Deutsch Englisch
Das DayZ Update 1.19 ist ab dem 18. Oktober auf dem PC, der PlayStation sowie Xbox verfügbar. Spieler müssen auch mit einem Wipe rechnen. Wir haben alle Patchnotes!
Das ist los: Bereits morgen kommt das große Update 1.19 zu DayZ auf die Stable-Server, nachdem der Patch über mehrere Wochen auf den Experimental-Servern getestet wurde. Vor allem für Livonia ändert sich einiges und die Patchnotes sind entsprechend lang.
Wann erscheint DayZ Update 1.19 auf Stable-Servern für PlayStation, Xbox und PC?
Das nächste DayZ-Update 1.19 erscheint am 18. Oktober 2022 auf den Stable-Servern von PlayStation, Xbox und PC. Dann kannst du endlich die neuen Bunkeranlagen unterhalb von Livonia erkunden, vorausgesetzt, du weißt, wie du hineingelangst.
Gibt es einen Wipe? Ja, mit dem kommenden Patch wird es tatsächlich einen gesamten Wipe der Datenbanken geben. Das bedeutet, dass all dein Fortschritt zurückgesetzt wird, ob Basis, Inventar oder Charakter. Ursprünglich wollte das Team das wohl vermeiden, hat sich aber widerwillig doch für den Wipe entschieden, um maximale Kompatibilität mit den neuen Inhalten zu bieten. Immerhin haben dann alle Spieler wieder dieselben Chancen auf einen erfolgreichen Start ins Abenteuer DayZ.
Das sind alle Patchnotes zu DayZ 1.19
Was DayZ 1.19 alles für dich bereithält, haben wir in einem anderen Artikel etwas ausführlicher zusammengefasst. Die englischen Patchnotes kannst du aber hier lesen:
ADDED
- M1025 multipurpose vehicle
- SSG 82 rifle
- BK-12 shotgun and sawed-off variant
- GPS Receiver
- Water reflections (can be configured in the graphics settings)
- Thrown items now have impact sounds
- The portable map now provides more details depending on the navigation gear you are carrying (GPS, compass)
- Military convoys
- Replaced abandoned police cars with police events
- Blowtorch
- Punched card
- Glow plug
- Improvised eye patch
- Color variants of the plate carrier vest
- New stealth kill variant
- Hand-brake for vehicles
- Brake strength can be adjusted by combining it with Ctrl (light) and Shift (strong)
- Car horn for vehicles
- The player can now drown when submerged for too long
- Bleeding indicator in the HUD
- Favorites tab to the in-game server browser, displaying cached offline favorite servers
- Added a spare wheel slot for the Olga 24, Sarka 120 and Gunter 2
FIXED
- Fixed a server crash related to restraining players
- The player would slide down hills when walking backwards on slopes/stairs
- The player could get launched into the air while colliding with an object while swimming
- Fixed several faulty character interactions with the environment
- It was possible to cancel the rolling animation by entering iron sights
- It was possible to access the inventory while still being restrained
- The fireplace was not correctly created with a punched card as tinder
- Punched cards could not become drenched
- Locked underground doors can now be opened by force
- Several items showed a false "ignite" widget when approached with the blowtorch
- Igniting brooms with the blowtorch did not consume butane
- The start knob of the M1025 would disappear after the engine was started
- Crashing into objects with the M1025 at low speeds would still result in heavy damage to its components and the crew inside
- Reduced damage to the engine by extreme RPMs
- Wolves and bears were able to hit players in vehicles
- The improvised suppressor would not display the correct model when ruined and detached from the weapon
- Public address system panels sometimes could not be started even when they had a battery in them
- Display of other characters in prone did not include inclination and rolling
- Reduced clipping of 40mm smoke grenades through geometry
- Dead bodies on top of a bear trap would reduce its damage significantly
- Torches and brooms could not be ignited indoors
- Grenades attached to vests would not explode when the vest was destroyed in a fireplace
- Switching tabs in the server browser too fast could prevent servers from loading
- The kitchen timer was not always rendered inside the improvised explosive
- It was possible to cover an improvised explosive with a garden plot
- The claymore mine could not be disarmed in some cases
- A ruined remote trigger attached to a tripwire would still trigger
- When approaching an explosive charge with a remote detonator, the UI would pretend that multiple options are available
- An ignited torch in hands would not extinguish while swimming with it
- Dead characters would still display a "strong pulse"
- The characters arm would clip into the body when running with the fireworks launcher
- Cooking sounds would persist on the spot even after the cooking ware was removed
- The AUR A1 with magazine was slightly cropped when displayed in hands in the inventory
- Vehicles would give off exhaust smoke only when started for the first time
- The cargo of the Assault Vest and -Pack were not displayed separately
- Plastic explosives close to an explosion did not take damage
