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Midnight Magic - Namalsk Hardcore - DayZ Server Changelogs

Oct 15th, 2022 (edited)
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  1. --------------------------------------------------------------------------------------------------------------------------------------
  2. // DayZ Server Changelog - Midnight Magic - Namalsk Hardcore //
  3. --------------------------------------------------------------------------------------------------------------------------------------
  4. // v2.8 // 10.15.25 // Various Changes & Tweaks Megapatch //
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  6. + Added OMD_ZenArtillery to the server to give the Zen Artillery pieces more visual flare and to make them more deadly
  7. - Removed the original Zen Artillery mod as the OMD version is not dependent on the original mod
  8. - Added some tweaks to the cfggameplay.json so that we can hopefully remove the personal night light
  9. - Made changes to the Inedia Infected AI configurations to slightly nerf most zombie eyesight versus lights & various other stats
  10. - Added the cassette case to the server so players have a much more compact and centralized storage for music
  11. - Buffed the despawn range and time to AI & tweaked the accuracy stats to have variance in range than before
  12. - Made various other small tweaks and changes to configuration files that do not fit into a specific category
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  14. // v2.7.2 // 10.03.25 // Underground Base Fixes //
  15. --------------------------------------------------------------------------------------------------------------------------------------
  16. - Added recommended changes to the gameplay configuration file to fix placement hologram snapping issues in the Underground Base
  17. * Looking into fixing the issue of falling through floors when entering Underground Bases due to large amounts of items
  18. --------------------------------------------------------------------------------------------------------------------------------------
  19. // v2.7.1 // 10.03.25 // AI Patrol Revamp //
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  21. - Refactored and added the old classname AI patrols to make many new locations much more dangerous
  22. - Made large scale changes to existing AI patrols and nerfed most static waypoint patrols to spawn 15% less often
  23. * Re-created and attempted a fix on the Midnight Magic SimpleMatch patch mod but it has failed and is pending further rework
  24. * Will need to identify and properly tag AI patrols that lack a name so that we can continue to work on them in the future
  25. --------------------------------------------------------------------------------------------------------------------------------------
  26. // v2.7 // 10.02.25 // Dried Meat Tweaks Additions //
  27. --------------------------------------------------------------------------------------------------------------------------------------
  28. - Created and added the Midnight Magic Dried Meat Tweak mod to extend the lifetime of dried meats to one realtime year
  29. * Confirmed that the fruits are not spawning for some reason but that the vegetables are & will need investigation as to why
  30. --------------------------------------------------------------------------------------------------------------------------------------
  31. // v2.6 // 10.01.25 // Spawn Points & Fruits and Veggies Patch //
  32. --------------------------------------------------------------------------------------------------------------------------------------
  33. - Added a significant amount of spawn points around the map to encourage more Lubjansk spawns and a rare chance at South & East spawns
  34. - Added all missing fruit and vegetables to dynamically spawn in small amounts in most places food can typically be found
  35. - Tweaked the amount of tomatoes spawning to reduce the likelihood of finding them and correctly set the proper food type for spawns
  36. * Add mushrooms and other dynamically spawning items that were missed in preparation for the possibility of cooking mods
  37. --------------------------------------------------------------------------------------------------------------------------------------
  38. // v2.5.1 // 09.27.25 // Vanilla Metal Sheet Additions //
  39. --------------------------------------------------------------------------------------------------------------------------------------
  40. - Added Metal Plates to the loot table to enable underground shelters to progress to T2 & T3
  41. - Made a minor fix to the Simple Match Patch Mod so it will not prevent clients from joining anymore & readded it to the server
  42. * Still need to make the Simple Match Patch Mod functional as it does not apply changes correctly
  43. --------------------------------------------------------------------------------------------------------------------------------------
  44. // v2.5 // 09.17.25 // AI Class Overhaul & Additions //
  45. --------------------------------------------------------------------------------------------------------------------------------------
  46. - Made massive sweeping changes to the East & West AI Loadouts to increase ammo drops, mag variety, and added plates to East
  47. - Made balancing changes to the JEDI Bandit loadout to give a percent chance that the AI will spawn with unarmored NCE vests
  48. - Created a completely new AI class known as the Hunter which come equipped with either the Blaze or the Mosin
  49. - Changed the night time multiplier up to x7.5 to further dial in the night time duration balance
  50. - Added a small chance for the new Hunter AI class to spawn near certain military buildings to add them to the rotation
  51. --------------------------------------------------------------------------------------------------------------------------------------
  52. // v2.4.4 // 09.17.25 // Minor Fixes //
  53. --------------------------------------------------------------------------------------------------------------------------------------
  54. - Made some minor changes to the server configuration and gameplay configurations to hopefully fix random nights
  55. - Made a change to the gameplay configuration to hopefully disable respawning while unconscious
  56. * Still need to fix the SimpleMatch patch mod by setting the proper addons as dependencies in the PBO
  57. --------------------------------------------------------------------------------------------------------------------------------------
  58. // v2.4.3 // 09.08.25 // Rollback Patch //
  59. --------------------------------------------------------------------------------------------------------------------------------------
  60. - Removed the Midnight Magic SimpleMatch mod as it is not working correctly and was preventing users from joining the server
  61. - Partially reverted the time scale changes back to 3.5x/7x as 3x/6x was far too slow and was causing nights to be too long
  62. --------------------------------------------------------------------------------------------------------------------------------------
  63. // v2.4.2 // 09.06.25 // SimpleMatch Mod Changes //
  64. --------------------------------------------------------------------------------------------------------------------------------------
  65. + Added the Midnight Magic SimpleMatch mod to change descriptions, make matches last longer, and greatly buff candle duration
  66. - Changed the New_Candle file to spawn more and last much less time on the server so it will distribute properly in the CLE
  67. * Need to add a meta.ccp file to the SimpleMatch patch mod most likely to combat it appearing as unknown on the launcher
  68. --------------------------------------------------------------------------------------------------------------------------------------
  69. // v2.4.1 // 09.06.25 // Immersive Placing Fixes & General Tweaks //
  70. --------------------------------------------------------------------------------------------------------------------------------------
  71. + Added the Immersive placing (Fixed) mod to the server to allow us to properly place things such as glowsticks on crates again
  72. - Removed the original Immersive Placing mod as it was not functional for several updates now
  73. - Added the Hemostatic Bandage to most newer medical item containers to allow it to spawn more often and in more places
  74. - Changed the time acceeleration to 3x/6x to allow more daytime gameplay and to make night time significantly longer
  75. - Turned off the ability to access the inventory in ZenSleep 1.0 as it was bugged anyways and would not work
  76. - Adjusted max rest level at night with no fire up slightly to reduce the punishment factor
  77. - Enabled the ability to be considered warm when under a heat buff to enable the ability to sleep on or near torches
  78. - Slightly buffed blood regeneration while asleep to match the level of health you will gain in deep sleep
  79. - Buffed the tiredness that narcotic injectors will generate to hopefully make them move useful
  80. * Consider adding the Chiappa Rhino to the game to add another powerful revolver option
  81. * Continue to investigate Zen Sleep energy issues with items not affecting energy properly
  82. * Consider increasing the AI despawn radius or adding entity classnames to types so AI enemy bodies do not despawn in front of us
  83. * Consider adding a patch mod to Zensleep so that sleeping will also heal pain at an accelerated rate
  84. * Consider making AI2 Medkits fix deep wounds and have them remove a stage of pain completely
  85. --------------------------------------------------------------------------------------------------------------------------------------
  86. // v2.4 // 09.03.25 // Bugfixes, Tweaks, and Overhauls //
  87. --------------------------------------------------------------------------------------------------------------------------------------
  88. - Finished PseudoGiant loot changes by removing collectors items from loot pool, removing incorrect ammo, and adding proper magazines
  89. - Changed global cleanup avoidance radius to 125 from 50 to avoid situations where survivors lose crafted items when moving around
  90. - Buffed default, ruined, and animal class cleanups to give survivors some grace in these specific situations
  91. - Buffed general loot spawns from 1200 to 1800 globally which should allow more new items to finally properly spawn
  92. - Upped global respawn types, limits, and attempts to lend further aid to allowing batches of items to spawn smoothly
  93. - Significantly reduced maximum zombie count to help combat excess spawn issues and in light of their increased threat level
  94. - Buffed various maximum and minimum quantities for many medicines in light of the vastly increased difficulty InediaPain brings
  95. - Similarly raised the caps for quantity maximum on many repair items to combat the general reduction of item availability
  96. - Re-added some trash clothing items to the game that were not spawning to give more access to rags or emergency clothes
  97. - Vastly increased tent, barrel, and chest availability to promote more base building and stash hiding activities
  98. - Vastly reduced the lifetimes of first aid kits, protector cases, and drybags to allow them to rotate around the CLE better
  99. - Added more drybags and corrected some errors in tagging so they will spawn more on coastal boats
  100. - Increased mag coupler spawns and added a select few pre-coupled mags to the loot list to encourage variety
  101. - Correctly set pre-coupled mag quantities so they will not spawn completely full and potentially break ammo availability balance
  102. - Increased military battery quality slightly so they will always spawn mostly full instead of potentially half full
  103. - Added the potential for military batteries to spawn in the cargo of NVGs so that finding duplicate NVGs can be more rewarding
  104. - Also added the potential for the military batteries to spawn in certain high tier radios to make finding them rewarding too
  105. - Retagged the KS23M and relevant ammo and attachments to foster earlier military and police availability of the weapon
  106. - Slightly boosted the chance for Hemostatic dressings to be found in medical loot as they are a critical element at this time
  107. - Reduced the quiet door opening time from 1 second down to 0.25 seconds to promote the ability to do this fairly quickly
  108. - Massively reduced suppressor shot cool down to 0.1 second so that most weapons will not trigger this while suppressed
  109. * Need to verify the correct items have been tagged to have military batteries spawning in them
  110. * Consider adding more configuration presets and cargo so that containers or weapons found will have more variety
  111. * Consider re-upping the availability of lower tier items and adding variants such as the Livonia police outfit for variety
  112. * Will need to investigate zombies & predators seemingly spawning far in excess of the defined distance of their triggers
  113. --------------------------------------------------------------------------------------------------------------------------------------
  114. // v2.3.2 // 08.30.25 // Somehow Even More Mod Additions //
  115. --------------------------------------------------------------------------------------------------------------------------------------
  116. + Added Vanilla Weapon Slots to allow storing more guns while on the move & to balance for inventory space requirements
  117. + Added Inventory While Swimming to allow looting drowned players or players who have died in the water
  118. * Verify Vanilla Weapon Slots works on intended backpacks and has no ill effects and check Swimming Inventory mod
  119. --------------------------------------------------------------------------------------------------------------------------------------
  120. // v2.3.1 // 08.30.25 // Even More Mod Additions //
  121. --------------------------------------------------------------------------------------------------------------------------------------
  122. + Added Better Medical Pouch to give the vanilla medical pouches a use as they are not as good as modded ones
  123. + Added Barrel Carrying to make base or item relocation or repositioning much less painful than before
  124. + Added Search Ground to give more options to veterans and to give newer players a fighting chance against the cold
  125. + Added Zoom While Sprint to make it easier to survey landscapes as a fresh spawn and to remove FOV change sickness
  126. * Look into reducing the chance for bullets embedding in survivors via InediaPain or via modifying protection values
  127. --------------------------------------------------------------------------------------------------------------------------------------
  128. // v2.3 // 08.30.25 // More Mod Additions //
  129. --------------------------------------------------------------------------------------------------------------------------------------
  130. + Added ArmbandBags to give lower tier backpacks and the armband slot a use late game
  131. + Added Random Nights to give a chance to have occasional brighter nights for night time fights
  132. + Added Black Underwear to make those missing a piece of clothing much stealthier and cleaner looking
  133. + Added Trip Wire from Rope to give more chances to use trip wired grenades or to just use them as sentries
  134. * Consider adjusting time acceleration for night start times from 1520/0800 to 1645/0700 if possible
  135. * Monitor random nights to ensure that it is configured correctly and will work for Namalsk as lighting setups vary
  136. --------------------------------------------------------------------------------------------------------------------------------------
  137. // v2.2.1 // 08.23.25 // PseudoGiant Loot Tweaks //
  138. --------------------------------------------------------------------------------------------------------------------------------------
  139. - Changed PseudoGiant loot array to replace two existing guns with higher tier weapons to better reward ammo expenditure
  140. * Investigate possible issues with animals and PseudoGiants despawning too soon or from closer than zombies do
  141. --------------------------------------------------------------------------------------------------------------------------------------
  142. // v2.2 // 08.09.25 // General Zen Additions Patch //
  143. --------------------------------------------------------------------------------------------------------------------------------------
