Dayz Update 1.21 Patch Notes, Latest Updates, and More

the experimental Dayz Update 1.21 Patch Notes were released by the developers of the game, swipe down to know more about Dayz Update 1.21 Patch Notes.

by Vignesh L | Updated Apr 21, 2023

Source: Fresherlive

DAYZ Update 1.21 Revealed

DAYZ programmers discussed the nearing new content update 1.21 for the first time during a live webcast on April 18, 2023. One of the notable additions is DayZ's first-ever spring-powered weapon, the crossbow, which can be loaded with a variety of bolts and fitted with different sights and scopes.

The projectiles can be recovered and are animated upon impact with an entity, making the ballistic properties and recoverability the most complex aspects of the crossbow. Quick slots have been rebalanced, fall damage has been made more readable, and the in-game UI brightness can now be adjusted for improved readability.

The lighting of the inventory camera has also been adjusted, and thrown items falling through the ground have been fixed. Players can now spawn bushes, trees, and rocks through the server-side object spawner, and the Linux server distribution is in the final stages of testing.

We have given the complete DAYZ Update 1.21 Patch Notes in the section below. DAYZ Update 1.21 Patch Notes that was released on 20th April 2023 is an Experimental Update.

DAYZ Update 1.21 Patch Notes

Given below are the DAYZ Update 1.21 Patch Notes

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.

GAME

ADDED

  • Crossbow and color variants
  • Bolts and Improvised Bolt variants
  • Sword
  • Mace
  • Chainmail
  • Chainmail Leggings
  • Chainmail Coif
  • Norse Helm
  • Chestplate
  • Medieval Boots
  • Wool Gloves with fingerless and color variants
  • Feathers
  • Game hints in the loading screen
  • Added new game hints
  • Thrown items and moving vehicles now move smoother on high refresh rate devices
  • Status icon for mild leg injuries
  • UI brightness can be adjusted in the settings
  • The character now spawns with items pre-assigned to their quickbar

FIXED

  • Fixed further exploits to look through walls
  • Fixed an exploit to glitch through walls
  • It was possible to execute a stealth kill even if there was an obstacle between the player and the target
  • Several explosions were missing their tail sounds
  • The camera would move sharply when a vehicle turns opposite to the mouse/joystick movement
  • The camera would glitch when swimming with a broken leg
  • The action to refill a partially filled gasoline container would appear at water sources
  • The Scout rifle reload sounds would echo
  • Items ruined while in a container carried in hands would float in the air
  • Fixed issues with several structures 
  • It was very difficult to reach the "Open trunk" action for the Olga 02 wreck
  • Ruining handcuffs would not free the cuffed player
  • Arming/disarming damaged Remote Detonation Units would reset the health of the explosive and detonator 
  • Links between remote detonators and explosives were not persistent
  • The character could collide with items dropped from a thrown fireplace
  • Interrupting of building by another player could result in desync
  • On lowest FOV settings, the camera would zoom out instead of in when focusing the view
  • Items inside the vehicle cargo were not drying or changing their temperature
  • Exhaling sound was missing when exiting ADS while holding breath
  • The player could fall to their death when reconnecting while high on a  ladder
  • Infected could walk through specific base building objects
  • Fire barrels did not have accessible cargo space when attached to a truck
  • Aiming to attach wooden sticks to an improvised shelter could display non-functional selection arrows
  • Weight of the heat pack was irrationally high
  • It was not possible to purify water in a cauldron
  • It was possible to purify an empty container
  • Placing a tent inside a bigger tent could cause inventory management problems
  • Thermometer was not displaying realistic temperatures in cases of sickness
  • The character could get stuck when changing stances while dropping an item
  • Player could desync and fall through the map by going prone or being attacked by infected
  • Accessing ladders from crouch position could offset the character's collision
  • PU scope reticle would glow slightly at night
  • Heat comfort was not handled properly after reconnecting on elevated positions in buildings
  • The tripwire could not be moved in the inventory in ruined state
  • Advanced placement did not work as intended in the small factory building
  • Some clothes, accessories, tools and car parts could not be shot through
  • A damaged Battery could lose quantity when being swapped
  • A square shape was present when looking through the iron sights of the 4x ATOG optic
  • UI tabs were resized when changing sliders in the settings
  • The control when looking through binoculars and certain scopes in hands was very floaty
  • Desync when reconnecting near a car or entering a running car's network bubble could result in the client showing a stalled state for the car
  • Aiming while prone would not take the terrain surface into account normally
  • The state of weapons would not be reflected properly when dropped to the ground
  • The texture for bloody hands was darker on survivor model 11
  • The action to wash hands was even available when gloves are put over the bloody hands
  • Infected could walk through rocks
  • Infected could walk through piles of wooden planks
  • The NVG headstrap could be dropped on the ground upon reconnect
  • Vehicle startup sounds were not synchronized with the animation
  • Freelook could only turn the camera by 90 degrees 
  • Bird and cricket ambient sounds would cut instantly when a player shoots within 500 meters
  • Bird and cricket ambient sounds would not react to explosion sounds
  • Soft braking a vehicle with CTRL+S was not working as intended
  • The player could get stuck in the load-in queue at position 0 while being kicked off the server
  • Fixed a bug that could transform vehicles into unusual shapes
  • Fixed an issue where players with poor network connection could influence the connection of other players
  • Fixed several cases of items falling through the map when being thrown
  • Reigniting a fireplace would not increase its heat again 

