Changelogs v1.0.x Branch v1.0.0 Initial version v1.0.1 Fixed : Misplaced objects Fixed : Navmeshes issues (IA blocked at house doors) v1.0.2 Changed : Nails, Barrels, Tents, Seachests will be removed (Playtest No-Build) Fixed : Re-indexing of spawn points. Fixed : Revised trajectories for apples, pears and mushrooms. Fixed : Loot points on Burned Police Cars will be improved (stucked loot) v1.0.3 Changed : Some lights adjustments for CE (Central Economy) Changed : WaterBarrels probability of Cholera lowered to 10% chance Changed : Vitamines can be founded on T1 now Changed : Vitamines quantity a bit raised Changed : AKS74U quantity a bit raised Fixed : Reported missplaced objects v1.0.4 Fixed : Persistant smoke issues on police crashs v1.0.5 Official Release : Kraken's Free v1.0.6 Fixed : Navmeshes issues (IA blocked at house doors) v1.0.7 Fixed : White hiking paths v1.0.8 Added : Serverside JSON configuration file (see below) Added : Placeholder for Black/Grey infected wolf headdress Changed : Map on interactive map (it's now the satellite image) Changed : Image for Green County on DZ Editor (it's now the satellite image) Fixed : Loot stucked, and/or on ground through the wreck (Police Wreck Sedan90) Fixed : Loot stucked, and/or on ground through the wreck (Police Wreck Crown Victoria) Fixed : Log spamming for JSON error (Credits.json) Fixed : Wolves have no steak when skinned Fixed : Bears have no steak when skinned Fixed : Missplaced aerial metal path on Arsenal with ladder stucked Config.json { "FileVersion": 20250803, "WaterBarrelCholeraProbability": 10, "WaterBarrelCholeraCount": 1 } v1.1.x Branch v 1.1.10 Changes / Fixes Changed : Full rework of Munford Changed : Full rework of Edesville v 1.1.9 New Features Added : GC_M1A1 (Civilian M14) Added : Dante's Hotspring Summer Camp Added :  Wood exploitation near Lynbrook Added :  New gravel road from Lynbrook to Munford Added :  New gravel road from Munford to Sawmill Added : New abandonned village called  Cutler Added : GC_Letter006 (Adam's mail) Added : New wood road sign for new gravel roads Added : Custom SPC texture from WildlandZ Community ( GC_SmallProtectorCase ) Changes / Fixes Changed : Rework of Lynbrook Changed : Server-side configuration (Settings for the M1A Rifle) Fixed : Error of Infected Spawn in Auberry set to 86, to 6 min and 8 max for one point Fixed : M82A1 seems in good aspect when he is damaged or badly damaged Changed : Create multiple clearings or open areas throughout the map to break up the repetitive nature of the forests and create points of interest in the future Changed : Update of players spawns Changed : Some adjustments about ammos quantity/rarity Changed : cfgweather.xml on dayzOffline.GreenCounty (Light Rain settings) v 1.1.8 Changes / Fixes Changed : Rework from scratch of Auberry Changed : Big improvments of sat and mask images v 1.1.7.3 Changes / Fixes Fixed : Layers issues on Green County Early Winter Version Changed : All layers of 3 seasons was regenerated Changes : Navmeshes regenerated v 1.1.7.2 Changes / Fixes Fixed : Similar issue about audio beacons but now for survivors letters. (forgotten fix) v 1.1.7.1 Changes / Fixes Fixed : Audio in French for Beacons. Since DayZ 1.29 , the following method return was changed.  g_Game.GetCurrentDisplayLanguageIdx() The GreenCounty code about "Beacons" was designed to play an audio clip in French if this value was 1, and in English for any other value. However, since version 1.29, the French language returns 2 instead of 1, and English returns 1 instead of 0. This has broken the functionality. v 1.1.7 New Features Added : Billboard "Rabbit Breeding" Added : Sign "Rabbit Breeding" Changes / Fixes Changed : Rework from scratch of Old Field Fixed :  Reported Missplaced Objects : #Discord v 1.1.6.1 New Features Added : Wolf Headdress , in same color of our Infected Wolves Added :  Bear Headdress , in same color of our Infected Bears Added : New rooms in the Arsenal Bunker (Sakhal 1.29 