  144. + Added Zens Fire Sticks to the server to allow players to cook food while doing something else
  145. + Added Zens GPS Watch to give the armband slot an actual functional use and to allow use of the many other radio slot items
  146. + Added Zens Flint to give even more flexibility with lighting fires
  147. - Modified some type classes on MREs so they will hopefully stop swarm spawning in specific locations
  148. --------------------------------------------------------------------------------------------------------------------------------------
  149. // v2.1 // 08.09.25 // General Zombie & Pain Overhaul Patch //
  150. --------------------------------------------------------------------------------------------------------------------------------------
  151. - Massively reduced Inedia Zombie stun chance to players both in and out of block to give players a chance to escape
  152. - Added a very small chance for zombies to disarm players on hit both in and out of block to compensate for nerfs
  153. - Reduced and rebalanced player pain multipliers from various zombie classes and reduced deep wound chance
  154. - Moderately buffed pain healing percentage per second to better advance through pain healing states
  155. - Slightly reduced the falling pain multiplier so that it will not hit critical unless the fall is very far
  156. - Slightly reduced shock damage when using pained arms to give players slightly longer before they pass out
  157. - Increased bullet wound time to stage 2 timer so the player will have 3 hours instead of 2 before lead poisoning
  158. - Lowered the suppressor shot cooldown slightly to decrease instances of suppressed shots being heard in succession
  159. - Slightly reduced weapon shot aggro range and player falling sounds for both day and night
  160. - Reduced various chemlight, road flare, fireplace, and head torch detection distances
  161. - Massively reduced the chance for zombies to break open doors which should allow players to use doors as a barricade a bit more
  162. - Reduced zombie search sphere radius and burst radius to hopefully reduce the ridiculous ranges they look a bit
  163. - Reduced zombie irritant search timer from 2 minutes down to 1 minute which should allow players to evade a bit easier
  164. - Reduced various zombie jumping attributes which should make the jumping a bit less oppressive in certain situations
  165. - Removed the zombie stuck jumping handler as it could cause zombies to vault over rocks and kick you in the face (lol)
  166. * Consider switching the unconscious handler over to Inedia from PvZ to have zombies lose interest after a few hits
  167. * Consider increasing ruined item clean up radius and timer some so these items will stick around better
  168. --------------------------------------------------------------------------------------------------------------------------------------
  169. // v2.0.6 // 06.21.25 // Zombie HP Nerf //
  170. --------------------------------------------------------------------------------------------------------------------------------------
  171. - Added general PvZ zombie nerfs across the board for HP values to make zombies a bit easier to deal with
  172. * Consider updating ZenSleep to version 2.0 in the near future and transferring configuration values
  173. * Consider refactoring all AI encounters to place them in a way they can be reverted back to Raiders and vulnerable to zombies again
  174. * Consider adding a patch mod to address glass bottles not fitting in canvas bag water bottle slots
  175. --------------------------------------------------------------------------------------------------------------------------------------
  176. // v2.0.5 // 06.20.25 // Wound Infection Hotfix //
  177. --------------------------------------------------------------------------------------------------------------------------------------
  178. - Removed the 10% chance to get wound infection on each bleed until we can confirm the permanent infection bug is fixed
  179. * Consider re-orienting the microscope static spawn in Athena so that it faces the correct direction in ZenVirus
  180. --------------------------------------------------------------------------------------------------------------------------------------
  181. // v2.0.4 // 06.14.25 // 1.28 Server Files Update Patch //
  182. --------------------------------------------------------------------------------------------------------------------------------------
  183. - Replaced the default types & spawnable types to include the new additions from v1.28
  184. - Merged the Athena particle hotfix into the effectarea json file
  185. - Updated the ServerCPU setting in the monitor batch file to reflect the new CPU count
  186. * Keep on top of any patch related bugs and fix them as appropriate
  187. * Consider implementing the new version of Zen Sleep and converting all configurations over
  188. * Investigate permanent zombie-inflicted wound infection that may be caused by Inedia
  189. * Investigate possible canvas bag shoulder slot issues with glow sticks
  190. --------------------------------------------------------------------------------------------------------------------------------------
  191. // v2.0.3 // 04.12.25 // Types & Events Micropatch //
  192. --------------------------------------------------------------------------------------------------------------------------------------
  193. - Reduced the safe radius of all zombie spawn triggers to hopefully prevent the ability to "game" zombie spawns
  194. - Revisited the restock values of many modded items to allow them to respawn a bit faster
  195. - Tweaked the nominal values of a few SNAFU types to allow the weapons and mags to spawn more
  196. - Fixed the maximum and minimum quantity for the APS & AA12 magazines so they now will not spawn full every time
  197. - Nerfed the frankly ludicrous range on InediaInfectedAI reactions for falling which was in excess of 30m during daytime
  198. * Began investigating the spawnpoints for survivors and will continue to make changes as time permits
  199. * Consider the posibility of assigning individual spawn locations for AI to increase the likelihood of ambushes
  200. * Consider overhauling or replacing the NBC pouch mod as it does not allow for the respirator to be included
  201. * Consider adding more cargo to various clothing items so they have a chance to spawn loot in them
  202. * Consider adding more chances for attachments to spawn on weapons that do not have magazines or attachments defined
  203. * May need to change the ServerCPU setting in the monitor batch to match the new Midnight Magic server hardware
  204. --------------------------------------------------------------------------------------------------------------------------------------
  205. // v2.0.2 // 04.05.25 // General Tweaks Patch //
  206. --------------------------------------------------------------------------------------------------------------------------------------
  207. - Re-boosted inflicted zombie pain in InediaPain as players were able to sustain too many consecutive zombie hits
  208. - Increased the minimum quantity from 1% to 10% with regards to repair kits such as sewing kits on spawn
  209. - Slightly nerfed maximum quantity of Tool Repair Kit so it cannot spawn full which should encourage refilling it
  210. - Changed the restock and quantities for the surgical kit so players will get more percentage on average when looting one
  211. - Increased Zombie corpse lifetime to 1 hour which roughly doubles the amount of time they will take to respawn
  212. - Increased the zombie safe and cleanup radius to 250 meters which should prevent issues of excessive zombie respawns
  213. * Consider patches to things such as Ice Fishing to include new tools and consider implementing static minefields
  214. * Consider removing some clutter mods such as Pokemon Cards & Radio Mods for now until CLE can be stabilized
  215. * Take a look at fixing Advanced Weapon Scopes looking straight down when attempting to view while in hand
  216. * Add respawn points north of Lubjansk and Vorkuta to match the quantity of Jalavisko spawns
  217. * Diversify enemy survivor loadouts and start setting sane noise investigation radius limits
  218. * Fix Muon Detector only being able to be attached to one shoulder strap instead of both
  219. * Add a second tool slot for the Alice Pack since it has a second strap that the second tool could attach to
  220. * Add variance to the AA12 Drum as it currently is always spawning with the maximum amount of shells
  221. * Greatly increase the acquisition of the cold resistance skill as it has been massively reduced in recent updates
  222. * Consider modifying some of the vests to have at least partial armor to give some of the other vests some use
  223. * Investigate possible Zombie despawn issues due to the radius changes to safe zones
  224. * Investigate MidnightMagic Resources having all custom tracks defaulting to the typical Namalsk music
  225. --------------------------------------------------------------------------------------------------------------------------------------
  226. // v2.0.1 // 04.04.25 // Inedia & PvZ Zombie Tweaks //
  227. --------------------------------------------------------------------------------------------------------------------------------------
  228. - Tweaked and reduced the vision and sound values for most light & sound sources in InediaInfectedAI
  229. - Cut the pain values for all attacks in half in InediaPain which should prevent a lot of one tap mobility loss issues
  230. - Increased the radius for PvZ Heavy Multi Attack Staggers and increased reduced the minimum damage to activate stagger radius
  231. * Consider revisiting AI patrol loadouts and removing the plate carriers from some loadouts
  232. --------------------------------------------------------------------------------------------------------------------------------------
  233. // v2.0 // 04.03.25 // Mod Shuffle Update //
  234. --------------------------------------------------------------------------------------------------------------------------------------
  235. + Added the Filter Bottle Belt Attachment mod to the server to give players a good place to put the filtration bottle
  236. + Added the Dying Light UV mod to the server and added the flashlight to give players another method to fend off infected
  237. - Removed BanOnDeath from the server as it would bug on player disconnect sometimes and ban them for the rest of the session
  238. - Removed the Ammo Repack mod as it was highly abusable and would enable players to cycle ammo to pristine condition
  239. - Made various upward adjustments to types to slightly increase loot as there have been notable absences of loot in structures
  240. * Consider adjusting the battery power drain for the flashlight and possibly consider altering the model
  241. --------------------------------------------------------------------------------------------------------------------------------------
  242. // v1.9.9.3 // 04.03.25 // Critical Error Hotfix //
  243. --------------------------------------------------------------------------------------------------------------------------------------
  244. - Corrected critical key error with Underground Bases preventing users from joining the server
  245. - Made numerous types adjustments to correct restock and supply issues particularly with repair kits
  246. - Adjusted some static AI spawns to have a much smaller noise search radius and switched some over to raider type
  247. * Consider removing Ammo Repack as it is highly abusable by turning badly damaged rounds into pristine ones
  248. * Will need to keep an eye on small bugs and look for opportunities to apply patch mods to correct these
  249. --------------------------------------------------------------------------------------------------------------------------------------
  250. // v1.9.9.2 // 03.29.25 // Minor Types Bugfix Patch //
  251. --------------------------------------------------------------------------------------------------------------------------------------
  252. - Completely resolved XML invalidation syntax errors in JEDI & Overrides XML files that were preventing loot spawns
  253. - Added some additional location tags to loot that is struggling to spawn such as MREs so they should spawn now
  254. - Added a change to the map proto XML file for hospitals and industrial sites to test if it will help reduce search overtime
  255. - Reduced the lifetime of PseudoGiant and Humvee spawn triggers to more sane values as they should not exceed a few seconds
  256. - Fixed wrong tags for medical items that were listed as "Medic" instead which should allow medical items to spawn properly
  257. - Completely eliminated usage name and replaced it with the proper tag name definition so tags will actually apply now
  258. - Slightly reduced low tier weapon spawns so there will be fewer starter towns that are oversaturated with them
  259. - Executed a partial database purge by removing all loot files and attempting to leave player data intact
  260. - Cleaned up gitignore file with relevant exclusions for things such as banlist and tree status files
  261. * Manually prune unimportant files from GitHub repo when a full list of such files is assembled
  262. * Check the SNAFU_EOTech_EXPS3 type to verify if it has been changed or removed
  263. * Note that Namalsk has a completely different set of tagging versus vanilla
  264. * Note that item spawns now appear to be rather sparse and may need adjustment
  265. --------------------------------------------------------------------------------------------------------------------------------------
  266. // v1.9.9.1 // 03.28.25 // Sakhal Medicine Additions //
  267. --------------------------------------------------------------------------------------------------------------------------------------
  268. - Added Chelating Tablets to the server to finally have an option to combat heavy metal poisoning from bullet wounds
  269. - Halved health loss damage per second from critical pain state in InediaInfectedAI
  270. - Continued to greatly reduce trash types in the server across the board to accomodate new items
  271. * Wiped persistence again to check how server item spawning performance is doing
  272. * Check zombie HP damage stats and ensure none are being excessively buffed
  273. * Consider adding new AI patrol spawns to the map and consider re-adding static spawns that are deaf
  274. * Revisit AI accuracy delta spread and consider reducing the top accuracy stat
  275. * Consider adding the Dying Light UV mod to give a good option to get a temporary breather against zombies
  276. * Consider creating a patch mod that adds UV Chemlights & UV Flares to give consumables a good use
  277. * Consider adding rechargable 9V batteries and upping the consumption of batteries for UV lights to make them very situational
  278. --------------------------------------------------------------------------------------------------------------------------------------
  279. // v1.9.9 // 03.27.25 // Inedia Hotfix //
  280. --------------------------------------------------------------------------------------------------------------------------------------
  281. - Changed DamageToZombieHandlerIsActive to 0 which should fix the absurd zombie resistances
  282. * Consider adding methods to heal heavy metal poisoning contracted from bullet wounds left untreated
  283. * Consider making some nerfs to InediaPain as with Namalsk's zombies it appears to be far too punishing
  284. --------------------------------------------------------------------------------------------------------------------------------------
  285. // v1.9.8 // 03.27.25 // Zombie & Types Hotfix //
  286. --------------------------------------------------------------------------------------------------------------------------------------
  287. - Fixed critical types inclusion error on JEDI Types which should allow items to spawn properly for modded types
  288. - Removed duplicate types from Inedia configuration file which should theoretically fix some overly healthy zombie classes
  289. * Need to watch spawning to confirm that the items have been successfully re-added to the server
  290. * Will need to test the HP of all common zombie classes to verify they react properly to ranged attacks
  291. * Consider checking melee durability of Bloodsuckers again as they were wildly durable before
