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Greetings Survivors, For February, we had our Official Creators make a Valentine’s Day Base Build to show off their creativity. Here are all the creators who participated. CalunaSpitfire https://www.twitch.tv/callunaspitfire Lyelye25 https://www.twitch.tv/lyelye25 MissDelight https://www.twitch.tv/miss_delight Falloutgurl4 https://www.twitch.tv/falloutgurl4 Ookamigames https://www.youtube.com/@ohkamisan Kattatonia https://www.twitch.tv/kattatonia Click Here To Visit 7daystodie.com
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Hey Survivors, We have been very busy working on the Storm’s Brewing V2.0 Update and thought we should share its status. Although it has taken significantly longer than anticipated the build is jam packed with a ton of fantastic new content, new challenges, progression updates, optimizations and a whole lot more. We are aiming for an April 15th Steam Experimental Release and a Stable Release on all platforms in early May if all goes as planned. Note: The list below is not a complete list as many details are missing and several features are in the works but are not listed as they may not make it in time. More complete information will come towards launch. For those commenting on our new 7 Days Blood Moons Game you should know that the game is published by TFP and developed by Illogika Studios and has not impacted our progress on 7 Days to Die updates. An overwhelming majority of TFPs Team is exclusively dedicated to working on 7 Days and only a small fraction of our team are assisting on other projects. V2.0 Status Update Biome Progression Elemental Survival Prepare to face the elements like never before! Conquer those tough biomes in manageable chunks, unlock permanent survival in the harshest environments, and craft temporary buffs to push your limits. This is survival redefined! Progress through each biome with increasing threat levels and challenges Smoke, heat, cold and radiation damage, remedies and survival Craft consumables to increase your temporary biome elemental resistance Complete challenges to unlock permanent biome elemental hazard immunity Progressive biome maximum loot caps to encourage exploration Game options will be available for custom and classic playstyles New HUD and player elemental VFX and Sound FX Several new Biome Zombies are coming to 2.0 including the new desert plague spitter Perk Updates & Rebalance We’ve added a brand-new general tab, unlocking a whole new level of customization. Plus, we’ve filled in those empty slots in the attribute lists with exciting new perks! All attributes have 10 perks with new and improved perks Each perk has 5 levels New Mastery Perk Set for each attribute Moved some perks to a new General Perks tab without attribute requirements Sledgehammer Saga We’ve added a new book series for the sledgehammer weapon class New Higher Gamestaged Zombies Get ready for a whole new level of zombie mayhem! Similar to the current green Radiated Zombies we have added new higher gamestaged Charged Blue and Infernal Orange zombie Archetype groups with new behaviors coming. These new Archetypes will intensify the later game experience! Trees and Foliage Update A Majority of the trees have been optimized to run on the same speed tree shader for a performance boost and reduced draw calls on many The burnt and wasteland trees have been redone with a greatly improved look We have added a new sub-biome foliage system which allows for clearings and thicker foliage forests with lower growing plants on their perimeter for a much more believable look without sacrificing performance. Crawl out Zombies We have added functionality to allow zombies to spawn and crawl out of smaller 1 meter spaces and crawl under tighter areas. We have improved the tools for spawning and respawning enemies and reworked many of the larger POIS to take full advantage maintaining the challenge while improving the performance Navezgane Update Navezgane has gotten a makeover to work seamlessly with the new biome progression elemental system. Biome boundaries and trader POI positions updated to improve travel time and flow to and from large POI townships. POIs: The World is Expanding! We’re aiming for a whopping 50 new Points of Interest, adding even more depth and variety to your world! We’ve added a greater variety of POIs for wilderness. We’ve added more remnants for performance. We’ve also updated some of our more demanding POI’s to perform better – those sneaky zombies are now using crawl outs to surprise you – watch out! Audio We’ve added meaningful individual footsteps, making the world feel more alive and immersive than ever! Zombie audio for new biome zombies! Clothing Cosmetic Options, Twitch Drops and DLC Wear what you want for protection but choose how you cosmetically look with new outfits. We will be adding some new cosmetic DLCs options and Twitch Drops to 2.0! Get ready to unlock awesome new content and show off your unique style. Random Gen Improvements Wilderness spawning has been improved allowing a lot more wilderness POIs to spawn and their spawn locations have better random positioning Wilderness road placement has been improved New Quest Marker System We’ve have added a new quest maker that displays a custom quest flag type per quest Spawn Near Friend Starting a new save? Choose a friend to spawn near for ultimate teamwork! We’ve added a handy button to go back to the main menu before joining a game – no more getting stuck! Crossplay on Dedicated Server We will not know officially if Consoles can play on dedicated servers until passing cert on each platform. Fingers crossed Click Here To Visit 7daystodie.com
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Today we are making our V1.2 Crossplay patch available to every platform. Players on Xbox, PlayStation, and PC can now enjoy cross-platform gameplay. Please note: The Xbox and Microsoft PC Store versions are taking a little longer than expected to pass certification. We don’t expect any issues and hope to release them as soon as possible. Thank you for your understanding—we’re excited for everyone to jump into the update soon! For cross-platform games to show in the server browser: Console: Set the option General>Crossplay Enabled: On PC: Set the option General>Crossplay Enabled: On, but it also requires EAC Protected set to On Maximum supported player count for crossplay is 8 and world size of 8192. We always encourage a new save with every update, but we do not expect any issues continuing older save games. Enabling Crossplay for those older save games should be safe as well. V 1.2 Official Release Notes. RWG for consoles We have enabled usage of random world generation for consoles which will generate worlds with sizes up to 8192 Crossplay for PC and Console Peer to Peer (NO dedicated servers yet!!!) PC (Windows, Mac, Linux) and PS5 and Xbox Series consoles can host and join peer-to-peer multiplayer sessions with the other platforms. Device restrictions on player counts for hosting multiplayer sessions still apply. Easy Anti Cheat must be enabled for PC clients to host or join cross-play enabled sessions. Added support for blocking players from other platforms Console clients can join world sizes of 8k and smaller. We are currently not setting any hard player count limitations for crossplay, however the player experience will vary depending on the client/host hardware and situation. For example if you have more than 6 players all in the same area on a blood moon it can be challenging on some hardware. Rendering performance optimizations Overall general rendering performance has been improved by reducing overhead due to rendering multiple cameras in the first person view which is a significant performance optimization on all platforms Rendering quality enhancements First person player avatar is now influenced by environment shadows and reflections for all platforms. Graphics options for console Added performance and quality graphics presets for each platform. Performance presets prioritize higher framerates and quality presets prioritize render resolution. AMD FidelityFX Super Resolution (FSR) up-scaling can be enabled in performance or quality mode FSR Improvements Reduced blurry artifacts when looking at trees with FSR enabled Improved overall clarity of FSR output. Upgraded FSR version to 3.1. Bug fixes Game will remain paused (where possible) when opening the bug report window Improved recovery of cases where the player falls through the world due to missing world geometry Crossplay Frequently Asked Questions Q: Is Crossplay available for PC & Console players? A: Currently Crossplay is supported for Unmodified PC Clients running EAC, XBox Series S|X, and PS5 players. Q: Is Crossplay available for dedicated servers? A: Dedicated servers are currently unsupported. We are working to support this feature in the future, but currently Crossplay only works in Peer To Peer games. Q: Why Can’t I find my friend when I search the Savegame Name? A: You need to search for a player name. Console Players are limited to searching by Player Name. Q: Why can’t I send game invites cross platform? A: Game Invites will only work within your platform, and are unsupported cross platform at this time. Q: My PC friend turned Crossplay on, but I can’t find his game using his User Name, or searching in the Game Browser. A: Your friend needs to make sure they started their game Client with EAC on, Crossplay on, Player Count needs to be 8 or less, and the World Size Needs to be 8k or smaller. You may need to refresh your search browser, and confirm you are searching in the correct region. Q: Does Crossplay support mods? A: No, currently Crossplay does not support mods of any kind. PC players must be running their client in an unmodified state, with EAC on. If the PC Client has had mods installed, they may need to validate their files before playing Crossplay. Q: Can I use Twitch Integration while playing Crossplay? A: Yes. It is recommended that the host is the only person using Twitch Integration when using Crossplay. PC hosts can elevate permissions on any of the clients (Twitch Integration requires a permission level of 90) of Multi-Streaming, but Console Hosts cannot elevate permissions to Multi-Stream. Q: I have an EOS ban. Can I join a Crossplay game? A: No, Crossplay works through EOS and any EOS bans will result in disconnects. Q: Why isn’t my console letting me join Crossplay games? A: You may want to check your Security Settings to ensure Crossplay permissions are enabled. Q: Can Crossplay work with older versions of 7 Days To Die? A: No, Crossplay was released in V1.2 and is incompatible with older versions of 7 Days To Die. Crossplay users can only join games of the same version. V1.2 b27 Changelog Added Cross platform block lists Implemented console Performance/Quality graphics modes, selectable through the video options UI. New vulture model New rabbit model New chicken model Biome spawner delays have a 10% random variation CRT TV emergency broadcast sound (*enables with light) Sleeper volumes reset the available spawn points when finding one if they have all been used Deco manager tree grouping with async loading and work spread out more evenly Additional flame prefabs to burning Zombies SFX for nerd outfit extra crafting skill point perk Missing spark textures for mines Blood moon party maximum active enemy count with increased game stage scaling based on the full count Changed Revised first person rendering to use a single camera Disabled the old resolution scaling and enabled FSR in Performance mode on all console platforms Enable RWG menu items for console Allow opening of chat window when communication blocked Implement show user profile for PS5 Optimized entity effect groups by removing duplicate setters from ancestors Improved biome entity spawners to run timers independently of counts and better track counts so they can’t spawn over the limit Re-balanced biome entity spawner counts and delays Removed sleeper spawning at farthest position ground check if using min script Improved active sleeper despawning rules to allow more distance and time Optimized material cleanup Optimized object pooling and containers Optimized chunk wall volume containers Video brightness setting darkens interiors and night when set below 50% Decreased darkest range of moon light slightly Helmet light mod to have less range Optimized FindInChildren Optimized entity spawning model type lookup Updated Screamer sounds Solar Cells can no longer be scrapped Grace is no longer zombie food Optimized vehicles to not use a container object Increased blood moon party distance to add players Re-enabled Game Version display in server browser for console clients Fixed Iron Gut does not apply on login Xbox/PS5 Friends not working in Server Browser RWG previewer not removing some of the button handlers on close Server doesn’t log chat sender names NRE and loss of controls when sign or storage crate is destroyed while writing in it Copy+paste kills tabs/linebreaks Error loading prefabs with ExcludePOICulling=true due to outdated ins files Effect groups do not extend from ancestors in the correct order in entityclasses xml Vehicle manager respawns vehicles repeatedly if a non vehicle entity has the same id A biome zombie type spawner could have a permanently disabled timer if they aged out before a player ever killed one (old data is removed and they will start spawning again) Biome spawners could conflict and use the same status data Arrow LOD issue zooming in and out while bow is pulled back No respawn on min script sleeper volumes if entity despawned Player drop time delay was affected by frame rate Simple prefabs like part_streetlight_single generated an empty imposter mesh Chunks being copied to Unity could rarely have the wrong object and block all copying Primitive outfit has a read/write issue Occasional Exception and NRE when exiting to Main Menu Wall volumes were added to chunks they did not overlap and had unneeded padding Sleeper and trigger volumes were added to chunks they did not overlap Battery and solar banks beep when relogging Player placed torches had a duplicate Audio Player Audio sources with doppler could make squeaks or dropouts on player teleport or world origin shifts Audio manager would still track many sounds after they were destroyed Loot abundance settings below 100% would give less loot than it should Hordestone Twitch Event should not auto respawn. Tactical Assault Rifle missing reflex sight model Headgear morphs won’t spawn in when in first person view now. Drone inventory can roll back as client while using drone healing mod Drone can’t heal player while on vehicle First time the drone heals the player after a debuff has been healed, it fails to heal the player Invisible character when being transported out of trader on vehicle Vehicle camera position glitches when origin shift happens EntityFactory GetEntityType warnings from missing types Fixed XML typo preventing DualSense trigger effect from being identified to be used for zooming with a 2x scope HUD markers flickering positions Prevent the server password window from automatically displaying the platform’s virtual keyboard on open, blocking users from reading the dialog on some platforms Mods that allow selling to non-trader vendors no longer generate NREs due to a trader entity not being present Added fallback particle removals for bleeding and shock particles in status check player buff Prevent NRE when spam clicking a trader to open the quest turn-in window as a client Version 1.3 Update We have made significant progress on the Japanese PlayStation 5 version but expect it to go into certification after the holiday break and are targeting a release in January 2025 barring any critical bugs and CERO approval. Version 2.0 Storms Brewing Update Our earlier estimates for the timing of the Storms Brewing update were optimistic. The update is going great but we expect it to land late Q1 2025. Although it is later than anticipated the 1.2 features from it will come sooner. Storms Brewing will Include: Full new weather survival system that has unique environmental damage types, remedies and challenges per biome Cross play on Dedicated servers Advanced New Radiated Game staged Zombie enemies Updated Trees for Performance and some new biome looks Updated handheld Drinks and Food Item meshes New Sub Title System New belt message priority system New zombie spawning tool optimization for high tier POIS. New player Wardrobe system that allows player to keep their outfit protection but change their outfit appearance. New Player DLC outfits Twitch Drops A ton of bug fixes, balance, optimizations and quality of life features. Too many to list now. Click Here To Visit 7daystodie.com