Update) Changes / Fixes Changed : Arsenal Locker is now at his real planned position in the Arsenal Bunker This update require a full wipe (DayZ 1.29) and you must update your mission files to 1.1-r11 - Black Whale Known Issues : 1) White effect on Loading Screen - 2) There is no darkness in the arsenal (will be fixed asap) v 1.1.6 New Features Added : Japanese Translation , thanks to KATAPANZ Added : Cardboards Pallets on 101st ACR hangars (like Leaftown Radar Base) Changes / Fixes Changed : Rework of Bedford (without alterate too much his original structure) Fixed : Floating bush above the Arsenal Bunker v 1.1.5 New Features Added : GC_Kolumbus_Branding Added : GC_Kolumbus_VendingMachine Added : " Push & Shake " Action for the GC_Kolumbus_VendingMachine Added : GC_Carboard4 (Kolumbus Branded) Added : GC_Cardboards_Pallet4 (Kolumbus Branded) Added :  Kolumbus Vending Machines on Pubs, Stores, and Bars... Changes / Fixes Fixed : Missplaced Objects posted on feedback channel Williburg Quarry : Full rework Louisville : Rework of the industrial area at the north of the town v 1.1.4 Changes / Fixes Added : Underground triggers about Biolab Hydrogen Area Changed : Areaflags about Biolab Hydrogen Area Fixed : Some scripts have been changed about Water Collector in Config.json v 1.1.3 Changes / Fixes Fixed : Forgotten green hiking path added on the east of Chester Hill Fixed : Some stringtables (translations) are adjusted v 1.1.2 Changes / Fixes Changed : Water level lowered on one of caves ( Drowned player issues ) Changed : GC_Motherboard will spawn in a random health level ( can be ruined too ) v 1.1.1 Changes / Fixes Fixes for incorrectly placed objects. Additional spawn points for the GC_Sherpa7R item (and its variants). Mission files updated with PlateCarrierVest added to loot. Spawn points on Police Sedan Wreck. Navmeshes regen. As the Sherpa7R item is not intended to spawn in Briemfield , changes are being made to this effect. This item is too powerful to be found in this type of location/Tier. I recommend updating the mission files to version 1.1-r4 - Black Whale . A wipe is not necessary , as the central economy will regulate itself within a few hours. v.1.1.0 Green County Immersive mod was merged directly on Green County and will no longer available on steam. Updating Missions files, and full wipe is mandatory ! In order for you to use Green County according to the seasons, we have made two corrective adaptation mods. " Green County - Early Winter or late Fall " : This mod allow to play on a early winter or late fall Green County environment while you use "Early Winter or late Fall" mods by cynep . " Green County - Winter " : This mod allow to play on a full winter Green County environment while you use "Winter" mods by Lad , LIVINGxDEAD , asorrycanadian , Crazy Mike , and lynge . We suggest using the “Snowy Trees” mod with “Green County - Winter” to avoid an unattractive graphic effect on distant trees. However, “Snowy Trees” replaces certain trees and may cause collisions. It's up to you to choose which option suits you best. New Features Added : " Lockdown " Lore/Quest Added : " Day Zero " Lore/quest ( Partial content, will be fully useable on 1.2 update ) Added : new village  Chester Hill Added : new village  Clayton Added : new village  Rosebud Added : new village  Fairview Added : new village  Minerton Added : new village  Hope Added : lot of  new roads on the whole map to better displacements in future villages Added :  fuelstations in Sawmill and Willisburg Quarry for balancing reasons Added : isolated houses, barns, sheds along Tier 1 roads Added : decorations on lakes/ponds (reeds, sheds, rocks...) Added : infected on lakes/ponds Added : wires are now present on powerlines Added : some  caves are now present on forests Added : Static object :  Land_GC_HumanSkull Added : infected with white NBC are now present on Evacuation Points ( Bio-Lab .Corp Scientists ) Added :  Bio-Lab Power Station (Incomplete, but can be