Bohemia Interactive has recently deployed DayZ Experimental Update 1.25 on Xbox and Steam. This update brings some exciting new additions that give players a taste of what's to come. Let's take a closer look at the key changes!
DayZ Experimental Update 1.25 Patch Notes:
Xbox Experimental 1.25 Update 1 – Version 1.25.157877 (Release on 23.04.2024)
NOTES
- In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q.
- You can help us to further improve the game by posting your feedback on the Feedback Tracker.
GAME
ADDED
- VS-89 rifle and magazine
- Support for game crash reporter
FIXED
- It was possible to aim with a weapon with an opened gesture wheel
- With the “disableContainerDamage” server setting enabled, it was not possible to repair sea chests and wooden crates (https://feedback.bistudio.com/T177819)
- Deploying any trap while there was a player within 150m to 1100m away would prevent certain behaviours from working on the client (https://feedback.bistudio.com/T179347, https://feedback.bistudio.com/T179743)
- Removed impact of bad internet connectivity on the weapon lift check
- Fixed multiple exploits to look through walls (https://feedback.bistudio.com/T179674 – private)
- Server time was not properly translated in the server browser
- Players muted outside of the game were still audible in some cases (PlayStation)
CHANGED
- Items located inside of nested containers are no longer accessible through the quick bar or the reload key
- Reworked the sound sets for all shotguns shots
- Reworked the sound set for the crossbow shots
- Reworked the sound set for the M79 grenade launcher shots
- Adjusted the attenuation of character action sounds
- Reworked character reconciliation between client and server
- Updated the game credits
- Reduced the width of the weapon collection triggers to allow more natural behavior of the weapon lifting
- Removed promotional Livonia DLC highlighting
- Detailed further several connection errors for better understanding
SERVER
- Added: Server config parameter ‘networkObjectBatchUseEstimatedBandwidth’ to switch between the method of replication limiter. Enabled means it will use an estimated bandwidth sent and disabled means it will use the true bandwidth (recommended disabled)
- Added: Server config parameter ‘networkObjectBatchUseDynamicMaximumBandwidth’ to choose if the bandwidth limit should be a percentage of the maximum bandwidth or an absolute value. The maximum bandwidth can fluctuate depending on network quality
- Added: Server config parameter ‘networkObjectBatchBandwidthLimit’, if above is enabled, the range is (0, 1). If above is disabled, the range is (1000, inf). Recommended is 0.8 and 20000 respectively
- Fixed: Server crash when running out of loot points to spawn items (https://feedback.bistudio.com/T179664 – private)
- Fixed: CfgGameplay: Values set for ‘rotationSpeedJog’ or ‘rotationSpeedSprint’ would not synchronize to clients resulting in stuttering movement (https://feedback.bistudio.com/T178103, https://feedback.bistudio.com/T175489, https://feedback.bistudio.com/T178397)
- Fixed: Spawning ammopile types into weapons with inner magazines via json loadouts was not fucntioning properly (https://feedback.bistudio.com/T179268)
- Changed: Server config parameter ‘networkObjectBatchSend’ split into ‘networkObjectBatchSendCreate’ and ‘networkObjectBatchSendDelete’
- Changed: Improved replication statistics in server debug window on diag builds
- Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead
MODDING
- Added: ‘Math3D.IntersectRayPlane’
- Added: ‘Math3D.MatrixInverse3’/’Math3D.MatrixInverse4’
- Added: ‘Pawn’ class with full feature set of functions
- Added: ‘PawnMove’ and ‘PawnState’ class
- Added: ‘PlayerIdentity.Possess(Pawn)’ to possess a Pawn
- Added: Security: Config parameter ‘hasHistory’ per entity type to allow tracking of the entity as it may move throughout the world, otherwise only current position is used
- Fixed: Object creation on remote clients would update the last value synchronized for clients that had already had the Object created
- Changed: Moved calls to ‘OnVehicleSeatDriverEnter’ and ‘OnVehicleSeatDriverLeft’ from script to native, ‘OnVehicleSeatDriverLeft’ is now called when getting out starts instead of when the command ends
- Changed: ‘Human.LinkToLocalSpaceOf’ will now internally call ‘UnlinkFromLocalSpace’ if ‘Human’ is already parented and prevent linking if already parented to the same entity
- Changed: ‘DayZPlayerTypeRegisterItems’ now gets called when (re)joining servers
KNOWN ISSUES
- Xbox consoles might experience performance degradation over time, noticeable in a decreasing frame rate – a fix is in the works and will be deployed as soon as possible
- In rare occasions, the character might be desynced after respawning – a fix is in the works
PC Experimental 1.25 Update 1 – Version 1.25.156961 (Release on 23.04.2024)
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., DayZ F.A.Q., or BattlEye F.A.Q.
