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- // DayZ Server Changelog - Midnight Magic - Namalsk Hardcore //
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- // v2.8 // 10.15.25 // Various Changes & Tweaks Megapatch //
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- + Added OMD_ZenArtillery to the server to give the Zen Artillery pieces more visual flare and to make them more deadly
- - Removed the original Zen Artillery mod as the OMD version is not dependent on the original mod
- - Added some tweaks to the cfggameplay.json so that we can hopefully remove the personal night light
- - Made changes to the Inedia Infected AI configurations to slightly nerf most zombie eyesight versus lights & various other stats
- - Added the cassette case to the server so players have a much more compact and centralized storage for music
- - Buffed the despawn range and time to AI & tweaked the accuracy stats to have variance in range than before
- - Made various other small tweaks and changes to configuration files that do not fit into a specific category
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- // v2.7.2 // 10.03.25 // Underground Base Fixes //
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- - Added recommended changes to the gameplay configuration file to fix placement hologram snapping issues in the Underground Base
- * Looking into fixing the issue of falling through floors when entering Underground Bases due to large amounts of items
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- // v2.7.1 // 10.03.25 // AI Patrol Revamp //
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- - Refactored and added the old classname AI patrols to make many new locations much more dangerous
- - Made large scale changes to existing AI patrols and nerfed most static waypoint patrols to spawn 15% less often
- * Re-created and attempted a fix on the Midnight Magic SimpleMatch patch mod but it has failed and is pending further rework
- * 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
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- // v2.7 // 10.02.25 // Dried Meat Tweaks Additions //
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- - Created and added the Midnight Magic Dried Meat Tweak mod to extend the lifetime of dried meats to one realtime year
- * Confirmed that the fruits are not spawning for some reason but that the vegetables are & will need investigation as to why
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- // v2.6 // 10.01.25 // Spawn Points & Fruits and Veggies Patch //
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- - Added a significant amount of spawn points around the map to encourage more Lubjansk spawns and a rare chance at South & East spawns
- - Added all missing fruit and vegetables to dynamically spawn in small amounts in most places food can typically be found
- - Tweaked the amount of tomatoes spawning to reduce the likelihood of finding them and correctly set the proper food type for spawns
- * Add mushrooms and other dynamically spawning items that were missed in preparation for the possibility of cooking mods
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- // v2.5.1 // 09.27.25 // Vanilla Metal Sheet Additions //
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- - Added Metal Plates to the loot table to enable underground shelters to progress to T2 & T3
- - Made a minor fix to the Simple Match Patch Mod so it will not prevent clients from joining anymore & readded it to the server
- * Still need to make the Simple Match Patch Mod functional as it does not apply changes correctly
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- // v2.5 // 09.17.25 // AI Class Overhaul & Additions //
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- - Made massive sweeping changes to the East & West AI Loadouts to increase ammo drops, mag variety, and added plates to East
- - Made balancing changes to the JEDI Bandit loadout to give a percent chance that the AI will spawn with unarmored NCE vests
- - Created a completely new AI class known as the Hunter which come equipped with either the Blaze or the Mosin
- - Changed the night time multiplier up to x7.5 to further dial in the night time duration balance
- - Added a small chance for the new Hunter AI class to spawn near certain military buildings to add them to the rotation
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- // v2.4.4 // 09.17.25 // Minor Fixes //
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- - Made some minor changes to the server configuration and gameplay configurations to hopefully fix random nights
- - Made a change to the gameplay configuration to hopefully disable respawning while unconscious
- * Still need to fix the SimpleMatch patch mod by setting the proper addons as dependencies in the PBO
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- // v2.4.3 // 09.08.25 // Rollback Patch //
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- - Removed the Midnight Magic SimpleMatch mod as it is not working correctly and was preventing users from joining the server
- - 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
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- // v2.4.2 // 09.06.25 // SimpleMatch Mod Changes //
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- + Added the Midnight Magic SimpleMatch mod to change descriptions, make matches last longer, and greatly buff candle duration
- - Changed the New_Candle file to spawn more and last much less time on the server so it will distribute properly in the CLE
- * Need to add a meta.ccp file to the SimpleMatch patch mod most likely to combat it appearing as unknown on the launcher
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- // v2.4.1 // 09.06.25 // Immersive Placing Fixes & General Tweaks //
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- + Added the Immersive placing (Fixed) mod to the server to allow us to properly place things such as glowsticks on crates again
- - Removed the original Immersive Placing mod as it was not functional for several updates now
- - Added the Hemostatic Bandage to most newer medical item containers to allow it to spawn more often and in more places
- - Changed the time acceeleration to 3x/6x to allow more daytime gameplay and to make night time significantly longer
- - Turned off the ability to access the inventory in ZenSleep 1.0 as it was bugged anyways and would not work
- - Adjusted max rest level at night with no fire up slightly to reduce the punishment factor
- - Enabled the ability to be considered warm when under a heat buff to enable the ability to sleep on or near torches
- - Slightly buffed blood regeneration while asleep to match the level of health you will gain in deep sleep
- - Buffed the tiredness that narcotic injectors will generate to hopefully make them move useful
- * Consider adding the Chiappa Rhino to the game to add another powerful revolver option
- * Continue to investigate Zen Sleep energy issues with items not affecting energy properly
- * Consider increasing the AI despawn radius or adding entity classnames to types so AI enemy bodies do not despawn in front of us
- * Consider adding a patch mod to Zensleep so that sleeping will also heal pain at an accelerated rate
- * Consider making AI2 Medkits fix deep wounds and have them remove a stage of pain completely
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- // v2.4 // 09.03.25 // Bugfixes, Tweaks, and Overhauls //
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- - Finished PseudoGiant loot changes by removing collectors items from loot pool, removing incorrect ammo, and adding proper magazines
- - Changed global cleanup avoidance radius to 125 from 50 to avoid situations where survivors lose crafted items when moving around
- - Buffed default, ruined, and animal class cleanups to give survivors some grace in these specific situations
- - Buffed general loot spawns from 1200 to 1800 globally which should allow more new items to finally properly spawn
- - Upped global respawn types, limits, and attempts to lend further aid to allowing batches of items to spawn smoothly
- - Significantly reduced maximum zombie count to help combat excess spawn issues and in light of their increased threat level
- - Buffed various maximum and minimum quantities for many medicines in light of the vastly increased difficulty InediaPain brings
- - Similarly raised the caps for quantity maximum on many repair items to combat the general reduction of item availability
- - Re-added some trash clothing items to the game that were not spawning to give more access to rags or emergency clothes
- - Vastly increased tent, barrel, and chest availability to promote more base building and stash hiding activities
- - Vastly reduced the lifetimes of first aid kits, protector cases, and drybags to allow them to rotate around the CLE better
- - Added more drybags and corrected some errors in tagging so they will spawn more on coastal boats
- - Increased mag coupler spawns and added a select few pre-coupled mags to the loot list to encourage variety
- - Correctly set pre-coupled mag quantities so they will not spawn completely full and potentially break ammo availability balance
- - Increased military battery quality slightly so they will always spawn mostly full instead of potentially half full
- - Added the potential for military batteries to spawn in the cargo of NVGs so that finding duplicate NVGs can be more rewarding
- - Also added the potential for the military batteries to spawn in certain high tier radios to make finding them rewarding too
- - Retagged the KS23M and relevant ammo and attachments to foster earlier military and police availability of the weapon
- - Slightly boosted the chance for Hemostatic dressings to be found in medical loot as they are a critical element at this time
- - Reduced the quiet door opening time from 1 second down to 0.25 seconds to promote the ability to do this fairly quickly
- - Massively reduced suppressor shot cool down to 0.1 second so that most weapons will not trigger this while suppressed
- * Need to verify the correct items have been tagged to have military batteries spawning in them
- * Consider adding more configuration presets and cargo so that containers or weapons found will have more variety
- * Consider re-upping the availability of lower tier items and adding variants such as the Livonia police outfit for variety
- * Will need to investigate zombies & predators seemingly spawning far in excess of the defined distance of their triggers
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- // v2.3.2 // 08.30.25 // Somehow Even More Mod Additions //
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- + Added Vanilla Weapon Slots to allow storing more guns while on the move & to balance for inventory space requirements
- + Added Inventory While Swimming to allow looting drowned players or players who have died in the water
- * Verify Vanilla Weapon Slots works on intended backpacks and has no ill effects and check Swimming Inventory mod
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- // v2.3.1 // 08.30.25 // Even More Mod Additions //
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- + Added Better Medical Pouch to give the vanilla medical pouches a use as they are not as good as modded ones
- + Added Barrel Carrying to make base or item relocation or repositioning much less painful than before
- + Added Search Ground to give more options to veterans and to give newer players a fighting chance against the cold
- + Added Zoom While Sprint to make it easier to survey landscapes as a fresh spawn and to remove FOV change sickness
- * Look into reducing the chance for bullets embedding in survivors via InediaPain or via modifying protection values
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- // v2.3 // 08.30.25 // More Mod Additions //
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- + Added ArmbandBags to give lower tier backpacks and the armband slot a use late game
- + Added Random Nights to give a chance to have occasional brighter nights for night time fights
- + Added Black Underwear to make those missing a piece of clothing much stealthier and cleaner looking
- + Added Trip Wire from Rope to give more chances to use trip wired grenades or to just use them as sentries
- * Consider adjusting time acceleration for night start times from 1520/0800 to 1645/0700 if possible
- * Monitor random nights to ensure that it is configured correctly and will work for Namalsk as lighting setups vary
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- // v2.2.1 // 08.23.25 // PseudoGiant Loot Tweaks //
