Experimental patch in DayZ means precisely the same as a public test server, allowing the players to toy with all the recent changes and bug fixes, confirming their reliability. The list of patch notes was posted today, in which, according to, multiple known bugs face extermination. Alongside the bug fixes, Bohemia Interactive has also decided to bring new weapons and ammo, but also amusement park locations to enrich the environment of Chernarus.
Inventory glitches begone! It seems like the final day is about to come. Once the patch arrives on the stable servers, players will no longer struggle to manage their inventory, as broken inventory interactions related to item reservation is now fixed.
After a prolonging ignorance by Bohemia, the surprise of DayZ’s experimental 1.07 has undoubtedly hit the majority of its players, where no one expected patch inbound. Luckily, the experimental 1.07 is based on user interaction and feedback, and it seems like the coding piece of the puzzle has been solved by the devs.
Without further ado, below you can find the complete list of changes available on DayZ’s experimental servers. Patch 1.07 brings a lot of changes, which may finally contribute to an enhanced gameplay experience.
Game Update 1.07.152928
GAME
ADDED
- Added: Repeater Carbine
- Added: .357 Rounds
- Added: 12ga Rubber Slugs
- Added: Amusement park locations throughout Chernarus
FIXED
- Fixed: Several types of inventory interactions related to item reservation
- 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: Disabled “Jump out” action for back seat passengers of the ADA 4×4
- 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 different item in your hands between client and server
- Fixed: An animation glitch related to throwing
- Fixed: Water bonus from wells was added to early in the action
- Fixed: Infected would not cause bleeding 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: Piles of wooden planks could spawn on top of each other
- Fixed: The big doorway of the sawmill had bullet collision
- Fixed: Object placement fixes for Enoch and ChernarusPlus terrains
- Fixed: A 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 mode
- Fixed: Infected could not navigate into the large grey shed
- Fixed: The Construction Light behaved weirdly when thrown
- Fixed: It was not possible to empty liquid containers in interior spaces
- Fixed: Blue Athletic Sunglasses had a green texture (https://feedback.bistudio.com/T148324)
- Fixed: The Thermometer would always display 0 degree (https://feedback.bistudio.com/T146710)
- Fixed: Night vision was darkened when someone entered the players network bubble (https://feedback.bistudio.com/T147106)
- Fixed: Base building actions could be mixed up resulting in building the wrong part
- Fixed: Larger quantity numbers were not fully visible in the hand slot
- Fixed: Barrel with holes was still able to store liquids (https://feedback.bistudio.com/T148495)
CHANGED
- Changed: Global lighting changes (ground-lighting addition, brightness of day and night, shadow contrast during clear weather, rain visual tweaks, darker clouds during overcast)
- Changed: Updated the inventory attachment icons (missing icons added, some icons tweaked and unused removed to free space for more in future)
- Changed: Clean-up of the car damage zones
- Changed: Lowered the amount of leaked coolant when the radiator is destroyed in the car
- Changed: The open option for the fence gate can be accessed easier
- Changed: Removed the collision from Barbed Wire
- Changed: Barbed Wire now causes bleeding sources instead of shock damage
- Changed: The fence and watchtower kits can 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 colour, position and brightness for 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: Base building materials are now placed more clear
- Tweaked: Sorted the attachments icons of firearms
- Tweaked: The base building build action won’t show up at all when it is being blocked (previously allowed to execute without result)
- Tweaked: Adjusted the logic behind obstacle checks when building base building parts
- Tweaked: The map is now full screen
- Tweaked: Removed the collision from tourist trail poles
SERVER
- 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
LAUNCHER
MODDING
- Added: Curl context can store 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 volume max 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]
- Changed: Changed: Renamed OnEventFromRemoteWeapon event to OnEventForRemoteWeapon
- Removed: Obsolete pond/well drink actions
KNOWN ISSUES
- Individual texts might not be localized yet
This is only a provisional changelog. The full patch notes will be released with the 1.07 Stable Update.