- You can help us to further improve the game by posting your feedback on the Feedback Tracker.
GAME
ADDED
- VS-89 rifle and magazine
- Support for game crash reporter
FIXED
- It was possible to aim with a weapon with an opened gesture wheel
- With the “disableContainerDamage” server setting enabled, it was not possible to repair sea chests and wooden crates (https://feedback.bistudio.com/T177819)
- Deploying any trap while there was a player within 150m to 1100m away would prevent certain behaviours from working on the client (https://feedback.bistudio.com/T179347, https://feedback.bistudio.com/T179743)
- Removed impact of bad internet connectivity on the weapon lift check
- Fixed multiple exploits to look through walls (https://feedback.bistudio.com/T179674 – private)
- Server time was not properly translated in the server browser
CHANGED
- Items located inside of nested containers are no longer accessible through the quick bar or the reload key
- Reworked the sound sets for all shotguns shots
- Reworked the sound set for the crossbow shots
- Reworked the sound set for the M79 grenade launcher shots
- Adjusted the attenuation of character action sounds
- Reworked character reconciliation between client and server
- Updated the game credits
- Reduced the width of the weapon collection triggers to allow more natural behaviour of the weapon lifting
- Removed promotional Livonia DLC highlighting
SERVER
- Added: Server config parameter ‘networkObjectBatchUseEstimatedBandwidth’ to switch between the method of replication limiter. Enabled means it will use an estimated bandwidth sent and disabled means it will use the true bandwidth (recommended disabled)
- Added: Server config parameter ‘networkObjectBatchUseDynamicMaximumBandwidth’ to choose if the bandwidth limit should be a percentage of the maximum bandwidth or an absolute value. The maximum bandwidth can fluctuate depending on network quality
- Added: Server config parameter ‘networkObjectBatchBandwidthLimit’, if above is enabled, the range is (0, 1). If above is disabled, the range is (1000, inf). Recommended is 0.8 and 20000 respectively
- Fixed: Server crash when running out of loot points to spawn items (https://feedback.bistudio.com/T179664 – private)
- Fixed: CfgGameplay: Values set for ‘rotationSpeedJog’ or ‘rotationSpeedSprint’ would not synchronize to clients resulting in stuttering movement (https://feedback.bistudio.com/T178103, https://feedback.bistudio.com/T175489, https://feedback.bistudio.com/T178397)
- Fixed: Spawning ammopile types into weapons with inner magazines via json loadouts was not functioning properly (https://feedback.bistudio.com/T179268)
- Changed: Server config parameter ‘networkObjectBatchSend’ split into ‘networkObjectBatchSendCreate’ and ‘networkObjectBatchSendDelete’
- Changed: Improved replication statistics in server debug window on diag builds
- Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead
MODDING
- Added: ‘Math3D.IntersectRayPlane’
- Added: ‘Math3D.MatrixInverse3’/’Math3D.MatrixInverse4’
- Added: ‘Pawn’ class with full feature set of functions
- Added: ‘PawnMove’ and ‘PawnState’ class
- Added: ‘PlayerIdentity.Possess(Pawn)’ to possess a Pawn
- Added: Security: Config parameter ‘hasHistory’ per entity type to allow tracking of the entity as it may move throughout the world, otherwise only current position is used
- Fixed: Object creation on remote clients would update the last value synchronized for clients that had already had the Object created
- Changed: Moved calls to ‘OnVehicleSeatDriverEnter’ and ‘OnVehicleSeatDriverLeft’ from script to native, ‘OnVehicleSeatDriverLeft’ is now called when getting out starts instead of when the command ends
- Changed: ‘Human.LinkToLocalSpaceOf’ will now internally call ‘UnlinkFromLocalSpace’ if ‘Human’ is already parented and prevent linking if already parented to the same entity
- Changed: ‘DayZPlayerTypeRegisterItems’ now gets called when (re)joining servers
To stay up to date with all the latest news and updates from the DayZ community, be sure to check out the official DayZ Forums, here and here. Remember, the Experimental build may have differences from the live build, so keep an eye out for further announcements and details.
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