Blog Feed en Thu, 17 Jun 2021 17:10 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 1.13 Experimental Update and brand new M16A2 Thu, 17 Jun 2021 17:10 CEST (Adapted inland Spawn location are only for the experimental servers, located in community Tab)
Changelog and article here:



Enjoy and we look forward to your feedback.
Thanks from the DayZ Dev team]]>
DayZ Livonia Sping Sale Fri, 30 Apr 2021 11:59 CEST
Key Features
New massive world to explore. At 163 km², Livonia is big enough to provide you with hours of exploration as you learn the lay of the land. Its varied landscapes and numerous landmarks provide an abundance of places for players to take shelter, build a base, and hide from both the infected and other survivors.

Idyllic environment. This Eastern European terrain covers the southern Topolin-Nadbór region of the larger Polish-speaking country of Livonia. The new topography brings lush green landscapes, dense forests, overgrown fields, winding rivers, serene lakes, murky swamps, an array of dilapidated structures, and various remnants of an abandoned society.

Frequent Encounters. The new map is the perfect size for survivors looking for player interactions. Whether friendly or hostile, you'll stumble upon other players much more often in Livonia.

Fresh hunting ground. Livonia's food supply is scarce, and players wanting to survive will have to quickly learn how to forage, fish, and hunt in this new wilderness to keep from starving. Luckily, Livonia is home to a plethora of wildlife for survivors to live off. But beware: alongside this delicious fauna a new threat roams the post-apocalyptic world of DayZ, and it comes in the form of the Eurasian Brown Bear. Watch out!

Erratic weather. The temperate late-summer climate of Livonia, although usually quite pleasant, brings frequent rainfall and severe thunderstorms. This unpredictable and relentless weather will pose an additional challenge for survivors, as you’ll have to keep a keen eye open for protective gear and shelter to shield yourself from the unforgiving elements.]]>
DayZ Livonia Sping Sale Fri, 30 Apr 2021 11:59 CEST here.]]> DayZ Update 1.12 Tue, 20 Apr 2021 18:46 CEST
We’re excited to announce that game update 1.12 has been released on Steam! Before we dive into the contents of the update, we’d like to take a moment to thank everyone on PC for participating in the experimental phase. This update offers plenty of changes in the game and your feedback during the experimental phase was very important to us. If you’re interested in a detailed rundown of the changes we made, head on over to the changelog forum posts (Link below) . And if you encounter any issues, we’d love it if you let us know via the Feedback Tracker. Now let’s take a look at what’s been changed and added!

We start with the most important part of the update - changes to player vs infected and player vs player combat. The scope of these is far beyond anything we’ve done before. Here’s a quick summary:

Infected are deadlier up close due to the increased frequency of their attacks and higher resistance against damage from melee. To counter their attacks up close, players need to use heavier weapons when trying to stun them. Their senses were tweaked in a way that makes them slower to react to nearby noises, making a stealth approach and stealth kills more viable. Infected are also more likely to leave their target alone if they lose it and they won’t attack unconscious players anymore.

A massive balancing pass was done over existing firearms, making them more diverse while keeping rarity in the world in mind. This primarily includes a focus on non-automatic rifles being stronger and more precise than automatic ones. We also overhauled the audibility so smaller caliber weapons are harder to hear from a distance.

The diversification of firearms also affects ammunition properties, which means we paid attention to damage to health, as well as shock differences between individual ammo types. This was also coupled with a major buff to protective gear with ballistic properties (selected helmets and vests), which now protects players a lot more from incoming damage to health and allows for more firefights to end in an unconscious state rather than instant death. - Read more from our article:


DayZ Update 1.12 Teaser - Out Now]]>
DayZ Update 1.12 Tue, 20 Apr 2021 18:46 CEST here.]]> DayZ Update 1.11 Thu, 18 Feb 2021 11:25 CET here.]]> DayZ Update 1.11 Thu, 18 Feb 2021 11:22 CET
Our main news, however, centres around the release of 2021’s first game update, 1.11. A huge thank you to everyone who participated in the experimental phase of the update on both the PC and Xbox. For those of you who already checked out our changelog, you know that this particular update wasn’t focused on any significant additions to the game. DayZ is a complicated beast, and since we had a fair-sized backlog of issues, we decided to focus on bug fixes and improving the game’s stability instead. With that in mind, let’s take a quick look at what this update actually contains.

One of the things we looked at was how the infected collide with players during melee fights and adjusted it so that the infected no longer go inside the player’s character. Getting out of cars had proven tricky in the previous update as well, as some players were randomly teleported onto the car’s roof. This has been fixed and your feet now remain exactly where you’d expect them to be after leaving your vehicle. Sea fishing would also be interrupted at times, but we squashed that issue too and play should now be as smooth as the calm waters. Finally, we improved horticulture in a number of areas, including removing garden plots with the shovel and the infestation of plants.

One final bit of news – paired with the update, we had a complete wipe on all official servers. The wipe is meant to compliment the update 1.11 for a fresh start into 2021. It also secures us a clean foundation to monitor the changes made with previous economy updates. You can read our official announcement on the wipe here.

As usual, this article provides just a snippet of what is inside of this game update. If you are interested in more details, head out to our forums for changelog notes:

Nominate DayZ for the Steam Awards! Fri, 27 Nov 2020 16:00 CET
A long and challenging year is finally winding down and the 2020 Steam Awards are right around the corner. We’d like to thank all of you who voted for us last year and helped us secure the Better with Friends Award. Now we’d like to ask for your support once again.

There’s only one category for games that weren’t released this year, which puts us in the thick of some stiff competition. Clearly, we’re an underdog in this race. But we are talking about the Labor of Love Award after all, which is a fitting description for our little labor of love – DayZ. Here’s the criteria for the prestigious award:

“This game has been out for a while. The team is well past the debut of their creative baby, but being the good parents they are, these devs continue to nurture and support their creation. This game, to this day, is still getting new content after all these years.”

As many of you know, DayZ has been available on Steam for nearly seven years now, and our team here in Prague has been tirelessly working on the game in a continual effort to improve it. Some veteran players will attest that it hasn’t always been the smoothest of rides. Others might even say there were moments of pure torment. Nevertheless, we believe (and hope you agree!) that the game has gotten exponentially better over time. Not only that, but we promise to continue elevating the game to greater heights, regardless of nominations or awards. Matter of fact, in addition to our recent 1.10 Game Update, just yesterday we released a new hotfix on our Experimental branch to improve the server performance!

But this isn’t just about our development team or Bohemia Interactive as a whole. Another reason we believe DayZ deserves the Labor of Love Award is because we’ve been blessed with an amazing community of modders, server owners, and content creators who’ve invested so much of their valuable time to provide unique and memorable experiences to our loyal group of players around the globe. We’ve seen this remarkable surge of support blossom over the last two years and we can’t wait to see where it will go from here.

We’d be honored if you’d consider nominating DayZ for the Labor of Love Award, and wouldn’t ask if we didn’t feel our efforts and yours truly deserve it.

To cast your vote, please visit this year’s Steam Awards Nomination Page.

It’ll only take a minute and we’d really appreciate your support.

Thank you!]]>
DayZ Update 1.10 Thu, 19 Nov 2020 15:10 CET

New shelters have been added! They come in three variants (stick, tarp, leather) and offer basic storage capacity, as well as protection from the rain. Speaking of the elements, cold mornings and warm afternoons are more realistic now, as are local wind speeds and altitudes. Furthermore, players can temporarily contain heat from fireplaces, the user interface now contains information about the heat insulation qualities of an individual piece of clothing, and heat insulation / maximum absorption limits for all clothes have been rebalanced, offering players a variety of choices regarding protection against the rain or cold.

Leg fractures are back as well, along with improvised fixtures (splints). Legs can be broken in all kinds of situations, including combat, stepping on a bear trap, falling or jumping from a great height, and even while jumping out of a car. Keep in mind that if you don’t fix a fracture with a splint, you’ll suffer limited movement, as well as frequent shock damage, which can render you unconscious. Visualizations of current shock values have been added (i.e. how close you are to unconsciousness), as well as when the actual shock damage is dealt. Applied splints are now visible on the injured player as well.

Rounding out the update, the signal pistol has returned and can light up the night sky in four distinct colors, the longevity of items has been lowered dramatically, and locked doors stay locked during server restarts, while the rest of the doors are randomized. Localization tweaks have also been added, including the introduction of localization into Brazilian Portuguese.

Finally, DayZ and DayZ Livonia will be fully playable on both PS5 & Xbox Series via backwards compatibility! Read about it here:]]>
DayZ Update 1.09 Mon, 21 Sep 2020 12:51 CEST
Developers have also been working on some balancing of the durability of individual firearms, mainly aimed at lowering the durability gap between chambered and magazine based weapons. With this, we’ve also increased the durability of suppressors and removed the ability to repair weapons with duct tape along with their attachments. Keep an eye out and hold on to those weapon repair kits!

A new structure for base builders has been added - the flagpole. It aims to make base management easier by continuously refreshing the lifetime values of items and structures around. Meaning that you will no longer need to run fence by fence to keep them alive once you build and activate a flagpole in your base. Just keep an eye on how low the flag is, because its position defines how many refresh cycles remain. There are 27 flag variants; we hope you find your personal favorite.


DayZ Update 1.09 Mon, 21 Sep 2020 12:51 CEST here.]]> DayZ Update 1.08 Tue, 30 Jun 2020 15:54 CEST
New base building improvements focus on the balance-of-destruction of various structures, such as fences, watchtowers, and tent objects, and the update also includes the addition of the Canopy Tent, Indoor Fireplace (oven), and Direct Cooking Slots (fireplace grill for meat). Additionally, the update comprises general gameplay tweaks, bug fixes, and UX improvements.

Finally, 1.08 will bring an updated Saint Roman Ski Resort, Biathlon shooting range, and a race track to the ChernarusPlus terrain.
For a full rundown of details and patch notes, check out the accompanying changelog[].

Watch our new DayZ 1.08 update video:
DayZ Update 1.08 Tue, 30 Jun 2020 15:54 CEST here.]]> Enjoy DayZ for FREE Fri, 22 May 2020 13:12 CEST
Today we are happy to announce the upcoming DayZ Free Weekend! The event starts at 10 am PST on May 21st and will end at 10 am PST on May 25th. To play DayZ for free, simply visit the store page, install the game and play. That’s for the easy part. Survival is going to be much more challenging…

For those who fall in love with the beautiful and unforgiving Chernarus, there is up to a 40% discount on the base game. Livonia DLC, is not part of the free weekend but will be available throughout the weekend for up to 20% off!

DayZ is an unforgiving, authentic, open-world sandbox online game where each one of 60 players on a server follows a single goal – to survive as long as they can, by all means necessary. Every decision matters – with no save games, and no extra lives, every mistake can be lethal. When you die, you lose everything and start over.

In a world where you shape your own story, how far will you go to survive? What will you do to endure? Who will you become? This is DayZ – This is your story…

For more information about the game and its development, please visit, and stay updated with the latest news by following DayZ on Twitter.

Stay safe out there, Survivors!
We'll see you in Chernarus (and Livonia),

The DayZ Team
Play DayZ for FREE Thu, 13 Feb 2020 19:04 CET
We are delighted to announce the upcoming DayZ Free Weekend, starting on Thursday, February 13th (10 AM PST), and ending on Monday, February 17th (10 AM PST). To play DayZ for free, head over to the DayZ store page and install the game – it’s as simple as that.

For those infected by the DayZ experience, there will also be a 40% discount on the base game, as well as a 10% discount on the recently released Livonia DLC, should you wish to continue playing after the free weekend ends.

DayZ is an unforgiving, authentic, open-world sandbox online game where each one of 60 players on a server follows a single goal – to survive as long as they can, by all means necessary. Every decision matters – with no save games, and no extra lives, every mistake can be lethal. When you die, you lose everything and start over.

DayZ recently won the Better With Friends award on Steam – a testament to the game’s ability to bring people together by providing an unforgiving environment where teamwork can mean the difference between life and death. So, this Valentine's Day, make sure you grab a friend and enjoy a nice romantic stroll through the post-apocalyptic wasteland of DayZ (for free!) – those who stick together, survive together!