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- - Changed PseudoGiant loot array to replace two existing guns with higher tier weapons to better reward ammo expenditure
- * Investigate possible issues with animals and PseudoGiants despawning too soon or from closer than zombies do
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- // v2.2 // 08.09.25 // General Zen Additions Patch //
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- + Added Zens Fire Sticks to the server to allow players to cook food while doing something else
- + Added Zens GPS Watch to give the armband slot an actual functional use and to allow use of the many other radio slot items
- + Added Zens Flint to give even more flexibility with lighting fires
- - Modified some type classes on MREs so they will hopefully stop swarm spawning in specific locations
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- // v2.1 // 08.09.25 // General Zombie & Pain Overhaul Patch //
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- - Massively reduced Inedia Zombie stun chance to players both in and out of block to give players a chance to escape
- - Added a very small chance for zombies to disarm players on hit both in and out of block to compensate for nerfs
- - Reduced and rebalanced player pain multipliers from various zombie classes and reduced deep wound chance
- - Moderately buffed pain healing percentage per second to better advance through pain healing states
- - Slightly reduced the falling pain multiplier so that it will not hit critical unless the fall is very far
- - Slightly reduced shock damage when using pained arms to give players slightly longer before they pass out
- - Increased bullet wound time to stage 2 timer so the player will have 3 hours instead of 2 before lead poisoning
- - Lowered the suppressor shot cooldown slightly to decrease instances of suppressed shots being heard in succession
- - Slightly reduced weapon shot aggro range and player falling sounds for both day and night
- - Reduced various chemlight, road flare, fireplace, and head torch detection distances
- - Massively reduced the chance for zombies to break open doors which should allow players to use doors as a barricade a bit more
- - Reduced zombie search sphere radius and burst radius to hopefully reduce the ridiculous ranges they look a bit
- - Reduced zombie irritant search timer from 2 minutes down to 1 minute which should allow players to evade a bit easier
- - Reduced various zombie jumping attributes which should make the jumping a bit less oppressive in certain situations
- - Removed the zombie stuck jumping handler as it could cause zombies to vault over rocks and kick you in the face (lol)
- * Consider switching the unconscious handler over to Inedia from PvZ to have zombies lose interest after a few hits
- * Consider increasing ruined item clean up radius and timer some so these items will stick around better
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- // v2.0.6 // 06.21.25 // Zombie HP Nerf //
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- - Added general PvZ zombie nerfs across the board for HP values to make zombies a bit easier to deal with
- * Consider updating ZenSleep to version 2.0 in the near future and transferring configuration values
- * Consider refactoring all AI encounters to place them in a way they can be reverted back to Raiders and vulnerable to zombies again
- * Consider adding a patch mod to address glass bottles not fitting in canvas bag water bottle slots
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- // v2.0.5 // 06.20.25 // Wound Infection Hotfix //
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- - Removed the 10% chance to get wound infection on each bleed until we can confirm the permanent infection bug is fixed
- * Consider re-orienting the microscope static spawn in Athena so that it faces the correct direction in ZenVirus
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- // v2.0.4 // 06.14.25 // 1.28 Server Files Update Patch //
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- - Replaced the default types & spawnable types to include the new additions from v1.28
- - Merged the Athena particle hotfix into the effectarea json file
- - Updated the ServerCPU setting in the monitor batch file to reflect the new CPU count
- * Keep on top of any patch related bugs and fix them as appropriate
- * Consider implementing the new version of Zen Sleep and converting all configurations over
- * Investigate permanent zombie-inflicted wound infection that may be caused by Inedia
- * Investigate possible canvas bag shoulder slot issues with glow sticks
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- // v2.0.3 // 04.12.25 // Types & Events Micropatch //
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- - Reduced the safe radius of all zombie spawn triggers to hopefully prevent the ability to "game" zombie spawns
- - Revisited the restock values of many modded items to allow them to respawn a bit faster
- - Tweaked the nominal values of a few SNAFU types to allow the weapons and mags to spawn more
- - Fixed the maximum and minimum quantity for the APS & AA12 magazines so they now will not spawn full every time
- - Nerfed the frankly ludicrous range on InediaInfectedAI reactions for falling which was in excess of 30m during daytime
- * Began investigating the spawnpoints for survivors and will continue to make changes as time permits
- * Consider the posibility of assigning individual spawn locations for AI to increase the likelihood of ambushes
- * Consider overhauling or replacing the NBC pouch mod as it does not allow for the respirator to be included
- * Consider adding more cargo to various clothing items so they have a chance to spawn loot in them
- * Consider adding more chances for attachments to spawn on weapons that do not have magazines or attachments defined
- * May need to change the ServerCPU setting in the monitor batch to match the new Midnight Magic server hardware
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- // v2.0.2 // 04.05.25 // General Tweaks Patch //
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- - Re-boosted inflicted zombie pain in InediaPain as players were able to sustain too many consecutive zombie hits
- - Increased the minimum quantity from 1% to 10% with regards to repair kits such as sewing kits on spawn
- - Slightly nerfed maximum quantity of Tool Repair Kit so it cannot spawn full which should encourage refilling it
- - Changed the restock and quantities for the surgical kit so players will get more percentage on average when looting one
- - Increased Zombie corpse lifetime to 1 hour which roughly doubles the amount of time they will take to respawn
- - Increased the zombie safe and cleanup radius to 250 meters which should prevent issues of excessive zombie respawns
- * Consider patches to things such as Ice Fishing to include new tools and consider implementing static minefields
- * Consider removing some clutter mods such as Pokemon Cards & Radio Mods for now until CLE can be stabilized
- * Take a look at fixing Advanced Weapon Scopes looking straight down when attempting to view while in hand
- * Add respawn points north of Lubjansk and Vorkuta to match the quantity of Jalavisko spawns
- * Diversify enemy survivor loadouts and start setting sane noise investigation radius limits
- * Fix Muon Detector only being able to be attached to one shoulder strap instead of both
- * Add a second tool slot for the Alice Pack since it has a second strap that the second tool could attach to
- * Add variance to the AA12 Drum as it currently is always spawning with the maximum amount of shells
- * Greatly increase the acquisition of the cold resistance skill as it has been massively reduced in recent updates
- * Consider modifying some of the vests to have at least partial armor to give some of the other vests some use
- * Investigate possible Zombie despawn issues due to the radius changes to safe zones
- * Investigate MidnightMagic Resources having all custom tracks defaulting to the typical Namalsk music
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- // v2.0.1 // 04.04.25 // Inedia & PvZ Zombie Tweaks //
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- - Tweaked and reduced the vision and sound values for most light & sound sources in InediaInfectedAI
- - Cut the pain values for all attacks in half in InediaPain which should prevent a lot of one tap mobility loss issues
- - Increased the radius for PvZ Heavy Multi Attack Staggers and increased reduced the minimum damage to activate stagger radius
- * Consider revisiting AI patrol loadouts and removing the plate carriers from some loadouts
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- // v2.0 // 04.03.25 // Mod Shuffle Update //
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- + Added the Filter Bottle Belt Attachment mod to the server to give players a good place to put the filtration bottle
- + Added the Dying Light UV mod to the server and added the flashlight to give players another method to fend off infected
- - Removed BanOnDeath from the server as it would bug on player disconnect sometimes and ban them for the rest of the session
- - Removed the Ammo Repack mod as it was highly abusable and would enable players to cycle ammo to pristine condition
- - Made various upward adjustments to types to slightly increase loot as there have been notable absences of loot in structures
- * Consider adjusting the battery power drain for the flashlight and possibly consider altering the model
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- // v1.9.9.3 // 04.03.25 // Critical Error Hotfix //
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- - Corrected critical key error with Underground Bases preventing users from joining the server
- - Made numerous types adjustments to correct restock and supply issues particularly with repair kits
- - Adjusted some static AI spawns to have a much smaller noise search radius and switched some over to raider type
- * Consider removing Ammo Repack as it is highly abusable by turning badly damaged rounds into pristine ones
- * Will need to keep an eye on small bugs and look for opportunities to apply patch mods to correct these
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- // v1.9.9.2 // 03.29.25 // Minor Types Bugfix Patch //
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- - Completely resolved XML invalidation syntax errors in JEDI & Overrides XML files that were preventing loot spawns
- - Added some additional location tags to loot that is struggling to spawn such as MREs so they should spawn now
- - Added a change to the map proto XML file for hospitals and industrial sites to test if it will help reduce search overtime
- - Reduced the lifetime of PseudoGiant and Humvee spawn triggers to more sane values as they should not exceed a few seconds
- - Fixed wrong tags for medical items that were listed as "Medic" instead which should allow medical items to spawn properly
- - Completely eliminated usage name and replaced it with the proper tag name definition so tags will actually apply now
- - Slightly reduced low tier weapon spawns so there will be fewer starter towns that are oversaturated with them
- - Executed a partial database purge by removing all loot files and attempting to leave player data intact
- - Cleaned up gitignore file with relevant exclusions for things such as banlist and tree status files
- * Manually prune unimportant files from GitHub repo when a full list of such files is assembled
- * Check the SNAFU_EOTech_EXPS3 type to verify if it has been changed or removed
- * Note that Namalsk has a completely different set of tagging versus vanilla
- * Note that item spawns now appear to be rather sparse and may need adjustment
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- // v1.9.9.1 // 03.28.25 // Sakhal Medicine Additions //
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- - Added Chelating Tablets to the server to finally have an option to combat heavy metal poisoning from bullet wounds
- - Halved health loss damage per second from critical pain state in InediaInfectedAI
- - Continued to greatly reduce trash types in the server across the board to accomodate new items
- * Wiped persistence again to check how server item spawning performance is doing
- * Check zombie HP damage stats and ensure none are being excessively buffed
- * Consider adding new AI patrol spawns to the map and consider re-adding static spawns that are deaf
- * Revisit AI accuracy delta spread and consider reducing the top accuracy stat
- * Consider adding the Dying Light UV mod to give a good option to get a temporary breather against zombies
