DayZ
DayZ-Expansion-Chat
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Update: May 14 @ 9:29am

Update 1.9.23
Added:
  • AI: Added load balancing based on player count to AI patrol settings (replaces MaximumDynamicPatrols which has been removed).
  • AI: Added stance to AI menu, moved speed to submenu.
  • AI: Exposed FormationScale option in AI and patrol settings.
  • BaseBuilding: Added maximum allowed codelocks for basebuilding structures and items to territory settings. When the limit is reached, any further attached codelocks wil be dropped to ground.
  • P2P Market: Player items in the "Sale" view now have a tooltip indicator when they are attached to the player or on one of the player's items.

Changed:
  • AI: If AI doesn't have a projectile weapon, ignore unreachable creatures.
  • AI: Only allow teleporting if blocked by rock or plain object and not on inverse path.
  • AI: Disabled Admiral's Diving Mod for AI (needs changes in vanilla before it can be supported).
  • AI: Ignore locked doors if DisableShootToUnlock is set to true in Expansion general settings.
  • AI: More fine-grained day/night eyesight transition.
  • AI: Volumetric fog now affects AI vision.
  • AI: Use current DPS capability (treat weapons that require an external mag as single-shot if no mag is attached) to determine which weapon to choose.
  • AI: Improved obstacle avoidance when prone.
  • AI: Loot clothing if same protection value but higher capacity.
  • AI: Melee overhaul. Blocking, evading, finishers.
  • AI: Dynamic FOV based on distance to target.
  • AI: When fighting single zombies, AI may attempt to swap to a melee weapon if the gun in hands is not silenced.
  • Missions: Smoother interpolation of airdrop plane nominal speed to drop zone speed.
  • P2P Market: Menu UI overhaul.
  • P2P Market: Added paging navigation to reduce load (14 listings per page). You will still be able to see the total amount of listings for each category in the menu.
  • P2P Market: The text search must be confirmed with the RETURN or ENTER key.
  • P2P Market: The text search should be more accurate now when using an item's display name or class name.
  • P2P Market: Advanced error logging.
  • P2P Market: Listings update handling has been changed and only gets updated now on the client when needed.
  • P2P Market: The list header is now also present in the sale and sales views but has no working filter functionalities in those views.
  • P2P Market: P2P market related server files such as the listing and entity storage files are now in subdirectories and grouped by trader ID.
  • P2P Market: Disallow selling active explosives (e.g. unpinned grenades).
  • Vehicles: DayZ 1.28 compatibility.
  • Vehicles: When physics are halted, don't process inputs.
  • Vehicles: Use car engine start/stop anims for Vodnik.
  • Vehicles: Considerably more force is now needed to unroot trees on collision.

Fixed:
  • AI: Fixed potential for aggro timer desync until next restart if server runs past midnight without restarting.
  • AI: Fixed not leaving combat state if next target is an item.
  • AI: Disabled ability to switch on/off attached lights if uncon or restrained.
  • AI: Prevent successive weapon firemode switch until a shot has been fired.
  • AI: Fixed melee positioning and off chance to never leave melee state.
  • AI: Fixed bandaging outside dangerous area while still in cluster.
  • AI: For persisted patrols with waypoints, set starting waypoint after load to the one closest to spawn position.
  • AI: Always check if there's enough space above before changing stance.
  • AI: Fixed issues with ladders on some buildings (e.g. lighthouse, green mountain radio tower).
  • AI: Fixed not picking up mags if already a mag of same type in inventory and looting behavior doesn't include upgrade.
  • Chat: When showing chat input, update chat toggle client setting to keep it in sync.
  • Core: Fixed issue with blocked inputs when reconnecting after getting booted off a server while in certain menus.
  • Core: Fixed issue with menu blur staying present when getting booted off a server while in certain menus.
  • Core: Fixed weapon animation state not being applied for static Expansion NPCs.
  • Main: Added check for valid door component in DisableShootToUnlock handling.
  • P2P Market: Made sure listed items acquire a new global ID when sold to avoid clashes when resold.
  • P2P Market: Data handling and synchronization fixes.
  • P2P Market: File deletion handling condition fixes.
  • P2P Market: The health value text was cut off in certain languages in the listing or player item details view.
  • P2P Market: The quantity for pill items was not displayed in the details view.
  • P2P Market: Fixed attachments in hidden slots being shown in menu (e.g. M79 dummy optic).
  • Vehicles: Fixed Vodnik boat engine sound overriding car engine sound if both engines on.

