Blog Feed en Thu, 27 Aug 2015 21:22 CEST is a DayZ servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 DayZ Stable Version 0.58.129143 Thu, 27 Aug 2015 21:22 CEST
  • Chambering animations. 
  • Jerrycan drink and emptying. 
  • New improvised torch model. 
  • SVD chambering animation. 
  • 3 variants of Canvas Pants to Default Character options. 
  • Animations for player catching rain into a pot. 
  • Animations for consuming tablets in prone and erected stances. 
  • Oil barrel. 
  • Nurses Dress. 
  • SSh68 Helmet. 
  • Car Tent. 
  • USMC pants. 
  • GP5 gasmask. 
  • Glow plug. 
  • Basic models of Picea Abies trees. 
  • Pouring water into barrel. 
  • New steering pose for V3S . 
  • Crossbow Holosight. 
  • Lighting torch using handrill. 
  • Lab Coat. 
  • Door slamming sound for V3S. 
  • Wheel (spare) for V3S and tire repair kits. 
  • Torch can be extinguished with liquid. 
  • Truck battery. 
  • Drinking added to domestic herbivores life cycle. 
  • Random items to spawn in fridge world container. 
  • Tripwire model.

  • Universal light can be attached to UMP45. 
  • New Berezino (upper part). 
  • Tisy updated. 
  • Chernogorsk roads is broken now. 
  • Wooden timbers and wooden piles is in. 
  • ItemSize of BurlapSack and BurlapStrips. 
  • Torch can be ignited also on ground.

  • Dynamic events are not respawning. 
  • Excessive amount of military loot is spawning in military/evacuation camps. 
  • Anti-teleportation protection now takes into account higher possible speeds. Solves rubberbanding of high-speed cars. 
  • Animals fly over Chernarus and eventually teleport. 
  • Switching "weapon" to "magazine" via quickbar makes "false duplicate". 
  • Zombies slide when deciding whether to aggro on player or not. 
  • Player gets stuck when leaving V3S shortly after the server was launched. 
  • Arrows shot into a tree crashes the client if tampered with. 
  • Unable to remove items from "in hands" slot. 
  • Swapping items by drag and drop makes false duplicate in the inventory. 
  • When using rounds and firing the last one, 0 quantity round remains in the weapon. 
  • When swapping 1h item with a 2h item the 1h item disappears. 
  • Player can manipulate/loot inventory of 2nd player after he/she wakes up from unconsciousness. 
  • When crafting something with full inventory, result is not visible. 
  • Switching weapons when entering water / ladder makes weapon disappear, hand slot stuck and creates false duplicate. 
  • Security cage around ladders. 
  • Unable to take magazines into hands via quickbar. 
  • Disabled the issue where player was able to swing 2H weapon while sprinting. This should be no longer possible. 
  • Raincoats and armbands are now repairable with a sewing kit. 
  • Some vests, jackets, hoodies, hats and shoes were not repairable with (leather) sewing kit. 
  • Fireplace can be moved from inventory to vicinity and vice-versa. 
  • AK muzzle and bayonet attachments can't be attached at the same time. 
  • Not possible to place multiple fireplaces into one spot. 
  • Suppressor position for AKS74U. 
  • Tanned leather is now repairable with a leather sewing kit. 
  • Changed recoil for izh18. 
  • Tanned leather is now impossible to craft from ruined components. 
  • Nail box needs to be in the inventory in order to be unpackable. 
  • Skater helmet, gorka helmet and firefighter helmet should not allow masks to be worn at the same time anymore. 
  • Damaged/destruct materials for numerous items. 
  • Damaged states for Hatchet. 
  • ItemSize of HikingJacket and TacticalShirt. 
  • Extending neck during getting in to a cargo position on V3S. 
  • The player can now rotate during vault animation. 
  • Disabled aiming in vomiting animation, which was causing a clipping glitch when activated.
  • Suicide with a rifle: Player now can disarm without getting stuck in the animation. 
  • Removed duplicate spawn location for fridge. 
  • Player is able to see through the black screen by pressing escape during respawn/countdown timer. 
  • Ammunition type in UMP45 25rnd magazine. 
  • Bark stack size. 
  • Hand drill torch ignition. 
  • Create sound trap with cans. 
  • Bleaching allowed for white tshirts and armbands only. 
  • Damage states for WaterProofBag. 
  • Unable to reload full magazines of different types. 
  • Police cars disappear very shortly after spawning. 
  • Cannabis buds cooking states should be fixed now. 
  • Melee suicide gesture returning to an armed state without a weapon in hand. Fixed by changing the gesture destination to unarmed. 
  • Attachments - Camera moves with zoomed in optics when changing stances. 
  • Torch cannot be ignited inside inventory. 
  • broken quickbar when spamming it with many requests from and to hands. 
  • Torch cannot be ignited multiple times during igniting animation. 
  • Fixed the neck stretching during sitting reloads.

  • All nervous, grazing, and walking poses tweaked for new roe deer skeleton. 
  • Spawn location for fridge to prevent levitation. 
  • Additional transitions to running for multiple skeletons. 
  • Recoil tweak for AK74, AK101, AKM. 
  • Tweaks to CLE for several different structures. 
  • Player can wring clothes/bags only when their cargo is empty.

Known Issues:
  • Door States are currently experiencing issues. In these situations, sometimes players can hear the sounds of doors opening/closing that might not actually be being interacted with. 
  • Cooked Meat can in some cases cause survivors to become ill. 
  • Server / Client position tracking improvements are still being worked on. In some cases, desynchronization of this information can occur and server/client or client/client disagreements will happen. 
  • While the long running animation state problem of survivors constantly shouldering weapons seems to have been slain, we still have some edge cases where odd animation state behavior can be observed. 
  • There are a few low repro server crashes still present, the frequency of these are fairly low and investigation on repro steps is ongoing. 
  • Passenger Vehicle Position desynchronization is still below acceptable, and is slated for priority work on 0.59. 
  • In some cases, while manipulating your inventory or crafting certain items a "false duplicate" item can be created. While this issue is currently under investigation, players can mitigate this by logging out and back in. 
  • In some situations, all clients involved in a gunfight will not receive all proper gunshot sounds. This is currently being investigated. 
  • Player camps of large size may experience issues interacting with and manipulating items.
  • Survivors are encouraged to spread out camps of large size (2+ tents) until this issue is resolved.

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DayZ Status Report - 18 August 2015 Wed, 19 Aug 2015 12:59 CEST

Evening survivors, 

For this week's Status Report, Lead Producer Brian Hicks will be informing us on the upcoming plans for the CLE as the team moves closer towards BETA. Additionally, he'll tell us a bit about what will be in focus for 0.59 Experimental once we progress past 0.58 release on Stable branch. 

Contents This Week

Development Board Spotlight

Dev Update/Hicks
Greetings Survivors! 

Much like the last Status Report - we've still got the gameplay programming team working on the blocking issues preventing 0.58 to hit stable branch. The primary issues of which were a result of some tests on resolving animation looping, and related problems we are still aiming for 0.59 to address. We've been working hard to resolve these issues so we can provide as compelling a gameplay experience w/ 0.58 as possible while still in development. 

Once 0.58 leaves incubation on experimental branch, survivors will notice a sharp difference in how loot is distributed across Chernarus. We're still pretty early on in where we want to be with the central economy by release from Early Access, however we do now have much more precise control over the distribution. The system allows us to dynamically modify quantities, spawning frequencies, spawning priority, and so on without having to push an update to stable branch. We'll be closely monitoring active item concentration across official servers, and adjusting based upon this. Those more stalwart survivors might notice higher quantities of canned food goods than are specifically required - we've found that the best method to acclimate players to having to scavenge for supplies versus the placeholder prototype systems distribution is to slowly dial the quantities incrementally down - until the balance reaches a playable state. 

Above you can see the current top 10 distributed items on an example experimental branch server. Non persishable food currently has the highest priority / quantity for entry level items in the respawn system. Primarily to allow folks to acclimate themselves to the need to move *around* Chernarus to continue to find the supplies they need. Ideally, we'll dial these quantities back in increments of 10 until we find a comfortable balance. Past non perishable goods, basic tools have the highest quantity of items spread across Chernarus. Wood Axes, Matches, Burlap Sacks, Water Purification, and so on. 

Again, once 0.58 stable hits and has time to settle - with a larger player base than experimental roaming across the environment we'll make changes according to how the distribution looks and performs. Moving past 0.58 and looking at 0.59 experimental - in addition to the new features, content, and so forth - We'll be looking into more QoL improvements for the stable player base. Vehicle position sync optimization (no fun riding around in new vehicles if your passengers want to vomit from desync!), animation state sync between clients, animal herd behaviour, position & projectile synchronization bugfixing, and much more. 
As well, with 0.59 experimental we'll be testing the potential effect of players spawning with radios and how it may or may not impact player interaction. The range of the radios should be temporarily (for the duration of the test on Exp 0.59) increased to cover the whole of Chernarus. Once this hits experimental, I encourage you to head over to the official DayZ forums[] ( and share your experiences (be it good, or bad) with how this impacts your gameplay! 

As mentioned during our RTX panel presentation, longer incubation times on Experimental and dedicating more time to QoL issues on the primary branch may end up costing us some time here or there, but we firmly believe it will present a higher quality player experience during DayZ's development. Of course, there will still be plenty of bugs - but we'll do our best to make sure the experience is still enjoyable. 

- Brian Hicks / Lead Producer 

Community Video: "The Chronicles of 0.58"
This time around we present you with a series of videos called "The Chronicles of 0.58" created by: 

The 5 episode series chronicles a 10 hour session Mr. Blackout completed together with Brian Hicks. During the session, the duo showcase playability in version 0.58 which is available on our Experimental branch servers. While the guys embark on their trek through Chernarus, the guys show their looting, friendly encounters, hostile encounters (where Hicks assists Blackout by soaking bullets like a sponge, hardcore MLG style), and all that good stuff. 

At the end of the series, some 1,5+ hours had passed by without me really noticing, so if you have the time I'd definitely recommend you having a go at the episodes. Quite impressive that Mr. Blackout managed to go through a 10 hour session that included hostile encounters without even dying once. 

If you find yourselves hungry for more from Mr. Blackout, you can find tons more content via hisYoutube account, you can watch his streams via his Twitch[] account, and you can contact him via Twitter and Facebook

As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in theGallery[] section of the DayZ forums and we'll happily have a look. 

Header image credit: Jack Smith 

- Michael aka SMoss / Community Manager

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DayZ Status Report - 29 July 2015 Thu, 30 Jul 2015 12:02 CEST

Evening survivors, 

For this week's Status Report, Lead Producer Brian Hicks will be informing us on what the team has been working on for the upcoming update on Stable branch. In this regard he'll go over subjects such as the loot distribution and persistence. 

Contents This Week

  • Development Board Spotlight 
  • Dev Update/Hicks 
  • Community Video: I'M HUNTING

Development Board Spotlight


Dev Update/Hicks

Greetings Survivors! 

The team has been crunching away on our last blockers for stable release, as well as working on values for loot distribution. Tomorrow morning we should see our (hopeful) final experimental release hit Steam, which will be tested over the weekend. Assuming we notice no new issues, we're hoping to hit stable branch on Monday or Tuesday next week. 

