DayZ 1.7.6 Changelog | TigerDroppings.com

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stout
Arizona Fan
Sportsman's Paradise
Member since Sep 2006
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DayZ 1.7.6 Changelog


Looks like now that the mod is community controlled we got some people adding shite named after them and their friends. fricking lame.


quote:

[quote]* [NEW] - New models by JoeysLucky22:
- (Soda) Long's Island Iced Tea (Clayton, moderator)
- (Soda) Dr. Wasteland (Dr. wasteland, legend)
- (Soda) Mikhail Made Lemonade (-=PA=-Mikhail, moderator)
- (Soda) LVG Root Beer (LVG, moderator)
- (Soda) Mountain Green
- (Soda) mZLY yZLY (mZLY, moderator)
- (Soda) R4Z0R soda (R4Z0R, moderator)
- (Soda) Smasht (Smasht, moderator)
- (Beer) Rabbitman (Rabbitman, moderator)
- (Can) Bad Guy's Ubiquitous Peaches (UbiquitousBadGuy)
- (Can) Chef Boneboy Ravioli (Boneboys)
- (Can) Curgon's Chicken Noodle Soup (Curgon)
- (Can) Demon Groves Green Beans (DemonGroover)
- (Can) FraggleOs (Fraggle)
- (Can) Griff Black Beans (Griff)
- (Can) Herpy Dooves Canned Muffins (DerpyHooves)
- (Can) Orlok Mixed Fruit (orlok)
- (Can) Powell's New England Clam Chowder (Powell)
- (Can) Unlabeled Can
- (Can) Tyler's Kidney Beans
- (Can) Conrad's Whole Kernel Corn



I made a bitching thread about it on Reddit already

LINK


The rest of the changes look awesome. Finally a quiver for arrows so the crossbow will be somewhat useful. They also backed down the zombies some. They were almost too strong after the last patch. I like that they added if you clear out an area no more zombies spawn for 2 minutes. At least then you can bandage, give blood, etc.

quote:

Community Change log:

* [NEW] - Added a 2 minite delay to new zeds spawning once MaxLocal zeds fall's below the acceptable level.
* [NEW] - Added new sfx for chopping wood.
* [NEW] - Started Update for Cherno intro. (map intro)
* [NEW] - Zed attraction, this will draw zeds to loiter closer to players over time.
* [NEW] - BAF_L85A2_RIS_SUSAT - (Heilcrash - HeliCrash_No50s)
* [NEW] - Crossbow Quiver added - 6 arrow mag size.
* [NEW] - WoodenArrow added 6 arrows can be turned into a quiver.
* [NEW] - WoodenArrow can be picked up after use.
* [NEW] - 20% of breaking WoodenArrow when firing it.
* [NEW] - Crowbar now attaches to toolbelt.
* [NEW] - Added Anti teleport script. Reported to server's RPT log

* [NEW] - New models by Elvaron:
- New melee weapon: Machete - (Farm - Hunting)
- New Food: Pack of pistachios
- New Food: MRE military rations (Military Loot)
- New junk loot
- Model for Compass instead of green pouch in loot pile
- 2rnd shells for pellet and slugshot shotgun ammunition (no more 8 bullets shown on ground when it's actually 2 bullets)
- New models and textures for FoodBaconRaw and FoodBaconCooked.
- Model and textures for Quiver.

* [UPDATED] - BoltsSteel replaced with WoodenArrows.
* [UPDATED] - BAF_L85A2_RIS_Holo Removed from crash site's added to Military tables
* [UPDATED] - loot weighted array generation fixed.
* [UPDATED] - Updated logout system to check radius of zeds from 50 meters to 35 meters (30 sec count)
* [UPDATED] - Player range on logout to 6 meters. (30 Sec count)
* [UPDATED] - Max Range of targats 120 meters down from 300 meters. (this should help long range agro, This is zeds max target range).
* [UPDATED] - AI behavour updated to try making them zigzag less.
* [UPDATED] - Added push bikes to the zeds pull from vehilce list.
* [UPDATED] - Epeen key moved to Custom Controls - Use action key 20 (No default key needs setting up)
* [UPDATED] - Zeds Targets array modified
* [UPDATED] - Weapon fire sounds divided by 2 (This will help us settle zeds hearing a little more) (107_DZ Zed pull range 450 meters / 2 = 225 meters (capped 120 meters aboue for now))
* [UPDATED] - Max local zeds per client now fixed at 40 zeds, Global at 40 +10 foreach player within 400 meters and total 500 zeds max.
* [UPDATED] - Added some czech language
* [UPDATED] - Updated zed attraction to dead players from 50 meters to 20 meters.
* [UPDATED] - Players will now drop empty cans after consumption to nearest lootpile or creates new one.
* [UPDATED] - Updated Infection to cough, shake camera and loose blood.
* [UPDATED] - Updated russian string tables.
* [UPDATED] - Backpack Spawns should now see higher grade backpacks more.
* [UPDATED] - Deer stands has it's own loot table (Hunting).

