DayZ Update 1.10 Patch Notes: PC And Xbox Experimental Update Is Live, But Not On PS4
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DayZ Update 1.10 Patch Notes: PC And Xbox Experimental Update Is Live, But Not On PS4

James Wright
22 October 2020

DayZ Update 1.10 - Break a leg.

As promised previously by the team at Bohemia Interactive, there's one last update coming to DayZ in 2020.

Having rolled out the 1.09 update in September, the developers are now getting ready to release 1.10.

This is likely set to release in full during November, but for now, the team have released the experimental 1.10 update for testing.

PS4 users, look away, as this is only for PC and Xbox players for the time being.

As with any experimental build, the team are looking for as much feedback as possible, but in their own words, the 1.10 update has "packed quite a lot [in]", so it should be a goodun'.

If you want the nitty-gritty details on everything that's changed, you can find the official patch notes further down. For now, here's a look at what's changed as per the team at Bohemia Interactive.

DayZ 1.10 Update New Features

Leg Fractures

Many of you will be pleased to know that we’re returning leg fractures to the game, alongside the improvised fixture (splint). Your legs can be broken in all kinds of situations like falling, combat, stepping on a bear trap, or even while jumping out of a car. When something like that happens, the player is forced into a prone state and the injury state is automatically triggered, thereby slowing the player down. If no splint is applied, any pressure put on your leg will quickly result in you falling into a state of unconsciousness. To help visualize this, we’ve added new shock hit and level post-process feedback. Keep in mind that your leg will eventually heal over time, but a splint will go a long way in kick-starting the healing process.

Cold Survival Tweaks

To add illness to injury, the cold survival aspect of the game is finally getting some much-needed attention:

  • We reworked the behavior of base environment temperatures in order to authentically reflect warm afternoons and cold mornings. Each terrain now has defined day and night temperatures for every month, which means simply setting up the time of year on your server can automatically make the cold survival side of things considerably easier or harder.
  • We also added a character heat buffer. Now you can keep the warmth you gained from a fireplace for a certain amount of time, even if you leave your toasty surroundings.
  • We balanced the insulation of all your clothing items, which means you can now see how well your item is insulated by using the inventory tool tip / inspect window.
  • The amount of wetness an item can hold is now specific to each wearable and is typically based on the type of material it’s made from. This means that not all items can reach a maximum (i.e. drenched) state. It does, however, mean that even waterproof items can now get damp because even those can be subject to wetness, even if it’s only on the surface.

As you can see, there’s plenty going on in this cold survival package and we can’t wait to see what the impacts are. We’ll definitely be keeping a close eye on all your feedback and making any necessary adjustments.

Improvised shelters + looting changes 

If you’re a fan of wilderness survival, then say hello to improvised shelters. You can build these small structures out of various materials, including a new fabric which can also be used to replace ruined sections of tents. These shelters work well as storage spaces and can also serve as protection from the rain.

We also applied a few fixes to the collision of dead player bodies which should now clip with walls a lot less, and you can expect more improvements to come. Until then, you’ll be glad to know that looting the bodies is easier than ever.

There’s tons more to unpack, but instead of us spoiling all the surprises, head on over to the Experimental servers and let us know what you think!


DayZ UPDATE 1.10 Patch Notes (Experimental PC Update)