In a world where you shape your own story, how far will you go to survive? What will you do to endure? Who will you become? This is DayZ – This is your story…

For more information about the game and its development, please visit, and stay updated with the latest news by following DayZ on Facebook[] and Twitter.

Stay safe out there, Survivors!
We'll see you in Chernarus (and Livonia),

The DayZ Team

Stable Update 1.07 Thu, 13 Feb 2020 09:49 CET
The new 1.07 Update brings some important fixes and exciting new elements to the game.
We are adding the Repeater Carbine which uses .357 rounds, and the 12ga Rubber Slugs which can be used by any of your favorite shotguns.
This new update also focus on important fixes, from small gameplay tweaks to the inventory fixes that were affecting the players experience since the release of the 1.06 Update.
You will also be able to find the newly added Amusements Parks, which are scattered across Chernarus.

Watch the trailer, and read the patch notes below.


  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.[]DayZ F.A.Q.[], or BattlEye F.A.Q.[]
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker[].


  • Added: Repeater Carbine
  • Added: .357 Rounds
  • Added: 12ga Rubber Slugs
  • Added: Amusement park locations throughout Chernarus
  • Fixed: A client error caused by re-encountering the weapon you dropped during a previous death
  • Fixed: The map always used to open at the top left corner (now remembers the last opened position)
  • Fixed: The action "Jump out" was disabled from the back seats of the ADA 4x4
  • Fixed: Action circle was missing while dismantling the oven
  • Fixed: The player can no longer attach both the suppressor and compensator to the SG5-K
  • Fixed: Issue caused by starting an action with a desynchronized item in hands 
  • Fixed: An animation glitch related to throwing
  • Fixed: Several types of inventory interactions related to item reservation
  • Fixed: Water bonus from wells was added too early in the action
  • Fixed: Infected would not cause bleeding wounds as intended
  • Fixed: Issues with doors in the aircraft hangar, hospital, school, harbour crane
  • Fixed: Issues with the sounds of doors in the fire station and big ATC buildings
  • Fixed: Issues with a ladder on the construction site
  • Fixed: Wooden plank stacks could spawn on top of each other
  • Fixed: The big doorway of the sawmill had bullet collision even when opened
  • Fixed: Object placement on Enoch and ChernarusPlus
  • Fixed: Yellow heat comfort was giving a penalty on health regeneration
  • Fixed: Position of the combination lock widget, LODs, and textures
  • Fixed: The player could collide with individual ivy parts
  • Fixed: The Denim Skirt showed the wrong colour in 1st person view
  • Fixed: Infected could not navigate into the large grey sheds
  • Fixed: The Construction Lights behaved incorrectly when thrown
  • Fixed: It was not possible to empty liquid containers inside buildings
  • Fixed: Blue Athletic Sunglasses had a green texture (
  • Fixed: The Thermometer would always display 0 degrees (
  • Fixed: Night vision was darkened when someone entered the players' network bubble (
  • Fixed: Base building actions could be mixed up resulting in building the wrong part
  • Fixed: Large numbers (quantity) were not fully visible in the hand slot
  • Fixed: Barrel with holes was still able to store liquids (
  • Fixed: Item description of the beige Working Boots
  • Changed: Global lighting changes (ground-lighting addition, brightness of the day and night, shadow contrast during clear weather, rain visual tweaks, darker clouds during overcast)
  • Changed: Improved inventory attachment icons (missing icons added, tweaked and unused removed to free space)
  • Changed: Clean-up of the car damage zones
  • Changed: Lowered the amount of leaked coolant when the car radiator is destroyed
  • Changed: The "Open" option for the fence gate can be accessed easier
  • Changed: Removed the collision from the Barbed Wire
  • Changed: Barbed Wire now causes bleeding sources instead of shock damage
  • Changed: The fence and watchtower kits can now be dismantled
  • Changed: Heavy items (with collision) are dropped using physics
  • Changed: Rework of the combination lock destruction (requires more time but in shorter cycles)
  • Changed: Sawing a pile of wooden planks is now a truly continuous action
  • Tweaked: Decreased range of the night light, and changed its color, position, and brightness for a better immersion
  • Tweaked: The fence gate opens and closes slower
  • Tweaked: Inventory view of the Assault Helmet Visor
  • Tweaked: You receive one additional plank when cutting down a wooden log
  • Tweaked: You receive one more wooden log when cutting down most trees
  • Tweaked: Clearer placement of the base building materials
  • Tweaked: Sorted attachments icons of firearms
  • Tweaked: The base building build action won't show up at all when it cannot be successfully executed (previously allowed to execute without result)
  • Tweaked: Adjusted the logic behind obstacle checks when building base parts
  • Tweaked: The map is now full screen
  • Tweaked: Removed the collision from tourist trail poles
  • Tweaked: Update of the game credits
  • Added: Ability to choose between bright and dark nights through a server config parameter lightingConfig (0 for bright, 1 for dark)
  • Tweaked: limitFPS is now logged and default crop value raised from [1, 50] to [1, 200], by default it's unlimited
  • Added: Curl context can store the results into files + API
  • Added: Livonia ruined houses variants without overgrown ivy
  • Added: Named selection for the bear (Body_Injury)
  • Added: Named selections for all ivy parts (leaves)
  • Added: GetGame().GetWorld().LoadNewLightingCfg("filepath") can reload the global lighting config during runtime
  • Added: SetSoundMaxVolume() to change the max-volume level
  • Added: Functions InventoryItem::EnableCollisionsWithCharacter & InventoryItem::HasCollisionsWithCharacter
  • Added: Exposed rigid body functions to script
  • Added: Missing dGeomCreateCylinder implementation
  • Added: Script method Object::SetDynamicPhysicsLifeTime
  • Changed: inventorySlot changed to inventorySlot[] (string to array of string) to allow slot extensions
  • Changed: Livonia terrain files *_ce, *_data and *_navmesh changed from *.ebo format to *.pbo
  • Changed: Commented out transferToZonesThreshold method
  • Changed: Renamed OnEventFromRemoteWeapon event into OnEventForRemoteWeapon
  • Removed: Obsolete pond/well drink actions
  • Picking up an item on the upper floor of a watchtower can crash the game
  • Activating the Debug Monitor on your private server can cause issues with the inventory navigation - be sure to set enableDebugMonitor = 0
Stable Update 1.07 Thu, 13 Feb 2020 09:49 CET here.]]> Livonia is Out! Wed, 04 Dec 2019 16:12 CET

Key Features

Idyllic environment
The new topography brings dense forests, overgrown fields, winding rivers, serene lakes, murky swamps and various remnants of an abandoned society.

Frequent Encounters
The new map is the perfect size for survivors looking for player-interactions. Whether friendly or hostile, you'll stumble upon other players much more often.

Fresh hunting ground
Players wanting to survive will have to quickly learn how to forage, fish, and hunt.

But beware: a new threat roams and it comes in the form of the Eurasian Brown Bear. Watch out!

Erratic weather
The climate of Livonia, although usually quite pleasant, brings frequent thunderstorms. You’ll have to keep a keen eye open for protective gear and shelter to shield yourself from the unforgiving elements.]]>
New map for DayZ is coming soon Wed, 25 Sep 2019 00:22 CEST After 5 years in Chernarus, players will now be able to bring everything they learned in this new challenge.

Based on the Arma 3 Contact Expansion's map, Dayz's Livonia brings a world scarred by the consequences of the virus.
With its large green areas, heavily forested zones, lakes and rivers scattered across the land, Livonia is the perfect place to scavenge for resources, hunt for food, build your base and scout for unwanted presences.

But don't let the beautiful landscapes of this new region fool you, there is a new predator roaming the forests of Livonia, bears.
Bears will give you a hard time if you don't how to deal with them.
Do you have what it takes to survive this new threat?

Livonia also features a lush of late summer with frequent rainfall and thunderstorms. So make sure to be properly geared and on the look out for shelter at all times.

Embrace this new challenge and prepare to get lost in the vast lands of Livonia, either together with your allies or, as a lone wolf.

See you in Livonia, Survivor.]]>
New map for DayZ is coming soon Wed, 25 Sep 2019 00:22 CEST here.]]> Stable Update 1.05 Tue, 03 Sep 2019 16:20 CEST

The PC Update 1.05 of DayZ is now live. It brings you an expansion on the disease system and introduces an advanced vaulting and climbing system. On the combat side, we've added two new pistols and one assault rifle.

Get all the details and full patch notes below!

New Weapons

The Mlock-91 is a semi-automatic pistol, fed from a detachable magazine. Affordable and compact, it is commonly used by the Chernarussian police forces. It uses 9x19mm rounds.

The MKII is a semi-automatic, integrally-suppressed pistol, fed from a detachable magazine. Using .22 LR rounds, it is considered both silent and lethal against short range targets without armour.

The KAS-74U is a shortened version of the KA-74 assault rifle, usually equipped with a side-folding metal shoulder stock.

New & improved weapon attachments
  • New .22 LR Rounds

New Vehicle
Sarka 120

  • Players can now vault over fences and walls.
  • Players can now scale objects up to 2,30 meters height.

Vaulting Gif[]

Medical Changes
  • Introducing food poisoning
  • Balancing of cholera and salmonella diseases
  • Balancing health regeneration and bleeding
  • Improvements and fixes to the medical systems and items

  • Players can now switch between shouting, speaking & whispering for different voice ranges.

Dead Body Decay
  • Dead player bodies persist longer and decay over time.



  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.[], DayZ F.A.Q.[], or BattlEye F.A.Q.[]
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker[].



  • Added: New pistol Mlock-91
  • Added: New pistol MKII with its integral silencer
  • Added: New rifle KAS-74U
  • Added: New vehicle Sarka 120
  • Added: Vaulting and Climbing enable players to pass obstacles up to 2,30 meters high (exception for base fences, gates, and watchtowers)
  • Added: Polish and Japanese languages
  • Added: .22 LR Rounds
  • Added: Food Poisoning
  • Added: Tutorial screens in the main menu
  • Added: VoN whisper/talk/shout voice levels
  • Added: Infected are attracted by talking players
  • Added: Quick reload weapon option for PC (hold R for reload)
  • Added: Ability to animate P3D attachments on creatures
  • Added: Possibility to set hidden selections for wearable models (e.g., bandana or belts)
  • Added: The name of the missing PBO file (compared against the server files) is now displayed in the error message
  • Added: Collision response of thrown items with character controller
  • Added: Smoothed the movement of thrown items from the thrower's point of view.
  • Added: Warning when playing a modded game.
  • Added: Foley sound for the base radio
  • Added: Window destruction sounds for vehicles
  • Added: Suicide functionality for bayonets
  • Added: Bleeding effect on melee suicides
  • Added: Infected wearing a headtorch now have it switched on
  • Added: Torch can be soaked up with gasoline, but only if it's not ignited yet
  • Added: Camera shakes when getting hit
  • Added: Dead bodies decay over time
  • Added:The Stamina bar now blinks when the player doesn't have enough stamina to perform an action
  • Added: Cholera has a chance to appear in water bottles and canteens when initially spawned
  • Added: Localized texts for Tutorials


