Home ArchiveDayZ’s new patch is now live, bringing new weapons and clapping to go along with them

DayZ’s new patch is now live, bringing new weapons and clapping to go along with them

by GH Staff

Good news, survivors! The DayZ Standalone has received a new patch today, with multiple bug fixes and additions. I’ve been testing the new build on the experimental patch for a few days now, and can bring some additional insight on the major changes. Let’s start with the good stuff! First, you’ll be happy to hear that the SKS rifle has made it into DayZ, and it’s one hell of a rifle! It’s extremely accurate and reliable, and can shoot off the hard hat of a survivor from 400-500 meters. It also chambers 10 7.62mm rounds, even without a speed-loader. The downside is that these rounds are specific for the SKS, so the bullets from the Mosin won’t fit. You’ll need to be on the look-out for the new, special boxes found in civilian buildings.

DayZ Zombie vs fists, zombie always wins!

DayZ Zombie vs fists, zombie always wins! Running simulator it is!

Which brings me to my next point. The SKS rifle currently spawns in civilian buildings, as well as military office buildings. It’s not uncommon, but on a full server, it might be hard to find. Make sure you check under those bloody pianos. The speed-loaders for it are extremely rare though, and you’ll only find those within military buildings, such as the barracks. The SKS supports a bayonet (also a specific one, the Mosin or M4 bayonet doesn’t fit) and a PU scope as attachments. The long-ranged scope won’t work on the rifle. Also be mindful of the recoil. While accurate and fast-shooting, the rifle kicks like a mule, so rapid fire is not a great option.

Moving on, the new patch also introduces the machete, which I found to be useless the hard way. It’s basically a longer version of the kitchen knife. The hatchet remains the prime melee weapon of DayZ, and I warn against giving it up for a machete. I actually died to a zombie after stabbing the thing repeatedly with the machete to no effect. However, the machete can be used to open cans of food, so it’s an alternative to the can opener. What else is new? Oh, right, the combat-log fix. Promised for a long time, Rocket’s solution for combat-logging in DayZ has finally arrived. If you log out now, make sure your character is safely hidden, as it will remain in-game for 30-40 seconds after leaving a server, and being spotted in this duration means you’ll be logging in to a respawn screen. Switching DayZ servers has also been addressed, and you’ll find yourself waiting on a long log-in counter if you’re server hopping. The longest timer I’ve experienced was 280 seconds.

Lastly, the game’s engine has been tweaked, and servers will feel a lot more responsive, opening up the possibility to introduce more zombies and make them respawn, something that the game badly needed. Besides future plans of expansion, the current tweaks have actually impacted my frame-rate, and I gained an average of around 10 FPS overall. Rubber-banding and lag seems to have diminished as well. Here’s what Rocket said on the matter:

In the meantime, DayZ’s experimental patch received a new build last night, but the details of the changes are somewhat vague. If you want to help test the latest features of DayZ, this is the place to go. Still, a friendly word of advice! While DayZ has been branded as a “running simulator”, a “bandit simulator” and even an “arsehole simulator”, my description of the experimental branch would be the “starving simulator”. With only a handful of experimental servers, and most running a private (non-shared) hive, finding food and items in the experimental DayZ is an impossible task. So if you’re having trouble in the stable branch already, the experimental branch might not be the best place to familiarize yourself with DayZ.

Would it be DayZ without some running?

Would it be DayZ without some running?

One more thing before we close this up! You’ll be happy to hear that yet another gun will be introduced to DayZ next week (probably only in the experimental branch), mainly a .22 caliber hunting rifle. While probably not extremely deadly to players, this gun adds variety and will serve as a great zombie-killer. Considering more zombies will be landing soon, anything that helps take them down is more than welcome!

