Bohemia Interactive and Dean Hall have released an experimental DayZ update, 1.21, and here are its patch notes with all adjustments it carries. This latest update includes additions, improvements, general changes, and bug fixes. Let’s look at the official patch notes for DayZ update 1.21.
DayZ Update 1.21 Patch Notes
📢⚠️Hey Survivors,
The day of the 1.21 Experimental Update is here!
🎯Some of the targets we'll try to hit:
PC EXP servers will go down at 13:00 CEST#Xbox EXP servers will go down at 14:00 CEST
The servers are expected to be back within an hour.
Patch notes to follow soon.👇 pic.twitter.com/t3xuEQfWHt— DayZ 🖥 🎮 ❤️ (@DayZ) April 20, 2023
Additions in DayZ Update 1.21 Patch Notes
- Crossbow and color variants
- Bolts and Improvised Bolt Variants
- Sword
- Mace
- Chainmail
- Chainmail Leggings
- Chainmail Coif
- Norse Helm
- Chestplate
- Medieval Boots
- Wool Gloves with fingerless and color variants
- Feathers
- Game hints in the loading screen
- Added new game hints
- Thrown items and moving vehicles now move smoother on high-refresh-rate devices.
- Status icon for mild leg injuries
- UI brightness can be adjusted in the settings
- The character now spawns with items pre-assigned to their quick bar
Related:
DayZ 1.20 Update 5 Patch Notes
Fixed
- Fixed further exploits to look through walls
- Fixed an exploit to glitch through walls
- It was possible to execute a stealth kill even if there was an obstacle between the player and the target.
- Several explosions were missing their tail sounds.
- The camera would move sharply when a vehicle turns opposite to the mouse/joystick movement.
- The camera would glitch when swimming with a broken leg
- The action to refill a partially filled gasoline container would appear at water sources
- The Scout rifle reload sounds would echo
- Items ruined while in a container carried in hands would float in the air
- Fixed issues with several structures
- It was very difficult to reach the “Open trunk” action for the Olga 02 wreck.
- Ruining handcuffs would not free the cuffed player
- Arming/disarming damaged Remote Detonation Units would reset the health of the explosive and detonator
- Links between remote detonators and explosives were not persistent
- The character could collide with items dropped from a thrown fireplace
- Interrupting the building by another player could result in a desync
More Fixes
- On the lowest FOV settings, the camera would zoom out instead of in when focusing the view.
- Items inside the vehicle cargo were not drying or changing their temperature.
- The exhaling sound was missing when exiting ADS while holding breath
- The player could fall to their death when reconnecting while high on a ladder
- Infected could walk through specific base-building objects
- Fire barrels did not have accessible cargo space when attached to a truck
- Aiming to attach wooden sticks to an improvised shelter could display non-functional selection arrows
- The weight of the heat pack was irrationally high
- It was not possible to purify water in a cauldron
- It was possible to purify an empty container
- Placing a tent inside a bigger tent could cause inventory management problems.
- The thermometer was not displaying realistic temperatures in cases of sickness.
- The character could get stuck when changing stances while dropping an item
- The player could desync and fall through the map by going prone or being attacked by infected
- Accessing ladders from a crouch position could offset the character’s collision
- PU scope reticle would glow slightly at night
- Heat comfort was not handled properly after reconnecting on elevated positions in buildings.
- The tripwire could not be moved in the inventory in a ruined state
- Advanced placement did not work as intended in the small factory building
- Some clothes, accessories, tools, and car parts could not be shot through
- A damaged Battery could lose quantity when being swapped
- A square shape was present when looking through the iron sights of the 4x ATOG optic
- UI tabs were resized when changing sliders in the settings
More Fixes
- The control when looking through binoculars and certain scopes in hands was very floaty.
- Desync when reconnecting near a car or entering a running car’s network bubble could result in the client showing a stalled state for the car.
- Aiming while prone would not take the terrain surface into account normally.
- The state of weapons would not be reflected properly when dropped to the ground.