- * Consider creating a patch mod that adds UV Chemlights & UV Flares to give consumables a good use
- * Consider adding rechargable 9V batteries and upping the consumption of batteries for UV lights to make them very situational
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- // v1.9.9 // 03.27.25 // Inedia Hotfix //
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- - Changed DamageToZombieHandlerIsActive to 0 which should fix the absurd zombie resistances
- * Consider adding methods to heal heavy metal poisoning contracted from bullet wounds left untreated
- * Consider making some nerfs to InediaPain as with Namalsk's zombies it appears to be far too punishing
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- // v1.9.8 // 03.27.25 // Zombie & Types Hotfix //
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- - Fixed critical types inclusion error on JEDI Types which should allow items to spawn properly for modded types
- - Removed duplicate types from Inedia configuration file which should theoretically fix some overly healthy zombie classes
- * Need to watch spawning to confirm that the items have been successfully re-added to the server
- * Will need to test the HP of all common zombie classes to verify they react properly to ranged attacks
- * Consider checking melee durability of Bloodsuckers again as they were wildly durable before
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- // v1.9.7 // 03.27.25 // Vanilla Types Reduction //
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- - Continued to home in on reducing vanilla tops and pants in the types override XML files
- * Discovered HP issues with some military zombies while testing with shotguns and pistols
- * Confirmed possible XML issues as CJ's items are not spawning as well
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- // v1.9.6 // 03.27.25 // InediaInfectedAI Configuration Refactoring //
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- - Completely refactored the InediaAI configuration to include all missing elements added with recent updates
- - Disabled stone throwing from PvZ in favor of using the themed item throwing in InediaAI
- - Made some small changes to types files to clean them up a bit for readability
- * Investigate why InediaInfectedAI medical items appear to not be spawning into the server
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- // v1.9.5 // 03.26.25 // Mod Removal Micropatch //
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- - Removed Random Pristine Repair as it was interfering with the changes from CJ-187's More Items mod
- * Investigating why quantities for sewing kits and other miscellaneous JEDI defined objects are being ignored
- * Discovered InediaInfectedAI configuration does not update or append with mod updates and needs refactoring
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- // v1.9.4 // 03.26.25 // CJ187's More Items Fixes //
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- - Completely overhauled classnames for More Items so they will now spawn in the game again
- - Revamped the overrides for vanilla items and moved them to the JEDI XML file to be handled under the CJ187 section
- * Will need to assess mods that may interfere with the way this mod handles vanilla repairs such as Random Pristine Repair
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- // v1.9.3 // 03.25.25 // Bugfixing & InediaAI Medical Item Patch //
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- + Added the Inedia Medical items to the JEDI types files so that we can now fully treat all new wounds
- - Made a couple of smaller type changes to continue to bring down the loot spawns to managable levels
- - Completed a full database wipe of the server to continue testing for further issues
- * Confirmed that we were mistaken on our diagnosis of the AMS cabinet issue as it has proven inconsistent
- * Consider adding the AMS to Inedia medical compatibility mod so that more AMS equipment can treat Inedia debuffs
- * Confirmed that the Sewing Kit changes were made on 26th Feb. 2024 by the CJ187-MoreItems mod
- * Confirmed that CJ187-MoreItems mod has changed several item classnames and will likely need work so they spawn again
- * These vanilla item changes are likely what has broken Random Pristine Repair and will likely need a patch mod to revert
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- // v1.9.2 // 03.24.25 // Item Overload Micropatch //
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- - Made large amounts of changes to the types override & JEDI types to reduce many overpopulated items across the board
- * This change will make finding a lot of necessities much more difficult and should reduce search overtime
- * Preparing to add the InediaPain items and balance them as necessary in addition to adding them to containers
- * Confirmed the AMS container inventory bug is due to InediaInfectedAI and will continue researching fixes
- * Confirmed that the repairing anything bug was due to Random Pristine Repair being active
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- // v1.9.1 // 03.23.25 // BanOnDeath Testing Patch //
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- - Implemented a script to delete the banlist on server restart for BanOnDeath
- * Observed issues with Sewing Kits & Leather Sewing Kits repairing items they should not
- * Confirm if this is due to Random Pristine or if it is some other mod breaking these restrictions
- * Install InediaPain's items to combat things such as internal bleeding and bullet wound removal
- * Consider adding a BanOnDeath Patch Mod to change description to time until next restart
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- // v1.9 // 03.23.25 // QOL & Basebuilding Patch //
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- + Added QuickBar from anywhere to return the ability to access items inside containers
- + Added Repack Ammo to better protect your ammo during transit and for roleplaying
- + Added BetterStash so we can have small barrel stashes to bury that are well hidden
- + Added Namalsk_Igloo to better protect against EVR events on the ice without APSI
- + Added Underground Bases to have an ultra high tier hidden basing option
- + Readded Random Pristine Repair again as I discovered the issue was with the admin sewing kit spawning and not the mod
- - Removed Combinable Items as it had some redundant elements such as log stacking and will be replaced
- - Added relevant mod types to the JEDI types.xml file and rebalanced all durations to roughly 3 months with some exceptions
- * Confirmed Combinable Items is not the mod affecting sewing kit durability and will need more research to find the culprit
- * Confirmed that Repack Ammo currently does not work with 4GA ammo as this will need to be added
- * Confirmed an issue with the plastic barrels where they cannot be closed unless buried and interacted with
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- // v1.8.2 // 03.23.25 // Immersive Wells Addition Patch //
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- + Added Immersive Wells to add a little spice to watering hole interactions
- - Added a 1% chance wells won't give water because random is God
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- // v1.8.1 // 03.22.25 // Hotfix & Mod Removal Patch //
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- - Removed Random Pristine Repair as it appeared to be bricking the ability to repair items
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- // v1.8 // 03.22.25 // Zen Sleep Fixes & Other Additions //
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- + Added the BanOnDeath mod to make the server even more hardcore
- + Added Ice Fishing to the server to bring back a much needed food source
- + Added Russian Roulette to give bored players with a revolver a spicy past time
- + Added Random Pristine Repair to give you something to waste your sewing kits on
- - Set the ban length to 6 hours to prevent players from retrieving their lost loot
- - Adjusted ZenSleep HUD positioning to the left side to nestle it under the stamina bar
- * Consider the creation of some kind of medicines to counteract predator meat parasites
- * Confirmed AMS medical boxes appear to be uninteractable and cannot be looted as of now
- * Confirmed ZenSleep still causes various HUD issues with elements disappearing on respawns
- * Confirmed there may still be old DZN items that use the older freezing system that need to be purged
- * Confirmed that there are still some mods that excessively boost sewing kit & leather sewing kit durability
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- // v1.7.5 // 03.22.25 // 1.27 ZenSleep Interim Fixes //
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- + Added the ZenSleep 1.27 mod as an interim fix until ZenSleep is patched
- * Community tab servers seem to have issues which necessitate the DZSA Launcher to join
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- // v1.7.4 // 03.22.25 // 1.27 Server File Merge //
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- - Merged all changes from Sumrak's new 1.27 server files into Hardcore Namalsk's mission files
- - Changed all raider AI to shaman AI to greatly increase their threat levels again
- - Added a preliminary description to the server that users will see before connecting
- * Consider adding custom tips to loading screens
- * Consider reworking and cleaning up some of the less stellar loading screens
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- // v1.7.3 // 03.17.25 // 1.27 Repo Fixes //
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- - Began fixing the repo and sizing up changes that need to be made to make the server 1.27 compliant
- - Fixed the server crash with relation to redistributables that were not installed on the new server
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- // v1.7.2 // 12.16.24 // Actual Modlist Fix //
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- - Added required line to configuration to allow modlist population on server browser
- * Updated GitHub with required fixes and commits
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- // v1.7.1 // 11.3.24 // Modlist Hotfix //
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- - Removed Cold Resistance Injector from batch files as it was left in somehow
- - Re-added DBO Spiders to modlist as it was removed during troubleshooting prior and not re-added
- * Continue to monitor for fixes on modlist
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.7 // 11.3.24 // Namalsk Revival Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Removed Cold Resistance Injector as it was crashing the server since it has not been updated
- - Completed massive file refactoring and additions for 1.25 & 1.26
- - Slightly raised starting energy from 900 to 1000
- * Consider making AI shaman class again so they're dangerous again
- * Consider investigating more cfgeconomycore addendum files such as cfgrandompresets
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.6.5 // 11.2.24 // Post-Frostline Bugfixes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Added an Inventory Revert mod to restore clothing space to previous patch versions
- - Cleaned up Bare Metal & Combined Monitor batch files
- - Refactored interim fix mod for more permanent use
- - Removed and replaced symlinks with additions and workarounds
- - Pushed all changes to the GitHub repo to begin refactoring
- * Still need to add 1.25 & 1.26 game additions to Namalsk
- * Consider switching to the server center editions of Namalsk & Namalsk Survival
- ? Known bug - Cold Resistance Injector causes server crash due to 1.26 changes
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.6.4 // 10.13.24 // Pre-Frostline Release Fixes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Removed Gesture4X as it was confirmed to be the mod that was breaking interactions
- - Created an interim fix mod for the recently removed BuildEverywhere mod
- * Server re-opened for testing and polishing work prior to 1.26 release
- ? Complete removal of Gesture4X such as symlinks and other residual pieces
- ? Update GitHub repo with commits when possible
- ? Update batches and comments with relevant data
- ? Consider adding 1.25 & 1.26 content when they are released later this week
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.6.3 // 05.05.24 // 1.24 Version Update Catchup Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Updated types and preset xml files to 1.24 versions
- * Server temporarily shut down until 1.26 drops
