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Everything posted by RHG_BOT
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Hey Survivalist, We’ve just released Alpha 16.4 Patch. Which includes many of the most important bugs reported by the community. Official Alpha 16.4 Release Notes! Changed Reduced walk weapons sway and bow sway Forge input now has a timer indicating how long until the current item is finished Players now trigger sleeper volumes from further away to avoid spawning seen by the player Put fix in place to skip corrupt sleeper volume savegame data. Some general improvements to zombie jumping Fixed Sleepers spawning in front of players as they are breaking into building Grass is getting snow cover inside buildings Snowpack shadow regression Solar cells won’t show on trader refresh. Red Mesa elevator shaft stability fix and other improvements. Turrets play double sounds for clients Roads generating as Clay, Dirt, Gravel and Sand Land Claim does not prevent placement of minibike chassis. SI Exploit for Rock Prefab Zombies don’t seem to be attacking animals Dupe method “destroying container” Duping with 2 people using containers KeyNotFoundException for sleeper volumes Problem that particle for paint brush was never removed and slowed down the game Fatbelly (sleeper spawn trigger) should not go vertical Sleeper volumes are not being restored properly Gamestage calculates offline days as survived days waste_rubble_bldg_07 sleeper spawning after POI is cleared OSX: Camera view jumping after interacting with containers Sleepers that die while laying down shouldnt stand up Bear animation is jittery when the bear turns Snakes are fire proof Block 614 sucks player into it Wire Tool wire disappears when switching tools after first time use Zombies cannot climb or break New 3D Ladders from the back side ArgumentException when trying to continue a game Savegame Crash: EndOfStreamException: Failed to read past end of stream. Zombies sometimes clip into the ground and blocks when they jump LandClaimOfflineDurabilityModifier Force quiting the game when in respawn stage results in loss of crosshair etc Known Issues Onscreen keyboard is only available if you start the game from Steam’s Big Picture Mode Smell is not working with the new stealth we will revisit it in a17 GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader. Farming of crops other than yucca and hops affects performance Precipitation and cold temp going through windows, glass blocks, doors, and hatches Excessive use of trigger plates may cause servers to lag during hordes. Gore block dup Please report any issues in the Alpha 16.4 Stable Bug Report forum thread View more from 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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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
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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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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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We just released Alpha 18.4 b4 language patch to stable with many great bug fixes and improvements. Read on for more details. Official 18.4 Bug Reporting Thread Official 18.4 Release Notes Added Dyes on junk turrets now display the color when placed on the groundDebugshot command now also reports perks, books, and schematics for forum reporting and testing (creates .csv file in screenshot folder)Toggling of local player ignored by AI using left shift+keypad* keySpectator Mode for admins. Use “sm” command in consoleRotate back is assigned to tapping “Reload” Changed Changing time with commands or time slider now recalculates the blood moon dayRebind “Accelerate” and “Reverse” to trigger buttonsBind horn to D-Pad RightLocalization now includes community feedback Fixed Drunken Disorderly now also works with moonshineMicrowave collision box was correctedBottom face of Control Panel Base 07 is no longer see throughHat mods no longer have hair poking through the helmetHandy Man steam achievement now works with new multishape frame block.Claim blocks now properly protect against explosives againBetter Barter no longer allows better prices at vending machinesIntimidation with a 44 Magnum no longer works on vending machinesWaypoints not on the screen no longer activate when moving the mouse over the screenCheating XP by spamming the action key with books on the toolbelt is now preventedLoose board traps successfully destroy now when damagedPlayer clothing is properly removed with drop on deathRamp shapes no longer delete faces to allow exploitsBurntWoodBlock4 no longer disappears when a block is placed under itDirt and topsoil now use the same mats for the same craft timeThe wooden chair uses its proper texture againLoose board blocks now show a block when fallingTar paper (ID 148) can now be picked from the paint menuOnly single players can interact with spotlights and turretsForges no longer slow down the gameNo more crashes caused by the electric fenceWarning spam by electric fence wiring is also fixed nowJunk turret hits and kills do not trigger perk bonuses while holding related weapon anymoreJunk Turret also respects party members that are not alliesOffsets on some multiblocks were corrected“Invisible” from Debug Menu and Invisible hotkey now properly do what is expected Fixes for Localization Initial saving of a new prefab is properly localized nowLocalized distance and coordinate designationsTooltip names of items will no longer be displayed off screenUI label sizes fixed to fit visual layout (skill dialogs)Quest Chain Rewards “NONE” is localized“Required” for campfire and forge recipes is now localizedBatter Up Vol 7 name and description are correct againLoading screen before main menu is now localized Click Here To Visit 7daystodie.com
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Hey Survivors, We are proud to announce that the ‘Alpha 21 Streamer Weekend’ is finally here. We have partnered with over 190 streamers from 34 countries. We will be running the Streamer Weekend event from Friday, June 9th starting at 12 pm CST through Sunday, June 11th. Expect a public experimental to follow sometime Monday afternoon June 12th. Many will be streaming all weekend and giving away Free Game Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours. A21 Official Release Notes Australia ActualAzza Australia, English AzzaFortysix Australia, English JaWoodle Australia, English Patrol Nation Australia, English Viktoriahhh Australia, English Austria Danu Thuata Austria, German Belgium Azghaaar Belgium, French Brazil Andarilho Brazil, Portuguese LeoRobertGames Brazil, Portuguese Zeca Sobrevivente Brazil, Portuguese Canada CrypticFox Canada East, English DaphyDuck91 (Not-A-Gamer-Gaming) Canada East, English GameEdged Canada, English Genosis Canada, English KillClynton Canada, English LittleMonstersTV Canada, English Lumynestra Canada, English Nakatron Canada, English Ottomatik_Gaming Canada, English Skippy0330 Canada, English xSgtPepperx Canada, English Chile J.C.’s Channel Chile, English China Dove.K China, Chinese huannan5300 China, Chinese Kevin233 China, Chinese Survive Survival (生生存存) China, Chinese Croatia CallunaSpitfire Croatia, English Finland KatsPurr Finland, English Rasite Finland, Finnish France Franck Miller France, French Hardstyler France, French jackplay14 France, French Tatastrophe France, French Timour France, French Germany Cornelius Germany, German DerValiser Germany, German EdesLetsPlays Germany, German Hirnsturz Germany, German Jack Fleischhammer Germany, German MrHelm Germany, German RoyaleWithCheese Germany, English SolanumForte Germany, English STENGERTgaming Germany, German Wautscher Germany, German ZargoZ Germany, German ZombyraLive Germany, German Zoochamp Germany, German/English Greece iliasGaming Greece, Greek Ireland DerAva Ireland, English Games4kickz Ireland, English Japan Aki Piyo (あきピヨ) Japan, Japanese ibaken-GAMEチャンネル Japan, Japanese Marugame (まるのゲーム実況チャンネル) Japan, Japanese Merci Games (めるしーげーむず) Japan, Japanese MisutoM (ミスト) Japan, English oukami2929 (おうかみ) Japan, Japanese Peko P (ぺこP) Japan, Japanese Play Without Study (勉強ばっかりしてないで) Japan, Japanese Rokugen san (ろくげんさん) Japan, Japanese ryo1 game/ゲームチャンネル Japan, Japanese sanocci_TV (さのっちTV) Japan, Japanese Survival Gamer Rider (サバイバル系ゲーマーのライダー) Japan, Japanese Urakage (裏影Projectチャンネル) Japan, Japanese Yakkyo (やっきょう) Japan, Japanese Yukkuri com san (ゆっくりこむさん) Japan, Japanese Latvia Kornelius Briedis (forger) Latvia, English Mexico Nadezhi Mexico, Spanish Netherlands DD1GG Netherlands, English Norway NordicRoad Norway, English SparkleGG Norway, English Poland Sztakier Poland, Polish Russia Games’n’Grumble Russia, Russian Krabo Land Games Russia, Russian Mr Aleks JackSoN Russia, Russian Novak1N (Новак) Russia, Russian Singapore Vedui42 Singapore, English South Africa JeansGaming South Africa, English Mr.Reach South Africa, English OtterLady South Africa, English SnowBee South Africa, English Zaffageek South Africa, English Spain BuckFerndandez Spain, Spanish charlisin46 Spain, Spanish Duvries Spain, Spanish MenosTrece Spain, Spanish Psiko9000 Spain, Spanish TekjaGameplays Spain, Spanish The other galaxy Spain, Spanish Xacbert 00 Spain, Spanish Sweden Jonah Birch Sweden, English Thailand Namsaknoi (Salty Zombies) Thailand, English UK Gangsta Gamer UK, English Grumbul UK, English HixxyDubz UK, English Khaines Korner UK, English Kraken85 UK, English Mother0fChickens UK, English Primate UK, English Quagmire1428 UK, English Spanj UK, English Virtual Farmer UK, English ZippyTurnip UK, English Ukraine Survager Ukraine, Russian USA AQuinnie USA, English Arrican USA, English Atheenon USA West, English Aungelecette USA West, English AviaryLaw USA East, English Ayreframer USA Central, English Azillian USA, English Babzyjae USA, English BadAimAbby USA, English Banlish USA, English BeetleBomb USA West, English Bittywood USA, English BlinkBlinkGames USA, English Blitzfire911 USA, English BrandyNicole USA, English CapCorgi USA, English Capp00 USA Central, English Casketman20 USA Central, English CBThaGreat USA East, English CoinFuryTV USA East, English Colonel_Frosty USA, English Combat Nursing USA, English Copendub USA East, English Cuda87 USA, English Danny (TGG) USA, English DeeSimsYT USA East, English Ditch USA East, English EvanAndKatelyn USA Central, English FailChildJo USA, English FatalSeductions USA, English FknMiracles USA, English Flip_Switch USA West, English GameSocietyPimps USA, English Girlthulhu_ USA East, English Glock9 USA, English Grabbys USA West, English GranddaddyGamer USA, English GrandSpartan USA, English GunninGamerz USA, English GunsNerdsSteel USA East, English HinukanYT USA East, English HolyXDD USA West, English ItsEye USA, English Jason Bulmahn USA West, English JBMagic USA East, English justkingdion USA, English Kage848 USA, English KardinalZyn USA East, English kic Gaming USA West, English KillJoyJessica USA, English KillshotKitty USA, English Kismet USA East, English Kyoslilmonster USA, English LaurenTheShort USA West, English LeksiW USA Central, English LMG USA, English LuminariaRayne USA, English Luuva USA Central, English lyelye25 USA, English MikeNaiders USA East, English MistermooseGaming USA Central, English Miz Tracey USA, English Mockjay_ USA, English More2Me4Life USA East, English Mz_Flexx USA, English Mz_KoNFliKTeD USA, English Nerdlette Gaming USA, English NikachuRay USA East, English ONE_shot_GURL USA East, English OwliesaurusRex USA, English PakrNinja USA Central, English Papa SmAXE USA, English PapaNox USA East, English Park_Jom USA, English PartiallyRoyal USA, English pbmack36 USA East, English PokketNinja USA Central, English ProLikeChro USA Central, English Qb1Junkie USA West, English Remedy89 USA, English Saven’s World USA Central, English Scarlett_Ivy_5 USA, English ShadowFox USA, English SippyTango USA Central, English Spartan-85 USA, English Starsnipe USA Central, English SunBunnie888 USA East, English TBFGaming USA, English th3BeardedBaron USA, English thatGrandma USA, English TheLastSeahorse USA West, English TheOrigamiGuru USA West, English Trivia Rose USA, English umshelby USA, English USS_Sully USA, English Venttex USA Central, English WaywardEko USA, English WhosGamingNow USA, English Zanthyst Gaming USA West, English Click Here To Visit 7daystodie.com
