NewsVideo Game Updates & Patch Notes

DayZ is getting Experimental Update 1.25 today, Notes and more

Bohemia Interactive is ready to roll out the next 1.25 Experimental Update for DayZ on both PC and Xbox. Judging by the picture attached to their announcement, we might see the SV98 sniper rifle being added to the game, alongside other things that are to be revealed once the patch lands.

The server maintenance will start at 13:00 CEST, 14:00 CEST, which starts in an hour from the time of this writing. The downtime for the maintenance is expected to be about an hour.

While the full patch notes are missing, they will be revealed once the servers go down. Worry not, we’ll update this post once they are revealed. In the meantime, you can enjoy playing some DayZ on the stable branch until this update gets released.

PC Experimental 1.25 Update 1 – Version 1.25.156961 (Release on 23.04.2024)


  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.



  • VS-89 rifle and magazine
  • Support for game crash reporter



  • Items located inside of nested containers are no longer accessible through the quick bar or the reload key
  • Reworked the sound sets for all shotguns shots
  • Reworked the sound set for the crossbow shots
  • Reworked the sound set for the M79 grenade launcher shots
  • Adjusted the attenuation of character action sounds
  • Reworked character reconciliation between client and server
  • Updated the game credits
  • Reduced the width of the weapon collection triggers to allow more natural behaviour of the weapon lifting
  • Removed promotional Livonia DLC highlighting


  • Added: Server config parameter ‘networkObjectBatchUseEstimatedBandwidth’ to switch between the method of replication limiter. Enabled means it will use an estimated bandwidth sent and disabled means it will use the true bandwidth (recommended disabled)
  • Added: Server config parameter ‘networkObjectBatchUseDynamicMaximumBandwidth’ to choose if the bandwidth limit should be a percentage of the maximum bandwidth or an absolute value. The maximum bandwidth can fluctuate depending on network quality
  • Added: Server config parameter ‘networkObjectBatchBandwidthLimit’, if above is enabled, the range is (0, 1). If above is disabled, the range is (1000, inf). Recommended is 0.8 and 20000 respectively
  • Fixed: Server crash when running out of loot points to spawn items ( – private)
  • Fixed: CfgGameplay: Values set for ‘rotationSpeedJog’ or ‘rotationSpeedSprint’ would not synchronize to clients resulting in stuttering movement (
  • Fixed: Spawning ammopile types into weapons with inner magazines via json loadouts was not functioning properly (
  • Changed: Server config parameter ‘networkObjectBatchSend’ split into ‘networkObjectBatchSendCreate’ and ‘networkObjectBatchSendDelete’
  • Changed: Improved replication statistics in server debug window on diag builds
  • Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead


  • Added: ‘Math3D.IntersectRayPlane’
  • Added: ‘Math3D.MatrixInverse3’/’Math3D.MatrixInverse4’
  • Added: ‘Pawn’ class with full feature set of functions
  • Added: ‘PawnMove’ and ‘PawnState’ class
  • Added: ‘PlayerIdentity.Possess(Pawn)’ to possess a Pawn
  • Added: Security: Config parameter ‘hasHistory’ per entity type to allow tracking of the entity as it may move throughout the world, otherwise only current position is used
  • Fixed: Object creation on remote clients would update the last value synchronized for clients that had already had the Object created
  • Changed: Moved calls to ‘OnVehicleSeatDriverEnter’ and ‘OnVehicleSeatDriverLeft’ from script to native, ‘OnVehicleSeatDriverLeft’ is now called when getting out starts instead of when the command ends
  • Changed: ‘Human.LinkToLocalSpaceOf’ will now internally call ‘UnlinkFromLocalSpace’ if ‘Human’ is already parented and prevent linking if already parented to the same entity
  • Changed: ‘DayZPlayerTypeRegisterItems’ now gets called when (re)joining servers


  • The BK-12 and BK-18 are sharing their shot sounds – a fix is in the works
  • Climbing down the ladder into the water tank in the Livonia bunker can result in a game crash – a fix is in the works
  • In rare occasions, the character might be desynced after respawning  – a fix is in the works


  • Fixed: Players muted outside of the game were still audible in some cases (PlayStation)
  • Changed: Detailed further several connection errors for better understanding

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Angel Kicevski

I am ANGE1K. I started playing video games a long time ago. In a blink of an eye, I became a hardcore gamer. A couple of years later, I traversed to the professional Counter-Strike 1.6 scene. After the competitive ERA, I managed to find the gaming industry amusing and started working on FGR. 8 years after founding FGR, my mission remains the same. That is to discover secrets within the gaming industry, create guides for all the games I play, and provide you with some important news. Oh, yeah, I post tons of patch notes too. At the time, I play everything that seems reasonable to play, make content about it and help gamers to the best of my abilities. P.S. Last time I counted how many hours I've spent in video games turned out to be 13+ years. And that was a long time ago too. Almost 24/7 in front of PC. If you need anything, feel free to contact me on X!

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