  292. --------------------------------------------------------------------------------------------------------------------------------------
  293. // v1.9.7 // 03.27.25 // Vanilla Types Reduction //
  294. --------------------------------------------------------------------------------------------------------------------------------------
  295. - Continued to home in on reducing vanilla tops and pants in the types override XML files
  296. * Discovered HP issues with some military zombies while testing with shotguns and pistols
  297. * Confirmed possible XML issues as CJ's items are not spawning as well
  298. --------------------------------------------------------------------------------------------------------------------------------------
  299. // v1.9.6 // 03.27.25 // InediaInfectedAI Configuration Refactoring //
  300. --------------------------------------------------------------------------------------------------------------------------------------
  301. - Completely refactored the InediaAI configuration to include all missing elements added with recent updates
  302. - Disabled stone throwing from PvZ in favor of using the themed item throwing in InediaAI
  303. - Made some small changes to types files to clean them up a bit for readability
  304. * Investigate why InediaInfectedAI medical items appear to not be spawning into the server
  305. --------------------------------------------------------------------------------------------------------------------------------------
  306. // v1.9.5 // 03.26.25 // Mod Removal Micropatch //
  307. --------------------------------------------------------------------------------------------------------------------------------------
  308. - Removed Random Pristine Repair as it was interfering with the changes from CJ-187's More Items mod
  309. * Investigating why quantities for sewing kits and other miscellaneous JEDI defined objects are being ignored
  310. * Discovered InediaInfectedAI configuration does not update or append with mod updates and needs refactoring
  311. --------------------------------------------------------------------------------------------------------------------------------------
  312. // v1.9.4 // 03.26.25 // CJ187's More Items Fixes //
  313. --------------------------------------------------------------------------------------------------------------------------------------
  314. - Completely overhauled classnames for More Items so they will now spawn in the game again
  315. - Revamped the overrides for vanilla items and moved them to the JEDI XML file to be handled under the CJ187 section
  316. * Will need to assess mods that may interfere with the way this mod handles vanilla repairs such as Random Pristine Repair
  317. --------------------------------------------------------------------------------------------------------------------------------------
  318. // v1.9.3 // 03.25.25 // Bugfixing & InediaAI Medical Item Patch //
  319. --------------------------------------------------------------------------------------------------------------------------------------
  320. + Added the Inedia Medical items to the JEDI types files so that we can now fully treat all new wounds
  321. - Made a couple of smaller type changes to continue to bring down the loot spawns to managable levels
  322. - Completed a full database wipe of the server to continue testing for further issues
  323. * Confirmed that we were mistaken on our diagnosis of the AMS cabinet issue as it has proven inconsistent
  324. * Consider adding the AMS to Inedia medical compatibility mod so that more AMS equipment can treat Inedia debuffs
  325. * Confirmed that the Sewing Kit changes were made on 26th Feb. 2024 by the CJ187-MoreItems mod
  326. * Confirmed that CJ187-MoreItems mod has changed several item classnames and will likely need work so they spawn again
  327. * These vanilla item changes are likely what has broken Random Pristine Repair and will likely need a patch mod to revert
  328. --------------------------------------------------------------------------------------------------------------------------------------
  329. // v1.9.2 // 03.24.25 // Item Overload Micropatch //
  330. --------------------------------------------------------------------------------------------------------------------------------------
  331. - Made large amounts of changes to the types override & JEDI types to reduce many overpopulated items across the board
  332. * This change will make finding a lot of necessities much more difficult and should reduce search overtime
  333. * Preparing to add the InediaPain items and balance them as necessary in addition to adding them to containers
  334. * Confirmed the AMS container inventory bug is due to InediaInfectedAI and will continue researching fixes
  335. * Confirmed that the repairing anything bug was due to Random Pristine Repair being active
  336. --------------------------------------------------------------------------------------------------------------------------------------
  337. // v1.9.1 // 03.23.25 // BanOnDeath Testing Patch //
  338. --------------------------------------------------------------------------------------------------------------------------------------
  339. - Implemented a script to delete the banlist on server restart for BanOnDeath
  340. * Observed issues with Sewing Kits & Leather Sewing Kits repairing items they should not
  341. * Confirm if this is due to Random Pristine or if it is some other mod breaking these restrictions
  342. * Install InediaPain's items to combat things such as internal bleeding and bullet wound removal
  343. * Consider adding a BanOnDeath Patch Mod to change description to time until next restart
  344. --------------------------------------------------------------------------------------------------------------------------------------
  345. // v1.9 // 03.23.25 // QOL & Basebuilding Patch //
  346. --------------------------------------------------------------------------------------------------------------------------------------
  347. + Added QuickBar from anywhere to return the ability to access items inside containers
  348. + Added Repack Ammo to better protect your ammo during transit and for roleplaying
  349. + Added BetterStash so we can have small barrel stashes to bury that are well hidden
  350. + Added Namalsk_Igloo to better protect against EVR events on the ice without APSI
  351. + Added Underground Bases to have an ultra high tier hidden basing option
  352. + Readded Random Pristine Repair again as I discovered the issue was with the admin sewing kit spawning and not the mod
  353. - Removed Combinable Items as it had some redundant elements such as log stacking and will be replaced
  354. - Added relevant mod types to the JEDI types.xml file and rebalanced all durations to roughly 3 months with some exceptions
  355. * Confirmed Combinable Items is not the mod affecting sewing kit durability and will need more research to find the culprit
  356. * Confirmed that Repack Ammo currently does not work with 4GA ammo as this will need to be added
  357. * Confirmed an issue with the plastic barrels where they cannot be closed unless buried and interacted with
  358. --------------------------------------------------------------------------------------------------------------------------------------
  359. // v1.8.2 // 03.23.25 // Immersive Wells Addition Patch //
  360. --------------------------------------------------------------------------------------------------------------------------------------
  361. + Added Immersive Wells to add a little spice to watering hole interactions
  362. - Added a 1% chance wells won't give water because random is God
  363. --------------------------------------------------------------------------------------------------------------------------------------
  364. // v1.8.1 // 03.22.25 // Hotfix & Mod Removal Patch //
  365. --------------------------------------------------------------------------------------------------------------------------------------
  366. - Removed Random Pristine Repair as it appeared to be bricking the ability to repair items
  367. --------------------------------------------------------------------------------------------------------------------------------------
  368. // v1.8 // 03.22.25 // Zen Sleep Fixes & Other Additions //
  369. --------------------------------------------------------------------------------------------------------------------------------------
  370. + Added the BanOnDeath mod to make the server even more hardcore
  371. + Added Ice Fishing to the server to bring back a much needed food source
  372. + Added Russian Roulette to give bored players with a revolver a spicy past time
  373. + Added Random Pristine Repair to give you something to waste your sewing kits on
  374. - Set the ban length to 6 hours to prevent players from retrieving their lost loot
  375. - Adjusted ZenSleep HUD positioning to the left side to nestle it under the stamina bar
  376. * Consider the creation of some kind of medicines to counteract predator meat parasites
  377. * Confirmed AMS medical boxes appear to be uninteractable and cannot be looted as of now
  378. * Confirmed ZenSleep still causes various HUD issues with elements disappearing on respawns
  379. * Confirmed there may still be old DZN items that use the older freezing system that need to be purged
  380. * Confirmed that there are still some mods that excessively boost sewing kit & leather sewing kit durability
  381. --------------------------------------------------------------------------------------------------------------------------------------
  382. // v1.7.5 // 03.22.25 // 1.27 ZenSleep Interim Fixes //
  383. --------------------------------------------------------------------------------------------------------------------------------------
  384. + Added the ZenSleep 1.27 mod as an interim fix until ZenSleep is patched
  385. * Community tab servers seem to have issues which necessitate the DZSA Launcher to join
  386. --------------------------------------------------------------------------------------------------------------------------------------
  387. // v1.7.4 // 03.22.25 // 1.27 Server File Merge //
  388. --------------------------------------------------------------------------------------------------------------------------------------
  389. - Merged all changes from Sumrak's new 1.27 server files into Hardcore Namalsk's mission files
  390. - Changed all raider AI to shaman AI to greatly increase their threat levels again
  391. - Added a preliminary description to the server that users will see before connecting
  392. * Consider adding custom tips to loading screens
  393. * Consider reworking and cleaning up some of the less stellar loading screens
  394. --------------------------------------------------------------------------------------------------------------------------------------
  395. // v1.7.3 // 03.17.25 // 1.27 Repo Fixes //
  396. --------------------------------------------------------------------------------------------------------------------------------------
  397. - Began fixing the repo and sizing up changes that need to be made to make the server 1.27 compliant
  398. - Fixed the server crash with relation to redistributables that were not installed on the new server
  399. --------------------------------------------------------------------------------------------------------------------------------------
  400. // v1.7.2 // 12.16.24 // Actual Modlist Fix //
  401. --------------------------------------------------------------------------------------------------------------------------------------
  402. - Added required line to configuration to allow modlist population on server browser
  403. * Updated GitHub with required fixes and commits
  404. --------------------------------------------------------------------------------------------------------------------------------------
  405. // v1.7.1 // 11.3.24 // Modlist Hotfix //
  406. --------------------------------------------------------------------------------------------------------------------------------------
  407. - Removed Cold Resistance Injector from batch files as it was left in somehow
  408. - Re-added DBO Spiders to modlist as it was removed during troubleshooting prior and not re-added
  409. * Continue to monitor for fixes on modlist
  410. --------------------------------------------------------------------------------------------------------------------------------------
  411. // v1.7 // 11.3.24 // Namalsk Revival Patch //
  412. --------------------------------------------------------------------------------------------------------------------------------------
  413. - Removed Cold Resistance Injector as it was crashing the server since it has not been updated
  414. - Completed massive file refactoring and additions for 1.25 & 1.26
  415. - Slightly raised starting energy from 900 to 1000
  416. * Consider making AI shaman class again so they're dangerous again
  417. * Consider investigating more cfgeconomycore addendum files such as cfgrandompresets
  418. --------------------------------------------------------------------------------------------------------------------------------------
  419. // v1.6.5 // 11.2.24 // Post-Frostline Bugfixes //
  420. --------------------------------------------------------------------------------------------------------------------------------------
  421. - Added an Inventory Revert mod to restore clothing space to previous patch versions
  422. - Cleaned up Bare Metal & Combined Monitor batch files
  423. - Refactored interim fix mod for more permanent use
  424. - Removed and replaced symlinks with additions and workarounds
  425. - Pushed all changes to the GitHub repo to begin refactoring
  426. * Still need to add 1.25 & 1.26 game additions to Namalsk
  427. * Consider switching to the server center editions of Namalsk & Namalsk Survival
  428. ? Known bug - Cold Resistance Injector causes server crash due to 1.26 changes
  429. --------------------------------------------------------------------------------------------------------------------------------------
  430. // v1.6.4 // 10.13.24 // Pre-Frostline Release Fixes //
  431. --------------------------------------------------------------------------------------------------------------------------------------
  432. - Removed Gesture4X as it was confirmed to be the mod that was breaking interactions
  433. - Created an interim fix mod for the recently removed BuildEverywhere mod
  434. * Server re-opened for testing and polishing work prior to 1.26 release
  435. ? Complete removal of Gesture4X such as symlinks and other residual pieces
  436. ? Update GitHub repo with commits when possible
  437. ? Update batches and comments with relevant data
  438. ? Consider adding 1.25 & 1.26 content when they are released later this week
  439. --------------------------------------------------------------------------------------------------------------------------------------
  440. // v1.6.3 // 05.05.24 // 1.24 Version Update Catchup Patch //
  441. --------------------------------------------------------------------------------------------------------------------------------------
  442. - Updated types and preset xml files to 1.24 versions
  443. * Server temporarily shut down until 1.26 drops
  444. ? Discovered game breaking issue that causes interaction, hotbar, and combat bugs
  445. --------------------------------------------------------------------------------------------------------------------------------------
  446. // v1.6.2 // 02.04.24 // Inedia Zombie Tweak Micropatch //
  447. --------------------------------------------------------------------------------------------------------------------------------------
  448. - Made some minor Inedia adjustments to generally lower zombie perception capability across the board
  449. --------------------------------------------------------------------------------------------------------------------------------------
  450. // v1.6.1 // 02.04.24 // Minor Economy Adjustment Micropatch //
  451. --------------------------------------------------------------------------------------------------------------------------------------
  452. - Slightly lowered the amount of spawns for the field shovel given the frequency of drops on Bloodsuckers
  453. - Increased lifetime of fire barrels to match lifetime for other base objects
  454. - Increase 500 S&W ammo spawn rate slightly as it was far too rare
  455. - Slightly increased 4ga loose ammo spawns to increase prevalance
  456. --------------------------------------------------------------------------------------------------------------------------------------