Known Issues:
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540092673
DayZ-Expansion-Market-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540095036
You can download the Expansion missions at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Missions/releases/tag/1.5.1275
Documentations for Expansion is available at:
https://github.com/salutesh/DayZ-Expansion-Scripts/wiki
Documentations for all the changes to the server settings is available at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Settings/wiki

Update: Feb 12 @ 12:42pm

Update 1.9.14
Added:
  • AI: More fine-grained clothing selection based on slot.
  • AI: Added Santa crashes to possible roaming locations.
  • AI: Can climb ladders.
  • All mods: DayZ 1.27 Experimental compatibility.

Changed:
  • AI, Animations: Updated animation graph for DayZ 1.27 Experimental.
  • AI: Removed dependance on HumanCommandScript.
  • AI: AI spawned by CE are automatically put in roaming mode.
  • AI: Always prefer backpack with more cargo space irrespective of item health and armor.
  • AI: Select random building at roaming location if available instead of relying on ad-hoc discovery.
  • AI: Only select next roaming location if waypoint reached or near to target, else wait briefly before leaving.
  • AI: Discard gun if reloading failed 3 times (buggy gun).
  • Vehicles: New heli and boat HUDs.
  • Vehicles: Prepararation for requiring hydraulic fluid for helis.

Fixed:
  • AI: Only pick helicrash as roaming location if prev location wasn't a helicrash.
  • AI: Fixed not checking stance preference before crouching in cover/while reloading.
  • AI: Fixed AI repeatedly switching between two weapons if same DPS and one has more health and the other more attachments.
  • AI: Fixed occasionally picking up clothing even if not in looting behavior if checking several items within the same parent (e.g. dead Infected or players).
  • AI: Pathfinding: Only update path with inverse path if within tolerance and not blocked.
  • AI: Fixed AI spinning while uncon in vehicle.
  • AI: Fixed flanking interfering with dangerous area avoidance.
  • Map-Assets, Main: Fixed Sakhal map assets being included in Expansion Main instead of Map-Assets.
  • Licensed: Tractor section count cleanup.
  • Licensed: Increased emissive values of tractor lights and dashboard material.

Known Issues:
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540092673
DayZ-Expansion-Market-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540095036
You can download the Expansion missions at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Missions/releases/tag/1.5.1275
Documentations for Expansion is available at:
https://github.com/salutesh/DayZ-Expansion-Scripts/wiki
Documentations for all the changes to the server settings is available at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Settings/wiki

Update: Sep 10, 2024 @ 11:21am

Update 1.9.3
Added:
  • AI: Added configurable looting behavior to patrol settings.
  • AI: Added roaming excludes to AI settings.
  • BaseBuilding: Added fallback codelock tool raid support for 3rd party mod basebuilding.
  • Market: Log IDs of all purchased/sold items.
  • Vehicles: Added attach/detach actions for igniter plug and hydraulic hoses.

Changed:
  • All mods: Lots of prep for vanilla boat support.
  • AI: Enabled looting unconscious enemy AI.
  • AI: Disabled AI attachment pathfinding for now since AI attachment does not work anyway and won't until fixed in DayZ (should result in improved performance when many AI move inside Expansion vehicles that allow player attachment, e.g. the Expansion bus). This means AI will only be able to properly pathfind inside vehicles with walkable interiors while the vehicle is stationary.
  • Core: Only show temporary container notification one time if the same container is reused for additional items in the same transaction.
  • Core: Item attachment logic now more closely follows vanilla while still allowing attachments with cargo on non-player parents.
  • Main: Don't create gravecross for unlootable AI.
  • Market: Removed unnecessary buy/sell request log spam since request/confirm is a single action on the server anyway.
  • Missions: Generate randomized toxic zone defaults for maps that are not Chernarus.
  • Quests: Don't auto-close quest menu after accepting a quest.
  • Vehicles: Removed `CanPlayerAttach` from vehicle settings in anticipation of DayZ 1.26 update. Bus, LHD, Merlin, UAZ with roofless cargo bay, utility boat, Vodnik and Zodiac boat still allow player attachment.