GAME ADDED

  • You can now break the players lower leg, damage is applied by falling or brute force (walking/fighting with a broken
  • leg will result in shock damage)
  • Added the Signal Pistol and its ammunition (in various colors)
  • Added crafted Tanned Leather using Garden Lime
  • Added crafted Leather Backpack
  • Added crafted Improvised Shelter
  • Added localization for Brazilian-Portuguese
  • Added the crafted Splint
  • Added Tarp (material)
  • Added the ability to replace ruined parts of tents (entrance-/window-covers) with tarp
  • Added the Pipe Wrench
  • You can now repair a damaged car engine with the Pipe Wrench
  • You can now repair parts of the vehicle chassis with an Epoxy Putty
  • Clothing items now have an indicator for their isolation value
  • Exposure to wind will make your character freeze more (forests can provide cover)
  • Food decays over time
  • Items dry up over-time when put on the ground or in a cargo space on the ground (proximity to a fireplace is no longer required, but the area of a fireplace dries items faster)
  • Items cool down over-time in the player's inventory and on the ground
  • Added a heat buffer to supply an overtime heat bonus to the thermal comfort of the player character (you receive a temporary heat bonus after spending time near a fireplace)
  • Added a smoking slot to several types of fireplaces, used to dry meat
  • Added additional coastline details between Storozh (prison island) and Ostrog, making the sea traversal easier and more interesting (Chernarus)
  • Punching now deals damage to gloves and can cause bleeding to bare hands
  • Added a visual effect to increasing shock damage (both reflecting getting hit, and current state)
  • Added damage when jumping out of a running vehicle (also including a chance for broken legs and death)
  • New visual heat haze effect for the fireplace, flare, road flare and torch lights

FIXED

  • Fixed an issue that prevented the player from combining stacks of items from their inventory with the second stack being in their vicinity
  • Item wetting/drying was not taking into account attachments and nested inventories
  • Fixed wrong decals on the legacy police Olga wreck
  • Fixed sound issues related to doors in several buildings
  • Fixed window collisions in several buildings
  • It is no longer possible to climb up the broken staircase on the industrial silo
  • It was possible to open city store back doors by pressing F at certain pieces of a furniture in front part of building
  • Sawed-off weapons now have a short weapon length (when it comes to collision with walls etc)
  • Fixed an issue restoring a rag to the pristine state after being used as a gag
  • Fixed an issue preventing the player from detaching their magazine
  • Dead bodies of players should now fall through walls less often
  • It should now be more intuitive to locate the inventory of dead bodies
  • It was possible to consume pills and other items when they were ruined
  • Boiled steaks showed a wrong texture
  • It was not possible to place traps, barrels and crates on slopes
  • Fixed a bug causing a stuck item widget
  • Added the missing engine to the ADA wrecks
  • It was possible to get sick  by drinking/eating when the player had gloves and bloody hands
  • Locked doors were not saved correctly when opened by damage, making them lock themselves again after a server restart
  • Grass was not flattened when driven over with a vehicle
  • Water particles were appearing when hitting a player that is on an object above the sea
  • Fixed various object placement fixes for both the Chernarus and Livonia terrains
  • The player was able to fish through piers
  • Climbing on an object while it is being deleted could teleport the player