The only issue we currently see as a blocker on experimental (0.58.128852) is visually represented as "floating loot" currently caused by an issue with items that have been "swapped" by players. (Most commonly seen as loot floating above deer stands, police stations, etc). As mentioned above, tomorrow should see an experimental push that will see this resolved - and this build will be tested over the weekend to see its viability for Stable Branch. 

While this fix has been underway, we've been dialing in the balance for non perishable food, firearms, and military loot. Currently, the highest quantity and priority in the economy is given to non perishable food goods. (Tuna, Beans, Rice, etc). With civilian pistols being the most common firearm, followed by civilian rifles such as the trumpet, blaze, IZH43 Shotgun, and so on. Military loot is distributed across all military points across the map, mostly of which are up in the Northern areas. Military grade firearms are relatively rare, and there is no guarantee that visiting the military bases will yield you the weapon you want. With most items on a 30 minute timer (without being "refreshed" by being manipulated by players) - getting fully kitted up as a "military" player with all the gear you want could take some time. 

Super Rare items (M4A1, Steyr Aug, SVD, and so on) that spawn on dynamic events operate on an even rarer chance. Dynamic events have a varied pool of potential items that can spawn, with only 3 active helicopter wrecks at any given time - and an approximate 4 hour clean up, continued hunting will be required to find that super rare weapon or item you are seeking. 
Please keep in mind, we are now fully able to update quantities and rarity without requiring an update - so if we should see issues with loot concentration, or quantity once .58 hits stable branch, we will be able to address this rapidly. 

Fortunately, players can now create camps and store their supplies and weapons at them during their treks across Chernarus. Different containers / objects have different lifetimes. Currently, they operate as follows: 

- Medium Tent (Pitched): 45 Days 
- Military Tent (Pitched): 45 Days 
- Car Tent (Pitched): 45 Days 
- Barrels: 45 Days 
- Ammo Boxes: 45 Days 
- Protector Cases: 45 Days 
- Backpacks (All types): 3 Days 

Current functionality on experimental does not allow for refreshing the lifetime of an object without picking it up, so tents and barrels were set to a lifetime that will cover the time to .59 + some safety room in case of .59 stable blockers. Once .59 is pushed to stable, we will support the refresh of a base objects lifetime via interacting with it (moving, placing, picking up any item inside it) - which will operate as follows: 

- Medium Tent (Pitched): 7 Days 
- Military Tent (Pitched): 7 Days 
- Car Tent (Pitched): 7 Days 
- Barrels: 7 Days 
- Ammo Boxes: 7 Days 
- Protector Cases: 7 Days 
- Backpacks (All types): 3 Days 

This system will also allow for the refreshing of advanced basebuilding objects, once they are implemented. 
Speaking of advanced base building - I'll be speaking at RTX 2015 in Austin, Texas on Saturday, August 8th at 5:30 PM to discuss a recap of things covered at E3 2015, what we'd like to do with advanced base building, what soft skills means exactly, and show the new vehicles coming in 0.59. For those unable to make it, we'll be providing the presentation + audio in the Status Report following the event (Wednesday, August 12th). 

- Brian Hicks / Lead Producer 

Community Video: I'M HUNTING

Hey survivors, 

While looking for some videos of players doing some hunting and fishing while living the hermit lifestyle in Chernarus, I came across a video simply called "I'M HUNTING". I could see in the description that it was probably not exactly what I was looking for, but I decided to give it a go just the same. Sure enough, the content didn't disappoint. In the video we get to see a glimpse of the unjust killing of a freshspawn and the subsequent hunt and sweet, sweet revenge towards the end. 

The video was brought to us by the following content creator: Musse Plays 

As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery[] section of the DayZ forums and we'll happily have a look. 

Header image credit: Jack Smith 

- Michael aka SMoss / Community Manager

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DayZ Status Report - 30 June 2015 Tue, 30 Jun 2015 21:10 CEST Greetings Survivors,

While development keeps moving along as usual, a lot of you have patiently been waiting for info on the new renderer, and for this week's Status Report Lead Producer Brian Hicks touches upon that very subject. Also, Senior Designer Jan Tomasik gives us some input on the ingame FOV; the theory and thought process behind the design solutions as well as decisions for the current iteration of FOV.

For this week we also present you with a link to the DayZ Trello board where Lead Artist Chris Torchia provides us with a small peek at environment updates, and lastly, we have a small feature on one of DayZ's content creators - Super Dan.

Contents This Week

Development Board Spotlight

Back to Contents


Dev Update/Hicks

Greetings Survivors,

This week we'll touch on two topics. We'll start off discussing the work ongoing with the new renderer for Enfusion, and then wrap up discussing the current behaviour and mechanics behind sprinting, holding breath, and so on.

Players who have been actively following the development of DayZ are aware of the large task the engine team undertook to separate the legacy RV renderer from the simulation, and replace it with a more modular and updated version. The task itself of creating a new renderer is not huge, the length and weight of the task is related primarily to:

- Separating the legacy renderer from the simulation
    - Ensuring the separation is complete, as the RV engine and its functions tied to it are extensive

Once the above was complete, the new renderer itself was broken into three primary modules. (Bear with us, this can be moderately technical)

* Pipeline module (1)
    * the pipeline of objects rendering is new (defines the "way" how the objects are moving from entity in world to set of rendering commands)
    * is responsible to prepare meshes to be rendered
    * is multi-threaded 
    * filling of pipeline will be also multi-threaded, in phase of testing and debugging

* Material system module (2)
    * objects are rendered using new material system, old one is still present to have the comparison
    * each mesh has assigned a material (not rvmat) with material class which is responsible for it's rendering
    * setting of material is editable in workbench editor and you see real-time the changes in render
    * each material class was written from scratch, visualisation currently as much similar as possible to old render but now we can add simply new features (like PBR)
    * huge simplification for filling GPU command buffers, can be easily sorted to minimize changes in command buffers
    * all renderable game objects have now representation in material class 
* High level rendering API module (3)
    * GPU API is DX11 for now (With DX 12 supporting coming later)
    * implementation of GPU API now hidden behind rendering API, no one is allowed to use direct GPU API commands
        * it allows us to add new GPU API like DX12, XBOX one, PS4...much easier
    * Initial implementation done, currently in testing and bug fixing phase (optimization still in progress but looks promising)

In addition:    

* GUI manager    
    * GUI pipeline and rendering system is completely new    and different from the one in original RV engine
    * GUI layouts will be defined in workbench using graphic editor not by config system (huge improvement for designers)
    * rendering works, currently debugging and working on the editor
    * In a future experimental build it'll be possible to try it using command line switch (startup switch)
* other notes    
    * postprocesses were completely rewritten into new system of effects
    * more worlds can be renderered in one frame, it allows to create independent scenes 
        * needed for workbench
        * usable also in game to create e.g. mirrors, cameras...

As work on the new renderer continues and we look at our plans for the eventual push to experimental we have several goals:

- Testing partnerships with Intel, AMD, and nVidia to ensure compatability with market leader and average hardware configurations
- Marked performance for gameplay in large cities (Elektro, Cherno, Novod, Severograd, Berezino, etc)
Next up - There has been a good deal of discussion, and questions on exactly how hold breath, lung capacity, and dispersion when characters are tired. Below we have a few example videos with debug data on screen so you can see the specific values.




In the first video you see the user start out stationary - not tired, and begin to hold his breath. With the inaccuracy value falling sharply upon holding his breath, as the character continues to hold his breath and his lung capacity drains - the inaccuracy slowly starts climbing.




With the second video, we have a character who starts off tired (has been sprinting for an extended duration - 90 to 120 seconds of solid sprinting) who takes a knee (supported firing position) as his tired value decreases, his lung capacity increases - and he begins to hold his breath. 
Mind you, this is only how it performs now (on 0.57 stable) and this is prior to the implementation of weight and character stamina. That said, we would love to hear your thoughts on the current behavior of the mechanic. Please make sure to head over to the Official DayZ forums and discuss this in the latest Status Report discussion thread! 

Finally - the gameplay programming team has made headway on the annoying issue of sounds playing globally (splitting ammo, bandages, etc) and 0.58 should see the issue resolved! If you happen to still manage to repro, please open a ticket at!

- Brian Hicks / Lead Producer

Back to Contents


Dev Update/Jan

Since there's been some discussion regarding changes in the character zoom mechanic I decided to jump in and explain what are we trying to achieve. 

We should probably start by asking the question "Why have a characters-eye zoom in the first place?". It's the old problem with emulating a 3D world on insufficient hardware. The human field of vision (fov) is around 190° and the area where the vision cones of both eyes overlap is around 100°.  Unfortunately, most of todays monitors viewed from a regular distance usually tend to cover only 45°of human fov in real life. This means that if you want for target on screen to appear in real-life size you are only able to display around ~1/2 of what you would see in reality, stereoscopically. 

And so as a designer you have to choose - Should I display objects in the distance properly but sacrifice the overall vision or set the fov to 100° but deform the whole picture? The trick of Arma is actually not to choose and instead introduce an "eye zoom" instead. This way you can keep the surrounding awareness by setting the default fov to 100°, but when necessary to perceive a depth of field properly occurs (ie. you are shooting), you can "zoom in" to 45°. 

0.57 Unzoomed Eye Vision

0.57 Eye Zoom

But is it ok to force fix a fov on players? We thought not. Not only because 100° fov does not feel right to everyone, but some players can't even physically play with it. (Motion sickness, performance of PC, different monitor setup...). So the FOV slider was introduced and with it multiple problems we are ironing out now.
The most important step was to even out players by moving fixed fov to ironsights. This way you can most of the time play with whatever fov you like, but when the fov becomes a matter of life or death (shoot outs) it is set same for everyone to keep the game fair. 

We know that zoomed fov or ironsights must be 45° because it emulates the eye and we stated earlier that 45° is realistic. But what should the unzoomed fov be? It can't be higher than a number the player can set through FOV slider. (This way would going into iron sights actually shows the unzoomed picture which is definitely not something you would desire). So the fov of ironsights should be also the the smallest fov we allow players to set by the fov slider. 

We decided to set range of fov slider from 60° to 90°. 

0.58 Eye Zoom

It's important to keep in mind, that double pressing + or - extends it to 45° or 105°, so the range is not so small as it might appears. It also doesn't matter what is your current fov - double pressing + key will always set it to 45°. This means you can quickly switch between observing surroundings and focusing on objects "modes", while being able to play with your prefered fov for most of the time. I belive this descision helps equalize players and reduce fov slider abuse. 

Of course all those settings are opened to iteration and changes if they prove to be wrong, or they just feel bad. 

- Jan Tomasik / Senior Designer

Back to Contents


Community Spotlight: Super Dan

Hey all,

It's been a bit of a hard decision in selecting which content creator to feature for this week what with all the great stuff produced by players! For this week though, we present to you the work done by: Super Dan

Super Dan has created a good amount of DayZ videos where he showcases plenty of different player interactions as he meets random players across Chernarus. The first video for this week shows the choices players sometimes have to make when finding themselves in a tight spot (it could also be the choices that some players make when they just want to be mean towards others, heh). Nice enough though that Super Dan's victim is a good sport about it all :)





In Super Dan's library, I also came across the following video in which he uses the chance to encorporate a bit of cinematic feel into his video based on the experiences he has with a couple of other players. It's all fun and games until you start outliving all the players that you come across. Nicely done Super Dan!