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Greetings Survivors, For October, we had our Official Creators make a Halloween Base Build as a fun contest. Here are all the winners and participants in the contest. Winners Nordmann (1st Place) Kattatonia (2nd Place) https://twitch.tv/kattatonia CautiousPancake (3rd Place) CallunaSpitfire (4th Place) https://twitch.tv/CallunaSpitfire Ookamigames (5th Place) Honorable Mentions DimerDS Falloutgurl4 https://twitch.tv/falloutgurl4 https://www.twitch.tv/videos/2278638053 ElderGoosey https://twitch.tv/eldergoosey LuminariaRayne https://twitch.tv/LuminariaRayne https://www.twitch.tv/videos/2281853372 Serinatonin https://twitch.tv/serinatonin https://www.twitch.tv/videos/2286180531 HorrorQueenHarley https://twitch.tv/HorrorQueenHarley https://www.twitch.tv/videos/2286180531 Kehnara https://twitch.tv/Kehnara https://www.twitch.tv/videos/2273436528?t=03h05m37s Miss_Delight https://twitch.tv/Miss_Delight https://www.twitch.tv/videos/2281503907?t=00h08m04s KarebearXP KimikoVT Yunakura https://twitch.tv/Yunakura https://www.twitch.tv/videos/2289435727?t=01h52m21s LaCoalicion MsHoboSlayer https://twitch.tv/MshoboSlayer MzFlexx https://twitch.tv/mzflexx https://www.twitch.tv/videos/2290659089 Click Here To Visit 7daystodie.com
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Hey Survivors, we’re pleased to announce the release of v1.1 b14 to our Stable branch. This update features several changes to stealth mechanics, as well as a multitude of fixes and optimizations to improve performance and enhance gameplay. Check out the full change log below! b1-b14 Changelog Added Player stealth meter is green when no alert entities are near you otherwise it turns yellow Stealth is less affected by player movement and ramps up over time Controller support for the 3D map preview on the RWG window (PC Only) Controller Icon Style combo box added to controller settings menu, allowing players to override automatic controller detection and Steam Input to display either PlayStation or Xbox icons New explosion particles for Propane Tanks, Barrels and Vehicles Inventory UI Audio Various Resources Inventory UI Audio Rocket New inventory pick and place sounds for Robotic Sledge, Turrets, Traps, Mods, Crafting Stations, Dew Collector and other various items Support for SoundPickup and SoundPlace for blocks Blood splatter to zombie bear and dire wolf Prefab Editor “Rnd decorate Sel.” also sets random rotations Enable All and Disable All for Extras through the Twitch Options menu GameShuttingDown mod event wilderness_filler_21 lot_vacant_09 countrytown_business_15 remnant_downtown_filler_24 remnant_downtown_filler_25 remnant_downtown_filler_26 remnant_downtown_filler_27 remnant_downtown_filler_28 Rwgmixer xml district prefab_name property and changed forest_rural to use that Changed Balanced stealth effectiveness for all combinations of perks, armor and light levels Reduced distance from and radius that AI picks to investigate near the target Balanced stealth world and block ambient light Improved player stealth UI to be twice as sensitive to light, half to sound and round off value Balanced player stealth enemy search duration reduction from perks and armor Increased Assassin and Rogue outfit sneak effectiveness based on other stealth calculations and balancing adjustments Increased bear and dire wolf sight and hearing AI alert timer starts after investigation ends and with some random variation Adjusted StaminaLoss and AttacksPerMinute on Iron and Steel Axes to match Iron and Steel Pickaxes Set the economic value to 1 for several blocks marked not to sell to traders to prevent rented vending machine exploits (full economy balance coming at a later date) New Burnt Zombie Sound FX New Gore for Hazmat zombie Increased vehicle armor and plow damage reductions Increased vehicle reserve fuel tank capacity Removed Q6 items from airdrops and infested loot Increased the harvest count of Augers and Chainsaws by 20% Increased duration of all fire weapons influenced by Fireman’s Almanac Vol 4 by 1 second for display lag and rounding Persistent electricity effect when dismembering electrocuted zombie Updated organic destroy effect Updated explosions particles for land mines Updated icon for yucca fruit to better represent the in-game models Updated icon for Knuckle Wraps to better represent the in-game models Knuckle Wraps now use cloth for crafting, repairing, and scrapping Updated Knuckle Wrap description references from leather to cloth Updated tags for various window blinds to count towards polymer harvest challenge (does not show nav objects due to overabundance) Reduced the amount of duct tape needed to craft Robotic Drones Updated landmines with repair properties for the Infiltrator perk Adjusted glowing eye on zombie bear and dire wolf Memory optimizations including a refactor of RWG to use less static fields so it can be garbage collected. Set mipmap streaming on for entity textures that had the setting missing Wrong/Missing class, tags, and particle settings were keeping gas pumps from exploding properly Updated persistent electricity effect when dismembering electrocuted zombie Adjusted backpack, camping, and car loot lists to clamp T0 tools/weapons from mid/late game loot probabilities Progression and save game safe adjustments to unlock values with electrical crafting magazines. Sensors section from 50 to 45. Battery Bank and powered doors section from 75 to 55. Batteries now start at 55 and end at 100 Moved battery unlocks to T4 and powered doors to T3. Both unlock at 55, but the battery quality unlocks continue to levels 60, 70, 80, 90, and then 100 for Q6 Adjusted colliders on commercial blind shapes Removed FPSScaling option for consoles Updated localization for T3 and T4 electrician crafting skill sections Updated descriptions of Salvage Operations to prevent confusion of harvest speed Updated several Spanish translation issues based on community feedback for pistols and file cabinets Localization sync for Japanese updates Updated localization to support new entries DMS section type for traders is read from npc.xml Keep F3 CVar filter text when leaving to main menu and loading back into game Trader Rekt gate access is now easier especially for bikes Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI’s Added storeHardware theme tag to remnant_business_04 Sleeper, pathing and art improvements to army_camp_07 based on player feedback Added audio trigger and additional pathing improvements to army_camp_07 downtown_filler_plaza_03 replaced fountain with new design victorian_08 trigger unlock doors for easy exit bungalow_02 Easy exits set to Trigger Unlock Added keyrack for quick exit/unlock for exterior doors in house_burnt_02 Connected additional door to keyrack quick exit / unlock in house_old_modular_04 Connected additional door to keyrack quick exit / unlock in house_old_modular_05 Connected additional door to keyrack quick exit / unlock in house_old_modular_07 Added quick exit / unlock keyrack to house_old_tudor_04 Added quick exit / unlock keyrack countrytown_business_07 Reduced sleeper volume count in countrytown_business_07 based on feedback Art pass and sleeper volume adjustments in ranger_station_01 skyscraper_01 reduced by 591,469 verts 221,936 tris store_clothing_02 loot balance pass downtown_building_03 area rebuilt with new blocks downtown_filler_31 texture fix, block type replaced hotel_04 locked optional room door to make it clear to the player that’s not the actual path house_modern_27 path improvement rest_area_05 replaced block curtains for vertical curtains, enabled unlock exit doors house_modern_29 added front balcony for aesthetic reasons nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11 House POIs That Need Trigger Unlock various POIS house_construction_04 small blocks and terrain update apartments_04 POIs needed trigger unlock Additional adjusted sleepers in utility_refinery_02 lot_vacant_09 changes made based on feedback Twitch: Increased price of #mind_wipe and #newbie Twitch: #newbie is now an Extra Twitch: Break Claim triggered cooldown from 20 to 30 seconds Fixed Issue with solar cell quantity and quality getting clamped incorrectly in trader inventories Can’t set forge to craft max quantity with Advanced Engineering perk Unable to join game invite through Steam if player does not proceed past the news screen Potential NRE in ServerPasswordWindow FPS drop from very wide angle spot lights Fix Xbox crash in rare cases when coming out of suspend while on the main menu Fixed race condition between RegionFileManager and PersistentPlayerData which could cause rare exceptions Xbox crash if game suspended while initial loading shows “Loading particles” Xbox crash during save operations XBS Native Graphics Job freezes by switching back to Legacy Graphics Jobs Texture streaming goes over budget after some time on Xbox S Bows swapping ammo types has some visual issues showing wrong ammo type Unable to hear air drop if ambient sound is muted Vehicle velocity was not retained on server when a client driver exits Vehicle is kinematic warnings on dedi when driver exits Players can ragdoll themselves getting out of 4×4 Players could flip or destroy the 4×4 when exiting on steep slopes Auto turrets are pinging like bedrock/trader protection when hitting dirt Auto turret is having issues targeting allies and self Disable electric shock on dismembered limbs Zombie variant texture dismemberment issues Fixed electrocuting dismembered stumps Missing tags for advanced engineering workbench craft time reduction perk CVar prefix with Fireman’s Almanac Vol 4 not working properly with Molotov’s Issue with negative scaling on curtainDrapesRightHalfTopPrefabVariant not showing properly Reading a Treasure Map automatically activates it overriding active quests Crouching and uncrouching while in a confined area can cause players run to become slower than when not running Linux GUI error after hitting ESC Steam deck settings apply glyph does not display properly Can’t craft more than 1 tool or handheld item at a time Inventory item place sound not always playing Steel fridge and beverage freezer ambient loops are incorrect or missing Sprint lock does not become engaged when using keyboard combinations starting with Shift (Opening Steam/Discord overlay or opening a radial menu) No challenge progress getting honey from POI stumps AttachParticleEffectToEntity issue when SDCS characters are set on fire Prevent toggling the flashlight on and off while zooming a scope in/out if they share a single controller binding (also applied to quick swap) Air drop settings tab discrepancy Server Browser List daily quest limit setting missing proper value localization News page has no entries in offline mode Zombies can get stuck between double pole blocks Setting linear velocity of a kinematic body is not supported warnings for out of world checks Prevented controller aim assist from targeting drones Store_hardware_03, terrain density issue Only Usable Type for Twitch Actions were being bypassed by the extension Chunks can stop generating after exploring for a while Animation desync on remote players when changing vehicle pose state while in an unloaded chunk Two wheeled vehicles without a driver can slowly slide on their sides for a long time Missing barbed wire and texture issue in installation_red_mesa Block mines to not explode when repairing Server Browser List some settings missing proper display values RWG Preview Mesh Memory Leak RWG Terrain Preview Material / Texture Leak Shared quests with the same location are not tracking properly Spread audio clip processing over time when loading dynamic music sections in order to alleviate frame hitching Host sometimes hear idle zombie noises from client Missing localization for reporting player text NRE related to DebugGameStats Molotovs are ignoring Player Killing setting randomly Activating item_modifers has no audio indicator Animals seeing players used an inaccurate distance Stealth ambient light value was too dark compared to what was rendered AI head motion near walls could let them see through them causing screamers to scream and spitters to spit Updated value on Grandpas Awesome Sauce Zombie alt texture dismemberment issues Logic issues related healing limbs with Physician 3 perk Reworked calculation for Farmer Full Set Bonus to prevent food health applying bonus incorrectly Airdrops are now immune to buffBurningEnvironment, buffBurningElement, buffBurningFlamingArrow, buffBurningMolotov, buffIsOnFire Issue with negative scale colliders on guardRailPole8mInclineFlippedPrefab Updated logic to prevent premature limb healing when sprains turn into breaks UI textures loaded from web/files are affected by texture quality setting ItemValue’s Metadatas were not properly cloned when splitting stacks Trader name unlocalized when sharing their location marker PassiveEffects with OR requirements always applied independent of the actual requirement states Player doors within 10m of trader unlock/lock on open/close Quest searching issues NRE on world load when using player signs in custom POI’s Triggerable level design POI sounds do not play for Clients, only SP or host in P2P Removed some exterior walls / fences from football_stadium POI to allow players to drive their vehicles through Missing texture in downtown_filler_05 Density on lot_rural_filler POIs Sleepers waking up by back fence in utility_refinery_02 Clipping tree in