- ? Discovered game breaking issue that causes interaction, hotbar, and combat bugs
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.6.2 // 02.04.24 // Inedia Zombie Tweak Micropatch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Made some minor Inedia adjustments to generally lower zombie perception capability across the board
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.6.1 // 02.04.24 // Minor Economy Adjustment Micropatch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Slightly lowered the amount of spawns for the field shovel given the frequency of drops on Bloodsuckers
- - Increased lifetime of fire barrels to match lifetime for other base objects
- - Increase 500 S&W ammo spawn rate slightly as it was far too rare
- - Slightly increased 4ga loose ammo spawns to increase prevalance
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.6 // 02.04.24 // Mod Removal & Overhaul Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! Completely removed DayZ Dog due to the low quality nature of the mod & other additional issues it creates
- + Added MegaFoodPack to look at possibly replacing Mass Food & MREs and to add additional flavor items to Namalsk
- + Added the Combinable Items mod to finally add common sense combining to many utility items and to add stackable wood
- ? Look through old mod issues and fix issues from previous notes
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.4 // 12.17.23 // AI Bandit Behavior Change Micropatch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Changed all AI Bandits to the Raiders faction so they no longer get shaman protection
- - Created backup of AI files in case there are syntax errors that default them
- * Will need to look at and re-add all the lost comments to identify the location of all static patrols
- ? Consider re-implementing the patrols in the new AI files
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.3.9 // 12.17.23 // Zombie Door & Speed Handler Micropatch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Changed PvZ handlers for door breaking & lockpicked door handling to their disabled states
- - Changed PvZ handlers for zombie speed to their disabled states
- - Changed InediaAI handlers for zombie speed to their enabled states
- * Will continue to monitor the Zombie blood loss speeds & the lock picked door results from zombies hitting them
- ? Make more PvZ / InediaAI adjustments for other undesired behaviors
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.3.8 // 12.10.23 // Zombie Changes Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Small change to server files to switch to the new ID of the Gesture Wheel mod
- - Slightly lowered the chance for zombies to break through lockpicked doors in InediaAI
- - Slightly lowered the chance for zombies to break through normally closed doors in InediaAI
- - Slightly lowered the chance for zombies to break doors entirely in InediaAI
- - Fixed missing enable flag in gameplay xml to disable respawn on unconsciousness option
- * Continue to make note of small changes that need to be made such as typo fixes and tweaks for patch mods
- * Consider a more even 9v battery distribution by equalizing the numbers between the new and old variants
- ? Investigate zombies kicking open lockpicked doors in a single hit
- ? Add spawned stashes log to gitignore and do a manual git push to remove it from the repo
- ? Confirmed issue - Immersive NVGs do not work properly in dark areas like the Tunnels or in A2 underground
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.3.7 // 11.30.23 // Zombie Changes Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Upped the respawn timer for infected AI from 600 to 1800 seconds to give a greater time frame to clear areas
- - Attempted to re-implement the gameplay xml file to remove the ability to respawn when unconscious
- * Possibility that some AMS items are not having proper effects in ZenSleep - like Methadone and Narcotics
- ? Reports that the gameplay XML have not taken effect - need to investigate further
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.3.6 // 11.25.23 // InediaAI Adjustments //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Cut the body fall coefficient in half to hopefully reduce the rather high range for bodies being heard
- - Reduced infected vision & hearing at night to make it easier to sneak up on them for assassination attempts
- - Reduced the time it takes to execute a quiet door opening by one second so the action will be more seamless
- - Reduced the light & sound coefficients when in houses significantly to simulate the insulating qualities of structures
- ? Consider fixing the ZenVirus item spawns as some things like Petri Dishes are spawning in shacks
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.3.5 // 11.24.23 // Medkit & Bloodsucker Loot Overhaul //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Massively rebalanced Bloodsucker loot arrays to include less high value items and also include more Immersive NVGs
- - Completely revamped the AMS MFAK & Medkit loot arrays to include a large amount of interesting items
- - Finally added CJ's More Items Medkits to the loot arrays so they can now contain items
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.3.4 // 11.24.23 // Overpopulation Hotfix Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Applied hotfix for jedi_types.xml file that only counted various AA12 accessories in the player instead of in the map
- - Also applied this hotfix for MASS MREs as well, as it was set to both which was limiting the spawns
- * Possibly troubleshoot problematic items in the jedi_types xml file that are still not spawning
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.3.3 // 11.24.23 // JEDI Types XML Hotfix //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Applied hotfix for jedi_types.xml file which contained an error that was preventing all new items from spawning on the map
- - Changed the tagging for SNAFU weapons to hopefully fix them spawning in civilian areas
- * Need to confirm that the AA12 specifically is spawning where it should now
- * Check spawning dynamic stashes to verify loot array is sufficient
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.3.2 // 11.24.23 // Various Additions & Adjustments Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the SNAFU AA12 Shotgun, Magazine, Choke, Grips, and EXPS3 optics to the loot table
- - Added the possibility for the AA12 to spawn with various optics and accessories
- - Expanded the tier levels that the APS & Competition 500 and accessories can spawn in
- - Drastically increased 12 gauge buckshot & slug ammo availability in both boxed and loose varieties
- - Added the Field Shovel to loot spawns in various military locations to work in tandem with the Treasure mod
- - Slightly reduced regular shovel spawns in the override xml to compensate for the addition of Field Shovels
- - Slightly increased Mosin spawns as they are very rare at the moment
- - Greatly increased the birch bark spawns and quantities per spawn to make acquiring white chess pieces easier
- - Configured the dynamic spawns to a handful of pre-determined locations on the Namalsk map
- - Set custom loot arrays for the dynamic boxes so they will be worth hunting down
- - Reduced Radio Stash respawn timer to 10 minutes to enable more loot for seekers
- - Reduced Radio Stash transmission range to 2km to require survivors to be in the vicinity
- * Radio Stash and Dynamic Stashes appear to be different - will use the Radio stashes for now
- * Will need to merge new loading screens into the Midnight Magic Resources mod when time permits
- ? Consider a patch mod to fix the hand positioning for the AA12 mag when loading it into the gun
- ? Consider a patch mod to fix the shotgun choke not appearing on the AA12 at all
- ? Consider a patch mod to fix the laser sight not being attachable to the AA12 flashlight slot
- ? Consider a patch mod to fix the Competition 500 weapon sounds & loading issues
- ? Still need to fix the DBO_Spiders territories issue so they will spawn in Norinsk
- ? Possible issue - new items may not be spawning - check the jedi_types xml files for errors
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.3.1 // 11.23.23 // Treasure Mod Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the Treasure mod to encourage additional exploration off of typical loot routes
- - Enabled dynamic treasure spawns and changed the radius of radio pings to 5km
- * Likely need to configure new dynamic treasure spawns - will need to test to find out
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.3 // 11.22.23 // Minor Tweaks & Additions //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the Zen's Persistent Trees mod to enable pathfinding, wood scarcity, and additional immersion
- - Set the Zen Trees timer for tree respawns to 30 days up from the default 3 days
- - Actually fixed the Will o' the Wisp mod this time by moving the spawner in the init.c file inside the main method
- * Consider replacing Mass Items & MREs with ones from MegaFoodPack if they are suitable quality
- * Consider adding some more SNAFU guns such as the AA12 into the loot economy
- ? Confirmed Spiders are still not fixed - will need to set proper territories and move them out of zombieterritories.xml
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.2 // 11.22.23 // Mod Removal & More Fixes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Removed the Namalsk Redux mod from the server as it basically rendered all camouflage but white useless
- - 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
- - Set the lighting mode in the server configuration back to default dark and removed the gameplay configuration xml
- - Nerfed & Buffed where appropriate certain Zen Virus items as they were out of proportion with their rarity with spawns
- - Adjusted various Zombie skinning rewards to slightly nerf the chances for them to be ruined
- - Fixed the Will o' the Wisp mod by adding the proper spawner to the bottom of the init.c file
- - Added large loot array to the Will o' the Wisp to increase the breadth of light sources or tools it can take
- - Added various tweaks to zombies via InediaAI that should make them behave more appropriately
- - Slightly nerfed the spawn rate of military batteries as they were far too common
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5.1 // 11.22.23 // Implementation & Config Fixes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - First attempt to fix Tarantula spawns by setting them to static instead of dynamic in territories
- - Fully integrated DayZ Dogs into the various event, types, and territory files
- - Integrated Lad's Lighting by creating a new stripped down gameplay xml file
- * Consider implementing the remainder of the Spider files and set a proper territory up for them
- * Observe any issues with existing mods and check Lad's Lighting to ensure it is working
- * Verify the Tarantula spawn fix as it should have a 100% chance to spawn now
- ? Confirmed issue - nights are much too bright - it is likely that Lad's lighting will need major adjustments
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.5 // 11.22.23 // Dogs & Overhauls Update //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added DayZ Dogs to the game to give players a faithful companion and helper in tough situations
- + Added the View Inventory Mod to check inventory when traveling in a vehicle
- + Added the Namalsk Redux mod to the server to further winterize the map
- + Added the Lad's Lighting Overhaul mod to the server to make the nights even darker
- + Added the Gesture4X mod to the server to give some more roleplaying and downtime fun potential
- * Considering implementing mother spiders & skin to the server to add another boss
- ? Need to further configure Lad's Lighting to ensure the nights are pitch black
- ? Need to properly integrate the DayZ Dog mod territories and types on the server
- ? Confirmed issue - Tarantulas not spawning - will need to implement proper territories file first
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.4 // 11.22.23 // Spiders, Mags, and More Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added DBO_Spiders to the server to give those with arachnophobia something else to be scared of
- + Added Vanilla Mag Coupling to give more punch to lower capacity mags and more things to search for
- + Added Blow Food mod to enable people cooking an ability to slightly increase food cooling speed
- + Added the Midnight Magic Grenade Pouch Mod to expand Grenade Pouch mod options & fix loading issues
- * Added then removed Crafting & Combining mods due to issues with Grenade Pouch - may readd later