As the last video for this week, we bring you Super Dan's video “A Normal Day in Chernarus”. What starts out as a seemingly friendly meeting of random players takes a funny turn for one of the survivors as he tries to form an alliance with another one of the guys:




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DayZ Status Report - 23 June 2015 Tue, 23 Jun 2015 22:05 CEST Greetings Survivors,

As the team continues pushing development of DayZ, we have Brian, Chris, and Viktor providing us with a peek at what is on the plate for the team. For this week, Lead Producer Brian Hicks will discuss development going forwards in regards to the DayZ audio module, while Lead Artist Chris Torchia will discuss the decision making behind the firearms design, and Lead Animator Viktor Kostik will discuss the development of transitioning the player character across to the new animation system.

Like always, we have a couple of links to our DayZ Trello board, and towards the end of this weeks' Status Report we showcase a video showing an interesting game session springing forth from a Vybor spawn.

Contents This Week

Development Board Spotlight

Back to Contents


Dev Update/Hicks

Greetings Survivors,

Its been a hectic few weeks, with 0.57 release and E3 - but I'd like to take some time out this week to discuss pending changes to the Audio side of the Enfusion engine, as well as some critical audio bugs plaguing DayZ Early Access players.

We've talked about replacing the existing Audio system in DayZ with a new Audio module better suited to DayZ's needs, but we haven't really outlined what some of that means. As many players may know, the inherited audio technology from the Real Virtuality (TKOH / Arma 2) side of the family has its strengths, but it also has quite a few weaknesses. As we began looking at the time and resources required to update this portion of our base engine, we looked at several key areas we wanted to improve:

- 3D Positional Ambient Sound: Supporting true 3D Positional Ambient sounds is integral to proper immersion within Chernarus. As well, once we support this - the roar of the coast, and the confusing positional ambient noises should be a thing of the past. 

- More complex configuration options for vehicles, weapons, etc: Current technology supports a very basic methodology for potential sounds and triggering events for weapons, vehicles and the likes. Moving to the new Audio module will begin to allow the design and audio teams to implement more complex audio configurations for items and vehicles in game.

As development on this portion of the engine continues, we'll be looking at other features existing internal projects offer (such as Arma 3's tech) to ensure that the support the Enfusion engine offers is as comprehensive as we can allow.

In addition to this, work has continued internally on slaying the ever illusive audio bug beast known as "Ghost sounds" - Potential headway was revealed during a conference between key members of the Arma, and DayZ teams. Potential related causes of the issue, as well as fixes implemented on the Arma side of the company are hopefully going to be implemented. We'll be testing this out on experimental hopefully with 0.59 - I'll be speaking with people about this on the official DayZ forums when we begin testing, and anyone encountering the issue at that point is strongly encouraged to utilize the Feedback Tracker.

See you all in Chernarus!
- Brian Hicks / Lead Producer

Back to Contents


E3 - DayZ PC Gaming Show 2015

Also, we have a little bit of info in regards to modding and the singleplayer part of DayZ in the following video featuring Brian Hicks at this year's E3 convention. Thanks and props go out to the fine people of DayZ Underground for providing the video!




Back to Contents


Dev Update/Chris

From the beginning of the project, Dean and I worked closely on the initial design of firearms in DayZ, including which kinds of attachments they should be able to use as well as which specific firearms would best fit the environment.

The requirements from Dean for creating the final list of firearms included:

- 50/50 mixture of 'Western' and 'Eastern' firearms.
- Bias towards civilian models.
- Expansion of the weapon set should occur with minimum expansion of calibers and attachments
- Emphasis on short and intermediate range firearms

Peter also required that each firearm should be as visually distinct as possible from one another and that we should add some of our more unique items.

To figure out which sort of guns we should add, I took several trips to zbraně a střelivo obchod (gun and ammo stores) in Prague as well as investigated the websites of local gun ranges for firearms for sale and rent and was shocked at the massive spectrum available to civilians.

Here are some items I found in Prague. See if any of them are familiar:

-Mosin Nagant
-Modded AR15s
-VZ58 (by the way, I'd love to buy one and export back home to the US :) )
-Tiger rifles (civilian SVD)
-Various bolt action rifles of every make and kind -Ruger 10/22
-Derringer pistol
-Single action revolvers
-Kimber 1911
-P38 Pistol
-Civilianized AK clones of multiple origins
-Various pump action 12 gauge shotguns

The list goes on...

In addition, we wanted to remain faithful to the lore of DayZ's roots in Arma2 so involvement of NATO and Russian forces and their equipment. This meant our options were wide open to consider some more exotic items like the AK74M, VSS, UMP45, etc...

We hope this approach would provide a large variety of experiences for our players as your strategy must sometimes change, depending on what kind of firearms you end up with in your journey.

- Chris Torchia / Lead Artist

Back to Contents


Dev Update/Viktor

In the last weeks all animators were focused mainly on the new animation system since all animations need to be reexported and adjusted for the new skeleton.
Our initial goal is to reproduce the character as we know and then focus on the improvements which new system will allow us to do.

Player already has all movement animations, can reload all guns, climb ladders, enter and drive vehicle and do other things as old character.

The big chunk of work is done although some major things still need to be implemented like most of the user actions.

Some animations were improved on the go. So now we have new climbing ladders anims, falling and landing, picking up and carrying heavy items, some additional gestures and other polishings. The reload animations at the moment work the same way but we just started on advanced behaviour where chambering and loading rounds will get it's own animations for each gun.

In the Phase 2 of transition player character to the new animation system we will do some major improvements regarding animations.
There will by synchronized walks and runs which will enable us later to do some fancy stuff with upcoming wounded character and stamina.
On to do list is also improvement of animations for first person view, improved IK for feets and hands, detailed animations of guns, and more.

- Viktor Kostik / Lead Animator

Back to Contents


Community Video: "Long Story Short - I Got a Vybor Spawn"

For this week, we have a small gem created by "Dog the Bandit Hunter". This video popped up in the sea of DayZ content while looking for a bit of entertainment one weekend. From the tumbnail it looked like it was a video dedicated to depicting the Vybor spawn bug itself, so I thought I'd have a look see. Very quickly did I find out though that it was a bit more than that. Instead, the video turned out to be a somewhat hectic documentation of Dog's experiences, as a result of the Vybor spawn, during a gaming session.

In short, many lols were had that afternoon while watching (and re-watching) Dog's video.




Unfortunately, it seems like "Dog the Bandit Hunter" have hung up his spurs in regards to editing and uploading gaming videos on YT, but luckily there's still quite an archive of entertainment goodness on his channel. If interested in more, please feel free to have a look:

Dog the Bandit Hunter

As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look.

May is long gone, and again we are extremely grateful to see how many bugs we received from players. A quick look at the Feedback Tracker tells us that  Darcion did very well in terms of finding new bugs, so for the month of may, Darcion is the top bug hunter! As mentioned before, we'll keep track of this in the background, and those of you guys that make the extra effort to help out the team in terms of filing them bugs will be mentioned in the Special Thanks section on the rolling credits for DayZ.

Header image credit: T1M #pepe

- Michael aka SMoss / Community Manager

Source :

DayZ Status Report - 09 June 2015 Tue, 09 Jun 2015 22:03 CEST
Work continues on experimental branch as the team keeps hammering away at the next Stable build candidate. It's been a tough wait, we understand, but major issues encountered during development required fixing before the push to Stable branch. This week, Lead Producer Brian Hicks will be dishing out some handy information regarding the Central Loot Economy - what it is, how it's supposed to work, as well as the thought process behind the design choices for the CLE. Also, Lead Designer Peter Nespesny will be telling us about future updates to the vehicles found throughout Chernarus. Peter will go over subjects such as operation, maintenance, as well as the design choices behind these upcoming updates. 

Lastly, we have a couple of links[] to the DayZ Trello board and DayZ forums discussion thread related to the new bus animations, and at the end of our Status Report, we have a small feature on one of DayZ's content creators - Barely Infected. 

Contents This Week

Development Board Spotlight

Dev Update - Hicks
With 0.57 on the horizon, this week I'd like to take time to talk a bit about player progression across Chernarus, the Central Loot Economy (and its impact on this), and the challenges DayZ faces compared to the Arma 2 Mod experience. 

First lets go over exactly what the Central Loot Economy is, and what it offers DayZ. 

- Migration of control over what items spawn from legacy method (script) into a more easily and rapidly updated system 
- This means the dev team can rapidly (and without requiring an update to the game) completely change / update the amount of items that spawn 
- This is done on both a global, and a per server level - in the future allowing custom server operators fine control over their server and its item spawn quantities without requiring any base modification to the game 
- Control over item lifetimes (speed of decay / time to item cleanup) 
- Control over how many of each item time is supposed to be present in the world (Min / Max / Nominal) 
- Control over item cost (rarity vs spawning methods) 

Why is the Central Loot Economy critical to DayZ's design - versus the original prototype placeholder loot spawning script? Simply put - the original method was a very rough prototype, designed to start populating the initial memory points for each structure. In order for the design and environment teams to be fully free to create a comprehensive, living breathing world - we first needed to begin to have fine and robust control that can be rapidly pushed to all servers. The original prototype method was very time resource heavy for updating, limited our options to traditional DayZ Mod style building definitions only, and in short pidgeon-holed the team into very limited control. 

One of the images that has been circulating the DayZ Community over the last week is a map covering player progression across Arma 2's original Chernarus map. The layout of the original Chernarus, as well as the very limited amount of enterable structures, and thus very limited amount of potential spawn points for items meant an inherent flow of player movement across the map. It required very little work on the design side - High end military loot spawned mostly entirely at Barracks structures, Basic Supplies / Weapons at Firestations, Grocery Stores, Barns, and so on, and Medical supplies at Hospitals. The structure of *how* items spawned within the original Chernarus just -fit- the limited scope of that map perfectly. 
Moving into DayZ as a standalone project, one of the first tasks undertaken was the decentralization of core resource (points of interest) buildings - and the expansion of Chernarus into a more robust and living world. Nearly every structure was made enter-able, and thus nearly every single building on the map was a potential (or group of potential) points for items to spawn. At first this might not seem like it should have a major impact on the design, and flow of player progression across the map - but when you look at the statistics, it is rather telling. 

- In DayZ Mod, with vanilla Chernarus - Potential item spawn points number in the thousands (Sub 10k) 
- In DayZ Chernarus + the potential locations for items to spawn exceeds 1 Million. 

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DayZ Status Report - 02 June 2015 Wed, 03 Jun 2015 01:10 CEST
As the team continues iterating and testing on experimental while moving towards the upcoming stable update, We'll hear Lead Producer Brian Hicks discuss a bit of the methodology behind dynamic events and vehicle positions versus player spawn locations. As well, Lead Designer Peter Nespesny discusses ongoing testing work over on the experimental branch related to player data updates, and scheduling. 

As well, we've tossed in some links [] to the Development Board entry for Hermit Playstyle enhancements, and their accompanying discussion thread on the Developer forums. Check the end of the Status Report for some heart pounding Player Vs Vehicle action outside the Veresnik Military Base. 

Contents This Week

Development Board Spotlight

Dev Update - Hicks
I'm frequently asked about player spawns, vehicle spawns, and the mentality behind where and why they are placed. I thought I would take the opportunity this week to discuss exactly that. 

For those aware of how DayZ Mod's gameplay flow operated - it was fairly simple. Players started along the coast - from Kamenka to as far as Berezino. Players progressed (for the most part) from the South - to the North. (For the most part, the North West) This gameplay required very little design side control to influence it. Natively the original Chernarus had very few buildings, and thus very few potential item spawn points (compared to say - Chernarus +). One of the initial goals of DayZ was to decentralize the flow of high value or required resources. Think medical centers, military installations, and so on. 