Fixed:
  • AI: Ignore reserved seat if character is dead and not in seat.
  • AI: Fixed fall height in some buildings could not be properly detected.
  • AI: Fixed AI not able to climb out of certain structures.
  • BaseBuilding: Fixed potential NULL ptrs if 3rd party mods don't inherit objects w/ construction from BaseBuildingBase.
  • Chat: Fixed BattlEye message formatting.
  • Navigation: Fixed NULL ptr in 3D marker update loop if player body has been deleted (e.g. after death).
  • Quests: Fixed quest objective `Active` parameter being ignored.
  • Vehicles: Fixed heli physics sometimes not deactivating when not moving.
  • Vehicles: Fixed bus passenger seats.
  • Vehicles: Fixed cargo/attachments on Expansion vehicles being visible even if hood/doors/trunk are closed.
  • Vehicles: Disabled switching seats in MH6 because of wrong seating position after switching due to lack of proper animations.

Known Issues:
  • AI: Will not sit in bus.
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540092673
DayZ-Expansion-Market-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540095036
You can download the Expansion missions at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Missions/releases/tag/1.5.1275
Documentations for Expansion is available at:
https://github.com/salutesh/DayZ-Expansion-Scripts/wiki
Documentations for all the changes to the server settings is available at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Settings/wiki

Update: Aug 9, 2024 @ 7:45am

Update 1.9.2


Fixed:
  • Chat: Fixed team chat.
  • Navigation: Fixed marker categories not being set to visible by default.

Known Issues:
  • AI: Will not sit in bus.
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540092673
DayZ-Expansion-Market-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540095036
You can download the Expansion missions at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Missions/releases/tag/1.5.1275
Documentations for Expansion is available at:
https://github.com/salutesh/DayZ-Expansion-Scripts/wiki
Documentations for all the changes to the server settings is available at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Settings/wiki

Update: Aug 7, 2024 @ 10:40am

Update 1.9.1
Added:
  • AI: Added option `CanBeTriggeredByAI` to individual patrols (disabled by default).
  • Basebuilding: Added option to allow territory invite only for group members (disabled by default).
  • Core: Added option for players (but not AI) to not have collision with other players in safezones (disabled by default).
  • Core/Main: Added option for AI killfeed (enabled by default).
  • Groups: Added option to display group tags in chat and killfeed (enabled by default).
  • Main: Added option for AI gravecross (disabled by default).
  • Navigation: Added toggle keybinds for personal, group and player markers.

Changed:
  • AI: Improved support for 3rd party mod animals: Any predator with a body length of roughly 2 m or more is considered big game and will thus make AI run when it has no projectile weapon.
  • AI: Flee distance thresholds for enemy players and AI are now determined per enemy weapon type.
  • AI: Will ignore clothing they recently dropped for 5 minutes.
  • Basebuilding: Cooldown is also saved on the player (who left/got kicked) so they can't simply create a new territory to skip the cooldown.
  • Book: Server info descriptions are now closed by default (consistency with the other pages).
  • Groups: When inviting someone and you don't have a group yet, a group will be created with a random name.
  • Groups: Cooldown is also saved on the player (who left/got kicked) so they can't simply create a new group to skip the cooldown.
  • Main: Disabled lighthouse lamp shadows until vanilla bug T179455 is fixed.
  • Market: Only someone with a paired key (or admin carkey) can pay the respective vehicle's parking fine.
  • Navigation: Changed default server marker toggle keybind.