  • Fixed: Several animation clipping issues
  • Fixed: Creation of dynamic physics for objects which contains proxy objects
  • Fixed: "Collision refresh" when a "dynamic body" is removed after item throw
  • Fixed: Animation applied on items in inventory view
  • Fixed: Attachments LOD
  • Fixed: The countdown was missing during the respawn.
  • Fixed: The VoN was staying active even when the game is minimized.
  • Fixed: Putting an item from your hands into inventory when inside a car could make it invisible when putting it back into hands.
  • Fixed: Player couldn't use the VoN while using the inventory.
  • Fixed: Movement on a ladder when the parent entity is moving (e.g., if the ladder is part of a moving vehicle)
  • Fixed: door collision after rotation change
  • Fixed: Black screen occurring when using hardware Anti-Aliasing
  • Fixed: backtracking correction of velocities
  • Fixed: Thrown items could fall through the ground
  • Fixed: character's physics speed
  • Fixed: Grenades couldn't be thrown through windows
  • Fixed: IV Saline Bag and IV Blood Bag didn't have any effect
  • Fixed: The consequences of giving blood of an incompatible blood type were applied to the applying person instead to target
  • Fixed: Rapid switching of items in hands could display incorrect items in hands to other players
  • Fixed: Spamming emotes could display, to other players, an incorrect item in hands
  • Fixed: Bayonets couldn't be used to cut off bark or cut down bushes
  • Fixed: A weapon used to commit suicide could become inaccessible for other players
  • Fixed: Items in the quick bar could cause issues while restrained
  • Fixed: The player could not move after spraying disinfectant spray on another player
  • Fixed: Switching a weapon in hand with a helmet via quick bar had the character stuck in an animation
  • Fixed: Dry bags were displayed with hard edges
  • Fixed: When reloading, magazines could fly next to the player
  • Fixed: The duct tape quantity wasn't displayed in the quick bar
  • Fixed: An untranslated string for the Blood Test Kit
  • Fixed: Items could be looted through walls using the inventory vicinity.
  • Fixed: Smoke particles on the bottle suppressor and USG-45
  • Fixed: Hesco boxes would get damaged during deployment and folding
  • Fixed: Dropping a wooden stick was player a wrong sound.
  • Fixed: Items in hands could disappear if the player was saved in the vehicle
  • Fixed: Magazines could not be detached via quick bar
  • Fixed: Misplaced/unnecessary collision above a ladder at the cement factory
  • Fixed: An issue preventing players from picking up items dropped from a player that had died while swapping items
  • Fixed: A client error when adding items to the inventory without having sufficient space
  • Fixed: It was possible to plug a Power Generator into a Cable Reel as an unintended reverse connection
  • Fixed: Grenades were dealing much less damage to players browsing their inventory
  • Fixed: Attachments weren't damaged by explosions
  • Fixed: The animations were incorrectly applied to the items in the inventory
  • Fixed: The player weapon could disappear from its hands when climbing a ladder
  • Fixed: Swapping items with the quick-bar could reset their rotation
  • Fixed: Various localization errors
  • Fixed: Quantity indicator for the magazine items
  • Fixed: The state of doors could get de-synchronized upon server restart
  • Fixed: The item in hands was disappearing when the character was in a vehicle and saved in the database
  • Fixed: Water hit effect on piers and other places along the seashore
  • Fixed: VSS sounds were very loud to other players when heard from a great distance
  • Fixed: Flashbang grenades weren't flashing the players' screens at night
  • Fixed: Grenades did not affect players from within a fireplace
  • Fixed: An animation glitch causing the player character to collapse into a ball
  • Fixed: A burlap sack on the head would not hide other head-wear
  • Fixed: It was not possible to manipulate with a restrained players inventory
  • Fixed: Items looted from incapacitated players got returned to their former inventory on quick bar use
  • Fixed: A client error when placing a spotlight on a scaffolding
  • Fixed: Barrel bottom clipped through the ground it was standing on
  • Fixed: It was possible to wear the great helmet with other headgear
  • Fixed: It was challenging to open and close vehicle doors in 3rd person
  • Fixed: Cancelling the resuscitation action could create invisible weapons
  • Fixed: A client error when switching two-handed ranged weapons
  • Fixed: Motor starting sound of the Gunter 2 would not play
  • Fixed: An exploit to stack containers into each other indefinitely
  • Fixed: The logout menu did not hide when cancelled
  • Fixed: De-synchronized rotation of flashlights after dropping them
  • Fixed: Corrected the direction of the fuel station explosion and the following smoke
  • Fixed: Rear lights on vehicles did not switch off when the engine was switched off
  • Fixed: Gas lamps and gas stoves were making undesired sounds when they were put inside a cargo
  • Fixed: Missing unpinning sounds for grenades
  • Fixed: Car headlights not changing their material when being switched off
  • Fixed: Car headlight lights did not change when the head-bulbs were destroyed
  • Fixed: Multiple head clipping issues
  • Fixed: Grenades did not explode after shooting them
  • Fixed: Belts with attachments could be put into cargo
  • Fixed: Activating the Steam Overlay with Ctrl+Tab could cause a stuck Ctrl key
  • Fixed: Issue when a player was killed while switching between seats in a vehicle
  • Fixed: Redundant animation was played while entering cars
  • Fixed: Stamina handling while sprinting
  • Fixed: Amount of bullets in a magazine is still shown after swapping it with the Handheld Transceiver (
  • Fixed: 3rd person camera collision during leaning
  • Fixed: Unable to turn on the Field Transceiver after throwing/dropping it.
  • Fixed: When (un-)chambering certain rifles, the ammunition would disappear.
  • Fixed: A server crash related to electrical systems
  • Fixed: Item got stuck in the hand slot if changed with a smaller item
  • Fixed: Random amount of water in canteens
  • Fixed: Body parts were not rendered from a certain distance
  • Fixed: Infected are now chasing only non-dynamic targets
  • Fixed: Stuck hand-slot with tents
  • Fixed: Cholera only triggered vomiting once per session
  • Fixed: A client crash when adding a pot with boiling water to your inventory
  • Fixed: Weapons dropped from killed players hands would become ruined
  • Fixed: Infinite bleeding from corpses
  • Fixed: Player was mumbling after respawning, if gagged before dying
  • Fixed: It was not possible to equip bandanas as clothing
  • Fixed: Exploit for continuous night vision
  • Fixed: A server crash caused by repeated throwing
  • Fixed: An animation issue when carrying the sea chest or metal plate while crouched
  • Fixed: Audio of distant gunshots could be delayed or merged


  • Tweaked: Despawn time for dead bodies and animals increased
  • Changed: Updated credits to reflect the recent changes
  • Changed: The saline bag is faster to apply and now increases the blood replenishment (visualized through the medication (pill) indicator).
  • Changed: Giving the wrong type of blood can now cause the character to go unconscious and trigger a hemolytic transfusion reaction
  • Changed: The hemolytic transfusion reaction is faster and more severe
  • Changed: The item rotation is now considered when looking for an inventory position
  • Changed: Sights misalignment configured for weapons and their attachments
  • Changed: Ambient loot can now also spawn in "rotten" and "dried" states
  • Changed: Randomizing fruit and mushroom spawning
  • Changed: All restraining items now receive a certain amount of damage when removed from hands, even without a tool
  • Changed: Car crashes now decrease the player's health
  • Tweaked: Bullet damage is reduced with longer bullet travel time
  • Tweaked: Lowered regeneration rate of the character health
  • Tweaked: Adjusted the injured stance thresholds to allow more mobility at lower character health values
  • Tweaked: Increased the amount of blood loss from bleeding sources
  • Tweaked: Quantity in UI is now hidden for the Saline Bag, IV Saline Bag, Epinephrine and Morphine (single-use items)
  • Tweaked: Reduced damage and shock value received from infected
  • Tweaked: Slightly increased chance for a bleeding source from an infected attack
  • Tweaked: Fist-attacks now cause less health damage and shock.
  • Tweaked: Drinking from wells and ponds should no longer get the player replenished so fast
  • Tweaked: Global lighting config tweaks (overall brightness during day, less prominent shadows during clear days, less blue in shadows)
  • Tweaked: Interiors for certain bunkers and the control tower
  • Tweaked: Increased chances of low-tier pistols to spawn with weapon attachments
  • Tweaked: Spawning of LAR attachments and VSD parts attached at spawn
  • Tweaked: Volume for falling tree and bush sounds
  • Tweaked: Throwing animations
  • Tweaked: Non-absorbing items don't get wet any more
  • Tweaked: Added rotation to normal map particles
  • Tweaked: Slightly prolonged the range of car headlights illumination
  • Tweaked: Growing a beard now takes 4x as long as before
  • Tweaked: Melee impact particle effects are now rotated randomly, not always up any more
  • Tweaked: Refueling a power generator does not require precise looking at its fuel tank
  • Tweaked: Prolonged the action of shaving to make it fit the animation itself
  • Tweaked: Parameters of the rear lights of the Olga 24
  • Tweaked: Reverse light fades out quickly now
  • Tweaked: Player landing sounds are now quieter
  • Tweaked: Drastically reduced unarmed attack damage to worn clothing
  • Tweaked: Removed the crafting attachments from the barrel
  • Tweaked: The Leather Sewing Kit can no longer be used for treating injuries
  • Tweaked: Treating injuries using the Sewing Kit now takes 20% instead of 1% of the item's quantity
  • Tweaked: Spawn orientation of the Gunter 2 parts
  • Tweaked: Salmonella (lowered the stomach volume threshold for vomiting, increased the vomiting chance, added removal of water and energy when vomiting)
  • Tweaked: Cholera (over-time water drain added, lowered the stomach volume threshold for vomiting, increased chances of vomiting, added water and energy removal when vomiting)
  • Tweaked: Eating a multivitamin pill now shows a UI notifier (pill icon)
  • Tweaked: Fresh spawn player loadout (road flare switched for chemlight of random color)
  • Tweaked: Increased blood loss from bleeding sources
  • Tweaked: Bandaging using a rag or bandana no longer causes the wound infection, because wound infection had no effect on player characters
  • Tweaked: All pants can be wrung out now


  • Added: Curl context API
  • Added: A script callback Object::OnPhysicsCreate
  • Added: A model (p3d) property "canClimb" to enable climbing the model (default is 1, 0 is disabled).
  • Added: Way to detect night using GetGame().GetWorld().IsNight() (returns true when the sun is below the horizon)
  • Added: Retexturing selections for the LAR
  • Added: Retexturing selections for the wooden crate
  • Added: Possibility to disable the enlargement of the  inventory bbox view via a new config parameter "enlargeInventoryView"
  • Changed: HumanCommandMelee::IsOnBack and HumanCommandMelee2::IsOnBack (preferred) are now accessible from the script API
  • Tweaked: Default food poison and salmonella agents added to the meat stages (burned=food poison, rotten=salmonella+food poison, raw=salmonella) and guts (salmonella)
  • Fixed: GetStomachVolume() on PlayerStomach was not reset when ClearContents() was called
  • Fixed: A null pointer in 'SlotToAnimType'
  • Optimized: Command start/finish events


  • Added: Priority queuing[] for the login queue
  • Fixed: Server config related issues weren't logged in the rpt and crash files
  • Fixed: A crash occurring when an infected was updated without a valid network object
  • Fixed: A server crash caused by a player disconnecting after an item was thrown
  • Fixed: A server error caused by a player committing suicide being simultaneously killed by another player
  • Fixed: A server error when entering and exiting vehicles
  • Fixed: A server error when starting a vehicle
  • Fixed: A server error when a player touched a barbed wire


  • Changed: Launching Survivor GameZ now ignores the startup parameters that could prevent from joining a game
  • Changed: "Play DayZ Experimental" on Steam now starts the DayZ Launcher by default


  • Certain player models don't have textures in their decayed status
  • The PAS radio is not visible in the inventory UI
  • Wolves can hit a player inside cars through closed doors
  • Cholera modifier might not disappear until relog
Status Report - July 2019 Tue, 16 Jul 2019 13:49 CEST

Dear Survivors!

DayZ is now out on all the major platforms – PC, Xbox, and PS4.

You've probably seen team changes on social networks and are wondering: what's next? Of course, that's only natural, and today we would like to talk about the current issues, the expectations set by both the DayZ Mod and 0.62, and the future of the game.

The console updates will always happen after the PC updates – within 3 to 4 weeks of each other. The main reason for this lies with the specifics related to the console submission and review process. It takes 3-7 days for a submitted game to go through review. If it is decided that the build is good to publish, it takes 3 more days to roll the update out to the public. However, if there are any issues flagged as a must-fix by Sony or Microsoft (even ones that could be fixed in an hour), the whole process has to start again.

Because this review process can take so long, we use the readily available PC platform to try new versions early – to check if there are any significant issues we missed (as you know, it happens). This PC testing lets us deliver the console update in a more reliable state and minimizes the chance of re-sending builds for review.