When approaching player spawns - early on my approach was to try and replicate the familiarity of player spawns in the earlier versions of DayZ Mod. (DayZ Mod circa Summer 2012 was used as a touch stone) We quickly learned that this approach did not work with the massively altered layout of Chernarus. Not to mention some of the changes to key coastal areas. The next experiment we ran with player spawns was to flip the map of Chernarus, and look at the player progression as East > West. From a design perspective this approach seemed the most logical in how we wanted to layout the world, and seemed on paper like it should find strong success. 

Never let it be said that nostalgia and familiarity has no merit. 

Players were very vocal in their longing for the familiar DayZ spawn points, Chernogorsk and Elektrozavodsk especially. Internally we were very reluctant to change this up as the early loot spawning system did not allow us any region control, and the design of Chernarus was heavily leaning towards letting us use any building model we wanted, where it made sense. (Think Military Police buildings in Chernogorsk, Balota Barracks, etc) However, as early prototyping on a more robust control over where region-wise certain items spawned, the idea of spawning in some of those core DayZ Mod areas was revisited. Obviously some small changes would need to occur to the layout of the world, as the system would take a good deal of time to develop - so Balota and the Northeast Airfield both got a redesign - and spawns from Kamyshovo to West Chernogorsk were reintroduced. 

As Dynamic Events, and Vehicles entered the equation their spawn placements were heavily influenced by where the existing player spawns lay, and how we wanted the flow of players across the map to operate. Obviously Dynamic Event types used to prototype the system were also used as a control point for "Very Rare" items - with the desired intent to ensure that in the final product, players could not farm one location across many servers to quickly gain an item the design team intended to be incredibly hard to find. (See: SVD) 

Vehicles themselves followed a similar principle, as the prototype vehicle was a heavy vehicle designed to carry large amounts of both gear and players - the spawn positions for this were placed at the highest concentration in West / Northwest. As smaller, more civilian vehicles begin to be implemented we'll see more spawn types for them a bit closer to where player spawns are located. 

I hope this brief look into the thought process behind these areas helps you to understand how they evolve a bit better. 

See you all in Chernarus! 
- Brian Hicks / Lead Producer 

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DayZ Status Report - 26 May 2015 Wed, 27 May 2015 22:18 CEST  

Greetings Survivors, 

This week we're switching over to a new Status Report format, and merging in some of the community focused features from the dev hub into a single weekly report. We'll need to work a few kinks out over the coming weeks, so bear with us as we get this new format to the structure we want. 0.56/0.57 Development continues over on the experimental branch - the team is rapidly approaching a candidate ready for a stable branch update. 

This weeks Status Report features info on E3, goals for the 0.56/0.57 stable update, and some outstanding charity efforts by DayZ community members. 

And remember - the latest news and info on DayZ development is always available via the Dev Hub. 

Contents This Week

Development Board Spotlight


Back to Contents[] 
Dev Update

Those watching the experimental branch over the last few weeks have seen a high frequency of updates, configuration changes, and restarts as the development team ramped up volume and stress testing in preperation for the stable branch update. Strong gains in server side performance were made, and thanks to player stress testing on experimental branch - critical issues were identified in the performance of infected AI. With the gains in over all performance (server side) with player and simulation handling, we were able to isolate and identify the AI related issues - and the gameplay programming team is hard at work on resolving those issues. 

      In the mean time, as development continues - a firm red line on server side performance for stable branch has been established. This is to ensure an enjoyable experience, as well as reduce the amount of noise to signal ratio on the feedback tracker, and greatly improve the quality of repro steps, and critical identified issues coming in from that branch. 
      Over all, we expect that the experience will be significantly more enjoyable than 0.55 (but not where we want it to be for the release from Early Access) 
      In the interest of getting an update to stable branch as soon as possible, work on the programming side will continue internally on several key issues identified by players on that branch in 0.55 / 0.56 experimental. 

    - Intelligent spawning per building / Item per building capacity limits 
    - AI Performance costs (Infected - Animal) 

  As these systems are actively being worked on by the gameplay programming team - the stable branch update will have the spawning of infected, and the persistence disabled on stable branch servers. This is only a temporary measure while these two issues continue to be worked on, and we'll see both base building, and infected return with a vengeance as soon as possible. 

- Brian Hicks / Lead Producer 

Source :

DayZ Status Report - 14 May 2015 Fri, 15 May 2015 00:10 CEST
This status report came a bit later than usual as we wanted to include some of the results and findings from this weeks experimental releases, as well as shed a bit of light on the intent of said releases. As we tread on into May, we'll be rolling 0.56 into 0.57 development with the intent of a regularly scheduled end of month release. Ramping up to this, you'll see frequent experimental branch updates and experiments ongoing on that branches servers. 

As internally we spent time investigating server side performance, as well as the effect of various systems on production server performance we discovered abnormally high performance cost related to infected AI. As said performance should be lateral at a certain point, we've been fluctuating configurations and builds on the experimental branch to properly replicate the production environment and profile the exact location and behaviour of the source of the performance drop. 

On the player side, we've made strong gains performance wise. We're seeing a gain of 4x higher performance per average player count, and this is instantly visible in gameplay. As the programming team moves ahead on investigating infected costs on server side performance, we'll be disabling infected spawning on stable branch servers (post-stable update)to ensure the highest quality of gameplay on that branch. Experimental will proceed with infected performance tests so we can as soon as possible return the infected to Chernarus en masse.  
If you're curious how this work is going, once the end of the month stable update (0.57) releases - keep an eye on experimental branch. 

I'm personally excited to see the gains on the player and gameplay side - we've still got a long way to go until feature complete, but I'm excited to chase you all across Chernarus. 

Really not a bandit, 
- Brian Hicks / Lead Producer 

Standup Notes for the week of 14 May 15
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) 
  • GAZ Volga
  • Civilian Bus
  • VZ61 Scorpion
  • New Zombie Models
  • Civilian Hiking Jacket
  • Transfer of skinning to EnScript
  • Transfer of traps to EnScript
  • Tripwire Traps
  • Design of damaged barrel usage
  • Bugfixing
  • Profiling server performance for existing scripts
  • Inventory refactorization bugfixing
  • Dynamic Events spawning bugfixing
  • Loot Distro bugfixing
  • AI Performance Analysis & Bugfixing
  • Character Controller
  • Login Que Design
  • New Damage Sys.
  • Server & Client Crash Fixes

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DayZ Status Report - 6 May 2015 Thu, 07 May 2015 23:03 CEST
We're rapidly approaching the experimental push of 0.56, and we've discussed over the last few weeks some of the things you can expect from this update to the Steam branch. I'd like to recap a few key points though, as we're close to this push: 

- Rebalancing of Infected damage threshold 
- Redistribution of existing infected spawns to high population areas 
- Bugfixing on Per-Item-Quantity control (Central Economy) 
- Bugfixing on Infected Alert SFX 
- Bugfixing on Infected movement  
- Redesigned Inventory tech (engine side) 
- New firearms / long range optics attachment 
- Stary Sobor evacuation camp 
- Bugfixes on various known duplication vulnerabilities 

Tied with the 0.56 update to Stable branch, we'll see a hive wide reset (public/private) - including local storage data (player camps, vehicles) 

Development is ongoing with the hive side economy control, in addition to future bug fixing development continues on the functional side, with the next major goal being region control over item spawn types. (removing the restriction of structure types only in certain areas of the map). Internally, the programming and design teams are working hard on analyzing server side performance, player position desync, and other critical issues affecting Early Access gameplay. 
In some cases, resolutions to these issues are tied to the implementation of new technology to replace the legacy systems inherited from the start of the project - all of them however will be ongoing goals for the team over the coming months. 

The bulk of the workload over the last month was centered around the refactorization of the inventory system. It became clear that the existing tech behind the inventory wasn't going to be able to meet the needs of the project, and carried with it its own vulnerabilities. The redesign stripped large amounts of the system, and redesigned specifically to meet the needs of DayZ and upcoming changes to DayZ's core technology.  

- Support for AI and Vehicle Inventory 
- Removing limitation on "in hands" as a virtual slot (still occupying space in container) 
- Dynamic changing of cargo capacity - eg: lowering when damaged, raising when repaired 
- Manual item rotation 
- Support for redesign of Inventory UI 
- Support for EnScript (Enfusion Scripting Language) 
- And much, much more.. 

Looking at the Central Economy side of the fence, tracking the metrics on loot spawning provides some interesting details: 

- Chernarus + features 8,725 buildings (and wrecks combined) 
- 1,742,796 potential item spawn points are spread across the entirety of Chernarus + (Not counting dynamic events) 
- Of the 8,725 buildings/wrecks across Chernarus + 410 of them are greenhouses 

With the 0.56 iteration of the central economy we gain finer control over item spawn locations, but we still have a ways to go. As each update gets pushed to steam, we'll see finer and finer control over item spawn locations and types, as well as supporting dynamic random spawns - that will ensure unique spawns of valued items across the map. Who knows, maybe someday you'll get really lucky and find an M4A1 in that barn over the hill?  

As you all dive into the experimental push of 0.56 (not yet live) please keep in mind that like many things in the development of DayZ, the new systems and tech are works in progress (much like DayZ itself) and are incomplete, and more than likely contain their fair share of issues. Please make sure to report any issues found on the official feedback tracker at 

See you out there, 
- Brian Hicks / Lead Producer 

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DayZ Status Report - 29 April 2015 Wed, 29 Apr 2015 22:05 CEST

Greetings Survivors, 

As expected, work continues towards securing a 0.56 build for experimental branch. With the core remaining tasks being focused on closing major bugs with the systems changes core to 0.56 the design, art, and environment teams have also had time to slip some fun and interesting content into the update.  

Coming up next week we're looking at the audio team taking a trip out to capture new sounds for our list of 1.0 land vehicles, and this week Andrej our Audio Designer continues work on the new infected sound effects. As well on the audio front, as we move forward with 2015 - we're looking again at how we approach the volume and impact of gun shot sounds. Our aim and intent by 1.0 is for the audio side of discharging a fire arm to be a psuedo traumatic event. Gun shots should be -loud-, and your concern prior and post firing off a shot ideally would be "Who/What might have heard me?". This will be an ongoing task, but one I'm excited to see evolve. 

With 0.56 comes some changes to how long range optics are mounted on our hunting rifles, Assoc. Art Director Chris Torchia posted several renders and screenshots of the current status as well as went into brief detail about what we're looking at. With the original long range optic being phased out in favor of a new 12x hunting optic, with proper mounting to attach to the Winchester M70, Blaze 95, CR 527, and Sporter 22. Moving forward, the Mosin Nagant will support the PU scope only (within the basic attachments). 

Our Environment Lead, Senchi has been working on several changes to Chernarus + for 0.57 and on - but looking at 0.56 we'll be seeing the new Village Potraviny (Store) placed across the map, as well as a refactoring of some of the key police station locations along the coastal regions. In addition, time allowing - we will see some small changes to the iconic Stary Sobor barn location as well. 

Not too much to report this week as again, the team is focused primarily on prepping 0.56 for the Experimental (Unstable) Branch and later on the Stable (Main) Branch update.  