- * Greatly adjusted and expanded types for spiders mod to encompass many different types of spiders
- ? Investigate possible issues with Tarantula hunting ground spawns - may be an animal, territory, or coordinate issue
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.3.4 // 11.22.23 // Cold Resistance Injector & More Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the Cold Resistance Injector mod to the server to give more endgame goals
- + Added the Headshot Sounds mod to the server to give more feedback when fighting infected
- - Changed Headshot sound to only apply to players & zombies on a melee kill instead of on ranged as well
- - Finalized various zombies fixes with PvZ & InediaAI and pushed them to GitHub in a sub-patch
- * Possible lead on speed issue with zombies could require disabling PvZ Speed Handler and re-enabling InediaAI handler
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.3.3 // 11.21.23 // Minor Zombie Changes Patch /
- --------------------------------------------------------------------------------------------------------------------------------------
- - Reduced prone zombie spawns slightly
- - Reduced prone zombie footwear damage slightly
- - Majorly reduced ZenVirus per scratch wound infection chance
- - Slightly reduced the chance to contract ZenVirus per scratch
- * Continue to monitor zombie strength issues between InediaAI, ZenVirus, and PvZ
- * Continue to monitor Midnight Magic Loading screens for ones that will need re-upscaling with new models
- ? Investigate Zombies walking when aggro'd sometimes instead of sprinting - likely an Inedia / PvZ issue
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.3.2 // 11.20.23 // InediaAI Reinstatement & PvZ Fixes /
- --------------------------------------------------------------------------------------------------------------------------------------
- + Implemented a fix for Yuki's Radio mod being removed by adding a proper re-upload to the mod list temporarily
- + Reinstated InediaAI since the DBO Creatures conflict was confirmed fixed
- - Tweaked the PvZ heavy attack resistance to hopefully prevent unarmed attacks from one shotting zombies
- - Rebuild the Midnight Magic Resources mod to combat the regressions which re-added removed loading screens
- * Continue to monitor the zombie strength and Inedia / PvZ merge
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.3.1 // 11.12.23 // 1.23 Update & InediaAI Reversions //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Temporarily Disabled Inedia Infected AI until confirmed conflict issues are corrected with DBO Creatures
- - Updated types.xml base file from 1.22 to 1.23 variant so DMR and other items will spawn
- * Consider alternative solution for Yuki's Radio Mod since it has been removed
- * Investigate tweaking infected heavy attack resistance again
- ? Confirmed issue: unarmed heavy attacks one shotting infected
- ? Possible wipe for proper mod integration in the future
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.3 // 11.06.23 // Inedia AI & PvZ Integration Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added Inedia Infected AI to the server and pre-configured the json
- - Added various tweaks to Inedia to ensure that bosses would not bleed out easily
- - Changed some shock values so survivors will not get knocked out quickly while blocking
- - Slightly reduced the stun chance both normally in block due to the amped up multiplier for spawns
- - Disabled some Inedia handlers for PvZ compatibility and verified json auto update is on
- - Added some minor Zen Sleep tweaks to make Narcotics harmful to sleep value and added more spawns for these items
- - Some minor changes to types to increase other rare item spawns
- * Watch for AI bugs coming into the 1.23 patch as well as issues between PvZ and Inedia
- ? Tweak the microscope orientation in Research for the Zen Virus mod
- ? Confirmed issue: Bloodsuckers do not attack and have janky and broken animations - suspecting Inedia as the source
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.2 // 11.05.23 // ZenVirus Additions //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Added ZenVirus to the server and added relevant configurations and types to the server
- * Configure static microscope coordinates to the server for Athena Research Institute
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1.7.2 // 11.05.23 // Zombie Headshot Reversions //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Reverted some of the changes made to headshot resistance as zombies were dying in one hit
- * Changed some patch note formatting inconsistencies for readability
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1.7.1 // 11.05.23 // More Zombie Durability Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Reduced Zombie & Bloodsucker resistances to heavy attacks & melee headshots so they should be closer to vanilla
- - Greatly reduced Bloodsucker and PseudoGiant resistances to make them somewhat easier to handle with firearms
- * Continue tweaking values and applying fixes as we get closer to the Inedia AI integration
- ? Investigate rare crashes when AI spawns in Vorkuta and possibly re-implement heartbeat into monitor to combat crashing
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1.7 // 11.05.23 // Zen Sleep & PvZ Zombie Changes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Made assorted changes to Zen Sleep values such as influenza chance & energy values for items
- - Attempted to fix Zombies taking little damage from heavy attacks by reducing the resistance to the heavy attacks
- * Prepare to integrate Inedia AI & squash any remaining PvZ inconsistencies with vanilla
- * Consider removing or commenting out non-working types in the types_jedi.xml file
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1.6.1 // 11.05.23 // Types Hotfix //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Fixed the new types xml and added closing brackets to new types values so it will function now
- * Verify all new items are spawning properly now in the allocated zones
- * Verify that all of the new AMS chest items are spawning correctly
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1.6 // 11.04.23 // Various Item Additions & Lifetime Fixes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Added Zen's Sleep & Stimulant syringes as well as CJ's Field Bandage & SAM Splints to AMS boxes
- - Added the Mosin back to Tier 1 as well as it was far too rare and never used
- - Finally nailed down the player lifetime issue and changed this to six hours in the globals.xml
- - Added various seasonal items such as birch brooms and witch hoods to the game in small amounts
- - Added Humvee parts to the game so you can actually fix the vehicle when parts are destroyed
- - Upped a few items that were too rare such as WD-40 cans and tweaked lifetimes to be more sensible
- - Completely overhauled the Midnight Resources mod with much better AI image upscaling
- - Added various new art to the Midnight Magic Resources mod and overhauled the workshop page
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1.5 // 10.30.23 // Loading Screen Expansions //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Added a large selection of new AI powered art to the Midnight Magic Resources mod
- - Added an even larger selection of music to fit the Namalsk environment to the mod
- * Consider adding more art to balance out the disparity between loading screens and music
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1.4 // 10.30.23 // Loading Screen Rebuild //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Completely rebuild the Midnight Magic Reources mod to include a custom loading screen & title music
- - Fixed several configuration syntax errors and file errors causing the original Namalsk music to not play
- - Adjusted the volume in the configuration files to a more sane value so it isn't excessively loud
- * Also contains the original Midnight Magic Resources loading screen & the original Namalsk music
- * Based off of JosiesLoadScreenTemplate by Josie Garfunkle & also used TheGamingChief's DayZ Workbench .edds tutorial
- * Confirmed that this has fixed the respawn screen bug - this issue has been resolved
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1.3 // 10.30.23 // Item Spawn Tweaks & Fixes //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added Zen's Crafting Sounds to increase immersion when performing basic actions
- + Added Zen's Artillery Strike Grenades to give some more area denial & more potent area clearing options
- - Added types entry for Human Skulls so they will properly despawn now
- - Fixed bugged types entry for smaller WD-40 can so they will spawn now
- - Modified S&W ammo so that it will no longer spawn as a full stack each time
- * Check flare guns again to verify their behavior is as intended
- ? Work on adding InediaAI to the server to combat zombie AI exploits involving windows
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1.2 // 10.28.23 // NVG Spawn Changes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Changed CJ's Immersive NVG spawn locations to get them out of the residential loot areas
- - Modified restock timers on the NVGs and batteries to prevent finding more of the same after looting for a while
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1.1 // 10.28.23 // More Recreational Content & Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added Immersive Placement to allow for more roleplay or card game activity enjoyment
- + Added CJ's Pokemon Cards to the game so players have something to collect & play
- + Added CJ's More Items mod to add even more variety to things such as batteries
- + Added CJ's Immersive NVGs to add a few tiers of NVG items to the map
- - Added birch bark to fishing spawns to assist fresh spawns and give a source of bark for white chess pieces
- - Various changes to PseudoGiant and Bloodsucker loot tables to ensure booster packs will spawn on them
- - Various changes to other loot arrays to ensure card boxes will spawn to contain them
- * Tested and reverted the Collectibles mod - it caused server crashing and is not usable
- * Created a massive amount of presets, spawnabletypes, and types lists to accommodate adjusted values for all items
- ? Confirm if Birch Bark is spawning correctly with the intent to carve enough white pieces for chess
- ? Consider adding some car parts such as headlight bulbs for possible replacements
- ? Add more SNAFU Guns & Ammo to the loot pool when possible
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.1 // 10.27.23 // Recreational Content & SNAFU Update //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the Radio & Zen Radio Mods to the server to add some additional recreation activities
- + Added Zen's Chessboard to the game to give player something to do while inclement weather passes
- + Added the Aerial Flares mod to the game to make flares more useful for marking
- + Added the SNAFU Guns mod to the server to introduce the APS, 500 Competitor, and laser attachments
- ? Consider adding Immersive Placement & Collectibles to the game to enable card game playing
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.0.2 // 10.27.23 // Building Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the BuildEverywhere mod to alleviate issues with building indoors with some recently added tents
- * Confirmed that bears are spawning normally - will look out for other invisible entity incidents
- ? Still need to confirm if the Will o' the Wisp is spawning in the correct locations
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.0.1 // 10.26.23 // Small Additional Mods //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the Metro 2033 Bullet Lighter to military spawns to add some additional flavor
- + Added the Will-o'-the-Wisp mod to terrorize players in the middle of the map at night
- * Confirmed radiation zones and equipment is spawning correctly
- * Confirmed the loot box is spawning in the correct location
- * Confirmed the Bullet Lighter is spawning in the correct location
- ? Need to confirm if the Will o' Wisp is spawning in the correct locations
- ? Investigate possible issues with Bears being invisible but still having entity presence
- --------------------------------------------------------------------------------------------------------------------------------------
- // v1.0 // 10.26.23 // Completed Release //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the long awaited PvZ Customizable Zombies to make the undead a true threat again
- + Added Simple Radiation & the pre-determined zone to add additional danger & accessories to the world
