over 3 years ago - ImpulZ - Direct link

We are happy to announce that the upcoming Game Update 1.09 is entering its public experimental testing phase. This experimental build will only be available on Steam (PC) as we have ran into a number of issues within the Xbox Experimental build, which we wont be able to solve for this particular game update. We'll come back to the Xbox Experimental as soon as we can.


In this blog, we would like to give you a first glimpse into the update 1.09, to show you what you should keep your eyes open for, and focus on during the Experimental testing. That being said, if you really want to know everything, head over to our forum post with the change log. And as usual, please post any feedback to our tracker and/or forums.


The long-awaited Revolver is back. This one took a bit longer to get back into the game as it uses a special weapon logic alongside a very specific set of animations. The Revolver isn't the only weapon in this game update though. There is one more, and a completely new gun, but we will leave that up to you to find out what is it.




The weapons and their muzzle attachments have got their durability during firing balanced. There was quite a big difference between different weapon types (ones with internal magazine were almost indestructible). Make sure to stack up your weapon cleaning kits, as duct tape is no longer usable on weapons.


We are adding a new base object - the flag pole. The goal of this object is to make the overall base management easier by having one central object, which, within a given time, refresh the lifetime values of objects within its radius (currently set to 60 meters). The flag itself can be found in 27 different variants and it is used to activate the flag pole itself when raised. With each lifetime refresh tick, the flag position lowers, meaning you will still need to keep an eye on your base, but you will no longer need to run around all the objects and manually refresh them.




A number of changes were done for the central economy setups for both Chernarus and Livonia. These include:

Prolonged lifetime values for most of the items, to make the world more immersive and persistent.


Server restarts are no longer refilling the world to the nominal values (ignoring restock timers). Loot restock will only happen overtime, when the timers run out.


Door states are now persistent.


Increased the chances of bumping into a rare items from the helicopter crash sites as number of rare items are now excluded from the count in cargo spaces of bases.

We have also been busy updating textures on selected environment assets, making new exterior/interior variants for commonly used houses to increase variety and update power line network of Chernarus. We have also fixed a number of common issues with character collisions, which often resulted in clipping with ceilings.


We hope you will like what 1.09 has in store for you. See you on experimental, survivors!


On behalf of the DayZ team,
Adam

over 3 years ago - ImpulZ - Direct link

Hi, our usual observation is that the player numbers on the Experimental are going down after the first days. As we have the base building contest ongoing and at the same time need to monitor servers at high capacity, we decided to go with a lower number of Experimental servers for this run.

I would like to keep the focus of this discussion on the update at hand. But yes, it is still something we want to look into.

Hi, are there any more details you can give us on the desync? How does it appear to you, does it affect player positions, or items in hands/the inventory, for example?

We'll also check the tent issue you mentioned.