CHANGED

  • Adjusted the base temperature behavior to be more authentic (warm afternoons, cold mornings)
  • Windchill, fog and altitude penalties are not applied to the local environment temperature, if a player is inside a building
  • Being under a roof provides a lower local environment temperature bonus than being inside a building
  • Increased the effect of altitude on the local environment temperature around the player
  • Balanced the heat isolation values of clothing items
  • Balanced the maximum wetness level of clothing items
  • Items inside other items will only get wet when the container is soaked or drenched
  • Automated drying of clothing (not wringing out) is now less effective
  • Cloud cover increases the base environment temperature more
  • The character speed has a larger impact on the overall heat comfort
  • The backpack is now taken into account for heat comfort, the armband was removed
  • You can now skin animals with axes, saws, the shovel, the pick axe, the crowbar, and the screwdriver
  • Clothing will no longer get badly damaged during the initial spawn
  • Shoes will no longer get damaged during the initial spawn
  • Adjusted the occurrence of arrows for bleeding in the HUD (now more progressive instead of nothing and then 3 arrows)
  • Reduced the melee damage against animals
  • Adjusted item drops from animals
  • Reduced the usability of duct tape for certain items
  • Damage to individual vehicle zones will be displayed in the UI (when you look at them)
  • Vitamin pills can be combined, but not split
  • Medication can be split and combined
  • Adjusted lard consumption when cooking (1 full Lard can be used to prepare 8 pieces of baked meat)
  • Tools damage due to crafting is now consistent across recipes
  • Balanced tool damage across actions
  • It is no longer possible to dry meat by cooking it on low temperatures (replaced by smoking slot in stoves)
  • Increased the speed of cooking when using the direct cooking slots
  • Boathouse doors are now twin doors instead of single
  • Resized the Heat Pack to 1x2 in the inventory
  • Animal meat will fill your stomach more
  • Increased the nutrition value of farmed vegetables
  • Any drinking/eating with bloody hands bares the risk of infecting the player with Salmonella
  • Higher player character immunity levels are easier to get (requirements on water and energy lowered and they now correspond to the UI badges too)
  • The influenza disease is generally slower in increase and has a slower immune response to it
  • Antibiotics are now weaker and have a slower tick (in sync with the disease)
  • Cholera takes longer to build up and disappear, penalties scaled with disease progression and higher resistance against immunity
  • The build up of the Salmonella disease is faster, will activate sooner, and penalties are scaled with the progression of the disease
  • Charcoal tabs have now a slower tick and a delayed response in fighting Salmonella
  • Applying saline adds hydration in addition to blood
  • The tent packing action is now continuous (no more instant packing of tents)
  • The pick axe can be used to dig hidden stashes
  • Adjusted the default comfort temperature of the player character (now 28 degrees Celsius)
  • The damage state and wetness of clothing impacts their heat isolation

CENTRAL ECONOMY

  • Fixed an issue of the bear not spawning properly in all cases, when using the offline database
  • Disabled the spawning of berries

SERVER

  • Added: CE global variables for toggle of wetting/drying/heating/cooling and food decay
  • Added: Init flag in economy.xml now toggles randomizing door state every time the building loads in on server except for locked doors
  • Added: setRespawnMode server config parameter, allowing to force always random respawn (1) or use custom character from the main menu (0)
  • Changed: The priority queuing list is now editable at runtime (requested in https://feedback.bistudio.com/T152005)
  • Changed: Avoidance system buffer increased to reduce chances of seeing warning messages on server (https://feedback.bistudio.com/T149915)
  • Tweaked: Avoidance system overloaded message now has more information

LAUNCHER

  • Added: Brazilian Portuguese localization

MODDING

  • Added: OnPlacementComplete vector parameters (optional, defaults set to zero)
  • Added: windModifier config parameter for surfaces (affects the windchill value in the environment exposure code)
  • Added: Ability to define min and max base environment temperature for each month per world
  • Added: StaticConstructionMethods that can also be used by other mechanics outside regular construction
  • (Construction uses them too)
  • Added: Heat haze effect API for lights
  • Added: Flare simulation classes
  • Added: Script bindings to Bone Transform API to DayZInfected
  • Fixed: For a flickering effect of lights, set the max/min amplitude separately to avoid half time without light
  • Fixed: Compilation error "Can't find variable 'DEFAULT' when using larger mod packs"
  • (https://feedback.bistudio.com/T149789)
  • Changed: Moved GetCurrentItemHeatIsolation into MiscGameplayFunctions
  • Changed: Removed additionAnimalMeleeMultiplier parameter from ammo configs
  • Changed: The clothing class should now be modifiable (https://feedback.bistudio.com/T152125)
  • Changed: Legacy improvised shelter classes commented out, assets still present
  • Changed: Absorbency parameter in config is no longer used (replaced by varWetMax)
  • Changed: Moved CanBeRepairedToPristine() method up, ItemBase -> Object
  • Tweaked: The wind speed in environment tick is now handled relative instead of absolute
  • Tweaked: Deagle named selections now cover also the pistol grip (for re-texturing purposes)
  • Removed: Calling of SoakItem method from Pot class, now replaced by an overtime wetting

KNOWN ISSUES

  • The Splint displayed on the character's leg is a placeholder
  • It is difficult to find the refuel option for vehicles

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