Here is the complete list of changes in today’s DayZ stable patch:

  1. DAYZ PATCH UPDATE 5 FEBRUARY 2014
  2. Branch: Stable
  3. ETA: Complete
  4. Version: 0.33.114926
  5. This build continues with small bugfixes and several engine changes. A late addition of a significant change to the server variable processing has provided us a major performance boost on the server of around 5-10 FPS. This helps with a great deal of issues and results in a much smoother game experience from players even on a smooth server. Once several more of these optimizations are made it will allow us to increase player/zombie numbers and enable loot and zombie respawning.
  6. Known Issues:
  7. – Spawns: Loot is not spawning in military tents
  8. – Spawns: Some structures in Svetlo currently do not spawn loot
  9. – Server: Servers under load can delay actions from the client
  10. – Graphics: Only 4 dynamic light sources will be rendered at one time currently
  11. – Actions: Looting a dead body may make a ghost clone copy of the inventory
  12. New:
  13. – Actions: chambering SKS round from pile, loading 10 rounds from pile
  14. – Actions: You can uncuff other players with the hacksaw
  15. – Actions: Cannot use an item (e.g. drink/eat) if it is “Ruined”
  16. – Actions: Interactions with items reworked. Drinking/Eating/etc… more robust and user-friendly
  17. – Actions: Restrained players cannot use inventory or action menu
  18. – Animations: Player now can take and hide rifle in crouched run
  19. – Animations: SKS reload animations
  20. – Animations: firing weapon when sprinting will transition player into the aimed run(with some temporary limitations)
  21. – Crafting: FNX45 pistol can be chambered with single round
  22. – Crafting: Opening cans with combat knife added
  23. – Crafting: Opening cans with machete added
  24. – Crafting: Painting Motorbike Helmets to Black and Green
  25. – Crafting: Waterbottles and canteens now allow pouring water between them
  26. – Effects: Magnum revolver ejecting shells when reloading
  27. – Effects: Magnum revolver sounds – gunshots, reloading
  28. – Effects: Mosin ejecting shells when cycling
  29. – Effects: New Mosin sounds – gunshots, cycling, reloading
  30. – Gear: Improvised courier backpack added
  31. – Gear: Machete added
  32. – Gear: Hard hats added in various colors
  33. – Gear: Motorcycle Helmets have black visor variants
  34. – Gear: Small, uncomfortable, and silly (but cute) children’s school backpack
  35. – Gestures: Clapping Gesture added, default F5 key
  36. – Gestures: Pointing Gesture added, default F6 key
  37. – Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly
  38. – Login: Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes)
  39. – Login: When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safe
  40. – Server: Player spawns now cached by engine directly, increasing performance
  41. – Server: Optimized synchronization and transfer of variables within and outgoing from server (significant performance increase on server, of 5-10 FPS)
  42. – Spawns: Added Bubble goose jackets into the loot spawns
  43. – Spawns: Added SKS rifle, speedloader, ammunition piles and boxes and SKS bayonet into the loot spawns
  44. – Spawns: Healthcare Center now spawns loot
  45. – Spawns: .45acp box of 25rnds added to loot spawns
  46. – Spawns: Police stations now spawn loot
  47. – Systems: Hunger and Thirst slightly modified.
  48. – Systems: Notifications added to UI for hydration and high energy
  49. – Systems: Fractures can now occur due to melee and shot damage, not just environmental
  50. – Systems: Fractures (arms/legs) now saved and loaded correctly from database
  51. – Translations: Added strings for all consumable items (Gas canisters, Batteries etc) and container items (First aid kit etc) for English, with some Spanish and Russian
  52. – Zombies: Different types of Military zombies now have tougher attack values and improved durability
  53. – Zombies: Engine dynamic obstacle checking (zombie, another player)
  54. – Zombies: Svetlojarsk zombie spawns added
  55. Fixed:
  56. – Actions: morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands
  57. – Actions: Keys won’t disappear after uncuffing
  58. – Actions: loading ammo works for sprayed Mosin variants
  59. – Actions: Read/Writing notes with paper and pen now works again
  60. – Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood
  61. – Actions: Actions on another player no longer have an unlimited distance (max 2 meters)
  62. – Art: Bug allowing players to clip through geometry of the police station building.
  63. – Animations: fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation
  64. – Animations: Weapon reloading for magazine was not working properly when no magazine fitted