roadside_park_01 house_old_gambrel_02, tree clipping when POI spawned in burnt forest or snow biomes, swapped with smaller dead tree rwg_tile_gateway_straight, removed three guard rails that were not being overwritten by part_driveway_gateway_checkpoint_01 when checkpoint_01 spawned on this tile remnant_burnt_07, removed car that had alignment issues house_old_victorian_10, missing paint house_old_ranch_10, replaced wood carpet roll with cloth carpet roll house_burnt_01 easy exits set to Trigger Unlock house_burnt_04 easy exits set to Trigger Unlock house_burnt_05 easy exits created & Trigger Unlock set tudor_06 floating book pile, loot reduction, trigger unlocks on exits house_modern_09 Missing paint, props, added rope climb out house_old_pyramid_01 trigger unlock easy exit school_daycare_01 shrub clips into wall house_old_tudor_02 untagged from culdesac due to issues house_old_bungalow_12 deleted odd terrain block bungalow_05 replaced clipping rubble with debris instead store_pharmacy_01 loot balance bungalow_10 loot rebalance trader_jen missing paint skyscraper_01 texture issues and reduction to 4,158,553 verts & 1,757,478 hotel_04 mispainted texture house_modern_27 wrong type of window block in wine cellar, replaced texture for the ceiling of the same area trader_jen, mismatched paint lodge_01 trap block results in floating light fastfood_06 mismatched paint and fastfood_06 wood clipping hotel_04 requires player to open elevator door to complete quest school_01 school desks clipping school_01 window SI issue school_01 mismatch texture near the roof skyscraper_02 projector screen SI issue house_old_modular_05 texture issues remnant_skyscraper_05 removed duplicated light, fixed mispainted texture gas_station_08, missing paint house_old_ranch_13, removed unused sleepers gas_station_08, unpainted surfaces, block with missing trim store_clothing_01, removed clothes rack cave_02, SI issue roadside_park_01 could use helper trees office_03 mismatched textures house_old_modular_05 texture issues lot_vacant_04 floating zombie in front of car house_modern_23 mismatched paint and other misc issues trader_rekt missing fence post bungalow_12 missing textures house_modern_05 texture issues cave_01 underground air gap in terrain bowling_alley_01 SI issue rural_drive_in_01 terrain density issue warehouse_08 terrain density issue Click Here To Visit 7daystodie.com
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The Fun Pimps are pleased to announce the 1.0 release of “7 Days to Die” is out on Steam, PS5, Xbox Series X/S and Windows platforms. Dive into the definitive zombie survival sandbox RPG that started it all. Navezgane awaits! Buy the Game Buy the PlayStation 5 Game: PlayStation 5 Buy the Xbox Series X/S Game: Xbox Series X/S Buy the Steam Game: Steam Pricing The retail price will be $44.99 USD on all store fronts. Discounts for Xbox One Owners For the faithful followers of 7 Days to Die on Xbox One, welcome back! Good news, we were able to work with Microsoft to secure a 25% Discount with proof of Digital Ownership of the Xbox One version of 7 Days to Die. This one time discount will only be available after Microsoft makes the discount live sometime during the business hours of the 25th, so be sure to time your purchase accordingly and check back later in the day if you do not see the discount! Discounts for PlayStation 4 Owners If you owned the original digital version of the 7 Days to Die Telltale published game on the PlayStation 4 you will be eligible to receive a 25% discount on your purchase of the new PS5 ‘7 Days to Die – Console Edition’. Discounts for PlayStation 4 legacy digital game owners should be available immediately at Product Launch. Discounts will be available for thirty days. Console Ratings and Availability The PS5, Xbox Series X/S are available in most regions but there are a few regions where the products availability is pending rating service approval: Japan: We are still going through the process to get the game rated to sell in the Japan region however; This will require some work on our end. Stay tuned. South Korea: Rating is pending Taiwan: Rating is Pending Patchnotes V1.0 Release Notes Bugs and Patching Our team is dedicated to delivering the best product we can and we always patch often. If you have a bug to report you can go here: Report a V1.0 Bug! Click Here To Visit 7daystodie.com
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7 Days to Die 1.0: Twelve Years of Survival The Fun Pimps are pleased to announce after nearly twelve years of early access, the highly anticipated Version 1.0 release of “7 Days to Die” is here! Tomorrow on July 25th the 1.0 version will be available on Steam, PS5, Xbox Series X/S and Windows platforms. Check the Launch times for your region below. This milestone release heralds a groundbreaking evolution in the survival horror genre, packed with new a wealth of new content, innovative new features, polish, transformative quality-of-life improvements, optimizations, and revolutionary gameplay systems. No other game offers a fully buildable, fully destructible, truly open world where every location can be explored inside and out without load screens and with unmatched random world generation. Dive into the definitive zombie survival sandbox RPG that started it all. Navezgane awaits! Launch Times The Steam, PlayStation 5, Xbox Series X|S and Windows versions of the game will be available to purchase and download at the following time and dates: Los Angeles – July 25th – 10:00 Dallas – July 25th – 12:00 New York – July 25th – 13:00 London – July 25th – 18:00 Berlin – July 25th – 19:00 Shanghai – July 26th – 01:00 Tokyo – July 26th – 02:00 Pricing The retail price will be $44.99 USD on all store fronts. Wish listing Wishlist the PlayStation 5 game here: PlayStation 5 Wishlist the Xbox Series X/S game here: Xbox Series X/S Discounts for Xbox One Owners For the faithful followers of 7 Days to Die on Xbox One, welcome back! Good news, we were able to work with Microsoft to secure a 25% Discount with proof of Digital Ownership of the Xbox One version of 7 Days to Die. This one time discount will only be available after Microsoft makes the discount live sometime during the business hours of the 25th, so be sure to time your purchase accordingly and check back later in the day if you do not see the discount active! Discounts will be available for thirty days. Discounts for PlayStation 4 Owners If you owned the original digital version of the 7 Days to Die Telltale published game on the PlayStation 4 you will be eligible to receive a 25% discount on your purchase of the new PS5 ‘7 Days to Die – Console Edition’. Discounts for PlayStation 4 legacy digital game owners should be available immediately at Product Launch. Discounts will be available for thirty days. Ratings There are a few regions where the products availability is pending rating service approval which will impact the PlayStation 5, Xbox Series X|S availability in these regions: Japan: We are still going through the process to get the game rated to sell in the Japan region however; This will require some work on our end. Stay tuned. South Korea: Rating is pending Taiwan: Rating is pending Delisting To avoid product confusion the old Telltale edition of 7 Days to Die game has been delisted on the PlayStation and Microsoft stores so there should be no product confusion. If you already owned the product you will still be able to play it. Bugs and Patching Our team is dedicated to delivering the best product we can and we always patch often. If you have a bug to report you can go here: Report a V1.0 Bug! Click Here To Visit 7daystodie.com
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7 Days to Die 1.0: Important Dates Here is the current schedule. Note some dates are still subject to change. June 21st – 7 Days to Die 1.0 Experimental – Streamer Weekend Steam June 24th – 7 Days to Die 1.0 Experimental – Public Experimental Steam June 28th (Tentative Date) – Console Edition 1.0 – Wishlisting PS5 & Xbox Series X/S July 15th (Tentative Date) – Delisting the Legacy Console Game from digital stores July 25th – 7 Days to Die 1.0 Official Stable – Steam and Microsoft PC July 25th (Tentative Date) – Console Edition 1.0 – PS5 and Xbox Series X/S launch including a 25% Discount on the purchase of the new product for Legacy Digital owners of the PS4 and Xbox One Telltale Edition. (Discount Subject to Console Policies) Version 1.0 Streamer Weekend If you missed the News 7 Days to Die 1.0 Streamer Weekend Event will begin: THIS FRIDAY, June 21st at 12 PM CST. Fans will be able to see over 270 streamers from thirty countries, in sixteen different languages in this three day event. 7 Days to Die 1.0: Over a Decade in the Making After nearly twelve years of early access, the highly anticipated Version 1.0 release of “7 Days to Die” is here! This momentous milestone marks a significant evolution in the survival horror genre, paired with an updated release for current-gen consoles coming in just a few weeks. The 1.0 Edition brings more optimizations, polish, quality-of-life improvements, new content, new features, and new gameplay systems than ever before. If you have never played 7 Days to Die or you have not played it for a while, you’re going to want to check out version 1.0. Building on an already amazing foundation, this update sets the bar even higher for the survival genre. Post 1.0: Roadmap For us 1.0 is a huge milestone and it will bring parity to the game on all platforms and sets us up with the tools and engine pipeline to deliver even more content, updates and new features faster and better to all formats including crossplay and so much more. Here is a high level preview of our post 1.0 features Roadmap stay tuned: 7 Days to Die 1.0 Official Release Notes New HD Character System “7 Days to Die 1.0” introduces a brand new custom-built from the ground up Character System which offers all new High Definition Models, 1st and 3rd person animations, variations and all new skin and hair shaders to elevate the overall experience. This comprehensive system enhances player immersion, allowing for a personalized and engaging gaming experience. See your hands in the viewport, the sex, skin color and the real gloves you’re wearing. Enjoy seeing your full HD model on vehicles, in the UI and with your friends. See what your co-op friend is looking at with the new character head tracking system. The new system offers extensive customization options including: Presets: Choose from a wide variety of pre-made character presets to get a jump-start on your adventure in Navezgane. Create your own custom character with a wide variety of of customization options including: Sexes: Male or Female Races: Black, White, Asian, Native Face: Each race and sex has four different face options for a total of 32 face options Eyes: There are over thirty eye color options Hairstyles: There are twenty unique hairstyles Hair Color: There are ten unique hair colors Mustaches: There are five unique mustache styles to choose from Chops: There are five unique lamb chop styles to choose from Beards: There are five unique beard styles New Player Armor/Clothing System Along with a brand new Character System in Version 1.0 we have also added a brand new High Definition Armor and Clothing System. This extensive new system amplifies player immersion, enabling a customized and compelling gaming adventure where looting, finding, crafting and upgrading Armor matters. Witness your hands in the viewport, complete with details like gender, skin color, and the actual clothing you’re wearing. Delight in the sight of your high-definition model on vehicles watching details animate like cloth and backpacks jiggle, Experience the ability to observe what your co-op companion is focusing on, courtesy of the new character head tracking system. Moreover, the enhanced system provides a plethora of customization choices, allowing for extensive personalization including: Sixteen full sets of unique armor with Male and Female variants Four main clothing groups include: headgear, bodywear, footwear and gloves. 1 primitive set, 5 light sets, 6 medium sets, 4 heavy sets Except for the primitive set, each armor set comes with a set bonus when you are wearing all four pieces of one set with the lowest quality item governing the strength of that bonus. For Example if you we’re wearing the Lumberjack Armor set you would receive the following bonuses: Double wood harvest 5% less stamina use when using axes with a Q1 item in the mix Every slot using Q6 items in slots changes the stamina bonus to 30% We have kept and reworked most clothing mods with many options including: Glasses have been reworked as armor mods The following adds +1 to the attribute Perception – was the Shades Strength – was the Cigar Fortitude – was the Tough Guy Sunglasses Agility – was the Ski Goggles Intellect – was the Nerdy Glasses Treasure Hunter Mod – previously Lucky Goggles +10% XP Gain +10% Better Loot Treasure Radius -1 Night Vision Goggles – now in mod form Updated screen effect The cigar is now an armor mod Adds +1 to Strength and +10% Bartering Added a Quad Pocket Mod Multiple pocket mods can be added to armor Must be of different sizes i.e. Two Triple Mods cannot be installed in one armor piece Stealth Boots Mod – previously Military Stealth Boots Reduces the noise and stamina penalties of medium and heavy boots New Animal Models Our elite team of character artists have been hard at work updating all of our animal models to match the modern aesthetics of our updated HD zombies. The system comes with new models, rigs, more realistic animations and a brand new high tech fur shader to make hair and fur more realistic. The current HD animal roster includes: Deer, stag, wolf, and mountain lion. Coming in a future patch: Bear, zombie bear, boar, Grace, vulture, rabbit, snake, and dire wolf, coyote and vulture These updates will be released progressively in patches as animation and rigging are completed, adding more lifelike and detailed creatures to the survival experience. New Challenge System We did away with the old tutorial quest and journal system and rolled them into a brand new Challenge System. The challenge system is designed to help new players learn the ropes with an easy-to-follow introduction questline that offers worthwhile rewards. Additionally, long-term challenges keep players engaged with enticing rewards for completing various challenge categories while teaching more advanced mechanics. This system ensures both new and veteran players have continuous goals to strive for, enhancing their gameplay experience. The system includes: Over one hundred and twenty unique challenges are broken into twelve categories Basics of Survival Homesteading Advanced Survival Crafting Traders and Crafting Harvesting Gathering Farmer Survivor Hunter Zombie Slayer A challenge quest tracking system. Track what you want and see your progress Redeem completed challenges for XP. Some challenges can be redeemed for XP and rewards given by any trader. See each challenge for details. Some items have in-game sprite help making it easier