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2021 Job Openings The Fun Pimps have been busy not only working to go Gold on 7 Days and port it but to ramp up teams for 2 new exciting unannounced projects that are in early development. Join the team that started the Survival RPG genre. ‘7 Days to Die’ a Steam all time top 100 seller has sold over 12 million copies. Navezgane awaits! Here are the current Job Openings Click Here To Visit 7daystodie.com
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Farewell to a Mentor By Richard Huenink It is not often that I get personnel on the internet or with our company ‘The Fun Pimps’ but the last couple weeks we’re hard and under the circumstances I felt compelled to write something. You see on August 6th my Uncle, Joel’s Uncle our Uncle Jim died unexpectedly. Jim was only a few years older than me so having Jim in my life was like having another older brother. Growing up we spent many weekends, holidays, and summers at my Grandparents farm with our Uncle Jim. We shot old cans with BB Guns, looked for arrow heads down at the Creek, played with the dogs and cats, built stick forts out of old tree branches, cut shatter cane together for money, helped Grandpa with a cow giving birth, and ate stacks of Grandma’s pancakes together. We played Pinball and Pool before video games even existed at the local Tavern, drank Orange Crush and Grape Nehi sodas while Grandpa had a Hamm’s Beer. The first car I got to drive was Grandpas’ old truck with Jim, the first R rated movie I saw was ‘Dirty Harry’ at a Drive-in with Jim. He was a kind and gentle soul, a good friend, and loyal to his family. He would never hurt anyone, never lie, would always help when needed, and would give you the shirt off his back. The list goes on and on. We had so many great memories of times we spent with my Uncle Jim. One would think having this kind of impact on another’s life would be plenty. But there is so much more. Jim gave his Nephews a love of comic books, Science Fiction Movies, Horror Movies, Action Movies, Board Games, and Action Figures. He also by example showed us how to make our own action figures by welding and reshaping plastic army men and painting them to look like superheroes at least 40 years before anyone ever heard the words ‘Merchandising’. He inspired us to make up own comic books with pencil and paper and build our own boards games from cardboard, construction paper, glue, and markers. You see Jim was a big time Nerd years before it was cool to be one. Jim gave his Nephews a love of all these things and giant imagination to go with it. Nearly 50 Years later we are still Nerds. With a lifetime love of movies, comic books, board games, and video games and a creative spark about 7 years ago my brother Joel and I, influenced so much by our Uncle Jim took that passion and imagination and started up a Video Game Company ‘The Fun Pimps Entertainment’ and created the ‘7 Days to Die game’. Today the company has sold over 10 million games, employs nearly 50 people, and has provided a good living for all of us and our families. Surely this would not have been possible for a couple of small town boys from Nebraska to achieve without the major influence of our first mentor ‘Uncle Jim’ who showed us all how to love the Nerdy side of life, open our imaginations and Dream big. You could say Jim was the original Pimp. His impact will not go unnoticed. So please go out and be a mentor to someone, and share what you love because you never know what impact you might have on them and what great things they may go off and achieve. Farewell mentor you will be missed. Richard Huenink (Co-founder The Fun Pimps) Uncle Jim our first mentor Click Here To Visit 7daystodie.com
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Hey Survivors, We are proud to announce that the Alpha 19 Stable is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum bug reporting pool. Forum Bug Reporting Pool Alpha 19 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advises you to delete you 7 Days save Game data folder before playing. TFP is extremely excited for this release. It’s as big as the last couple alphas and is packed full of new content, bug fixes, optimizations, and game balancing. Read on for more information! Alpha 19 Official Release Notes Linear Color Space Lighting Alpha 19 has gotten a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself. The video option to adjust gamma has been changed to brightness, so it works with the new lighting. It also has a more balanced range of darker to lighter adjustment. Lights now use a priority system, so close lights are updated rapidly to reduce visible jumps in their intensity and range. Interactive Loading Screen We added a brand new interactive loading screen with over 20 tool-tips on how to play the game from basic to advanced. The user can cycle back and forth through them and learn how to play the game better while it’s loading. It also looks better with new HD screenshot backgrounds. Improved Game-pad Support We have combed through all game-pad functions making sure everything is up to date and working and we also improved defaults like for driving. Additionally we added a new reverse directions for block rotation placement. New Survival System & Critical Injuries We gutted the old ISS or interactive survival system that blackened and clamped your health and stamina bars from filling because it was confusing to players. We replaced it with an all new critical system. All critical injuries that blacken or clamp your max health or stamina will be caused by a new critical buff on the left of the screen. These new critical buffs are clickable, taking the player directly to the player status effect screen where you can read about the problem and its cure. When you are at full health a zombie can never cause a critical on the first hit so we don’t want to hear about unfair crits! =) Once you take a few hits, or get reckless in close combat the chances increases. Being at low health also increases the chance of receiving a critical. Armor reduces this chance by a flat amount, creating a buffer that enemies must overcome before they can hit you with criticals. Some criticals are incremental. A sprained arm makes you vulnerable to getting a broken arm. Some injuries don’t take kindly to being ignored. Sprinting or jumping with a broken leg will not work in your favor. If an injury is affected by an action like that then the buff icon will blink briefly and you will know that something happened. New and reworked critical injuries include: Abrasions – The most common injury that you get in fights. They cause no additional problems.Sprained or Broken Arm – Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it.Sprained or Broken Leg – Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it.Deep Lacerations – Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit.Concussion – Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers.Infections – Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless until it reaches 5%. At that point it starts getting worse and you need medication to cure it. While you have an infection any hit you take will make it worse. Food and Water Bars We’ve added food and water UI bars under the players belt inventory. The blue bar is for your water level and green for is for your food level. You will see them go up and down based on your current hunger and thirst levels. HD Characters We have overhauled and re-imagined many of the characters in HD. They may look better but they have less draw calls and are slightly better in performance. New HD zombies include: Zombie ArleneZombie DarleneZombie MarleneZombie BoeZombie JoeZombie MoeZombie YoZombie SteveBig Mama ZombieCrawler ZombieTrader JenTrader JoelPlayer arms – male and female Dynamic Music System TFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features. The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player. From this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader. Exploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. As of Alpha 19 there, are 31,558 unique combinations of music. Music volume, daily allotted probability and On/Off toggles are available in the audio menu. We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape. Loot Progression/Balance Loot distribution has been smoothed out so that you do not find end game loot too soon and have no more upgrades to look forward to. Loot has been balanced to provide a smooth progression from primitive, iron and steel items. This change provides a steady progression for the player and gives some incentive to craft, while slowing the economy a bit early game. The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality. There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals. Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle. Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest. We will be continuing to fine tune loot progression in patches. In the future we plan on unifying loot progression, quest loot reward progression and trader for sale item progression more unified. We are planning on having biomes and/or POI with both harder enemies and better loot. Enemy Progression/Balance Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value and player parties accumulate roughly 2/3 of the combined game-stage that they used to. This makes the enemy difficulty grow slower you won’t see high end enemies on the 2nd blood moon. On Screen Sprite System We added a brand new Nav Objects On-Screen Sprite System to help players more easily locate important items in the world such as fetch quest containers, player backpacks, spears and more. We are using this system on many of the harder to find important items and events in the game. The new Nav Objects On-Screen Sprite System, which govern the On Screen Icons, Compass Icons and Map Icons. These functions are easily configured in the XML and allow adding custom Nav Objects for Entities, Quest Objectives and Items for those who enjoy modding the game. Some of the items that are using the new Nav Objects On-Screen Sprite System include: Quest Rally MarkersQuest Fetch ObjectsDropped Player BackpacksPlayer BedrollsPlayer owned vehiclesTradersThrown spearsAir Drops Quest Improvements We have improved many of the quest types and even added new quests here are some of the improvements Quest Sprites – We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find.Dig Quests – The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure.Opening Routes – We have added new trader to trader quests that guide the player to the next closest trader after completing 10 quests. This continues until the player has delivered a package to all 5 traders. World and Location updates We added a ton of new locations to the game including remnants. These give the player easier low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge. We have updated Navezgane significantly increasing the playable space into the radiated zone with new roads that lead to new developments adding many new POIS or locations that were never in Navezgane before or updating cities. Locations include: New Desert business developmentNew Snow modern developmentNew Forest old housing developmentNew Desert modern housing developmentNew Desert old housing developmentDesert City of Departure has been updatedSnowy city of Perishton has been updatedWasteland City of Gravestowne has been updatedSome Trader locations in Navezgane have been moved to improve distances between traders We have improved Random Gen in A19 to use every POI possible in the game so players will see the breadth of content like never before along with a lot of tagging updates and improvements. In fact an A19 Random Worlds can have over 500 unique POIS! We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include: 2 Grocery Stores2 Gun Stores2 Pharmacies2 Hardware Stores2 Clothing Stores2 Electronics Stores7 Ranger StationsCarlot_01New High Schoolsawmill_01house_modern_12house_modern_13house_old_gambrel_0412 Remnantsdeparture_city_blk_plazapark_basketballpark_plaza_01park_plaza_02red_mesacelltower_01 Changed Light intensity correction to all POIs to work better with the new linear lightingWasteland biome now spawns smaller but improved deco remnantsRemoved un-needed random gen POISImproved naming conventions of some biome spawned poi remnants and deco piles. all will have the term deco first in their file names nowRenamed bank to store_bank_01Removed un-used old tree pilesDeprecated old cover pile pois that were not being used anymoreMoved special totoz east of football stadiumMoved pawnshop from departure to rural pine forest where old small bookstore wasRemoved all non forest and burnt forest player spawn locations to work with the new trader to trader quest progression in Navezgane. Will be adding more back to get varietyAdjusted pine forest biome to take over a small amount of the winter biome in NavezganeMoved gas station 6 to outskirts of Perishton to make room for new plaza across from courthouseFixed over-sized trees in Persihton and improved city block performanceDeprecated old burnt pine cluster POIS as the are not neededRemoved alleys from Gravestowne blk improved Gravestownes overall lookOptimized Diersville city blk a littleSize and position of remnant mill so it fits to the alley in PerishtonReplaced many duplicate survivor sites with POIS never in NavezganeTrader Hugh and Trader Joel can now spawn in any biome in RWGSingle bed & mattresses POI replacementOptimized store_autoparts_01 from 487K verts/513K tris to 317K verts 315K tris Fixed Cabinets in Fastfood_04 are not lootableCemetery 02 torches that were not onWrong bookcases in bank POIBoat docks 02 collapsesBoats Docks 3 collapsesSi issue bar_stripclub_01 Fake cabinets in Berserker Bill’s Loot cover in abandoned_house_05 has an SI issue Trailer_01 prefab si issue when wrenching the car Missing support pillar in gas station 05 Incorrectly rotated drinking fountain in factory 01Survivor_site_05 has cobblestone clipping through tent Garage roof at house_old_pyramid_01 has si issue when stepped on Lights in front of the Bear Den are too bright CeilingLight04 spotlight was sideways and adjusted defaults Environment Art The Art Team has grown much bigger and they have made some major improvements including: Snow Trees – Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume.Burnt Trees – Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest.New skies – Updated sun and moon rendering, cloud blending and lighting, and horizon blending.New fog – Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water.Updated Textures – Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering.Commercial Stores – All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs! Nearly 150 new commercial assets including:Hardware store shelvesGrocery stores stocked with food, beverage itemsRotten produce binsTrashed store shelvesFrozen food refrigeratorsBeverage refrigeratorsPharmaceutical drug shelvesClothing racksClothing shelvesMannequinsStore display casesGun and ammo display casesGun racksShoe racksElectronic store shelvesBook shelvesShooting targetSquare and round hay balesRestroom signs New Weapons & Items We added several new tools and weapons: Tech level 3 – we’ve added a whole new line of weapons to give you the firepower you will need to face future special infected, bandits and more! Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.Automatic shotgun – This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you.Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.Impact Driver – This tech level 3 tool is the fastest way to harvest mechanical items. Strip down cars and mechanical items down in seconds! Tech level 2 Ratchet – This new tech level 2 harvesting tool is faster than a wrench and degrades slower.Tactical Assault Rifle – This new tier 2 assault rifle is a step above the 762 in range, accuracy and fire rate. Tech level 1 Robotic Sledge – This robotic weapon is a stationary turret with a large sledgehammer shaped pulverizing arm that punches enemies and can knock them down easier at higher quality levels. It is governed by roboticsBlunderbuss – Not a new weapon, but with the loot re-balance this weapon might save your skin early game and is craft-able from basic components. All existing tools and weapons have either been remade from scratch or had an art update to pbr textures for the new linear lighting. New Candy We have added candy to the vending machines, they allow players to have a short term modification to game-play and provide a few calories: Atom Junkie – Atom sized candy and atomic sized power! Increase explosive damage 50%.Covert Cats – Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage.Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot.Hackers – These tasty treats give you 20% more harvest when salvaging.Health Bar – Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster.Jail Breakers – Be the daddy to that stubborn lock. 100% success chance to pick a lock.Nerd Tats – Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits.Oh Shitz Drops – Be prepared for those Oh Shitz moments! Fall damage immunity.Rock Busters – Jawbreakers got nuthin’ on us! Gain 20% more resources mining ores.Skull Crushers – Rock hard candy that gives you a rock hard punch. Increases melee damage 50%.Sugar Butts – If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Get a 10% better deal buying and selling. New Perk Books We’ve added three new book sets, Bar Brawler, Spear Hunter and Tech Junkie! Bar Brawler Basic moves – Adds 10% damage.Drop a bomb – Sprinting power attacks can knock down your opponent.Killer Instinct – Gain 5% damage with each kill up to 15%.Finishing Moves -Do extra damage to knocked down opponents.Adrenaline Healing – Recover extra health with each punch.Rage mode – Attack and move faster after getting hit.Boozed up – Drinking beer no longer blurs your vision and your buzz lasts twice as long.The 7th Curse – The 7th unarmed strike in a short time deals 300% damage. Spear Hunter Damage – deal 10% more damage.Maintenance – Spears degrade 20% slower.Steel Spears – Craft steel spears.Strong Arm – Spears travel faster and further.Rapid Strike – Thrust spears 10% faster.Punctured Lung – slows your target.Deadly Combo – Hits scored in quick succession do 10% more damage up to 30%.Kill Move – Power attacks to downed opponents do 50% more damage. Tech Junkie Robotic Damage – Robotics do 10% more damage.Maintenance – Robotic weapons degrade 20% slower.AP Ammo – Craft AP ammo for robotic weapons.Robotic Turret Shells – Craft shotgun ammo for robotics.Stun Repulsor – Craft this mod that sends enemies flying on charged hits.Charged Strike – Increases chance to get an instant charged strike.Hydraulics – Increase the fire rate of robotic weapons.Bulk Crafting – Craft all robotic ammo in bulk. Perk Balance We have restructured existing perks and removed others so auxiliary perks don’t always have 5 ranks, as well as reduced some attribute requirements for auxiliary perks. This was changed to give less desirable perks more bang for the buck. Perception Perks Lockpicking, The Infiltrator, Animal Tracker now only have 3 ranks.The Penetrator has 4 ranks instead of 5.The treasure hunting ability of lucky looter that reduced dig radius has now been removed from Lucky looter and is its own 3 rank perk that reduces the new treasure hunting radius ring. Strength Perks Sexual Tyrannosaurus has 4 ranks instead of 5.Heavy armor was moved from Fortitude to Strength and now only has 4 ranks. Fortitude Perks Well Insulated, Living off the Land, and Rule #1 Cardio now only have 3 ranks.Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank. Agility Perks Run and Gun, Flurry of Blows now only have 3 ranks.Light Armor and Parkour now only have 4 ranks. Intellect Perks The Daring Adventurer, Charismatic nature and Physician now have 4 ranks. Yeah Science is removed and its perks are merged with various other perks. AI Improvements Enemy Break-through System We have added a new Enemy Break-through System that gives enemies random animation probabilities when enter the scene after breaking through a door, 2-meter opening or monster closet. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:Ragdoll Entrance – The enemy will ragdoll through the opening and then get upStubble Entrance – The enemy will stubble through the opening before pursuing the playerLunge/Boost Entrance – The enemy will lunge and boost through the opening towards the player Enemy Falldown System We have added a new Enemy Falldown System that gives enemies random animation probabilities when enter the scene when falling from heights of 2 or more meters. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:Falldown Ragdoll Entrance – The enemy will ragdoll after landing and then get upStubble Entrance – The enemy will stubble after landing before pursuing the playerLunge/Boost Entrance – The enemy will lunge and boost after landing towards the player Enemy Pain Stun Lock AI Pain resistance has been improved. It still builds up over time, but has been adjusted to be harder to stun lock enemies. We fixed pain reactions not always triggering. Pain now uses a new hit blending system, so different strengths and durations of pain are shown and can happen while AI is attacking. Head Tracking We have added head tracking to zombies, NPCs and animals. They will now turn their heads to look at their target. Enemy and Animal Swimming Zombies and animals are able to swim in water and at a faster speed than they moved before, so be careful in the water. Zombies and the bear now have swim animations. AI pathing still generally follows the bottom of a body of water, but when they near their destination, they can swim upwards. Added AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chanceAI partial path picking may choose lower paths if lower AI intelligence and less dumb AI will pick higher paths over timeBear pain resistance, moved pain to an anim layer, so can still move and doubled healthPain resistance on all animals and anim layer on boar, deer, mountain lion and wolfZombie Hit layerCreate Bear Swimming animationsSwim state to deer and wolfTrader head trackingZombie random move speeds based on difficultyBlood moon spawner will instead spawn a radiated vulture 50% of time if target is in a vehicleBlood moon zombies will 50/50 teleport closer or die if target player is far awayBlood moon zombies have an increased loot drop rate after every x have spawnedBlood moon vultures always see and chase at any distanceBlood moon vultures chase vehicles at 250% speedVultures can now attack blocks when chasing their preySleeper pose material and low res textureZombie rage chance scales based on hit damageZombie rage duration does not count down while stunnedAi rage console commandCrawler’s climb will exit anim early at destination, moves same as anim motion, disables tilt to ground and reduced snap speedZombie normal/fat attacks are faster right handed and slower with leftZombie hits are triggered by anim Hit eventsZombie random attack anim blending and additional animsZombie mirrored wall attack animsFat zombie attack anims Changed AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chanceReduced AI rage chance base damage to 40Zombies have more pain resistance and will attack even if playing pain animations more frequentlyLowered non bashing pain threshold to 6 damageRemoved bashing attacks randomly not causing painReduced blood moon zombie corpse despawn time to ⅓Increased radiated vulture damage to 150% entities and 400% blocksImproved vulture attack reposition durationIncreased vulture attack anim speedGreatly reduced zombie alert times when hurt or after chasing a seen targetIncreased health of dire wolf and mountain lion dramatically, zombie dogs and wolves marginallyIncreased boss Grace’s healthAggressive animals in the forests only spawn at nightDirewolf now shares assets with regular wolf and uses new scale code instead of a scaled prefabRemoved all old direwolf assetsRemoved start of crawler climb up anim Fixed Zombie attacks are triggered too early by charging towards and then back peddling quicklyHostile animals attack while electrocutedSpider zombies can still jump while being shocked (and mountain lions)Zombie crawler shock effect displays as if walkingRabbits are digging when idleWrong name for IsAnimalEntity property making AnimalCount stat always zeroGetMoveToLocation raycast not using origin and giving wrong heightPhysicsSetMaxHeight was adjusting the first animal large colliderAnimal larger colliders would shift to wrong offset depending on facing directionAI rage chance above the base damageAI digging when blocked and above but only a short horizontal distanceAI sliding down steep slopes that player can useMovement slowing when attacked was not removed with pain resistanceJumping after a fall due to blocked time accumulating during fallVultures could wander instead of attackingVulture attack origin too high, gliding while attacking and excessive repositioning if blockedAnimal attack anims skipped when rapid attacksWandering horde zombies seen sliding and not walking on dedi and P2PZombie controller decreasing AttackAnimation, UseAnimation and SpecialAttack2 playing times when base already does Random Gen Improvements Random world generation has undergone a few changes to help improve generation. Biome generation – We have made biomes random in placement and size to allow for less predictable layouts.Trader World Placement – Trader world placement was separated from regular wilderness POI placement so it could be made more predictable.Player Spawns – Initial player spawns were changed to make starting out easier for new players.POI Distribution – We have improved Random Gen in to use every POI possible in the game so players will see the breadth of content like never before. Random Worlds can now have over 500 unique POIs that can spawn!Pregen Maps – We re-created 3 brand new alpha 19 pregenerated maps to play Animation Improvements Added rigs and content created for support on new weapons and tools including: Impact Driver, Auto Shotgun, Desert Eagle, Sharpshooter Rifle, Double Barrel Shotgun (reworked model), Junk Drone, Junk Sledge, and Ratchet.Added fall/land animations to support new fall-down system. Also added additional stumble animations when breaking through obstacles.Added zombie swim animations to support new swimming system for zombies.Updated 3rd person locomotion lower body update and upper-body update that supports up/down aiming and firing for new and existing melee weapons.Updated various zombie characters and player arms with new models. Dynamic Resolution A dynamic resolution system has been added that allows the game to draw 3d graphics at a lower resolution than the main game window is running at. This can increase FPS while allowing the UI to run at full resolution. Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings: Dynamic Resolution ModeOff – DisablesAuto – Enables it and will change resolution based on your FPS. This uses some video memory.Scale – Enables it at a fixed resolution. Useful if you are trying to hit a specific FPS value like 60 and prefer a constant resolution. This uses less video memory than Auto.Dynamic Resolution Min FPS – When Mode is Auto and running below this FPS value it will decrease the 3d resolution.Dynamic Resolution Scale – The percentage to scale down 3d rendering when mode is Scale. Lowering your screen resolution will only increase FPS if your video card (GPU) is the bottleneck. If your CPU is the bottleneck, a lower resolution will not increase FPS. Vehicles We have done a number of improvements to vehicles listed below. Added Vehicle collisions with entities uses their mass ratio and hit angle for damage, velocity reduction and ragdoll threshold/chanceVehicle collisions with entities during blood moon slows vehicle and is harder to ragdollVehicle damage by entities during blood moon slows and pushes vehicleVehicle cosmetic slot that accepts dye (this is not functional and will be used for some type of modding in the future)Players exiting vehicles retain most velocityVehicles keep full velocity when driver exits and no wheel on groundVehicle driving increases food consumption Changed Increased vehicle damage from entity collisionsRemoved vehicle parent_part from xmlEntities killed by vehicle hits would have little ragdoll force or play an anim and improved ragdoll hit forceVehicles that are supposed to be up on blocks are in themVehicle damage amount to entities did not use actual relative motionVehicle ragdoll force on entities was invertedRemoving vehicle mods did not update itemVehicle physics not transferred when client or server took controlVehicle engine would not stop if brokenControls break when hitting esc at the same time you enter a vehicle Server administration and multiplayer config changes, console commands, etc Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”Added optional “display names” to admin / ban / whitelist commands to make it easier to remember who the entries in the XML belong toAdded command “camera” to allow locking the camera in place or saving/loading exact camera positions, e.g. for screenshotsAdded the ability to search for commands with “help * <searchstring>”Added the command “getlogpath” to easily find location of the current log fileAvailable buff names are now listed when using the “buff”/”debuff” commands without argumentsFixed the “buff” console command recognising all valid buffsChanged the “debugshot” command to also save the list of currently bought perks as CSV next to the screenshotChanged the “chunkreset” command to work when run by clients tooChanged the “chunkreset” command to take block coordinates instead of chunk coordinatesFixed games hosted as “Friends only” could be joined by random people through the Steam profile page if you had not set your profile to privateChanged the “Terminal Window” window name to include the server name and portFixed the game logging errors when the executable was called with non-GamePref command line argumentsClient side cached map view no longer persist between different servers with the same world a player connects toAdded a note about port ranges for servers to show up on the LAN tab of the server browser to the serverconfig.xml template In-Game Commands Networkclient and networkserver console commands each with latencysim and packetlosssim commands to enable latency and packet loss simulationScreenshots are saved as tga when pressing left shift + F9Gfx graph #, cvar, pe and stat console commandsGfx graph fps and gfx graph dr console commands (type gfx for help, example “gfx graph fps 200”) Chunkreset console command f parameterTeleport to POI window, triggered by console command “tppoi” Modding Support (In game) Localization from mods now pushes to clientsAdded: Support loading prefabs from modsAdded: EntityClasses can be hidden from spawn menu with the property “HideInSpawnMenu”Added: Target health bar visibility can be configured from XMLAdded: Support XUi binding of CVars with specified formattingAdded: XML driven on-screen icon systemAdded: Worldglobal config fileChanged: World file processing is no longer based on file timestamps but rather actual content changesFixed: XPath insertAfter patches inserted elements in reverse orderFixed: Multidim blocks were only interactible on one end Level Editor Improvements Added: editor only command “sleeperreset” to reset sleeper volumes for quicker testing without reloading levelAdded: Disable biome spawns in playtest modeAdded: Screamers will not spawn in playtest modeChanged: Light editor max range to 40 and step to .5Changed: Light editor to remove tile data when saving with defaultsChanged: Increased light editor min/max spot angleChanged: Updated default spectrums for POI editorChanged: integrate standard localization handling for Light Editor propertiesFixed: Light editor Esc key cancelled, but left the visible changesFixed: Light editor changed tile entity color when only save shouldFixed: Light editor not removing all changes on cancelFixed: Reduced fog in POI editorFixed: Can not create a world using World Editor and receives an NREFixed: DirectoryNotFoundException from Prefab Editor from non-existing maps UI Improvements Map popup for creating waypoints can now be dismissed by clicking on the mapAdded UI scaling optionAdded a refresh button to the server browserAdded support to paste “IP:port” combinations into the IP field in direct connect window and automatically extract the port to the port fieldAdded a warning on the New Game window when the selected world was created with a different major version of the game, mostly as the world’s prefab list could contain outdated entriesFixed: Scoreboard admin star can no longer get covered by player namesFixed: The last letter of some tooltips was below the tip boxFixed: Hovering over a blank slot in a container showed item tooltips from items in another containerFixed: Hovertext on lootable/harvestable items