Just in case you thought DayZ development was slow (due to the lack of updates during E3 and being that it is done for free), there’s another hotfix out today. For the impatient, just wanting to know what the key changes in DayZ 220.127.116.11, the summary is: Food and other generic loot is spawning again, animals are active and more numerous, night-time rendering has been altered, and there are some experimental melee weapons.
The hatchet and crowbar are experimental, and quite possibly underpowered as melee weapons. Rocket is planning to evaluate them to see whether to continue with them, or drop melee weapons again for the time being.
Want more detail?
The new DayZ code is rolling out to servers now. There’s some great stuff in this release, like (for examples) zombies no longer able to see and attack you through walls and floors/ceilings. You can actually hide from them now.
However, new characters will spawn with just a bandage, painkillers and a flashlight. No ammo, no weapon, no food, no water. Also, the zombies can see better than they used to, and they see based on where they are looking, rather than what direction their bodies are facing in.
Additionally, as some of you have already noticed today, vehicles are being reset with server restarts. Full list of changes and fixes are below.
DayZ, the free-to-play zombie apocalypse survival mod for Arma 2: Combined Operations (Bohemia Interactive Studio, 2009), can be disorienting at first. Gameplay takes place on an open-world map covering 225 square kilometres, built from satellite data of a part of Czechoslovakia. Each time you begin anew, you start without a map, and with little idea about just where you are, and often less idea about where you can find equipment (and more importantly find water).
You’d think there would be some handy online resources to help you out. And you’d be right.
If you want the thrill of discovery, you might want to give the maps part a miss. Otherwise, let’s look at what resources are available to you.
It seems a rather unpleasant person has gained access to a key email account, which in turn has allowed them to compromise the DayZ server network. Anyone who provided login credentials to the DayZ team should consider those credentials compromised. Likewise, a trojan was placed on the US mirror as dayz_auto_updater.exe, and this will have installed back-doors on systems that executed it.
Server admins, get someone to make coffee, because you’ve got a fair bit of work to do to see if you’re safe, or to fix things if you’re not. DayZ forum users, your forum passwords have been leaked. Change them.
DayZ development keeps powering along with significant updates and fixes since the 1.5.8/18.104.22.168 updates last week, and more promised for an upcoming release.
One of the things I particularly like is the addition of female survivors, although, now that I come to think about it, I’m not sure if I’ve seen any female zombies at all.
Incomplete and buggy as it is, DayZ (the terrifying zombie-survival modification for Arma 2: Combined Operations) is a superb and compelling piece of work, with more players trying to play than can comfortably be accommodated on its large list of hosted servers.
Now, you put a foot wrong and you can get pulled down by zombies in less time than it takes to tell. When one comes after you, it may bring more. Actually taking a shot at it will almost always bring more.
But it isn’t the zombies that you have to worry about.
The aforementioned DayZ mod has put out a fresh update with some new, experimental gameplay alongside the usual bundle of bug-fixes. Some of it was a little too experimental, it seems, and needed an almost immediate hotfix.
The idea of the DayZ mod is simple enough. Take Arma 2: Combined Operations (Bohemia Interactive Studio, 2009) with its open-world, ground-pounding, all-weather, military simulation chops and refit it as a persistent world multiplayer zombie survival game.
Set in the mythical Eastern European country of Chernarus (where the primary Arma 2 campaign takes place), each player begins with a water bottle, a pistol, a little ammo, a couple tins of beans, a few medical supplies, a handful of flares, no clue and an average life-expectancy of about 28 minutes.
Map? Compass? How about a wristwatch? You don’t start with them. Unless you’re already familiar with the 225 square kilometres of Chernarus, you’ll be learning as you go. Even if you are, you’ll wish you had a map and a compass. Anything and everything beyond your paltry starting equipment, you’ll have to find.