Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- UI and audio
Today's Status Report focuses on the current work of the team to fix the remaining issues in the PC BETA, while we are getting closer to our release in December. Eugen gives an overview of the most pressing issues, and the team leads give a brief recap of their work during the past two weeks. Let's get into it!
Dev Update/Eugen - General status report and overview of current issues
Xbox One update/Martin - Basebuilding & Vehicles game update details; DayZ is 15% OFF on Xbox One now!
Dev Update/Peter - Focused Feedback, Round 1
Dev Update/Mirek - Car physics, hit registration, and other bullet point updates from the programming team
Dev Update/Viktor - Animation polish pass on items + new sickness and character states animations
Dev Update/Filip - new infected sounds, clothes/backpack sounds, and other improvements
Community Spotlight/Baty - Community Spotlight on your Halloween content, mods, and more
Dev Update/Eugen
Dear Survivors! Today, I'm gonna talk about the pressing issues that you are experiencing in-game now, about our update schedule, as well as touching on the subject of things breaking apart as we get fixes in. But before I do all that, I just want to celebrate another milestone in the history of DayZ! To this day, the game has attracted more than 4 million people and I cannot state how grateful we are for all the support you gave us over the years. It's amazing that this genre has grown so much. All that makes me excited to continue, and I'm glad I could be a part of this team and the community for a better part of the last five years. As we march towards the 1.0 release, we will break things as we apply systematic changes to frameworks that hold the gameplay together. While it may seem as counterproductive from outside perspective with only couple weeks left before the release, there is usually (usually, but not always - truth be told, we make mistakes) a good reason behind it. I'm going to try and break it down for you. When we see an issue somewhere, we have to consider many factors. Our implementation needs to be consistent across the board in the underlying systems. Not only this is good for modding in the long run, it is also very important for us to lower the amount of new issues brought in with every update. In reality, that may mean that while a feature or action might be working right now, we have to break it temporarily, and apply fixes to make sure its implementation is, in the end, consistent with everything else in-game. Having said that, we are not happy about it and understand that it is hurting the player experience. While we have closed numerous bugs with recent patches, and improved many systems from a technical point of view, we introduced new ones that need our attention. Things will stabilise in the coming weeks and post 1.0, and our goal is to benefit from this stabilisation in the long run. Another thing I wanted to touch on was the update schedule. Since the initial switch over to Stable, we have made some mistakes and learned from them. We had a streak of hot-fixes in a very short time period and while we will keep reacting to most pressing issues as quick as we can, we want to stabilise our update schedule to the Wednesday maintenance window. The use of the Experimental branch will be less frequented, but still possible if required. We will try to be consistent, but flexible when
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