was displaying two messagesFixed: XUi tool tip backgrounds ghost on main game screenFixed: Fog of war covered parts of the map were actually transparentFixed: Quite a bunch of missing localizations Audio Improvements All new weapons have supported audioLockpick soundsNew Trader Jen VO Other Visual Improvements Cloud moon glow and darkening at lower heightsAtmosphere ground plane below horizonSky color alpha scales outside ambient sky colorClouds are darker at lower heights at nightSpecific moon phases every 7 daysSeparate moon size, color and phase when blood moonBackground cloud layerMoon phase and color effect moon glowSun punch through of fogColor spectrums blend between colorsWorldglobal ambient night valuesInterior ambient light scalingAntialiasing Low, High and Ultra optionsSun shafts on moonUnderwater fog Analytics and Telemetry We have partnered with Super Nimbus and GameSparks to capture game analytics from Alpha 19 to Gold. We plan on capturing many things to help balance the game and improve the overall experience only generic game-play data all of which is already been covered in our EULA. For Alpha 19 we are capturing the most important data for balance and progression. Some things we are capturing include: Game simulation settingsHow XP is earnedHow players dieHow players kill enemiesThe speed of player levelingLoot Progression at key points We are not capturing and storing any personnel information from users such as IP addressesNamesSteam usernamesDevice NamesAnything that can be used to identify any particular user Alpha 19 b1-b180 Added Buffs’ icons caused by an outside source, not by an item action triggered by the player, will blink for the first 3 secondsIntersection block shapesAdded a Critical Hits journal entryBlock shapes that play nice with the new counter mounted sink meshEntity physics rigidbody uses the actual massBlock model entity enables LOD fadingTrader to Trader quests at each quest tier.Expand the LootQuantity passive to affect whole containersSuper corn can be used to craft glueCurrent POI to player section of debug panel Biome node systemTrader Hugh now specializes in firearms, gun parts, and ammoTrader Rekt specializes in food and seedsOptionsGfxResetRevision to allow resetting on startup Hotzone settings for Nav Object Compass settingsDimming of sun and moon light from high fog and moon phaseWorldglobal xml fogPowerJournal entry for stealthNew polished hardwood floorsEntityProjectile to allow syncing of spears between server and client as well as allow saving and loading of spears in chunksJournal entry for the Activity MapAnim controller SetFloat change threshold and idle time change threshold, but removed for zombies Stone axe hit organic soundsCustom toolbox and toolchest soundsAllow hay bales to scrap to plant fibers SetTransformActive updates reflection probe Console command gfx st budget 0 disables streaming and >0 enablesWritable Storage Box American Flag Version Flagpole Chair versions of plaid and leather sectional couchesPlayer stats UI shows values using tags if set Night is darker when the moon is not full Added POI name to dbs command screenshots Option to change size of FPS display Old Wild West Coffins Tough Guy Sunglasses that boost your fortitude. Found in loot and for sale at traders Allow XUi list ComboBoxes to be initialised with ints/floats from XML Allow enabling/disabling XUi SimpleButtons from XML/bindings Allow XUi controllers to react to binding changes at runtime Mem obj and mem objs console commands to list and shrink the object pool HD Biker Zombie Chainsaw/auger flesh impacts for melee & harvest.Added hits/grazes to all 3 tiers knuckles. Visual clue for text orientation on player storage crate Radiated vulture vomit attack sfx. Gfx st discard console commandSetup xml, localization, and icons for Gas Pump Remake Updated localization for Wild West Coffin helper Setup xml and localization for Bleachers Set destroyed concrete material “gfx graph tex mem” and “gfx graph tex stream” console commands “gfx st reduction” console command “gfx st” b/d/f/r console command abbreviations woodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse) tppoi window can be opened from ESC menu, also autofocuses search box now HD Office Chair (no new icon yet)Writable Storage Box Insecure to match textures when Writable Storage Box is downgradedNew gun fire effects for weapons that had been sharing with othersMissing tooltip for buffArmSplintedTooltipAdded new icons for new inventory management buttonsCreate digging animation for crawlersRusted Metal Roof Material“gfx texlimit” console commandMove items buttons for containers<>inventoryHigh quality water depth transparency and improved edge transparency, edge foam, waves and undulationsUtility_celltower_02Allow the complete freezing of zombies within the game (ctrl-num* toggles)Add chunk boundary markers that look like the land claim bounds box (Shift-num+ toggles) Changed Rough adjustment for loot drops. QL6 primitive items drop at GS 30. T1 start dropping at GS 12, T2 at GS 60, T3 at GS 105. You will always start seeing low qualities of a “new” tier first.Auger no longer has a low priority to be for sale at tradersCooking pot land mines cannot be picked upAdded dysentery chance when eating rotting flesh and raw meatRadiator only drop radiators when harvested with a wrenchReduced snow storm particle saturation and opacityHop seeds are now found in lootFood poisoning is removed, but some foods can now cause dysentery. Cooked foods now buff your max stamina varying degrees based on the tier of the food, up to 40 max staminaAcid barrels now have a chance to drop acid when harvested with the wasteland treasures perk Game credits are updated with new folks from the team addedSplints can not be used (wasted) when you don’t have a broken arm/leg. Plain bandages can not be used without bleeding. Sewing kits not without bleeding/lacerationImproved Light Manager light registrationPerkHealingFactor heals less regular health but heals critical hits up to 2x as fastPut skinny eaves on Canyon Mine buildingReplaced old flaming barrel effectReplaced old charged baton effectUpdated bullet\metal impact effectAdjusted some blood particles that were too brightReplaced old first person pipe bomb fuse effectOptimized Chunk OnDisplayImproved lights console commandImproved dynamic light fadingLight view distance to larger of MaxDistance or 150% of rangeMerged the rod&spring and auto trigger group modsRemoved old unused biomes: city wasteland, wasteland hub and cityInstead of starting the game with “over eaten” food/drink stats, stamina regen costs less food/water up to level 5Gunpowder crafts much fasterImproved RandomPositionGenerator funcs to allow points in water if not found on land or are swimmingHealing factor now heals critical wounds 20% faster with each rankScaled existing weapon recipes to accommodate three tiersChanged navezgane prefabs.xml and rwgmixer.xml to new namesImproved how in water, swimming and water level is updatedImproved water movement slowing and added slower turningBurnt forest friendly animals are now identical to the pine forestBurnt forest no longer spawns vultures and the burnt forest difficulty is on par with the pine forest Removed unused biome entries for legacy citiesScaled chicken bigger so it’s easier to target and findOptimized some chunk codeImproved pickup collider for dropped torchesUpdated snow tree sizes and replaced second stage growth stage with prefab variantUpgraded old plaid and leather couch modelsUpdated snow treesReduced sun saturation and intensity in snow biome spectrumBuried treasure loot guarantees dukes and ammoArmor items have less base durability. Armor perks increase durability more30% of the armor value of a piece of armor is generated by the quality levelFood/Water consumption converted to ISS v2.0. Both food and water stats increase up to 200 along with HP and stamina. There is no overeating/drinking but the first 20 points you eat above the cap will tick down more slowlyBackpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)Books, schematics, and recipes show in Mods tab at traderAdded commercial sink proxies and fixed sleeper fall setupsImproved map renderingAmmo piles, food piles and workstations to LOD fadeDart trap placement orientation hard to see in dim lightAudio Sources for body impacts to a much smaller radiusBody impacts audio source to custom rolloffRoll times and play probability are calculated from daily allottedSnowstorm to GameParticleLit shader and increased particle transparencyPerkHeavyArmor moved to the strength attributeQuest is now tracked before showing the toolbelt message about new questSmokestorm particle to GameParticleLit shader and improved color, emission, velocityUpdated Fir Large and Fir Medium with modern frond techniquesLights are fully disabled when turned offUpdated flashlightDecor, lanternDecor and porchLight01 lightsLens flares use less light intensity, dim with ranges less than 4 and disable at distanceAdjusted streetLamp_Classic defaultsDid a rough pass on Fall Behavior variablesBaseball bat is the T2 club, the steel club is T3Increased BulbFlare sizeStreet_light01 to shadow casting point light and dimmedLanternDecor to cast shadowsImproved GameObjectPoolLinear Color Space tree balanceMelee weapon 3rd person upperbody locomotion sets integratedLinear Color Space balanceTurret camera view to normal color with a little staticRenamed water jars for consistencyMagnum ammo is cheaper and has increased stack size.44 Magnum invoked the Rule of Cool and has increased range, damage and rate of fireGraphic quality preset FOV valuesOptimized BlockValueSpears are armor piercingSpears benefit from perkPenetratorIncreased sneak attack damage on blades and bows, lowered on sledgehammersVideo gamma option is now brightnessImproved default concrete materialNight clouds and fog now have a subtle blue tintMoon to phong shading plus ambient lighting and supports all phases and new fogUpdated blood moon spectrum to correct fog density and color modificationsShifted blood moon sprite color to fix the pink hueSun horizon light spreading and tintingThe table saw can not be crafted and is no longer needed to craft any recipesWood shape blocks like poles or stairs that were in odd places on the crafting menu are now found in the wood frame variant blockBiome affects player threat levelModified spectrums to support new horizon fog gradientMagnum model updated, points to new prefab, weapon anims, 1st person animsReduced player spawn in effect durationReduced global sky ambient saturationSpawning screen effect starts brighterLinear color space texture updatesUpdated Pine, Snow, Desert, Burnt Forest, and Wasteland SpectrumsImproved cloud renderingLinear color space texture updatesMaterial optimization and cleanupLinear color space Post Processing updatesCloud shader settings and source artHeight fog shader settingsWorld global ambient settingsPine Forest spectrum updatesReduced star frequencyLatest interior ambient balanceAdjusted Water Distant Surface shader to look like the near shaderRemoved SSR due to visual artifactsAmbient levelsUpdated fog spectrumsDefault sun saturationUpdated world global XML values Adjusted default interior light prefab values for linear color space Linear color space texture balance Chandelier prefab alignment to ceiling center for 2.5cm pillar