Fixed:
  • AI: Fixed possible div by zero if weapon does no health damage (e.g. taser).
  • AI: Fixed minimum distance per target entity being calculated for all AI instead of per individual AI.
  • Chat: Pass through vanilla direct chat commands.
  • Hardline, Market: Fixed menu not correctly taking purchsables/sellables filter state into account if using rarity for purchase/sell.
  • Main: Removed rabbit snare trap modification as it was used wrong to begin with.
  • Navigation: Fixed wrong message text for show server marker toggle.
  • Quests: Fixed layout issues in quest HUD preventing objective info from displaying correctly (or at all).
  • Quests: Fixed using icon as NPC name if no name given.

Known Issues:
  • AI: Will not sit in bus.
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540092673
DayZ-Expansion-Market-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540095036
You can download the Expansion missions at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Missions/releases/tag/1.5.1275
Documentations for Expansion is available at:
https://github.com/salutesh/DayZ-Expansion-Scripts/wiki
Documentations for all the changes to the server settings is available at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Settings/wiki

Update: Jul 25, 2024 @ 1:17pm

Update 1.9.0
Added:
  • AI: Added roaming waypoint mode (fully autonomous loot/traversal mode).
  • AI: Gear up in roaming mode.
  • AI: Added patrol persistency option (only for patrols with waypoints/roaming, not object patrols).
  • AI: Added swimming capability.
  • AI: Can now refill mags (kinda).
  • AI: Enabled looting dead Zs, dead/uncon AI, and dead players (latter only shoulder slots and only if AI is in a persistent group).
  • AI: Added support for random faction to patrol settings.
  • AI: Added support for unlimited reload depending on target type (e.g. can be set to allow unlimited reload against Zs, but not players and AI).
  • AI: Show picked up items while spectating.
  • BaseBuilding: Added territory invite cooldown setting (when a member gets removed from a territory, nobody can be invited to the territory for X seconds).
  • Book: Added ability to change group member marker color.
  • Chat: Added a new setting `EnableExpansionChat` to allow exp chat addons to still function even if the global, party and vehicle channels are disabled.
  • Chat: Added word blacklist to chat settings.
  • Chat: Group tags are shown in chat.
  • Core: Added separate AI kills stat.
  • Core: Loadouts can include other loadouts.
  • Groups: Added invite cooldown setting (when a member gets removed from a group, nobody can be invited to the group for X seconds).
  • Hardline: Added a new setting `ItemRarityParentSearch` to hardline settings to control the search of rarity based on parent/inheritance class type.
  • Main: Group tags are shown in killfeed.
  • Market: Added better representation of out of stock items if they can only be bought.
  • Navigation: Added 4 new client settings which allow you to define the maximum range before the 3D marker of each category begins to slowly fade away. Distant markers will be faded in when eye zooming.

Changed:
  • AI: Improved pathfinding.
  • AI: Separated AI kills from normal player kills within the analytics manager.
  • AI: Reduced chance to dance to 10% and only when not moving.
  • AI: Easier spectating and state dumping (picks closest AI as fallback to cursor).
  • AI: Improved loot priorization (will pick better gun if multiple choices).
  • AI: Disabled loosing health due to low temp, disabled wound infection.
  • AI: May run away if too many threats or no weapon.
  • AI: Patrol settings: `LoadoutFile` has been renamed to `Loadout`.
  • Book: Group and territory invites will now display the amount of invites you have.
  • Groups: Default member marker color is now based on player UID, making it less random.
  • Main: DisableMagicCrosshair off by default.
  • Main: Removed custom main menu music.
  • Main: Killfeed notifications are now silent.
  • Market and P2P: Improved text clarity.
  • Navigation: Markers with no icon will hide the icon (previously it would display a colored square).
  • Navigation: Marker show/hide key (default 'K') now toggles between hidden and previous visibility state again. Server marker toggle key (default numpad '*') is back.
  • Navigation: Changed 3D marker fade behavior. Markers that are not in focus can be more transparent (adjustable in client settings), and markers in front/behind players or creatures will be faded out when aiming at them to not block the view.
  • Quests: Don't count killing friendlies.
  • Quests: AI camp and patrol objectives now use the exact same format for AI spawns as patrol settings (some settings may not apply).
  • COT: The faction input in the player management tab is now a dropdown.
  • Weapons: PMII25x improved glass reflection in the lens.

