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DayZ
Mar 30, 2015 21:39:20 GMT
Post by Jägerbomber on Mar 30, 2015 21:39:20 GMT
.55 is out on Experimental
-Global zombie spawns increased from 700 to 1100 (3x more than 0.54 Stable) -River water can give you “Cholera” -New UI is available, use “-newui” launch parameter
New zombies/AI, attacks and animations Chainsaw Bear Trap Landmine Weapon ammo changes and additions Sheep
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DayZ
Apr 1, 2015 22:18:42 GMT
Post by Jägerbomber on Apr 1, 2015 22:18:42 GMT
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DayZ
Apr 14, 2015 21:23:59 GMT
Post by Jägerbomber on Apr 14, 2015 21:23:59 GMT
Status Report dayz.com/blog/status-report-14-apr-15There's a loot bug in .55 that won't really be fixed until .56 in early May. In the meantime, we will be switched back to legacy loot spawning, meaning the newer items no longer spawn. Well this stinks.
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DayZ
Apr 20, 2015 20:41:49 GMT
Post by Jägerbomber on Apr 20, 2015 20:41:49 GMT
A rather depressing preview of the crawling zombie.
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DayZ
Apr 22, 2015 20:37:06 GMT
Post by Jägerbomber on Apr 22, 2015 20:37:06 GMT
Status Report dayz.com/blog/status-report-22-apr-15.56 still not coming until early may. It will remain on legacy loot until then. A little bit of talk about the audio system and server performance. Expectedly, people who are playing the Standalone now and didn't play the mod are bitching about the new difficulty. IT IS SUPPOSED TO BE THAT WAY. Some talk on the progress of other additions.
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DayZ
Apr 29, 2015 20:26:51 GMT
Post by Jägerbomber on Apr 29, 2015 20:26:51 GMT
Status Report dayz.com/blog/status-report-29-apr-15Working on improving gun audio mechanics. Gun scope changes A new little shop building placed across the map. Of course still won't get loot fix until .56.
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DayZ
May 7, 2015 20:24:40 GMT
Post by Jägerbomber on May 7, 2015 20:24:40 GMT
Status Report dayz.com/blog/status-report-06-may-15.56 Exp almost here - Rebalancing of Infected damage threshold - Redistribution of existing infected spawns to high population areas - Bugfixing on Per-Item-Quantity control (Central Economy) - Bugfixing on Infected Alert SFX - Bugfixing on Infected movement - Redesigned Inventory tech (engine side) - New firearms / long range optics attachment - Stary Sobor evacuation camp - Bugfixes on various known duplication vulnerabilities the next major goal being region control over item spawn types. Internally, the programming and design teams are working hard on analyzing server side performance, player position desync, and other critical issues affecting Early Access gameplay. What they've mainly been doing the last several months: - Support for AI and Vehicle Inventory - Removing limitation on "in hands" as a virtual slot (still occupying space in container) - Dynamic changing of cargo capacity - eg: lowering when damaged, raising when repaired - Manual item rotation - Support for redesign of Inventory UI - Support for EnScript (Enfusion Scripting Language) - And much, much more.. stats - Chernarus + features 8,725 buildings (and wrecks combined) - 1,742,796 potential item spawn points are spread across the entirety of Chernarus + (Not counting dynamic events) - Of the 8,725 buildings/wrecks across Chernarus + 410 of them are greenhouses we'll see finer and finer control over item spawn locations and types, as well as supporting dynamic random spawns - that will ensure unique spawns of valued items across the map.
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DayZ
May 23, 2015 6:44:55 GMT
Post by Jägerbomber on May 23, 2015 6:44:55 GMT
What the actual fuck did I just watch?!.... Also, somebody from the DayZ dev team (I think...) is leaving Though I don't think he's worked on DayZ for a while. .56 still isn't on Stable.... wow Looks like they'll be rolling .56 into .57.... but they're having unexpected performance issues with zombies and will be disabling them for Stable.... Are you fucking kidding me.... Haven't played in months because the fallback to the outdated loot system, now they remove zombies.
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DayZ
May 31, 2015 18:48:37 GMT
Post by Jägerbomber on May 31, 2015 18:48:37 GMT
Meh... Sounds like .57 on Exp is going.... badly...
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DayZ
Jun 3, 2015 0:44:21 GMT
Post by Jägerbomber on Jun 3, 2015 0:44:21 GMT
Status Report dayz.com/blog/status-report-02-jun-2015Discussion of the evolution of Player, Loot, and Vehicle/Event spawns. Some amusing reasoning for the high consumption rates over the last weekend. The faster your hunger, thirst, etc went down, the better the server was performing. FOR SCIENCE! Scoped FOV exploit removed. Tripwire trap (possibility to have it trigger various different traps). Fish trap. Cooking in fireplaces built into some buildings. Supposedly Stable is coming this week. I really hope they can keep zombies in there.
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DayZ
Jun 9, 2015 19:35:46 GMT
Post by Jägerbomber on Jun 9, 2015 19:35:46 GMT
Status Report dayz.com/blog/status-report-09-jun-2015.57 STILL not out yet on Stable. omg Bus with boarding animations talk about the new more flexible loot system. The Western Airfield is still meant to be your "goal" with the updated loot design. Not sure how much I like that focus, but... meh. i.imgur.com/Bvov6gf.jpgLoot persistence (including tents, but not including vehicle position) will be disabled while they work on the cleanup system. Improved vehicle physics are functioning (at least in testing). Vehicles with missing wheels will lean in the direction of the missing wheel and will be... difficult to drive. It looks like they're also doing missing doors and such too.
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DayZ
Jun 30, 2015 22:52:26 GMT
Post by Jägerbomber on Jun 30, 2015 22:52:26 GMT
Status Report dayz.com/blog/status-report-30-jun-2015New renderer discussion Breath holding mechanic (for aiming) FOV discussion Also, .57 finally came to Stable a little while ago, but I still haven't gotten a chance to play it.
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DayZ
Jul 8, 2015 20:59:40 GMT
Post by Jägerbomber on Jul 8, 2015 20:59:40 GMT
Status Report dayz.com/blog/status-report-08-jul-2015The long guardhouses that usually have amazing loot won't have loot until regional control is implemented. i.imgur.com/pQAosHw.jpgi.imgur.com/aef98Qv.jpgIn .58 "ghost sounds" are finally going away! You hear something, you'd better watch out. Wrecked vehicles that usually have loot, but cannot have their doors opened will not have loot for the time being, probably waiting for regional control again. i.imgur.com/iTOg9f8.jpgThe looping character animation bug (constantly switching weapons/air guitar bug) is being looked at. Item/tent persistence is hopefully going to be fixed by .58 i.imgur.com/tCfL3Sf.jpgDesync will hopefully be fixed by .59 I guess there was an issue in .57 with the various character status updates (health/hunger/thirst/etc) where it wouldn't update and suddenly you'd be dead... or even immortal. Hopefully that'll be fixed soon.
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DayZ
Jul 16, 2015 6:45:48 GMT
Post by Jägerbomber on Jul 16, 2015 6:45:48 GMT
Status Report www.dayz.com/blog/status-report-15-jul-2015Apparently player desync is pretty bad in .57, so they're trying to make sure that they get it fixed for .58 .58 is introducing more performance degradation than they'd like, but they're working on it. (and persistence)
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DayZ
Jul 23, 2015 2:35:07 GMT
Post by Jägerbomber on Jul 23, 2015 2:35:07 GMT
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