Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Server
- Gameplay
- Balance
- Performance
- Events
We're entering the last two business weeks of 2017, and before we let the holiday spirit take over our offices on 23rd, it's time for one more update from our teams - today, Eugen is recapping some of the recently made bullet-point style progress across departments, Peter takes a look at ladders, climbing and the melee combat of 0.63, Adam teases the NWAF changes along with tourist trails, and Viktor has two sexy GIFs, one of which teases a feature that will change DayZ combat in a totally unexpected way. After a pause, we also have Baty back, with loads of your amazing community content <3. Let's read, it's good for you!
Contents This Week
Dev Update/Eugen
Dev Update/Peter
Dev Update/Viktor
Dev Update/Adam
Community Spotlight
Dev Update/Eugen
Dear players. First, I would like to thank you for all the critical feedback on the last status report, it was a hard one. Expectation were high, and we chose a road littered with risks going for the new engine, for the larger benefit in the long run. The team knew this wasn't going to be easy, but almost all major uncertainties are resolved and we are looking at brighter future for both you the players, and the team here. We also understand and agree the call for a more visual representation of this years' progress and there is an end of the year video in the works right now. Many of you were asking about the console version of DayZ and the team working on it. Our goal has always been to release a PC version of DayZ first before we turn to players on PS4 or Xbox. That hasn't changed. There is only one person working on each of these ports at the moment, keeping things intact so we have an easier time adapting the experience when the team is done with the PC version. We will be happy to share more details once we are in a better state of things with the PC version. There is more to enjoy visually in the rest of the Status Report, and there is no reason to repeat myself more, so let's take a quick look at some of the work that has been done over the past month / is in progress - and then we are just going to get back to work, and get more shit done :).
Programmers Team
Network optimisations - bit stream implementation, network traffic optimisations for AI and players
Weapon & inventory bugfixing
Movement tweaking of character controller for better gameplay experience
Character's prone state
New offline database
Hive refactorization for 0.63
Login system bugfixing
Damage system - new texture switching of damaged entities
Bugfixing and optimizations of central loot economy
AI - Animals:
Threat state behaviour and actions
Animals freeze in random intervals fixed
Various crash fixes
External launcher - adding local mods
Design Team
Items for Christmas event configuration and setup for Central Economy for 0.62 version
Melee combat refactor of targeting and implementation of it's second check at hit event
Connected item quantities to Central Economy
Optimalization of UI client/server middle layer
Notifiers code clean up
Localization support
Options screens refactor
Source
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