- The texture of bloody hands was darker on survivor model 11
- The action of washing hands was even available after putting on gloves over the bloody hands
- Infected could walk through rocks
- Infected could walk through piles of wooden planks
- The NVG head strap would drop off on the ground upon reconnect
- Vehicle startup sounds would not synchronize with the animation
- Freelook could only turn the camera by 90 degrees
- Bird and cricket ambient sounds would cut instantly when a player shoots within 500 meters.
- Bird and cricket ambient sounds would not react to explosion sounds
- Soft braking a vehicle with CTRL+S was not working as intended
- The player could get stuck in the load-in queue at position 0 while being kicked off the server
- Fixed a bug that could transform vehicles into unusual shapes
- Fixed an issue where players with poor network connection could influence the connection of other players
- Fixed several cases of items falling through the map when being thrown
- Reigniting a fireplace would not increase its heat again
Changes in DayZ Update 1.21 Patch Notes
- Reworked falling damage impact depending on height
- Removed the BattlEye license agreement prompt in-game (PC only)
- Tweaked sounds of doors with valve lock
- Changed the horn sound of the M3S truck
- Increased the audibility of explosions
- Allowed eye gear to spawn on infected
- Login timers are now also displaying in minutes and hours
- Zoom functionality is no longer reduces during fast movement in crouch or prone
- Applied minor visual tweaks to the Great Helm
- Reduced the weight of the plastic explosive by 60%
- Tweaked impact sounds for metallic objects depending on the targeted surface
- Ripened horticulture plants now stay for twice as long before they start to decay
- Increased the minimum amount of quick slots available to the player
- Reduced the amount of additional quick slots given by certain gear
- Interactions with a power generator now refresh the lifetime of it, and all items connected to it
- Removed the “Loading…” text on the login timer
- Washing hands is now a continuous action
- Tweaked the width of all tire tracks
- Changed the animation for pill consumption
- Improved the visuals of the PSO-1, PSO-1-1 and P1-87-L Scopes
- Reduced the reflection on the glass of scopes
- Players can now dismantle improvised fishing rods
- Adjusted position/rotation of individual weapons when carried on the shoulder
- Distant lights are much dimmer
- The transition from close-up light to distant is much smoother
- Slightly increased the damage the Sarka 120 takes from impacts
- There’s an adjustment to the drying rate of items to reflect item location and outside influences correctly
- Increased the duration of the wringing action
- Adjusted inventory lighting to make the item previews more read-able (less over-exposed) and more in the style of UI (flatter lighting)
📢⚠️Dear Survivors,
The PC Experimental servers are going down now.
Please, find the patchnotes here: https://t.co/S2JMKBVqYH pic.twitter.com/WVkhiibiyo— DayZ 🖥 🎮 ❤️ (@DayZ) April 20, 2023
CHERNARUS
- Changed: Updated the Chernogorsk football field
LIVONIA
- Added: Flags of the winners of the “Lights Out” event
- Fixed: Shifted police situation at Bielawa
SERVER Patch Notes for DayZ Update 1.21
Added:
- Object spawner supports direct p3d spawning
- Server config int parameter ‘networkObjectBatchSend’ (default = 10), which is how many objects within a players network bubble are sent to be created within a server frame
- Server config int parameter ‘networkObjectBatchCompute’ (default = 1000), which is how many objects within a players network bubble are processed to check if it already exists for the player within a server frame
- Optional logging for raising/lowering flags at flag poles
- Object Spawner: “enableCEPersistency,” which, when set to true, will make an object behave as configured by the economy. Otherwise, it will not save in the server storage until a player puts it in the inventory
Fixed:
- Script execution is not functioning properly in certain situations depending on init.c
- Several inconsistencies in the admin logs
- It was not possible to spawn infected with functional head torches attached
- Items spawned before CE Init were not persistent
Changed:
- A shortcut for map toggling is not available if the use3dMap option is active.
LAUNCHER
- Fixed: Offline servers (in the Favorites tab) now always appear after online servers.
- Tweaked: Offline servers (in the Favorites tab) now fade to indicate they are offline clearly.