A quick 1.04 update: we will carry out a complete server and character wipe, and will introduce private servers. Also, this update will address some of the current most troublesome issues in the game – duping, server hopping, and frame rates.

Past, Present, and Future 
Parity with 0.62 and the DayZ Mod – full parity isn't possible because of the engine specifics. While features from 5 years ago are exciting, we want to remind you: most of the features didn't really work properly back then, and this is why it wasn't a final game.

You might question the necessity of a new engine, but for those who took a long break from the game, it's plain to see just how much of a difference it has made. DayZ runs a lot smoother on the new engine. Although it might be hard to notice the change when you play daily, taking a step back should help to highlight many of the improvements that have been made during development. And these improvements are strengthening the game every day. We see it through the steadily increasing player count (even on PC) since March 2019 (public data is here[]). We see it in Twitch statistics – with more channels streaming the game and more people watching (link to Twitch stats[]). It might be a far cry away from the numbers of 2013, but for an almost 6-year-old game, it's pretty good! Of course, we will continue to work on DayZ to make everyone's experience better.

Let's take a more detailed look at the game and its future:
  • Advanced health system – We improved it in 1.04 and will continue the balancing. However, at this time we will not commit to implementing complex medical/injury gameplay – while this is desired by many hardcore players, we are still struggling to fully explain the complexity of the existing system to the majority of players. Moving forward, we are working on a nice balance between authenticity and accessibility.
  • New content (guns, cars, etc.) – As you know, we have already added some of these. More will follow, but keep in mind that it will depend on how quickly we can achieve this year's goals.
  • Modding support – We will improve the user experience for both modders and players. For example, we will soon bring animation tool support.
  • Stable base building – A large part of this is the matter of balancing, and it's one of our key objectives for the year.
Our focus for DayZ for the rest of 2019 will be: bug fixing, stabilizing, balancing, and modding support.

We also plan to release an official DLC this year (keep your eyes open, and follow us on social media for updates). Additionally, we are currently experimenting with Survivor GameZ (a mod and popular tournament from the past), and will possibly bring this to DayZ as an additional game mode.

About people
It's normal – especially in this industry – to move on after working on a particular project for several years. And after major releases are done is the most likely time to do so. With DayZ, it's no different, and after releasing 1.0 on PC and console, some people are moving onto other projects internally, or leaving the company. It should go without saying that no matter what, these people will always be in the hearts of the DayZ team.

While these are by no means the only team changes, we wanted to at least address the public faces of the game who are leaving:
  • Peter, Lead Designer, who led the design direction of DayZ through many tough years.
  • Eugen, Project Lead, will always be loved for his honesty and open ears to both players and developers.
  • Martin, Brand Manager, is in our hearts for his effort to finally bring DayZ successfully to players on Xbox and PlayStation.
  • Baty, Community Manager, loved for all the personal care for our community and interactions with our player base.
Everyone who worked on DayZ not only has a great line in their portfolio, but the tremendous support of both us and the community behind them, and we wish them all the success in the world. Press F to pay respects.
PC Stable Update 1.04 Wed, 26 Jun 2019 19:04 CEST

Hello Survivors!

The fourth Platform Update of DayZ on PC is now live (both the client and server files). DayZ 1.04 brings you an expansion on the disease system and gives purpose to several medical items. On the combat side, we've added two new assault rifles from the trusty KA family and an arsenal of grenades as survivors discover their ability to throw items. However the infected have upgraded as well!

Get all the details and full patch notes below!

New Weapons

The KA-74 is a selective-fire assault rifle, fed from a detachable magazine. It was introduced in the 1970s, as the replacement of the KA-M with compatible attachments. It uses 5.45x39mm rounds.


The KA-101 is a selective-fire assault rifle, fed from a detachable magazine. This is an export version of the modernized KA-74M with compatible attachments. It uses 5.56x45mm rounds.

New & improved weapon attachments
  • Regular and tracer variants of the 5.45x39mm ammunition
  • P1-87-L Scope
  • Infected can now spawn with headgear and other attachments

  • Players can now throw items (hold 'G' to activate throwing stance)

  • Independent shoulders allow you to carry two melee weapons or firearms

Medical Additions
  • Fever
  • Effects and balancing for Epinephrine, Codeine Pills, Morphine, and Charcoal Tablets
  • Shoes gradually wear off while using
  • Check Pulse action now displays blood pressure and pulse type if irregular
  • Server Admins: Please read the changes on the player spawn points in the "Server" section below to avoid complications!
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.[], DayZ F.A.Q.[], or BattlEye F.A.Q.[]
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker[].


  • Added: New Steam Experimental apps
  • Added: KA-74 with attachments
  • Added: KA-101 with attachments
  • Added: P1-87-L Scope
  • Added: 5.45x39mm ammunition
  • Added: 5.45x39mm tracer ammunition
  • Added: Overlay icons to differentiate ammunition variants
  • Added: Music in the Main Menu
  • Added: Independent shoulders (possibility to carry two ranged/melee weapons at the same time)
  • Added: Magazine auto-refill by holding 'R'
  • Added: Throwing (hold 'G' to activate throwing stance)
  • Added: Grenades (EGD-5 and 6-M7 frag grenades, 1-M8 and EGD-2 smoke grenades, 8-M4 Flashbang)
  • Added: Grenades can be attached to selected vests
  • Added: Handheld Transceiver can be attached to Courier Bag
  • Added: Mod presentation in the Main Menu (documentation[])
  • Added: In-game hints in the Pause Menu
  • Added: Vomit emote/gesture
  • Added: Mitigation of so-called server hopping on public hives (when a player changes server, a hopping spawn point is used instead of the last log off position)
  • Added: Support for multiple sets of player spawn points (only for public hives, currently fresh and hop sets available)
  • Added: Fever now causes water loss
  • Added: Epinephrine restores the patients' stamina to the max value
  • Added: Codeine Pills mitigates the patients' injured state for a limited time
  • Added: Morphine suppresses the patients' injured state for a limited time
  • Added: Charcoal Tablets can eliminate Salmonella bacteria
  • Added: Shoes gradually wear off while using
  • Added: Check Pulse action now displays the blood pressure and pulse type if irregular
  • Added: Infected can be spawned with headgear, vests, and backpacks
  • Added: Positional rain sounds for the Coal Plant
  • Added: Character sounds for male characters wearing a gag
  • Added: Flare effect around the Road Flare
  • Added: Stamina is depleted if a player is hit by a Flashbang
  • Added: Player can hear his voice when talking through a megaphone, PAS (when receiver is nearby) or transmitter (when more than one on the same frequency nearby)
  • Fixed: Inventory was closed if another player performed the restrain action (T140237)
  • Fixed: AI could teleport, visually appear where it was not positioned or be positioned at roofs (T139728)
  • Fixed: AI herds were not releasing the territory after the last member of the herd died (could prevent AI herds from re-spawning on smaller terrains with a lower number of territories)
  • Fixed: Incorrect visual state of the speedometer
  • Fixed: Character will not fold the map while in prone and becomes stuck
  • Fixed: Liquid contents of the barrel do not persist upon server restart (T139791)
  • Fixed: Ruined weapons could twitch while trying to look through optics
  • Fixed: Character started to float in some sections of small rivers (T140952)
  • Fixed: Influenza did not cause the blur effect
  • Fixed: Texture filtering option in graphics settings was not working correctly
  • Fixed: Many fixes and improvements to the ChernarusPlus terrain
  • Fixed: DayZ local application data folder was not properly deleted via DayZUninstaller
  • Fixed: Punching walls was emitting unsuitable bullet impact particles
  • Fixed: Spotlight had a hole where the reflector part should be
  • Fixed: Switch ON/OFF actions sometimes not being available on Spotlight after a server restart
  • Fixed: Personal light created an undesired reflection if another source of light was nearby (it was mostly visible as a blue shine on cars)
  • Fixed: Opening/Closing of car doors was missing sounds
  • Fixed: Character stamina did not replenish correctly when reduced by the gear (T139932)
  • Fixed: Action to eat pumpkin slices was missing (T139428)
  • Fixed: Missing footsteps sound while strafing with a heavy item in hands (T139604)
  • Fixed: Incorrect item weight upon adding attachments on specific items (T139773)
  • Fixed: Gas Stations can be blown up again
  • Fixed: Corrected material on the rear lights of the Olga
  • Fixed: Corrected the left headlight position on the Gunter 2
  • Fixed: Incorrect rotation of the remaining headlight of a car when one was detached
  • Fixed: Infected attacked players inside a closed Gunter
  • Fixed: Combination locks couldn't be opened upon server restart
  • Fixed: Client error in the main menu
  • Fixed: In-game HUD could disappear while typing in the chat
  • Tweaked: The headlights on cars now switch to left/right/center depending on the attached headlight bulbs' state
  • Tweaked: Cars now have functional rear lights
  • Tweaked: Reversing with a car now subtly illuminates the area behind it, allowing drivers to see there at night
  • Tweaked: The player stomach is now item/liquid-type based instead of nutritional-component-breakdown based
  • Tweaked: The connection timer is now up to 95 seconds in case of rapid server hopping. In connection to this change, the previous database locks have been removed.
  • Tweaked: Player spawn logic for avoiding water surfaces
  • Tweaked: Gunshot sounds are audible up to 3.5 km
  • Tweaked: Vehicles HUD
  • Tweaked: Improved plaster and concrete impact particle effects
  • Tweaked: Bullet impact effects are scaled by impact force much more visible now
  • Tweaked: The Portable Gas Lamp now burns 10x longer (~55 minutes with the smallest container, ~133 with the largest one)
  • Tweaked: Optimized muzzle flash particles for CR-61, FX-45, CR-75, IJ-70
  • Tweaked: Burning light sources now subtly flicker
  • Tweaked: Shadows from burning light sources subtly move
  • Tweaked: Smoke/Steam particles on weapons
  • Tweaked: character position is changed after a server change to mitigate server hopping
  • Added: -serverMod= executable launch parameter to define server-only mods
  • Added: Default Central Economy for ChernarusPlus moved to a PBO file (worlds_chernarusplus_ce.pbo)
  • Added: Possibility to override any file from the Central Economy files in the mission folder
  • Added: New V3 signature verification
  • Changed: verifySignatures= server configuration parameter now properly verifies mod addons (equalModRequired is deprecated)
  • Changed: AI territories are defined in the default Central Economy files (xml) and can be overridden in the mission (world AI addon and config territory definition has been deprecated)
  • Changed: Updated values and format of player spawn points (mandatory change, see CfgPlayerSpawnPoints.xml in dayzOffline.chernarusplus) - If this change isn't reflected in the configuration, respawned and new players could spawn in the ocean!
  • Added: object::enabledynamicccd for enabling continuous collision detection on dynamic objects
  • Added: New function GetHiddenSelectionsTextures()
  • Added: New function GetHiddenSelectionsMaterials()
  • Added: Private members are now moddable (documentation[])
  • Added: ScriptedLightsBase -> SetFlickerSpeed(...), SetFlickerAmplitude(...), SetDancingShadowsMovementSpeed(...), SetDancingShadowsAmplitude()& their Get...() functions. See FireplaceLight.c for an example.
  • Added: Ability to define default Central Economy files (mission xml files) for any terrain from the game config (ceFiles parameter in the world class)
  • Changed: Several constants moved to a class, allowing them to be modded (stamina, environment, damage/wetness states...)
  • Changed: MakeDirectory() script function enabled
  • Changed: Removed the script file writing limits
  • Changed: Lights on vehicles were refactored, only scripted lights are being used now.
  • Changed: The secondary spawner (dynamic event configuration) is now an element (was previously an item).
  • Fixed: Modded StringTables now work additively instead of overwriting the original table (! Do note that this will likely break current mods which are modifying stringtable) (T136999)
  • Fixed: Character orientation when linked onto another entity
  • Fixed: Camera collision when a player is attached on another entity
  • Fixed: Ladder command when a player is attached on another entity
  • Fixed: Animated static physics after transformation change
  • Tweaked: Renamed method GetTesting() to GetCEApi()
PC Stable Update 1.03 Wed, 15 May 2019 13:38 CEST
We have just released the third Platform Update of DayZ on Steam (both the game update and server files update). The 1.03 update features new ways to use your firearms, along with several quality of life improvements and some nice tacticool touches like the ability to attach the NVGs and the Universal Flashlight to your Tactical Helmet, or two brand new belt models!

