Changelog

V1.0.1 (9-03-13)

 * Bugfixes
 * M4 models now have recoil and sound again.
 * M16 burst mode now has proper sound effects again.
 * Thrown bottles and cans no longer sound like they are exploding.
 * Bug with tent/vehicle saving fixed
 * Bug with zombie handoff fixed
 * Bullet-proof trees fixed on Podagorsk
 * Hollow rock wall fixed on Podagorsk
 * New features
 * Item slots for vehicles/tent are now displayed

V1.0 (8-30-13)

 * [FIXED/NEW] General Zombie AI Fixes
 * Zombies are now properly controlled by close clients only.
 * Zombies will not excessively lag due to control client being too far away.
 * Zombies pathing has been slightly improved.


 * [NEW] Weapon Attachment System
 * You can now attach modifications to guns that have the approperiate rails/spot for it
 * NATO Attachments: M68 CCO Scope, HWS (HOLO) Scope, M150 ACOG Scope, M203-40 Grenade Launcher
 * EAST Attachments: KOBRA RDS, PSO-1M2 Optics, GP-25 Kostyor Grenade Launcher
 * UNSPECIFIC Attachments: Marksman Scope, Suppressor
 * All attachments are found in either NATO or EAST kit pouches


 * [NEW] Full Podagorsk Release
 * Customized Podagorsk island
 * Fully wartorn map with NATO/EAST camps
 * Minor and major fixes (see below)


 * [NEW] UI Updates
 * UI is now fully white apart from food/drink icons.
 * UI will no longer blend into nature and remain more visible.
 * Icon size has been reduced from 64x64 to 32x32 to not be as intrusive.
 * New UI Screenshot:


 * [UPDATED] Car spawns should now be more dynamic
 * [UPDATED] Lights can now be properly shot and turned off

Podagorsk Specific

 * [NEW] Car wrecks
 * Specific car wrecks can now be looted
 * Doors, trunk and hood can be opened
 * Open cardoors give minor bullet protection


 * [NEW] Additional Vehicles
 * HMMWV M240 added (nerfed, equivalent to regular HMMWV)


 * [NEW] Road to Airfield
 * Along the road to the airfield is a huge bunker checkpoint complex.
 * The new complex is easily defendable, be cautious - scout ahead.


 * [NEW] Bridge to Sona
 * Sona Island can now be accessed through a small wooden bridge.
 * The bridge has sunken into the water in some places.
 * On this bridge you are 100% exposed - be cautious.


 * [NEW] Airfield
 * The airfield now has slightly more NATO high-tier loot.
 * Added 2 crashed C130 and 1 more NATO barracks.
 * The distance between all spots is equivalent to 6 runs up and down the NWAF on Chernarus.


 * [NEW] Small NATO outpost in Sona Island Castle
 * Sona Island now has a minor NATO camp inside the castle.
 * Protvino has had it's NATO camp reduced in size and loot due to it's close proximity to Sona.


 * [FIXED] Spawning
 * Spawning now only occurs north of the river.
 * It is now easier to orientate where you spawn.


 * [FIXED] Barns entrances
 * Several barns were too high up in the air and caused instant death upon entering.
 * These barns now have debris leading up to the entrance without the need to vault in.


 * [FIXED] Firestation in Kovrov
 * The firestation in Kovrov has been relocated to Kirsanov.
 * It is now impossible to go under and inside the firestation, thus remaining hidden.


 * [FIXED] Commercial concrete slabs
 * It is now impossible to enter the concrete slabs, thus remaining hidden.


 * [FIXED] Castles
 * Castles can now be safely entered without falling to your death.

V0.9.9.8

 * Pending changelog

V0.9.9.7 (8-19-2013)

 * [FIXED] Lightposts added in 0.9.9.5 and 0.9.9.6 now shine ambient light as intended.
 * [FIXED] Coughing sound from excessive sprint is now removed completely.
 * [IMPROVED] Fixed some textures on the wrecks
 * [NEW] Completely new skybox (highres textures)
 * [NEW] Somewhat lighter nights without the need for all-the-time moonlighting
 * [NEW] Barracks loot is now revised, Podagorsk does NOT have the same loot-table as Chernarus
 * [NEW] Marker Lights (red warning lights) are now turned ON on tall buildings and towers
 * [FIXED] UI should now scale correctly on most used dekstop sizes (1280x720 / 1680 x 1050 / 1920x1080)

V0.9.9.6 (8-5-2013)

