March, 16th: 0.61 Update #52 is Live on Exp. Branch! (39MB)
March, 8th: 0.61 Update is Live on Stable Branch! (25MB)
March, 3rd: 0.61 Update #51 is Live on Exp. Branch! (27MB)
March, 1st: 0.61 Update #50 is Live on Exp. Branch! (25MB)
February, 22nd: 0.61 Update #49 is Live on Exp. Branch! (10MB)
February, 22nd: 0.61 Update is Live on Stable Branch! (10MB)
February, 21st: 0.61 Update #48 is Live on Exp. Branch! (10MB)
February, 17th: 0.61 Update #47 is Live on Exp. Branch! (10MB)
February, 17th: 0.61 Update is Live on Stable Branch! (70MB)
February, 16th: 0.61 Update #46 is Live on Exp. Branch! (25MB)
February, 14th: 0.61 Update #45 is Live on Exp. Branch! (55MB)
February, 13rd: 0.61 Update is Live on Stable Branch! (55MB)
February, 10th: 0.61 Update #44 is Live on Exp. Branch! (55MB)
February, 10th: 0.61 Update is Live on Stable Branch! (10MB)
February, 9th: 0.61 Update #43 is Live on Exp. Branch! (10MB)
February, 9th: 0.61 Update is Live on Stable Branch! (19MB)
February, 7th: 0.61 Update #42 is Live on Exp. Branch! (19MB)
February, 3rd: 0.61 Update is Live on Stable Branch! (57MB)
February, 2nd: 0.61 Update #41 is Live on Exp. Branch! (57MB)
February, 1st: 0.61 Update is Live on Stable Branch! (390MB)
January, 31st: 0.61 Update #40 is Live on Exp. Branch! (11MB)
January, 27th: 0.61 Update #39 is Live on Exp. Branch! (120MB)
January, 23rd: 0.61 Update #38 is Live on Exp. Branch! (381MB)
January, 10th: 0.61 Update #37 is Live on Exp. Branch! (49MB)
January, 10th: 0.61 Update is Live on Stable Branch! (120MB)
January, 9th: 0.61 Update #36 is Live on Exp. Branch! (69MB)
January, 5th: 0.61 Update #35 is Live on Exp. Branch! (57MB)
January, 4th: 0.61 Update is Live on Stable Branch! (81MB)
January, 3rd: 0.61 Update #34 is Live on Exp. Branch! (18MB)
December, 23rd: 0.61 Update #33 is Live on Exp. Branch! (73MB)
December, 21th: 0.61 Update #32 is Live on Exp. Branch! (55MB)
December, 20th: 0.61 Update #31 is Live on Exp. Branch! (178MB)
December, 19th: 0.61 Update #30 is Live on Exp. Branch! (60MB)
December, 19th: 0.61 Update is Live on Stable Branch! (2.2GB)
DayZ 0.61: Showcase
Dayz 0.61: Gun Sounds Showcases
DayZ 0.61: What’s new?
DayZ 0.61: Map Changes
DayZ 0.61: 3D Models Preview (Game Data Files)
DayZ 0.61: Milestone Goals
Please keep in mind milestone goal is not a promess, and as always, remember it’s an Alpha.
- Server Queue
- Audio Tech
- Weapon Sounds
- Dynamic Infected Spawn
- Predator: Wolves
- Network Synchronization Improvements
- New Vehicles Network Synchronisation Improvements W.I.P
- Dynamic Shadows
- New Server Browser
DayZ 0.61: Presentation & Interviews
DayZ 0.61: Predators – Wolves
The update 0.61 will most likely implement the initial iteration of predators. Some recent videos showed the developers engaging a pack of four wolves. While it stills need work, the result looks very interesting. The current build includes: Group AI, tracking, engagement & retreat. We don’t know yet if wolves will attack others animals upon the initial release, but an animation for that purpose has been released (Wolf eating a deer).
DayZ 0.61: New Audio System
Indeed, one of the major feature of the upcoming patch will be the new sound module. The Arma 3 Sound Team helped DayZ developers to merge their technology into the Enfusion Engine. That means DayZ will be powered by one of the most advanced sound technology on the market. The team already said they successfully mergeed it, and now begin the configuration of every single weapons.
DayZ 0.61: Dynamic Infected Spawn
Good news, the first implementation of the new infected spawn will make it appearance. Modeled on the Central Loot Economy, the dynamic spawn system will use “restock” values to give players opportunity to clear areas wille letting server to respawn them. If everything goes well, survivors should not see the new spawn, as the ffect should be as subtle as possible.
DayZ 0.61: Dynamic Shadows
DayZ 0.61: Reworked Map Locations
Myshkino, located deep in West, has been completely redone from scratch. The new layout is inspired a bit by its real counterpart (Neznabohy). Its proximity to one of the busiest military areas of Chernarus has been kept in mind (so do not worry, the water pump is still there, its just prettier overall). As it is always with settlement revision tasks, big efforts are also put into changing the surrounding forests and fields. Myshkino’s surroundings were no exception (see pictures below). Now, you may ask, “Does that mean Myshkino military camp was changed too?” No, not yet, but we will get there.
The little village North of Zelenogorsk has met the same fate as Myshkino, and has been completely redone from scratch to hopefully match its hilly position better, and to make it more village-like. Many changes also happened to its surroundings, AKA “the land of heli-crash sites” (with a small surprise on Sosnovka pass).
Another village in the land of helicopter crash sites and another one to bring us closer to the ultimate task of revisiting all settlement of Chernarus, Pulkovo has been redone from scratch along with its surroundings. There is an interesting open market area, new pond and medium-sized apple orchard to the West.
Another village, this time within Central Chernarus on the way to Stary Sobor. This one couldn’t be missed as many of its neighbors (eg. Shakovka, Staroye,..) have been changed in .60 already. Guglovo was changed significantly with its central position moved away from the main road going to Staroye/ Stary Sobor. With a newly placed big oak tree in the village centre, none can miss Guglovo now from a distance. As always, surroundings were changed too, mainly to the Southeast (connecting to the Staroye area), South and Southwest, where village of Kumyrna lies, one of the very few destroyed settlements of Chernarus. It would be shame if this village would be missed and so it too received a proper visual upgrade.
An amazing spot for a village, yet for many survivors probably an unknown place. A new and extended stream within the valley shapes the new layout of Dolina in a unique way. The village itself has grown quite lot and it should hopefully attract more survivors now (although the big red barn didn’t make it, sorry about that).
Settlement revision is a lengthy task, but with the changes within Solnichniy, we are yet closer to having all villages within the Eastern part of Chernarus upgraded to new DayZ standards. While you may still recognize this village, many additional details were added to the layout along with major texture data changes to the village itself and its surroundings (including “Three Valleys” as seen in the 3rd picture).