  65. – Animations: Rifle Aimed Walk Updated, diagonal animations fixed
  66. – Animations: Sidestepping through doorway with rifle while crouching should not cause the player to get stuck now
  67. – Animations: knocking down player now possible in prone states, (possibly fixing the issue with frozen characters)
  68. – Animations: changed animation for equipping the compass
  69. – Animations: Proper animation played when taking pistol in run
  70. – Animations: Changing stances is faster now both for armed and unarmed player
  71. – Animations: Skinning problem with armored zombies that caused the model to warp during some animations
  72. – Animations: Standing with aimed weapon now allows for higher angle of tilt/bend
  73. – Animations: Mosin bolt animation after each shot updated to match hand animation
  74. – Animations: Removed footstep sound from pointing animations
  75. – Animations: Pointing gesticulation now possible even when holding 2 handed weapons
  76. – Animations: Clapping now possible to initiate while holding 2 handed weapons
  77. – Config: Berries have more nutrition now
  78. – Crafting: You can no longer saw off sawed off shotgun
  79. – Crafting: Can spraypaint M4 to green or black
  80. – Crafting: Damage is now transferred when items are painted
  81. – Crafting: Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted)
  82. – Crafting: Weapon cleaning kit can’t be used when it’s “Ruined” and won’t reduce condition of a gun
  83. – Crafting: Spraypainting an M4 won’t delete your carry handle
  84. – Crafting: Guns are no longer placed on ground while being painted (if not nescessary)
  85. – Crafting: You won’t loose attached universal weapon flashlight after M4 painting
  86. – Items won’t longer appear on ground after unsuccessful force feeding/drinking/fibrillating/handcuffing and won’t loose quantity
  87. – Effects: Dazed effect plays again when a player is hit/damaged/shot
  88. – Effects: Some effects were not active locally when a player was restrained
  89. – Effects: gunshot sound of Magnum reverted to original one
  90. – Fixed: Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa
  91. – Fixed: Popping up texture error for beret models
  92. – Gear: Spraycans won’t deplete after relogging
  93. – Gear: Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands
  94. – Gear: Headlamp beam raised slightly
  95. – Gear: Painted items now retain their previous quantities (i.e. Magazine ammo won’t reset)
  96. – Gear: Various item descriptions and notifications fixed for grammar, typos, more detail
  97. – Gear: ZSh-3 Pilot helmet fixed and updated
  98. – Gear: Hoxton and Dallas masks where displayed in center of character, now display on face
  99. – Gear: Splint position in hand was wrong now corrected
  100. – Gestures: Taunt defaults correctly to F4 key
  101. – Graphics: “god rays” could cause overloaded post-processing and graphical corruption
  102. – Graphics: fix of removing shining object from hand (switch off)
  103. – Graphics: Roads have per pixel lights
  104. – Graphics: Dynamic lights should be now defined with “radius” value which is maximum radius of light in meters
  105. – Graphics: Tooltips are now not displayed for quickbar items, as it is a reference to type not specific item
  106. – Login: Respawn button now works correctly
  107. – Login: Various bugs fixed associated with connection errors that could cause a character to be deleted or killed by the server
  108. – Spawns: Lowered chance of Taloon and Mountain backpacks spawning
  109. – Spawns: Drastically lowered chance of backpacks spawning on the construction site
  110. – Spawns: Loot spawn tweaks in some civilian structures
  111. – Weapons: Mosin recoil increased
  112. – Weapons: Sawed-off shotgun can be loaded with ammo (was broken due to changed inheritance)
  113. – Weapons: Sawed-off shotgun: reduced size in inventory, reduced spread
  114. – Weapons: It is no longer possible to attach longrange scope onto SKS
  115. – Weapons: M4 carry handle can now be attached to painted variants of M4
  116. – Weapons – fixed error in config of shotgun snaploader causing low velocitiy and damage
  117. – Zombies: Better filter/check of attack hits directly in engine
  118. – Zombies: Military zombies made tougher
  119. Hotfixed:
  120. – Crash: Irregular crash of server in corpse garbage collector consequence of this is that the bodies will not disappear if other player is in vicinity
  121. – Crash: Creating item using recipe system caused serious server crash when not enough space in inventory
  122. – Crash: Client crash on exit, all systems 100% reproduction
  123. – System: Previous build caused overzealous starvation to occur