Fixed:
  • AI: Fixed buildings sometimes blocking melee.
  • AI: Fixed inability to swap mags due to DayZ 1.25 AreChildrenAccessible changes.
  • BaseBuilding: Could not swap the car battery of the parking meter.
  • BaseBuilding: Road barrier light was not working.
  • Book: Fixed create group cancel button not changing color on hover.
  • Chat: Fixed client lag when new messages arrive and there are many messages in the chat history.
  • Chat: Fixed newly arriving message fading out too early if current chat message is already fading.
  • Main: Fixed lighthouse light sometimes not turning on.
  • Main: Don't init lighthouse lamp if lighthouse is in mapping deletions.
  • Market: Reputation requirement wasn't displayed properly in some cases.
  • Market: Rarity for market item variants was not applied on netsync.
  • Market: ATM amount input was misaligned and cropped.
  • P2P Market: You couldn't buy items if the trader had no ground vehicle spawn position configured.
  • Quests: Fixed quest objective description text gets cut off.
  • Vehicles: Fixed CanStoreWithCargo 0 in garage settings preventing covering vehicles.
  • Vehicles: Fixed auto cover not working after something prevents covering when the auto cover time has elapsed.
  • Weapons: MP5 fixed ironsight blur.
  • Weapons: AWM custom skins wouldnt work in first person.

Known Issues:
  • AI: Will not sit in bus.
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540092673
DayZ-Expansion-Market-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540095036
You can download the Expansion missions at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Missions/releases/tag/1.5.1275
Documentations for Expansion is available at:
https://github.com/salutesh/DayZ-Expansion-Scripts/wiki
Documentations for all the changes to the server settings is available at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Settings/wiki

Update: Apr 18, 2024 @ 12:31pm

Update 1.8.46
Added:
  • Animations: Added missing player death and pulling out body animations for helicopters and boats.
  • BaseBuilding, Core: Virtual Container Storage: Added support for nested storage.
  • Personal Storage (New): Added excluded items to settings.

Changed:
  • AI: Always switch on light at night.
  • AI: Log AI being hit or killed to admin log (configurable in AISettings.json).
  • AI: Despawn AI w/o killing them first.
  • AI: Ignore explosives if AI can't take damage.
  • AI: Make passive/observers/guards react to non-shot noise as well.
  • AI: Improved moving vehicle evasion and allow AI to take cover behind parked vehicles.
  • AI: Enabled meleeing players in vehicles.
  • AI: YeetBrigade: Enabled yeeting vehicles.
  • AI: Switch to launcher (if in inventory) when attacking vehicles.
  • BaseBuilding: If "place" action in enemy territory is not allowed, hide it even if COT permissions are set unless COT is toggled on.
  • BaseBuilding: Automatically enter flag menu if automatic flag creation is enabled.
  • Chat, Core, Main, Name-Tags, Navigation, Quests: Changed UI font of HUD elements and notifications.
  • Core: Don't override carhorn noise params.
  • Main: Don't instantly delete gravecross when timer runs out, instead set health to zero and let CE clean it up ASAP.
  • Market: Moved some client-side initialization to earlier during game load so it doesn't need to be repeated on reconnect.
  • Vehicles: Tweaked helicopter 3pp cameras to be slightly closer.
  • Weapons: Made M72 LAW and RPG-7 compatible with AI.