CHANGED

  • Reworked falling damage impact depending on height
  • Removed the BattlEye license agreement prompt in-game
  • Tweaked sounds of doors with valve lock
  • Changed the horn sound of the M3S truck
  • Increased the audibility of explosions
  • Allowed eye gear to spawn on infected
  • Login timers are now also displaying in minutes and hours
  • Zoom functionality is no longer reduced during fast movement in crouch or prone
  • Applied minor visual tweaks to the Great Helm
  • Reduced the weight of the plastic explosive by 60%
  • Tweaked impact sounds for metallic objects depending on the targeted surface
  • Ripened horticulture plants now stay for twice as long before they start to decay
  • Increased the minimum amount of quick slots available to the player
  • Reduced the amount of additional quick slots given by certain gear
  • Interactions with a power generator now refresh the lifetime of it and all items connected to it
  • Removed the "Loading..." text on the login timer
  • Washing hands is now a continuous action
  • Tweaked the width of all tire tracks
  • Changed the animation for pill consumption
  • Improved the visuals of the PSO-1, PSO-1-1 and P1-87-L Scopes
  • Reduced the reflection on the glass of scopes
  • Improvised fishing rod can now be dismantled
  • Adjusted position/rotation of individual weapons when carried on the shoulder
  • Distant lights are much dimmer
  • Transition from close up light to distant is much smoother
  • Slightly increased the damage the Sarka 120 takes from impacts
  • The drying rate of items has been adjusted to correctly reflect item location and outside influences
  • Increased the duration of the wringing action
  • Adjusted inventory lighting to make the item previews more read-able (less over-exposed) and more in the style of UI (flatter lighting)

CHERNARUS

  • Changed: Updated the Chernogorsk football field

LIVONIA

  • Added: Flags of the winners of the "Lights Out" event
  • Fixed: Shifted police situation at Bielawa 

SERVER

  • Added: Object spawner supports direct p3d spawning
  • Added: Server config int parameter 'networkObjectBatchSend' (default = 10) which is how many objects within a players network bubble are sent to be created within a server frame 
  • Added: Server config int parameter 'networkObjectBatchCompute' (default = 1000) which is how many objects within a players network bubble are processed to check if it already exists for the player within a server frame
  • Added: Optional logging for raising/lowering flags at flag poles
  • Added: Object Spawner: "enableCEPersistency" which when set to true will make an object behave as configured by economy, otherwise it will not be saved in the server storage until a player puts it in inventory
  • Fixed: Script execution not functioning properly in certain situations depending on init.c
  • Fixed Several inconsistencies in the admin logs
  • Fixed: It was not possible to spawn infected with functional head torches attached
  • Fixed: Items spawned before CE Init were not persistent
  • Changed: Shortcut for map toggling is not available if use3dMap option is enabled

LAUNCHER

  • Fixed: Offline servers (in Favorites tab) now always appear after online servers
  • Tweaked: Offline servers (in Favorites tab) are now faded to clearly indicate they are offline

