DayZ has received a new stability update titled 1.20 (1.20.155766), the first one of 2023. The update has arrived today, which tackles various issues and addresses all the feedback received during the experimental phase throughout the last year.
Update 1.20 may not have had much in the way of new content, but don’t let that fool you. This update packs a vast range of fixes and tweaks to your favorite game – including vehicle updates, an ADS bug fix, connection indicators for better communication with friends, and improved third-person camera angles.
As a celebration of the update, Bohemia Interactive has released a new Update teaser introducing some of the changes via video material.
With the upcoming updates to DayZ, there is potential for something bigger and better than ever before. As we explore all sorts of possibilities, from the game mechanics to fresh ways of interacting with the brand, expect some groundbreaking new content in future releases. Bohemia Interactive has just begun delving into multiple ideas, such as weapons tweaks or bug fixes that will enhance your gaming experience even further.
What’s been revealed so far?
Character cosmetics will play a huge role in every update this year. We’d like to grow what is already a massive collection by increasing the variety of loot to be found and offering even more amazing clothes to wear. Don’t expect us to follow other popular games with an abundant amount of pink skins. Think backpacks and survival themes and outfits that exemplify the DayZ brand.
Another element we intend to update later this year is the iconic northwest airfield (NWAF) on Chernarus. Our primary focus will be to simplify the airfield’s layout and make the runway and taxiways more authentic. Obviously a change to this location is a substantial project and will require synchronization with a total server wipe.
We also plan on focusing more on infected AI this year. We’d like to change the way they move through the environment, as well as how you battle them. There are a number of factors regarding this subject that require further investigation, so we can’t share much more info with you at present. But suffice it to say that the changes we’re considering have great potential to change the PvE aspect of the game for the better.
The update is available both on PC and consoles, and its patch notes can be found below:
PC Stable 1.20 Update 1 – Version 1.20.155766 (Released on 14.02.2023)
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
- Mime masks
- Carnival masks
- Warning icons for the connection stability and server performance
FIXED
- Changing stances could result in desynchronization blocking access to ADS and shooting (https://feedback.bistudio.com/T168720, https://feedback.bistudio.com/T159299, https://feedback.bistudio.com/T169162, https://feedback.bistudio.com/T169657, https://feedback.bistudio.com/T169837, https://feedback.bistudio.com/T169986)
- The M1025 engine was not stopping properly when RPM went to 0 (https://feedback.bistudio.com/T167763)
- Quick gear shifting could result in desync (https://feedback.bistudio.com/T168431)
- Fixed further exploits to glitch the camera through walls (https://feedback.bistudio.com/T170057 – private)
- Hitboxes of items in characters hands were misplaced (https://feedback.bistudio.com/T168891)
- It was possible to place items inside the stairs of the yellow church (https://feedback.bistudio.com/T167358)
- When approaching a restrained player with binding materials, the non-functional option was shown to restrain the player again
- It was possible to commit suicide with ruined firearms (https://feedback.bistudio.com/T160975)
- Carp, Mackerel, Chicken and Rabbit were always yielding 100% pieces of meat when skinned
- Character sounds when picking up heavy items were not played for the player themself (https://feedback.bistudio.com/T167931)
- Drink sounds were not played when drinking from pots or cauldrons while prone
- Impact sound of items when landing in water was repeating itself
- It was possible to shave characters while having their face covered
- Equipped belts were not accumulating wetness
- Explosives could not be armed reliably (https://feedback.bistudio.com/T168007)
- Reduced instances of vehicle access being prohibited due to another user already interacting with it
- Fixed several broken character animations while restrained in prone
- Improved damage zones of the M1025
- M1025 trunk bars did not move correctly with the model (https://feedback.bistudio.com/T168594)
- Sound of taking the SSG 82 magazine was doubled while prone
- The player could get stuck in throwing stance
- During combat with infected, the player’s position could get reset to a previous infected kill (https://feedback.bistudio.com/T167694, https://feedback.bistudio.com/T168690 – private)