  457. // v1.6 // 02.04.24 // Mod Removal & Overhaul Patch //
  458. --------------------------------------------------------------------------------------------------------------------------------------
  459. ! Completely removed DayZ Dog due to the low quality nature of the mod & other additional issues it creates
  460. + Added MegaFoodPack to look at possibly replacing Mass Food & MREs and to add additional flavor items to Namalsk
  461. + Added the Combinable Items mod to finally add common sense combining to many utility items and to add stackable wood
  462. ? Look through old mod issues and fix issues from previous notes
  463. --------------------------------------------------------------------------------------------------------------------------------------
  464. // v1.5.4 // 12.17.23 // AI Bandit Behavior Change Micropatch //
  465. --------------------------------------------------------------------------------------------------------------------------------------
  466. - Changed all AI Bandits to the Raiders faction so they no longer get shaman protection
  467. - Created backup of AI files in case there are syntax errors that default them
  468. * Will need to look at and re-add all the lost comments to identify the location of all static patrols
  469. ? Consider re-implementing the patrols in the new AI files
  470. --------------------------------------------------------------------------------------------------------------------------------------
  471. // v1.5.3.9 // 12.17.23 // Zombie Door & Speed Handler Micropatch //
  472. --------------------------------------------------------------------------------------------------------------------------------------
  473. - Changed PvZ handlers for door breaking & lockpicked door handling to their disabled states
  474. - Changed PvZ handlers for zombie speed to their disabled states
  475. - Changed InediaAI handlers for zombie speed to their enabled states
  476. * Will continue to monitor the Zombie blood loss speeds & the lock picked door results from zombies hitting them
  477. ? Make more PvZ / InediaAI adjustments for other undesired behaviors
  478. --------------------------------------------------------------------------------------------------------------------------------------
  479. // v1.5.3.8 // 12.10.23 // Zombie Changes Patch //
  480. --------------------------------------------------------------------------------------------------------------------------------------
  481. - Small change to server files to switch to the new ID of the Gesture Wheel mod
  482. - Slightly lowered the chance for zombies to break through lockpicked doors in InediaAI
  483. - Slightly lowered the chance for zombies to break through normally closed doors in InediaAI
  484. - Slightly lowered the chance for zombies to break doors entirely in InediaAI
  485. - Fixed missing enable flag in gameplay xml to disable respawn on unconsciousness option
  486. * Continue to make note of small changes that need to be made such as typo fixes and tweaks for patch mods
  487. * Consider a more even 9v battery distribution by equalizing the numbers between the new and old variants
  488. ? Investigate zombies kicking open lockpicked doors in a single hit
  489. ? Add spawned stashes log to gitignore and do a manual git push to remove it from the repo
  490. ? Confirmed issue - Immersive NVGs do not work properly in dark areas like the Tunnels or in A2 underground
  491. --------------------------------------------------------------------------------------------------------------------------------------
  492. // v1.5.3.7 // 11.30.23 // Zombie Changes Patch //
  493. --------------------------------------------------------------------------------------------------------------------------------------
  494. - Upped the respawn timer for infected AI from 600 to 1800 seconds to give a greater time frame to clear areas
  495. - Attempted to re-implement the gameplay xml file to remove the ability to respawn when unconscious
  496. * Possibility that some AMS items are not having proper effects in ZenSleep - like Methadone and Narcotics
  497. ? Reports that the gameplay XML have not taken effect - need to investigate further
  498. --------------------------------------------------------------------------------------------------------------------------------------
  499. // v1.5.3.6 // 11.25.23 // InediaAI Adjustments //
  500. --------------------------------------------------------------------------------------------------------------------------------------
  501. - Cut the body fall coefficient in half to hopefully reduce the rather high range for bodies being heard
  502. - Reduced infected vision & hearing at night to make it easier to sneak up on them for assassination attempts
  503. - Reduced the time it takes to execute a quiet door opening by one second so the action will be more seamless
  504. - Reduced the light & sound coefficients when in houses significantly to simulate the insulating qualities of structures
  505. ? Consider fixing the ZenVirus item spawns as some things like Petri Dishes are spawning in shacks
  506. --------------------------------------------------------------------------------------------------------------------------------------
  507. // v1.5.3.5 // 11.24.23 // Medkit & Bloodsucker Loot Overhaul //
  508. --------------------------------------------------------------------------------------------------------------------------------------
  509. - Massively rebalanced Bloodsucker loot arrays to include less high value items and also include more Immersive NVGs
  510. - Completely revamped the AMS MFAK & Medkit loot arrays to include a large amount of interesting items
  511. - Finally added CJ's More Items Medkits to the loot arrays so they can now contain items
  512. --------------------------------------------------------------------------------------------------------------------------------------
  513. // v1.5.3.4 // 11.24.23 // Overpopulation Hotfix Patch //
  514. --------------------------------------------------------------------------------------------------------------------------------------
  515. - Applied hotfix for jedi_types.xml file that only counted various AA12 accessories in the player instead of in the map
  516. - Also applied this hotfix for MASS MREs as well, as it was set to both which was limiting the spawns
  517. * Possibly troubleshoot problematic items in the jedi_types xml file that are still not spawning
  518. --------------------------------------------------------------------------------------------------------------------------------------
  519. // v1.5.3.3 // 11.24.23 // JEDI Types XML Hotfix //
  520. --------------------------------------------------------------------------------------------------------------------------------------
  521. - Applied hotfix for jedi_types.xml file which contained an error that was preventing all new items from spawning on the map
  522. - Changed the tagging for SNAFU weapons to hopefully fix them spawning in civilian areas
  523. * Need to confirm that the AA12 specifically is spawning where it should now
  524. * Check spawning dynamic stashes to verify loot array is sufficient
  525. --------------------------------------------------------------------------------------------------------------------------------------
  526. // v1.5.3.2 // 11.24.23 // Various Additions & Adjustments Patch //
  527. --------------------------------------------------------------------------------------------------------------------------------------
  528. + Added the SNAFU AA12 Shotgun, Magazine, Choke, Grips, and EXPS3 optics to the loot table
  529. - Added the possibility for the AA12 to spawn with various optics and accessories
  530. - Expanded the tier levels that the APS & Competition 500 and accessories can spawn in
  531. - Drastically increased 12 gauge buckshot & slug ammo availability in both boxed and loose varieties
  532. - Added the Field Shovel to loot spawns in various military locations to work in tandem with the Treasure mod
  533. - Slightly reduced regular shovel spawns in the override xml to compensate for the addition of Field Shovels
  534. - Slightly increased Mosin spawns as they are very rare at the moment
  535. - Greatly increased the birch bark spawns and quantities per spawn to make acquiring white chess pieces easier
  536. - Configured the dynamic spawns to a handful of pre-determined locations on the Namalsk map
  537. - Set custom loot arrays for the dynamic boxes so they will be worth hunting down
  538. - Reduced Radio Stash respawn timer to 10 minutes to enable more loot for seekers
  539. - Reduced Radio Stash transmission range to 2km to require survivors to be in the vicinity
  540. * Radio Stash and Dynamic Stashes appear to be different - will use the Radio stashes for now
  541. * Will need to merge new loading screens into the Midnight Magic Resources mod when time permits
  542. ? Consider a patch mod to fix the hand positioning for the AA12 mag when loading it into the gun
  543. ? Consider a patch mod to fix the shotgun choke not appearing on the AA12 at all
  544. ? Consider a patch mod to fix the laser sight not being attachable to the AA12 flashlight slot
  545. ? Consider a patch mod to fix the Competition 500 weapon sounds & loading issues
  546. ? Still need to fix the DBO_Spiders territories issue so they will spawn in Norinsk
  547. ? Possible issue - new items may not be spawning - check the jedi_types xml files for errors
  548. --------------------------------------------------------------------------------------------------------------------------------------
  549. // v1.5.3.1 // 11.23.23 // Treasure Mod Patch //
  550. --------------------------------------------------------------------------------------------------------------------------------------
  551. + Added the Treasure mod to encourage additional exploration off of typical loot routes
  552. - Enabled dynamic treasure spawns and changed the radius of radio pings to 5km
  553. * Likely need to configure new dynamic treasure spawns - will need to test to find out
  554. --------------------------------------------------------------------------------------------------------------------------------------
  555. // v1.5.3 // 11.22.23 // Minor Tweaks & Additions //
  556. --------------------------------------------------------------------------------------------------------------------------------------
  557. + Added the Zen's Persistent Trees mod to enable pathfinding, wood scarcity, and additional immersion
  558. - Set the Zen Trees timer for tree respawns to 30 days up from the default 3 days
  559. - Actually fixed the Will o' the Wisp mod this time by moving the spawner in the init.c file inside the main method
  560. * Consider replacing Mass Items & MREs with ones from MegaFoodPack if they are suitable quality
  561. * Consider adding some more SNAFU guns such as the AA12 into the loot economy
  562. ? Confirmed Spiders are still not fixed - will need to set proper territories and move them out of zombieterritories.xml
  563. --------------------------------------------------------------------------------------------------------------------------------------
  564. // v1.5.2 // 11.22.23 // Mod Removal & More Fixes //
  565. --------------------------------------------------------------------------------------------------------------------------------------
  566. - Removed the Namalsk Redux mod from the server as it basically rendered all camouflage but white useless
  567. - Removed the Lad's Lighting Overhaul mod from the server as it caused the nights to be far too bright in tandem with the overhaul
  568. - Set the lighting mode in the server configuration back to default dark and removed the gameplay configuration xml
  569. - Nerfed & Buffed where appropriate certain Zen Virus items as they were out of proportion with their rarity with spawns
  570. - Adjusted various Zombie skinning rewards to slightly nerf the chances for them to be ruined
  571. - Fixed the Will o' the Wisp mod by adding the proper spawner to the bottom of the init.c file
  572. - Added large loot array to the Will o' the Wisp to increase the breadth of light sources or tools it can take
  573. - Added various tweaks to zombies via InediaAI that should make them behave more appropriately
  574. - Slightly nerfed the spawn rate of military batteries as they were far too common
  575. --------------------------------------------------------------------------------------------------------------------------------------
  576. // v1.5.1 // 11.22.23 // Implementation & Config Fixes //
  577. --------------------------------------------------------------------------------------------------------------------------------------
  578. - First attempt to fix Tarantula spawns by setting them to static instead of dynamic in territories
  579. - Fully integrated DayZ Dogs into the various event, types, and territory files
  580. - Integrated Lad's Lighting by creating a new stripped down gameplay xml file
  581. * Consider implementing the remainder of the Spider files and set a proper territory up for them
  582. * Observe any issues with existing mods and check Lad's Lighting to ensure it is working
  583. * Verify the Tarantula spawn fix as it should have a 100% chance to spawn now
  584. ? Confirmed issue - nights are much too bright - it is likely that Lad's lighting will need major adjustments
  585. --------------------------------------------------------------------------------------------------------------------------------------
  586. // v1.5 // 11.22.23 // Dogs & Overhauls Update //
  587. --------------------------------------------------------------------------------------------------------------------------------------
  588. + Added DayZ Dogs to the game to give players a faithful companion and helper in tough situations
  589. + Added the View Inventory Mod to check inventory when traveling in a vehicle
  590. + Added the Namalsk Redux mod to the server to further winterize the map
  591. + Added the Lad's Lighting Overhaul mod to the server to make the nights even darker
  592. + Added the Gesture4X mod to the server to give some more roleplaying and downtime fun potential
  593. * Considering implementing mother spiders & skin to the server to add another boss
  594. ? Need to further configure Lad's Lighting to ensure the nights are pitch black
  595. ? Need to properly integrate the DayZ Dog mod territories and types on the server
  596. ? Confirmed issue - Tarantulas not spawning - will need to implement proper territories file first
  597. --------------------------------------------------------------------------------------------------------------------------------------
  598. // v1.4 // 11.22.23 // Spiders, Mags, and More Patch //
  599. --------------------------------------------------------------------------------------------------------------------------------------
  600. + Added DBO_Spiders to the server to give those with arachnophobia something else to be scared of
  601. + Added Vanilla Mag Coupling to give more punch to lower capacity mags and more things to search for
  602. + Added Blow Food mod to enable people cooking an ability to slightly increase food cooling speed
  603. + Added the Midnight Magic Grenade Pouch Mod to expand Grenade Pouch mod options & fix loading issues
  604. * Added then removed Crafting & Combining mods due to issues with Grenade Pouch - may readd later
  605. * Greatly adjusted and expanded types for spiders mod to encompass many different types of spiders
  606. ? Investigate possible issues with Tarantula hunting ground spawns - may be an animal, territory, or coordinate issue
  607. --------------------------------------------------------------------------------------------------------------------------------------
  608. // v1.3.4 // 11.22.23 // Cold Resistance Injector & More Tweaks //
  609. --------------------------------------------------------------------------------------------------------------------------------------
  610. + Added the Cold Resistance Injector mod to the server to give more endgame goals
  611. + Added the Headshot Sounds mod to the server to give more feedback when fighting infected
  612. - Changed Headshot sound to only apply to players & zombies on a melee kill instead of on ranged as well
  613. - Finalized various zombies fixes with PvZ & InediaAI and pushed them to GitHub in a sub-patch
  614. * Possible lead on speed issue with zombies could require disabling PvZ Speed Handler and re-enabling InediaAI handler