Get all the details and full patch notes below!

Gunter 2
The Gunter 2 is a small first generation family hatchback with front wheel drive.

Selective-fire, integrally suppressed marksmen rifle, fed from a detachable magazine. Compatible with KA scopes, using 9x39mm rounds.

New & improved weapon attachments
  • Regular and armour-piercing 9x39mm ammunition for the VSS
  • Tracer variants for 5.56x45, 7.62x39, 7.62x54R and .308WIN
  • Baraka sights
  • Backup Iron Sights (BUIS)
  • PSO-1-1 Scope, designed for the VSS rifle
  • Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66
Combat features
  • Melee attack with firearms, knocking enemies back

  • Ability to break open locked doors with force
  • The universal light and the new night vision goggles can be attached to the Tactical Helmet

  • Chemlights and the Handheld Transceiver can now be attached to most backpack stripes
  • New belt, able to carry a knife sheath, gun holster, and canteen.
  • Ability to rotate items in inventory
  • Quick bar working in the inventory
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.[]DayZ F.A.Q.[], or BattlEye F.A.Q.[]
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker[].
  • Added: Chinese localisation
  • Added: Switch on/off for walk modifier ('CTRL' by default)
  • Added: Separated hold breath and walk inputs (both 'CTRL' by default)
  • Added: Erect, crouch and prone inputs (no binds by default)
  • Added: Turn on/off headlight/night vision goggles ('L' press/hold by default)
  • Added: Possibility to change the orientation of items in the inventory (press 'SPACE' while dragging item)     
  • Added: New vehicle Gunter 2 with its attachments 
  • Added: VSS rifle with its attachments
  • Added: 9x39 ammunition
  • Added: 9x39 armor-piercing ammunition
  • Added: Tracer ammunition (5.56x45, 7.62x39, 7.62x54R, .308WIN)
  • Added: Night Vision Goggles (NVG)
  • Added: NVG head strap
  • Added: NVG can be attached to Tactical Helmet (hold 'L' to switch on/off)
  • Added: Universal Flashlight can be attached to Tactical Helmet (press 'L' to switch on/off)
  • Added: Baraka sights
  • Added: Backup Iron Sights (BUIS)
  • Added: PSO-1-1 Scope, designed for the VSS rifle
  • Added: Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66
  • Added: Firearms Melee Attacks with pistols, buttstocks, and bayonets
  • Added: Hand Saw
  • Added: 4-dial Combination Lock
  • Added: Strawberry Jam
  • Added: Handheld Transceiver and Glow Stick attachments on backpacks
  • Added: Separated erect, crouch and prone inputs
  • Added: Quickbar working in the inventory
  • Added: "You are here" marker on each tourist trail map stand
  • Added: Instead of press, some actions are now triggered by holding 'F' button for a continuous action
  • Added: New optional server.cfg parameter - disablePersonalLight = true/false; which toggles personal light on all connected clients
  • Added: Quantity bar for energy based items and fireplace
  • Added: New 'swayModifier' config param for weapons and their attachment
  • Added: Milliseconds to client/server rpt files
  • Added: check to prevent invalid requests from clients (inventory optimization)
  • Added: Possibility to execute different types of melee hits (expanded melee command to execute stationary melee animations)
  • Added: Character statistics into the main menu
  • Added: Baseball/nailed bat
  • Added: Drop and pickup sound for scopes
  • Added: Sounds for death animations
  • Added: Sounds for suicide animations
  • Added: Lock/unlock sound for doors
  • Added: Sounds for prone animation with a rifle in hands
  • Added: One male and one female character sound set
  • Added: Different character sounds when wearing certain headgear (e.g Combat Gas Mask, Motorbike Helmet)
  • Added: Belts (Military and Civilian version) with attachments.
  • Added: Wooden Crate (crafted).

  • Added: Hair hiding mechanism to avoid hair clipping.

  • Fixed: Server crash when planting seed into a watered garden plot (T138343)
  • Fixed: Server error when crafting torch (T136903)
  • Fixed: Building position updated after the first open/close door action (T137749)
  • Fixed: Issue with flickering lights when there were more than 6 lights in render view (now sorted based on the distance) (T136038)
  • Fixed: Transition between close and distant light is now instant (without dark gap in-between)
  • Fixed: Jammed weapons make shooting sounds for other players
  • Fixed: A crash when looking at the outside terrain from the close-up at certain terrain configurations
  • Fixed: Sea outside of the terrain borders was not rendered when enableTerrainSynth was set to false
  • Fixed: Black dots on a single wooden plank model
  • Fixed: Incorrect visuals for Patrol Pants in 1st resolution LOD
  • Fixed: ClockHour and clockMinute animation sources now synchronize with the accelerated time
  • Fixed: Breath vapour should now properly handle temperatures lower than its lower range threshold
  • Fixed: Torch displaying "pieces" as quantity
  • Fixed: A dropped Road flare now points forward, not always north
  • Fixed: A dropped Flash light now points forward, not sideways
  • Fixed: Universal Light and Pistol Light now face forward when dropped, not sideways
  • Fixed: Corrected texts and animations for digging hidden stash
  • Fixed: Watering a garden slot had no progress bar
  • Fixed: Possible desync issues when using base building actions
  • Fixed: Torch did not update its quantity while not burning when rags were added to it
  • Fixed: Infected can attack player through tent walls
  • Fixed: Weapon fire mode is not saved upon relogging (T137708)
  • Fixed: Infected can hit player character through walls (T138230)
  • Fixed: Equipment window gets cut off on specific resolutions (T128448)
  • Fixed: Loot in infected corpses spawns after a while (T133245)
  • Fixed: Drinking gasoline does not harm your character (T117406)
  • Fixed: Character doesn't go to the crouch position when lying on the back and moving (T138970)
  • Fixed: Lens flares are visible when unconscious
  • Fixed: Server crashed when a session was terminated
  • Fixed: Car/Truck battery was invisible when attached to Battery Charger
  • Fixed: Boxed Headlight Bulb could not be opened
  • Fixed: Player could not drink from pumps with item in hands
  • Fixed: NBC Gloves typo
  • Fixed: Input configuration compatibility problems that would result in the character being stuck in crouch, issues with leaning and holding breath
  • Fixed: Issue in vehicle physics regarding in them appearing twitchy to nearby clients
  • Fixed: Server error while drinking from a well.
  • Fixed: Drinking from wells/pumps with an item in hands.
  • Fixed: Quickbar not being visible despite it being on in HUD settings.
  • Fixed: Items could be rotated even when they were not being dragged.
  • Fixed: Buried containers were unable to dig up.
  • Fixed: Inventory could not be scrolled all the way down.
  • Fixed: Weapon swap animations were not played when switched via Quickbar.
  • Fixed: Weapon dropped by restrained player was unusable.
  • Fixed: Player was not able to type into the chat bar.
  • Fixed: Melee with a one-handed item pushed character forward - allowing to look through walls.

  • Changed: Limit of dynamic lights in render view has been increased to 16
  • Changed: Many fixes and tweaks to the Chernarusplus terrain
  • Tweaked: Ladders on deer stands should be easier to get on
  • Removed: airtemperaturecheck() function removed and its functionality moved to a new modifier breathvapourmdfr.c
  • Changed: Config parameter recoilModifier[2] now used to modify cam offset
  • Tweaked: Minor improvements for the fireplaces
  • Tweaked: Minor improvements for the radial menu
  • Tweaked: Improved Road flare particles
  • Tweaked: Torch no longer illuminates the world during daytime any more
  • Tweaked: Muzzle flash illumination range at night increased from 5m to 15m
  • Tweaked: Improved variability of the muzzle flash particle for the VSD and LAR rifles
  • Tweaked: Improved visibility of the blood splatter particle
  • Tweaked: Smoke particles on weapons
  • Tweaked: Decreased lethal radius of the landmines
  • Changed: Melee refactor
    • targeting related changes, locking of aim when the attack is committed (turning while attacking is not possible now)
    • damaging of vehicles/doors
  • Changed: Extended checking of client-server inventory requests (inventory optimization)
  • Changed: Read and check of file signatures moved to different thread so it won't block the main thread
  • Changed: Checking client signatures on the server is done in multiple frames
  • Changed: Possibility to render proxy objects on creatures
  • Changed: Unified unlocking behaviour for house doors (using Lock pick or brute force)
  • Tweaked: Death darkening not playing when already unconscious
  • Tweaked: Inventory improvements to correctly display more items in the vicinity
  • Tweaked: Inventory icons for bladed weapons, food and drinks
  • Tweaked: Projectiles damage
  • Tweaked: Bleeding sound
  • Tweaked: Distance attenuation for weapons reloads
  • Tweaked: Land Mine activation/explosion sounds
  • Changed: Jumping is disabled when a player is significantly injured
  • Changed: Separated hold breath and walk inputs
  • Tweaked: Disabled locking of aim while the melee attack is committed.
  • Tweaked: Character statistics in the main menu
  • Tweaked: Melee damage
  • Tweaked: Melee armour

  • Fixed: Cast warning spam caused by a modded playerbase class
  • Changed: Greatly optimized RecipeChache, now built automatically on startup (mods no longer require to rebuild it when adding custom recipes)
  • Changed: Loading unpacked mods using -mod= parameter (both game and workbench) no longer requires deprecated mod.cpp, now reads from CfgMods class in config.cpp
  • Added: '-gproj custom.gproj' parameter to workbench for custom selection of gproj files.
  • Changed: Constants are now moddable through modded class[]
  • Fixed: FPrint crash when writing extremely large strings to file
  • Changed: Increased max file size limit for script created files to 50MB
  • Added: Despawn times for dead bodies of players, infected and animals can now be assigned separately (CleanupLifetimeDeadPlayer / CleanupLifetimeDeadInfected / CleanupLifetimeDeadAnimal for globals.xml)
  • Added: Energy Manager - new config parameter convertEnergyToQuantity = true;
  • Added: New script events OnQuantityChanged() & OnAttachmentQuantityChanged(ItemBase item)
  • Added: Human::LinkToLocalSpaceOf & Human::UnlinkFromLocalSpace for character link to different entities
  • Changed: Rework of user action inputs, bringing support to add inputs for user actions and modify input behavior.
  • Changed: Rework of user actions initialization. Set actions have been moved from config to script. The use of multiple mods is now supported by the action system. Reduced number of steps for creating new user actions.
  • Tweaked: User actions selection process and conditions check optimizations
PC Stable Update 1.02 Wed, 03 Apr 2019 17:25 CEST

Hello Survivors! 

The second Platform Update of DayZ is out on Steam (both the game update and server files update). Along with many quality of live improvements, fixes and tweaks, it reintroduces two .308 caliber weapons and what's arguably the most luxurious transport option the post-apocalyptic Chernarus offers: the mighty Olga 24 sedan.

While the 1.02 update does not have a strict theme, a lot of work has been done to streamline the inventory design and functionality (yes, you can move with your inventory open again!). The game design team also put emphasis on promoting stealth gameplay when dealing with the infected, and also went through a couple of iterations on the night time experience. Get all the details and full patchnotes below!

New vehicle
Olga 24
Once a high end, "Executive" level car, the Olga 24 is a four-door Sedan easily able to reach top speeds on the Chernarussian roads.

New Firearms
The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 caliber bullets.

M70 Tundra
The M70 Tundra is a bolt-action hunting rifle using .308 caliber ammunition.