to learn Do the challenges in any order of and still get credit for your work or resources you have on New Vehicle Models Our artists have also given the existing vehicle models an update, bringing them to parity with the other improved models in Version 1.0. Most vehicles now have additional seating to accommodate at least one friend. There are also new vehicle armor mods available that allow them to withstand wasteland wear-and-tear. Many vehicle mods now have a visual model update so you can see the mods you have installed. These updates enhance the visual appeal and functionality of the vehicles, offering a more immersive and enjoyable driving experience in the game. The update has many improvements including: Bicycle Mini Bike Motorcycle 4×4 Truck (Now comes with 4 default seats and can be modded to hold 6 players) Gyrocopter (Now comes with 2 seats to fly with your friend) We have added new Vehicle Mods. These mods are visible on the model. Including: Bicycle Light Mod Motorcycle Armor Mod 4×4 Truck Plow Armor Mod Gyrocopter Armor Mod Light Mod Random World Generation Updates Several improvements and optimizations have been made to our RWG system, making it leaner, faster, and able to create better looking worlds than ever before, with refined composition and layouts improving the overall fidelity and detail of generated worlds. RWG Game Improvements include : Faster Creation Time: The time required to generate new worlds has been significantly reduced. District Density Calculation: Improved calculations for better urban planning and layout. Biome Distribution Variants: New variants to create more diverse and interesting world biomes. Road Smoothing: Enhanced road generation for smoother and more realistic paths. Bigger Cities and More POIs: Approximately 50% more Points of Interest, with larger cities and more wilderness locations. Chunk Reset: Improved chunk management and resetting for a more seamless experience. Performance POI Placement: A new POI placement algorithm has been implemented to keep cities more performant placing lighter weight POIS around more expensive heavier weight POIS The Burnt Forest Biome is back in newly created and Pregen RWG maps RWG Tool Improvements Include: New biome distribution presets include: Biome Layout Center Forest – Default Center Wasteland Circle – Biomes arranged like a pie chart Line – Biomes arranged like a layered cake with 90° rotations i.e. Forest to the South Wasteland to the North Burnt Forest is back! District Colors Light Blue = Rural Yellow = Industrial Blue = Commercial Grey = Downtown Green = Residential Darker Colors of each above are lower density POI’s like remnants Red = Traders White = Wilderness Spawn Points in the forest can be seen when zoomed into the map. They are small X’s on the country roads and are near wilderness POI’s within 1km of a trader. New Points of Interest In order to complement our updated RWG system, our Level Design team has added a ton of new content with over 75 new POIs that will be coming to Version 1.0. Notable additions, improvements and efforts include: A high focus on new remnants enhancing performance and providing more diverse environments to explore with lighter zombie counts. A majority of the remnants were created for the downtown district which was low on these types. These efforts have helped significantly with performance. New high-tier locations have been introduced for players to explore and conquer. Haven Hotel (Tier 5) 7 Days Suites (Tier 5) Navezgane Athletics Complex (Tier 5) Grover High (Tier 5) Minotaur Theater (Tier 5) 6 – New Tier 4’s A new zombie spawning throttling triggering system has been added to the level editor and the level designers have made use of it to keep the higher count POIS challenging but running better. RWG Performance POI Placement: A new POI placement algorithm has been implemented to keep cities more performant placing lighter weight POIS around more expensive heavier weight POIS New Zombie Variants and Zombie Updates Our existing zombies didn’t get left out. Version 1.0 introduces several new zombie variants with unique outfits. Most have received several clothing, skin and hari variation options that spawn, giving large groups a more organic composition and promoting an immersive experience. Notable additions include: A nurse from a children’s hospital with bears on her uniform A bowling alley-themed outfit for the fat Hawaiian zombie. Many more variants are coming, adding fresh visual elements to the game’s undead horde. The demolition zombie has received a complete model makeover, aligning with the newest generation of zombie models. This iconic foe now features an updated and more terrifying look. World Lighting Graphics Update The shader programming and technical art team have been busy adding in an overall improved lighting model that looks amazing. Improvements include: Overall more even and consistent lighting Over bright areas are toned down and areas that were too dark are easier to see Details in world and character models are more noticeable You can play now without a mining helmet or torch in dark areas Biome Spectrums and Storm Spectrums have been reworked to give the right amount of mood but provide more consistent lighting overall AO has been turned back on Shadows on Grass has been turned back on FSR has been added to the Graphics Options AMD FidelityFX Super Resolution (FSR) uses cutting-edge open upscaling and advanced frame generation technologies to help boost your framerates in supported games and deliver amazing high-quality, high-performance gaming on virtually any hardware. Optimizations We have worked hard to optimize the game for all SKUs. Efforts to make the game run on the consoles has paid off. Many optimizations have been done including: A new POI placement algorithm has been implemented to keep cities more performant placing lighter weight POIS around more expensive heavier weight POIs A ton of lighter weight remnant POIs have been made to lighten the weight of cities and give more variety in POIs A new zombie spawning throttling triggering system has been added to the level editor and the level designers have made use of it to keep the higher count POIS challenging but running better. Many art assets have had reduced draw calls or simproved settings in Unity to make them run more preformant The Cutout atlas has been removed A new window tinting system makes window glass opaque until you get close. Occluding the interior or exterior improves performance (moderately), especially for skyscrapers. Game updated to Unity 2022 LTS with better Vulkan and DX12 support (Note: DX12 performance seems worse than DX11) New lighting update manager Ambient occlusion better handles large amounts of props Block entities (props) spawn over multiple frames Massive Progression Update We have given a lot of attention to overall progression and balance in version 1.0. Here are some of the more notable improvements: Traders give less dukes and have nerfed rewards that no longer break progression. Trader inventories offer sales staged items for sale that are more appropriate for your character’s level. The game is a little more crafting oriented than in the past, and legendary items are now craftable. The end result is the game feels much more balanced and even in a coop team players will find themselves still engaged on day 70, single players even further. Crafting Quality 6 crafting is back Tools/Weapons/Armor Requires new Legendary Parts Traders/Biome order Rekt – Forest Jen – Burnt Bob – Desert Hugh – Snow Joel – Wasteland Quests Quest Progression has been improved so you get higher Tier Quests offered with each trader and can roll back to lower tiers if you want to Armor Quality determines perk level Basic Example – Q1, 2, 3, 4, 5, 6 = 5, 10, 15, 20, 25, 50% Legendary Crafting We have added new Legendary Parts which can be acquired in high end loot chests, and higher Trader rewards With these player can craft Legendary Q6 weapons, tools, and armor Dew Collector Overhaul The Dew Collector has been reworked. It now supports 3 workstation tools, one of which is a water filter. This change makes the Dew Collector available early in game, but it collects murky water without having the filter installed. Enhanced Gore System Along with the new Zombie variants comes the new and improved Dismemberment Gore System, ensuring consistent dismemberment across zombie types, and as a bonus, there are also brand-new blood splatter particles to complete the visceral experience of combat. With Version 1.0, the entire zombie lineup has been upgraded with new gore pieces, including a complete overhaul of recently updated zombies from past Alphas. This ensures all zombies are consistent with the latest technology, enhancing the game’s visual impact and immersion. Updated Road Decals Say goodbye to one of our last remaining legacy assets, our original Road Decals. They’ve been revamped, giving them a modern face-lift to help make the roads and lots of Navezgane County feel more lived in and legitimate. Players can now enjoy enhanced realism with updated road decals, featuring more detailed and immersive trash and debris scattered on the roads. This update adds another layer of authenticity to the game environment, making the post-apocalyptic world feel more lived-in and engaging. Twitch Integration Update The latest update introduces exciting new features for Twitch integration: Small Zombies: A new command that shrinks down the size of zombies, adding a fun and challenging twist to gameplay. On Screen Extension: Interactive Twitch features are now displayed directly on screen, enhancing the viewer and streamer experience. These features provide more interactive and engaging content for both players and their audiences. New World Borders The game now features layered world borders, replacing the old radiation zones. The very outer layer is a no-go zone, preventing players from walking off the map. Just inside this is a no-build zone, ensuring players cannot build too close to the edge. As players approach the border, the area fogs up, providing a clear visual cue. This system allows more Points of Interest (POIs) to spawn near the map’s edges, increasing the playable area while communicating to the player you can’t go that way. New Upgradeable Player Chests Introducing player writeable storage boxes! Start with a basic wooden box, which can be upgraded to iron, and eventually to steel. Each upgrade increases the storage capacity, providing more space for your items. Additionally, these chests feature writeable areas that display custom text, allowing for easy organization and labeling of your stored goods. Up to three lines of copy can be added. Happy chest placing, survivors! Environment Art Update The environment team has been busy with many new art updates that will further immerse you for 1.0 experience including: New movie theater seats, new soda and drink vending machines, new TV studio camera, new mini beverage coolers, new food and candy posters, new retro electric and gas signs, new neon signs, new camping tents, new chemistry set, new modular iron wrought fence set with destructive states. Dishong tower tribute plaque, zombie spawner tombstone, swing set model, commercial food trash can, new ceiling lights, new mailboxes, new electric fuse boxes, new shipping crane New plants and vegetation such as: Hops plant, Pumpkins and coffee plants Decorative assets such as: office desk pictures, trophies, business wall signs Art updates to old assets such as: updated spinning blade trap, updated recycling pallets (cans, cardboard paper), updated rocks and boulders, updated commercial dumpster, updated bathroom and kitchen faucets, updated barbed wire fences. Last but not least, a major optimization pass on almost all of the environmental art props to get ready for console. Including shader and texture optimizations, as well as mesh optimizations to improve game performance. Block Shape Updates The environment Art team has been busy with many new block shapes to build with. 162 new shapes added to fill in missing shapes to roofs, railings, poles, stairs, and many more. A few notable ones include: Wedge Stairs Railing Left, Right, Tip Left, and Tip Right Wedge Stairs Railing Metal Left, Right, Tip Left, and Tip Right 6m and 8m long ramp sets Wedge60 Windows set Broken and Empty versions of all Bulletproof Windows (POI’s) Also note the addition of a new Radial Menu option: Copy Shape And Rotation Enhanced Audio Sharpen your ears, survivors! The latest update includes enhanced audio features: Updated Ambient Stingers: More dynamic and immersive ambient sounds. Variety of Bird Chirps: A larger variety of bird sounds to enrich the environment. Inventory management sounds: Unique sounds for moving various item groups in your backpack Enhanced Particle VFX We have enhanced many of the particle effects to be better, more realistic and performant. The latest update includes: All new blood and dismemberment VFX particles New block destruction and block physics VFX particles New Explosion VFX particles New Shading system for smoke and fire New Vehicle VFX including rigid body destruction Trader VO overhaul We have cast 5 unique voice actors and recorded over 1200 unique Voice Over lines to bring new life, story, responses and funny quips to the five traders in the game. Don’t worry your favorites Trader Rekt and Trader Jen still have the same actors but all new lines and new functionality. New functionality includes: All traders now have their own unique voice Traders have more than 200 lines each with story bits and strong hints to relations between traders Subtitles will be translated to all supported languages Gamepad Improvements A ton of work has gone into improving Gamepad Support to make it control better, more intuitive and have native console features including: New UI navigation system that removes the virtual cursor Overhauled modern camera controls that are easier to use and can be extensively customized New aim assist systems for gamepads to aid with quicker targeting when aiming a weapon or swinging a melee weapon, and slowing the camera when passing over small interactable objects Greatly expanded gamepad settings in a new controller options menu including: Joystick layout options Separated X and Y camera sensitivity Look acceleration Deadzone adjustments Rumble strength Aim assist toggle Full gamepad remapping support for on foot and vehicle controls New controls and shortcuts when using a gamepad, including: Directly access items on your toolbelt via radial menu by holding either of the toolbelt selection buttons. Instantly swap to your previously equipped item with the new quick swap button Easier sprinting with tap or hold controls Expanded controller vibration support that responds to actions triggered by the player and what’s happening around them Support for DualSense controller features including: Track time of day, weather and blood moons on the light bar Trigger effects when using certain items and weapons Modding Notes Game updated to Unity 2022.3.29f1 Updated HarmonyX to 2.13.0 ModInfo: Now