Stay safe out there folks 
- Brian Hicks / Lead Producer 

With april coming to a close, we are both happy as well as grateful to see that we received a really nice amount of bugs from you guys. On the Feedback Tracker we can see that Darcion did very nice in terms of filing plenty of bugs, however, quite a bit of those were duplicates, so for this month we'll go with Zyryanoff as the bug hunter for april. 

Other than that, it was a good effort Darcion, and we appreciate it! 

While Zyryanoff did not necessarily submit the largest amount of bugs to the team, we did receive a good handful of nice bugs that we could add to our database. 

Going forwards, we hope that you guys will keep helping us out with testing DayZ as development progresses. As mentioned, players that submit bugs from DayZ will get the chance of appearing in the Special Thanks section of the credits once DayZ goes into full release. 

Remember, that all bugs can be filed on the Feedback Tracker and while doing so, please remember to perform a search before filing your bugs so as to avoid duplicate tickets. Thanks again everyone! 

- SMoss / Community Manager 

Standup Notes for the week of 29 Apr 15
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) 

  • Inventory refactorization
  • Dynamic Events
  • Vehicle Transmission bugfixing
  • Vehicle wheels simulation improvements
  • Adv. Loot Distro Bugfixing
  • Player Statistics
  • Character Controller
  • 3rd Person Camera
  • Network Desync
  • New Damage Sys.
  • Crash Fixes
  • Mauser Red 9 Anims
  • Ladder Animations
  • Infected crawling state animations
  • Gesture Implementation on new Anim Sys
  • 4X4 Hatchback Animations

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DayZ Status Report - 22 April 2015 Wed, 22 Apr 2015 22:25 CEST

Greetings Survivors, 

As expected, work continues on 0.56 stable branch release. This release as mentioned prior will hit in the early weeks of May rather than the standard end-of-the-month update for April. This is mostly due to bugfixing that needs to occur related to the inventory refactorization in order to get the build to a state that can be used by the Early Access audience.  As well, the gameplay programming team are resolving the bugs discovered in the loot spawning system several weeks after the 0.55 stable date. 

Given that most of the core work these last few weeks has been on such major systems as the inventory, and central loot economy - I thought I would take the opportunity to discuss a few points people have requested hearing information about. First off, I feel the need to reiterate on Early Access, development builds, and what to expect. 
A few status reports ago I mentioned the fact that as we move forward through the development of DayZ, people *will* see more things break, more bugs, and so on. Part of getting access to DayZ as early as weve allowed via the Early Access program means that youre seeing the real ups and downs of game development. Ive seen people over the last few months on forums, twitter, and so on mention the back and forth stability of builds as if this is an anomaly - an oddity in software or game development.  

Photo Credit: DayZIntel 

Early Access is as the fictional character James Kirk once referred to the USS Excelsior - "The Great Experiment". DayZ approached this at its truest form, 3 months into our principle development - and as said development has continued, the scope has expanded to include the development of the next game engine from Bohemia Interactive, Enfusion. It should go without saying, that the development of any large scope video game takes years. A multiplayer only title, that also aims to fully support Steam Workshop modding is no short order. Developing said title, the game engine powering it, and maintaining a steady monthly cadence of updates to the consumer is no short order. 
So I ask you, the Early Access user - when you encounter a bug that frustrates you - make sure it is listed in the feedback tracker, make sure you read the Status Reports (although, it seems that if you are reading this youve already completed this step), engage with the development team on the DayZ forums. Ive found that when it comes to the Early Access program and your experience with it, we'll all get out of it - what we put into it. 

Moving past that, many people have asked about the audio side of the Enfusion engine. Obviously fairly early on into the Early Access program, we realized that the existing audio technology interited from the RV engine wasn't going to suit the needs of the project. Problematic (and annoying) audio bugs began to reveal themselves, and resolving those within the legacy technology clearly demonstrated it would be time lost. Thus, work began on a new audio module to be paired with the in-development Enfusion engine. As with any core engine work, this is not a short form task. Obviously the goal for initial deployment is feature parity with the legacy audio technology, it is my personal hope that once this is achieved - we can look to expand the options for enhancing the audio experience in Chernarus, as I firmly believe audio in DayZ is just as critical as any core technology and part of the immersion into the world. 

My personal holy grail throughout the development of DayZ has, and will remain the server side performance. Much of what folks attribute to "lag" or "desync" can be traced back to poor server side performance. 85% of which comes from the performance heavy usage of SQF engine script for many gameplay systems. Mentioned in prior status reports, EnScript (the name for Enfusion's engine scripting language) is leaps and bounds ahead of the legacy SQF in terms of performance. This, the portion of the performance budget currently consumed by SQF usage is the largest roadblock between 50 player servers, and 100+ player servers. Moving the title completely away from legacy engine scripting tech, and onto the new engine scripting language for Enfusion is by no means a small task, and will be an ongoing goal for the team (and in my opinion 100% required for DayZ to reach 1.0) 

Sample EnScript - Not actual in-game 

Last on my list for this week is some comments I wanted to make in regards to play styles, difficulty, and exactly how to play DayZ.  
Obviously, as DayZ is an open world sandbox title, nearly anything is technically possible (in regards to play styles). As the initial deployment of the new infected A.I., as well as the central economy ramped up the difficulty within Chernarus, there were people vocalizing how they disliked how difficult DayZ was becoming. Now, obviously I've spoken on this before - but I feel the need to reiterate, and clarify a few things. 

Surviving in Chernarus is intended to be difficult. I want you to value each bullet, I want discovering a roaming boar in the forest to be a stroke of good luck. However, this does not mean the play styles of "Coastal Chaos" or "Squad play" and so on are not viable playstyles. 

You can, and should be able to play DayZ however you want. Be warned however, every choice - every play style should, and will have its own cost. You can choose to spend your time in Elektro, fighting over sniper hill, or pitting your squad against a rival group up at the Northwest Airfield each have their own requirements to maintain, and overall costs (be it in time, health, resources, or life duration).  

Lastly, as the text below calls out - Standup notes are not a change log, they are a list of the things the teams have been working on this week, to give you all transparency into the current task priorities. So try not to get upset if you see a task thats being worked on not be in the latest stable branch update, and so on. 

See you guys up north, 
- Brian Hicks / Lead Producer 
Header image credit: [TDay]Spalte 

Source :

DayZ Status Report - 14 April 2015 Tue, 14 Apr 2015 22:27 CEST
Build 0.55 has been on the Steam/Stable branch for a few weeks now, and with the new systems in place with this build we were able to gather some incredibly valuable bug data from all you eager beaver Early Access participants. That said, and before we get into details on this week and the plan moving forward a few words need to be mentioned. 

Much like the warnings placed on the DayZ Store Page, and the DayZ Launch Screen, as well as the stickies on the DayZ Steam Forums - The Early Access program provides you with development builds of the project, not access to a feature, or functionally complete game. As this year progresses, more and more parts of the Enfusion engine and its accompanying technology will be merged into the main branch. This means things will break, sometimes things will break -hard-. We utilize the experimental branch to flesh out any catastrophically game breaking issues (think client crashes, server freezes, high repro progression loss, and so on) and at the end of the month the most stable development build gets pushed to Steam for all of you to poke, experiment, and have fun with. Testing is done in three tiers, each tier scaling up in load and volume. Internal, Experimental, Main (Stable) - and make no mistake. All three branches are for testing.  
So as we move forward to 0.56 and beyond, keep that detail in mind. Systems will break, bugs and interruptions of gameplay will occur - and as I will detail below, nothing finds the cracks in the stonework like throwing a rotation of roughly a million active players at a build and seeing how it holds up. 

Through extensive monitoring of both private shard and public hive servers on 0.55 the team were able to identify two key bugs in the new loot and economy systems that did not appear in proper detail on experimental branch. These two separate issues affected the core persistence mechanic of DayZ in different, but similar ways. On one hand, we discovered aberrant behavior in item respawn positions, and the other (over this last weekend) we discovered loot respawning causing corruption in the primary persistence binarization (which caused some servers to believe it was "okay" to be operating at 20,000 items less than the defined red-line). 

These two bugs are the primary focus of the members of the gameplay programming team responsible for the loot economy, and player progression - and will be included in the 0.56 update (scheduled for early in May). In an effort to mitigate the issue in the mean time, during the Wednesday maintenance period this week we will be switching servers over to the legacy placeholder loot spawning system. Unfortunately this means some of the newer items won't spawn, but it will keep the economies going until 0.56 hits stable branch. 
Paired with this hotfix, we will be instructing GSPs to reset the persistence structure for each stable branch server. So pack up those tents post haste. Moving forward we'll be segregating the base building type objects from the main persistence structure, so in the case of any issues like this popping up again during development - player camps will not be effected. 

On a more fun note, The Survivor GameZ are holding the Survivor GameZ VI this upcoming Sunday - Frequently coined the "Super Bowl of DayZ" we'll be seeing some very well known personalities from across the Twitch and DayZ content creation sphere going head to head in a 2 man team based fight to the death. Live streamed on 4 seperate free roaming cameras and no less than 15 competitor twitch channels. 

Vidéo YouTube™: Survivor GameZ VI Trailer - April 19th 1pm PT/9pm GMT 
Vues : 1,936
The Survivor GameZ VI Finals features a rocking roster of top-notch streaming talent in an epic battle to the death between 16 teams of two.

Keep an eye on their twitter account @Survivor_GameZ for more information! 

- Brian Hicks / Lead Producer 

Standup Notes for the week of 14 Apr 15
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) 

  • GAZ Volga
  • Ikarus
  • UMP 45, VSS, Mauser polishing
  • New Zombie Models
  • School Env. Objects
  • Roadblock Objects
  • Central Economy
  • Firearms Recoil
  • Tripwire Traps
  • Firearms Noise (AI Related)
  • Drying Food
  • Cooking via Stick
  • Object Placement
  • Player / Infected Stamina
  • SVD Configuration
  • Inventory refactorization
  • Dynamic Events
  • Vehicle Transmission bugfixing
  • Adv. Loot Distro Bugfixing
  • Persistence Bugfixing
  • Advanced Loot Distro bugfixing
  • Character Controller
  • Login Que Design
  • New Damage Sys.
  • Crash Fixes

Source :]]>
DayZ Status Report - 17 March 2015 Thu, 19 Mar 2015 16:05 CET
Work is chugging along on 0.55 update for stable branch, and the department leads have been sharing information and images over on the Dev Hub[]. If you haven't had a look - head over and you'll see some awesome work in progress stuff - like the SVD Sniper Rifle, V3S Animations, and new zombie models. 


Peter, our Lead Designer will be discussing below in more detail zombies and diseases. This week I'd like to talk about a few in progress updates that I'm looking forward to. 

First off, we have the mentioned full randomization of weapon spawn configurations. This ranges from attachment configuration, quantity, type, and condition. When functional, each weapon you find should be as unique as possible per that item type. Be it the chance to spawn with a magazine, potential attachment, overall weapon condition, and so on. This expands upon the uniqueness of each persons kit in-game, and ensures that very few two firearms are exactly the same. Who knows, you might get lucky and find that M1911 Engraved you always wanted, -with- a clip! 


Moving on to more advanced weapon customization, we've done a good deal of discussion on allowing more specific customization per weapon. Adding in rail systems, shoe horn mount scopes, barrel swaps, and so on. Controlling when and where this is done is critical to the flow of gameplay across the map. Creating hot spots, and high traffic areas for players looking to gear up, and create their favorite weapon. At this point, we're looking at adding in advanced crafting tables into this existing (soon to be enter-able) maintenance structure scattered throughout Chernarus.  