compatibilityYongha’s New Hunting Knife model integratedReduced ground ambientLinear color space spectrum balanceSplit destroyed concrete shape into N,S,E,W segments for paintingNew Stone Axe model integratedTemp removal of fog to prepare for ‘s new exponential fogImproved Reflection Manager fix for when probes refuse to renderFirst pass sun intensity adjustments and weather fog reduction prep for new fogUpdated post processing to v2Lowered amounts of prepared food and drink at tradersEnabled linear color spaceDisabled post processing options until we can get this swapped out with 2.0Entity damage buffs store the damage remainder and use next tickOptimized 15 avatar controller parameter names to use hashesOptimized World GetEntity to do one dictionary lookupTerrDesertGround has more hit points and clay harvestRotations are now working on doorsConsistent LOD distance on all player lightsUpdating house_modern_06, small fix to sleepers in the master bathroom closetPerkMasterChef, moved ingredient bonus to T4Balancing and clarification on fore grip and bipod modsRemoved animator from steel sledgehammer and created new box colliderChemistry station no longer uses wood or burning barrels in the recipe. Instead, they use forged iron, more short pipes, and 5 acidSteel axe plays heavy woosh soundsMoved chili dogs, beer and Yucca Smoothies to rank 3 of Master ChefRemoved tree seeds from seed loot and tradersSalvage Operations now affects ratchets and impact drivers as well as wrenchesImproved entity speed replication difference checkRanged weapon AutoReload property to effect one shot weapon reloadBlunderbuss to not auto reloadSet hunting rifle and crossbows to not auto reloadExplosion resist is another random armor statNo side effects on steroids/recogClothing and armor pocket mods are named differentlyIncreased base water drain. (was less than food) Fixed inconsistent rotation on metal railingUpdating streetLight01 mesh and texturesChanged army truck to mesh colliderBurning shaft mod adjustments, can only installed in weapons and tools with a long shaft or bladeAnimal remains collider size increasedWorking Stiffs crates drop a minimum of 1 toolRemoved harvest and craftable clutter from working stiff loot cratesRemoved paper, polymer and junk from construction supply crates, buffed quantities of glue, duct tape and scrap ironUpdated beverage list in the game to include more drinks. Removed empty jars from beverage loot listChunkreset x1 z1 x2 z2 to not require last two parameters and check for huge areaDefault daily allotted for dynamic music systemRemoved item Sound_harvesting propLab equipment piles drop gunpowder, not nitrate/coalBullet casings in “junk” loot drop as brassIncreased ammo count in loot groups, ammo piles and hero chests drop an additional, guaranteed “ammo” groupCheap wooden chests or desk safes have less storage capacity, large storage boxes are tougher, gun safes have the same capacity as large boxesCube storages boxes show up in the “building” crafting tab with the other relevant crafted storage containersReplaced particles on third person “on fire” effect Coal burns longer than woodAdded testosterone extract to cigar recipePrice of paper is consistent with other ammo supply costsReduced chance for drink in refridgerators and increased chance for food. Increased quantity of eggs that spawn in fridgesUnlocked End reward chests in T1 and T2 POIsGamestage diminishing returns to a scale and set to .5 and difficulty bonus to a single number and set to 1.2Lucky Looter adjusted to be in line with the loot quality distributionBlunderbuss ammo only requires 2 gunpowder instead of 3Adjusted steel hatch colliders to improve ladder climbing.Reduced AI 1m jump distance Zombies have a faster/shorter jump land anim Decreased chance to find workstation schematics in destroyed workstations Reduced Blur shader samples by half Gas_station5 linear lighting and new art pass. Replaced flame effect on burning arrow & bolt Improved first person hands lighting when using burning arrows & bolts Reduced amount of painkillers in loot Quests per tier changed from 5 to 10. Removed unneeded small signs, street lights and trees from rwg poi list Linear color space balance on ammo display cases and gun racks Changed primative colliders to mesh collider on all cars Tier 1 quests no longer offer Armor, Weapons or tools as a reward Party size from 6 to 8. Store_clothing_02 new clothing wall racks.Utility_celltower_01 remadeReplaced tree helper with dead tree & smoothed navazgane terrainSounds.xml better tactical AR fire sound playback with auto trigger modUtility_celltower_01 navazgane terrain painting Updated flame effect on first person and wall candles. Updating old barrel fire particle effect. Campfire and forge tools have a small icon to show that they belong to a workstation Barrels are containers. Removed Texture Streaming video option and made streaming always on Ammo drops are less abundant in the early game, blunderbuss ammo and iron arrows can be more common. Closet rod and clothing piles destroy on loot Neon “Open” sign emits light now Loot probability templates normalised to 1 to make them usable in more situations Demoted exception to error (no console popup) when country can not be retrieved Item Type Icon to workstation tools. Items that cure a condition show 100% instead of an unspecified amount Updating steel club icon to match mesh changes Zombie bears drop testosterone extract Yucca juice recipe no longer needs water but is boiled in a cooking pot The stamina buff from cooked food does not count down while your food bar is full. Put a small weapon bag in survivor_site_02 Bullet casings now partially visible in iron sight aim for AK47Reworked laser attachment effect for desert vulture Boiled water does not cause dysentery Reduced excessive food value on super corn Merged heavy/light armor, all melee weapon and all ranged weapon loot groups for better performance due to fewer probability table lookups Schematics scaled in loot. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages. Physics push to not angle down and if not on a ragdoll use x5 force Traders sell tech 3 weapons in the higher secret stash inventoriesRobo sledge YawRange changed to 170°, making it easier to place in tight quarters. Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it. Loot abundance to effect each item in the container instead of the master count Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic. Chainsaw and auger are not unlocked by perkAdvancedEngineering Slower recovery of the dynamic crit resistance that occurs when taking multiple hits from zombies Added more friendly animals to all biomes Enemy animals can spawn during the day in forests Chickens can spawn in forests now All animals respawn much faster than before 10% less resistance against stun and bleeding Blade trap hits don’t prime the demolition zombie Food max stamina buffs will not overwrite if an existing higher value buff is above half duration. Stone block destruction doesn’t fire heat events like wood or iron blocks Auto shotgun cannot use scopes for now Improved sleeper volume noise response Boars, coyotes, dogs, mountain lions and wolves can attack while moving forwardTemporarily disabled reflex sight as a visible attachment on the auto shotgunIncreased amount of small animals spawning in the forests and decreased larger animals. All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night Shotgun damage and auto shotgun rate of fire reduced. Added floats so spawning of zombies and predators are less predictable. Reduced stamina cost on iron harvesting tools Bandolier mod increases reload speed by 15% Removed candy tins, hub caps and air filter items from the game. Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Hub cap mine uses a nail instead of a spring Deprecated candy tins and other redundant items Cooking pot mine is also crafted from basic resources Normal entities load their prefabs and meshes on demand instead of during world load Reduced distance to backpack after death if no respawn point is set Block entities to load on demand using the object pool The object pool large pools to active pools which will fully remove pool objects and non active prefabs over time Added various scales to zombies so they are different heights Texture streaming to only use the main cameraStore_autoparts_01 updated to commercial standards.Updated lots of oldwest POIs with new artArt and new block update for house_old_abandoned_07Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the dayIncreased push up motion when player is stuck Increased chance of getting criticals on the 2nd hit Nerfed water cooler loot to drop 12 pure waters instead of 1 to 4. Player shader name to Game/UMA and removed 10 unused properties Increased chicken and rabbit run speed Command “killall alive” no longer kills turrets Biome generation now allows biomes other than pine forest to be in center Optimized Arlene texture sizes Optimized Big Momma texture sizes Optimized Biker texture sizes Renamed Arlene emissive to proper name and readded missing texture Blade trap repair cost reduced to not be more than its crafted cost Optimized Boe texture sizes Optimized Crawler texture sizes Optimized Darlene texture sizes Optimized Fat texture sizes Optimized player hand texture sizes (AO only) and fixed filtering Optimized Joe texture sizes Optimized Marlene texture sizes Optimized Mechanic texture sizes Optimized Moe texture sizes Optimized Steve texture sizes Optimized Yo texture sizes Optimized ammo piles texture sizes Optimized dropped backpack texture sizes Optimized Brute trash can texture sizesUpdated officeChair01 icon Optimized loot container texture sizes Optimized vehicle texture sizes Optimized non HD zombie textures Optimized animal texture sizes Optimized appliances texture sizes Optimized commercial texture sizes Optimized crafting texture sizes Optimized decor texture sizes Optimized door texture sizes Optimized electrical texture sizes Optimized furniture texture sizes Optimized gore texture sizes Optimized industrial texture sizes Optimized outdoor decor texture sizes Optimized plants texture sizes Optimized plumbing texture sizes Optimized resources texture sizes Optimized remaining entity texture sizes Optimized UMA texture sizes Updated existing weapon effects Light from gunfire now has smooth fade in\out rather than abrupt click on\off Gun fire light adjusted for the new brighter first person lighting Removed cntSuitcase from RandomLootHelpersSleepers always ragdoll on death Block ExcludeWalkType uses a name Bulk updated the POI imposters after concrete pass. Increased duration of the Charismatic Nature buff Improved sky fog sun punch through and to work with dark fog colors Console command “weather fogcolor” to use red for green and blue if those params not given “gfx st budget” to disable streaming before setting budget Separated sort button on inventory/containers from the window icon “Water Particles” video quality option to “Particles”, which now also decreases world particle count Deleted chunk water depth object creation, mat and shader Improved Low quality water transparency, waves and smoothnessWorlds’ splat maps support PNG again to reduce world sizesReplaced collider and shadow caster on car parts ramp40 prefab materials to use the crossfade shader100+ block entities to consistent