requires ModInfo in V2 format, also properties “Name” and “DisplayName” no longer optional as announced in Alpha 21 XML parsing now supports “conditional” blocks: Allows switching between different XML blocks based on conditions like game version, whether a certain mod is loaded etc Can be evaluated once by the host when loading the XMLs so host and every client will have the same resulting XML or by each game instance separately, so that host and every client can have different effects, e.g. when based on a GamePref Also supported on the top level of patch XMLs: These are always applied during XML loading Detailed documentation will be added to the game’s wiki XML patches now feature a new instruction “include” which allows including another XML in place, e.g. to split up large XMLs into smaller pieces or – combined with the usage of conditional blocks – include different XML based on other conditions New XML “events.xml”: Allows defining date based events (like christmas, halloween etc) and use them with conditional XML blocks – have the pipe baton automatically use a candy cane shiv model during christmas season or pumpkins use a halloween based model during that time Z-Selection box for POI or world building now shows the current selection size Updated POI properties windows to reflect the current POI features Debugging: Debug views (F3) now remember the selected elements CVar filter box can no longer have the input focus when the mouse cursor is not enabled – avoids accidentally overwriting your filter while running around FPS graph and network monitor available in releases Game assembly gets fully publicized members for easier code modding – each member that has changed access level gets an attribute “PublicizedFrom” attached that will tell you the original accessibility level. Accessing originally not public stuff is still meant to be a last resort if other approaches fail. New BlockCompositeTileEntity with respective TileEntityComposite This is a generic TileEntity (TE) block which allows selecting which features it should have from XML (“compositing”) Currently these features are supported: Lockable: The TE can be locked LockPickable: Players can pick the lock on the TE (only usable in combination with Lockable) Signable: The TE can be written on. The prefab used for the TE will have to have properly set up TextMeshes – at least one but it supports as many as desired Storage: The TE will have container features These TE properly support up/downgrading, so for example a block that has Signable can upgrade to a block that supports Storage and Signable and keep its text Adding new features does not require enumeration modifications so should be easier going forward to add custom TE features from mods Example usage of these features can be seen on the new player storage blocks “cntWoodWritableCrate” and similar File lookup prioritizes files in user data (e.g. LocalPrefabs) over mods New game argument “-newprefabsmod=somemod” allows defining a mod in which new prefabs get stored instead of going to “LocalPrefabs”. Mod name is given by its internal name from its “ModInfo.xml”, not the folder name XUi changes: Generic “repeat_content” attribute support for all views. For non-grid views the attribute “repeat_count” specifies the number of clones Repeated elements automatically get fed with additional template parameters that can be used with template bindings (“${…}”): For every parent view: “repeat_count” giving the number of elements as specified by “repeat_count” attribute and “repeat_i” incrementing by one for each created element, starting at 0 Additionally for grid views only: “repeat_col” and “repeat_row” giving the column and row the element will be in the grid – assuming the grid dimensions do not change later on New attribute “disabled_tooltip_key” lets you define a tooltip that gets shown when hovering a disabled view New attribute “force_hide” allows keeping a view invisible New attributes for controller navigation: “use_selection_box”: Should controller navigation show an outline around the selected view “gamepad_selectable”: View can be selected with a controller “nav_up”, “nav_down”, “nav_left”, “nav_right”: Manual override which view to select when pressing the respective direction on a controller Texture views now support: Color tinting (“color” attribute) and for keeping the texture’s aspect ratio (attribute “original_aspect_ratio”) XML “extends” now allow excluding specified subclasses (like “UpgradeBlock” in blocks) so that all its children are actually excluded Changes to quests should no longer kill savegames’ character files – though the affected quests will lose their details in the quest log Plants tick correctly when placed on the same position as another plant was growing before – before the timer would potentially not reset thus accumulating the old and new growth times Perks can now have LevelRequirements for individual levels only instead of being required to be specified for all levels if done for at least one “Inventory.PUBLIC_SLOTS” is changed to be targeted by mods, making it easier to implement custom toolbelt sizes. Also a new property “SHIFT_KEY_SLOT_OFFSET” has been added that allows specifying which slots are meant to be targeted when using Shift + slot hotkey World Editor: Previews of POI now match the actual state when rotating them TFP News Screen We have moved the old shared menu news screen into a new skippable in-game News screen that has graphics and link support for all formats. This will be used to inform players on new patch updates and other TFP news. Server Administration Changes to serverconfig.xml: Setting “SaveGameFolder” has been removed. It is now always based on the “UserDataFolder” New setting “IgnoreEOSSanctions”: Allows ignoring EOS sanctions when players want to join servers. Defaults to false Changelog including b309: Added RWG preview shows player spawn locations on terrain as + RWG big cities can have two gateways per side RWG big cities generate a highway bypass ring RWG final log shows the total time RWG biome layout setting with Center Forest, Center Wasteland, Circle and Line options RWG previewer will not save or allow a New Game and shows world name in red when a world of the same name exists Rwgmixer township biomes property which restricts to the listed biomes Rwgmixer citybig for 8k+ maps and restrict to wasteland Rwgmixer <prefab_spawn_adjust> biomeTags which limits to one or more biomes RWG POI spawning limits based on surrounding density in world RWG preview coloring for districts and traders RWG trader types are each in their own biome RWG Previewer cancels generation when a cancel input is pressed and shows the current state of the world RWG Previewer asks if you want to save the world when returning to Editing Tools RWG random biome stamp scaling and small rotations RWG preview camera moves 10x speed with shift key and clamps near ground RWG preview left click resets camera RWG prefab loading skips prefabs without tags RWG map_info.xml has seed number RWG logging of next random number at various steps RWG township distance property to override default of 5 RWG forest and burnt forest specific mountain and town mixer values RWG wasteland specific city mixer values RWG UI message “Warning: Changing these settings may break trader progression” RWG town planner uses a lower tile count minimum (5) of each township type until success Vehicle hit bounce when destroying larger trees Vehicle hits can cause ragdolls also from their base velocity and improved upward force Vehicle seat “pose” property which sets VehiclePose in animator Vehicle max velocity setting adjusts faster when increasing Vehicle wheel rotation speed smoothing and clamping Vehicle part modRot property which sets rotation of modT if has a mod with tag else 0 Vehicle support for tail lights Setup vehicle truck 4×4 tail lights Vehicles have interaction prompt when looking at physics colliders Vehicle truck headlight glow lights and dust Vehicle truck light bar shown based on light mod Vehicle truck light bar glows and dust Ability to copy block rotation and shape at the same time Option to always use english cardinal directions on the compass independent of the game language selection Block/item CreativeMode property choice of Console Entity property ItemsOnEnterGame skips CreativeMode Console items if not Min Script sound command Items show as missing item if item data was removed Quad Pocket Mod Turning animations for 3rd person player Spaces to all names in sleeper volume groups UI Min Script spawn command Min Script waitalive command AI active sleepers will sometimes be awake and wander AI wandering sleepers use spawn position as center of wander Sleeper volume trigger type Wander Localization for urinalCommercialMounted Min event actions AddPartFPV and AddPartTPV Terrain decals clip where separated from terrain Land claim placement checks player world bounds Skybox Atmosphere shader makes a fogged brown ground plane Fog when near the world border Players are pushed back from world border and shows toolbelt message Players can’t place blocks near the world border Player backpack movement is stopped at the world border Animal and zombie fade in/out (Added dither fade to Game/Character and Game/Animal/Fur shaders. Merged visibility checks to EntityAlive which manages fade amount. Added EModelBase Fade which uses MaterialPropertyBlock on LOD/E_MESH tagged renderers). Activity Localizations on UDS. Min Script lightweight scripting system Sleeper volume properties Min Script edit box, load/save to prefab xml Grass shader motion vectors FSR rendering (set AntiAliasing settings to FSR Low, FSR Medium or FSR High) Challenge UI SFX and updated sounds.xml Consoles Language Specific Keyboards. Add tier buttons to POI Teleporter Localization sync for POI Teleporter filter Lights lodviewdistance console command Gfx viewdist console command Automove console sub commands gototarget, settarget, clearlookat, setlookat, line and orbit Explosive and Molotov item stacks can’t be dropped when armed Localized playtest biome selector FacialHairMaskType to turn off facial hair with helmets. Cop and radiated vulture mouth vomit particles Generic FastTags Dedicated Servers can decline to enforce sanctions, console players can’t join P2P Sessions with a sanction Improve messaging to the player about when achievement unlock is available. First testable version of big mama dismemberment with masking. Don’t allow “Creative Mode” option to be changed on the Continue Game screen. Launcher does not add graphics API argument when one is already passed in manually as argument Allow rebinding AI freeze button The host of a P2P game can now kick players from the Report Player UI, this is accessible with a controller Censor Dedi Server ‘Message of the Day’. OnSelfEquipUpdate to allow triggered effects to be performed on the item itself. ArmorGroupLowestQuality buff requirement for new armor set bonuses…for real. Effect Groups to challenges when completed. Error logging for gamestages.xml loading Avoid displaying ingame text from blocked users. Filter UGC text Server Browser. Player Reporting Window for UGC. Xml, loc, and icons for Theater Seat set Gfx texbias console command Dismembered head feral eye variation support GameEventHandling of using CVars for values Filter UGC text. Animal, human, zombie and vehicle occlusion Holdtorepeat input added to list paging, combo boxes and other UI elements that use right stick left/right to navigate Add Switch / Trigger “Hint” for players Localization for house_old_ranch_12 The McStab Residence Disabled controller controlled cursor, swapped navigation input to left stick. Added restrictions on being able to select category buttons, paging elements, window selector, tab selector etc. Combo boxes can now be selected directly and value can be adjusted using the right stick. Tabs in the UI can no longer be selected directly using directional navigation Empty inspect window has alternate control instructions for controllers + adjusted formatting. Dynamically switches labels if input device changes. Consoles Switching Languages. Default selectable attribute for XUi Window Groups. If using DPad navigation this allows window groups to select a view component the selection should snap to when the window group is opened. Applied default selectables to applicable window groups in XUI_Menu Sprint lock input option added to prevent sprint being disabled when the player stops moving. Added a sprint icon indicator next to the stamina bar to indicate when the sprint is active. Chunk reset protection added to player placed vending machines. Entity SwapMats property (new version of ReplaceMaterialx, shares material assets, requires LOD tag) Window Wedge60 shape set Plate Wedge60 half, half left, and half right variants Enforce EOS enabled for submission builds. New helmet mods for each attribute, looting, xp, treasure finding and night vision. VPHeadlight emissive control Cube Corner Beveled Outside Corner to the shape menu Setting to opt into blocking text and voice chat outright, which will act like the player has CommunicationAllowed set to False. Defaults to Not Blocked. Initial WIP version of DPad UI navigation for controllers Block CanBlocksReplace property which allows a block to be replaced when placing new blocks CanBlocksReplace to road paint New rebindable player action called Swap Item/Quick Select: Press to swap between your current and previously equipped item. Hold to bring up a radial menu to quick select an item from your toolbelt. Adjusted some of the default controller bindings to accommodate. AI activity area (heat) cooldown and neighbor cooldown when triggered F8 heat info shows cooldown, improved colors and better position below FPS box Ai activityclear (also ac) console command InAir animation bool Toggle Crouch no longer acts as a toggle when held down, will continually go down in fly mode JumpLand animation trigger Small inair/landing example in 3P animator under Jump layer for 2 hand rifle Controller rebinding functionality. Button rebinding pages added to the Options > Controller options screen. Slider for UI cursor hover slowdown sensitivity and toggle for cursor snapping added to controller settings. UDS / Activity System. Improvement Add a PostProcess Method for XML Actions. Aim assist camera slowdown improvements. Covers interactive blocks including loot containers, wall switches etc. No camera slowdown for items and interactives while in combat. Aim assist aim snapping. Initial commit. Camera gets nudged in the direction of a target if it was the last entity passed over as the player starts zooming a weapon or aiming down sights Added Expanded controller options list and enhanced controller look/aim controls. Includes: controller X/Y look sensitivity, Y invert, look acceleration, move/look axis deadzone percentage and joystick layout options. Each be adjusted in Options > Controls > Options Zombie dismemberment SFX Linux version checks configured system limits for appropriate values and prints warnings to logs if too low (number of open files, max mapped file count) Trailer_07 