Heading into April, we'll be discussing the tasks and accomplishments of Q1 2015, what the road ahead looks like and the status of long term engine tasks. From the new renderer, to the new player controller, server side performance, and so much more. Keep an eye on the Dev Hub, and the official DayZ forums for the latest news and information on DayZ Early Access. 

- Brian Hicks / Lead Producer 

"It is clear that former, by purpose simplified infected AI wasn't a hit by any means and it was frustrating to play and look at. When I was talking about the new infected in the Status Report two weeks ago I had a feeling that it would stir things up a bit. A few days after that I made short video with a horde running after a player and recently we released experimental update with the first implementation of infected AI. There were so many positive reactions on the direction that the new infected are heading, that the entire team was pleased. However there were also some which were calling for changing the DayZ lore and turning the infected into slowly moving beings.   

I appreciate different opinions but I can't see any reason why we should make infected as stationary as possible, it will just simplify the game too much in such case. It is important to understand that the infected in DayZ are not the undead, and to be honest I don't want to see DayZ to become a frenzied run and grab all you can simulator. I would like to remind you that DayZ isn't supposed to be easy and straightforward, it's meant to be hard and unforgiving.  While they are pretty fast right now it is just the perception in comparison with current character movement speed, which is planned to be lowered in general as it was increased intentionally when we had decided to do a complete overhaul on how the engine handles vehicles, and thus they would be absent for some time. As well I'm looking forward to the implementation of a proper stamina system for characters which alone will cut off the constant sprinting across the map and thorough the structures which is just ridiculous. With the agile infected that are able to catch up with you while you are escaping the scene you will think twice about your approach and also the load you are carry as it especially determines how far you will be able to sprint to loose them. To balance things out, the infected have their own stamina and are slowing down during the chase and with the combination of the possibility that they can stumble upon it gives you a some chance to flee if you run into such situations. The infected AI will be continuously worked on, in terms of expanding it further and also balancing it close to the perfection.  

I would like to mention that we are bringing to life the long awaited disease system which in fact was hibernating under the hood for some time, but was never finished due the other needs. Diseases are described by their virulence parameters like transferability, invasivity and toxicity and to determine the potential influence on character, which can vary from carrier to heavy impact, they are compared against his or her current state counting in the levels of health, blood, diet and exposure. Diseases can be transferred in both directions, which means it's not wise to eat from the same meal after your companion, if you suspect that he may be ill. Physical and chemical resistance parameters of disease determines how it can be treated or their effects eased by medicinal drugs and after the disease passed you are resistant to catch it again for some time. System also have the possibility to be expanded with the use of gloves, niosh masks or other wearables which can obstruct transferring of the diseases by specific actions, like crafting.  

Stay healthy... see you in Chernarus folks!" 

- Peter / Lead Designer 

Standup Notes for the week of 17 Mar 15
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) 
  • Support for new player character system
  • Hand poses 
  • Zombie animation bugfixing
  • SVD Reloading Animations
  • V3S Animations
  • Central Economy
  • Barrel Crafting
  • Infected
  • Diseases
  • Triggers
  • Plant Pests
  • Fireplaces
  • Cooking
  • Vehicle Transmission
  • Inventory refactorization
  • Dynamic Events
  • Vehicle Transmission bugfixing
  • Infected/Animal AI
  • New Player Character controller
  • Crash to Desktop Bugfixing
  • Network and Memory Optimizations

Source :]]>
DayZ Status Report - 10 March 2015 Thu, 12 Mar 2015 16:47 CET
As the 0.54 hotfix hit stable branch last Wednesday, work has continued on toward 0.55 and beyond. Over the last week with myself at GDC and PAX East, our Lead Designer - Peter Nespesny has shared some of the prototype functionality currently being worked on. 

From ongoing work with the infected A.I., to the many crafting options for your survivor base with the multipurpose barrel - the design team has had their plate filled with some pretty interesting stuff over the last week. 

Peter spoke briefly on the development board[], and the official forums[] about the intended use of the multipurpose barrel.  


Beyond what Peter spoke of, the potential usage for a multipurpose barrel for player bases is extensive. Ranging from lightly effective cover from incoming fire - to the storing of fluids such as fuel, and my personal favorite - catching rain to increase your water stores - I think when paired with functional persistence and global cleanup, the multipurpose barrel will be a must have for any decent sized player encampment. 

Even more exciting, pairing with work from the gameplay programming teams - the design team has been able to get their hands on the early implementation of the new infected A.I. - Petershowcased on the forums[] a brief video of basic grouping and horde mentality responding to a players gunshot.  

Again - this is very early implementation, however as work progresses into the next week the design team are working on sneaking and stealthy tactics when dealing with this new A.I. system. Moving into the next experimental branch window, we'll be looking at pushing the early implementation work out to this branch and testing with varied numbers across all servers.  

- Brian Hicks / Lead Producer 

Source :]]>
DayZ Stable Version 0.54.126646 Thu, 05 Mar 2015 23:22 CET
New items: 
- Improvised suppressor. 
- Water Pouch. 
- Bone Hook. 
- Bone Arrow. 
- Pile of bones. 
- Carrier plate with attachable holster and pouches. 
- Blood bag now gives and takes twice as much blood. 
- FN Trombone. 
- New animals. 
- V3S Cargo version. 

New mechanics: 
- You can craft improvised suppressor using water bottle and duct tape. 
- You can craft bone hook out of pile of bones. 
- You can craft bone arrow out of pile of bones and improvised arrow. 
- Weight added to all items and clothes. 
- Caliber of ammo affect suppressor degradation. 
- Horticulture - Potato plant and its growing process. 
- You can dismantle the FN Trombone. 
- Continuous consumption and item use prototype. 
- Items now shows only rough estimates about its weight and volume of containment. 
- Cooking mechanics changes. 
- Fireplace mechanics changes. 
- Fluid mechanic tweaks. 
- Blood mechanic tweaks. 
- Weapon degradation. 
- Suppressor degradation. 

New animations + audio: 
- Placeholder SFX for improvised suppressor (standard suppressor SFX). 

Reworked locations: 
- Devil's castle. 
- Pik Kozlova. 
- Black & Willow Lakes. 
- Bor village. 
- Quarry near Solnichny. 

- All old rocks models have been removed and replaced with new ones. 

- New spawn tags added to all buildings. 
- Degradation values set for pistols, rifles and silencers. 
- Blood regeneration nerfed. 

- Pouches for vest is now displayed properly in hands. 
- Suppressor position on Longhorn while reloading. 
- Message when loading ruined ammo. 
- Spliting stone using pickaxe will give you smaller stone with correct damage state. 
- You can no longer use mace for cutting raincoats into armbands. 
- Mace can no longer be used for skinning. 
- Force feeding guts text. 
- Thermal mechanic fixes. 
- Server stability fixes. 
- Performance fixes (server). 
- Bullet penetration fix. 

Known issues: 
- Animals spin in one place. 
- Animals die randomly. 
- Animal navigation. 
- Animal animations are playing at a wrong resolution. 
- You can drive v3s while knocked out. 
- Only 1 person can get on back cargo of v3s. 
- Random desync. 
- Random client crashes. 
- Random server crashes. 

Source :]]>
DayZ Status Report - 24 February 2015 Wed, 25 Feb 2015 14:24 CET
As we move towards the 0.54 stable branch update, I’d like to cover a few points that you all should know. As with all updates during Early Access, this is a development build and thus has its own issues, bugs, and so on. If you encounter any of this, please open a ticket over 

More specifically, for those who may be experiencing issues seeing servers in the server browser – please make your way over to this thread[] on the Official DayZ forums for instructions from Community Manager SMoss, and BattlEye developer Bastian. 

Part of the 0.54 is the tech required to support the redesign of our user interface. This is just the initial work required to support said changes, not the changes itself. Thus everything will –look- different, but not necessarily how we intend it to look by the time we hit 1.0. The user interface is just one part of the evolving technology coming in from the engine and gameplay programming teams, and will be iterated throughout Early Access. 

As well, with 0.54 comes the initial implementation of the new animal A.I., this system is still early on so odd behaviour will be encountered. However even with the system in this early state, this is a strong step in the direction of a more robust, lifelike animal behaviour system. I for one look forward to the hermit-hunter lifestyle the next time I log in on my public hive character. 

In addition to a large amount of new content to explore, new enterable structures, villages, redesigned areas and more – 0.54 features continued security enhancements, bug fixes and more. 

Over the coming weeks SMoss will also be rolling out some new features over on the community side of, including a weekly Community Focus that showcases user created content, streams, art, and so much more. Head over to the Community hub at and take a look. 

As always, developers are on hand to take your suggestions and feedback on the Official DayZ forums at 

Brian Hicks / Lead Producer 

As we are getting closer to the release of the next stable branch update of DayZ with version number 0.54, we are focusing more on tidying up and fixing the most annoying bugs and issues instead of working on new features or expanding existing ones. For example we identified and fixed a long timer related to synchronizing the temperature of objects, which was consuming relatively large chunk of communication between server and client. Fortunately it didnt happened often or in large scale but its really great to have it fixed now with upcoming refactored fireplace which will become more usable with more items thus used by survivors. There was also few issues which was fixed related to the independent liquid types we introduced in last version, one worthy to mention is the issue which completely breaks character stomach, energy and water statuses.   
I already mentioned the fireplace which is undergoing a refactoring for some time now and its getting seamlessly to the fixing and polishing stage. Now when there is the solid foundation of the system the next step is the cooking process in general. With plenty of the different food available in the game and three distinctive food processing types, to name them - boiling, baking and drying, things can get out of control really quickly. Well at least especially when we want to stretch the possibilities and interactions to the maximum and want to visualize the outcome of the process. What will happen when food is already baked and you start to boiling it? Do you need to pre-process the food before drying? What about moldy food? And plenty of other questions related to that topic which needs to be answered beforehand. After the intended cooking mechanics are in place and the central economy is working as it should, we can finally say good bye to the generous amount of spawned non-perishable food.  
Most of you are probably waiting for the enrichment of the vehicles controls - manual transmission. We had some quality time already while trying it on our internal build, but it needs a little bit more time to be tweaked into the state which is safe for public release. Good thing is that with its implementation some of the issues with vehicles behavior were properly addressed so little bit of waiting doesnt hurt. As far as vehicles parts goes I owe you at least quick update, their functionality is dependent mostly on the new inventory system that is currently being implemented and of course on the support from the extended vehicle simulation itself.  
Last but not least we are making steady progress on the new AI for infected which is getting along nicely and I hope you will be able to experience it and its benefits soon on experimental versions before it hits the stable release later on, however animal AI will be released beforehand. 
Start preparing your nerves for some intense encounters... see you in Chernarus folks! " 

Peter / Lead Designer 

Standup Notes for the week of 24 Feb 15
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week
  • Trumpet reloading animation
  • Winchester reloading
  • Zombie attack animations
  • V3S Animations
  • MoCap Session
  • Manual transmission
  • Firearms Damage
  • V3S Cargo
  • Gas cooker refactoring
  • Fireplace Polishing
  • Diseases transfer
  • New script language
  • Central economy
  • Bugfixing
  • Inventory refactorization
  • Loot distribution per buildings
  • Zombie/Animal AI
  • Character controller (animations & physics)
  • Vehicles - Manual transmission and bugfixing
  • Flaregun Improvements
  • Security Bugfixes

Source :]]>
DayZ Status Report - 17 February 2015 Tue, 17 Feb 2015 14:51 CET
As some of you may be aware, we've been experimenting a bit with the format and release day of the Status Reports coming into 2015. With upcoming changes to as a centralized point of information on the development of DayZ, the Status Reports will be released on Tuesdays from now on. Additionally, we'll be making an effort to make the Status Reports more visual, for those who do not have the time to read what is new in the world of DayZ development. 