LOD culling heightsTop tier foods sell for more dukes, and no longer have economic bundles of 5 but 1, so single meals can be sold Fixed Backfacing issue on road signsDrugVitaminsDesc needs to be updated to reflect fatigue cureReplanted missing ground under Rekt’s stairsAdded support to the waterwork’s fence, car removal no longer makes it collapseWood Black Overwritten with Wood Painted 3OnSelfDestroyedBlock && onSelfDamagedBlock were not yet functional with block tagsAdd storage pocket mod and cargo storage pocket mod to inventory crafting clothing tabTreasure quests no longer spawn underwaterToolsB linear color space balanceAnimals are not always removed after harvestWhite lines on edges of UI graphics. Collider hinders player movement saw horse block shapeImpact particles have material color overwritten when spawnedHandheld torch no longer burns underwaterUnable to harvest animals and collide with zombie corpsesChemstation emission light blinks in and out while moving around it AudioManager Play using wrong origin pos for SignalAI Trader Bob profile pic missing from UI Atlas. Handheld junk turret does not get the rate of fire increase from the perk Some objects have extremely small render distance Cars pop up when you harvest them God mode speed hotkeys not working for x and z movement If you catch a vulture on fire, the fire stays in one place while it flies around.Fixed don’t allow attacking while falling or while playing a forced root motion anim(landing behaviors) Particle scale on flaming zombies. ERR RemoveChunkTransforms !zone Stained glass albedo and transparency Incorrect shadow caster scale for Fir Medium Emissive light handling of block lights LightLOD overwriting original shadow strength Electrocuted zombies still attack while being electrocuted Fire anim is not seen when setting zombies on fire Destroyed blocks during join game process cause NRE on connecting client. Slow lens flare fade Street_light01 collider blocking flare List of glass blocks that are black Two paint textures are incorrect Solid plane showing in candle prefab. Upgraded wood planks seem to be too shiny Glass Pane is way too reflective including the frame Grass and trees not spawning on many sloped areas () Players could still be immune from a previous death at next blood moon Trees have some color issues since linear lighting update Trees change colours when falling. Removed 2 incorrectly placed blocks Global UVs, face hiding\collision on destroyed concrete set. Edge alignment on destroyed concrete set. Using turret inventory changed player camera when in 3rd person view Player model jumps forward of the player camera when accessing an auto turret inventory Shocked buff not following ragdolled bones You can have a splinted and sprained leg at the same time Collider tags using the same name for upper and lower arms Treasure quests now use Nav Objects. On perks like perkGunslinger you do not gain hit counters or benefits for hitting dead enemies Removed artifacts from plaster material The Iron Gut perk increases buff duration by 100%, not 50%, and the description on food/water is too vague. Sun shafts turning off early on sun Updated JoelRagdoll prefab with the new Joel2 model Fixing shadow casting error. Moon sprite distance so same as sky for correct perspective/horizon clipping Chandelier needs a bulb materialMoon has wrong orientationScale up basketball hoopSet roughness, metalness, and ambient occlusion textures to sRGB off for Autodesk Interactive assets Missing faces on some placements of destroyed concrete. Rockets using car explosion particle effect PerkFromTheShadows updated, stealth rules explanation improved on perkHiddenStrike. May end up doing a Journal entry on it but it’s a lot more consistent now so may be overkill. Barbed Wire block has buff issues, too large area affected Damage based camera shakes now working again Moon light intensity staying decreased from lightning Removed large scratch texture artifact Multiple Black glass materials caused by incorrect texture settings Being able to look under a water plane when above Wall light prefab set to wrong mode Green ambient values Broken leg buff resets on relog. Listed water cost on drugs fortbites and recog is incorrect Black industrial glass Clients on mp games cannot turn weather survival off God mode enabled message shows on joining game when god mode is not enabled Kicked while in camera screen spams errors and warnings in console Reduced grass saturation Dark cotton and Chrysanthemum materials in shadow Create window store set that has unbroken full panes of glass Foliage brightness fix for linear color space Tree branch brightness fix for linear color space Fixed tree trunks using incorrect internal speed tree shader to use speed tree standard shader for linear Spear stuck in ground disappears when player dies or relogs Stone arrows showing as generic bag SMG turret clips into block above it. Bike digging/destroying terrain on horizontal path and loses hp (new wheel colliders) When in god mode and continuing game you are still in god mode Rotations on some car components. Distant gun sounds not working Replaced old supply crate landing effect with new one. Electric fence wire causing PhysX errors in console Several more weapons had no sound if modified to auto fire Missing explosion on cars. Offset car explosions. Wood particles getting stuck on surfaces. Changed Item Compare to use Base Values. Show colored values for modded values in ItemInfo when not comparing. Ranged damage not updated in modify window when mod is installed. Fixed incorrect sound effect and visual in acid impact effect. Fire particles appearing in acid puke particle. Forge tool slots arranged in a logical order Fixing broken import scale on farm_plot fbx Trees grow on dedicated servers while the server is empty Illumination issue with iron and steel spears. Another Junk Turret/Mod dupe Motor tools too prevalent in their quest loot group because there is no padding M60 now has a custom collider box Wooden Bow does not require string tension Burning shaft mod isn’t toggling emissive on materials of their weapons Microsplat bleed issue on garage_5 in the wastelandPlayer getting stuck digging Zfighting on broken tile custom shape Player fall impact triggering on speeds of 0 Steel harvest exploits on safes Changing spectate mode did not send the change to other players Artifact in charred meat icon Breaching slugs destroy blocks just as fast as doors Allow POIs from towngroup to spawn in wilderness, if they have that tag Increase transparency of turret and motion sensor vision cones. Better Barter works on player vending machines. Spear vanishes on dismemberment Skill screen and quest screen now both are fully localizedStun Baton charge lost on missed attack Players can use flashlights to attack againRedo dead grass texture (hay bale) Brick_destroyed03 custom shape doesn’t show bottom face Filled back faces on animal remains Skill point cost tooltip does not always use localisation keys. Corpses starting with damage by attacks that do multiple hits Buried supplies quest do not fail if another player destroys the chest. Traders can be affected by knockdowns Fixed items sticking through the other side of some shelves Corner_round_plate shape makes adjacent wall faces disappear. Steel exploit with broken vending machine Wrench doesn’t have any glancing blows on power attack Linear color space balance on remaining ore models and terrain textures Iron and Coal boulders and terrain textures updated for linear color space Fixed mismatched knobs on versions of white house door Reinforced wood is not as shiny anymoreMac with AMD GPU has a chaotic screen blur effect Reflections on Mac cause wild issues Loot room sleepers don’t wake up until volume is triggered Zombies left standing after death for clientsOpen/close radial option texts for doors are now properly wordedSome window header backgrounds not respecting background opacity Drawbridges are no longer suffering excessive amounts of explosion damageBlade and turret traps causing standing AI on owner client Paint issue in treasure room of modular_06 Corner cupboard incorrectly deleting faces Several inconsistencies with visible shotgun attachments Gamepad doesn’t index trader inventory pages using right joystick Disabled K menu when not in world or POI editor White River Citizen quest shows 0m and points to 0,0,0 if trader is not found. Nailgun reload sound doesn’t play. Backpack loot bypasses the progression scaling Player’s own turrets will shoot player’s own robotic drone Junk turrets fall through stairs and any solid blocks below them when placed from a distance Business_old_08 upside down bookshelves.Prevent players from loading existing RWG worlds as they will be broken for A19 due to missing traders Business_old_05 upside down bookshelves. Corner cupboard culling faces incorrectly Prevent server DDoSThe perk HealingFactor works while player is supposed to die from hunger or thirst The Repulsor mod is now working Steroids add 50% run speed instead of the stated 10% Missing documentation for how the “soft cap” on overeating works. Wrong oven paint in apartment_brick_6_flr Falling window pieces in modular_03 Replaced faucet with showerheads in fire_station_02 BuffElementCold, buffElementFreezing, drinkJarRedTea, perkSlowMetabolism have no effect on food. Put proper shelving support in vic_13 Removed windowsidings from vacant_lot_05 perkTreasureHunter and/or Lucky Goggles are not speeding up treasure radius reduction Armor not resisting bleed buffs Factual and grammar errors in the Dysentery and Survival journals Wrong ingredient count on ammoBundleBlunderbuss Both robotic turrets/sledges jitter while aiming at their targets Trader setups have nonfunctional item quality parameters Robo sledge displays an ammo counter Several items state wrong recipe unlocks. Molotov now applying burning when entering the flames Fast Food 2 has suitcase poke through bathroom hiding spot Added missing bock to cemetery_02’s surface building’s ceiling Pure mineral water cures dysentery? Candle light not illuminating surfaces when standing too close to them wood texture seams on frames when upgraded are not lining up properly Better Barter 5 incorrect description False Max Stamina Buff from Healing Items Underground airpocket in Ranch03 Collapsing railing in fire_station_01 Z fighting with trimblocks and paint issue in modern_07 Applied paint to block behind comfy chair in modular_05 Adjustment to zombie footstep sound playback Knuckles harvest too quickly ( use attack speed ) Breaching rounds do not work on the Shamway safe Ratchet, ImpactDriver, SteelClub must now be crafted at a workbench Steel spear shows proper unlock info Scope mods are now visible on tactical assault rifle Robosledge does not display a ammo count anymoreBeer sign does not have a white line on texture Chest in funeral_home_01 now has loot Create world feature is functional againCan now place blocks around all lockers Identical look for XP bar and food/water bars Shovel hold animation is no longer used for all weapons and toolsUpside down door frame in apartment_adobe_red_5_flr Bar_sm_01 no longer has false cabinets Animals can not die from infection anymoreWeighted head mod is not compatible with blade mods on machete. Food does not heal after you eat broken glass. Also, please reconsider your