Fixed:
  • AI: Fixed check for live explosive not working due to swapped arguments.
  • AI: Unlootable AI wasn't able to pick up their own weapons if dropped.
  • AI: Fixed AI sometimes swapping back and forth between bandage and item on ground instead of bandaging.
  • Core: Fixed possible fire mode desync when restoring a weapon with more than one fire mode from virtual storage.
  • Core: Fixed IsInTransport not returning true for AI unless Expansion-Vehicles was loaded.
  • Core: Fixed taken slots not being correctly kept track of in loadouts.
  • Main: Fixed gravecross timer not being saved to or restored from DB.
  • Market: Fixed some missing default items.
  • Personal Storage (New): Don't show level and upgrade option if disabled.
  • Personal Storage (New): Fixed cargo being hidden if all slots are excluded.
  • Quests: Quest menu: Show main menu buttons when going back to overview from quest details view.
  • Quests: Quest menu: Use server time.
  • Weapons: Fixed M72 LAW and RPG-7 impact particle FX.

Known Issues:
  • AI: Will not sit in bus.
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540092673
DayZ-Expansion-Market-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540095036
You can download the Expansion missions at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Missions/releases/tag/1.5.1275
Documentations for Expansion is available at:
https://github.com/salutesh/DayZ-Expansion-Scripts/wiki
Documentations for all the changes to the server settings is available at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Settings/wiki

Update: Feb 9, 2024 @ 5:43am

Update 1.8.39
Added:
  • AI: You can set waypoints for AI in your group via the command menu or default keybind CTRL + left mouse button. Placing startpoint and endpoint close (within 1.5m) to one another will make AI loop the waypoints.
  • AI: As admin, you can export your current AI group as patrol JSON file, or query AI state via the status sub-menu.
  • AI: Will break down locked building doors.
  • BaseBuilding: Added `AutoOpenLockMenuAfterPlacing` option to client settings.
  • BaseBuilding: Added unscrew codelock action to screwdriver.
  • BaseBuilding: You can now craft armbands from all Expansion flags.
  • Chat: Support vanilla message colors (status, action, friendly, important).
  • Core: DayZ 1.24 compatibility.
  • Core: Added admin chest (all player slots + 10x100 cargo, requires COT or VPPAT).
  • Core: Added two new client settings for ViewDistance and ObjectViewDistance.

Changed:
  • AI: Attacking any friendly AI will make them attack back if not in your group and turn any factions friendly to them hostile towards you (AI in your group will retaliate if the attackers hit you, creating an ever-escalating spiral of aggression and counter-aggression that will leave no bone unbroken and no piece of gear unperforated).
  • AI: Further improved behavior around doors.
  • AI: Will look around if not looking at a target.
  • Book, Chat, Garage, Groups, Hardline, Market, NameTags, Main, Quests: Removed unnecessary ifdefs in various configuration classes to prevent missing entries in settings files when adding Expansion mods one by one and for better modding support.
  • P2P Market: If a vehicle was lockpicked, the lock needs to be changed before it can be sold (requires Expansion Vehicles).
  • Quests: Ignore kill if quest player didn't hit entity or killer is not AI helper. For player targets that are not AI, require kill by quest player or by AI helper.
  • Vehicles: Better third person camera for helicopters.
  • Vehicles: Better UH1H handling.
  • Vehicles: Removed invisible ramps from boats. Boats can now be boarded with an action while swimming.
  • Missions and Quests: Loot attachments can now have a spawn chance from 0.0 to 1.0.

Fixed:
  • AI: Damage received modifier was not set for AI spawned via admin menu.
  • AI: Reset LOS and ignore noise when unconscious.
  • AI: Fixed passive AI not reacting to being hit.
  • AI: Fixed unlootable AI not being able to detach/attach magazine to their firearm after dropping it once.
  • AI: Fixed initial orientation of non-moving NPCs.
  • BaseBuilding: Fixed possible hologram NULL ptr spam.
  • BaseBuilding: Fixed "Take" action not showing in territory if not a territory member.
  • Core: Close all Expansion menus when falling unconscious or being restrained.
  • Main: Killfeed: Fixed death by fall damage showing generic death message instead of specific.
  • SpawnSelection: Fixed temporary container when spawn gear doesn't fit into inventory not being placed at selected spawn position.
  • Vehicles: Fixed jump out damage not being applied since DayZ 1.21.
  • Vehicles: Fixed gravecross not being able to take into account playtime if helicopter exploded.
  • Vehicles: Fixed getting teleported to void if being hit while exiting boat or helicopter.