 * [NEW] Construction building next to Berezino Military Camp/NATO Outpost.
 * [NEW] Zelenogorsk now accomodates an occupied hospital and NATO Outpost.
 * [NEW] New barracks at ATC Tower at Northwest Airfield (ATC Barracks).
 * [UPDATED] Wrecks do no longer look like they've rusted for 50 years.
 * [UPDATED] Berezino Military Camp (now NATO Outpost).
 * [NEW] Two new minor military camps at Northwest Airfield (5 mid-tier military tents).
 * [NEW] Small base (2 military tents) added to Elektrozavodsk
 * [NEW] Northwest Airfield now has an extra industry building with direct vision on common camper spots like Firestation roof.
 * [UPDATED] South Barracks at Northwest Airfield has been revised.
 * [UPDATED] North Barracks at Northwest Airfield has been revised.
 * [UPDATED] reseeded Elektro completely to get rid of shit in the middle of the road that made no sense.
 * [FIXED] Entrance to ATC is no longer blocked by debris.
 * [FIXED] Northwest Airfield is once again the King of Chernarus

V0.9.9.5 (7-23-2013)
Sight and Sound General Updates Weapon Updates Damage Changes
 * [NEW] Hospital now has an interior
 * [NEW] Military office now has an interior
 * [NEW] Stary Sobor reworked completely
 * [NEW] Krasnostav and Northeast Airfield reworked completely
 * [NEW] Chernogorsk reworked completely
 * [NEW] Green mountain reworked completely
 * [NEW] Balota Airfield reworked completely
 * [NEW] Environmental sounds
 * [NEW] Player movement sounds
 * [NEW] USMC zombie added
 * [NEW] Death screen artwork
 * [NEW] Debug monitor replaced
 * [FIXED] Conifer trees blocking bullets and zombie attacks
 * [CHANGED] Health now shows in a percentage value rather than in "millipints"
 * [NEW] Loot positions for all the DayZero buidlings
 * [FIXED] 50+ minor bugs; too many to list here.
 * [FIXED] Bug where you could not log off with broken bone fixed
 * [FIXED] PKM no longer destroys backpacks
 * [CHANGED] Loot and player cleanup routine rewritten
 * [CHANGED] Unconsciousness routine rewritten
 * [CHANGED] Overhauled player damage handler
 * [CHANGED] Zombie willingness to chase decreased
 * [CHANGED] NATO crash sites no longer spawn eastern soldier zombies
 * [CHANGED] Barracks no longer spawn eastern soldier zombies
 * [CHANGED] Updated splash screen graphics
 * [NEW] Weapon: M14 DMR (a variant of the M21)
 * [NEW] PKP may now spawn at the NEW Russian crash sites
 * [NEW] Visual models for M203 and GP-25 40mm grenades (no more satchel bags!)
 * [NEW] Battle rifle recoil (G3A3 and L1A1 SLR) added to the M14 and it's cousins (M21)
 * [NEW] Battle rifle recoil (G3A3 and L1A1 SLR) added to the Winchester
 * [NEW] You can now zero the M14 and G3A3 iron sights
 * [NEW] Two new types of recoil for shotguns; older shotguns will have more kick
 * [NEW] L1A1 SLR magazine visuals
 * [NEW] Icon for AK-74 magazines to match the actual model
 * [FIXED] Naming errors with clip/magazines
 * [FIXED] L115A2 now uses the correct icon
 * [FIXED] G3A3 will no longer have it's iron sights obstructed by the ghillie suit
 * [REMOVED] Split and recombine option for shotgun shells
 * [CHANGED] L1A1 name to L1A1 SLR, along with it's magazine
 * [CHANGED] 545x39, 545x39 SD and 556x45 SD damage increased to 3042 from 2722 blood per hit
 * [CHANGED] Weapon damage of pistols and SMGs to make them more viable
 * 5.45x39, 5.45x39 SD, and 5.56x45 SD changed from 7 (2722) to 7.4 (3042)
 * 9x18 and 9x18 SD changed from 4 (889) to 5 (1389)
 * 9x19 and 9x19 SD changed from 4.5 (1125) to 5.3 (1560)
 * .45 ACP and .45 ACP SD changed from 5 (1389) to 5.85 (1901)
 * .32 ACP changed from 4.5 (1125) to 5 (1389)
 * 7.62x25 Tokarev changed from 6 (2000) to 6.25 (2170)
 * .22 LR SD changed from 4 (889) to 5 (1389)

V0.9.9.4 (6-19-2013)