- Jumping into a steep hill caused the character to "float" to the top
- Fixed a game crash related to loading and saving of characters
- Items with attachments without cargo were closed by default in vicinity and equipment
- It was not possible to target a vehicle engine with melee attacks
- It was possible to refuel cars vehicles even when the tank was ruined
- The radiator of the Sarka 120 was accessible even when the hood was closed
- The player camera would fall faster than their character from huge heights
- It was not possible to scroll between several attached items to remove from the M3S
- Characters were getting wet from rain while sitting in vehicles
- Changed materials of several objects for more accurate sounds and bullet penetration
- The common cold would be too effective against the players immune system
- It was not possible to put the KA and M4-A1 Bayonets into the knife slot
- It was possible to cook using ruined cookware
- The character could easily get stuck on objects while moving
- The character could get stuck in falling animation when moving over an edge very narrowly
- Specific collisions could catapult the player into the air
- Falling unconscious in tight spaces could push characters through walls
- Inertia remained active while jogging after sprinting
- When falling in prone position, in certain cases the wrong landing animation would be played
- A sound effect was missing for gas masks running out of filter capacity
- It was possible to "walk down" ladders
- It was possible to bury stashes in several places where it shouldn't have been possible
- Vehicles did not deal damage to players while reversing
- Vehicles did not produce smoke consistently when driving with a radiator with insufficient water
- It was possible to drive vehicles with an active hand brake
- Attempting to roll while lying on your back would consume stamina
- The trunk struts on the M1025 would not animate properly
- The M1025 wouldn't properly reflect its ruined state
- The widget to drink water at wells did not always show up properly
- It was not possible to ignite a fireplace under a roof higher than 5 meters, if it was raining
- Inventory items could overlap in certain cases
- The vicinity tab of the inventory could disappear in certain cases
- Inspecting an item assigned to the quick-bar would make the quick-bar disappear
- Some items would play wrong sounds when thrown
- Certain parts of police situations were de-spawning too early
- Launching the game with 6 monitors would result in a game crash
- Fixed several minor terrain issues
- Fixed several game crashes
- Fixed several bugs that would clip the player through the terrain
- Fixed an exploit to clip through walls
- Fixed an exploit to climb up walls
- Crawling off the edge of a higher object could glitch the character alignment
- Vehicle tail lights would remain on even after the battery was removed
- Inventory descriptions were not showing properly in 21:9 aspect ratio
- In certain situations, the screen would stutter during sprinting sideways
- Burying some items could result in a tilted pile of dirt
- The character could get stuck behind opened doors
- Activating a heat pack in prone would play the drinking animation
- Dialing the number on a combination lock in prone would play the chemlight animation instead
- Combining two stacks of items would result in one inventory slot being blocked
- Fixed several building issues
CHANGED
- Reduced the chance of SSG 82s spawning on infected
- Tweaked the damage materials for the GPS receiver
- The 3rd person camera for M1025 has been moved further away from the vehicle
- Reworked the simulation of vehicles, greatly impacting their general behavior
- Tweaked vehicle simulation parameters on surfaces for vehicles
- Reduced the speed of the player when running up/down steep terrain
- Increased the inertia of the character when accelerating
- Character slows down more when running turns
- Character running speed is slowed down in medium water levels
- 40mm smoke grenades now bounce off of wooden and metal surfaces and deal damage on impact
- It is no longer required to aim to the ground to empty a liquid container
- Fish, hares and chicken can no longer be skinned using the mosin bayonet
- Reduced the amount of explosives needed to break open a locked door
- Improved the holding of the remote detonator receiver in players' hands
- Improved synchronization of the stealth kill
- Improved sounds of the gas station explosion
- Damaged fuel tanks can now be repaired using duct tape or epoxy putty
- Vehicles are now ruined when their fuel tank is ruined
- Decreased the improvement of the immune system by high energy/hydration levels on average
- Most of the items in the world now have their damage state randomized
- Reduced the chance of weapons jamming by about 50% to account for damaged magazines now appearing more often
- Slightly increased brightness of the scene during daylight and reduced the difference between overcast and clear days
- It is now possible to untie another player with bare hands