Known Issues:
  • AI: Will not sit in bus.
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540092673
DayZ-Expansion-Market-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540095036
You can download the Expansion missions at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Missions/releases/tag/1.5.1275
Documentations for Expansion is available at:
https://github.com/salutesh/DayZ-Expansion-Scripts/wiki
Documentations for all the changes to the server settings is available at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Settings/wiki

Update: Nov 2, 2023 @ 11:53am

Update 1.8.28
Added:
  • All mods: Implemented new RPC system.

Changed:
  • AI: Refactored weapon firing to fire actual projectiles, leading to much less processing and network overhead in AI gunfights and proper audiovisual projectile impact effects.
  • BaseBuilding: Reduced network overhead of codelock user syncing.
  • BaseBuilding: Codelock slot stays locked until you change the code to all zeros.
  • Chat: Reduced network overhead of group and vehicle chat.
  • Quests: The VIP entity spawned by escort objectives will now respawn on its last known position when the objective event continues and is not completed yet.
  • Quests: The chest spawned by treasure hunt objectives can only be accessed by the main quest player when it is created.
  • Quests: MaxDistance and MarkerName are no longer used in Collection objectives, only in Delivery objectives.
  • Vehicles: Slightly reduced network overhead of locking/unlocking vehicles.

Fixed:
  • Quests: Fixed an issue where quests with a normal reputation requirement did not get displayed when the "UseFactionReputation" setting is disabled in HardlineSettings.json.
  • Quests: Fixed an issue where quests with an Escort objective did not cancel when the VIP entity got killed by unknown sources.
  • Quests: The quest objective marker for collection and delivery objectives is now created and deleted correctly again when the needed items state changes.
  • Vehicles: Fixed a problem with the Land Rover where the "Get-In" action was very hard to get turn-up when trying to enter the backseats of the vehicle.

Known Issues:
  • AI: Will not sit in bus.
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540092673
DayZ-Expansion-Market-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2540095036
You can download the Expansion missions at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Missions/releases/tag/1.5.1275
Documentations for Expansion is available at:
https://github.com/salutesh/DayZ-Expansion-Scripts/wiki
Documentations for all the changes to the server settings is available at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Settings/wiki

Update: Oct 13, 2023 @ 8:23am

Update 1.8.25
Added:
  • Core: Added safezone vehicle cleanup.
  • Hardline: Added setting "UseItemRarityOnInventoryIcons". If enabled, all inventory and slot icons have the rarity color as the background color.
  • Hardline: Added setting "DefaultItemRatity" to define the rarity for items that have no configured rarity entry in the "ItemRarity" array.
  • Hardline: Added new book tab "Factions" when the book mod is loaded to display the reputation points for each known player faction.
  • Market: Added parking fines in safezone (requires Expansion-Vehicles).
  • Quests: Added "QuantityPercent" configuration value to determine the quantity of the spawned item for delivery objectives if the item has a quantity.
  • Quests: Added methods to create and delete temporary quests NPCs for the use in init.c quest event overrides.
  • Quests: Added optional configuration parameter "NPCClassName" to define a valid eAIBase entity class name in AI Escort objective configurations that will be used to spawn the NPC. If empty, a radom valid class name is selected.
  • Quests: Added "Expansion_OnQuestPlayerInit" event method for override in init.c
  • Quests: Added optional configuration parameter "AllowedTargetFactions" to define a list of valid faction names in Target objective configurations. Will be used so only eliminations on Players/AI that are member of one of the given factions get counted for the objective.
  • Quests: Quest menu opens automatically for quests without configured turn-in npc if the quest is not an achievement or autocompletion quest.
  • Quests: Quests without a configured turn-in npc can be completed in the quest log menu now if the quest is not a achievement or autocompletion quest.
  • Quests: Added "CanLootAI" objective configuration parameter to AI escort objectives to control if the AI can be looted or not when uncon/dead (0 - False | 1 = True).
  • Quests: Added "RandomReward" quest configuration parameter to control if configured reward items are selected radomly (0 - False | 1 = True). The amount of the randomly selected and spawned rewards is controlled by the "RandomRewardAmount" value.
  • Quests: Added "RandomRewardAmount" quest configuration parameter to control the amout of randomly selected and spawned rewards on quest completion. If the value is 0 or lower only one reward is selected. Only takes effect if "RandomReward" is set to true.
  • NameTags: Faction names get now displayed for normal Non-AI quest NPCs if set in the quest NPCs configuration.