MODDING

  • Added: WORKBENCH define for script which should only compiled on Workbench launch
  • Added: Defines Window to set up custom Workbench validation
  • Added: "Compile Core Builds scripts" option to Build menu (CTRL+ALT+F7) to compile multiple important build setups in a row
  • Added: Flags parameter to DayZPlayerUtils::SceneGetEntitiesInBox
  • Added: Additional flags parameter for DayZPlayerUtils.SceneGetEntitiesInBox
  • Added: Class in CfgMods now auto generates a static (loaded before script compilation begins) script define
  • Added: Class in CfgMods now supports "defines[]" text array which adds static script defines
  • Added: Support for adding static script defines in gproj with ScriptDefines -> ScriptDefinesClass
  • Added: CGame::CreateStaticObjectUsingP3D
  • Added: 'Serializer.CanWrite'/Serializer.CanRead' to check if the serializer can be read or written to
  • Added: 'IEntity.GetRenderTransform'
  • Added: Variable 'DayZPlayerCameraResult.m_bUpdateEveryFrame' to change camera update behaviour from fixed tick to unlocked frame rate
  • Added: Variable 'DayZPlayerCameraResult.m_OwnerTM' to override the transformation of the owner
  • Added: Ability to set proxy (inventory slot) offset per item in item config
  • Added: Methods for controlling brightness of UI (Widget.SetLV, Widget.SetTextLV, Widget.SetObjectLighting)
  • Added: "ignoregloballv" property flag to layout
  • Added: 'HumanInputController.GetAimDelta' to get the frame independent aim change
  • Added: ECE_NOPERSISTENCY_WORLD, ECE_NOPERSISTENCY_CHAR and ECE_DYNAMIC_PERSISTENCY flags to be used with CreateObjectEx
  • Added: 'IEntity.AddChild' can use pivot points on RV animated objects
  • Added: 'Object.GetBonePivot(level, component)' to retrieve the pivot index for the component in the shapes LOD
  • Added: Moved 'GetBonePositionX', 'GetBoneRotationX' and GetBoneTransformX' to Object class, can be used on RV and Enfusion animated objects
  • Added: 'DayZCreature.GetBoneIndexByName'
  • Added: Ability to set inventory lighting from config (top-level InventoryLighting config class)
  • Added: Exposed methods World::MarkObjectForPathgraphUpdate and World::ProcessMarkedObjectsForPathgraphUpdate
  • Added: 'IEntity.GetHierarchyPivot' to get the pivot point used when called with 'IEntity.AddChild'
  • Added: CollisionInfo classes for OnProjectileStoppedInTerrain() and OnProjectileStoppedInObject(), which will fire for ALL projectiles that get stuck in objects
  • Added: InventorySlotsOffsets config class (on item/weapon), which can define position and rotation offset of an item when placed into a slot on the character
  • Fixed: Transformation synchronization for script class 'Transport' when the vehicle is inactive
  • Fixed: EntityAI which were previously reported as Object in script will now be properly reported as EntityAI
  • Fixed: 'typename.GetVariableValue' would not check inheritance
  • Fixed: Crash when calling methods on inventory owner in GameInventory.Init
  • Fixed: Crash on DayZCreatureAIInputController::GetMovementSpeed
  • Changed: Moved 'EntityAI.IsDayZCreature()' to 'Object' class
  • Changed: Ignore detection of dropped items has partially been moved to script through overridable method 'Object.CanBeIgnoredByDroppedItem'
  • Changed: 'IEntity.AddChild' (and 'Human.LinkToLocalSpaceOf') now synchronize the pivot and position only flags to clients 
  • Removed: Obsolete sound config parameters: drySound, reloadMagazineSound, reloadSound, reloadAction, shotAction, reloadSkips, soundBullet, disarmAction, soundBegin, soundBeginExt
  • Removed: 'Protected' keywords from PPEMatClassParameter* Update method variables

KNOWN ISSUES

  • The ability to pick up bolts after impacting is currently inconsistent
  • Some explosions sound unnatural
  • Arrows are incorrectly attached to characters or objects after getting hit
  • Loaded arrow is missing from the Crossbow after reconnecting / re-entering the network bubble
  • Cancelling the reload animation will result in the arrow to visually appear on the crossbow
  • Texts of loading screen hints are cropped in specific resolutions
  • Headtorch is misplaced on infected (we are testing a fix internally)
  • Light sources are not shining if they are not attached to an entity (impacting fireworks, we are testing a fix internally)

For More Details Click Here

DAYZ Wiki

An exclusively online survival video game called DayZ was created and distributed by Bohemia Interactive. It is a standalone game based on an ARMA 2 mod of the same name. The game officially came out for Windows in December 2018 after a five-year early access period, and it was released for the Xbox One and PlayStation 4 in 2019.

The backdrop of ARMA 2 was the hypothetical post-Soviet Republic of Chernarus, where the majority of the populace had been transformed into violent "infected" by an unknown plague. In order to survive the outbreak, the player must forage the environment for food, water, weapons, and medicine while also killing or dodging the infected and murdering, dodging, or collaborating with other players.

When Dean Hall, the mod's creator, joined Bohemia Interactive to start work on the standalone version of the game, DayZ's development got in the way. The main goals of the development have been to adapt the engine to the requirements of the game, create a functional client-server architecture, and add new features like diseases and a more effective inventory system. Over three million copies of the game were sold during the early access period.

DAYZ Gameplay

DAYZ is a survival video game set in a post-apocalyptic world. Players must scavenge for food, water, and supplies while avoiding zombies and other hostile players. The game features a large open-world map with various locations to explore, including cities, forests, and military bases.

Players can interact with objects and vehicles, craft items, and engage in combat with firearms or melee weapons. The game also features a complex health system that includes managing hunger, thirst, and injuries.DayZ is known for its permadeath mechanic, meaning that if a player dies, they lose all their progress and must start over. The game can be played alone or with friends, with multiplayer servers available for up to 60 players.

DAYZ Teaser

Disclaimer: The above information is for general informational purposes only. All information on the Site is provided in good faith, however we make no representation or warranty of any kind, express or implied, regarding the accuracy, adequacy, validity, reliability, availability or completeness of any information on the Site.

DAYZ Update 1.21 Patch Notes - FAQs

1. Can I play DayZ with friends?    

Yes, DayZ supports multiplayer and players can form groups with their friends or join existing communities to work together toward survival.

2. Is there a single-player mode in DayZ?    

While DayZ is primarily a multiplayer game, players can choose to play in a single-player mode by hosting a private server or by playing offline.

3. How does the health system work in DayZ?    

Players must manage their health by eating and drinking regularly, as well as by avoiding injuries and infections. Players can also use medical supplies to treat injuries and illnesses.

4. Can I drive vehicles in DayZ?    

Yes, players can find and repair vehicles in DayZ, and use them to travel across the map more quickly. However, vehicles can also attract the attention of zombies and other players.