visited at this time, waiting 1.2 update) Added :  Bio-Lab Medical Complex (Only decorative entrance door at this time, waiting 1.2)  Added :  Hocking Drill Area (Only decorative at this time, waiting 1.2)  Added :  8 Communications antenna and beacon cabinet on National Guard bases/HQ Added : item  GC_Memory Added : item  GC_Motherboard Added : item  GC_Harddisk Added : item  GC_BeaconKit Added : Static object : GC_Wreck_FPVDrone Added : dynamic event " DroneCrash " Added : action to disassemble FPV Drone Added : dynamic event with a Biolab scientist corpse on ground (same as Sakhal) Added : new  National Guard Checkpoints locations (convoys) Added : new  Police Roadblocks locations (police situation) Added : item  Land_GC_Arsenal_Locker Added : items  GC_M82A1 & Mag_GC_M82A1 Added : item  Ammo_GC_Cal50 Added : mud roads to rejoin some ponds/lakes Added : New  sound for Infected Bears (better known as "Abomination") Added : New  sound for Infected Wolves (better known as "Vermins") Added : Configuration of probability for the M82A1 Rifle, his magazines and one Optic in the Arsenal Locker (.json file) Added : item  GC_Sherpa7R_Backpack_Blue Added : item  GC_Sherpa7R_Backpack_Green Added : item  GC_Sherpa7R_Backpack_Sand Added : item  GC_Sherpa7R_Backpack_Wine Added : item  GC_Sherpa7R_Backpack_CamoBlue Added : item  GC_Sherpa7R_Backpack_CamoGreen Added : item  GC_Sherpa7R_Backpack_CamoSand Added : item  GC_Sherpa7R_Backpack_CamoWine Added :  County Airstrip Added :  Creedmoore Castle Added :  Wood roadsigns on Grav roads Added : item  GC_BoonieHat_Marpat Added : items GC_Letter001 to GC_Letter004 (Citizens letters, more will come later) Changes Changed : big VHV Towers are changed by  HV2 Towers Changed : size of  Clipboards raised from 1x2 to 2x3 Changed : amount of  stones in forests are divided by 2 to improve usage of vehicles Changed : amount of  deciduous trees are lowered by 15% in forests Changed : amount of  bushes are raised by 10% in forests of deciduous Changed : amount of  campers trailers in same time reduced Changed :  trailers locations are now cover all the map (not only the north) Changed : update of  road signs (remove 0miles indication) Changed : update of  road signs (fix some errors) Changed : all  player spawn points are reworked Changed : all  vehicles (cars,trucks) spawn points are reworked Changed : (Ambulances Wrecks, Helicrashes, Police Wrecks)  Events spawn points are reworked Changed :  Medieval Hill was replaced by a barn/farm Changed :  Configuration for Water collectors in the server side config .json file Changed :  M923 Wreck truck LOD optimization Changed : Military Heavy Soldiers infected (MCCU with helmets and vest) bullet resistance raised Others Fixed : duplicated objects (Haybales in particular) Fixed : loadingscreen  scripts errors Fixed : missplaced billboards Rework and  improvments of sat map Rework and  improvments of ground mask Retextured Healthcare Centers (Dillsboro, Green Heights) Retextured Arsenal Bunker + New Rooms (from DayZ 1.29) Retextured PunchedCard Retextured Wreck AN-2 Rework of the CE Project for Economy Editor Now only US Infected Soldiers spawn on map (Russian Infected Soldiers are removed) Now infected soldiers are in MCCU (Officiers wearing beret, soldiers a boonie-hat, heavies a helmet) Retextured GorkaPants & GorkaEJacket PautRev are now in Multicam Retextured GorkaPants & GorkaEJacket Flat are now inMulticam Black Retextured GorkaPants & GorkaEJacket Autumn are now inMulticam Arid Retextured GorkaPants & GorkaEJacket Summer are now inMulticam Tropic Retextured GorkaPants & GorkaEJacket Winter are now inMulticam Alpine Retextured infected prisoner in orange uniform Retextured PrisonerUniformJacket & PrisonerUniformPants in orange with SZM ( for Sizemoore Jail ) Retextured infected policeman & woman in a more US stylized uniform Retextured PoliceCap , PoliceJacket & PolicePants in a more US stylized uniform Trailer DE have now some Infected roaming around