- ADS sensitivity wasn’t properly applied in all cases (https://feedback.bistudio.com/T165015, https://feedback.bistudio.com/T165855)
- Jumping while having a gag applied or removed could desync the player
- Manipulation of heavy items allowed players to access items through walls (https://feedback.bistudio.com/T169133 – private)
- It was not possible to cover/uncover a characters head while they are prone
- It was possible to be force fed while wearing a gas mask (https://feedback.bistudio.com/T160486 – private)
- The character could teleport to the roof of their seat if an object was at the height of the door (https://feedback.bistudio.com/T164360)
- Inventory icon of the deployed spotlight was badly cropped
- Filling a gasoline canister at a pond could result in desync (https://feedback.bistudio.com/T168967)
- Items were interfering with the character collision when dropped from gift boxes upon their destruction
- Other players could not hear the sound of a locked door being opened (https://feedback.bistudio.com/T163131)
- Using the quick bar while moving items in the inventory could result in desync
- Some twin doors could not be closed (https://feedback.bistudio.com/T160737)
- Several twin gates were not properly aligned to open in the same direction (https://feedback.bistudio.com/T158950)
- Some twin gates could not be opened by force when locked (https://feedback.bistudio.com/T159534)
- VOIP did not work after reconnecting the microphone (PC ONLY)
- It was possible to access certain underwater locations
- Portable maps could display wrong map features when switching between servers running different terrains
- Fixed character collision shape shifting causing clipping through structures
- It was possible to skip certain parts of the soda can opening animation (https://feedback.bistudio.com/T138370 – private)
- The character collision shape would not adjust when falling into water
- Switching between 1st and 3rd person camera could result in a distorted character (https://feedback.bistudio.com/T162688, https://feedback.bistudio.com/T162468, https://feedback.bistudio.com/T162412, https://feedback.bistudio.com/T164586)
- The head-torch with the yellow light did not update its light location in all cases
- Orientation of the light on the weapon flashlight was pointing forward when shouldered (https://feedback.bistudio.com/T165114)
- Chemlight on ground models of utility bags not lighting from the correct position
- A climbing player was able to phase through objects during the landing state (https://feedback.bistudio.com/T164706 – private)
- The player could be teleported to the world origin when climbing (https://feedback.bistudio.com/T166375 – private)
- Smoke grenades wouldn’t show smoke outside of the players near distance network bubble
- Doors could have their animations and sounds played when reconnecting
- Previously felled trees would play their fall-animation upon reconnect
- Other players and creatures could be stuck in a permanent frozen animation state if they were to die while the client is being logged in
- Grass did not move with the wind on the tenement buildings
- Bear traps could hit the player in multiple zones
- The M3S truck was missing a sound related to high RPM
- Reversing lights of the M3S truck did not emit light
- Reversing lights did shine even when the engine was off
- Stamina was not decreasing during jogging in deep water
- Fixed several issues with individual buildings
- Fixed bad rendering of specific trees
- Source of the car horn sound was not properly located in 3rd person view
- The Santa infected did not scream while attacking
- Placing certain items would play the place sound twice (https://feedback.bistudio.com/T156577)
- Dropping the wooden cooking tripod would make metal sounds
- The unloading sound and bullet animation of the Longhorn were not in sync
- The dry fire sound of the Derringer was too quiet while prone
- Fixed several exploits used to look through walls (https://feedback.bistudio.com/T168561 – private)
- An exploit allowed to repair car parts to the pristine state
- It was possible to repair vehicle engines while they were running
- Certain scopes allowed to look through the smoke from smoke grenades (https://feedback.bistudio.com/T141155)
- The M1025 driver was accessing the wrong lever when switching gears
- Damaged Santa’s hats looked pristine while worn
- The Claymore mine explosion did not have the proper volume when the player was facing away
- Opened food cans did not fit properly into the inventory UI (https://feedback.bistudio.com/T157660)
- Respawning from unconscious state could result in a black screen (https://feedback.bistudio.com/T169330)
