DayZ Taviana 3.0 Update rolling changelist

Hicks_206

DayZ Developer
Staff member
This will be a living document as we begin to flesh more things out, and will serve as a quick heads up on what to expect for the upcoming 3.0 release of DayZ Taviana.

• Implementing base DayZ Mod 1.7.6.1
• Introduced new civilian aircraft
• Introduced new community created lootable skins <- Pending approval.
• Addressed issues with Battleye kick #85 for firing vehicle mounted weapons (Ticket #144)
• Introduced zombie apocalyptic devastation across the world
• Adjust Vodnik Armor/Tire values for balance (Ticket #49)
• Add single slot versions of LMGs for consistency (Ticket #50)
• Implemented the BRDM2_CDF to optional vehicle spawns (Ticket #52)
 
The citizens of Taviana did not throw all their washing machines into the streets.

That said, the military has set up several attempted control points, and some private citizens have made attempts at fortifying their towns against the undead.
Play testing is under way nightly, if you're interested.
 
The citizens of Taviana did not throw all their washing machines into the streets.

That said, the military has set up several attempted control points, and some private citizens have made attempts at fortifying their towns against the undead.
Play testing is under way nightly, if you're interested.
oh yeah, cool.. I'd be interested :)
 
Sounds intresting :D
Just missing an IP & Port from you and some client files to have a proper peek
 
Any update on whether some of the glitchy buildings have been fixed?;

-Power station, able to run through the entire building, glitching through the walls
-Numerous rocks are enterable for glitchers
-Bridge FOV glitches, also unable to place fires/TT's on bridge, and acts as underwater regarding temperature
-Sabina, tons of glitchy buildings you can walk through
-Barracks, some of these only spawn zombies inside whilst your inside, resulting in being trapped
 
Any update on whether some of the glitchy buildings have been fixed?;
Probably not :( Martin who created the Taviana map won't allow any changes without permission.
He's currently milking the Origins release with the dayzland.eu team, That whole setup sticks as only OFFICIAL hosts can offer Origins maps, pay them lots of money to be an official partner.
 
Is it worth hanging on for 1.7.6 ?
It would be a shame for you to release it just as a new dayz update comes out :)

Apart from Dayz Chernarus, Taviana.com is the most popular Dayz map currently :D or so says the DZC stats
 
The spawning in the south eastern island was a strong design decision by the team, and currently appears to be one of the most positive stability decisions we made.

However, that said - feel free to open a design change request on the site and we'll defintiely review options internally.
 
Is it worth hanging on for 1.7.6 ?
It would be a shame for you to release it just as a new dayz update comes out :)

Apart from Dayz Chernarus, Taviana.com is the most popular Dayz map currently :D or so says the DZC stats

Yeah, we're discussing this right now. The majority of the delay in releasing 3.0 was the desire to fix some of the more obvious bugs in the release, and ensure there were no major issues apparent in its use on Taviana.

I'll keep the forums apprised of the direction we end up going in.
 
Hicks, are the spawns something that are controlled on the client side at all?

Am I able to tear apart the server.pbo and add in additional spawn points?

I understand your teams decision but there's absolutely no point in having the small island now. I really liked how the .eu version had the ability to pick a spawn point.

Thanks!
 
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