New & improved weapon attachments
  • Usable backup iron sight of the ATOG
  • Compensator for the Mosin 91/30
  • Mini Sight (small red dot)
  • RVN sight
  • Individual zeroing of iron sight and telescopic sight for compatible items

  • Holster and pouch for the plate carrier vest
  • Assault vest and its butt-pack

  • Ability to move slowly while displaying the inventory
  • Better visualisation of the inventory content
  • Proper scaling of items in the hands slot
  • Ability to have containers as an attachment (e.g. pouch on a plate carrier)
  • Various icons and visuals
  • Ability to reorder the inventory containers
  • Possibility to kill an infected in melee hit (e.g. with an axe), from the back
  • Changes to night lighting
  • New Noise indicator to encourage stealthy gameplay
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.[]DayZ F.A.Q.[], or BattlEye F.A.Q.[]
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker[].
  • Added: OLGA 24 with attachments
  • Added: LAR with attachments
  • Added: M70 Tundra
  • Added: .308 WIN ammunition
  • Added: Assault vest
  • Added: Utility buttpack
  • Added: Plate carrier holster and pouches
  • Added: Mini red dot and RVN sights
  • Added: Mini red dot sights now compatible with CR-75 and BK-133 as well
  • Added: Functional back iron sights on ATOG optics
  • Added: Toggle iron sights/scope aim by pressing RMB
  • Added: Precise weapon lifting by weapon length
  • Added: HUD noise indicator
  • Added: Improved inventory icons rendering
  • Added: Inventory icons dynamic scaling
  • Added: Ability to one hit kill infected from behind with selected items
  • Added: Particle effects visible on the inventory player character
  • Added: Inventory character has items in hands
  • Added: Ability to walk (but not jog or sprint) while inventory is open
  • Added: Quick add to quickbar by hovering and pressing a number key
  • Added: Highlighting to hovered items in inventory
  • Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source)
  • Added: Mosin 91/30 compensator
  • Added: Independent firearm zeroing for iron sights and scopes
  • Added: Option to change the order of inventory cargo containers
  • Added: Hand cramp for brain disease
  • Added: Injury animation is visible in inventory view
  • Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout)
  • Added: Footsteps sounds for movement inside tents
  • Added: Footsteps scuff sounds for grass surface
  • Added: Sounds for lock/unlock doors action
  • Added: Sounds for combination locks
  • Added: Sound animation events for heavy hit animations
  • Added: New set of sounds for male infected
  • Added: Sounds for hot and freezing character animation
  • Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest)
  • Added: Sounds for pick up and drop action for various items
  • Added: Position dispersion when infected cannot see the target, but can hear it
  • Added: Expanded admin log[] (detailed hit messages, placement & base building action logging, player list printout)
  • Added: Muzzle flash effect for Mosin compensator
  • Fixed: Client crashes when attempting to connect to the server through launch parameter on Windows 7
  • Fixed: Server crash caused by in-game actions
  • Fixed: Server/client errors upon loading weapon
  • Fixed: Client error when equipping bandana
  • Fixed: Server error when manipulating vehicles parts
  • Fixed: Client error when manipulating barrel
  • Fixed: Client error when manipulating radios
  • Fixed: Client error when manipulating dead infected
  • Fixed: Client error when removing wooden logs from fence or watchtower
  • Fixed: Client error when disconnecting near a radio control panel
  • Fixed: Client error when removing rag from the mouth
  • Fixed: Client error when attaching combination locks
  • Fixed: Client error when committing suicide with weapon
  • Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, )
  • Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts)
  • Fixed: Blending of textures on Skybox (previously causing sudden flashes)
  • Fixed: Weak dynamic lights during dusk and dawn
  • Fixed: An issue where the majority of the character clothing was rendered in lower resolution than the game was running at
  • Fixed: Items can be picked up through walls (T137847)
  • Fixed: Texture artefacts on the crosshair
  • Fixed: Player can skip vomiting by staying crouched
  • Fixed: Player can skip vomiting by jumping
  • Fixed: Salute gesture keeps items in hand
  • Fixed: BK-133 does not change textures according to damage states
  • Fixed: Speed of inventory scrolling
  • Fixed: FPS drop when dismantling/destroying base building parts
  • Fixed: Barbed wire attached to fence will now move properly when opening gate
  • Fixed: Player does not get proper damage while standing in flames
  • Fixed: Driving over a character with a vehicle does not inflict damage
  • Fixed: Player receives damage from a vehicle while standing close to it
  • Fixed: Some gestures with weapons make arms twitch
  • Fixed: Infected do not inflict any damage to animals
  • Fixed: Player becomes deformed for others while sitting in a car
  • Fixed: Windows cannot be destroyed for some of the vehicles
  • Fixed: Splitting/combining rags will overlay another item in the inventory
  • Fixed: Items can get stacked incorrectly in one slot on top of each other (T136643)
  • Fixed: Items can be put in hands via inventory while sitting in a vehicle
  • Fixed: Projectile impacts do not alert infected
  • Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679)
  • Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205)
  • Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639)
  • Fixed: Switching seat while driving will result in a silent vehicle (T137285)
  • Fixed: Item size changes visually for wielded item when logging off (T136822)
  • Fixed: Selecting survivor in the main menu and pressing play opens old server browser (T136726)
  • Fixed: Environmental damage is not logged correctly in server logs (T137257)
  • Fixed: Attacking infected clip through the player (T137370)
  • Fixed: Missing arrow mark on items with container or attachments (T137103)
  • Fixed: Offline missions cannot be launched on Windows 7 (T137264)
  • Fixed: Hunting scope allows looking through walls (T137033)
  • Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200)
  • Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent
  • Fixed: Barrel inventory is misplaced when several barrels are in one place
  • Fixed: Tent and barrel placement is restricted only to flat surfaces
  • Fixed: Weapons cannot be reloaded while lying on the back
  • Fixed: Restrained characters can play freezing animation
  • Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102)
  • Fixed: AIs might get stuck mid-air after being killed by vehicle
  • Fixed: Enduro helmet attachments are out of place in inventory
  • Fixed: Fitting of localized item names in tool-tips and headers
  • Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart
  • Fixed: Server crash upon respawn
  • Fixed: FX-45 was not functional
  • Fixed: Getting shot underwater put the character into falling animation
  • Fixed: Inventory, vicinity, and hands slots were overlapping with each other
  • Fixed: The first gunshot caused FPS drop
  • Fixed: Server VMEs related to the in-game map
  • Fixed: Character noise indicator not being present
  • Fixed: Attachment icon dragged from hands slot to an invalid slot disappears
  • Fixed: Character noise indicator not showing appropriate values
  • Fixed: Collisions of base building objects remaining after their parts have been detached
  • Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders
  • Fixed: When opening doors for the first time, the whole building model can move slightly
  • Fixed: Client error connected to player presence indicator
  • Fixed: It is no longer possible to attach the Hunting Scope to the BK-18
  • Fixed: A client-side crash connected to the base building feature
  • Fixed: Fence gate cannot be opened after server restart
  • Fixed: Fence can be walked through after server restart
  • Fixed: Backwards compatibility for mods using particle API from version 1.01 and older (GoreZ and such).
  • Fixed: Client error tied to base building
  • Fixed: Ruined tires now affect vehicle behaviour
  • Fixed: Fire geometry for offshore worker infected type
  • Fixed: Invisible dynamic events and custom objects
  • Fixed: Adjusted MRDS post-process on FX to make it more usable
  • Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass)
  • Fixed: Stacks of .308 Ammo spawning with 0 quantity
  • Fixed: The player now dies properly from hypothermia, preventing client errors and other issues
  • Fixed: Only one player in a VoN conversation can hear the others
  • Fixed: Vehicle radiator cannot be refilled until the car has been started
  • Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not
  • Fixed: Client error connected to using a water bottle on a fireplace
  • Fixed: Leaving ADS on weapon actions
  • Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. As part of this, SimulWeather and its related options were removed.
  • Changed: Improved the impact of dynamic lights on surfaces (including the roads)
  • Tweaked: Improved quickbar visuals and responsiveness
  • Tweaked: Minor tweaks to the global light config
  • Changed: Major cleanup of CfgWorlds config parameters (and related classes such as CfgSurfaces and Clutter)
  • Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights
  • Tweaked: Inventory blur intensity is now at half of the previous value
  • Tweaked: Inventory icons for firearms and their attachments
  • Tweaked: Item sizes for handguards and buttstocks
  • Tweaked: Inventory size of suppressors
  • Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged'
  • Tweaked: Damage system for ADA 4x4
  • Tweaked: Central economy (minor adjustments)
  • Changed: Item view bounding box enlargement when attachments are added
  • Changed: Improved behavior of all light sources (fade in / fade out effects and more)
  • Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark
  • Tweaked: Slightly darkened breath vapor particle to avoid glowing at night
  • Changed: Improved behavior of smoking chambers on all guns (smoke escapes only while the chamber is open)
  • Tweaked: Decreased intensity of all light sources during daytime
  • Changed: Reflector surface of all light sources now shines properly
  • Tweaked: Chemlight illumination radius increased
  • Changed: Torch is now always transformed to stick when its rags are removed from it
  • Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical)
  • Changed: Significantly improved quality of vehicle smoke particles during high speed
  • Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation)
  • Optimized: Physics rayRcast & Shapecast callbacks
  • Optimized: Possibility to enable multithreaded replication from server config using "multithreadedReplication" parameter
  • Optimized: Size of entity create network messages
  • Tweaked: In-game map behaviour
  • Changed: All particles are now preloaded during the game's initial loading
  • Changed: 'FullAuto' fire mode set as default mode on all relevant weapons
  • Tweaked: Sneak attack on the Infected now also works when hitting the torso
  • Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night
  • Tweaked: Blood and health regeneration slowed by roughly 1/3rd
  • Tweaked: Water and energy metabolism slowed down by approximately 1/5th
  • Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high
  • Tweaked: Chemlight illumination range lowered to 7.5 m
  • Changed: Updated tourist trail map model and textures
  • Changed: Lowered the Infected alertness caused by projectile impacts nearby
  • Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first)
  • Changed: Blood regeneration speed lowered
  • Changed: Amount of blood loss from hamolytic reaction raised
  • Changed: Lowered the illumination range of chemlight and the light around character at night
  • Tweaked: Lowered chance of jamming for pistols
  • Added: Script function for disabling flares on light entities
  • Added: Script function for setting the relative position of flare on light entities
  • Added: Particles that are attached on an object can now rotate independently from that object (this fixed unintended directional flame on burning torches, see Particle.PlayOnObject(...) function documentation)
  • Added: Script function PlayerPreviewWidget::GetDummyPlayer
  • Added: New method on particles: ScaleParticleParamFromOriginal(...)
  • Changed: Particle API was refactored. Function Play(...) was replaced by functions PlayInWorld(...) and PlayOnObject(...). Please update your scripts accordingly to prevent compilation errors.
  • Changed: Huge refactor of how scripted lights behave. Please start using this API instead of config Pilot Lights. (Check file ScriptedLightBase.c and see examples in Scripts4_WorldEntitiesScriptedLightBase)
  • Tweaked: Corrected name of config parameter 'slopeLimit' to 'slopeTolerance'
  • Removed: Obsolete/deprecated configuration parameters were removed.
  • Tweaked: Personal light access parameter (PlayerBaseClient.m_PersonalLight) changed from 'private' to 'protected' to allow modding
  • Individual melee hit registration issues against infected
  • Going unconscious with an open map can cause freezes
Community Spotlight - 22 February 2019 Fri, 22 Feb 2019 17:09 CET Hello Survivors,

There's been a lot of great stuff happening in the community and today's Community Spotlight is once again completely packed, so make yourselves a cup of tea, sit back and enjoy!

To kick things off, I have some interesting facts for you from our animation team. 

The animators have already made or started progress on 5660 animations for DayZ, and 4169 of those animations are currently being used in the game. And another interesting fact - the longest animation we have is shaving which clocks in at 400 frames, meaning it's just a little over 13 seconds long. Thank you Adam Oresten for this interesting info!

The Xbox community has a lot of questions and we decided to answer them in a live stream. We took the frequently asked questions and issues you've sent to us in theXbox Feedback Round - January 2019[] on our Forums and we were talking about them on the live stream. Check it out:
I can't forget to mention it was Valentine's Day. All of us get from our nice colleague Ket (who's taking care of all the crashes you send, and takes her lovely huskies[] to the office every day) a DayZ heart cookie.