* [FIXED] - Zeds talk, lowed to 80 meters down from 200 meters this will stop any zeds targeting for sight/noise outside of this radius
* [FIXED] - CookedBeef StringTables now added.
* [FIXED] - Spanish, French StringTables updated.
* [FIXED] - logout timers updated from sleep 3 to sleep 1 this should now fix long logout timers.
* [FIXED] - Zeds should no longer walk though all objects. (Some objects can still be walked thought)
* [FIXED] - Updated refuel to attract zeds. (3-6 Meters)
* [FIXED] - EH's updated to work with bettleye filters.
* [FIXED] - Ammo counts now fixed on dc.
* [FIXED] - Zeds will no longer magically hit players just becuase there within 3 meters. ( Zeds can no longer dmg without running the attack animations. (running into zeds will no longer dmg the player))
* [FIXED] - Fixed some base class's for vehicles reporting issues with crew
* [FIXED] - You can now logout with a broke leg.
* [FIXED] - Temperature icon should not disappear anymore.
* [FIXED] - Humanity should now work increase again.
* [FIXED] - Chemlights and flares now work again.
* [FIXED] - time is now set on startup.
* [FIXED] - Hatchet and crowbar don't require reload anymore.
* [FIXED] - Hatchet and crowbar no longer overwrite each other.
* [FIXED] - Explot when converting Mags into other mags (Example - DMR to M24 then back)
* [FIXED] - Blood particles not shown for player.
* [FIXED] - Hide body animation not shown for player.

Combat Roll
* [Fixed] - No longer posiable to combat roll with broken leg
* [Fixed] - Added 4 sec delay to multiple rolls.
* [Fixed] - No longer possible to combat roll over player created objects (tents, sandbags so on)
* [Fixed] - No longer combat roll in buildings.

* [REMOVED] - Chase combat logging systems removed. (Removed due to ealry warning of agro)
* [REMOVED] - Debriefing window has started to be cleaned up. (blank box on dc)
* [REMOVED] - BearTrap Due to issues with the trap still staying active after removal.
* [REMOVED] - Removed DZ_Patrol_Pack_EP1 Due to us no longer planing to remove backpacks from new spawns.
* [REMOVED] - Rmoved all chance based systems for sight and sound from zeds they will now only agro if in view or your makeing noise. Should allow more freedom to move.

* [NOT FIXED] - Zombies attacking tho objects (This wont be anything we can fix without a massive fps cost).



Discuss and go upvote my Reddit thread so maybe some other people will bitch about the models and we can stop this shite.



This post was edited on 2/25 at 11:22 am



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jefforize
LSU Fan
BR
Member since Feb 2008
19763 posts

re: DayZ 1.7.6 Changelog


quote:

Epeen key moved to Custom Controls - Use action key 20 (No default key needs setting up)


lol



(must mean epi pen?)

Lot of changes i like in there. Crossbow quiver, machete, and walker nerf.

IM sure the developers like the fact people are developing content for them for free. i definately wouldnt be against any user creatred content if i modded games for profit



This post was edited on 2/25 at 11:23 am


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jefforize
LSU Fan
BR
Member since Feb 2008
19763 posts

re: DayZ 1.7.6 Changelog


When are you patching this to the tigerdroppings server? Or do you control that.





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Kracka
North Carolina Fan
Broussard
Member since Aug 2004
28578 posts
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re: DayZ 1.7.6 Changelog


[FIXED] - Zeds should no longer walk though all objects. (Some objects can still be walked thought)

Give me a hard on. My biggest gripe was that no building was safe, because they just see you, attack you, or just plain walk through the fricking walls.