Trailer_08 Show localized names in POI teleporter and allow searching them Twitch Hordestone SFX (loop start, end, UI start) and updated XML Twitch UI SFX for crappy loot, glass cube, sinkhole, tiny zombies Workstation mods and crafted items are lost if the workstation is destroyed Allow ignoring chest locks when debug mode is enabled Vehicle engine pitch variations Vehicles play a turbo triggered sound AddBuff Gameevent Action now allows overriding duration Changed Reduced RWG world edge radiation min size to 1 Improved RWG finding extra player spawn locations RWG highway generation uses a new algorithm RWG highway generation allows double connections between towns Removed RWG mountains from wasteland Removed rwgmixer city from forest and reduce count by 1 Improved RWG city layout to use a square core Improved RWG POI spawning fallback to use a smaller size but ignore name restriction Improved RWG preview POI descriptions and added score Improved icon baking lighting of block models Improved RWG player spawn locations Improved RWG town planning quality Adjusted RWG township counts and sizes Rwgmixer <streettile> settings to be global Condensed rwgmixer format to a count and tiles property Balanced RWG lakes, rivers, craters, canyons, township and wilderness settings RWG generates and previews worlds separately from saving them RWG Previewer does not load prefabs and stamps after the first generation Stamina recovery delay for power attacks lowered from 3 to 1.5 seconds in buffPowerAttackStaminaStunt New RWG biome generation algorithm Moved RWG wasteland biome to the center Improved RWG biome default percents and limited min/max range Improved RWG biome filler stamp RWG biome tiles to 1/4 sized RWG preview camera move up/down to camera relative and C key also moves down Improved RWG Creation UI layout RWG prefab loading skips folders containing path /Prefabs/TestImproved RWG stamping speed and memory use Improved RWG creation biome stamping speed Optimized RWG path creation Hide prefab editor and rwg options on console devices. Improved RWG creation messaging and logging Adjusted RWG desert/snow mountain and town mixer values RWG UI mountains slider caps at 50% RWG UI plains, hills and mountains sliders at zero will show 100% plains Reduce vehicle hits on ragdolls to 30% self damage force Improved vehicle movement limit at world border Set vehicle seat poses (0 default (non drivers), 15 for bicycle, minibike, motorcycle, truck, gyro) Improved vehicle torque, max velocity and turbo data handling and xml format Reduced vehicle hit entity velocity decay at high mass ratios Vehicle mod property enables modT if installed Vehicle part mod property to a tag Shrunk size of vehicle interact colliders Spikes Trap Collision from a flat plane lower on the block to a cube that is slightly smaller than a full block. Removed cloth harvest from quest satchels to prevent exploit Improved player rules for when they can drink from water in the world Improved falling tree physics/colliders and vary physics based on size Improved falling tree to allow multiple ground hits and more that one entity hit with damage based on mass Improved falling tree network sync quality Removed spider zombie neck jiggle Early game medical crafting unlocks Fort Bites, Plaster Casts, and Recog can now be crafted in the campfire with a beaker and double the recipe cost Reduced the chemistry station blood bag cost of Fort Bites from 5 to 2 as they are fairly rare and double the cost in campfire would be too expensive Updated campfire categories by adding medicine tab and splitting up medicine and chemical items to match chemistry station Updated the crafting and fuel timers in workstations for better visibility against some item icons Improved 4×4 and minibike light emissive/glass Implemented First version of Global Progression. 10 quests required per tier change. Pocket mods of different sizes can now be installed at the same time Adjusted LOD’s on serviceTruckGenericPrefab so the ladder fades before the truck Sleeper volume UI always shows trigger index list and does not clear on type change Improved player ragdoll and death cameras Gamestages group names to a short format with sort digit Adjusted the light position on work_lightPrefab to prevent the light sphere from showing Updated icons for cntCabinetBottom and cntCabinetBottomRandomLootHelper Barrel Extender mods can no longer be installed into shotguns Adjusted spawns for GS140 to help prevent hordes from ending too soon Improved “Update Prefab Thumbnail” to hide the player, disable the sky and set background color to blue gray Decreased font size of writable crates to suit all languages a bit better Set wasteland to use new wasteland spectrums Update supply plane crate with new art Paint Cost for all textures reduced to 1 paint each Terrain falling blocks to boulders of random sizes Improved explosion and falling block physics Improved falling block lifetime, death, velocity and out of world checks Revised Mumble’s initialisation logic to avoid spamming GameObject.Find throughout the loading screen. Increased TAA jitter and blending settings Apply Filtering to Author’s Text on Consoles, and only Filter Visible text. Reduced entity physics Collider mass New Player Map Format that divides the map into regions that also get compressed. Adjusted dog ragdoll colliders Improved rocket visuals and physics Optimized progression ModifyValue Updated stun baton with additional requirements to prevent players from using traders as charging stations Reduced fog, rain and storm weather frequency BlockShapeNew triangle indices use less memory Optimized equipment to use less data for empty slots ItemValue none serializes less data (Servers and Clients have to each have this) Limit number of max players when hosting a game on console devices. Refactor ActivityStateManager into RichPresence. Remove “dev” items and icon from the creative menu in console build. POI Teleporter dialog highlights the last selected entry Disable the entering game spawn button for prefab editor and world editor ModifyCVar TriggeredEffect now can use tiers for comma delimited list of values. Quest objective setup happens before any objective states get checked Removed Wood and Metal Desks from OversizedConversionTargets.txt to allow them to stack and have stability Recipe for Dew Collector no longer requires a Water Filter to craft Replaced Water Filter craft item with Gatherer, Tarp, and Water Filter tools in Trader inventories and loot Apartments_05 (T2 clear/fetch/infestation questable) Night vision to a white phosphorus style (new algorithm) Treasure Map and Buried Supplies Quest chests now set to destroy on empty to help prevent issues with broken loot container backpack falling through the world or despawning too soon when player inventories are full Chemistry Stations can now be sold to traders Refactored football_stadium POI (T5 clear/fetch/infestation/restore power questable). Optimized Utils Cleanup Materials to not generate garbage Commented out Needle and Thread books from loot.xml Updated tag and layer settings for theaterSeatUpFullArmsUpPrefab for collision to work Recalculated bounds for other theater seat prefabs Log messages for executed/denied commands from clients Optimized Game Object Pool getting an existing object Optimized chunk block entity spawning rate Aaa_school_k6_01 removed. Optimized chunk cluster access Optimized Chunk OnDisplay Removed obsolete Block RandomTintColor Optimized World and ChunkCache access Optimized entity/prop UpdateLight handling Optimized BlockValue misc and BiomeDefinition small funcs Optimized WorldGridCompressedData Optimized Chunk, ChunkBlockChannel, ChunkClusterList Optimized World chunk/block coordinate conversion Common main menu flow for enable/disable multiplayer. Renamed POI’s that ended in Co. to prevent double periods in quest dialog Perplatform login flow customization. Combo for locking backpack item slots now visible by default and chosen value saved with the character Optimized stone ax texture sizes Optimized hammer texture sizes Optimized nail gun texture sizes Optimized steel ax texture sizes Optimized chainsaw texture sizes Optimized wrench texture sizes Optimized ratchet texture sizes Optimized impact driver texture sizes Optimized bone shiv texture sizes Optimized hunting knife texture sizes Optimized machete texture sizes Machete metalness balance Increased maximum block types to 64k (prefabs convert on load) BlockValue parent offsets are in a faster format Reduced maximum item types to 16k Localization for house_modern_11 from The McStab Residence to Casa Diaz Sky manager _DayPercent shader property is a global Controller binding screen updated to use XUI buttons in order to be compatible with DPad navigation. Improved resolution of new controller diagrams and updated atlases. Added more options for the demo. DPad navigation adjusted to prioritize neighbors closer and aligned with the current selected element Restrict total number of Player Profiles (On console) (+changed ProfileSDF to a static class) (+added tooltip functionality when item is disabled). Updated aaa_all_glass with new Window Wedge60 shape set Updated destroy particles for various trap blocks Updated fbx and xml UV settings for pillar50CornerPlate Updated colliders on fenceBroken1 and 2 to allow projectiles to pass around them easier Startup refactor to delay loading of `GamePrefs` till after save data is ready (for future change that will have a player prefs wrapper for some platforms). Explosion Damage does not seem to be working properly. Explosion resistance (blocks) isn’t correct. Restored breaching slug use on locked safes and chests Remove SaveGameFolder GamePref. Updated the colliders on the destroyed chem station to allow projectiles to pass around them easier Material of ceilingLight01_player and lanternDecorLightBlockVariantHelper to allow them to be scrapped Updated snowy dead bush, shrubs, and hedges to be included in the starter quest nav icons Updated the collider on the land claim block that was sticking out too far causing issues Explode split into ExplodeTarget and ExplodePosition. Overhauled the region reset command: The default behavior now respects all normal rules of the chunk reset system, and acts as a quick, safe way to trigger a reset on all unprotected chunks. Alternate experimental modes have been added for use in debugging, allowing users to bypass certain protection statuses when desired. Fix fly mode controller bindings. UI cursor for controller updates. Adds acceleration and slows down when hovering over interactive items. Swaps dynamically between a sprite based controller cursor and the system mouse cursor when swapping between controller and mouse. Updated planters with LODCullScale property to prevent floating plants at a distance Quest Tech Debt. Integrated Mega Crush and Water Icons Integrated Candy Icons Aim assist camera snapping revision. More reliable aim snapping that calculates when the player first starts aiming and is less likely to fail due to obstructions to EntityPlayerLocal’s world raycast. Player walk speed is now variable based on how far the movement joystick is pressed. Load `SimpleMeshFile` directly into Native Mesh memory. Saves managed memory by not requiring pooling or as many managed memory allocations. Slightly increases reserved native memory, but the increase is much less than the savings in managed memory. Reduced cloth needed to craft duct tape Set ScrapTimeOverride property to 10 seconds for all tools, weapons, armor, and reading materials to allow users more time to cancel accidental scrapping Steel fridge audio. Updated steel fridge prefab to use new audio loop. Updated sounds, blocks, loot xml. Old Interior & Exterior Wood Door Audio Two-wheeled vehicle grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio Parts grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio Acid bottle grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio Spear grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio Club grab and place sounds for inventory UI Auger, chainsaw grab and place sounds for inventory UI New thunderclaps audio and updated AudioSource_Thunder to 2D spatialization Bird audio loops for forest biome Bird audio loops for desert biome Cricket audio loops for forest biome Cricket audio loops for desert biome and updated EnvironmentAudioMaster.prefab to trigger bird and cricket sounds, removed unused biomes Poop grab and place for inventory UI. Also updated .meta files for multiple item wavs to use correct settings Inventory UI Audio – Armor, updated XML Clutter Pile Pickup Sounds Inventory UI Audio: Various Weapons and Tools Audio for retro fridge and updated XMLs Rollingtrashbin sounds Plasticdestroy sounds Door stall open and close SFX Wood Fence Door open and close SFX Trailer door open and close SFX Single and double glass door open and close SFX Shared Quests no longer count towards Quest Progression Improved falling block movement on clients Adjusted minibike engine sound settings and added accel/decel sounds Removed timeout for fetching news from storage as it would often not load on XBOX Comment in serverconfig to include names for worlds that ship New Minibike engine SFX Fixed RWG UI biome percents to add up to 100 RWG StreetTile OverlapsBiomes check failing sometimes RWG gateways would overlap biomes RWG plains, hills and mountains defaults were equal and not 40%, 40%, 20% as UI has them RWG world edge radiation east/south check off by 1 Forum Report : NRE spam exiting game after executing “cr f” command on an rwg_tile RWG roadsides were excluded too far from map edge RWG Advanced Generation biome key colors UI don’t match world RWG biomes could be missing RWG preview camera jittering when looking past down and move rate varying with FPS RWG border and biome stamp threads used same random generator RWG stamp lookups were not thread safe RWG seeds having varying output based on thread timings Forum Report : NRE spam exiting game after executing “cr f” command on an rwg_tile Vehicle Seat stat does not update when adding expanded seating mod Vehicles were not placeable when centered on some block types like road paint and plates Sprinting input behavior made consistent between keyboard and controller. The input can act as a toggle if it’s tapped or a hold and release if the button is held down. Turbo on vehicles has also been adjusted to match the keyboard input behaviour; it is now a hold input across all devices. Scopes and and reflex sights have red patterns on them Having the Trigger Properties for Keyracks set to Trigger Unlocks is making it so door will unlock but not open Traders now open at 4:05. Audio stuttering and poor performance when playing combat music and fighting many zombies Repeating words in perkUrbanCombatSneakingLongDesc. Player jump sound delayed from keypress Invincible trader noise sounds different if the player jumps during sound. PerkSniperCompleteLongDesc doesn’t have a title separated with a colon. Enemy network priority 2 was never used Localization for RunAndGunRank2 ‘twitch’ should read ‘twitchy’ Not able