  615. --------------------------------------------------------------------------------------------------------------------------------------
  616. // v1.3.3 // 11.21.23 // Minor Zombie Changes Patch /
  617. --------------------------------------------------------------------------------------------------------------------------------------
  618. - Reduced prone zombie spawns slightly
  619. - Reduced prone zombie footwear damage slightly
  620. - Majorly reduced ZenVirus per scratch wound infection chance
  621. - Slightly reduced the chance to contract ZenVirus per scratch
  622. * Continue to monitor zombie strength issues between InediaAI, ZenVirus, and PvZ
  623. * Continue to monitor Midnight Magic Loading screens for ones that will need re-upscaling with new models
  624. ? Investigate Zombies walking when aggro'd sometimes instead of sprinting - likely an Inedia / PvZ issue
  625. --------------------------------------------------------------------------------------------------------------------------------------
  626. // v1.3.2 // 11.20.23 // InediaAI Reinstatement & PvZ Fixes /
  627. --------------------------------------------------------------------------------------------------------------------------------------
  628. + Implemented a fix for Yuki's Radio mod being removed by adding a proper re-upload to the mod list temporarily
  629. + Reinstated InediaAI since the DBO Creatures conflict was confirmed fixed
  630. - Tweaked the PvZ heavy attack resistance to hopefully prevent unarmed attacks from one shotting zombies
  631. - Rebuild the Midnight Magic Resources mod to combat the regressions which re-added removed loading screens
  632. * Continue to monitor the zombie strength and Inedia / PvZ merge
  633. --------------------------------------------------------------------------------------------------------------------------------------
  634. // v1.3.1 // 11.12.23 // 1.23 Update & InediaAI Reversions //
  635. --------------------------------------------------------------------------------------------------------------------------------------
  636. - Temporarily Disabled Inedia Infected AI until confirmed conflict issues are corrected with DBO Creatures
  637. - Updated types.xml base file from 1.22 to 1.23 variant so DMR and other items will spawn
  638. * Consider alternative solution for Yuki's Radio Mod since it has been removed
  639. * Investigate tweaking infected heavy attack resistance again
  640. ? Confirmed issue: unarmed heavy attacks one shotting infected
  641. ? Possible wipe for proper mod integration in the future
  642. --------------------------------------------------------------------------------------------------------------------------------------
  643. // v1.3 // 11.06.23 // Inedia AI & PvZ Integration Patch //
  644. --------------------------------------------------------------------------------------------------------------------------------------
  645. + Added Inedia Infected AI to the server and pre-configured the json
  646. - Added various tweaks to Inedia to ensure that bosses would not bleed out easily
  647. - Changed some shock values so survivors will not get knocked out quickly while blocking
  648. - Slightly reduced the stun chance both normally in block due to the amped up multiplier for spawns
  649. - Disabled some Inedia handlers for PvZ compatibility and verified json auto update is on
  650. - Added some minor Zen Sleep tweaks to make Narcotics harmful to sleep value and added more spawns for these items
  651. - Some minor changes to types to increase other rare item spawns
  652. * Watch for AI bugs coming into the 1.23 patch as well as issues between PvZ and Inedia
  653. ? Tweak the microscope orientation in Research for the Zen Virus mod
  654. ? Confirmed issue: Bloodsuckers do not attack and have janky and broken animations - suspecting Inedia as the source
  655. --------------------------------------------------------------------------------------------------------------------------------------
  656. // v1.2 // 11.05.23 // ZenVirus Additions //
  657. --------------------------------------------------------------------------------------------------------------------------------------
  658. - Added ZenVirus to the server and added relevant configurations and types to the server
  659. * Configure static microscope coordinates to the server for Athena Research Institute
  660. --------------------------------------------------------------------------------------------------------------------------------------
  661. // v1.1.7.2 // 11.05.23 // Zombie Headshot Reversions //
  662. --------------------------------------------------------------------------------------------------------------------------------------
  663. - Reverted some of the changes made to headshot resistance as zombies were dying in one hit
  664. * Changed some patch note formatting inconsistencies for readability
  665. --------------------------------------------------------------------------------------------------------------------------------------
  666. // v1.1.7.1 // 11.05.23 // More Zombie Durability Tweaks //
  667. --------------------------------------------------------------------------------------------------------------------------------------
  668. - Reduced Zombie & Bloodsucker resistances to heavy attacks & melee headshots so they should be closer to vanilla
  669. - Greatly reduced Bloodsucker and PseudoGiant resistances to make them somewhat easier to handle with firearms
  670. * Continue tweaking values and applying fixes as we get closer to the Inedia AI integration
  671. ? Investigate rare crashes when AI spawns in Vorkuta and possibly re-implement heartbeat into monitor to combat crashing
  672. --------------------------------------------------------------------------------------------------------------------------------------
  673. // v1.1.7 // 11.05.23 // Zen Sleep & PvZ Zombie Changes //
  674. --------------------------------------------------------------------------------------------------------------------------------------
  675. - Made assorted changes to Zen Sleep values such as influenza chance & energy values for items
  676. - Attempted to fix Zombies taking little damage from heavy attacks by reducing the resistance to the heavy attacks
  677. * Prepare to integrate Inedia AI & squash any remaining PvZ inconsistencies with vanilla
  678. * Consider removing or commenting out non-working types in the types_jedi.xml file
  679. --------------------------------------------------------------------------------------------------------------------------------------
  680. // v1.1.6.1 // 11.05.23 // Types Hotfix //
  681. --------------------------------------------------------------------------------------------------------------------------------------
  682. - Fixed the new types xml and added closing brackets to new types values so it will function now
  683. * Verify all new items are spawning properly now in the allocated zones
  684. * Verify that all of the new AMS chest items are spawning correctly
  685. --------------------------------------------------------------------------------------------------------------------------------------
  686. // v1.1.6 // 11.04.23 // Various Item Additions & Lifetime Fixes //
  687. --------------------------------------------------------------------------------------------------------------------------------------
  688. - Added Zen's Sleep & Stimulant syringes as well as CJ's Field Bandage & SAM Splints to AMS boxes
  689. - Added the Mosin back to Tier 1 as well as it was far too rare and never used
  690. - Finally nailed down the player lifetime issue and changed this to six hours in the globals.xml
  691. - Added various seasonal items such as birch brooms and witch hoods to the game in small amounts
  692. - Added Humvee parts to the game so you can actually fix the vehicle when parts are destroyed
  693. - Upped a few items that were too rare such as WD-40 cans and tweaked lifetimes to be more sensible
  694. - Completely overhauled the Midnight Resources mod with much better AI image upscaling
  695. - Added various new art to the Midnight Magic Resources mod and overhauled the workshop page
  696. --------------------------------------------------------------------------------------------------------------------------------------
  697. // v1.1.5 // 10.30.23 // Loading Screen Expansions //
  698. --------------------------------------------------------------------------------------------------------------------------------------
  699. - Added a large selection of new AI powered art to the Midnight Magic Resources mod
  700. - Added an even larger selection of music to fit the Namalsk environment to the mod
  701. * Consider adding more art to balance out the disparity between loading screens and music
  702. --------------------------------------------------------------------------------------------------------------------------------------
  703. // v1.1.4 // 10.30.23 // Loading Screen Rebuild //
  704. --------------------------------------------------------------------------------------------------------------------------------------
  705. - Completely rebuild the Midnight Magic Reources mod to include a custom loading screen & title music
  706. - Fixed several configuration syntax errors and file errors causing the original Namalsk music to not play
  707. - Adjusted the volume in the configuration files to a more sane value so it isn't excessively loud
  708. * Also contains the original Midnight Magic Resources loading screen & the original Namalsk music
  709. * Based off of JosiesLoadScreenTemplate by Josie Garfunkle & also used TheGamingChief's DayZ Workbench .edds tutorial
  710. * Confirmed that this has fixed the respawn screen bug - this issue has been resolved
  711. --------------------------------------------------------------------------------------------------------------------------------------
  712. // v1.1.3 // 10.30.23 // Item Spawn Tweaks & Fixes //
  713. --------------------------------------------------------------------------------------------------------------------------------------
  714. + Added Zen's Crafting Sounds to increase immersion when performing basic actions
  715. + Added Zen's Artillery Strike Grenades to give some more area denial & more potent area clearing options
  716. - Added types entry for Human Skulls so they will properly despawn now
  717. - Fixed bugged types entry for smaller WD-40 can so they will spawn now
  718. - Modified S&W ammo so that it will no longer spawn as a full stack each time
  719. * Check flare guns again to verify their behavior is as intended
  720. ? Work on adding InediaAI to the server to combat zombie AI exploits involving windows
  721. --------------------------------------------------------------------------------------------------------------------------------------
  722. // v1.1.2 // 10.28.23 // NVG Spawn Changes //
  723. --------------------------------------------------------------------------------------------------------------------------------------
  724. - Changed CJ's Immersive NVG spawn locations to get them out of the residential loot areas
  725. - Modified restock timers on the NVGs and batteries to prevent finding more of the same after looting for a while
  726. --------------------------------------------------------------------------------------------------------------------------------------
  727. // v1.1.1 // 10.28.23 // More Recreational Content & Tweaks //
  728. --------------------------------------------------------------------------------------------------------------------------------------
  729. + Added Immersive Placement to allow for more roleplay or card game activity enjoyment
  730. + Added CJ's Pokemon Cards to the game so players have something to collect & play
  731. + Added CJ's More Items mod to add even more variety to things such as batteries
  732. + Added CJ's Immersive NVGs to add a few tiers of NVG items to the map
  733. - Added birch bark to fishing spawns to assist fresh spawns and give a source of bark for white chess pieces
  734. - Various changes to PseudoGiant and Bloodsucker loot tables to ensure booster packs will spawn on them
  735. - Various changes to other loot arrays to ensure card boxes will spawn to contain them
  736. * Tested and reverted the Collectibles mod - it caused server crashing and is not usable
  737. * Created a massive amount of presets, spawnabletypes, and types lists to accommodate adjusted values for all items
  738. ? Confirm if Birch Bark is spawning correctly with the intent to carve enough white pieces for chess
  739. ? Consider adding some car parts such as headlight bulbs for possible replacements
  740. ? Add more SNAFU Guns & Ammo to the loot pool when possible
  741. --------------------------------------------------------------------------------------------------------------------------------------
  742. // v1.1 // 10.27.23 // Recreational Content & SNAFU Update //
  743. --------------------------------------------------------------------------------------------------------------------------------------
  744. + Added the Radio & Zen Radio Mods to the server to add some additional recreation activities
  745. + Added Zen's Chessboard to the game to give player something to do while inclement weather passes
  746. + Added the Aerial Flares mod to the game to make flares more useful for marking
  747. + Added the SNAFU Guns mod to the server to introduce the APS, 500 Competitor, and laser attachments
  748. ? Consider adding Immersive Placement & Collectibles to the game to enable card game playing
  749. --------------------------------------------------------------------------------------------------------------------------------------
  750. // v1.0.2 // 10.27.23 // Building Patch //
  751. --------------------------------------------------------------------------------------------------------------------------------------
  752. + Added the BuildEverywhere mod to alleviate issues with building indoors with some recently added tents
  753. * Confirmed that bears are spawning normally - will look out for other invisible entity incidents
  754. ? Still need to confirm if the Will o' the Wisp is spawning in the correct locations
  755. --------------------------------------------------------------------------------------------------------------------------------------
  756. // v1.0.1 // 10.26.23 // Small Additional Mods //
  757. --------------------------------------------------------------------------------------------------------------------------------------
  758. + Added the Metro 2033 Bullet Lighter to military spawns to add some additional flavor
  759. + Added the Will-o'-the-Wisp mod to terrorize players in the middle of the map at night
  760. * Confirmed radiation zones and equipment is spawning correctly
  761. * Confirmed the loot box is spawning in the correct location
  762. * Confirmed the Bullet Lighter is spawning in the correct location
  763. ? Need to confirm if the Will o' Wisp is spawning in the correct locations
  764. ? Investigate possible issues with Bears being invisible but still having entity presence
  765. --------------------------------------------------------------------------------------------------------------------------------------
  766. // v1.0 // 10.26.23 // Completed Release //
  767. --------------------------------------------------------------------------------------------------------------------------------------
  768. + Added the long awaited PvZ Customizable Zombies to make the undead a true threat again
  769. + Added Simple Radiation & the pre-determined zone to add additional danger & accessories to the world
  770. + Added NBC Over Clothing Restrictive to make for less hassle exploring the radioactive zones
  771. + Added the CJ187 Loot Box to give the radioactive zones something worth looting
  772. - Added special spooky effect for radiation zones so players can know they are entering it
  773. - Erroneous AMS box placement fixed and moved to Land_City_Hospital as intended
  774. * Cleared AMS box placements of any errors and ensured they are working correctly now
  775. ? Continue to look into adding Inedia AI to the server and get it to play nicely with PvZ
  776. ? Fix the loading screen template bug and reupload it eventually
  777. ? Consider making and a patch mod for the PseudoGiant and updating it with the new loot arrays
  778. ? Check for any additional bugs - this server is now feature complete and up to par with the pre-rebuild server