Moving onto said development, you'll soon be seeing the spawning of a different variation on the V3S. This variant will allow for the transportation of larger groups of players. The spawn rate across the world will remain at fifteen vehicles for the time. Initially you will not be able to access the inventory of the vehicle, this will be supported shortly on stable branch. As well, finalized animations, and firing from passenger positions will be supported in later builds on stable branch. The initial intent of spawning vehicles supporting large groups of players is to gauge both the performance, and functionality of large player groups moving together at high speed across Chernarus. Any issues discovered should be reported to feedback.dayzgame.comwhenever possible. 

In addition, Chernarus should soon also begin to see the roll out of the new animal A.I. system that briefly made an appearance in 0.53 experimental branch. Animal behaviors should be significantly more complex, and add a great deal to the immersion and feel of hunting for your next meal, or resource. Initially this will roll out with the deer, and then progressively expand to support the full list of animals residing in the world of DayZ. 


Lastly for me, we've been discussing the subject of blood regeneration, transfusion, and all the mechanics surrounding them for awhile. With blood regeneration at the rate it currently is, and the reduced amount of blood gained per blood bag, not many folks use or interact with these mechanics in the current stable build. Given that now is the time to experiment, and alter these mechanics to gauge viability through use on our steam branches we'll be reducing the blood regeneration rate, and increasing the amount of blood gained through proper blood transfusions. 
Personally I cannot wait to see how the survivors of Chernarus adapt to this change. 


Mr. Black0ut picked up his Hardcore DayZ Series again, you should all take a look. 
- Brian Hicks / Lead Producer 


Mirek / Lead Gameplay Programmer 

"I'd like to mention a few brief words about the new character/player controller. The physics part of this controller will be implemented using Bullet physics, so there will be a visible improvement in interactions between static and dynamic objects. 
e.g. there shouldn't any camera clipping issues, it will improve melee combat, movement on stairs, and it will be possible to get over dropped items and dead bodies. It will have also positive impact on performance. 
The animation side of this will be using Enfusion's new animation system and will allow us to have more animation layers on character, so it will be possible to play more animations at once. With this, we can achieve moving during shooting from the bow or adding injured animations. 
The character/player controller will be used for players and for AI units. We would like to introduce the physical part on character controller in 0.55 experimental. As for the animation part (which is already used for animals), there is a lot of work with exporting data to the new system and with complete rewriting of current system, but its in progress now and we hope, that we will introduce it in 0.56 (0.57 more likely) experimental build.." 


DayZ Stable Version 0.53.126384 Thu, 05 Feb 2015 17:03 CET
New items: 
- Crafted Leather Jacket, Pants, Backpack, Shoes and Vest 
- Broom 
- Canoe paddle 
- Lead pipe 
- Steak knife 
- Hatchet 
- Hay Hook 
- Flanged Mace 
- Red, green, blue and gray sweater 
- Red, green, blue, yellow, violet, orange and black quilted jackets 
- Blue, red, pink and black raincoat 
- Yellow, orange, blue, green, red, pink and black armband 
- Khaki, Black, Olive and Tan M65 Jacket 
- Bayonet for AKs 
- Flare gun 
- Ice Axe 
- Field Shovel 
- Lug Wrench 

New mechanics: 
- Handheld scopes not limited in Y axis. 
- You can use rope, duct tape or wire for restraining other players. 
- You can use blades, pliers, hacksaw and lock pick to untie players. 
- You can craft armbands by shredding raincoats. 
- You can use cooking tripod as melee. 
- You can attach cooking tripod on fireplace. 
- You can pour water, gasoline or disinfectant into any kind of container (except soda cans). 
- You can pour liquids from container to container. 
- You can tan skin using lime. 
- You can upgrade fireplace to furnace. 
- You can use Ice Axe for stone picking. 
- You can sew Leather Jacket, Vest, Pants, Shoes, Hat and Sack from Tanned Leather with Leather Sewing Kit. 
- Construct fireplace states by attachments. 
- Fireplace consuming fuels (heating/cooling fireplace temperature). 
- Heat transfer from heated items (you can heat items in a fireplace and then bring them with you to keep you warm). 
- You can find worms when digging garden plot. 
- Planting in garden plot is less effective in comparison to greenhouse. 
- Zucchini plant, seeds and its growing process. 

New animations + audio: 
- Flare gun hand pose & reload animation 
- Water pump water pouring 
- Supersonic crack sound for weapons with supersonic ammo 
- Bullet fly wizz 
- Melee weapons sounds 
- Flare gun sounds 

New locations: 
- Terra incognita 
- Castle on Skalisty island 
- Nagornoe village 

- New version of BattleEye. 
- Antihacks. 
- Vehicle persistence. 
- The navmesh controller connected to the entity controller. 
- Adminlogs added for private & public shards (logs connects and disconnects of player, chat, and kills ...). 

- Suicide with various items 
- You can not unpin grenade laying on the ground 
- Ghillie suit painting 
- Arrow crafting no longer consumes 2 instead of 1 feather in certain circumstances 
- Deployment of ruined fishtrap 
- Cancel action during digging in greenhouse 
- Fireplace heating process tweaked 
- Effect of wetness on temperature tweaked 
- Handguard placement on AKs 
- Kitchen Knife cannot be placed on back 
- Fish trap deterioration and sardines count 
- Damaged an Ruined texture on some items (book, heatpack,...) 
- Shovel size 
- Clothing sizes tweaked 
- Heatpacks keeps you warm longer, but its longevity is affected by it's damage 
- Gun muzzle flashes 

Known issues: 
- Server freezes. 
- Character falls/gets stuck after throwing melee weapon during swing/weapon change. 
- Player can't pick up items from the ground sometimes. 
- V3S can clip under ground in certain circumstances. 
- Players are experiencing desync while next to each other/ in vehicles. 
- Items with classnames that are too long aren't saved into the character database. 
- Items in backpack rearranges upon connection to server. 
- Player is stuck in building after reconnect. 
- City/Shadow related client FPS drops. 
- Camera clipping issues. 
- Zombies cannot pass through open doorways in certain objects - can pass through closed doors in others.

Source :

January Update for Thu, 15 Jan 2015 22:02 CET A Popular DayZ Server List While other DayZ server lists have disappeared or became inactive over the last months, we have continued our development and attracted lot of new members.

The Future

For the last months, we have mainly focused on "backstage" improvements. In 2015, we will focus on new features!
  • More server information and options
  • New dynamic banner sizes
  • New API options
  • New achievements
  • A very big new feature
  • Much more...
DayZ Stable Version 0.52.126010 Fri, 19 Dec 2014 19:06 CET
New Items: 
  • Full Ghillie suite 
  • Stone Knife 
  • Torch 
  • Guts 
  • Chainsaw 
  • Meat cleaver 
  • Prison uniform 
  • Silencer east 
  • Silencer NATO 
  • Handgun Silencer 
  • V3S interior 
  • Teddy bear 
  • Long Sword 
  • MP5 Compensator 
  • Prison Jacket 
  • Prison Pants 
  • Prison Cap 
  • Hunting Knife 
  • Pumpkin seeds 
  • Pepper seeds 
  • Wool dress (color variants) 
  • Bomber jacket (color variants) 
  • V3S (color variants) 
New Mechanics: 
  • Suicide (variants) 
  • Using scopes for scouting 
  • Redone horticulture mechanics 
  • Redone spawn points and amount of vehicles 
  • Exiting and entering animations for vehicles 
  • Christmas presents 
  • Crafting of fishing rod, stone knife, bow, with nature only resources 
  • You can cut out seeds out of vegetables 
  • Torch crafting 
  • Blade sharpening 
  • Silencers working 
  • Using of almost all items for melee 
New locations: 
  • Kamensk village 
  • Stary Yar village 
  • Location "Lysaya Gora" 
  • "Grozovye Doly" 
  • Krasnoe village 
  • Christmass assets 
  • Meadows and Farms under Svergino village 
  • Ratnoe village 
  • Zaptudnoe village 
  • Zaprudnoe kolhoz 
  • Meadows and Farms near Grishino 
  • Polesovo village 
Updated locations: 
  • Stary Yar surrounding 
  • Kamensk mining complex 
  • Severograd mines 
  • Powerlines is now connected with West part of map 
  • Forest improvments 
  • General bugfixing 

  • Muzzle blast, Impact sounds fixed. 
  • Small fish trap exploit fixed 
  • Supressor visible on steyraug now 
  • Damage transfer added to ghillie crafting 
  • Security fixes 
  • Telescopic Baton retracting 
  • Improved heatpack and gut heat transfer, support for multiple heat sources 
  • Drowning while cuffed under water surface 
  • Heatpack and more items properly positioned in hand 
  • Supressor visible on steyraug now 
  • Animation polish 
  • Loot distribution polish 
  • and much much more. 
Known Issues: 
  • Item locked in hands slot 
  • Items can't be picked up sometimes 
  • Left earpice sound volume is lowered sometimes 
  • Ghillie will probably react badly on chemlight, flare and other light sources 
  • Some items will visually duplicate themselves if used from the ground 
  • Server crashes 
  • Client crash when disconnected from server

Source :]]>
Multiplay, Our New Hosting Partner Fri, 05 Dec 2014 15:45 CET
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DayZ Stable Version 0.51.125720 Wed, 03 Dec 2014 16:56 CET
New Items: 
  • V3S 
  • Ghillie Suite (Hood, Bushrag, Top) 
  • Ghillie Weapon Wrap 
  • Jerry can 
  • Military Tent 
  • Human Flesh 
  • Netting 
  • Steyr Aug 
  • MP133 with pistol grip 
  • Burlap strips

New Mechanics: 
  • Vehicles 
  • Vehicles refueling 
  • Prion Disease 
  • New crafting recipes 
  • Updated heat transfer 
  • Watering plants

  • Abuse of vomiting to gain energy 
  • Mending balaclavas 
  • Splitting and combining netting 
  • Splitting and combining burlap strips 
  • Ammo box dragging on magazines 
  • Combining and splitting worms 
  • Breaking out of restraints fixes 
  • Uncuffing using keys 
  • Picking up mp133 from the ground 
  • Rangefinder mechanics 
  • Items are no longer pristine only 
  • Skinning should now give pelts properly 
  • V3S going uphill 
  • V3S physics simulation 
  • V3S damage to characters 
  • V3S collisions 
  • V3S fueling mechanic 
  • Memory Leaks 
  • And a lot more!