- It was possible to deploy the spotlight using the drop action
- The Gunter 2 did not have sounds when removing and attaching wheels
- Large clusters of rocks and cliffs could result in in client performance drops
- Manual transmission from vehicles could get desynced when changed too quickly (https://feedback.bistudio.com/T168465)
- Stealth-killing infected with rifle bayonets could result in a glitch
- Player corpses had collisions after committing suicide
- Vehicle horn sounds would fix to a specific position (https://feedback.bistudio.com/T169863, https://feedback.bistudio.com/T169862)
- The player collision was conflicting with vehicles while sitting in them
- It was not possible to pull corpses from vehicles
- It was possible to prevent dehydration through non-hydrating food (https://feedback.bistudio.com/T168824)
- Reduced the chance of getting desynced in doors by running through them while closing (https://feedback.bistudio.com/T170121)
- It was possible to stack the ammo box and dry bag indefinitely (https://feedback.bistudio.com/T170051)
- Howling of wolves was not synchronized for all players (https://feedback.bistudio.com/T160845)
CHANGED
- Vehicles can spawn without wheels again
- Wheels can again be damaged
- Reduced the eye zoom distance while sprinting
- Reworked item weight calculation (fixing several bugged item weights)
- Item wetness now influences their weight again
- Weight of the carried gear now impacts player movement inertia
- Increased the time needed to refill the car radiator
- Checking a player’s pulse is now a continuous action
- Increased the lifetime of improvised explosives to 5 days, which can be refreshed through a flagpole
- The stairs of the concrete silos are now usable to access the roof
- Adjusted the geometry of barrels and fireplaces to cause less issues when colliding with vehicles
- Improved the surface detection for throwing impact sounds
- Optimized the character update to environmental exposure
- Lowered the hit points of improvised feet covers and gave them louder walking sounds (https://feedback.bistudio.com/T169140 – private)
- Positional wind and tree creaks are more audible now
- Tweaked the 3rd person camera collisions to reduce possibilities of exploits
- The 3rd person camera zooms in when an obstacle is in front of the camera
- Disconnect due to a server restart will no longer kill restrained players
- Updated map textures to reflect recent map changes (https://feedback.bistudio.com/T163844)
- You can now stealth-kill with the Cleaver
- Replaced outdated dirt pile model
- Updated textures on static pipes
- Updated sounds for the different stages of cooking for more variety
- Slightly increased the volume of the stealth kill
- Improved the sun reflection on water and changed its color in quarries
- Skinned animals now yield more pieces of meat
CHERNARUS
- Fixed: Green and black plate carrier vests and their attachments did not have their intended lifetimes (https://feedback.bistudio.com/T168947)
- Tweaked: Increased chance for random positional bird, insect and tree creak sound to play
- Tweaked: Increased audibility of the positional bird sounds during windy weather
- Changed: Adjusted player spawn points for more even distribution
- LIVONIA
- Added: Artwork of the winner of the GraffitiZ contest
- Added: New props to the Dambog ammunition storage
- Fixed: The Brena Health Care Center was not spawning paramedic infected (https://feedback.bistudio.com/T168337)
- FixedPolice cars were not spawning loot
SERVER
- Added: Server config parameters for connectivity warnings (Documentation)
- Added: Gameplay JSON version mismatch and default value handling
- Added: Parameter to gameplay config (JSON), that allows people to disable the behavior of influence of stamina to inertia (Documentation to be updated soon)
- Added: Parameters to gameplay config (JSON) that allows control over variety of stamina consumers (combat, climbing,..) (Documentation to be updated soon)
- Added: Launch parameter “storage” to define root folder for storage location (“-storage=”) (Documentation)
- Added: Functionality which will copy over storage when a storage exists in default location (mission) but not in the custom location provided by the storage launch parameter
- Added: Warning when DE spawns an entity with no Types entry
- Fixed: Sawedoff18 was missing from types
- Fixed: Deleting events.bin but not vehicles.bin would cause events composed of eventgroups to have the possibility to spawn inside each other
- Changed: Improved error messages and error handling regarding storage location
- Changed: Adjusted ping calculation to be more forgiving with individual spikes before kicking a player
