Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings, Survivors! As we enter the experimental period of massive game update 1.26, we also find ourselves on the doorstep of the busiest period we’ve experienced in years. That’s because this game update is coupled with the release of the DayZ Frostline expansion. We highly recommend adding DayZ Frostline to your wishlist if you haven't already. Make sure to check it out on Steam.
What changed
- Gameplay
- Store
- Maps
- UI and audio
https://store.steampowered.com/app/2968040/DayZ_Frostline/ You can find the patch notes for 1.26 EXP on our forum here.
This is a long read, so please bear with me as I outline all the important things to look for during your experimental playthroughs.
Game update 1.26 offers changes and gameplay additions that not only support the DayZ Frostline expansion, but also impact the overall experience of our existing maps Chernarus and Livonia. As the title "Frostline" aptly suggests, we have concentrated a lot of work around the temperature systems. That was a challenge in and of itself: ensuring the game systems adapted to a simple change in global temperature.
We’ve also rebalanced the way various elements of the environment have an effect on the player character, be it from their position or the current weather. The progression of the player character’s heat comfort is now always delayed, as opposed to instant. This progression may be noticed by one or more arrows at the HUD as the character adapts to the changes in temperature.
The heat buffer, also known as the + symbol in UI when you spend enough time around a heat source, is also getting an update to help you visualize its state. This is primarily so it no longer looks like an on and off bonus, which was actually never a thing.
Edible items now have their temperatures simulated. They can freeze if the environment temperature is low enough, and will need to be thawed in order to be edible. They can be put on a fireplace grill (or a stove), warmed up, and eaten for warmth benefits. Just make sure to keep an eye on the temperature as the player character can take damage from consuming items that are too hot. In addition to that, we have changed the temperature badge in the tooltip and replaced it with a simple temperature description.
If you want to learn more about these systems, have a look at our recent dev blog post about environmental dangers.
Speaking of dangers, we have also looked at the common cold/influenza. We wanted to make sure that players who took care of their characters would not run into too many issues with it, while the ones who continue to ignore it would eventually face the consequences through the newly added stage of pneumonia. Temporal immunity has also been added to the medical system, which makes an instant re-infection impossible for diseases like the common cold. Pain suppression meds (i.e. codeine pills and morphine) have also been expanded and now have the ability to suppress symptoms of both influenza and the common cold.
A significant change has also come to large predators like bears and wolves, whose meat will be infected. Most importantly, it won’t be possible to eliminate the infection even after cooking the meat. There is still an option to eat and/or cure the disease, of course, but we wanted to make sure that predators who come to the player naturally are not an easy source of food.
Going from Livonia’s fairly warm climate to the unforgiving cold of Sakhal means tha t you will have to adapt the type of gear you wear (or take frequent baths in local ponds). Luckily, changes to the loot distribution will help
Source
Changelog.gg summarizes and formats this update. How we read updates.
