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DayZ Expansion 1 - 9 - 0 ChangeLog

The document outlines updates and changes made to a game, including the addition of new AI features such as roaming waypoint mode and swimming capability, as well as improvements in pathfinding and loot prioritization. It also details adjustments to chat settings, group management, and navigation markers, along with various bug fixes across different game elements. Overall, the updates enhance gameplay experience and address previous issues.

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Carlos Rodrigues
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0% found this document useful (0 votes)
44 views2 pages

DayZ Expansion 1 - 9 - 0 ChangeLog

The document outlines updates and changes made to a game, including the addition of new AI features such as roaming waypoint mode and swimming capability, as well as improvements in pathfinding and loot prioritization. It also details adjustments to chat settings, group management, and navigation markers, along with various bug fixes across different game elements. Overall, the updates enhance gameplay experience and address previous issues.

Uploaded by

Carlos Rodrigues
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Added:

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AI: Added roaming waypoint mode (fully autonomous loot/traversal mode).
AI: Gear up in roaming mode.
AI: Added patrol persistency option (only for patrols with
waypoints/roaming, not object patrols).
AI: Added swimming capability.
AI: Can now refill mags (kinda).
AI: Enabled looting dead Zs, dead/uncon AI, and dead players (latter
only shoulder slots and only if AI is in a persistent group).
AI: Added support for random faction to patrol settings.
AI: Added support for unlimited reload depending on target type (e.g.
can allow unlimited reload against Zs, but not players/AI).
AI: Show picked up items while spectating.
BaseBuilding: Added territory invite cooldown setting (when a member gets
removed from a territory, nobody can be invited to the territory
for X seconds).
Book: Added ability to change group member marker color.
Chat: Added a new setting `EnableExpansionChat` to allow exp chat addons
to still function even if the global, party and vehicle channels
are disabled.
Chat: Added word blacklist to chat settings.
Chat: Group tags are shown in chat.
Core: Added separate AI kills stat.
Core: Loadouts can include other loadouts.
Groups: Added invite cooldown setting (when a member gets removed from a
group, nobody can be invited to the group for X seconds).
Hardline: Added a new setting `ItemRarityParentSearch` to hardline settings
to control the search of rarity based on parent/inheritance class
type.
Main: Group tags are shown in killfeed.
Market: Added better representation of out of stock items if they can only
be bought.
Navigation: Added 4 new client settings which allow you to define the maximum
range before the 3D marker of each category begins to slowly fade
away. Distant markers will be faded in when eye zooming.

Changed:
--------------------------------------------------------------------------------
AI: Improved pathfinding.
AI: Separated AI kills from normal player kills within the analytics
manager.
AI: Reduced chance to dance to 10% and only when not moving.
AI: Easier spectating and state dumping (picks closest AI as fallback
to cursor).
AI: Improved loot priorization (will pick better gun if multiple
choices).
AI: Disabled loosing health due to low temp, disabled wound infection.
AI: May run away if too many threats or no weapon.
AI: Patrol settings: `LoadoutFile` has been renamed to `Loadout`.
Book: Group and territory invites will now display the amount of invites
you have.
Groups: Default member marker color is now based on player UID, making it
less random.
Main: DisableMagicCrosshair off by default.
Main: Removed custom main menu music.
Main: Killfeed notifications are now silent.
Market, P2P: Improved text clarity.
Navigation: Markers with no icon will hide the icon (previously it would
display a colored square).
Navigation: Marker show/hide key (default 'K') now toggles between hidden and
previous visibility state again. Server marker toggle key (default
numpad '*') is back.
Navigation: Changed 3D marker fade behavior. Markers that are not in focus can
be more transparent (adjustable in client settings), and markers
in front/behind players or creatures will be faded out when aiming
at them to not block the view.
Quests: Don't count killing friendlies.
Quests: AI camp and patrol objectives now use the exact same format for AI
spawns as patrol settings (some settings may not apply).
COT: The faction input in the player management tab is now a dropdown.
Weapons: PMII25x improved glass reflection in the lens.

Fixed:
--------------------------------------------------------------------------------
AI: Fixed buildings sometimes blocking melee.
AI: Fixed inability to swap mags due to DayZ 1.25
AreChildrenAccessible changes.
BaseBuilding: Could not swap the car battery of the parking meter.
BaseBuilding: Road barrier light was not working.
Book: Fixed create group cancel button not changing color on hover.
Chat: Fixed client lag when new messages arrive and there are many
messages in the chat history.
Chat: Fixed newly arriving message fading out too early if current chat
message is already fading.
Main: Fixed lighthouse light sometimes not turning on.
Main: Don't init lighthouse lamp if lighthouse is in mapping deletions.
Market: Reputation requirement wasn't displayed properly in some cases.
Market: Rarity for market item variants was not applied on netsync.
Market: ATM amount input was misaligned and cropped.
P2P Market: You couldn't buy items if the trader had no ground vehicle spawn
position configured.
Quests: Fixed quest objective description text gets cut off.
Vehicles: Fixed CanStoreWithCargo 0 in garage settings preventing covering
vehicles.
Vehicles: Fixed auto cover not working after something prevents covering
when the auto cover time has elapsed.
Weapons: MP5 fixed ironsight blur.
Weapons: AWM custom skins wouldnt work in first person.

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