MODDING Update 1.21
Additions
- WORKBENCH defines the script, which should only compile on the Workbench launch
- Defines Window to set up custom Workbench validation
- “Compile Core Builds scripts” option to the Build menu (CTRL+ALT+F7) to compile multiple important build setups in a row
- Flags parameter to DayZPlayerUtils::SceneGetEntitiesInBox
- Additional flags parameter for DayZPlayerUtils.SceneGetEntitiesInBox
- Class in CfgMods now auto generates a static (loaded before script compilation begins) script define
- Class in CfgMods now supports “defines[]” text array, which adds static script defines
- Support for adding static script defines in gproj with ScriptDefines -> ScriptDefinesClass
- CGame::CreateStaticObjectUsingP3D
- ‘Serializer.CanWrite’/Serializer.CanRead’ to check if the serializer can be read or written to
- ‘IEntity.GetRenderTransform’
- Variable ‘DayZPlayerCameraResult.m_bUpdateEveryFrame’ to change camera update behavior from fixed tick to unlocked frame rate
- Variable ‘DayZPlayerCameraResult.m_OwnerTM’ to override the transformation of the owner
- Ability to set proxy (inventory slot) offset per item in item config
- Methods for controlling brightness of UI (Widget.SetLV, Widget.SetTextLV, Widget.SetObjectLighting)
- “ignoregloballv” property flag to layout
- ‘HumanInputController.GetAimDelta’ to get the frame independent aim change
- ECE_NOPERSISTENCY_WORLD, ECE_NOPERSISTENCY_CHAR, and ECE_DYNAMIC_PERSISTENCY flags to be used with CreateObjectEx
- Added: ‘IEntity.AddChild’ can use pivot points on RV animated objects
- ‘Object.GetBonePivot(level, component)’ to retrieve the pivot index for the component in the shapes LOD
- Moved ‘GetBonePositionX,’ ‘GetBoneRotationX,’ and GetBoneTransformX’ to the Object class, which can be used on RV and Enfusion animated objects
- ‘DayZCreature.GetBoneIndexByName’
- Ability to set inventory lighting from config (top-level InventoryLighting config class)
- Exposed methods World::MarkObjectForPathgraphUpdate and World::ProcessMarkedObjectsForPathgraphUpdate
- ‘IEntity.GetHierarchyPivot’ to get the pivot point will be in use when calling ‘IEntity.AddChild.’
- CollisionInfo classes for OnProjectileStoppedInTerrain() and OnProjectileStoppedInObject(), which will fire for ALL projectiles that get stuck in objects
- InventorySlotsOffsets config class (on item/weapon), which can define the position and rotation offset of an item when placed into a slot on the character
Fixed
- Transformation synchronization for script class ‘Transport’ when the vehicle is inactive
- EntityAI, previously reporting as an Object in the script, will now properly report as EntityAI.
- ‘typename.GetVariableValue’ would not check the inheritance
- Crash when calling methods on inventory owner in GameInventory.Init
- Crash on DayZCreatureAIInputController::GetMovementSpeed()
Changed
- Moved ‘EntityAI.IsDayZCreature()’ to the ‘Object’ class
- The team has partially moved Ignore detection of dropped items to the script through the overridable method ‘Object.CanBeIgnoredByDroppedItem.’
- ‘IEntity.AddChild’ (and ‘Human.LinkToLocalSpaceOf’) now synchronize the pivot and position-only flags to clients.
Removed
- Obsolete sound config parameters: drySound, reloadMagazineSound, reloadSound, reloadAction, shotAction, reloadSkips, soundBullet, disarmAction, soundBegin, soundBeginExt
- ‘Protected’ keywords from PPEMatClassParameter* Update method variables
KNOWN ISSUES in DayZ
- The ability to pick up bolts after impacting is currently inconsistent
- Some explosions sound unnatural
- Servers in the game launcher are blank (adjusting the window size of the launcher resolves this)
- Arrows are incorrectly attaching to characters or objects after getting hit.
- The loaded arrow is missing from the Crossbow after reconnecting/re-entering the network bubble.
- Canceling the reload animation will result in the arrow visually appearing on the crossbow.
- Texts of loading screen hints are cropping in specific resolutions
- There’s a misplaced or infection on the Headtorch
- Light sources are not shining if not attached to an entity
DayZ is available on PlayStation 4,