Video Game Updates & Patch Notes

DayZ PC Stable Update 1.25 Patch Notes

Bohemia Interactive has released a new update for DayZ. Previously experimental, this time around the developer has brought the update to the live servers. The update 1.25 is obviously a big deal and is now live.

First off, let’s talk about the shiny new stuff. The Livonia terrain is now part of the core game. That’s right, no more messing around with separate DLC. You can now roam around Livonia to your heart’s content. Plus, they’ve added the VS-89 rifle and magazine, which I’m sure is going to be a game-changer in those tense firefights. Oh, and there’s a new in-game ambient soundtrack, because who doesn’t want more immersion while trying to survive?

Now, onto the fixes. You know how annoying it was when you tried aiming with a weapon, and the gesture wheel was open? Yeah, that’s fixed. Also, for all you server admins out there, if you had the “disableContainerDamage” setting on and couldn’t repair sea chests and wooden crates, that’s sorted now.

But here’s a big one, as they’ve removed the impact of bad internet connectivity on the weapon lift check. No more getting wrecked because of a lag spike. And if you’ve been using exploits to look through walls, well, your days are numbered. They’ve patched multiple wall-peeking exploits, so you better start playing fair.

You can find the full list of patch notes below:

PC Stable 1.25 Update 1 – Version 1.25.158199


  • 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.



  • The Livonia terrain is now part of the core game
  • VS-89 rifle and magazine
  • Support for game crash reporter
  • In-game ambient soundtrack



  • 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 behavior of the weapon lifting
  • Removed promotional Livonia DLC highlighting
  • Optimized the system greatly behind noise system reducing drops in server performance when AI is around many dynamic objects or there is AI grouped together attacking a player


  • 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 ‘networkObjectBatchEnforceBandwidthLimits’ to enable the replication limiter based on bandwidth (default disabled)
  • 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 fucntioning 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: Server config parameter “clientPort” to assign connecting clients a specific port e.g. “clientPort = 2304;” (Documentation)
    • Added: Possibility to add steam query port of a server to connect parameter to query if they have a custom client port “-connect=IP:PORT:QUERY” -> “-connect=”
    • Changed: In-game server browser also uses the new connect format to automatically query for and apply the custom port
    • Changed: Launcher now uses the new connect format, since “-port=” overrides port used by the client which is not desired (-port= functionality is untouched)


  • 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
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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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