- Updated the in-game credits
- Tweaked the lights distance and brightness for the headtorch and flashlight types
- The character now turns their head when looking around on ladders
- Tweaked the font settings on the in-game 2D map
- Sea chests and wooden crates can be repaired using wooden planks
- The pipe wrench can no longer be used to repair vehicle engines
- Reduced number of firearms available in the world (CE adjustment)
- Changed vehicle horn sounds for better audibility
- The common cold should appear less frequently when the character is cold
- All optics apart from night-vision scopes can be repaired using the electronics repair kit
- Increased the brake strength of the hand brake
- Reduced water required to extinguish a fire when using the canister
- Moved various hunting rifles into higher tiers and re-balanced their numbers
- Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each)
- Increased the number of available BK-12 in the world
- Added a warning red line to the cooling water temperature in the vehicle HUD
- Made the hood of the M1025 un-openable (this is a temporary change) - attachments can be added/removed from the vicinity
- Tweaked item collision sounds
- Dynamic events did not spawn dynamic event loot
LIVONIA DLC
- Added sawmills
- Added two new villages
- Added Brena health care center
- Added quarries
- Added deforested areas
- Added hunting cabins
- Added forest camps
- Added summer camps
- Added tenement blocks to selected cities
- Added amusement parks
- Added Dambog ammunition storage
- Fixed: Various issues with object placement
- Changed: Respawn locations upon server-switch
- Changed: Replaced old M1025 wrecks with new variants that can spawn its parts
- Added new sounds to the underground section for water level changes
- Added: New type of hangar (Prison) into Dambog ammunition storage
- Added: All plate carrier variants are now in both Livonia and Chernarus CE setups (spawns were untouched)
- AI could glitch through the underground entrance
- Fixed several terrain and collision issues
- Changed: Military and hunting spawn areas on Livonia (areaflags.map)
- Tweaked: Removed all spawnpoints from the ground in Dambog ammunition storage
- Tweaked: Reduced the number of military convoys, spawning on Livonia
- Tweaked: Reduced the chance for punched card to appear in cargo of the special convoy infected
- Tweaked: Reduced the chance of SSG82 magazines spawning in police infected cargo
- Added: A work-in-progress variant of "POX2" storage hangar
- Added: New variants of the static wooden ammo boxes within the ammo storage hangars (POX and two opened variants)
- Added: An additional hint towards the danger of the deeper underground levels
- Fixed: Walking in deforested areas did not produce footstep sounds (https://feedback.bistudio.com/T167653)
- Fixed: It was possible to catch animals with the snare trap in the underground area
- Fixed: It was possible to clip through a section of the underground
- Fixed: Various object placement fixes
- Fixed: Inner doors of the main underground entrance had wrong sounds (metal instead of wood)
- Fixed: It was not possible to bury stashes over the Dambog ammunition storage
- Fixed: The punched card would clip with specific building floors
- Changed: Various placement of the ammo boxes within the ammo storage hangars
- Changed: Moved various hunting rifles into higher tiers and re-balanced their numbers
- Changed: Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each)
- Changed: Spawning of loot within Dambog ammo storage (dynamic ammo boxes were replaced by static ammo boxes with selected items spawned inside through dispatch spawner)
- Changed: Updated the in-game Livonia tourist maps (portable and static)
- Changed: Improved the transition of sounds when entering the underground
- Tweaked: Increased the number of available BK-12 in the world
- Tweaked: AmmoBox moved to dynamic events once again
- Tweaked: Further adjustments of Livonia area flag map (military and hunting areas)
- Tweaked: Town of Sitnik is now Tier 1
- Removed: Special types of AmmoBox entity
- Removed: Cleanup of mapgroupcluster05.xml as it is currently not used (Livonia contains much less cluster groups than in the last update)
- Added: Laboratory in the underground
- Fixed several loot spawn points in the Dambog ammunitions storage
- Fixed several terrain issues
CHERNARUS
- Added M1025 wrecks that can spawn its parts
- Fixed: Various issues with object placement
- Fixed: Medvezhi lugi was written in Latin letters on the map
SERVER
- Added: Server config bool parameter "forceSamePBOVersion" (default = false) which utilizes the 'version' property of a PBO and kicks players that have PBOs that do not match the version of those on the server
- Added: LootDamageMin and LootDamageMax globals to control the damage state of any item spawned by CE
- Added: Navigation-related settings to the cfgGameplay.json - Documentation
- Added: Inertia-related settings to the cfgGameplay.json - Documentation