MODDING
- Added: DiagMenu script API
- Added: Variety of new debug settings within the script section of the DiagMenu
- Added: ScriptCaller, a stricter ScriptInvoker which is expected to hold one func
- Added: DayZPlayer.GetKickOffReason to get the reason why a player was kicked off
- Added: ‘EntityAI.IsSimpleHiddenSelectionVisible’
- Added: Common script class ‘DayZCreatureAIInputController’ to control Animals and Infected movement and behaviour states
- Added: Script method ‘InventoryItem::ForceFarBubble’ to allow items to temporarily be visible from further distances
- Added: Added physics function ‘dGetInteractionLayer’ to check if two ‘PhxInteractionLayers’ can interact
- Added: Collision overlap testing methods to DayZPhysics
- Added: “$storage:” prefix can now be used to access storage through script
- Added: Common script class ‘DayZCreatureAIInputController’ to control Animals and Infected movement and behaviour states (https://feedback.bistudio.com/T158984)
- Added: Launch parameter for diag exe to allow window resizing ‘-resizeable’
- Added: weightPerQuantityUnit config parameter that defines a weight of one quantity unit
- Added: ‘Human.PhysicsEnableGravity’ for enabling/disabling gravity
- Added: ‘dBodyIsSolid’ (and ‘Human.PhysicsIsSolid’) for checking if the entity has collision enabled
- Added: ‘dBodySetSolid (and ‘Human.PhysicsSetSolid’) for enabling/disabling the collision checking of an entity
- Added: Command line parameter ‘-scrDef’ to enable modding defines in script in Workbench/Diag executables
- Added: Command Line option ‘-newErrorsAreWarnings’ to Diag/Workbench executables
- Fixed: Buldozer crashing after selecting an object which was deleted and restored (https://feedback.bistudio.com/T169650)
- Fixed: Base game script defines weren’t available in ‘engine’ and ‘gameLib’ script modules (https://feedback.bistudio.com/T169907)
- Fixed: Character influences the wheel simulation of a vehicle (https://feedback.bistudio.com/T168870)
- Fixed: On Diag exe, when one player’s hands got bloody, all nearby player’s hands would as well
- Fixed: Conflicting synchronization of entity hierarchy with ‘IEntity.AddChild’ and ‘Human.LinkToLocalSpaceOf’
- Fixed: ‘CollisionOverlapCallback’ destructor wasn’t being called
- Fixed: Docs: string.Split bad usage example (https://feedback.bistudio.com/T154855)
- Fixed: Docs: string.ToAscii bad script declaration and typo in example (https://feedback.bistudio.com/T160003)
- Fixed: Function string.LastIndexOf was not linked (https://feedback.bistudio.com/T155602)
- Fixed: Object::SetHealth could not be called on local objects (https://feedback.bistudio.com/T168604)
- Fixed: Crash in TextListboxWidget::GetItemData (https://feedback.bistudio.com/T154626)
- Fixed: ScriptCallQueue.GetRemainingTime(…) methods
- Fixed: HumanInputController.OverrideAimChangeY was incorrectly using values from HumanInputController.OverrideAimChangeX (https://feedback.bistudio.com/T151736)
- Fixed: DayZPhysics.RayCastBullet and DayZPhysics.SphereCastBullet would not pass the ‘hitObject’ (https://feedback.bistudio.com/T150488)
- Fixed: ScriptCallQueue stopped working correctly after 4-5 hours of uptime (https://feedback.bistudio.com/T156746, https://feedback.bistudio.com/T151279)
- Fixed: Scripted command method ‘PrePhys_IsTag’ would not work in the intended way (https://feedback.bistudio.com/T165933)
- Changed: Moved and renamed certain RPCs relating to Diags to prevent conflicts and usage outside of Diag
- Changed: ScriptInvoker now has additional flags and documentation
- Changed: New compile errors will be displayed as Warnings outside of Diag/Workbench to minimize impact on existing mods
- Changed: New compile Errors being displayed as Warnings will contain the text “FIX-ME” to signal the importance of fixing these
- Changed: Improved func reliability and error messages
- Changed: “Overriding function but not marked as override” has been changed from being a “Workbench-only warning” to an error in Workbench/Diag and Warning in regular exe
- Changed: Weapon chamber and internal magazine changes now also trigger EntityAI.EEAmmoChanged
- Changed: Weapon and magazine textures now contain the bullet for better optimization
- Tweaked: Widget::GetRotation exposed
- Tweaked: return type of ActionBase::IsEat (https://feedback.bistudio.com/T169770)
- Removed: Incorrect usage of ‘func’ by NotificationSystem as it is only meant to be paired with proto functions, will unfortunately break compatibility with mods using the removed Bind and Unbind functions
- Removed: Calling of super of Engine events (https://feedback.bistudio.com/T164047)
KNOWN ISSUES
- The character might shake when close to doors
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