Changed:
  • AI: Instantly react to players in a vehicle.
  • Chat: Disabling all Expansion chat options now disables Expansion chat completely.
  • Hardline: Replaced settings "ReputationOnKillInfected, ReputationOnKillPlayer, ReputationOnKillAnimal and ReputationOnKillAI" with new "ReputationEntities" array. Allows for a more detailed reputation reward configuration for killed entities.
  • Quests: Quest HUD changes visibility depending on the main HUD visibility now.
  • Quests: Delivery items that have a quantity get spawned with one single quantity now.
  • Quests: Changed IsStatic/IsAI quest NPC data parameters to a enumeration "NPCType" (0 = Normal | 1 = Object | 2 = AI).
  • Quests: Follow-up quests will get displayed to the player if possible regardless of if there is a valid Quest-Giver ID configured.
  • Quests: Objectives timers stop now once the objective is completed.
  • Quests: Persistent quest data for group quests is now stored in a separate data file.
  • Quests: Magazines spawned as quest items or delivery objective items now spawn empty and without ammo to prevent duping.

Fixed:
  • AI: Fixed a NULL ptr in climb handling.
  • Core: Added missing synchronization for created weapons when restored with the entity storage system.
  • Hardline: Fixed an issue with players reciving reputation instead of losing it when killing a friendly player or AI (Player/AI from same faction or group/party member).
  • Quests: Added restrictions to consume actions so players can't consume quest items anymore.
  • Quests: Added restrictions to load weapon/magazine actions so players can't chamber quest items anymore when the quest item is a bullet.
  • Quests: Added restrictions to attach magazine actions so players can't attach quest items anymore when the quest item is a magazine.
  • Quests: Added missing check if item is ruined for collection, delivery and crafting objective items.
  • Quests: Fixed an issue with different quest progress shown and recived by group members for group quests.
  • Quests: Fixed an issue with delivery objective events where configured collections got ignored when one collection was completed.
  • Quests: Fixed an issue with travel objectives not completing when a quest player is already within the objective location.
  • Quests: Added missing model/object for ExpansionQuestItemPackage item.
  • Quests: Fixed an issue with travel objectives getting restarted and changing their completed state when a quest continues and the objectives "TriggerOnExit" parameter is set to false.
  • Quests: Fixed an issue with delivery objectives where canceling a quest with such a objective did not clean up the players quest data for this quest.
  • Quests: Fixed an issue with items that inherit from FireplaceBase not getting registered for crafting objectives when crafted and put into hands/inventory.
  • Quests: Group quests can no longer be added to players that join a group with an active group quest that has been already completed by the joining player in a different group when the quest is not repeatable.
  • Quests: Fixed an issue where quest ammo items provided by delivery objectives or as quest items could be stacked with the same non-quest item ammo type.
  • Quests: Fixed an issue where quest ammo items provided by delivery objectives or as quest items could be loaded into non-quest item magazines or weapons.
  • Quests: Fixed an issue where the system deleted all quest-giver items with the same quest ID from the quest players inventories when turning in the quest with that ID.
  • Quests: Fixed an issue where quest and quest objective states not updated correctly when a collection or delivery objective got reinitialized.
  • Quests: Fixed an issue where collection objectives could still be completed when the collection item was deleted by a replace event like the "Open Can" action.
  • Vehicles: Fixed boats catching fire on water if collision damage is enabled.
  • Vehicles: Fixed default color spaycan display names.

Known Issues:
  • AI: Will not sit in bus.
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamcommunity.com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://stea