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Kracka
North Carolina Fan
Broussard
Member since Aug 2004
28578 posts
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re: DayZ 1.7.6 Changelog


I also wish they would fix it to where you can use your hatchet with a rifle hanging on your shoulder.





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stout
Arizona Fan
Sportsman's Paradise
Member since Sep 2006
116108 posts
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re: DayZ 1.7.6 Changelog


As soon as the server provider makes the patch an option to switch to I will.





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stout
Arizona Fan
Sportsman's Paradise
Member since Sep 2006
116108 posts
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re: DayZ 1.7.6 Changelog


Server is updated





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stout
Arizona Fan
Sportsman's Paradise
Member since Sep 2006
116108 posts
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re: DayZ 1.7.6 Changelog


Seems like people are pissed about the food stuff

My thread is getting a lot of traffic on Reddit

LINK /



This post was edited on 2/25 at 4:46 pm


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Blitzed
Member since Oct 2009
14156 posts

re: DayZ 1.7.6 Changelog


Can i haz friends to play dayZ with this weekend?





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GimmieSomeGlitter
Ole Miss Fan
GreenBOW ALABAMA!
Member since Aug 2011
491 posts

re: DayZ 1.7.6 Changelog


I just don't understand why they have to try and mess with stuff that already works.....





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stout
Arizona Fan
Sportsman's Paradise
Member since Sep 2006
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re: DayZ 1.7.6 Changelog


BOOOM!

My Reddit thread and bitching got something done!

LINK /






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stout
Arizona Fan
Sportsman's Paradise
Member since Sep 2006
116108 posts
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re: DayZ 1.7.6 Changelog


This patch is so broken it's frustrating

- Adding toilet paper and shaving razors to the game that have no function just adds to the loot table and takes away useful loot.

- Adding 20 food items to the loot table while not increasing useful loot item chances means the majority of the time food spawns now. Not very apocalyptic to see tons of food at every turn.

- The zombies are supposed to stop spawning now for 2 minutes after your kill enough to drop them below an "acceptable level" doesn't work.

- Anti teleport script is broke as frick. If you put a ghillie or any other player skin than the default one the game temproarily teleports you while you change. The teleport anti hack they put in sees the changing skin action as a hack and puts you back on the coast after you change. A member of the dev team admitted they forgot to test this.

- They forgot to fix the reload heli script they broke in previous patches.

- Zombies are apparently back to being functioning vegetables now as they are not much of a threat again. A balance between 1.7.5 zombies and these would be perfect.

- Deer stands having their own loot tables that supposed to spawn hunting loot really just spawns more fricking bandages so far.

- Zeds were no longer supposed to walk through all objects. Nope still not fixed!

- Added 4 sec delay to multiple rolls. TC said this is false. It still works. I didn't test it.

The only things I like are the arrow quiver, machete, MRE rations, random zombies spawning in the woods adds to the realism, and that the crowbar is somewhat functional now.

I will forever miss having to reload my hatchet though.






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fladohado
Slidell
Member since Jan 2010
962 posts

re: DayZ 1.7.6 Changelog


So are they still using the players names?





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Kracka
North Carolina Fan
Broussard
Member since Aug 2004
28578 posts
 Online 

re: DayZ 1.7.6 Changelog


quote:

Zeds were no longer supposed to walk through all objects. Nope still not fixed!


DAMMIT DAMMIT DAMMIT






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stout
Arizona Fan
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Member since Sep 2006
116108 posts
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re: DayZ 1.7.6 Changelog


For now but it looks like it will be either taken out or at the very least adjusted with the next patch.





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GimmieSomeGlitter
Ole Miss Fan
GreenBOW ALABAMA!
Member since Aug 2011
491 posts

re: DayZ 1.7.6 Changelog


quote:

Zeds were no longer supposed to walk through all objects. Nope still not fixed!




WHY IS THIS SO HARD TO FIX???






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Kracka
North Carolina Fan
Broussard
Member since Aug 2004
28578 posts
 Online 

re: DayZ 1.7.6 Changelog


quote:

WHY IS THIS SO HARD TO FIX???



I don't know, but if the zombies are back to walking veggies, then it's not so bad. But after the last update when they were as sensitive as women on their periods, it sucked.






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