- + Added NBC Over Clothing Restrictive to make for less hassle exploring the radioactive zones
- + Added the CJ187 Loot Box to give the radioactive zones something worth looting
- - Added special spooky effect for radiation zones so players can know they are entering it
- - Erroneous AMS box placement fixed and moved to Land_City_Hospital as intended
- * Cleared AMS box placements of any errors and ensured they are working correctly now
- ? Continue to look into adding Inedia AI to the server and get it to play nicely with PvZ
- ? Fix the loading screen template bug and reupload it eventually
- ? Consider making and a patch mod for the PseudoGiant and updating it with the new loot arrays
- ? Check for any additional bugs - this server is now feature complete and up to par with the pre-rebuild server
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.8.3 // 10.26.23 // Even More Zen Additions //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the Zen Concussion Grenade mod to allow for additional options to KO survivors
- + Added the Simple Matches mod to give more night time light options & immersion
- - Changed types to include Chenarus Party Tents & Big Military Tents to add more storage options
- - Various lengthy bugfixes to the .gitignore to hopefully clean up the repository once and for all
- ? Research PvZ & InediaInfectedAI compatibility and consider implementing them both
- ? Look into the AMS Red box error on industrial buildings such as one near Fire Station in Vorkuta
- ? Fix loading screen bug that causes black screen on respawn
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.8.2 // 10.26.23 // More Zen Additions //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the Zen Open Cans on Rock mod to give starving players more options to open cans
- + Added the Zen Fire Fuel mod to allow players to start fires with gasoline as well
- * Updated gitignore and pushed one revision for both of these changes under v0.9.8.2
- ? Consider adding Military & Amusement tents for more storage variety
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.8.1 // 10.26.23 // Mental Illness Reversions //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Removed Mental Illness from the server due to it being a paid mod
- - Removed both sFramework & sVisual from the servers due to no longer being needed
- * Mental Illness Overhaul requires a json that is only available via the mod author's private discord
- * We will never allow or support paid mods on this server since they are highly unethical and against Bohemia TOS
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.8 // 10.25.23 // Mental Illness Update //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the Mental Illness Overhaul to make life even harder out there in the wasteland
- + Added the sFramework & sVisual Experimental versions to support Mental Illness Overhaul
- * Look into possibly porting back to the non-experimental versions of sFramework & sVisual to generate jsons
- ? Known issue: Mental Illness Overhaul is not working due to missing json file
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.7.1 // 10.25.23 // Humvee Fixes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Fixed event tag at the start of the events.xml that was preventing spawns
- - Adjusted lifetime of Humvee up to 28 days from 21
- * Continue adding remaining mods such as PvZ Customizable Zombies
- ? Consider adding InediaInfectedAI for the jumping & light detection abilities
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.7 // 10.25.23 // Humvee Additions //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the 5 Humvee Spawns back to the world for transportation
- * Confirmed normal Bloockers & PseudoGiant spawns & static locations
- * Confirm Humvee spawns are working correctly in the world by visiting locations
- ? Known issue: Red AMS box spawning in industrial locations it should not be
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.6 // 10.18.23 // Zombie, Bloodsucker, and PseudoGiant Spawn Hotfix //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Fixed events.xml which had a missing close event tag on Bloodsucker spawns in InfectedArmy
- - Fixed server shutdown timer in messages.xml to reflect the planned server uptime & the correct server name
- * Confirmed that Bloodsuckers & PseudoGiants are spawning via zombie_territories static spawns
- * Need to confirm if they are spawning at dynamic / set locations in the world
- ? Known issue: Black screen on respawn forcing game restart - URL: https://feedback.bistudio.com/T175020
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.5 // 10.16.23 // AMS & Immersion Mods //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added AMS, loot arrays, and all cabinet locations to the server
- + Added GoreZ to enhance the horror and shock feel of Namalsk
- + Added Zen's Immersive Login to add a sense of vulnerability when logging in
- - Fixed minor loot array issues with Bloodsuckers
- * Finish up QOL mods & continue testing
- * Fix bikey fetching bugs with xcopy
- ? Known issue: Zombie spawning appears entirely broken - will be addressed with emergency hotfix
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.4 // 10.16.23 // PseudoGiant & Loot Arrays //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added PseudoGiant JEDI edition to the server
- - Added all relevant loot arrays and spawn locations for PseudoGiant
- * Add AMS mod, cabinet locations, and loot arrays to the server
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.3 // 10.16.23 // QOL Mod Additions //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added Zen Leftovers to enable survivor tracking & for more immersion
- + Added Give & Take for easier item trading between squads and strangers alike
- + Added View Inventory Animation so squads can see when other members are in the inventory
- * Continue preparations to add PseudoGiant & AMS mods to the server
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.2 // 10.16.23 // Minor Spawn Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Changed login & logout times to legacy 10 / 20 second values
- - Changed the spawn equipment to no longer contain heat packs or flares
- - Reduced spawn rags down to 2 & added chemlights to replace flares
- - Reduced spawn energy level and added Zagorky to compensate
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9.1 // 10.16.23 // Bloodsuckers & Zen's Sleep Additions //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added dbo_creatures to re-introduce the famous Bloodsuckers back to Namalsk
- + Added Zen's Sleep to bring back the core element of fatigue and required sleep
- * Prepare to add the PseudoGiant and AMS mods next patch
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.9 // 10.16.23 // Core Mod Additions //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! Created override XML files to make the types xml files update proof
- + Added Dabs Framework & the GRW ER7 Gauss Rifle to give Atlantea more rewards
- + Added Advanced Weapon Scopes & the KS-23M / Smol KS-23M to give more weapon and attachment choices
- + Added WindstridesClothingPack, Namalsk Clothing Expansion, and Uncuepas Civilian Clothing to add more clothing choices
- + Added MassFood & MoreSurvivors for more survival & survivor options
- + Added DayZ-Expansion-Core & DayZ-Expansion-AI to finally reintroduce a fan favorite threat on Namalsk
- - Fixed long standing xml error in the jedi types xml file in the Uncuepas section which prevent mod loot from spawning
- - Fixed issue with SteamCMD which was causing mods to not download & keys to not get assigned on server boot
- - Made various small changes to CLE via override & jedi type xml files
- - Removed CLE Idle, added 5% loot cycling on startup, and changed CLE idle to not turn on when survivors leave
- * Prepare to add DBO Creatures, the PseudoGiant, and AMS mods next patch
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.8.1 // 10.14.23 // GitHub & Gitignore Changes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Added changes to gitignore to properly include SC directory in preparation to add DayZ AI
- - Forced a new commit with these changes and confirmed that all desired files are now on the GitHub
- * Prepare to add Dabs Framework, Gauss Rifle, Windstride's Clothing, and DayZ AI & Expansion Core
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.8 // 10.7.23 // Full Server Rebuild //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! Server has had all relevant files uploaded to a private Github repo for tracking purposes
- + Updated all files to 1.22 editions
- - Server is completely wiped and fresh for testing purposes
- - Current modlist is Namalsk Island & Survival, Midnight Magic Resources, CF, and VPP
- - Created new on demand symbolic link tool for rapid mod deployment
- * Planning to slowly add features back to prepare for the 1.23 stable release in roughly 1 month
- * Will segregate type XML changes into a sub XML to make major version patching much easier
- ? Consider checking SC gitignore entry so that sub configuration changes can be tracked by folders
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.7 // 06.24.23 // 1.21 Update & Rebuild //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! Server & workshop components rebuilt on a PCIe to NVME drive
- - Updated all files to 1.21 editions to add the Crossbow and clothing items
- - Rebuilt steamcmd workshop batches for major revision mod synchronization resolution
- ? Need to merge the loot building changes to new XML file to add more loot spawns per building
- ? Need to create git.ignore file to rebuild from scratch and push to GitHub to track bugs due to mod additions
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.8.2 // 03.25.23 // Plate & Pouch Bugfixes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Changed plate carrier & attachments spawn rates to increase availability
- - Commented out redundant entries in subsidiary types.xml that were causing conflicts
- ? Resolve the loot box spawning issues in rad zone
- ? Implement Zen Virus now that it is fixed
- ? Check on the issues with ladders in various places
- ? Fix the misfiring of glow sticks being cracked
- ? Check on the blue tint issues with cold events
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.8.1 // 03.03.23 // Small CLE Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Changed CLE Idlemode to not turn on with server start to allow loot to cycle dynamically even without players
- - Turned CLE Idlemode timer to 0 so that CLE will continue to cycle after players leave a session
- - Tweaked CLE Respawn on Startup to allow 5% of the loot in the server to respawn every restart
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.8 // 02.25.23 // Civilian Clothing Additions //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added Uncuepas Civilian Clothing to the server to further diversify the options found in starter towns
- - Greatly reduced the spawns in the XML files for the Civilian Clothing to make the variants rare
- - Reduced server slots from 40 down to 12 to maintain server stability due to AI load
- * Will be looking at reducing down the NCE clothing in the XMLs to bring them in line with Uncuepas
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.7 // 02.24.23 // Death Timers & Survivor Lifetimes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Changed timer in globals.xml to increase the survivor body cleanup timer from 1.5 hrs to 2 hrs
- - Added all survivors to the types_jedi.xml and assigned a 6 hour timer to their lifetime for now
- - Added additional survivors from the More Survivors mod to the types_jedi.xml as well
- ? Still consider fixing the blue fading issue after cold events
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.6 // 02.21.23 // Bloodsucker & PseudoGiant Loot Rebalance //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Created custom loot arrays for PseudoGiant that includes a large amount of random ammo and magazines
- - Decreased static Bloodsucker spawns in military zones & diversified their difficulty levels
- - Added additional rewards for hard & superhard Bloodsuckers to balance out their difficulty
- * Continue to test and see if decimal points are valid for zombie percent spawn chances
- ? Consider new mods for civilian clothing recolors and other diversifying content
- ? Add Anomalies & define server sided static spawner triggers for randomized zones
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.5.2 // 02.19.23 // Namalsk 1.20 XML Update //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Updated various files with their appropriate 1.20 edits for the Namalsk Hardcore Mission
