Patch 1.7.2 is out, changelog ITT

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Patch 1.7.2 is out, changelog ITT

Unread postby Matt 'El_Funko' Long » 10 Jul 12, 10:20 am

version 1.7.2

UPDATE : 9 JULY 2012

FIXED:
  • [FIXED] Infected hear perfectly through objects (noise reduced by 50% through an object)
  • [FIXED] Animal bodies despawn way too fast (now despawn automatically after 2 minutes)
  • [FIXED] Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
  • [FIXED] States where animal might stop walking around (now should walk around more)
  • [FIXED] Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage)
  • [FIXED] Hatchet/Crowbar requires reloading ( https://dev-heaven.net/issues/34903 )
  • [FIXED] Unlimited Wire fence/Sandbag/Tank Trap Bug ( https://dev-heaven.net/issues/34283 )
  • [FIXED] Duplication Exploit on object pickup ( https://dev-heaven.net/issues/34031 )
  • [FIXED] Not full magazines disappear when you reconnect ( https://dev-heaven.net/issues/33998 )
  • [FIXED] Dead bodies still have the heart beat for low humanity ( https://dev-heaven.net/issues/35050 )
  • [FIXED] Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible)
  • [FIXED] Use of "allMissionObjects" causing performance issue on clients (new engine command "entities" used to improve FPS on clients)
  • [FIXED] Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage)
  • [FIXED] Inspection of dead bodies does not work (fix only applies with ArmA2 Beta 94033 and above)
  • [FIXED] Error reports are almost invisible (has now been fixed)
  • [FIXED] Daylight calculations causing slight FPS issue
NEW:
  • [NEW] Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state
  • [NEW] Aubility now dampened in rain and increased by fog
  • [NEW] Exponent driven probability introduced into visibility calculation
  • [NEW] Player Syncing system replaced (increased performance and ammo quantity tracking)
  • [NEW] Set Bear Traps that break player and infected legs, kills animals, when activated
  • [NEW] Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient)
  • [NEW] Authentication for duplicate IDs supportive of the new beta patch (ArmAX users)


Some nice bug fixes in there, even if one of them was the handy never_lose_ammo bug. Looking forward to testing out the infected-hearing-through-walls fix tonight.
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Re: Patch 1.7.2 is out, changelog ITT

Unread postby Artful-dodgeR » 10 Jul 12, 10:59 am

A fairly major bug introduced with it as well: http://www.reddit.com/r/dayz/comments/w ... ng_in_172/

In short, don't change your clothing.
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Re: Patch 1.7.2 is out, changelog ITT

Unread postby Nekosan » 10 Jul 12, 12:33 pm

LOL brb placing a bear trap in the center of every back room in every barracks in every server in the game...
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Re: Patch 1.7.2 is out, changelog ITT

Unread postby Disco LT » 10 Jul 12, 12:40 pm

Yeah I'm not a big fan of the bear trap, it's just going to be used to grief players like the barbed wire.

Also damnit, I bet now Moose and I find Ghillie suits :/
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Re: Patch 1.7.2 is out, changelog ITT

Unread postby RSOblivion » 10 Jul 12, 10:54 pm

Oh and they screwed up Zombies...

Aggro a whole town in seconds with the new patch :(
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Re: Patch 1.7.2 is out, changelog ITT

Unread postby Disco LT » 10 Jul 12, 11:05 pm

RSOblivion wrote:Oh and they screwed up Zombies...

Aggro a whole town in seconds with the new patch :(


They're more sensitive now are they??
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Re: Patch 1.7.2 is out, changelog ITT

Unread postby RSOblivion » 10 Jul 12, 11:47 pm

Well they were insane earlier (like within 2hrs of patch deployment, but now they seemed to have settled a little. Gotta test killing one in a min, but I've been able to sneak now whereas earlier I couldn't...
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