 * [NEW] Added a couple (of hundred) new faces.
 * [NEW] Added more loot spawn points in our "new" buildings.
 * [NEW] Added new weapons, SKS rifle, L1A1 rifle, L9A1 pistol.
 * [CHANGED] All clothing are now based upon the same base armor value, with "armored" skins having slightly higher values.
 * [CHANGED] Lowered chance that helicopter crashes will spawn medical boxes by 25-50% (depending on chopper crash type)
 * [CHANGED] Humanity is removed from the debug monitor. You now gain/lose humanity directly after a kill.
 * [CHANGED] Humanity gained from blood bagging lowered. This is a band-aid, humanity gain/loss will be rewritten in the next patch.
 * [CHANGED] You lose more humanity killing someone who is unarmed.
 * [CHANGED] Hind does less damage and has more spread. (I still recommend running the fuck away)
 * [CHANGED] Updated loot spawn points to match the ones in DayZ 1.7.7
 * [CHANGED] Castle towers now spawn military-grade loot.
 * [CHANGED] Tweaking the zombie spawn and loot spawn routine.
 * [FIXED] Fixes to some ACOG scopes.
 * [FIXED] Fixed the BAF grenade launcher.
 * [FIXED] Fixed a bug related to the G36.
 * [FIXED] Dead bodies should always list some kind of cause of death now.
 * [FIXED] Fixed some bugs related to the Chinook. (Wiki Note: Mainly the fact that you could outrun them on foot!)
 * [REMOVED] Removed barbed wire, due to graphical glitches.
 * [REMOVED] MP scoreboard removed from death screen. (Don't worry, we're working on a new leaderboard that won't have "all time" stats, but today/this week instead..)
 * [REMOVED] Disabled "convert ammo" option for now. Will be readded later.

V0.9.9.3 (6-12-2013)

 * [FIXED] Fixes map crash issue.

V0.9.9.2

 * Helicrashes revamped. Won't spawn during the start of the game anymore.
 * New helicrash loot tables - American/German/British/Russian Old/Russian Modern
 * Cleaned ArmA 2 clutter on map interface
 * Team selection interface simplified
 * New loot spawn routine, hopefully faster!
 * A bugged GRU skin has been replaced
 * New USMC zombie pilot skin, by GenesisCrys!
 * Minor bugfixes & changes
 * Streaming / No Chat plugin:

V0.9.9.1

 * Fixed an issue with FSB skins that somehow had the default ArmA 2 medical system activated.
 * Fixed GPS/Map coordinate system
 * You can no longer cycle loot in military tents by relogging (For example, Stary Sobor)
 * Slight network improvements (Related to fixing loot cycling...)
 * Fixed a bug in the church loot table
 * Updated "red house" model, which hopefully solves shadow issues some people were noticing.

V0.9.9.0

 * New enterable buildings throughout Chernarus
 * New skins have been added
 * New weapons!
 * Firestations and guardhouses now have their own loot class, and are no longer residential.
 * You can now find Bibles on zombie priests and in churches.
 * You can now use Bibles to make campfires.
 * Changed how zombies cause bleeding! It's now random instead of damage-based.
 * Performance optimizations!

V0.9.8.5

 * Fixed "CfgMagazine" popup error.
 * Over 100 scripting fixes and optimizations
 * Zombie spawn tweaking
 * 'Feature preparation'

V0.9.8.4 Hotfix

 * HOTFIX for broken zombies!

V0.9.8.3

 * You can now force-save vehicles and tents again! (Should help against "drifting")
 * BTR-40 maximum speed has been lowered from 90 to 45, in order to make it more vulnerable.
 * Winchester 1866 damage has been lowered from 9 to 8.
 * AK-74 SD damage lowered from 8 to 7 (It used to do more damage than regular ammo)
 * Lee-Enfield damage has been lowered from 11 to 10.
 * Two new zombie faces have been added. Also, a bug that prevented the two zombie faces added in 0.9.8.2 from working properly has been resolved. So, basically 4 new faces for zombies.
 * Bug that caused the "relog to change clothes" message to not show up has been fixed
 * Civilian boats have had their base speed increased, to make them more useful.
 * FN FAL has been replaced with the G3A3 in the loot tables.
 * P90 and P90 SD added to Barracks loot tables.
 * Groza 7 and Groza 7 SD added to Military loot tables.
 * Medical supply boxes split from 1 to 5 (One each for bandages/bloodbags/morphine/painkillers/epipens.
 * Food supply box added. Can spawn at helicrashes with MREs inside.
 * Bug in zombie targeting system that caused unnecessary network spam has been fixed.
 * Zombie spawning slightly tweaked/optimized.
 * The max amount of time you could bleed for has been decreased from 10 to 5 minutes.
 * Some network code optimizations to decrease spam.
 * Removed dog food/drink indicators.
 * Crossbows should now spawn with wooden bolts instead of steel bolts.
 * Trash / Generic loot overhaul, less toiletpaper and razors now.
 * Updated some dayz_communityassets files to their latest versions.
 * Slight tweaks of DayZero loading screen and main menu logo.