- - Significantly reduced Land Mine and Bear Trap spawns in the world
- - Applied the first iteration of NCE fixes in the XMLs to reduce or eliminate military clothing spawns in civilian locations
- - Applied the first iteration of the Pistol Survivor loadout for Jalivisko fixes
- ? Investigate the permanent re-fade to blue bug after cold events that has persisted for a while
- ? Replace PVZ with the Zen's Zombie Door Bangers mod when appropriate to restore original zombie strength
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.5.1 // 02.18.23 // Sleep Tweaks & Bugfixing //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Cut the accelerator & base sleep values in half to force survivors to commit longer periods of time to sleeping
- - Added almost all AMS medicine to the ZenSleep arrays so that most medicines now have effects on tiredness
- - Removed Jedi Pistol Survivor class from Jalivisko static spawns due to class bug
- * Consider adding better tagging to the Namalsk Clothing Expansion military clothes so they do not spawn in civilian areas
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.5 // 02.17.23 // Zen Sleep Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added Zen Sleep mod to add more survivor needs and difficulty
- - Tweaked the total awake time for survivors to 3 hours from 6 to make it a bit more hardcore
- - Removed AI spawns in Vorkuta apartments due to lag & them getting stuck in the ground or unreachable rooms
- * Will consider replacing the PVZ mod with the new Zen Zombie mod
- ? Await Zen Virus patch to add as well to compliment the Zen Sleep mod
- ? Consider adding the Anomalies mod to the server & a possible black market roaming trader
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.4.1 // 02.12.23 // Revert Changes & Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Removed all Fresh Spawn Survivors added in previous patch due to server overload as too many AI were active
- - Changed the amount of rags that fresh spawns get up to 2 so they can choose to make one makeshift clothing piece
- ? Possibly add heat packs or the rechargeable heat pack back to the init.c spawn loadout
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.4 // 02.10.23 // Survivor & Pistol AI Additions //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added a completely new class of AI with Pistols & melee weapons to present a threat at civilian locations
- - Dispersed the Pistol AI at a test location in Jalavisko for testing and tweaking
- - Added Fresh Spawn Survivor AI to several civilian and industrial locations
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.3 // 02.09.23 // Spawn Loadout Changes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Removed the flare as a spawn item to prevent the ability to easily light fires on spawn
- - Reduced the amount of rags down to 1 to reduce the easy opportunities for players to light fires
- - Added one of two random chemlights to the spawn character for limited night vision
- - Reduced the energy of spawn characters down from 1100 to 900
- - Added one of two Zagorky bars to spawn inventory to slightly compensate for this loss
- - Removed heatpack from spawn inventory to make the cold even more impactful
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.2.1 // 02.09.23 // KS-23M Custom Mod Refactor //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Re-added the original KS-23M mod to the server as a base resource
- - Re-factored the KS-23M derivative mod to be a dependent resource on the original
- - Had the configuration edits added and packed into a new signed mod by asorrycanadian to retain his bikey
- - Added the XML edits back into the mod for publishing & server usage again
- * Permission was obtained for a custom repack provided it is a dependent on the original mod
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.2 // 02.07.23 // KS-23M Custom Mod Changes //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Created a new derivative mod of asorrycanadian's KS-23M Shotgun with a few changes
- - Uppped damage for KS-23M from 110 to 115 to better combat military zombies at close ranges
- - Decreased size of KS-23M from 7x3 to 7x2 to better encapsulate the weapon's status as a secondary
- - Added the loose and boxed ammo types for 4Ga to the XML for easier deployment & server usage
- ? Await clearance to list the mod publicly from the mod author asorrycanadian
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.1.1 // 02.06.23 // Loot Changes & Server File Consolidation //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Made various small changes to food, ammo, medical, and industrial loot to better accommodate server status
- - Corrected mistake in the cfgspawnabletypes that was preventing custom loot from spawning on Bloodsuckers
- - Split cfgspawnabletypes into a custom cfgspawnabletypes_jedi xml file and added it to the economy core
- - Split custom configuration files to a new directory and appended them to the cfgeconomycore
- - Added new stuff to the Bloodsucker loot arrays and reduced chances for rare item drops
- ? Be on the lookout for corrections to the ZmbM_BloodSucker_superweirdR error in server logs
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6.1 // 02.05.23 // Ammo Spawn & Loot Tweaking Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Appended a moderate increase to boxed and loose ammo spawns across the board to compensate for added enemies
- - Added a fluctuation to 4Ga loose ammo spawns so they will not spawn as 10/10 stacks any more
- - Fixed restock value on 4Ga boxed & loose ammo spawns so they will no longer have a significant delay when spawning
- - Changed the lifetime values of KS-23M weapons, ammo, and accessories to be more sane
- - Corrected a few clothing types that did not have a minimum value
- - Fixed a few formatting errors in the JEDI types XML
- - Moderately reduced several "trash" clothing spawns to reduce clutter
- - Slightly buffed very rare clothing spawns to add more variety
- - Slightly reduced Nail box spawns as they were too common still
- - Slightly buffed Gauss battery spawns as they were still too rare
- - Made various changes to Bloodsucker classes to reduce melee & headshot resistances
- - Greatly reduced the amount of hits Zombies, Bloodsuckers, and the PsuedoGiant need to break open doors
- - Added Potassium pills to the Green AMS Boxes with a 10% chance to spawn
- * Possibly consider bringing back the rail / scope combo spawns
- * Continue looking for Zen updates in preparation to add them to the server
- ? Add Geiger counters to spawn arrays for medical boxes
- ? Consider new weapons and equipment mods that are appropriate for the server
- ? Continue looking to consolidate using economy core XML in preparation for 1.20 update
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.6 // 02.05.23 // Various Changes Overhaul Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the Namalsk Clothing Expansion to add additional camouflage variants to popular clothing
- + Added the KS-23M mod to add an additional shotgun & ammo option to combat armored enemies
- + Added NBC Over Clothing mod to add the option to wear NBC clothing while restricting access to inventory
- + Added the GoreZ mod to add more flavor to combat & gunplay encounters
- - Tweaked Bloodsucker hard stats so they no longer inflict bleeds on blocked light attacks
- - Reduced SuperHard Bloodsucker stats to halve their bleed chance on blocked light attacks
- - Added the types entries for 4Ga boxed & loose ammo types to spawn in the world
- ? Consider consolidating spawnable types using the economy core XML
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.5.5.2 // 02.03.23 // Server Rebuild //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! Rebuilt the server OS from scratch to combat lag spiking issues
- * After extensive testing, we have determined that this has completely resolved the problem
- ? Consider rebuilding the DayZ Server files and cleaning out old RPTs for even more stability
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.5.5.1 // 02.01.23 // Minor Zombie Changes //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Rebalanced all Military Zombies back to the vanilla 115 HP
- - Minor tweaks to Bloodsucker stats to bring each class in line with intended threat level
- - Expanded static radiation zone radius to 250 meters
- ? Still waiting to add Zen's Virus & Sleep mods - fixes pending
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.5.5 // 01.31.23 // Bloodsucker Overhaul //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Overhauled base zombie class to be 20% more resistant to melee damage
- - Massively overhauled Bloodsuckers to inherit their default HP based on class again
- - Added a lot of night buffs to higher tier Bloodsuckers
- - Added stamina and direct blood damage from Bloodsucker contact
- - Made all attacks only partially blockable on all Bloodsucker classes
- - Tentatively fixed PseudoGiant HP to be in line with the original
- * More testing to come on this - Bloodsuckers should now properly represent a huge threat to the player
- ? Consider rebalancing lower tier Bloodsuckers to have dodge potential or add HP
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.5.4 // 01.29.23 // Various Additions Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! Added Simple Radiation & CJ130's Loot Crates to the server to use in tandem
- + Added View Inventory Animation to the server for added immersion when searching inventory
- + Added More Survivors to increase the options for character faces available to players
- + Added Zen's Fire Fuel Mod to add the option to use Gasoline as kindling when starting fires
- + Added Zen's Open Cans on Rock mod to give survirors near rocky coasts more options for food
- + Added Zen's Leftovers mod for additional immersion when using consumables or medical supplies
- + Added Zen's Concussion Grenades to add additional options for dealing with AI or other players
- - Appended a new types XML entry to the economy to govern the persistence of leftovers
- - Changed the lifetime values in the leftovers xml from 30 minutes to 1 hour
- - Made some minor corrections and additions to the types_JEDI.xml file
- - Removed Search For Loot from the server due to the lack of modular object search controls
- - Altered day time acceleration down to 4x from 4.5x to better simulate proper Day / Night times
- * Still need to configure the types for Simple Radiation & Loot Crates
- * Basic configuration for Simple Radiation & Loot Crates completed
- * Still need to add the Military Zombie classes for HP boosting
- ? Check Zen's Virus & Sleep mods for fixes and then add them
- ? Consider adding the Mental Illness Reworked mod
- ? Check the rest of Zen's mods for possible additions
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.5.3 // 01.28.23 // Zombie Headshot Fixes //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added Zen's Immersive Login for more flavor when respawning / logging in
- - After various attempts at fixing it - the headshot resistance bug has finally been squashed
- - Base zombie class has had the Headshot resistance reduced from 0.2 to 0
- - Removed all other classes and reverted zombies to the base classes
- - Zombies will now only kill unconscious players at night
- - Zombies will now only break lockpicked doors at night
- - Removed Search For Loot sounds & notifications
- - Significantly reduced likelihood of finding items when searching
- * Zombies have been effectively reduced to a single statistic class for now
- * Populate arrays for Search For Loot to contain a greater variety of items
- * Change loot changes so that rare items such as weapons have a massively reduced spawn rate
- * Remove empty objects from being searchable in arrays if possible
- * Re-create at least Military / Normal zombie statistic differentials
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.5.2 // 01.14.23 // AI & Zombie Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the PvZmoD mod to enable Zombies attacks after unconsciousness
- + Enabled the setting for Zombies to open closed doors if they are not locked
- + Added the Search for Loot mod to add immersive loot searching in buildings
- + Added 3 custom patrols in high traffic areas that did not have any threatening patrols before
- - Modified the spawn chances for most military and police static spawns from 20% to 33% chance
- - Slightly raised the maximum and minimum accuracy statistics for all patrols
- * Be warned - zombies are much more dangerous and doors will not save you anymore - good luck at night!