  779. --------------------------------------------------------------------------------------------------------------------------------------
  780. // v0.9.8.3 // 10.26.23 // Even More Zen Additions //
  781. --------------------------------------------------------------------------------------------------------------------------------------
  782. + Added the Zen Concussion Grenade mod to allow for additional options to KO survivors
  783. + Added the Simple Matches mod to give more night time light options & immersion
  784. - Changed types to include Chenarus Party Tents & Big Military Tents to add more storage options
  785. - Various lengthy bugfixes to the .gitignore to hopefully clean up the repository once and for all
  786. ? Research PvZ & InediaInfectedAI compatibility and consider implementing them both
  787. ? Look into the AMS Red box error on industrial buildings such as one near Fire Station in Vorkuta
  788. ? Fix loading screen bug that causes black screen on respawn
  789. --------------------------------------------------------------------------------------------------------------------------------------
  790. // v0.9.8.2 // 10.26.23 // More Zen Additions //
  791. --------------------------------------------------------------------------------------------------------------------------------------
  792. + Added the Zen Open Cans on Rock mod to give starving players more options to open cans
  793. + Added the Zen Fire Fuel mod to allow players to start fires with gasoline as well
  794. * Updated gitignore and pushed one revision for both of these changes under v0.9.8.2
  795. ? Consider adding Military & Amusement tents for more storage variety
  796. --------------------------------------------------------------------------------------------------------------------------------------
  797. // v0.9.8.1 // 10.26.23 // Mental Illness Reversions //
  798. --------------------------------------------------------------------------------------------------------------------------------------
  799. - Removed Mental Illness from the server due to it being a paid mod
  800. - Removed both sFramework & sVisual from the servers due to no longer being needed
  801. * Mental Illness Overhaul requires a json that is only available via the mod author's private discord
  802. * We will never allow or support paid mods on this server since they are highly unethical and against Bohemia TOS
  803. --------------------------------------------------------------------------------------------------------------------------------------
  804. // v0.9.8 // 10.25.23 // Mental Illness Update //
  805. --------------------------------------------------------------------------------------------------------------------------------------
  806. + Added the Mental Illness Overhaul to make life even harder out there in the wasteland
  807. + Added the sFramework & sVisual Experimental versions to support Mental Illness Overhaul
  808. * Look into possibly porting back to the non-experimental versions of sFramework & sVisual to generate jsons
  809. ? Known issue: Mental Illness Overhaul is not working due to missing json file
  810. --------------------------------------------------------------------------------------------------------------------------------------
  811. // v0.9.7.1 // 10.25.23 // Humvee Fixes //
  812. --------------------------------------------------------------------------------------------------------------------------------------
  813. - Fixed event tag at the start of the events.xml that was preventing spawns
  814. - Adjusted lifetime of Humvee up to 28 days from 21
  815. * Continue adding remaining mods such as PvZ Customizable Zombies
  816. ? Consider adding InediaInfectedAI for the jumping & light detection abilities
  817. --------------------------------------------------------------------------------------------------------------------------------------
  818. // v0.9.7 // 10.25.23 // Humvee Additions //
  819. --------------------------------------------------------------------------------------------------------------------------------------
  820. + Added the 5 Humvee Spawns back to the world for transportation
  821. * Confirmed normal Bloockers & PseudoGiant spawns & static locations
  822. * Confirm Humvee spawns are working correctly in the world by visiting locations
  823. ? Known issue: Red AMS box spawning in industrial locations it should not be
  824. --------------------------------------------------------------------------------------------------------------------------------------
  825. // v0.9.6 // 10.18.23 // Zombie, Bloodsucker, and PseudoGiant Spawn Hotfix //
  826. --------------------------------------------------------------------------------------------------------------------------------------
  827. - Fixed events.xml which had a missing close event tag on Bloodsucker spawns in InfectedArmy
  828. - Fixed server shutdown timer in messages.xml to reflect the planned server uptime & the correct server name
  829. * Confirmed that Bloodsuckers & PseudoGiants are spawning via zombie_territories static spawns
  830. * Need to confirm if they are spawning at dynamic / set locations in the world
  831. ? Known issue: Black screen on respawn forcing game restart - URL: https://feedback.bistudio.com/T175020
  832. --------------------------------------------------------------------------------------------------------------------------------------
  833. // v0.9.5 // 10.16.23 // AMS & Immersion Mods //
  834. --------------------------------------------------------------------------------------------------------------------------------------
  835. + Added AMS, loot arrays, and all cabinet locations to the server
  836. + Added GoreZ to enhance the horror and shock feel of Namalsk
  837. + Added Zen's Immersive Login to add a sense of vulnerability when logging in
  838. - Fixed minor loot array issues with Bloodsuckers
  839. * Finish up QOL mods & continue testing
  840. * Fix bikey fetching bugs with xcopy
  841. ? Known issue: Zombie spawning appears entirely broken - will be addressed with emergency hotfix
  842. --------------------------------------------------------------------------------------------------------------------------------------
  843. // v0.9.4 // 10.16.23 // PseudoGiant & Loot Arrays //
  844. --------------------------------------------------------------------------------------------------------------------------------------
  845. + Added PseudoGiant JEDI edition to the server
  846. - Added all relevant loot arrays and spawn locations for PseudoGiant
  847. * Add AMS mod, cabinet locations, and loot arrays to the server
  848. --------------------------------------------------------------------------------------------------------------------------------------
  849. // v0.9.3 // 10.16.23 // QOL Mod Additions //
  850. --------------------------------------------------------------------------------------------------------------------------------------
  851. + Added Zen Leftovers to enable survivor tracking & for more immersion
  852. + Added Give & Take for easier item trading between squads and strangers alike
  853. + Added View Inventory Animation so squads can see when other members are in the inventory
  854. * Continue preparations to add PseudoGiant & AMS mods to the server
  855. --------------------------------------------------------------------------------------------------------------------------------------
  856. // v0.9.2 // 10.16.23 // Minor Spawn Tweaks //
  857. --------------------------------------------------------------------------------------------------------------------------------------
  858. - Changed login & logout times to legacy 10 / 20 second values
  859. - Changed the spawn equipment to no longer contain heat packs or flares
  860. - Reduced spawn rags down to 2 & added chemlights to replace flares
  861. - Reduced spawn energy level and added Zagorky to compensate
  862. --------------------------------------------------------------------------------------------------------------------------------------
  863. // v0.9.1 // 10.16.23 // Bloodsuckers & Zen's Sleep Additions //
  864. --------------------------------------------------------------------------------------------------------------------------------------
  865. + Added dbo_creatures to re-introduce the famous Bloodsuckers back to Namalsk
  866. + Added Zen's Sleep to bring back the core element of fatigue and required sleep
  867. * Prepare to add the PseudoGiant and AMS mods next patch
  868. --------------------------------------------------------------------------------------------------------------------------------------
  869. // v0.9 // 10.16.23 // Core Mod Additions //
  870. --------------------------------------------------------------------------------------------------------------------------------------
  871. ! Created override XML files to make the types xml files update proof
  872. + Added Dabs Framework & the GRW ER7 Gauss Rifle to give Atlantea more rewards
  873. + Added Advanced Weapon Scopes & the KS-23M / Smol KS-23M to give more weapon and attachment choices
  874. + Added WindstridesClothingPack, Namalsk Clothing Expansion, and Uncuepas Civilian Clothing to add more clothing choices
  875. + Added MassFood & MoreSurvivors for more survival & survivor options
  876. + Added DayZ-Expansion-Core & DayZ-Expansion-AI to finally reintroduce a fan favorite threat on Namalsk
  877. - Fixed long standing xml error in the jedi types xml file in the Uncuepas section which prevent mod loot from spawning
  878. - Fixed issue with SteamCMD which was causing mods to not download & keys to not get assigned on server boot
  879. - Made various small changes to CLE via override & jedi type xml files
  880. - Removed CLE Idle, added 5% loot cycling on startup, and changed CLE idle to not turn on when survivors leave
  881. * Prepare to add DBO Creatures, the PseudoGiant, and AMS mods next patch
  882. --------------------------------------------------------------------------------------------------------------------------------------
  883. // v0.8.1 // 10.14.23 // GitHub & Gitignore Changes //
  884. --------------------------------------------------------------------------------------------------------------------------------------
  885. - Added changes to gitignore to properly include SC directory in preparation to add DayZ AI
  886. - Forced a new commit with these changes and confirmed that all desired files are now on the GitHub
  887. * Prepare to add Dabs Framework, Gauss Rifle, Windstride's Clothing, and DayZ AI & Expansion Core
  888. --------------------------------------------------------------------------------------------------------------------------------------
  889. // v0.8 // 10.7.23 // Full Server Rebuild //
  890. --------------------------------------------------------------------------------------------------------------------------------------
  891. ! Server has had all relevant files uploaded to a private Github repo for tracking purposes
  892. + Updated all files to 1.22 editions
  893. - Server is completely wiped and fresh for testing purposes
  894. - Current modlist is Namalsk Island & Survival, Midnight Magic Resources, CF, and VPP
  895. - Created new on demand symbolic link tool for rapid mod deployment
  896. * Planning to slowly add features back to prepare for the 1.23 stable release in roughly 1 month
  897. * Will segregate type XML changes into a sub XML to make major version patching much easier
  898. ? Consider checking SC gitignore entry so that sub configuration changes can be tracked by folders
  899. --------------------------------------------------------------------------------------------------------------------------------------
  900. // v0.7 // 06.24.23 // 1.21 Update & Rebuild //
  901. --------------------------------------------------------------------------------------------------------------------------------------
  902. ! Server & workshop components rebuilt on a PCIe to NVME drive
  903. - Updated all files to 1.21 editions to add the Crossbow and clothing items
  904. - Rebuilt steamcmd workshop batches for major revision mod synchronization resolution
  905. ? Need to merge the loot building changes to new XML file to add more loot spawns per building
  906. ? Need to create git.ignore file to rebuild from scratch and push to GitHub to track bugs due to mod additions
  907. --------------------------------------------------------------------------------------------------------------------------------------
  908. // v0.6.8.2 // 03.25.23 // Plate & Pouch Bugfixes //
  909. --------------------------------------------------------------------------------------------------------------------------------------
  910. - Changed plate carrier & attachments spawn rates to increase availability
  911. - Commented out redundant entries in subsidiary types.xml that were causing conflicts
  912. ? Resolve the loot box spawning issues in rad zone
  913. ? Implement Zen Virus now that it is fixed
  914. ? Check on the issues with ladders in various places
  915. ? Fix the misfiring of glow sticks being cracked
  916. ? Check on the blue tint issues with cold events
  917. --------------------------------------------------------------------------------------------------------------------------------------
  918. // v0.6.8.1 // 03.03.23 // Small CLE Tweaks //
  919. --------------------------------------------------------------------------------------------------------------------------------------
  920. - Changed CLE Idlemode to not turn on with server start to allow loot to cycle dynamically even without players
  921. - Turned CLE Idlemode timer to 0 so that CLE will continue to cycle after players leave a session
  922. - Tweaked CLE Respawn on Startup to allow 5% of the loot in the server to respawn every restart
  923. --------------------------------------------------------------------------------------------------------------------------------------
  924. // v0.6.8 // 02.25.23 // Civilian Clothing Additions //
  925. --------------------------------------------------------------------------------------------------------------------------------------
  926. + Added Uncuepas Civilian Clothing to the server to further diversify the options found in starter towns
  927. - Greatly reduced the spawns in the XML files for the Civilian Clothing to make the variants rare
  928. - Reduced server slots from 40 down to 12 to maintain server stability due to AI load
  929. * Will be looking at reducing down the NCE clothing in the XMLs to bring them in line with Uncuepas
  930. --------------------------------------------------------------------------------------------------------------------------------------
  931. // v0.6.7 // 02.24.23 // Death Timers & Survivor Lifetimes //
  932. --------------------------------------------------------------------------------------------------------------------------------------
  933. - Changed timer in globals.xml to increase the survivor body cleanup timer from 1.5 hrs to 2 hrs
  934. - Added all survivors to the types_jedi.xml and assigned a 6 hour timer to their lifetime for now
  935. - Added additional survivors from the More Survivors mod to the types_jedi.xml as well
  936. ? Still consider fixing the blue fading issue after cold events
  937. --------------------------------------------------------------------------------------------------------------------------------------
  938. // v0.6.6 // 02.21.23 // Bloodsucker & PseudoGiant Loot Rebalance //
  939. --------------------------------------------------------------------------------------------------------------------------------------
  940. - Created custom loot arrays for PseudoGiant that includes a large amount of random ammo and magazines
  941. - Decreased static Bloodsucker spawns in military zones & diversified their difficulty levels
  942. - Added additional rewards for hard & superhard Bloodsuckers to balance out their difficulty
  943. * Continue to test and see if decimal points are valid for zombie percent spawn chances
  944. ? Consider new mods for civilian clothing recolors and other diversifying content
  945. ? Add Anomalies & define server sided static spawner triggers for randomized zones
  946. --------------------------------------------------------------------------------------------------------------------------------------
  947. // v0.6.5.2 // 02.19.23 // Namalsk 1.20 XML Update //
  948. --------------------------------------------------------------------------------------------------------------------------------------
