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    DayZ - Game 1.12 Update Patchnotes

    DayZ - Game 1.12 Update

     

    It is coming closer, the upcoming dayz update ( 1.12 ) is coming around the corner tomorrow in the afternoon. While everyone is on their tip of the chair, we collected some data on what’s coming next. Special thanks to our moderator salty for providing us this data. Once the update is live and running across the server-wide network, we will be applying the update as well. Do keep in mind that the downtime will be approx 30 min in order to get custom-placed content back. 

     

    NOTE: Please do keep in mind that some plugins might be a bit borky or not even working at all, if this would be the case, please let us know so we will be able to get it back working again. 

     

    During this update, the following patches are made for attacks against the undead. 

    1. The infected attack much faster and their attacks are harder to interrupt (depending on which weapon is used against them).

    2. Melee attacks on the infected are much more consistent when it comes to the number of hits needed to take one down.

    3. Most of the bullets have a stopping effect on the infected, causing them to struggle every time they get hit.

    4. The infected’s senses and various noise sources were tweaked to promote a stealthy approach.

    5. Stealthy takedowns of the infected are now much more consistent to execute and are possible with a variety of sharp melee weapons.

    6. Suppressed weapons no longer aggravate the infected as quickly (depending on the weapon caliber used).

    7. The infected no longer engage unconscious players, giving them a second chance.

    8. Interacting with doors will warn the infected located within the vicinity (i.e. produces noise for the AI).

    During this update, the following patches are made for attacks against other players. 

    1. Major pass on weapon properties such as dispersion, durability, and recoil with factors such as magazine size and type (internal/external), ammo type, weapon inventory size, suppression (or not), and rarity in the world.

    2. Major balancing pass on ammunition, where we looked at the initial damage (health, shock), how fast it changes values during flight, and how much it loses once it goes through the target. We have also taken rarity into account, making sure the stronger it is, the rarer it is (already part of 1.11 loot re-balance).

    3. Bullet impacts dealing with heavy shock will now cause the player’s character to stumble (losing mobility for a short period of time).

    4. Gear with ballistic properties reduces damage to health more than before, thus allowing for more firefights to end in an unconscious state. 

    5. Firearm shot audibility has been adjusted for pistols at 250 meters, SMGs and shotguns up to 800 meters, ARs up to 2000 meters, and big caliber rifles up to 3500 meters.

    During this update, the following patches are made for farming ingame. 

    1. Farming is once again possible inside the greenhouses and polytunnels. Greenhouses offer 9 slots, while polytunnels offer 13. You can start farming in these by using the appropriate tool to dig slots.

    2. Plants grow slower and have varied growth times and yields depending on fertilization materials.

    3. Potatoes can now be grown. To eat potatoes, they need to be peeled first.