to heal other players abrasions with medicalAloeCream, medicalFirstAidBandage, and medicalFirstAidKit NRE when opening gun safe with timed charges Weapons sometimes require toggling mod twice to turn back on after repairing Sneaking and strafing has a small hiccup in the camera rotation. Robotic turret muzzle flash is sideways for clients. Prevent server from being hosted with an empty Region value which would cause the server to be unsearchable in the server browser Logging out right after activating a switch throws an NRE at the main menu Prevent cases that would cause the player to not jump to the full height when jumping and moving Trader Doors Not Locking Falling trees no longer spin in place before falling for clients of dedicated servers. Adjusted client side movement of falling trees to closer match the server side speed. Recipe list not shown for ingredients if not used for lower quality. Block collapse animations are not showing on dedi servers Turrets could be placed near world bounds and inside traders Players could dig or explode past player world bounds Profile selection screen not shown if joining multiplayer from invite on a fresh account (Enforces a default profile if connecting without one). Text shifts with animated ellipses when downloading world (Improvements for Chinese). TRC R5034A failure (Added server search failure message). Doors animate when Locked or Unlocked Ragdoll mesh being rotated by non ragdoll bones Player ragdoll camera would jump to a new position Doors animate when Locked or Unlocked EndOfStreamException with player sign text in POI Prefabs Text shifts with animated ellipses when downloading world (Text jumping between lines code solution). Sleeper volumes with min count of 0 always spawned 1 or more Issues with trap glass hiding faces and wrong texture Privilege Window Cancel but still starts the game. Compound, wooden, and primitive bow doesn’t always play draw animation Player locked doors automatically unlock when interacting with them Text shifts with animated ellipses when downloading world (Localization change recommitted after reversion). Take button enabled even when inventory is full Player locked doors automatically unlock when interacting with them TRC R5304 failure / Profanity Filter Bypass. Pressing ‘C’ while toggle crouching does not disable toggle Explosions often made underground falling blocks Player locked doors automatically unlock when interacting with them Large multiple explosions cause a lot of temp mem use Imposters clipping through chunk water Imposters drawing over and z fighting with chunks Text shifts with animated ellipses when downloading the world. Profile selection screen not shown if joining multiplayer from invite on a fresh account. Character Creation Window Suspend State (Entering Character Edit window would consume the OnClose action). General BBCode issues ([RGBA] BBcode sometimes appeared as [RGB][A] to players, and profile name not escaped in delete dialog). Ragdolls on entities scaled by xml have incorrect connected anchors Writable storage chests are blank on relog. Server Browser list no longer showing server names (+minor refactor to censor classes to handle edge cases). Crash on spider zombie decapitation. ChainlinkFenceDoorDouble now repairs with resourceForgedIron Road paint flickering on top of terrain Block placement preview of flat models like billboard drawing under surfaces like the ground or cubes Firing and swapping guns/rocket launcher/robotic turret leave various particle effect animations stuck running every time they’re equipped NRE exiting prefab editor after placing a candle Camera far clipping adjustment from fog was not working Rocket smoke disappears on detonation or life expire Rocket launcher muzzle flash colors Character Creation Window Suspend State. Persistent Profiles game setting is now On by default Some reloads when canceled occasionally still get ‘stuck’ Truck 4×4 hand/foot IK pos/rots for the 6 seats All weapons go through their reload animation when swapping during reload Death screen effect being too dark Time Bomb class items could be dropped as an active stack if activated on toolbelt, then moved or dragged to another place and dropped from there or dragged and dropped Player locked doors automatically unlock when interacting with them House_old_modular_05 has infested quest but no infested sleepers or cache. Missing material in IronBucketWaterPrefab Reload, weapon swap, aim down the sight audio has a ticking/overloaded sound, sometimes not playing the audio Audio source from shocked/electrified doesn’t update when the attached entity is pushed away, on fire has a delay Molotov rag emissive was on when unlit Active Molotov and Timed charges when thrown were not lit Canceling restart when changing language brings you back to the general options window instead of video options Limit number of max players when hosting a game on console devices (Properly applied default values to all platforms). Preacher Headgear now uses the Headgear morph system. Audio source from shocked/electrified doesn’t update when the attached entity is pushed away, on fire has a delay Office_03 texture issues Headlight pixels over the sky were erased Minibike and motorcycle does not stay upright with a passenger but no driver Generic message box dimmed itself with the full screen background Odd lighting effect with helmet light after interacting with auto turret Trying to change adv gen preview quality after backing out of adv gen results in an NRE Switch triggers not working if player has pending quest and switch has both “triggers” and “triggered by” set up ArgumentOutOfRangeException error attempting to dismember crawler head PowerManager state for a particular Chunk is not reset when chunks are reset by RegionFileManager. Audio source from shocked/electrified doesn’t update when the attached entity is pushed away, on fire has a delay Missing triggers for onSelfCrouchWalk and onSelfCrouchRun for buffCrouching and progression for perkAnimalTracker Rejoining an MP game with others causes Argument Exception. Added safeguards against possible NRE when removing a vending machine belonging to a player who has previously been removed from Persistent Player Data. Changing ammunition type on bow or crossbow to type that you do not have fails to visually unload the previously loaded ammunition type Deep Block Collisions As a client on a dedicated server, opening up the player’s screen causes a NullReference Exception and an Error. Reading UV coordinates of mesh “” failed. Texture coordinate channel “0” not found. Trigger / Sleeper Volume System Improvement #2 ModifyCVar TriggeredEffect now can use progression tiers for comma delimited list of values. Renamed PlayerJournal to ChallengeJournal. Barbed Wire Sheet Slowing When Not Touching Issue with reversed logic for recovery time of sprained legs while steroids are active Ensure Text Censoring happens locally (including a large refactor to increase the usability and maintainability of Text Censoring classes). Removed exploit in harvest and repair functions of Dew Collectors gaining free polymers T0 POIs have the same lootstage at T1 POIs Fixed issue on dedicated servers where falling trees would teleport to world origin one frame after they are instantiated. Fixed POIowned trees sometimes spawning multiple conflicting tree models on clients. Fixed POIowned trees not respecting POI terrain modifications (holes or hills) the first time they’re visited by a client, thus appearing to clip into or float above modified terrain. The Character System now uses the correct location for body/head/hands materials. Navezgane terrain AssetBundles fail to be loaded when used multiple times but with differently typed file names Trader Waypoint Duplication. Dedis on ServerBrowser causing exceptions Replace / Reimagine Departure_Bridge_01 / 02 pieces. (departure_bridge_1) Consumables consumed without granting benefits under some conditions. Game launcher having issues creating data directories on Windows Store version Material cleanup for MeshDescription XUiV_Texture material leaks in 4 controllers All weapons go through their reload animation when swapping during reload Removed erroneous processing of vitamins and painkillers through the Physician perk treated crit healing rates Players can reload crossbow while still using scopes Fence Posts can transfer their damage states, sometimes becoming invulnerable. All weapons go through their reload animation when swapping during reload Exception when shutting the game down from the login failed dialog (e.g. no Steam running) Issue that would allow Spear Hunter Vol 6 penetration to work with Primary Attack Localization missing for POI Marker Editor Farm_04 part of the wooden fence is missing Wandering Horde Game Event Spawning was not using Target correctly. Explosion resistance (blocks) isn’t correct When joining through game invite on consoles from the home screen, player controls stopped working GameEvent Requirements were not initialized in a mod friendly way. Always calculate Equipment apart from passive effect handling. UpdateLight was using target value on players Sawmill_01 floating barbed wire sheet POI: apartments_01 stability issue POI: downtown_filler_24 switch opens the wrong door Downtown_filler_24 SI with windows Block resistance values displayed incorrectly. Remnant_downtown_filler_09 floating grass. Loot crate textures below 1/2 are borderline illegible while other text arts are legible on the same settings Downtown_filler_11 floating grass. Gas_station_07 Sign SI collapse Errors if player is holding a missing block Several guns have the same equip and swap to animation bug Small stone and snowballs have animation issues in 3rd and 2nd person perspectives, hold position and animation isn’t right either Gas_station_06, stability issue School_01, stability issue House_old_ranch_04, fixed trigger issue House_old_ranch_10, terrain clipping House_old_ranch_04, fixed clipping curtains Part_driveway_gateway_checkpoint_01, stability issue Forum Report : store_discount_01 wrong texture Forum Report : office_06 mispainted cabinet House_modern_24 fixed terrain density issue. Toggle Crouch no longer acts as a toggle when held down, will continually go down in fly mode. Countrytown_business_07, chain linked poles don’t align with tarp fences. Countrytown_business_07, SI with curtain. News UI Index Out Of Range when any action to cycle news is done before the news is populated. Also locked access to `entries` and `currentIndex`. Multi block placement could overlap trader placing protection Dust stone particle was too faded near surfaces Item info panel blinks when selecting items in inventory Request: Animation Parameter(s), Player ‘Jumps’ Hidden stamina regen debuff when between 75 and 50 hydration BlockGameEvent DestroyOnEvent does not work for AddedEvent. PlaySound would not play for events based on position. POI previews in tiles are not cycling correctly on multiple key presses Using auger or chainsaw right before they’re done repairing breaks item/hand placement and hand animation. Removed code which allowed MultiBlock shapes to be placed in overlapping configurations when god mode was enabled (overlapping placements are still allowed in edit mode). Fixed code which was intended to bypass the MultiBlock placement player collider check when god mode is enabled. Added a new MultiBlockManager to resolve various cases where MultiBlock data could become inconsistent across chunk boundaries. The manager defers placement of POIowned MultiBlocks until all overlapped chunks are concurrently synced and have finished decorating. It also protects nonPOI MultiBlocks from being chopped in half by the chunk reset system, by grouping all overlapped chunks. Vehicles triggering full network updates when not in use If you swap ammo during reload, your gun becomes invisible Cannot heal other player’s abrasions when both players are allied Cannot heal other player’s broken limbs when both player are allieDoors with trigger unlock do not relock on POI reset Audio is failing to load when killing snake Trader_jen, replaced juniper tree 4m with helper version Stone Axes, Hammers, and Nailguns are taking more actions to upgrade blocks than they should, and you no longer receive XP from upgrading blocks Pump shotgun particles Vehicle turbo pitch was inconsistent Hordestone now refunds if you let time run out Hordestone now has longer timer Sinkhole cannot be done on a vehicle Sinkhole stops all movement BlockReplace gameevent actions could remove bedrock Click Here To Visit 7daystodie.com
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Hey Survivors, We are pleased to announce that 7 Days to Die 1.0 Streamer Weekend Event will begin: THIS FRIDAY, June 21st at 12 PM CST. Fans will have a wealth of options to see all the new features & content of 1.0: 3 days of streaming Over 290 streamers 30 countries represented 16 languages spoken Many will be streaming all weekend, and are even giving away free keys to the game! Check their channels for their upcoming weekend schedules. Note: Thank you to everyone who applied. We are no longer accepting applications for Streamer Weekend. Our thanks to everyone who will stream, everyone who will watch, and all fans of the game new and old. We appreciate your patience and support as we prepare to finally roll out 1.0! V1.0 Experimental will be released to the public on June 24th. V1.0 Official Release Notes Participating Streamers Andorra Nexxuz (Spanish) Argentina Indigente666 (Spanish) Mr.G (Spanish) Australia ActualAzza (English) CautiousPancake (English) Frantic_Dan (English) JaWoodle (English) Life is a game (English) micheal_risky (English) Patrol Nation (English) Pestily (English) TheJoelSavage99 (English) Viktoriahhh (English) Austria DanuThuata (German) jakob0687 (German) Belarus Lt. Den Games (Russian) Belgium Azghaaar (French) Manonolita (French) patpatate (French) Brazil Andarilho (Portuguese) Brasil Survival (Portuguese) CamargoGames Oficial (Portuguese) Leo Robert Games (Portuguese) Medusa Geek (Portuguese) O Abel Joga (Portuguese) TellesGeek (Portuguese) Zeca Sobrevivente (Portuguese) Canada Aiekillu (French) CrypticFox (English) Cuda87 (English) GameEdged (English) Genosis (English) kephrentv (French/English) Matthamatic (English) Peachycoaster (English) ReAnimateHer (English) Skippy0330 (English) ThatFoolishGrrl (English) Thorgal006 (French) XStarWake (English) Chile J.C. (English) China Mawaner (Chinese) 启东大人 (Chinese) 小树 (xiaoshu) (Chinese) 林小天丿 (Chinese) 灵雪宅在家 (Chinese) 生生存存 (Chinese) Costa Rica KenFlow_x (Spanish) Czech Republic RachtaZ (English) Finland KatsPurr (English) Rasite (Finnish) France Chaniwo (French) Cheatah (French) elbe_poly (French) EnFrancaisDansLeTexte (French) Fireiice (French) Franck_Miller (French) Jackplay (French) Krystlake (French) Mathieu_6900 / Dealicoux (French) Miss_Delight (French) PyrooTv (French) Raptors_Sigma (French) Tatastrophe (French) Timour (French) Germany Anhgezockt (German) DerHauge (German) DerValiser (German) Doctendo (German) EdesLetsPlays (German) edopeh (German) ELEKTROY (German) Greifenberg (German) GrumblesTheDwarf (English) Grumpei (German) HAKON (German) haveoc (German) jimpanse (German) kaaaay (German) KaddiCosplay (German/English) MeYeR (German) MomoMcLeod94 (German/English) Oldgriefer (German) Onkel_DD (German) PorkyJones (German) Recall (English) RoLaBeKa (German) ScheinheiligeSau (German/English) STENGERTgaming (German) Sukidingels (German) Torro (German) Walker #10474 / SolanumForte (German) Wautscher (German) yunakura (German) ZargoZ (German) ZombyraLive (German) Zoochamp (German/English) Greece iliasGaming (Greek) Japan GOUMOU FUSAO (Japanese) KRTkaruto (Japanese) Luca黒蜜糖 (Japanese) namifell (Japanese/English) ryo1 (Japanese) ShinChannel (Japanese) ukkiina (Japanese) Vi (Japanese) あきピヨ (Akipiyo) (Japanese) おうかみGames (oukami) (Japanese) おおかみGAMES (Japanese) クラウン (CRoWN) (Japanese) サバイバル系ゲーマーのライダー (survival game rider) (Japanese) セシカ-Sesika (Japanese) ねこたあき (NEKOTA AKI) (Japanese) ぺこP (Japanese) まるのゲーム実況チャンネル (Japanese) めるしーげーむず【Merci Games】 (Japanese) もつくGames (Japanese) ゆっくりこむさん (Japanese) りえぺこ (ripeko) (Japanese) ろくげんさん (Rokugen san) (Japanese) 夏梅ウルタ (@ulta3) (Japanese) 月波ナト (Nato Tsukinami) (Japanese/English) 裏影Projectチャンネル (Japanese) 飯田ぽち。