  949. - Updated various files with their appropriate 1.20 edits for the Namalsk Hardcore Mission
  950. - Significantly reduced Land Mine and Bear Trap spawns in the world
  951. - Applied the first iteration of NCE fixes in the XMLs to reduce or eliminate military clothing spawns in civilian locations
  952. - Applied the first iteration of the Pistol Survivor loadout for Jalivisko fixes
  953. ? Investigate the permanent re-fade to blue bug after cold events that has persisted for a while
  954. ? Replace PVZ with the Zen's Zombie Door Bangers mod when appropriate to restore original zombie strength
  955. --------------------------------------------------------------------------------------------------------------------------------------
  956. // v0.6.5.1 // 02.18.23 // Sleep Tweaks & Bugfixing //
  957. --------------------------------------------------------------------------------------------------------------------------------------
  958. - Cut the accelerator & base sleep values in half to force survivors to commit longer periods of time to sleeping
  959. - Added almost all AMS medicine to the ZenSleep arrays so that most medicines now have effects on tiredness
  960. - Removed Jedi Pistol Survivor class from Jalivisko static spawns due to class bug
  961. * Consider adding better tagging to the Namalsk Clothing Expansion military clothes so they do not spawn in civilian areas
  962. --------------------------------------------------------------------------------------------------------------------------------------
  963. // v0.6.5 // 02.17.23 // Zen Sleep Patch //
  964. --------------------------------------------------------------------------------------------------------------------------------------
  965. + Added Zen Sleep mod to add more survivor needs and difficulty
  966. - Tweaked the total awake time for survivors to 3 hours from 6 to make it a bit more hardcore
  967. - Removed AI spawns in Vorkuta apartments due to lag & them getting stuck in the ground or unreachable rooms
  968. * Will consider replacing the PVZ mod with the new Zen Zombie mod
  969. ? Await Zen Virus patch to add as well to compliment the Zen Sleep mod
  970. ? Consider adding the Anomalies mod to the server & a possible black market roaming trader
  971. --------------------------------------------------------------------------------------------------------------------------------------
  972. // v0.6.4.1 // 02.12.23 // Revert Changes & Tweaks //
  973. --------------------------------------------------------------------------------------------------------------------------------------
  974. - Removed all Fresh Spawn Survivors added in previous patch due to server overload as too many AI were active
  975. - Changed the amount of rags that fresh spawns get up to 2 so they can choose to make one makeshift clothing piece
  976. ? Possibly add heat packs or the rechargeable heat pack back to the init.c spawn loadout
  977. --------------------------------------------------------------------------------------------------------------------------------------
  978. // v0.6.4 // 02.10.23 // Survivor & Pistol AI Additions //
  979. --------------------------------------------------------------------------------------------------------------------------------------
  980. + Added a completely new class of AI with Pistols & melee weapons to present a threat at civilian locations
  981. - Dispersed the Pistol AI at a test location in Jalavisko for testing and tweaking
  982. - Added Fresh Spawn Survivor AI to several civilian and industrial locations
  983. --------------------------------------------------------------------------------------------------------------------------------------
  984. // v0.6.3 // 02.09.23 // Spawn Loadout Changes //
  985. --------------------------------------------------------------------------------------------------------------------------------------
  986. - Removed the flare as a spawn item to prevent the ability to easily light fires on spawn
  987. - Reduced the amount of rags down to 1 to reduce the easy opportunities for players to light fires
  988. - Added one of two random chemlights to the spawn character for limited night vision
  989. - Reduced the energy of spawn characters down from 1100 to 900
  990. - Added one of two Zagorky bars to spawn inventory to slightly compensate for this loss
  991. - Removed heatpack from spawn inventory to make the cold even more impactful
  992. --------------------------------------------------------------------------------------------------------------------------------------
  993. // v0.6.2.1 // 02.09.23 // KS-23M Custom Mod Refactor //
  994. --------------------------------------------------------------------------------------------------------------------------------------
  995. + Re-added the original KS-23M mod to the server as a base resource
  996. - Re-factored the KS-23M derivative mod to be a dependent resource on the original
  997. - Had the configuration edits added and packed into a new signed mod by asorrycanadian to retain his bikey
  998. - Added the XML edits back into the mod for publishing & server usage again
  999. * Permission was obtained for a custom repack provided it is a dependent on the original mod
  1000. --------------------------------------------------------------------------------------------------------------------------------------
  1001. // v0.6.2 // 02.07.23 // KS-23M Custom Mod Changes //
  1002. --------------------------------------------------------------------------------------------------------------------------------------
  1003. + Created a new derivative mod of asorrycanadian's KS-23M Shotgun with a few changes
  1004. - Uppped damage for KS-23M from 110 to 115 to better combat military zombies at close ranges
  1005. - Decreased size of KS-23M from 7x3 to 7x2 to better encapsulate the weapon's status as a secondary
  1006. - Added the loose and boxed ammo types for 4Ga to the XML for easier deployment & server usage
  1007. ? Await clearance to list the mod publicly from the mod author asorrycanadian
  1008. --------------------------------------------------------------------------------------------------------------------------------------
  1009. // v0.6.1.1 // 02.06.23 // Loot Changes & Server File Consolidation //
  1010. --------------------------------------------------------------------------------------------------------------------------------------
  1011. - Made various small changes to food, ammo, medical, and industrial loot to better accommodate server status
  1012. - Corrected mistake in the cfgspawnabletypes that was preventing custom loot from spawning on Bloodsuckers
  1013. - Split cfgspawnabletypes into a custom cfgspawnabletypes_jedi xml file and added it to the economy core
  1014. - Split custom configuration files to a new directory and appended them to the cfgeconomycore
  1015. - Added new stuff to the Bloodsucker loot arrays and reduced chances for rare item drops
  1016. ? Be on the lookout for corrections to the ZmbM_BloodSucker_superweirdR error in server logs
  1017. --------------------------------------------------------------------------------------------------------------------------------------
  1018. // v0.6.1 // 02.05.23 // Ammo Spawn & Loot Tweaking Patch //
  1019. --------------------------------------------------------------------------------------------------------------------------------------
  1020. - Appended a moderate increase to boxed and loose ammo spawns across the board to compensate for added enemies
  1021. - Added a fluctuation to 4Ga loose ammo spawns so they will not spawn as 10/10 stacks any more
  1022. - Fixed restock value on 4Ga boxed & loose ammo spawns so they will no longer have a significant delay when spawning
  1023. - Changed the lifetime values of KS-23M weapons, ammo, and accessories to be more sane
  1024. - Corrected a few clothing types that did not have a minimum value
  1025. - Fixed a few formatting errors in the JEDI types XML
  1026. - Moderately reduced several "trash" clothing spawns to reduce clutter
  1027. - Slightly buffed very rare clothing spawns to add more variety
  1028. - Slightly reduced Nail box spawns as they were too common still
  1029. - Slightly buffed Gauss battery spawns as they were still too rare
  1030. - Made various changes to Bloodsucker classes to reduce melee & headshot resistances
  1031. - Greatly reduced the amount of hits Zombies, Bloodsuckers, and the PsuedoGiant need to break open doors
  1032. - Added Potassium pills to the Green AMS Boxes with a 10% chance to spawn
  1033. * Possibly consider bringing back the rail / scope combo spawns
  1034. * Continue looking for Zen updates in preparation to add them to the server
  1035. ? Add Geiger counters to spawn arrays for medical boxes
  1036. ? Consider new weapons and equipment mods that are appropriate for the server
  1037. ? Continue looking to consolidate using economy core XML in preparation for 1.20 update
  1038. --------------------------------------------------------------------------------------------------------------------------------------
  1039. // v0.6 // 02.05.23 // Various Changes Overhaul Patch //
  1040. --------------------------------------------------------------------------------------------------------------------------------------
  1041. + Added the Namalsk Clothing Expansion to add additional camouflage variants to popular clothing
  1042. + Added the KS-23M mod to add an additional shotgun & ammo option to combat armored enemies
  1043. + Added NBC Over Clothing mod to add the option to wear NBC clothing while restricting access to inventory
  1044. + Added the GoreZ mod to add more flavor to combat & gunplay encounters
  1045. - Tweaked Bloodsucker hard stats so they no longer inflict bleeds on blocked light attacks
  1046. - Reduced SuperHard Bloodsucker stats to halve their bleed chance on blocked light attacks
  1047. - Added the types entries for 4Ga boxed & loose ammo types to spawn in the world
  1048. ? Consider consolidating spawnable types using the economy core XML
  1049. --------------------------------------------------------------------------------------------------------------------------------------
  1050. // v0.5.5.2 // 02.03.23 // Server Rebuild //
  1051. --------------------------------------------------------------------------------------------------------------------------------------
  1052. ! Rebuilt the server OS from scratch to combat lag spiking issues
  1053. * After extensive testing, we have determined that this has completely resolved the problem
  1054. ? Consider rebuilding the DayZ Server files and cleaning out old RPTs for even more stability
  1055. --------------------------------------------------------------------------------------------------------------------------------------
  1056. // v0.5.5.1 // 02.01.23 // Minor Zombie Changes //
  1057. --------------------------------------------------------------------------------------------------------------------------------------
  1058. - Rebalanced all Military Zombies back to the vanilla 115 HP
  1059. - Minor tweaks to Bloodsucker stats to bring each class in line with intended threat level
  1060. - Expanded static radiation zone radius to 250 meters
  1061. ? Still waiting to add Zen's Virus & Sleep mods - fixes pending
  1062. --------------------------------------------------------------------------------------------------------------------------------------
  1063. // v0.5.5 // 01.31.23 // Bloodsucker Overhaul //
  1064. --------------------------------------------------------------------------------------------------------------------------------------
  1065. - Overhauled base zombie class to be 20% more resistant to melee damage
  1066. - Massively overhauled Bloodsuckers to inherit their default HP based on class again
  1067. - Added a lot of night buffs to higher tier Bloodsuckers
  1068. - Added stamina and direct blood damage from Bloodsucker contact
  1069. - Made all attacks only partially blockable on all Bloodsucker classes
  1070. - Tentatively fixed PseudoGiant HP to be in line with the original
  1071. * More testing to come on this - Bloodsuckers should now properly represent a huge threat to the player
  1072. ? Consider rebalancing lower tier Bloodsuckers to have dodge potential or add HP
  1073. --------------------------------------------------------------------------------------------------------------------------------------
  1074. // v0.5.4 // 01.29.23 // Various Additions Patch //
  1075. --------------------------------------------------------------------------------------------------------------------------------------
  1076. ! Added Simple Radiation & CJ130's Loot Crates to the server to use in tandem
  1077. + Added View Inventory Animation to the server for added immersion when searching inventory
  1078. + Added More Survivors to increase the options for character faces available to players
  1079. + Added Zen's Fire Fuel Mod to add the option to use Gasoline as kindling when starting fires
  1080. + Added Zen's Open Cans on Rock mod to give survirors near rocky coasts more options for food
  1081. + Added Zen's Leftovers mod for additional immersion when using consumables or medical supplies
  1082. + Added Zen's Concussion Grenades to add additional options for dealing with AI or other players
  1083. - Appended a new types XML entry to the economy to govern the persistence of leftovers
  1084. - Changed the lifetime values in the leftovers xml from 30 minutes to 1 hour
  1085. - Made some minor corrections and additions to the types_JEDI.xml file
  1086. - Removed Search For Loot from the server due to the lack of modular object search controls
  1087. - Altered day time acceleration down to 4x from 4.5x to better simulate proper Day / Night times
  1088. * Still need to configure the types for Simple Radiation & Loot Crates
  1089. * Basic configuration for Simple Radiation & Loot Crates completed
  1090. * Still need to add the Military Zombie classes for HP boosting
  1091. ? Check Zen's Virus & Sleep mods for fixes and then add them
  1092. ? Consider adding the Mental Illness Reworked mod
  1093. ? Check the rest of Zen's mods for possible additions
  1094. --------------------------------------------------------------------------------------------------------------------------------------
  1095. // v0.5.3 // 01.28.23 // Zombie Headshot Fixes //
  1096. --------------------------------------------------------------------------------------------------------------------------------------
  1097. + Added Zen's Immersive Login for more flavor when respawning / logging in
  1098. - After various attempts at fixing it - the headshot resistance bug has finally been squashed
  1099. - Base zombie class has had the Headshot resistance reduced from 0.2 to 0
  1100. - Removed all other classes and reverted zombies to the base classes
  1101. - Zombies will now only kill unconscious players at night
  1102. - Zombies will now only break lockpicked doors at night
  1103. - Removed Search For Loot sounds & notifications
  1104. - Significantly reduced likelihood of finding items when searching
  1105. * Zombies have been effectively reduced to a single statistic class for now
  1106. * Populate arrays for Search For Loot to contain a greater variety of items
  1107. * Change loot changes so that rare items such as weapons have a massively reduced spawn rate
  1108. * Remove empty objects from being searchable in arrays if possible
  1109. * Re-create at least Military / Normal zombie statistic differentials
  1110. --------------------------------------------------------------------------------------------------------------------------------------
  1111. // v0.5.2 // 01.14.23 // AI & Zombie Tweaks //
  1112. --------------------------------------------------------------------------------------------------------------------------------------
  1113. + Added the PvZmoD mod to enable Zombies attacks after unconsciousness
  1114. + Enabled the setting for Zombies to open closed doors if they are not locked
  1115. + Added the Search for Loot mod to add immersive loot searching in buildings
  1116. + Added 3 custom patrols in high traffic areas that did not have any threatening patrols before
  1117. - Modified the spawn chances for most military and police static spawns from 20% to 33% chance
  1118. - Slightly raised the maximum and minimum accuracy statistics for all patrols
  1119. * Be warned - zombies are much more dangerous and doors will not save you anymore - good luck at night!