V0.9.8.2

 * All-new awesome-looking zombie skins! (Created by GenesisCrys and TOPMO3!)
 * Overhaul of every new weapon added! Hundreds of fixes and tweaks by Alpha155!
 * MP5 and MP5 SD have both been updated with new models and sounds!
 * P90 and P90 SD added to chopper crash sites!
 * The amount of zombies that can spawn near certain large buildings has been nerfed.
 * Some network code optimizations.
 * You can now abort if you spawn in the debug plains due to bugs.
 * You can no longer "respawn" if you spawn in the debug plains due to bugs.

V0.9.8.1

 * Zombie hearing has been nerfed. (Do note that running on roads is still a bad idea...)
 * 10% buff to zombie hearing when it comes to gunfire. Might still be less than before.
 * MH-6J fixed, so you can now sit on the sides again.
 * New vehicles added..!
 * Zombie spawning changed. Before it checked for dead zombies near you, now it checks for dead zombies near where they're actually supposed to spawn.
 * 10~ bugs fixed, but none were "gamebreaking".

V0.9.8.0

 * Almost every weapon replaced!

V0.9.7.0

 * Zombie "sight" nerfed.
 * Zombie spawning overhauled.
 * Smoke grenades attract zombies better now.
 * Less zombies at crash sites.
 * Lowered zombie chase interest by 30%.

V0.9.6.8 (3-5-2013)

 * Logoff timer fully implemented. You cannot log off near another player (5m) or zombie (25m). There is a 30 second countdown until the abort button becomes available. If you wait for the cooldown to finish, you'll get removed from gameplay directly. If you crash/alt+F4 - old rules apply, your body will stay in-game for 30 seconds.
 * UI updates. New Male/Female selection images.
 * UI updates. Removed some unused buttons.
 * Zombies are harder to lose. Be careful!
 * Server-client interaction code overhaul

V0.9.6.6 (2-26-2013)

 * Performance bugfix.

V0.9.6.5

 * Finished zombie targeting rewrite.
 * Abort timer implemented.

V0.9.6.4

 * Vehicle repair bugfix.
 * Zombie target subsystem refactor.

V0.9.6.3

 * Fixed version number + mountain bike.

V0.9.6.2

 * Improved zombie targeting system to lower bandwidth usage.
 * Improved the sound transmission system to lower bandwidth usage.
 * Revamped/Fixed vehicle repairing. (Yeey?)
 * Revamped/Fixed gutting animals.
 * Fixed saving stuff in new tents.
 * Fixed some loot that wasn't spawning in barracks.
 * New SUV (White)
 * GAZ minibusses fixed so we can start placing them ingame!
 * Glider radar removed, and two new colours. Still somewhat weird...
 * Minor bugfixes

V0.9.6.0

 * Bandits, Survivors and Heroes will have unique variations in camo/ghille/soldier uniforms. (New skins!)
 * New vehicles!
 * From DayZ-Redux: Vehicle inspection screen.
 * From DayZ 1.7.5: Different types of raw food from the different kinds of animals in Chernarus.
 * New ground textures by zyco!
 * New Woodland camo backpack in barracks. ALICE also spawns in residential.
 * Changed to backpack pickup to prevent duping (DayZ-Redux)
 * Major code overhaul (almost finished)!
 * Logging while hunted by zombies = you die!
 * Vehicle spawns are now random.

V0.9.5.0

 * 'Vehicle despawn' fixed!
 * 10-15% less network traffic = less desync!
 * AT4 (M136) really should work now!
 * DMR + M14 removed from barracks spawn (Only from chopper crashes now)
 * New backpacks (From DayZ 1.7.5, more info here!)
 * Vehicle system overhaul (Will need feedback on how they work now!)
 * Zombie aggro improvement. They hear better now!
 * Major cover overhaul started. Will continue in future releases.

V0.9.4.0 Internal Release

 * 'Stutter lag' fixed!

V0.9.3.0 Internal Release

 * Several bugs that enabled easy item duping have been fixed.
 * Relogging for blood fixed. Won't work anymore!
 * Fix for being unable to claim a kill.
 * After death, you're unable to abort until scripts have finished. (Prevents body disappearing)