Tarp to build
  • Increased the cargo space of Shelters to 10x10
  • Lowered the character's comfort temperature (making the character more resistant against cold)
  • Increased the impact of altitude on the environmental temperature
  • The regeneration speed of broken legs is now fixed to 30 minutes
  • In case of broken/splinted legs, the health of your legs now defines the character injury animation (slower with lower HP)
  • Walking does not trigger shock damage when having a broken leg and not having a splint
  • Painkillers and morphine reduce shock, dealt by broken legs, more (making them lot more useful in cases, where a player does not have enough time to craft/apply a splint)
  • Crossing waters (by walking or swimming) now makes the player freeze more

LAUNCHER

  • The launcher was not showing the country of the language in the language selection
SERVER

  • Added admin log information on the Shelters
Last edited by SmashT; Nov 10, 2020 @ 1:47pm
johnnypearl Oct 22, 2020 @ 8:10am 
Added: Brazilian Portuguese localization... antes tarde do que nunca. :cupup:
johnnypearl Oct 22, 2020 @ 9:46am 
Originally posted by -OrLoK-:
splendid!
how can I be an administrator or moderator of the steam community?
There's gonna be a lot of PVE deaths lol
filthy_beast Oct 22, 2020 @ 10:47am 
Duct tape no longer repairs axes and hatchets, OK, kind of saw that in the notes. Sharpening stones will be at a premium.
The meat I have in my inventory now no longer shows elevated temperature, just some info about taste, OK, knew that was coming. And I can't find out about fresh cooked meat yet, because....
Rags will no longer combine with a short stick to make a fireplace-you get no 'next recipe' prompt. But a bandage will. Is this a bug, or intentional?

Cannot place a piece of meat on a long stick, to roast. Is this intentional? If I have to find a tripod and cooking pot before I can cook food, this is going to seriously make it harder to survive as a new spawn, when keeping warm is important and difficult.

Last edited by filthy_beast; Oct 22, 2020 @ 10:49am
Originally posted by filthy_beast:
Duct tape no longer repairs axes and hatchets, OK, kind of saw that in the notes. Sharpening stones will be at a premium.
The meat I have in my inventory now no longer shows elevated temperature, just some info about taste, OK, knew that was coming. And I can't find out about fresh cooked meat yet, because....
Rags will no longer combine with a short stick to make a fireplace-you get no 'next recipe' prompt. But a bandage will. Is this a bug, or intentional?

Cannot place a piece of meat on a long stick, to roast. Is this intentional? If I have to find a tripod and cooking pot before I can cook food, this is going to seriously make it harder to survive as a new spawn, when keeping warm is important and difficult.

I'm downloading now so I'll see if I can confirm. Stuff like the rag/fire and stick/cook don't seem to follow the game logic and I hope those are bugs.
SmashT Oct 22, 2020 @ 11:00am 
Originally posted by filthy_beast:
Duct tape no longer repairs axes and hatchets, OK, kind of saw that in the notes. Sharpening stones will be at a premium.
The meat I have in my inventory now no longer shows elevated temperature, just some info about taste, OK, knew that was coming. And I can't find out about fresh cooked meat yet, because....
Rags will no longer combine with a short stick to make a fireplace-you get no 'next recipe' prompt. But a bandage will. Is this a bug, or intentional?

Cannot place a piece of meat on a long stick, to roast. Is this intentional? If I have to find a tripod and cooking pot before I can cook food, this is going to seriously make it harder to survive as a new spawn, when keeping warm is important and difficult.

Rag and short stick worked fine for me to craft a fireplace, my rags were damp. Haven't tried the other issues you ran into.
Last edited by SmashT; Oct 22, 2020 @ 11:01am
Punisher Oct 22, 2020 @ 12:13pm 
Go break some legs. Sounds awesome. xd
\m/ Oct 22, 2020 @ 1:07pm 
Seems many things which are available as mods will be now in the update for officials.
filthy_beast Oct 22, 2020 @ 1:15pm 
After verifying files, rag and short stick now give the normal progression of recipes, including fireplace and splint, so that one was just a bug.
Still can't put meat on a long stick for cooking, though.
Originally posted by filthy_beast:
After verifying files, rag and short stick now give the normal progression of recipes, including fireplace and splint, so that one was just a bug.
Still can't put meat on a long stick for cooking, though.

I never got to the point of having a piece of raw meat to cook yet. I did, however, verify that tincture of alcohol doesn't purify water anymore. I had tried it a few times in 1.09 but never got sick. That may have just been luck of the draw with pond water. On this 1.10 exp I only drank once and it was with river water purified with tincture and got the bug. I'm betting disinfectant is the same. So that leaves chlorine, boiling and pump water, right?
Koolman_123 Oct 22, 2020 @ 2:05pm 
is there ever going to be a ai bot update?
Originally posted by Koolman_123:
is there ever going to be a ai bot update?

What is the meaning of life?

The timing of the answering of both those questions is the same......
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Date Posted: Oct 22, 2020 @ 7:49am
Posts: 72