- * Considering refactoring Pseudogiant and Bloodsucker loot arrays
- * Working on new SVD Loadout with high accuracy on Vorkuta Ice Shelves
- ? Test Reusable HeatPack recharging states and report findings
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.5.1 // 01.08.23 // Balance Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added the AMS_MedChest_Green to spawn in L-Shaped Barracks variants & Police Guardhouse variants
- - Tweaked the AI configuration to remove some redundant spawns for performance reasons
- - Tweaked the mapgroups to increase max loot spawns at some military and civilian locations
- - Changed the types to slightly increase certain spawns such as medical boxes
- - Massively reworked the loot arrays for both Red & Green Medical boxes to contain more varied items
- - Reduced some spawns with other AMS medical items
- - Slightly increased scope mount spawns
- * Consider adding radation zones & loot boxes in said zones
- ? Continue bugfixing AMS items and interactions
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.5 // 01.02.23 // AI Rework & AMS Update //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added AMS & merged all relevant economy and type files to Namalsk CLE
- + Added B3rt's Give & Take mod to the server for further testing
- + Major JSON issues with commenting resolved & refactored
- + Created new custom Namalsk exclusive AI loadout class with sidearms & secondaries
- - Merged all default static patrols into a new XML file complete with section comments
- - Created new Object Patrols for Vorkuta & high value military loot object
- - Reduced AI in total by reducing range, despawn range, and randomizing and lowering spawn chances
- - Applied multiple loadout types to various patrols for loot balancing and parity
- * Consider applying Radiation and other B3rt mods to the server such as SimpleRadation
- ? Test CLE setup with the AMS mod
- ? Check server performance in Vorkuta
- ? Consider modifying PseudoGiant deafness & remove stagger from Blood Suckers
- ? Consider creating random waypoint static patrols based on ambush spots inside buildings
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.4.3.1 // 12.31.22 // Server Code Cleanup //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Merged all types.xml changes from vanilla Namalsk into types_jedi.xml and pointed the cfgeconomycore.xml to it
- * Will still need to consider tent & building lifetime changes as they are in the default types.xml
- ? Consider vehicle / event change splitting for easier updates
- ? Consider making Bloodsuckers immune to knockback / finish off unconscious players / immune to cripples
- ? Consider making Zombies heavy attacks go through blocks & stagger players
- ? Obtain permission to use DayOne changes such as bone hatchet / log stacks / bear hats
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.4.3 // 12.31.22 // Various Bug Fixes //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added custom PseudoGiant JEDI mod to the server
- - Replaced default PseudoGiant with custom JEDI version
- - Custom spawning arrays for a chance at PseudoGiant spawn
- - 5 different locations created for PseudoGiant spawns
- - Re-implemented arrays & Zombie Territories for BloodSuckers
- - Fixed JEDI mod metadata so it loads on the server properly
- - SSG 82 5 round mags will now spawn in the cargo of police zombies
- - SSG 82 5 round mags will now spawn rarely in police loot spawns
- * Consider additional content & implementation for more difficult PvE
- * Tweak loot array for PseudoGiant to have additional loot maybe
- ? Obtained permission & publicly listed both the collection & mod
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.4.2 // 12.30.22 // Mutant Update //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added PseudoGiant boss monster to the server
- - Created JEDI edition with cargo, spawning, and loot slots
- - Added MRE to military loot tables
- - Published and updated steam CMD tool with proper mods
- * Updated workshop collection and made both mod & collection unlisted
- * Finish implementing PseudoGiant loot & spawning
- ? Reach out to mod author for permission for modification and then unlist mod & collection if granted
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.4.1 // 12.30.22 // MRE Update //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added MassFood's MREs to the server
- - Changed Bloodsuckers to be more difficult
- - Modified loot table to have higher drop chances for Bloodsuckers
- * Consider adding more creatures to the server
- * Implemented basic MRE spawning into Military T2/3/4 loot table
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.4 // 12.29.22 // Bloodsucker Update //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Added DBOCreatures to the server
- - Added appropriate loot tables for their drops
- - Configured to use the ones with red eyes for now
- - Added the medium to general military spawns with a 1% chance
- * Consider adding more static spawns for bloodsuckers
- * Updated client SteamCMD updater with the new mod
- * Updated the collection to reflect the new mod
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.3.4.1 // 10.31.22 // Change Revert Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Rolled back changes to 3D handheld map display due to GPS issues
- - Reverted hit marker change as it was not functioning correctly
- * Continue working on XML issues with AI
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.3.4 // 10.30.22 // Mod Script Rebuilds //
- --------------------------------------------------------------------------------------------------------------------------------------
- + Created new script for workshop mod updates via SteamCMD
- + Enabled the 3D handheld map display rather than the 2D version
- + Enabled the cfggameplay.json in the server configuration
- - Removed hit markers from gameplay completely
- - Client sided personal night light has been disabled
- - Tweaked types.xml to reduce the prevalence of Advanced Weapon Scopes in the world
- - Changed the existing bikey update script to reflect recent mod changes
- * Various additional logging avenues have been enabled and will now feed information to the logfiles
- * Created client SteamCMD updater that is not currently portable to force client mod updates
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.3.3.1 // 10.24.22 // Lifetime Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Crates added to types.xml and given a 90 day lifetime
- - Seachests, tents, and barrel lifetimes improved to 90 days as well
- - First aid kits, protector cases, ammo boxes, and all drybags set to a 21 day lifetime
- - Adjusted Humvee lifetime in events.xml to reflect this 90 day change as well
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.3.3 // 10.23.22 // Custom Resources & Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! Added the Midnight Magic Resource pack which contains loading screens for now
- - Fixed messages.xml to properly countdown and notify players when server restarts are happening
- - Tweaked existing Vorkuta raiders to be more threatening with 1 hour respawn
- - Change globals.xml login & logout timers to 10 seconds and 20 seconds respectively
- - Added nail boxes and to the CLE to facilitate base building
- * Updated workshop collection to include new mods
- ? Look into CLE persistence settings for base building
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.3.2 // 10.22.22 // Bug Fix Patch //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Fixed the missing event.xml text for the Humvee to spawn
- - Fixed the Gauss rifle tagging to military from lore so it will spawn in Lantia
- - Removed useless entries in the eAI spawning XML as they are not working
- - Tweaked the server start batch slightly to better reflect countdown timer
- - Tweaked player corpse cleanup in globals.xml from 15 minutes to 90 minutes
- ? Still considering updating loadouts for Vorkuta spawns
- ? Add SSG mag spawns in places other than police zombies
- ? Consider adding nails and base building
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.3.1 // 10.19.22 // 1.19 Update & Config Merge //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! Full server update to DayZ Stable version 1.19
- ! Updated the Namalsk Server files & XMLs to the 1.19 version
- + Merged previous changes with new 1.19 XMLs to preserve mod config types
- - Swapped the Offroad Hatchback out with the Humvee
- * Switched the server over to a 1TB Samsung 870 Evo SSD
- * Switched the Wi-Fi over from a 72Mbps connection to a TPLink AC adapter with up to 866Mbps on the 5GHz band
- ? Need testing to confirm if all new 1.19 items & the Humvee is spawning
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.3 // 10.16.22 // AI Bandits & Scopes Update //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! Added DayZ Expansion Core & DayZ Expansion AI
- ! Added Advanced Weapon Scopes
- + Configured basic spawning and loadout files
- + Added various static Vorkuta AI spawns
- + Added the scopes to the CLE
- + Added a single hatchback that will spawn in one of 5 locations
- - Re-added some old DayZ Special scopes
- - Modified some vehicle configuration so they will spawn repaired
- * Working on Gauss rifle spawning issues
- * Working on restart messages
- * Working on server monitor
- * Updated workshop collection
- ? Consider updating loadouts for Vorkuta Spawns
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.2.1 // 10.15.22 // Sever Configuration Tweaks //
- --------------------------------------------------------------------------------------------------------------------------------------
- - Adjusted server name values to reflect branch & modpack contents
- - Adjusted player cap from 12 to 40 in preparation for future launch
- - Revised types.xml to correct syntax errors so mod items will spawn in the world
- - Tweaked day time acceleration values from 2.5 to 4.5
- - Adjusted the signature verification value from 0 back to 2
- * Created patch notes
- * Created Steam Workshop Collection
- * Updated all mods via steam
- ? Consider adding the Advanced Scopes Mod
- ? Move installation to new 1TB SSD on server when it comes in
- ? Consider standardizing & automating the mod update process daily
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.2 // 10.14.22 // Server Migration to Stable //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! Migrated the server from Experimental 1.19 back to Stable 1.18
- ! Added WindStride's Clothing, ER7 Gauss Rifle, and Dabs Framework mods
- - Temporarily adjusted the signature verification from 2 to 0 for testing
- - Created standardized setup and joining documentation
- - Modified types.xml to include the new classnames and values for spawning
- * Bikey updater script was overhauled, standardized, and updated
- ? Re-check imported types.xml for syntax errors as they were not spawning
- --------------------------------------------------------------------------------------------------------------------------------------
- // v0.1 // 10.13.22 // Initial Launch //
- --------------------------------------------------------------------------------------------------------------------------------------
- ! A fully featured vanilla Namalsk Island & Hardcore Survival server
- + Fully functioning VPP Admin tools with configured administrators
- + Server autostart after weekly reboots
- + Server reboots every 6 hours
- * Will need to update the bikey updater script
- ? Consider adding the remainder of the DayOne Namalsk mods
- ? Probably move it from the experimental branch to prevent further issues
- ~ Steam Workshop Link --> https://tinyurl.com/midnight-namalsk
- --------------------------------------------------------------------------------------------------------------------------------------
- || Legend || Features --> ! || Additions --> + || Changes --> - || Notes --> * || Possible Additions --> ? || Downloads --> ~ ||
- --------------------------------------------------------------------------------------------------------------------------------------
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