【Iida Pochi.】 (Japanese/English) Jordan Malorydoto (Arabic/English) Mexico Tartaja (Spanish) Netherlands DD1GG (English) Insym (English) SerTachyon (Dutch) Norway SparkleGG (English) Philippines Estib PLAYZ (Filipino/English) Poland Banished Privateer (English/Polish/Russian) Bizantyjski Borsuk (Polish/English) Russia BoJl4eHoK (Russian) Camper (Russian) Games’n’Grumble (Russian) Krabo Land Games (Russian) PavelKaktus (Russian) Нед (Russian) Singapore Vedui42 (English) South Africa Jean’s Gaming (English) MissFiefie (English) Mon EvenStar (English) Mr.Reach (English) OtterLady (English) zaffa_geek (English) Spain Almejita___ (Spanish) Buck Fernandez (Spanish) Duvries (Spanish/English) killersamus (Spanish) KuldaharDRG (Spanish) Laxxuz (Spanish) NefariusAP (Spanish) Psiko9000 (Spanish) Ruperto_xd2 (Spanish) sargentocharli (Spanish) TekjaGameplays (Spanish) The other galaxy (Spanish) Sweden JonahBirch (English) LimaZuluTango (English) Thailand Salty Zombies (English) Turkey Elraenn (Turkish) Ukraine Jeens (Russian) Pragen_UA (Ukrainian) Survager (Ukrainian) United Kingdom Becsters (English) Grumbul (English) Heller (English) Jade PG (English) Khaines Korner (English) Kills4Thrills Gaming (English) Kraken (English) Maeda Miakoda (English) poopernoodle (English) Primate (English) Quagmire1428 (English) Strippin (English) VirtualFarmer (English) WIRED GAMING (English) United States 0reoCakes (English) 2CentsPlus (English) Atheenon (English) Avelaitixa (English) Aviarylaw (English) ayreframer (English) BabzyJae (English) BeatinBuzzers (English) BeetleBomb (English) Biohazardrayne (English) BlinkBlinkGames (English) BurkeBlack (English) Call me Pancake (English) Capp00 (English) Casketman20 (English) CBThaGreat (English) Circuitotv (Spanish) Cj Stark (English) Cletusbueford (English) CoinFuryTV (English) Colonel_Frosty (English) Cringer (English) CRREAM (English) DarkShiva (English) Disnof (English) Ditch (English) Duckman (English) Eldergoosey (English) Elfiasss (English) Emilycc (English) FalconRose (English) Falloutgurl4 (English) Flip_Switch (English) Game Society Pimps (English) Ging3rbomb (English) Glock9 (English) Gmart (English) Gnarly (English) Goochy (English) GothieXO (English) GranddaddyGamer (English) GrandSpartan (English) GunninGamerz (English) Helreina (English) HexAzrael (English) HinukanYT (English) Hologrunt (English) iLLMATTICGAMES (English) Iondis (English) j0hnbane (English) Jason Bulmahn (English) JaxTheRipper (English) Juicebags (English) justkingdion (English) Kage848 (English) karebearxp (English) Kattatonia (English) Kehnara (English) Kiitarie (English) KilianMusic (English) KillshotKitty (English) Kimscraft (English) KingGothalion (English) Kismet (English) Kodeations (English) Konzetsu (English) LadyMFNJenkins (English) Laurentheshort (English) LeksiW (English) LizardSeagull (English) LMG (English) Lostgirls27 (English) LuminariaRayne (English) Luuva_ (English) MikeNaiders (English) Miz Tracey (English) More2Me4Life (English) Moto (English) mshoboslayer (English) MzFlexx (English) Nangiii (Spanish) NITNO (English) ObiWannCoyote (English) ONE_shot_GURL (English) PakrNinja (English) PartiallyRoyal (English) pbmack36 (English) Rakunvar (English) Raptor (English) Rev3rend816 (English) Rybolt (English) Saven (English) shelBOO (English) Sippytango (English) Spartan-85 (English) Spiritchill_ (English) Squttnbear (English) Streamerhouse (English) SunBunnie888 (English) Survival Elite (English) TacticalFriedRice_ (English) Tala Tora (English) TBF Gaming (English) Temreki (English) TexCubSF (English) thatGrandma (English) The Narrator (English) TheOrigamiGuru (English) Tomato (English) TomGirlGamer (English) TripodGG (English) Twoshotsgaming (English) WaywardEko (English) WhosGamingNow (English) Zeuslair (English) Uzbekistan Kukijon (Uzbek) Click Here To Visit 7daystodie.com
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Alpha Exodus: Leaving Early Access The Fun Pimps are happy to announce 7 Days is leaving Early Access! With the launch of the next update, we’re moving officially to 1.0 for 7 Days to Die. TFP Co-Founder Richard Huenink details the move in this Video. He’ll talk about our decision to leave early access, the tentative launch dates for PC and Console Alpha 22 (Now 1.0), the roadmap of planned future updates and features ahead for all platforms, and the games new pricing. ALPHA EXODUS: The Road to 1.0 (Video) VERSION 1.0 GAMEPLAY TRAILER Have more questions? Look at our comprehensive FAQ below! ALPHA EXODUS FAQ 1.0 LAUNCH Q: Why release now? A: We have been developing 7 Days for nearly 12 years and have had over twenty large scale early access releases that have brought the game to a significantly different place and quality than where it began. Our team feels satisfied with our efforts, especially with the significant overall progress, art quality and optimizations that have gone into the current release slated for all PC and Consoles and are ready for launch. We are now turning our focus to other ways we can support ALL versions of the game – through our planned roadmap, free updates, and beyond! The Fun Pimps have and will continue to support 7 Days to Die development with a majority of their resources. Q: Why are some features in the road map? A: We have put significant work into these systems but some still have a ways to go to be ready for prime time. Rather than keep 7 Days to Die in further Alphas, we think it’s time to leave early access and officially announce our 1.0 launch, future plans and commit to the deadlines on these features. With that said, supporting and keeping parity with PC, PS5, and Xbox X/S Series will be our top priority. Q: So what does this mean for A22 and other Alpha builds? A: Alpha build updates that were detailed or talked about prior to this news are going to become the major planned updates shown in the road map. The naming convention will reset to “Version 1.0” and so forth. Q: Will there still be early release/experimental builds? A: Yes, we still release experimental builds on Steam before going stable. Stable releases will go to console and other PC markets after they are ready. Q: Will I still be able to access older alphas of the game? A: Yes we will continue to support this on Steam as the Steam policies permit. This will not be a feature in other platforms. Q: What about the Kickstarter stretch goals? A: We’re working on completing all stretch goals. As mentioned in the Kickstarter, some of these features will come post-launch. We are focused on ensuring all Kickstarter backers will receive the promised content. Q: What was the 7 Days to Die “Apocalypse Edition”? A: This was a tentative name we were considering for the console 1.0 release of the game. But, after working with Microsoft and Sony, we thought the best way to avoid brand confusion was to call it the console edition. We are scrapping “Apocalypse Edition” at this time to hopefully avoid confusion. Q: Is there a roadmap for post-release? A: Yes! You can view it below. Once 1.0 Launches, we’ll be updating the image with a more detailed look at what’s coming and when. PRICE CHANGE Q: Will there be a price raise? A: Yes, at launch of 1.0 stable the standard retail price of the game from that point forward will increase to $44.99 on all platforms and storefronts. We are offering a major Last Chance weeklong deal sale on Steam from April 22 to April 29, 2024 so that people will have one last chance to get the game before the price increases. Q: What will the price increase mean for my current PC/Steam copy of 7 Days to Die? A: Absolutely nothing! Your PC/Steam copy of 7 Days to Die is still yours, and nothing will change besides it coming out of early access with a large free update and all future free updates. We appreciate your early and continued support of our title, and hope you enjoy the full launch. Users who did not purchase the title before the pricing increase will, of course, have to buy the game at the new retail price point (or during any of our discount periods on Steam in the future!) Q: Why increase the cost? A: We feel as though the quality standard of the game has gone up significantly from when the initial price was set over 8 years ago along with over a decade of content and improvements. We’ve looked at how others have handled leaving early access, and this is a common practice. We in particular want the price of the PC version to have parity with the Console version. We do not wish to force any current users to spend more money to play the game they’ve always supported. However, new users should see the value the game offers reflected in the cost, and we hope that continued support might fund future endeavors in expanding the 7 Days to Die game even further – DLCs, Expansions, and continued free updates (including everything listed in the Road Map)! CONSOLE VERSION Q: What does 1.0 Mean for a Console Release? A: We are pleased to announce that 1.0 will be the version that the console launches on. While we currently are working out the exact release date, we’re aiming for it to release only a few weeks after the launch of PC 1.0 Stable. Q: Will the Console Version have Crossplay? A: While it will not be ready for the 1.0 Release, we are pleased to report that Crossplay connections already work with PC, PS5 and Xbox Series S/X. However, we are waiting for certification approval with Microsoft and Sony. We intend to have more information in the future, and hope for it to be released with Update 1’s launch (tentatively scheduled for Q4 2024). Q: What about the old Console version? A: Due to the significant technical differences between old and current console hardware, we will not be upgrading the legacy version. Legacy owners will have to buy the new title. However, we are working closely with Sony and Microsoft to provide a discount to digital legacy owners on their purchase of the new console edition. We made the decision early on to focus on a ‘new’ version of the game that is unified with our PC version, and our efforts to update the game post-launch will be entirely focused on that version. Q: What about the old Console version’s availability? A: Due to product and branding confusion, we will be delisting the legacy console version from digital storefronts when the new version releases. You will still be able to play your old copy if you own it, but no future purchases of the legacy edition will be possible. Q: Will I be able to use my old saves on the new version? A: No. You will, of course, be able to continue to use your old saves on the Legacy version if it is installed, but saves will not carry over as they are not compatible with the numerous new changes. Q: Will the new Console Edition get the same updates this time? A: Yes! Our plan is to give the console edition owners every free update that the PC version gets, keeping parity with PC for Crossplay. If a feature is not technically possible due to hardware restrictions, or is otherwise restricted by certification requirements set by Microsoft or Sony, it will not make it to the console edition. We will outline any future updates if they will be limited or not make it to the console edition. Q: Will the Console Edition get modding support? A: We are discussing this, but there are no concrete plans yet. We are looking into how this might be achieved while maintaining performance on the console edition. Q: Will the Console Edition support local splitscreen? A: No. Due to technical limitations and memory restrictions, this feature is not currently possible on the Console Edition. Q: Are there any plans for future consoles/ports? A: We have no plans to announce at this time. We are still looking into other platforms. Q: Will there be a physical edition of the game? A: At launch, the game will be digital only. We have no plans to announce at this time, but may look into this in the future. Q: Will there be any limitations or differences between Console Edition and PC on launch? A: Console Edition will have some limitations, including: Random Gen: The Console Edition will launch with a collection of pregenerated maps and the Navezgane experience. However, Random Gen will come in a patch soon after launch. Level/Prefab Editor and World Editor: The console edition will not launch with the level or world editor.. Internet Connection/Server Connection: At launch, the console edition will be restricted to peer-to-peer games on the same platform. As mentioned in the Crossplay section above, we intend to release Crossplay in Update 1, barring any certification requirements or technical hurdles. Other Differences: There will be a document in the future that details any other specific differences in performance, online capabilities, hosting features and more. UPDATE (4/22): Q: What does this mean for Gamepass? A: 7 Days to Die will be leaving Gamepass by the end of April. At this time, there are no plans to enter back into Gamepass. However, we are exploring all future avenues with Microsoft. Q: Save incompatibility between console versions? Also, will there still be Save incompatibility between patches? A: Due to the technical architecture of 7 Days to Die’s game engine, users will have to start a new game with each major update. Eventually, this will not be the case. Thank You from All The Fun Pimps 7 Days to Die has been an incredible journey for our Team over the last 12 years, and for our fans who have been with us since the beginning. This game would not be possible without the continued support of our incredible community who have stood by us for over a decade, and we thank you all for that. We will continue to support 7 Days to Die, because this game is still our team’s greatest passion. TFP will continue to make content, add new features and grow this Franchise… because it’s our favorite game too! We look forward to a bright future with many exciting releases! Thank you for all of the support you have given us over the years! Click Here To Visit 7daystodie.com