Known Issues: 
  • Item locked in hands slot 
  • Items can't be picked up sometimes 
  • Left earpice sound volume is lowered sometimes 
  • Ghillie will probably react badly on chemlight, flare and other light sources 
  • Some items will freeze in midair when you throw them multiple times in a row 
  • Some items will visually duplicate themselves if used from the ground

Source :]]>
DayZ Version 0.50.125369 Thu, 06 Nov 2014 01:33 CET

New Items:
-Balaclavas (Color variants)
-Sledge hammer
-Brass Knuckles (Color variants)
-SPOSN backpack
-Derringer (Color variants)
-Improvised Fish Trap
-Waterproof bag (Color variants)
-Leather sewing kit
-Tomato seeds
-Gardening lime
-Rossi R92
-Rabbit snare
-Heat pack
-Metal wire
-Medical thermometer
-AK 74 (Color variants)
-AKS 74U (Color variants)
-Welding Mask
-Firefigher Uniform (Color variants)
-Firefighter Helmet (Color variants)
-Firefighter Pants (Color variants)
-Skater Helmet (Color variants)

New Mechanics:
-You can search for feathers in chicken coops
-Water and energy consumption tweaked
-Player can be put to unconscious while restrained and can be restrained while he is unconscious
-Two handed item throwing
-Loot table changes
-Barricading (First iteration, you are able to lock doors, state being persistent)
-Horticulture (You are able to use greenhouses when you aquire seeds and fertilizer to grow plants)
-Soaking of items in backpacks
-Waterproof items
-Wring items
-Player temperature
-Shoe degradation and comfort
-Duct tape repair and crafting
-Improved weather system
-You can stitch wounds now
-Riders jacket, military shoes, combat shoes, leather shoes, working boots can be patched using leather sewing kit
-New animals (Hen, Goat)
-Server time affects temperature

New Animations:
-New holding animations
-New unarmed sprinting animations
-New grenade unpinning
-Wring animation added to wring clothes
-New handgun animations
-New restrain animations
-New sitting pose for pistols, two handed and unarmed
-New bow reload animation
-Prone move with pistol polished

Towns and Villages:
-New village "Belaya Polana"
-New town "Novaya Petrovka" + surroundings
-New village "Topolniki"
-New village "Svergino"
-New village "Berezhki"

-New Kamensk mine
-New Military Base near Severohrad
-New Svergino castle
-New "Pobeda dam"
-Krasnostav Airfield now has a new Hangar and Office

-Food and News Stands has been added
-Bug fixing
-Map optimization
-Barrels was removed from map

-Fixed Shadows
-Eject Buckshots option for shotguns
-Fixed Shadow Issues
-Fixed Client Crashes
-Fixed Server Crashes
-Antihacking measures
-Visor for gorka helmet now shows bandanas/balaclavas
-Fireplace works at high altitude
-Fish trap works with bait as well
-Leaving unconsciousness while having burlap sack will keep screen dark
-Smersh vest without backpack appearance fixed
-You can no longer place hacksaw and sickle on shoulder
-Telescopic baton damage texture
-Telescopic baton won't reset its damage after open/close action
-Breaking from restraints is now done through repeated alternated pressing of A and D keys
-Animation and cancel action added to road flare ignition
-Animation and cancel action added to chem-light ignition
-Feathers combining and splitting added
-You can add kindling and sharp sticks to fireplace
-Performing other environment actions while on ladder or swimming removed
-Breaking from restraints fixes
-Attachment slot removed from skate and firefighter helmet
-Message spamming reduced
-Temperature is now affected by movement
-Safer heat comfort calculation
-Skinned animal now hides correctly when the process is completed
-The process of skinning can be cancelled at any time
-Status message for drowning
-Shoe damage/wear reduced
-Rangerfinder measures distance properly
-And a lot more!

Known Issues:
-Items do not update their state properly (durability/wet). Moving them, or relogging will refresh.
-Server crash
-Performance deteroriation

Source :]]>
DayZ 0.47.124641 Thu, 31 Jul 2014 22:13 CEST
Known issues: 
  • Player can in rare circumstances enter a state in which they cannot attack and must relog 
  • Character may temporarily enter a frozen state when throwing (resolved a few seconds) 
  • Melee targeting is off in some situations 
  • Players can in some circumstances experience slight desync with server 
  • Dynamic server events are temporarily disabled 
  • Backpacks rearrange after reconnection 
  • Players restrained while unconscious remained restrained until reconnection (after awaking) 
  • Persistent items & storage are disabled server side pending hot fix to stable branch 
  • Actions: cans can be opened with SKS bayonet and sickle 
  • Actions: added playerDrinkCan action to config 
  • Actions: added Melee class to SurvivorBase 
  • Animations: New default aimed animations with rifle 
  • Animations: Player now can walk while surrender 
  • Animations: Transitions for surrender/restrained player 
  • Animations: Crouched zombie animation set 
  • Animations: Reload for CZ527 
  • Animations: Hand poses added for matchbox, Injection Vial, Hacksaw 
  • Animations: Drinking from can 
  • Character: New female face models 
  • Character: New male face models 
  • Engine: Ragdoll support for Zombies & Players 
  • Engine: Initial implementation of navmesh for zombie pathfinding 
  • Items: Boonie hat fishing hook storage 
  • Items: Chemlights 
  • Items: AK101 
  • Items: CR 527 
  • Items: Makarov 
  • Items PM 73 RAK 
  • Items: Medium Civilian Tent 
  • Items: Paramedic clothes (jacket and pants) 
  • Items: Military Boots now store knives 
  • Items: Red, Black, Polka dotted, Olive and Camo bandana added 
  • Items: Untied Red, Black, Polka dotted, Olive and Camo bandana added 
  • Recipes : Red, Black, Polka dotted, Olive and Camo as a bandage 
  • Recipes: Red, Black, Polka dotted, Olive and Camo bandanas can be untied and tied to mask 
  • Server: Persistent item support (disabled for this update) 
  • Server: Simulation changes to support increased server performance 
  • Server: Persistent storage support (disabled for this update) 
  • Server: Dynamic loot respawning 
  • World: Turovo village added 

  • Actions: Player is not able to fill a ruined canteen from well. 
  • Actions: When player opens ruined canned food there is low amount of food left. 
  • Actions: Player is not able to pour water from a ruined canteen. 
  • Actions: Player can no long empty magazine attached to a weapon 
  • Actions: No access to catch rain action during ongoing action 
  • Actions: Fishing actions displayed while using different items than rod 
  • Actions: Added missing part to improvised bag/backpack crafting messages in action menu 
  • Actions: Zucchini can be force fed 
  • Actions: Added new drink from well animation to blue well 
  • Actions: Unable to use actions while swimming or while on ladder 
  • Actions: Player can take Makarov into hands straight from ground 
  • Actions: Player can take PM73 RAK into hands straight from ground 
  • Actions: Removing item on which consume action was called, not item which was swapped to hands during consume action 
  • Animals: Visual improvement of cow, rabbit and wildboar 
  • Animations: Gestures related bugs fixed (Facepalm, Cut throat, Silence) 
  • Animations: Crouch moves with bow 
  • Animations: Prone moves with pistol 
  • Animations: Fixed multiple issues with vaulting 
  • Animations: Zucchini handheld position 
  • Animations: SoundEdge(footstep sounds) set correctly for kneel run with rifle 
  • Animations: Face-palm doesn't make the player stand up from prone anymore 
  • Animations: Sitting tweaked(changing weapons keeps player in kneel, instead of making them stand....) 
  • Engine: Adjustment to Night time lighting levels 
  • Items: Dimmed fireplace light so it not interfere with HDR 
  • Items: tweaked shotguns dispersions and recoils 
  • Items: tweaked pistols dispersions 
  • Items: tweaked rifles, carbines and SMGs dispersions 
  • Items: tweaked attachments (optics, buttstocks, handguards, compensators, bipod) dispersions 
  • Items: Wooden sticks can be held in hands 
  • Items: CR527 shadow glitch fixed 
  • Items: set chemlight to last 60 minutes 
  • Items: lowered light intensity for chemlights and flare 
  • Items: removed buttstock as default spawned attachment for MP5 
  • Item: Binoculars size reduced 
  • Items: added other chemlight color material variants 
  • Modifiers: removed vomit message from blinded modifier 
  • Recipes: You can paint cz572 black, green and camo 
  • Recipes: Player can't tear clothing into rags while there are things in it 
  • Recipes: Ruined cans opening tweaked

Source :]]>
DayZ 0.44.123800 Fri, 25 Apr 2014 01:01 CEST

Known Issues: 
  • Binoculars not functioning properly in crouch and prone states. 
  • Thrown objects moving at a slow frame rate during peak server load 
  • Crossbow damage higher than desired 
  • Player breathing in first person louder than desired 
  • Ongoing melee balancing has zombies more resilient to body impacts. (Aim for the head) 
  • Accelerated Time falls out of sync after extended uptime (disabled for this update) 
  • Actions: Melee attacks added to frying pan and cooking pot 
  • Actions: Recipe for bow crafting added 
  • Items: Dexterity of shotguns, pistols and rifles configured 
  • Items: Tracksuit Jackets and Russian Officer Hat configured and added to loot spawns 
  • Items: Binoculars configured and added to loot spawns (known issues above with this item) 
  • Items: Implemented Crossbow + bolts. 
  • Server: Basic item bullet physics enabled (known issues tied to server performance) 
  • Server: New guaranteed messaging system for network traffic 
  • Server: New player spawn locations near Klen, Chernaya Polana, Orlovets 
  • Server: Accelerated Time implemented for gameservers 
  • Systems: 1:1 Mouse control / movement 
  • World: New Ash Tree model 
  • World: New village "Karmanovka" has been added 

  • Actions: Crafting with medical items - splints, blood bags, blood testing 
  • Actions: Removed force feed and force drink from epinephrine and morphine 
  • Actions: You can no longer turn on flashlight or defibrillator laying on the ground without battery being attached to it 
  • Actions: You can no longer empty magazines or ammunition boxes laying on the ground (and loose ammo) 
  • Actions: Players loading into server no longer play reloading SFX 
  • Actions: Burlap sack removes from head properly 
  • Actions: Apply defibrillator action messages 
  • Actions: You can catch rain holding bottle in hand only 
  • Actions: moved quantity manipulation and item removal directly into action on self 
  • Actions: added config entries to actions for single use food and drinks 
  • Actions: Single use food and drink items now adding to player water and energy levels 
  • Actions: Injection vial cannot be consumed 
  • Actions: Medical items related actions on other player (proper quantity handling) 
  • Animations: Player now can wave (F1) when unarmed or holding one-handed item with raised hands. 
  • Animations: playing correct footstep sounds for 2handed melee raised run, aimed rifle run 
  • Animations: Removed the jerky motion when sometimes equipping a weapon/item, usually at the start of eating/drinking/bandaging 
  • Animations: sitting with 2 handed melee should now work properly 
  • Animations: Fixed an issue where you would first stand up when pressing crouch in unarmed sitting pose 
  • Animations: Fixed an issue where you couldn't sit from unarmed prone directly. 
  • Animations: fixed missing rotation animation for unarmed crouched player 
  • Animations: Iron sights now use all 3 parameters for min, max and init zoom. Values of these params tweaked. 
  • Animations: Player's "naked eye" max zoom level lowered. It allows for the same max zoom as iron sights. 
  • Gear: Improvised courier bag and taloon backpack shows their damage state in inspect window 
  • Gear: Green bandage stops bleeding 
  • Gear: Fruits no longer show 100% label 
  • Gear: FNX45 red dot sight optics renamed and now requires 9V battery in order to work 
  • Gear: Resolved chambering issue with 22 related to stack quantity 
  • Gear: Tablets amount in inventory slot changed from % to pills 
  • World: Rocks at Ship Wreck location reworked 
  • Zombies: Melee attack bleed chance nerfed 
  • Zombies: Damage is dealt to head while kneeling