  1120. * Considering refactoring Pseudogiant and Bloodsucker loot arrays
  1121. * Working on new SVD Loadout with high accuracy on Vorkuta Ice Shelves
  1122. ? Test Reusable HeatPack recharging states and report findings
  1123. --------------------------------------------------------------------------------------------------------------------------------------
  1124. // v0.5.1 // 01.08.23 // Balance Tweaks //
  1125. --------------------------------------------------------------------------------------------------------------------------------------
  1126. + Added the AMS_MedChest_Green to spawn in L-Shaped Barracks variants & Police Guardhouse variants
  1127. - Tweaked the AI configuration to remove some redundant spawns for performance reasons
  1128. - Tweaked the mapgroups to increase max loot spawns at some military and civilian locations
  1129. - Changed the types to slightly increase certain spawns such as medical boxes
  1130. - Massively reworked the loot arrays for both Red & Green Medical boxes to contain more varied items
  1131. - Reduced some spawns with other AMS medical items
  1132. - Slightly increased scope mount spawns
  1133. * Consider adding radation zones & loot boxes in said zones
  1134. ? Continue bugfixing AMS items and interactions
  1135. --------------------------------------------------------------------------------------------------------------------------------------
  1136. // v0.5 // 01.02.23 // AI Rework & AMS Update //
  1137. --------------------------------------------------------------------------------------------------------------------------------------
  1138. + Added AMS & merged all relevant economy and type files to Namalsk CLE
  1139. + Added B3rt's Give & Take mod to the server for further testing
  1140. + Major JSON issues with commenting resolved & refactored
  1141. + Created new custom Namalsk exclusive AI loadout class with sidearms & secondaries
  1142. - Merged all default static patrols into a new XML file complete with section comments
  1143. - Created new Object Patrols for Vorkuta & high value military loot object
  1144. - Reduced AI in total by reducing range, despawn range, and randomizing and lowering spawn chances
  1145. - Applied multiple loadout types to various patrols for loot balancing and parity
  1146. * Consider applying Radiation and other B3rt mods to the server such as SimpleRadation
  1147. ? Test CLE setup with the AMS mod
  1148. ? Check server performance in Vorkuta
  1149. ? Consider modifying PseudoGiant deafness & remove stagger from Blood Suckers
  1150. ? Consider creating random waypoint static patrols based on ambush spots inside buildings
  1151. --------------------------------------------------------------------------------------------------------------------------------------
  1152. // v0.4.3.1 // 12.31.22 // Server Code Cleanup //
  1153. --------------------------------------------------------------------------------------------------------------------------------------
  1154. - Merged all types.xml changes from vanilla Namalsk into types_jedi.xml and pointed the cfgeconomycore.xml to it
  1155. * Will still need to consider tent & building lifetime changes as they are in the default types.xml
  1156. ? Consider vehicle / event change splitting for easier updates
  1157. ? Consider making Bloodsuckers immune to knockback / finish off unconscious players / immune to cripples
  1158. ? Consider making Zombies heavy attacks go through blocks & stagger players
  1159. ? Obtain permission to use DayOne changes such as bone hatchet / log stacks / bear hats
  1160. --------------------------------------------------------------------------------------------------------------------------------------
  1161. // v0.4.3 // 12.31.22 // Various Bug Fixes //
  1162. --------------------------------------------------------------------------------------------------------------------------------------
  1163. + Added custom PseudoGiant JEDI mod to the server
  1164. - Replaced default PseudoGiant with custom JEDI version
  1165. - Custom spawning arrays for a chance at PseudoGiant spawn
  1166. - 5 different locations created for PseudoGiant spawns
  1167. - Re-implemented arrays & Zombie Territories for BloodSuckers
  1168. - Fixed JEDI mod metadata so it loads on the server properly
  1169. - SSG 82 5 round mags will now spawn in the cargo of police zombies
  1170. - SSG 82 5 round mags will now spawn rarely in police loot spawns
  1171. * Consider additional content & implementation for more difficult PvE
  1172. * Tweak loot array for PseudoGiant to have additional loot maybe
  1173. ? Obtained permission & publicly listed both the collection & mod
  1174. --------------------------------------------------------------------------------------------------------------------------------------
  1175. // v0.4.2 // 12.30.22 // Mutant Update //
  1176. --------------------------------------------------------------------------------------------------------------------------------------
  1177. + Added PseudoGiant boss monster to the server
  1178. - Created JEDI edition with cargo, spawning, and loot slots
  1179. - Added MRE to military loot tables
  1180. - Published and updated steam CMD tool with proper mods
  1181. * Updated workshop collection and made both mod & collection unlisted
  1182. * Finish implementing PseudoGiant loot & spawning
  1183. ? Reach out to mod author for permission for modification and then unlist mod & collection if granted
  1184. --------------------------------------------------------------------------------------------------------------------------------------
  1185. // v0.4.1 // 12.30.22 // MRE Update //
  1186. --------------------------------------------------------------------------------------------------------------------------------------
  1187. + Added MassFood's MREs to the server
  1188. - Changed Bloodsuckers to be more difficult
  1189. - Modified loot table to have higher drop chances for Bloodsuckers
  1190. * Consider adding more creatures to the server
  1191. * Implemented basic MRE spawning into Military T2/3/4 loot table
  1192. --------------------------------------------------------------------------------------------------------------------------------------
  1193. // v0.4 // 12.29.22 // Bloodsucker Update //
  1194. --------------------------------------------------------------------------------------------------------------------------------------
  1195. + Added DBOCreatures to the server
  1196. - Added appropriate loot tables for their drops
  1197. - Configured to use the ones with red eyes for now
  1198. - Added the medium to general military spawns with a 1% chance
  1199. * Consider adding more static spawns for bloodsuckers
  1200. * Updated client SteamCMD updater with the new mod
  1201. * Updated the collection to reflect the new mod
  1202. --------------------------------------------------------------------------------------------------------------------------------------
  1203. // v0.3.4.1 // 10.31.22 // Change Revert Patch //
  1204. --------------------------------------------------------------------------------------------------------------------------------------
  1205. - Rolled back changes to 3D handheld map display due to GPS issues
  1206. - Reverted hit marker change as it was not functioning correctly
  1207. * Continue working on XML issues with AI
  1208. --------------------------------------------------------------------------------------------------------------------------------------
  1209. // v0.3.4 // 10.30.22 // Mod Script Rebuilds //
  1210. --------------------------------------------------------------------------------------------------------------------------------------
  1211. + Created new script for workshop mod updates via SteamCMD
  1212. + Enabled the 3D handheld map display rather than the 2D version
  1213. + Enabled the cfggameplay.json in the server configuration
  1214. - Removed hit markers from gameplay completely
  1215. - Client sided personal night light has been disabled
  1216. - Tweaked types.xml to reduce the prevalence of Advanced Weapon Scopes in the world
  1217. - Changed the existing bikey update script to reflect recent mod changes
  1218. * Various additional logging avenues have been enabled and will now feed information to the logfiles
  1219. * Created client SteamCMD updater that is not currently portable to force client mod updates
  1220. --------------------------------------------------------------------------------------------------------------------------------------
  1221. // v0.3.3.1 // 10.24.22 // Lifetime Tweaks //
  1222. --------------------------------------------------------------------------------------------------------------------------------------
  1223. - Crates added to types.xml and given a 90 day lifetime
  1224. - Seachests, tents, and barrel lifetimes improved to 90 days as well
  1225. - First aid kits, protector cases, ammo boxes, and all drybags set to a 21 day lifetime
  1226. - Adjusted Humvee lifetime in events.xml to reflect this 90 day change as well
  1227. --------------------------------------------------------------------------------------------------------------------------------------
  1228. // v0.3.3 // 10.23.22 // Custom Resources & Tweaks //
  1229. --------------------------------------------------------------------------------------------------------------------------------------
  1230. ! Added the Midnight Magic Resource pack which contains loading screens for now
  1231. - Fixed messages.xml to properly countdown and notify players when server restarts are happening
  1232. - Tweaked existing Vorkuta raiders to be more threatening with 1 hour respawn
  1233. - Change globals.xml login & logout timers to 10 seconds and 20 seconds respectively
  1234. - Added nail boxes and to the CLE to facilitate base building
  1235. * Updated workshop collection to include new mods
  1236. ? Look into CLE persistence settings for base building
  1237. --------------------------------------------------------------------------------------------------------------------------------------
  1238. // v0.3.2 // 10.22.22 // Bug Fix Patch //
  1239. --------------------------------------------------------------------------------------------------------------------------------------
  1240. - Fixed the missing event.xml text for the Humvee to spawn
  1241. - Fixed the Gauss rifle tagging to military from lore so it will spawn in Lantia
  1242. - Removed useless entries in the eAI spawning XML as they are not working
  1243. - Tweaked the server start batch slightly to better reflect countdown timer
  1244. - Tweaked player corpse cleanup in globals.xml from 15 minutes to 90 minutes
  1245. ? Still considering updating loadouts for Vorkuta spawns
  1246. ? Add SSG mag spawns in places other than police zombies
  1247. ? Consider adding nails and base building
  1248. --------------------------------------------------------------------------------------------------------------------------------------
  1249. // v0.3.1 // 10.19.22 // 1.19 Update & Config Merge //
  1250. --------------------------------------------------------------------------------------------------------------------------------------
  1251. ! Full server update to DayZ Stable version 1.19
  1252. ! Updated the Namalsk Server files & XMLs to the 1.19 version
  1253. + Merged previous changes with new 1.19 XMLs to preserve mod config types
  1254. - Swapped the Offroad Hatchback out with the Humvee
  1255. * Switched the server over to a 1TB Samsung 870 Evo SSD
  1256. * Switched the Wi-Fi over from a 72Mbps connection to a TPLink AC adapter with up to 866Mbps on the 5GHz band
  1257. ? Need testing to confirm if all new 1.19 items & the Humvee is spawning
  1258. --------------------------------------------------------------------------------------------------------------------------------------
  1259. // v0.3 // 10.16.22 // AI Bandits & Scopes Update //
  1260. --------------------------------------------------------------------------------------------------------------------------------------
  1261. ! Added DayZ Expansion Core & DayZ Expansion AI
  1262. ! Added Advanced Weapon Scopes
  1263. + Configured basic spawning and loadout files
  1264. + Added various static Vorkuta AI spawns
  1265. + Added the scopes to the CLE
  1266. + Added a single hatchback that will spawn in one of 5 locations
  1267. - Re-added some old DayZ Special scopes
  1268. - Modified some vehicle configuration so they will spawn repaired
  1269. * Working on Gauss rifle spawning issues
  1270. * Working on restart messages
  1271. * Working on server monitor
  1272. * Updated workshop collection
  1273. ? Consider updating loadouts for Vorkuta Spawns
  1274. --------------------------------------------------------------------------------------------------------------------------------------
  1275. // v0.2.1 // 10.15.22 // Sever Configuration Tweaks //
  1276. --------------------------------------------------------------------------------------------------------------------------------------
  1277. - Adjusted server name values to reflect branch & modpack contents
  1278. - Adjusted player cap from 12 to 40 in preparation for future launch
  1279. - Revised types.xml to correct syntax errors so mod items will spawn in the world
  1280. - Tweaked day time acceleration values from 2.5 to 4.5
  1281. - Adjusted the signature verification value from 0 back to 2
  1282. * Created patch notes
  1283. * Created Steam Workshop Collection
  1284. * Updated all mods via steam
  1285. ? Consider adding the Advanced Scopes Mod
  1286. ? Move installation to new 1TB SSD on server when it comes in
  1287. ? Consider standardizing & automating the mod update process daily
  1288. --------------------------------------------------------------------------------------------------------------------------------------
  1289. // v0.2 // 10.14.22 // Server Migration to Stable //
  1290. --------------------------------------------------------------------------------------------------------------------------------------
  1291. ! Migrated the server from Experimental 1.19 back to Stable 1.18
  1292. ! Added WindStride's Clothing, ER7 Gauss Rifle, and Dabs Framework mods
  1293. - Temporarily adjusted the signature verification from 2 to 0 for testing
  1294. - Created standardized setup and joining documentation
  1295. - Modified types.xml to include the new classnames and values for spawning
  1296. * Bikey updater script was overhauled, standardized, and updated
  1297. ? Re-check imported types.xml for syntax errors as they were not spawning
  1298. --------------------------------------------------------------------------------------------------------------------------------------
  1299. // v0.1 // 10.13.22 // Initial Launch //
  1300. --------------------------------------------------------------------------------------------------------------------------------------
  1301. ! A fully featured vanilla Namalsk Island & Hardcore Survival server
  1302. + Fully functioning VPP Admin tools with configured administrators
  1303. + Server autostart after weekly reboots
  1304. + Server reboots every 6 hours
  1305. * Will need to update the bikey updater script
  1306. ? Consider adding the remainder of the DayOne Namalsk mods
  1307. ? Probably move it from the experimental branch to prevent further issues
  1308. ~ Steam Workshop Link --> https://tinyurl.com/midnight-namalsk
  1309. --------------------------------------------------------------------------------------------------------------------------------------
  1310. || Legend || Features --> ! || Additions --> + || Changes --> - || Notes --> * || Possible Additions --> ? || Downloads --> ~ ||
  1311. --------------------------------------------------------------------------------------------------------------------------------------
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