But we get nice stories and wishes from you too.

Look at this cute picture. It's Valentine's gift from Kyla to her other half - a picture of them playing DayZ together for the first time. It's so romantic and it is cool to know you can find the love of your life in DayZ.

And thank you all for nice wishes and pictures. It warmed our hearts. <3


Yeah, we've had an annoying issue with persistence, and hopefully it is all gone right now (thank you devs so much!), many of you tried to help us to identify and resolve persistence problems, and among the most active reporters were the members of the community from the Village server who built a wall across the Chernarus to find out what breaks the persistence. In the end, it was a different issue, but we want to thank you for your passion for DayZ, we love you. Here's how was "The Great Wall of Persistence" built.

But the persistence issue didn't scare some people, and they continued with their bases without the fear of losing progress. Check out this massive base made by ElementFireClan:

Or this one made by judderman2005:


A Reddit user jude_ned made an interesting post for all of you guys in the DayZ community. He made a couple of Reddit threads on history, types and exciting facts about the weapons that you can find in-game. He already covered Mosin Nagant and SKS. It's a quality read, check it out:

Let's also check out some nice pictures from you.

This one looks like some surrealistic painting but it is, in fact, a Chernarus map! Don't ask me how it was made, I have no idea, but you can ask drumfish who posted it on the Reddit. It's just beautiful.

Imdenkos shared a screenshot of his squad and they look scary, I don't think they are friendly, but they are dope!

Snakevsplane bought a map of Chernarus and put it into a frame, so he is not going to lose it anymore. If you are interested in this map[] too, you can find it in our shop together with patches[], hoodies[] and t-shirts[].

And the last picture is a photo by Ciiza, who lives in the Real Chernarus and wants to show you how it looks in Dubky right now. Can you recognize it?

Modding is one of the most important things for the community right now, let me show some of fine things that I found.

Guys from the Czech community (the same group also working on the BARRANDIEN map) created a really handy thing. It's an interactive map[] where you can see logs of all the events that you need to have to make server admin's life easier. You can see real-time kills, deaths, logins, logouts and more on the map. It's still WIP and not for the public now, but it's sick!

There's also a new map called Chiemsee. It's 10x10km big, and fully playable even though towns get improved all the time.. You can find it on the "Chiemsee Official" server.

And here a gameplay video from the Chiemsee map by 3RNO with his friend Gibs[] (that Jonny Rotten's face ).

And another one by Belzelga:

Next up is DeanoZ who's creating some really entertaining content on his channel. He shows his modded content like karts or new cars but the most interesting are tutorial videos. If you are into modding but don't know how to start, his tutorial can help you.

Do you have a nice base, but are you tired of looking for food every day? A private garden is the solution to your problem. You can grow tomatoes, peppers, pumpkins or zucchinis and eat them raw, dry or prepare them on the stick. But do you know how to grow your vegetables? AmishZed has a guide for you.

Another guide is intended for beginners, who have troubles finding out where they spawned and where to run after spawn. Grunt made a helpful video for you.

And one more guide! Building a working car is not easy. You need to find a lot of car parts and make them work together. Element FIRE Clan made a tutorial on how to build a 100% working Ada, so if you are not sure, check out this video.

I couldn't imagine how cool this video is until I've played it. It is an ASMR DayZ video, just sounds of the sea, burning fireplace and ambient nature, really good for sleeping. I love this idea.

YThis is a funny moment when Lirik[] met a crazy KKona Guy. I laughed a lot.

This is a story of two FBI officers investigating a cannibal in Electro, and it has everything, action, friendship and tears at the end. Check it out; it's really entertaining.

That feeling when you complete a car and then someone kills your driver and you are a hostage of two full geared guys, trapped on the back seat: Priceless. Nice video CitrusPunch! And thumb up for 1PP and VOIP!

Another great story made by Gekofish. His videos are so relaxing and funny. And he started to be really popular in the community, so join his subscribe crew

While we are working on our Survivor GameZ, some community make their own battle royal games. On the Round Table Gaming server will be the event on Saturday at 22:00 GMT/5:30 EST and if you want to participate, you need to sign up on their Discord[]. You can find more info HERE. And here is a video from their last event:  

And we can't forget about the location riddle. The last location was in the northeast of Shakovka village. And the winners are:
Here is a new location for the next Community Spotlight:

If you know where is this place, tweet it to our official DayZ Twitter account[] and don't forget to add #DayZRiddleTime.

Thank you very much for all your content, I had really enjoyable time going through everything you shared. See you next time!

Baty Alquawen/Community Manager
PC Stable Update 1.01 Wed, 13 Feb 2019 16:37 CET

Dear Survivors! We've just released the PC Stable Update 1.01 on Steam (both game update and server files). This is the first in a series of Platform Updates that we will publish throughout the year, with the focus this time being on stability, fixes, server performance improvements, and the introduction of two new firearms.
New firearms
With each Platform Update, we're aiming to expand the variety of content available in the game. Our choice for 1.01 were two classic 7.62x39 rifles previously available in the legacy builds: the SK 59/66 and the CR-527, also supported by the re-introduction of the Hunting Scope!

SK 59/66
A ten-shot semi-automatic rifle fed from an internal magazine. It is an older model, but still reliable, using 7.62x39mm rounds. Can be equipped with a PU scope and an improvised suppressor.

A bolt-action hunting rifle, fed from a detachable magazine. It's light-weight and accurate when used at intermediate ranges. Uses 7.62x39mm rounds. Can be equipped with a Hunting Scope and an improvised suppressor.

Persistence fixes
Undesirable persistence wipes were definitely among the most annoying issues reported in 1.0. With 1.01, we're introducing a system of Persistence Backups that aims meant to prevent problems with saving of the persistence data on the servers. 

This system will be available to both official and community owned server. We've seen some pretty good results on the Experimental branch so far. In any case, we will still be closely monitoring all incoming reports should any loot, bases, or other persistence data get deleted after server crashes/restarts.

Server Performance Optimizations
Good server performance is critical to ensure an enjoyable DayZ gameplay experience. In 1.01, our programmers have made some solid progress on that front. Official vanilla servers running at full capacity with 60 concurrent players should no longer be witnessing flying cars and other shenanigans on a regular basis. 

As far as community/modded servers go, please understand that increased player counts may and other modifications to the server setup have a significant impact on the server performance, and problems may occur.

We will continue with further optimisations over the upcoming updates. The most curious of you can take a look at the report on this topic[] by our Lead Programmer, Mirek Maněna.

Voice communication improvements
The voice chat in 1.01 is using a completely new codec that bumps the overall quality of the Voice over Network sound - especially with a high quality microphone. We've also added a mumbling sound filter for players who try to communicate when their speech is restrained with a rag.

New status indicators & damage tweaks
As a first step towards balancing the health and damage systems, we've added new icon status indicators that better communicate bleeding damage and the effect of medication (for example, the vitamins will now boost your immune system). 

We've also made some adjustments to the player damage, with the most visible example being the reintroduction of a bleeding damage penalty when walking barefoot. Furthermore, we removed the chance variable for bleeding damage dealt by bullets. Now, every bullet scratch causes bleeding 100 percent of the time.

TrackIR Support
TrackIR is a head tracking input device that allows you to use freelook independently from your mouse controls, and 1.01 now fully supports this input method. Popular and proven in Arma, introducing this input method was pretty straightforward for us, so we made that option available already. If you own TrackIR, you'll definitely have some fun when driving around in your ADA!

50+ other changes and tweaks
In addition to the highlights, we've introduced over 50 other changes and tweaks that make DayZ a better game. Read the full changelog below!

Notes on the Update
  • Please verify your game files before playing, including User Data
  • Storage files from the Experimental branch of the game may not be compatible with the Stable branch
  • We've done some changes to the VoN Codec, so as server owners, when moving your current Server Config[] to the new patch, be sure to change your vonCodecQuality = 20
  • We recommend a persistence wipe for modded servers.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.[]DayZ F.A.Q.[], or BattlEye F.A.Q.[]
  • Added: SK 59/66
  • Added: CR-527
  • Added: Hunting Scope
  • Added: Recovery backups to deal with data corruption during crashes, and user-scheduled backups
  • Added: New stream from Kozlovka to Balota
  • Added: Over time self-closing of bleeding wounds
  • Added: Expanded admin logs[] (player positions, deaths and received hits)
  • Added: Script versioning to prevent future data incompatibilities
  • Added: Support for TrackIR head-tracking device
  • Added: Support for bullet shells dropping, and new sounds
  • Added: New audio controller for positional sounds, allowing us procedural control number or sound sources on models (Used to reduce number of bird sounds on trees.)
  • Added: Tree stem creak sounds
  • Added: Sounds when dropping items
  • Added: Implemented EQ filter for unconscious state
  • Added: Sound position offset feature to config
  • Added: New sounds for bullet shells dropping
  • Added: Antibiotics can fight diseases
  • Added: Vitamins can boost player's immune system
  • Added: Long torch (made of a long stick and rags)
  • Added: Various severities of bleeding
  • Added: Bleeding from bare feet
  • Added: Status indicators for bleeding and active medicament
  • Added: Masks and headgear provide some level of biological protection
  • Added: Close/open compass animations
  • Added: Voice effects for mumbling when gagged
  • Added: Ctrl + LMB will drop item from container (inventory)

  • Fixed: A server crash when a character with a corrupt inventory tries to connect
  • Fixed: A server crash when a server with a garden plot on it was restarted
  • Fixed: A server crash related to script array manipulation crashes
  • Fixed: A client crash related to script array manipulation
  • Fixed: A client crash related to a light being removed while still in use
  • Fixed: Multitude of environmental issues (missing collisions, sudden LOD changes, hit materials, models adjustments) - as reported in Ticket T136380
  • Fixed: Typos in localization
  • Fixed: Possibility to toggle headlights when both are missing or destructed
  • Fixed: Some actions on target have incomplete action messages
  • Fixed: Crafting improvised suppressor took only 1% from the duct tape
  • Fixed: Landmine not detonating when it becomes ruined while it is armed
  • Fixed: Various IK poses (Stone, Medium Tent, BK-18)
  • Fixed: Chemlights glowing in cargo for 10 seconds
  • Fixed: Animals have no collisions with vehicles
  • Fixed: Shooting through a ruined suppressor did not emit muzzle flash
  • Fixed: Fireplace does not upgrade to stone circle if smaller stacks of stone are used
  • Fixed: Wolves attack animals rather then humans
  • Fixed: Sound sources on trees move with entity during cut down tree action
  • Fixed: SG5-K with compensator uses regular gun shots sounds (used sounds for silencer)
  • Fixed: Sea chest can be put into another sea chest - T135962
  • Fixed: When preforming suicide headgear does not get damaged
  • Fixed: Player's ankles can disappear while wearing Orel police pants
  • Fixed: Bullets are not registered after the weapon was raised close to the wall - as reported in Ticket T136559
  • Fixed: AIs get stuck near obstacles (reduced chance of occurrence)
  • Fixed: Motorbike helmet visually disappears after few steps
  • Fixed: Player gear is teleported to exact place where he logged in after being skinned and quartered - as reported in Ticket T136367
  • Fixed: icons representing ammo are small - as reported in Ticket T136555
  • Fixed: Tactical googles have no texture - as reported in Ticket T135082
  • Fixed: AI walking through ground pipes
  • Fixed: Server crash - as reported in Ticket T134543 + T136323 + T135501
  • Fixed: Server crash when HTTP request does  not return OK
  • Fixed: Player might not be killed when shot with 12ga pellet
  • Fixed: Wooden logs get duplicated when building base of Fence and WatchTower
  • Fixed: ADA 4x4 won't stop after driver jumps out of it
  • Fixed: Some clothes cannot be damaged on ground
  • Fixed: Removing the rag from the mouth, make the rag slots smaller
  • Fixed: Temperature measurement has a question mark in the result text
  • Fixed: Players are able to access dismantle action on towers from the outside - as reported in Ticket T136666
  • Fixed: Bullets do not interfere with the player's body when fired through sea water

