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Whats coming with next update

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Scott [TLE]
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Whats coming with next update Empty Whats coming with next update

Post  skeeteR Sat Apr 06, 2013 4:21 pm

This is the changelog for the next update, no word yet on when its going to release. There are some problems with the current arma beta patch. (People relogging with 100% health) Hopefully they work on this before releasing. If not, maybe I can find some way to fix it.

As with any update, I'm very worried about the new glitches that will most likly start popping up. But who knows, we might get lucky. I know my heli crash changes will most likely need tweaked to work with this update. Here are the changes that are on the way from dayz community developers.


thanks guys
-skeeter


* DayZ 1.7.7

Changes:
* [Prerequisites] New mission file downloaded from (http://www.silentspy...sion-generator/)
* [Prerequisites] Battleye filters must be updated manually by server admins.

* [NEW] - Removed annoying "re-arm" option from actions menu
* [NEW] - Added Clear ground to crash sites (https://i.imgur.com/uVDfGym.jpg)
* [NEW] - Models and textures for mutton.
* [NEW] - Seperate meat for goats, same blood regen as mutton.
* [NEW] - Can now combine magazines.
* [NEW] - Added new loot & table for church.
* [NEW] - Added new food and drink items (only found in supermarkets).
* [NEW] - Added model for a dropped map and watch.
* [NEW] - Weapon MakarovSD (Military, Military Special).
* [NEW] - Weapon RPK_74 (Mi8 Helicrash).
* [NEW] - Vehicle Damage in Percent (With a Toolbox).
* [NEW] - 5L Fuel can takes 1 inv slot.
* [NEW] - Bigger Compass (You can see the number of degrees).
* [NEW] - Added auth retry system to make sure clients are authed before they spawn (should stop seagull issue).
* [NEW] - Added force end mission for players joining with wrong version/failed auth. (Will replace timout later).
* [NEW] - Mi8 Crash site model.

* [FIXED] - Vehicle Repair should now always work correctly.
* [FIXED] - M107 & AS50 Lock on system removed.
* [FIXED] - Humanity skin change can now change during gameplay in all directions. (No longer have to die/logout to change from hero to normal to bandit and vice versa)
* [FIXED] - StudyBody should now work
* [FIXED] - Crashsite loot should now spawn correct for all types of Crash model.
* [FIXED] - Hero Skin teleport issue.
* [FIXED] - BAF Bags so they dont set on fire. :-) (no moaning it was a bug)
* [FIXED] - Updated timeout timer from 40 secs to 60 secs, Should allow lower end system to keep up. (Something went wrong, please disconnect and try again!)

* [UPDATED] - Reset action alert of zeds, Zeds hearing from actions is now reset back to 1.7.5.1 - M107_DZ Zed pull range 450 meters (Max sight/hearing from movement forced to 80 meters)
* [UPDATED] - Updated rabbit to drop 2 raw food items. Lowered hp gain to Raw - 200 each / Cooked - 800 each.
* [UPDATED] - Moved anti teleport system to mission. Server admins can choose to enable/disable. (See prerequisites)
* [UPDATED] - M107 lowered chance in loot tables.
* [UPDATED] - AS50 lowered chance in loot tables.
* [UPDTAED] - ALL loot table weights have been updated/rebalanced.
* [UPDATED] - Updated Czech, German, Spanish, French and Russian stringtable.
* [UPDATED] - CrashSite Loot should now represent each type of model more. (("MilitaryWEST","HeliCrashWEST") Two new crash site loot tables)
* [UPDATED] - Zed spawn timer to 5 mins from 2 mins this should allow an area to be cleared of zeds before more spawn.
* [UPDATED] - Readded Save option to tent and vehilces this is a fail save option. (Due to a small amount of servers reporting issues with tents saving. With no info for us to recreate we readded this option to save tents/vehilces)
* [UPDATED] - Zed generate system. Should stop zeds spawning in veiw of players then being deleted
* [UPDATED] - Zeds overall dmg has been updated per hit/per zed (Max possible dmg = body 600, Legs 100, Hands 50, Head 1200)
* [UPDATED] - Bleed from zed attacks will now only happen if the initial dmg is above 0.7 or the zed gives a head shot. (should reduce the amount of bandages needed)
* [UPDATED] - Zeds knocking players unconscious now has a 50/50 chance if dmg multipier is aboue > 0.8
* [UPDATED] - When unconscious all dmg is lowed to 50 blood for each hit zeds do no matter the part they hit. (Should allow some surviabilty)
* [UPDATED] - Zeds sight and sound chance has been readded so there is a chance they can ignore you.
* [UPDATED] - Sight and sound rebalanced to make them a little more even from movement.
* [UPDATED] - Call extension calls for vehilce dmg
* [UPDATED] - Zeds will no longer spawn for air vehilces.
* [UPDATED] - Hunters loot table adjested with more weapons.

