DayZ Standalone has new experimental build, should be live 12 February

6 Feb 2014  by   Peter Parrish
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DayZ

Sewing kit confirmed. Time to bone up on your custom stitching.

The DayZ experimental branch is having changes rolled out to it in the form of a couple of new builds, one scheduled today and one tomorrow (7 February) according to a new post on the game’s forums. By the looks of things, Dean “Rocket” Hall and the rest of the developers intend to have these changes rolled out to the stable build on 12 February.

As far as I understand it, the experimental branch is an opt-in option on Steam. So if you navigate to the drop-down betas menu through the Steam client, you’ll be able to select this branch and play with the new changes later today. You can only join experimental branch servers while doing this, however, and there are obviously fewer of those.

So yes, if you want to try out the following DayZ changes a bit earlier than next Wednesday, you should have the option to do so across the next couple of days. Here’s what’s changing:

New:
  • Animations: Ruger 10/22 hand pose
  • Animations: It’s now possible to blend directly between various gesticulation states (pointing,finger,greeting…)
  • Crafting: Can repair clothes, weapons, and items using specialist items (such as sewing kit)
  • Gear: Configured sewing kit and its recipes
  • Gear: Added configuration for durable riders jacket
  • Gear: Added Cowboy hats to the loot spawns (multiple colors)
  • Gear: Added Sewing kit to the loot spawns
  • Gear: Added B95 and 762 speedloader to loot spawns
  • Gear: Added configuration for durable riders jacket
  • Gear: Added durable leather jacket to loot spawns
  • Gestures: Thumbs Up gesture added with default F7 key binding
  • Server: Optimization of synchronization of textures/materials (minor improvement to server FPS)
  • Systems: Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death)
Fixed:
  • Actions: Could not cover another players head with a burlap sack
  • Actions: No longer spawns clones of sack after Remove Head Cover action
  • Actions: Removing Head Cover (burlap sack) while inventory is full won’t leave you blind and without burlap sack anymore
  • Art: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.
  • Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
  • Animations: Player should now be force-disarmed when clapping while holding a single-handed weapon.
  • Animations: Pointing and clapping now works even when initiated from aimed states
  • Animations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
  • Animations: Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
  • Crafting: Cannot combine ruined stacked objects (such as ammo, rags)
  • Crafting: Cannot chamber/load magazine with ruined ammunition
  • Crafting: Motorbike helmet visors didn’t retain their type when spray-painting the helmet
  • Medical: Cleaning wounds with alcohol tincture doesn’t add last stage of infected wounds
  • Crash: Game Crash when using FLUSH command
  • Spawns: Lowered probability of Weapon cleaning kit spawns
  • Systems: Healing system was double processing for blood regeneration
  • Systems: Notifier messages were not being cleared/reset on within-state changes
  • Systems: Players position was not saving on disconnect
  • Systems: Players could get continually stuck in a dead character during load from central server
  • Systems: Players would not receive any falling damage
  • Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)
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