  • Tweaked: Inventory improvements in the visuals and performance of inventory code, including the
    • addition of hierarchical attachment visualisation,
    • hiding unused attachment categories (greatly uncluttered the Watchtower for example),
    • inclusion of dedicated icons for these categories and overall bugfixes.)
  • Tweaked: Improvements to server performance (central economy, networking and AI)
  • Tweaked: Weapon muzzle attachments now steam during rain while they are hot
  • Tweaked: Weapons animations polishing (animations speed, clipping)
  • Tweaked: Sounds for climbing ladders
  • Tweaked: Sounds for take item in hand action
  • Tweaked: Projectile speed and air friction
  • Tweaked: Rebalanced projectile damage
  • Tweaked: Rebalanced character damage system
  • Tweaked: Rebalanced armor against projectiles
  • Tweaked: Shock damage for projectiles (chance to fall into unconsciousness increased)
  • Removed: Chances for bleeding wounds from projectiles hit
  • Removed: Flickering effect (roadflare)
  • Tweaked: Antibiotics and vitamins only support single use consume action
  • Tweaked: Traps no longer function as melee weapons
  • Tweaked: Hen spawn zone reworked to better fit environment (should not spawn inside industrial and other unnatural areas)
  • Tweaked: Many improvements, tweaks and fixes for ChernarusPlus terrain
  • Tweaked: Improvements to server performance (central economy, remote projectiles are not real)
  • Tweaked: Damage to bare foot for non-roadway surfaces
  • Tweaked: Infected damage system
  • Tweaked: Recoil (KA-M, BK-18, M4-A1,Mosin 91/30 and VSD)
  • Removed: Chance to spawn SG5-K with 15Rnd magazine
  • Updated: Inventory icons (placeholder icons replaced)
  • Tweaked: IK pose for long torch
  • Tweaked: Rangefinder zoom set to 4x
  • Updated: Credits

  • It is currently not possible to drink from certain water sources.
  • When using the in-game text chat, you will not see your own messages. Other players can.
  • 2-handed rifles can only be dragged and dropped via a small piece of their "Equipment" tab icon.
  • A jammed BK-18 cannot be fixed.
  • Official servers may be listed as private or in the Community tab.
Status Report - January 2019 Fri, 25 Jan 2019 17:11 CET
Dear DayZ Community,

We are three weeks into our quite intensive development planning that will shape DayZ this year. It means sorting through, and selecting features, content, and timeline of their delivery - in practice a lot of meetings, whiteboard scribbles, and digging through our backlogs trying to identify what we're able to deliver this year, and when. In the meantime, normal development continues, and we have deployed a first bug fixing patch, with more bug fixing ahead of us of course, as we also have a backlog there to go through.

The first quarter of this year is pretty much all about spring cleaning, and us getting on track to more scheduled Stable Platform Updates bringing new content and fixes. The first Platform Update is on its way to be released in February, and we will share more details once it's live on Experimental. We want to improve the game in many areas. We also hear you loud and clear and are aware of a vast amount of reported issues. They will get the attention they deserve when there's a right time for that, for now, let's look at some of the most critical and immediate ones.

Top Community Issues
Server Performance - server performance affects everything, from user actions taking too long, doors not opening, infected that stutter, to vehicle physics behaving in weird ways. Most of the gameplay can get affected when the server FPS dip below 20, and currently, that's happening on full or high population servers more often than acceptable. As such, this is our top priority to sort out. While the build out there right now has seen a noticeable FPS increase on low population servers, it still does not scale well enough when more players are active, and we are tracking possible causes of this server performance drop.

Persistence - right now, we are preparing a safety net for persistence that will help the current shortcomings where entire areas get wiped when the server crashes during the writing process of the snapshot of the world state. In simpler terms, the persistence data does not save correctly because of a crash. The proposed solution is in testing and will land on Experimental once ready. When that happens, we will do our best to share useful information on the usage and functionality of the safety net solution. 

Picture by GallopingGepard

Server Browser - we know the new server browser still has its flaws, and performance issues which are getting in the way of the DayZ experience. We are looking into possible improvements on a more granular level; however, those might take time, so at first, we will dig into the issues that damage the experience the most. Once there is more information to share, we will provide an update.

Animation issues - we are tracking multiple issues that break characters/weapons and more, and these require engine level fixes that are in discussion right now. Once e details get sorted out, and fixes are confirmed, we will talk about these in greater detail. 

The issues above are our primary areas of interest as of now, but the list of reported issues goes on, from bullet damage to medical items not serving any real purpose, or item placing being very limited, and more. While the list above does represent some of the reported issues (arguably the ones that break the gameplay experience the most), it does not mean we're not considering, or working on the rest. 

We'll do justice to our company motto - Curiosity, Creativity, Community - by delivering significant modding improvements this year. Documentation, samples, and fixes that make new things possible are all in our pipeline. We will look at the topics of licenses and content usage, as well as making sure that with upcoming Platform Updates, we provide Experimental server branch to everybody so that both server owners and content creators can look at the game changes happening, and make necessary arrangements for their creations.

We're already seeing lots of cool creations in the Steam Workshop (some prime examples in the video below!), and it'll be exciting to see what's possible in the future.
We have a massive weapons backlog to go through, and you can expect that we will not only look into current issues with firearms (both visual and functional), damage and unconsciousness values but most importantly into that big stash of weapons that haven't been implemented yet. Our weapons strike team has already managed to make steps toward having two new firearms implemented in the upcoming February Platform Update. We will share more details when they're ready.

Vehicles have a lot more polish coming to them this year in terms of stability and functionality. As already mentioned, we know and understand that server performance has a huge impact on the experience, especially when player counts go beyond the recommended 60 players on community servers. Server optimisation plays a huge part in our early spring cleaning, so bear with us. While this is, of course, important, we can't forget that we should expand the variety of vehicular transport; this year will bring more options to players. Once again, we will share more details on the upcoming vehicles once we're sure we're ready to deliver.

Recently, we've opened a round of Community Feedback targeted at our Xbox Survivors[], and it proved to be a great source of useful information. Our console specialists in Bratislava are already looking into Xbox specific issues that were reported often and can be scheduled for a relatively easy fix, and there are of course the more complex issues like rendering and performance drops that are being investigated. DayZ launched with very decent frames in Xbox Game Preview, and we believe we can get rid of the current drops. It will take some time though.

We also know that we still have a large sleeper community on PlayStation 4 patiently waiting for a release. While we are currently not able to dedicate more resources to advancing with another platform, we're taking small steps towards a PS4 release later this year. 

With many internal changes in planning and how we approach update releases overall, we will also need to be rethinking how often and in what forms we're communicating with you. We still have a lot of brainstorming to do, but it's very likely that the frequency of development Status Reports will no longer follow the 2 week period. Instead, we'd like to think of ways how to more actively work with what's happening in the community, engage in the events organised by community server owners, and improve the direct communication across channels. 

Before the PC 1.0, we've made an attempt at Focused Feedback rounds[] with our game designers, and we'd like to get back to that idea when we know our developers can invest the time into carefully evaluating the feedback we receive on balancing, or specific game design topics. 

What we mentioned today is merely a fraction of things that are ahead of us this year; there's more to share down the road, but only when we're ready to talk about it. Once our internal roadmap is fleshed out, we will start our deep dive into how exactly DayZ will change this year.

Until then, see you all in Chernarus!

- Eugen Harton / Project Lead
Community Spotlight - 24 January 2019 Thu, 24 Jan 2019 18:02 CET
Hello, Survivors!

It has been a bit over a month since our last Community Spotlight and a lot has happened since then!

In December we released DayZ 1.0 on PC. It was definitely the craziest month in the office and the devs really deserved their Christmas holidays. I know we've been pretty quiet this year so far, and I've even noticed that some of you think we're still on holiday somewhere, but that could not be further away from the reality!  Most of the team has been back to their stations since January 2nd and there's a lot of buzz in the office. We're working on fixes, planning our road ahead, and also getting ready for our first Platform Update - but I'll let Eugen explain it in his first Status Report of the year, so stay tuned!

We are collecting feedback from the Xbox community because the Xbox version still has several specific issues, and we want to know them all. If you are an Xbox player and have some feedback, here is the place to talk about it[].

We've organized a 5 Year Anniversary Live Stream in December and answered a lot of questions, so if you missed it, here's a VOD of the live stream:

For the live stream, Tim and I organized a special community event for our content creators and a bunch of other members of our community. The event was about attackers assaulting the defenders inside their base. The defenders were asked to build and defend a complex of buildings, the attackers had to kill them all.

If you want to know some stats from the battlefield, here they are:

DayZ 5 Year Anniversary Stream Results:
  • Hero of the Attackers - AnarchyHD (7 kills)
  • Hero of the Defenders - M1ndr (7 kills)
  • First Blood - M1ndr after 3 minutes
  • Highest Kill Streak - Anarchy (7 kills, stopped by DrDeSync); M1ndr (7 kills, stopped by Moondye7)
  • Blood Enemies - Fadez and Jonny Rotten traded Kills
  • Brought a melee weapon to a gunfight - and won - Uncuepa: 2 kills with the Wooden Axe; Catfu: 1 kill with the Combat Knife
  • Last Men Standing - DrDeSync, Dizzy and Gary were the last surviving defenders
  • Immortal Warrior - Dannyboyy did not die during the event.
  • The best motivational speech[] - MrMoon
We definitely want to keep doing live streams, so stay tuned for more - and feel free to send us some tips about what you'd like to see us streaming!

Let's check the community content.

Our friends at the Australian DayZ podcast Compass asked us for an interview and we joined them for their latest episode. Eugen and Peter were talking about some interesting topics and if you are interested in DayZ development, you should definitely check it out:

If you are a DayZ beginner, you will maybe appreciate some community help:

Recently, my favorite "DayZ teacher" has beenArchie Stormcloud, who has his own "DayZ school". Check out his videos, they are funny, informative and entertaining.

How to find fruits in DayZ:
How to navigate in DayZ:

Have you ever thought about base building, but you never really knew how to do it? BarelyInfected has prepared a guide for base building. It can come in handy!

Another amazing piece of work from Asmondian. He has created a series of #dayztips pictures with instructions how some things work. Let's check out some of them:

If you are into modding, you can find some great community mods in the Steam Workshop.

The most popular Workshop item -at least for the last month- has been Winter_Chernarus. This mod retextures Chernarus to a beautiful winter environment.

And if you run Winter_Chernarus on your server, I suggest you to add Cl0ud's Wintergear, it is really nice.

Everyone wants Namalsk, but other terrain creators are already doing an amazing job as well, so now you can check out a new terrain called DeerIsle. It is a 16x16 km size map based on the DeerIsle location in the USA and is still in development. You can try the 3x3km starting area on the creator's server

Here is a sneak peek by the map creator JohnMcLane.

And here is a first encounters video by TheRunningManZ.

I want to show you one more video, which the DayZ team really likes. This base is really awesome, good job guys.

And the last thing I want to share with you are some examples of amazing handwork skill.

dubas_ got this amazing picture as a gift. Why don't I have anything like this on my own wall?

DrZZed shared with us his logo cut from wood. It is huge!

I carved a DayZ logo into pumpkin last year and it was so hard. But Reddit user ApersonawithCANCER did the same thing with a piece of wood, how it is even possible to do this by hand?

And the last one is a very atmospheric sketch made by Specu85. You are talented, man!

And one bonus photo to end things in style. Who else is envious of this DayZ command center by DownBy9UpBy5? I know I am for sure.

As always, it's location riddle time. The location from the latest Community Spotlight was under a little factory west of Lopatino. And who guessed it right?
  • Rosiu (@Rosiu11)
  • DrDeSync (@DrDeSync)
  • Emu Threat (@DayzedEmu)
  • Foxypote (@Foxypoteoffical)
Good job, guys.

Here's the next one:

If you know where the location is, send your answer to our Twitter account with the #DayZriddleTime hashtag. Good luck!

That's all from me for now, thanks for all the awesome content you create, enjoy the game and see you in two weeks.

- Baty Alquawen / Community Manager
5 Year Anniversary Live Stream Sun, 16 Dec 2018 18:00 CET