* [REMOVED] - Wild spawning zeds. (Zeds spawning in forest areas will be added next patch)
* [REMOVED] - Zeds can now push players to the ground when attacked from behind.

Zed knock down removed due to transition issue with animations working on this for the next patch. (Code left in just commented out)
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Post  pielicious Sun Apr 07, 2013 8:27 am

Sounds alright. Being able to combine magazines is sweet.
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Post  Scott [TLE] Sun Apr 07, 2013 6:19 pm

I wonder if this applies to everything with the same caliber round. Will we be able to take M249 belts and convert them to stanag mags or Beta-c mags?

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Post  Petrov! Sun Apr 07, 2013 6:42 pm

[NofW] Scott wrote:I wonder if this applies to everything with the same caliber round. Will we be able to take M249 belts and convert them to stanag mags or Beta-c mags?

The key word is combine. Not convert.

I have a feeling it will be same mag only combination.

This is to free up inventory with those pesky 2 shot mags and not to create entirely new magazines out of thin air.
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Post  Scott [TLE] Mon Apr 08, 2013 5:50 pm

Well if it's based on the current mechanic then it will be a convert mechanic. Similar to the M24 to DMR mag conversion or .45ACP to M1911a1 mag conversion. So far all ammunition that is cross compatible is converted into a magical magazine that pops out of thin air.

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Post  Petrov! Mon Apr 08, 2013 5:56 pm

[NofW] Scott wrote:Well if it's based on the current mechanic then it will be a convert mechanic. Similar to the M24 to DMR mag conversion or .45ACP to M1911a1 mag conversion. So far all ammunition that is cross compatible is converted into a magical magazine that pops out of thin air.

Old mechanic that was never bothered to be change. If it isn't stated in the update that it will be able to convert then it won't be added.
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Post  Scott [TLE] Mon Apr 08, 2013 6:49 pm

At this point everything is speculation but based on the previously released futures involving ammunition I'm guessing it will be a conversion process

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Post  Traumahead Tue Apr 09, 2013 8:37 pm

Any update on the update?
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Post  Milans Tue Apr 09, 2013 8:41 pm

when i got an update on the update ill give you an update so your updated
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Post  Traumahead Tue Apr 09, 2013 9:14 pm

Milans wrote:when i got an update on the update ill give you an update so your updated

Whats coming with next update 1JqGvrC
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Post  skeeteR Tue Apr 09, 2013 9:31 pm

wait.............whats an update?
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Post  Tilux Wed Apr 10, 2013 9:32 am

skeeteR wrote:
* [FIXED] - BAF Bags so they dont set on fire. :-) (no moaning it was a bug)
* [REMOVED] - Wild spawning zeds. (Zeds spawning in forest areas will be added next patch)
* [REMOVED] - Zeds can now push players to the ground when attacked from behind.
BAF BAG! NO!
Wild Spawning gone for a while! Whoohoo.
Fuck that push player was OP. THANK GOD.
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