DayZ Update 1.15 Patch Notes and Release Time Today (November 23)
The day fans have been waiting for has finally arrived, DayZ’s 1.15 update arrives to both consoles and PC later today (November 23).
Unfortunately, the deployment of today’s big update means the DayZ servers will be taken offline for a short period of time. Whether you play on Console or PC, we’ve got the full details on the 1.15 patch, as well as the full server maintenance schedule.
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DayZ PC and Console Server Maintenance (November 23)
UPDATE: The release of the DayZ 1.15 patch on consoles has been delayed, we recommend checking out the official DayZ Twitter account to keep up to date with the console release.
According to the official DayZ Twitter account, the game’s servers will be taken down to prepare for the release of the new 1.15 patch.
PC users will find the DayZ servers will be taken down at 4AM PT / 7AM ET / 12PM GMT. Whilst Xbox and PlayStation users will have their servers taken offline at 5AM PT / 8AM ET / 1PM GMT.
Both PC and Console servers will be offline for 1 hour, following the maintenance a new patch will be made available for download. Players must download and install the latest patch to jump back into DayZ.
Full details on the 1.15 update, including patch notes, can be found further down this article.
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DayZ 1.15 Update and Patch Notes
Below you will find the official patch notes for the DayZ 1.15 update for both PC and Console.
ADDED
- AUR A1 assault rifle
- AUR AX assault rifle
- 30rd AUR magazine
- Hunter vest
- UI indicator when being hit
- Craftable barbed wire baseball bat
- Craftable Sawed-off LE-MAS
- New female survivor
- Sounds for switching the fire mode of a firearm
- Day-time setting for night vision scopes
- Metal wire can now be crafted out of barbed wire
FIXED
- Ski masks and balaclavas would clip with several pieces of headgear
- Fixed a server error caused by specific attachment slots
- Electric appliances would always make plug-in sounds when the user was connecting to the server (https://feedback.bistudio.com/T159441)
- The sawed-off version of the BK-43 had wrong fire mode names
- Added a missing bed in the big yellow medical tent
- Fixed bad collisions in the yellow medical tents
- A killed chicken couldn’t be picked up properly in all cases
- The fishing hook was not visible on the boonie hat on the ground
- If a player died while in surrender stance, the death animation was played twice
- Base building parts could become indestructible under specific circumstances
- The CR-75 could not be damaged by gunfire
- Small items could not be picked up from specific positions in car wrecks (https://feedback.bistudio.com/T160968, https://feedback.bistudio.com/T161261)
- Livonia bunkers were missing textures of fallen leaves
- Slicing rotten pumpkin produced raw pumpkin slices
- Charcoal tables were only working for a very brief time window
CHANGED
- Grenades can’t be pinned anymore, once the fuse has started
- Adjusted the thresholds for energy and hydration levels
- Food now takes longer to process in the stomach
- Slightly reduced the health damage caused by dehydration and starvation
- Adjusted weapon fire rates and recoil
- Added new variants of muzzle flash for more variety
- Secondary cooking processes were adjusted to not ruin the food in all cases (e.g. boiling already boiled food)
- Changed the weight of tents to be more realistic
- Head torches now count as eye-wear so they can be worn with other types of head gear
- Removed ghillie wrap attachment slot from the sawed-off BK-43
- It is now possible to craft rags using the shovel or farming hoe
- Bushes drop more long sticks instead of short sticks
- Dry bags can now be repaired with the tire repair kit (https://feedback.bistudio.com/T161090)
- Removed grenade armor and cut protection from the high capacity vest
- Unconsciousness caused by firearms lasts longer
- Reduced the inventory size of the carp fillet from 2×3 to 1×3
- Reworked conditions for allowed item combinations
- Increased the volume of the LE-MAS reload sounds to make it more audible
- Closed containers won’t show their cargo space anymore
CENTRAL ECONOMY
- Fixed: Infected weren’t spawning at the Balota air field and military area
- Fixed: Position of some loot spawn points on the western helicopter crash site
- Fixed: Incorrect loot spawn points of Land_HouseBlock_2F1
- Fixed: Incorrect loot spawn points of Land_House_2W01
- Fixed: Livonia CE tiers 1 and 2 were mixed together (https://feedback.bistudio.com/T161247)
SERVER
- Added: cfgweather.xml for configuring weather (documentation on the BI wiki)
- Added: cfggameplay.json for configuring several gameplay elements (documentation on the BI wiki)
- Added: cfggameplay.json can define custom object spawners json files to populate the world without the need to use central economy (documentation on the BI wiki)
- Added: Basic XML errors for invalid XMLs
- Fixed: Some mission files were not distributed in their lowercase form
- Changed: Weather init removed from default init.c (now done automatically from c++)
- Changed: FoodDecay parameter is now multiplier (instead of 0 – 1 toggle), meaning decay can be made faster or slower, 0 still switches it off
MODDING
- Added: Particle overhaul, with the addition of “ParticleSource” and “ParticleManager”
- Added: New script method PlayerBase::OnVoiceEventPlayback called per frame during voice sound event
- Added: ErrorEx, script error message containing what class and function it came from
- Added: HasActiveParticle for fast checking if the IEntity as any active particles
- Added: GetParticleEmitorCount to quickly obtain the count of emitters
- Added: IEntity::IsFlagSet for fast testing if a flag is present on the IEntity
- Added: IEntity::IsHierarchyPositionOnly to check if it was added to a parent with “positionOnly” enabled
- Added: Exposed AbstractWave::GetVolume to script API (https://feedback.bistudio.com/T161111)
- Added: ParticleList.GetParticleIDByName, a faster alternative for ParticleList.GetParticleID
- Added: CGame.IsDedicatedServer to check if the current instance of the game is a real server or not
- Added: Differentiate put in cargo from inventory interaction and load/spawn in cargo (CanReceiveItemIntoCargo/CanLoadItemIntoCargo)
- Fixed: Baseball bat cleanup: removed the bottom half of textures (unused) and adjusted UV amps accordingly. Fixed damage materials. All materials now have normal and specular maps, the _view rvmats are unused now
- Fixed: OnExplodeClient should now support usage of modded particles
- Fixed: Config entry “healthLevels” inside of “DamageSystem” not reading integers
- Fixed: StartupEvent not being sent to CGame.OnEvent on script side
- Fixed: ScriptModule.CallFunction always returning 0 even when succeeding
- Fixed: SetDirection and SetOrientation not working on DayZCreature
- Changed: IEntity::AddChild now returns a bool instead of int and has an updated description
- Changed: IEntity::RemoveChild now returns a bool instead of void and takes an extra parameter to enable keeping of WS transform
- Changed: Moved the AUG magazine’s textures and materials to the magazines folder
- Changed: Reduced sizes of unused AUG textures to 256×256
- Changed: Engine-level entity events are now protected (instead of private)
KNOWN ISSUES
- A fire barrel might despawn when all attachments are removed
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