- Added: Warning about duplicate prototype being skipped
- Added: DE error messages indicating incorrect Limit setup
- Added: Option to set scale of the object in the object spawner json files - Documentation
- Fixed: LoadPrototype warnings were sometimes not displayed
- Fixed: LoadPrototype statistics were sometimes incorrect
- Fixed: cfgspawnabletypes.xml children (<type>), <damage min="" max =""> configuration was not working (was almost always using the default global one)
- Fixed: Server messages to players did not work
- Changed: ErrorModuleHandler will now print to RPT even without -dologs enabled
- Changed: "Finish script disconnect" message will now also mention the uid to better identify the player in cases of -1
- Changed: Improved warning message about failed cluster adding
- Added: globals.xml entry "LootSpawnAvoidance" (int in meters) to control how far away a player should be from a loot group for loot to spawn inside of it (used to be hardcoded 50)
- Fixed: Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly
- Fixed: Setting 0.0 in the CE item damage made it ignore the value
- Fixed: Dispatch Player avoidance
- Fixed: Loot spawn player avoidance now takes group radius into account
LAUNCHER
- Added: Launcher can now view cached offline favorited servers
- Fixed: Crash data was not properly separated between the Experimental and Stable branches
- Fixed: The description of the player count in the launcher was not fully localized
- Tweaked: Removed "Unsubscribe all Steam Workshop mods" option from More+ options in the mods tab of the Experimental Launcher due to incompatibility
- Fixed: A crash caused by exiting the game while having active server details in the server browser
MODDING
- Added: [WIN + ALT] debug menu for the diagnostic executable and various debug options with it - Documentation
- Added: Script DbgUI now works on the diagnostic executable
- Added: SHumanCommandMoveSettings::m_fDirFilterSprintTimeout for inertia in sprinting
- Added: CGame::RegisterNetworkStaticObject for enabling replication on static (map) objects
- Added: World::GetGridCoords for translation of world position into grid position
- Added: Support for "deflectingMultiplier" parameter to ammoType, and specifically use it in 40mm smoke grenade configs
- Added: typename.GetModule
- Added: Class.StaticGetType
- Added: EnProfiler with API to profile script
- Added: Scale is replicated upon object creation
- Added: Additional EventTypeTypeIDs
- Added: PlayerIdentity.GetPlayer
- Added: New function World::SetExplicitVolumeFactor_EnvSounds2D for suppressing 2D environmental ambient sounds
- Added: Function Weather::SuppressLightningSimulation
- Added: Button on toolbar in Workbench Particle Editor to disable Post Process Effects
- Added: New type of script variable synchronization RegisterNetSyncVariableBoolSignal
- Added: Ability to adjust light parameters depending on an inventory slot of an item the light is attached to
- Added: CentralEconomy.c documentation
- Fixed: Double clicking on a call stack in Workbench did not always go to the correct file
- Fixed: Several crashes and errors surrounding reading in .json with the JsonFileLoader
- Fixed: Several Workbench start-up crashes when script can't compile
- Fixed: Several bugs leading to script compile error not displaying any error
- Fixed: When any of the first 3 modules fail to compile the game will display a dialog box with the error and then generate a minidump instead of hard crashing
- Fixed: Removed auto clearing inventory reservation from c++ -> now it is controlled from script (time out still working)
- Fixed: [DayZAnimalCommandScriptClass::Initialize] VME being spammed even when everything is correct
- Fixed: Localization of mod info was not updated until the game was restarted
- Fixed: MapWidget was not being clipped by parent widget even when clipchildren is enabled
- Fixed: An issue with integer comparison
- Fixed: Stored PlayerIdentity changing to a different identity or garbage
- Fixed: SetMapPos being inaccurate
- Fixed: Map markers being offset by +5 on the x axis
- Fixed: Workbench crashing when Script Editor is connected to the game and a certain amount of Prints had been sent to the Output
- Changed: Synchronized SetCartridgeAtIndex and SetCartridgeDamageAtIndex
- Changed: PlayerIdentity can now be modded
- Changed: Introduced alternatives to 'IsUseButton' and 'IsUseButtonDown' methods, that are reacting to 'UADefaultAction' and 'UAFire' separately
- Tweaked: All projectiles attempt to do some impact damage even if their caliber = 0
- Added: Support for "-=" operator for arrays in the config
- Added: Player avoidance information is now displayed in on-screen debug of "Game > Central Economy > Setup Vis"
- Fixed: It was not possible to teleport using the DayZDiag_x64.exe in Multiplayer
- Changed: Updated CfgConvert in the tools
- Added: Base classes for each vehicle simulation we have in the game
- Added: When the old simulation is detected, simulation from cfgDummyCars is loaded instead
- Fixed: Missing underground P3D files