diet. Fixed chainsaw and auger reload sound playback. Some farm plots cannot be planted due to stability Crate_storePrefab renderer was in TerrainCollision layer Gas_station5 billboard SI issue. Carlot_01 has beams that block entities Graph value updating on non repaint events First person weapon brightness values don’t match third person Player hands brightness adjustment due to auto exposure fix Back side of both flags have an alpha issue Prefab editor Ctrl modifier shortcuts overlap with other shortcuts “Path node otherHeight bad” warnings by allowing a small overlap RWG only generating 1/4 maps on dedi Tree poking through in vic_03SI issue with entertainment center in house_old_ranch_01 Removed the cabinet texture from the backside of the wall oven House_pyrimid_05 has si issue with loot crate in garage House_old_modular_08 has an SI issue with trim around the farm plots House_old_modular_08 kitchen cabinet helper blocks facing wrong way Chair clipping in medium junkyard House_old_victorian_03 chandelier is floating Si issue house_old_bungalow_02 attic furnace loot cover Salvage operations harvest amount does not scale as stated. (removed salvage harvest if the same resource is also on general harvest) NRE when trash and car share the same space Missing loot timer on store freezers Prefab Editor Able to place blocks above workbench helper block Marksman and Sniper aim to idle transition fixed Spear attack updated to prevent screen artifactsTimed Charge goes to unholster anim if ammo is availablePrefab editor update imposter function causing NRE when prefab is loaded from mods folder Crits trigger differently for clients and hosts Misspelled credit fixedChange right side header text info color to white Backpack disappears again Ratchet localization says wrong scrap material given Adjusted meshes on trim01.fbx for woodHalfPlate painting issues Molotovs no longer explode when dropped. Particle System is trying to spawn on player mesh with zero surface area (player arms) The description for Lucky Looter Volume 5 is very unclear, Remove magnification wording from reflex site Localization wrong for inventory on fill (middle choice) button CntStoreShelfElectronicsDoubleBottomGoods04 is not lootable and has no hitbox (missing TBlock Tag) Building floating base on rockResource block All 3 bows polished reload anims, blend times and weapon/player is in sync. Sniper, Tactical, .44, Desert Eagle, Pistol and M60 with fixed blends from ADS to reload. Crossbows default to a “no ammo” idle after fire. Particles in snow and desert cause major FPS drops Bombshelter_01 rwgmixer.xml update It is not possible to scrap yucca drink and coffee Copy sleeper volume’ misspelled in Prefab Editor MenuLow quality water was drawn too high in the worldBurntWoodBlock4 wad unpaintableRunning, reloading or changing weapons would not zoom back in while holding the aim buttonAiming while running would briefly try to aimMissing sign backface on street barricadeClient view distance setting ignored for player render distance Blocks with simple rotation enabled cannot be reversed with R key Prefab editor client does not render terrain sometimes Z-fighting and missing block in modern_01 Z-fighting in modular 7 Clipping tree in cabin_15 Z-fighting on house_burnt_02 Loot containers and store shelves aim\target fighting Zombies “popup” after knockdown stun while electrified Zombie electrocution anim starting late Zombie electrocution anim playing too long UpdateNPCStatsOverTime not playing damage effects (electrocution) if total health change was positive from regen POI Diner_01 shelving collider interrupts loot container Biker cannot fit under chain link pole in utility_waterworks_01 Cigar on Hotbar Adds Extra Str and Bartering Blunderbuss animates a flare from the muzzle when equipped Hands invisible when wearing Military Gloves Sticky projectiles prevent hitting blocks/zombies Perks that increase fire rate do not work until modification screen is opened and closed Steel armor parts are using same description as weapons and tool parts Journal updated for Treasure Map Journal Entry Arrows and bolts are not showing in weapons and not sticking to zombies properly Spears do not follow the entities they are stuck in 3 zombies can’t go through cabin_11’s doorway Zombies get stuck on trapSpikesNew Hey Survivors, We are proud to announce that the ‘Alpha 19 B-180 Experimental’ is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum B-180 Release Notes and how to opt in. B-180 Forum Release Notes This is how you access the A19 Experimental build: Right click on the game in steamClick on propertiesClick the “betas” tabThe drop down menu will have latest_experimental available <— you want THATSelect that and wait for the game to download. Alpha 19 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advises you to delete you 7 Days save Game data folder before playing. TFP is extremely excited for this release. It’s as big as the last couple alphas and is packed full of new content, bug fixes, optimizations, and game balancing. Read on for more information! Alpha 19 Official Release Notes Linear Color Space Lighting Alpha 19 has gotten a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself. The video option to adjust gamma has been changed to brightness, so it works with the new lighting. It also has a more balanced range of darker to lighter adjustment. Lights now use a priority system, so close lights are updated rapidly to reduce visible jumps in their intensity and range. Interactive Loading Screen We added a brand new interactive loading screen with over 20 tool-tips on how to play the game from basic to advanced. The user can cycle back and forth through them and learn how to play the game better while it’s loading. It also looks better with new HD screenshot backgrounds. Improved Game-pad Support We have combed through all game-pad functions making sure everything is up to date and working and we also improved defaults like for driving. Additionally we added a new reverse directions for block rotation placement. New Survival System & Critical Injuries We gutted the old ISS or interactive survival system that blackened and clamped your health and stamina bars from filling because it was confusing to players. We replaced it with an all new critical system. All critical injuries that blacken or clamp your max health or stamina will be caused by a new critical buff on the left of the screen. These new critical buffs are clickable, taking the player directly to the player status effect screen where you can read about the problem and its cure. When you are at full health a zombie can never cause a critical on the first hit so we don’t want to hear about unfair crits! =) Once you take a few hits, or get reckless in close combat the chances increases. Being at low health also increases the chance of receiving a critical. Armor reduces this chance by a flat amount, creating a buffer that enemies must overcome before they can hit you with criticals. Some criticals are incremental. A sprained arm makes you vulnerable to getting a broken arm. Some injuries don’t take kindly to being ignored. Sprinting or jumping with a broken leg will not work in your favor. If an injury is affected by an action like that then the buff icon will blink briefly and you will know that something happened. New and reworked critical injuries include: Abrasions – The most common injury that you get in fights. They cause no additional problems.Sprained or Broken Arm – Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it.Sprained or Broken Leg – Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it.Deep Lacerations – Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit.Concussion – Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers.Infections – Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless until it reaches 5%. At that point it starts getting worse and you need medication to cure it. While you have an infection any hit you take will make it worse. Food and Water Bars We’ve added food and water UI bars under the players belt inventory. The blue bar is for your water level and green for is for your food level. You will see them go up and down based on your current hunger and thirst levels. HD Characters We have overhauled and re-imagined many of the characters in HD. They may look better but they have less draw calls and are slightly better in performance. New HD zombies include: Zombie ArleneZombie DarleneZombie MarleneZombie BoeZombie JoeZombie MoeZombie YoZombie SteveBig Mama ZombieCrawler ZombieTrader JenTrader JoelPlayer arms – male and female Dynamic Music System TFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features. The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player. From this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader. Exploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. As of Alpha 19 there, are 31,558 unique combinations of music. Music volume, daily allotted probability and On/Off toggles are available in the audio menu. We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape. Loot Progression/Balance Loot distribution has been smoothed out so that you do not find end game loot too soon and have no more upgrades to look forward to. Loot has been balanced to provide a smooth progression from primitive, iron and steel items. This change provides a steady progression for the player and gives some incentive to craft, while slowing the economy a bit early game. The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality. There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals. Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle. Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest. We will be continuing to fine tune loot progression in patches. In the future we plan on unifying loot progression, quest loot reward progression and trader for sale item progression more unified. We are planning on having biomes and/or POI with both harder enemies and better loot. Enemy Progression/Balance Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value and player parties accumulate roughly 2/3 of the combined game-stage that they used to. This makes the enemy difficulty grow slower you won’t see high end enemies on the 2nd blood moon. On Screen Sprite System We added a brand new Nav Objects On-Screen Sprite System to help players more easily locate important items in the world such as fetch quest containers, player backpacks, spears and more. We are using this system on many of the harder to find important items and events in the game. The new Nav Objects On-Screen Sprite System, which govern the On Screen Icons, Compass Icons and Map Icons. These functions are easily configured in the XML and allow adding custom Nav Objects for Entities, Quest Objectives and Items for those who enjoy modding the game. Some of the items that are using the new Nav Objects On-Screen Sprite System include: Quest Rally MarkersQuest Fetch ObjectsDropped Player BackpacksPlayer BedrollsPlayer owned vehiclesTradersThrown spearsAir Drops Quest Improvements We have improved many of the quest types and even added new quests here are some of the improvements Quest Sprites – We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find.Dig Quests – The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure.Opening Routes – We have added new trader to trader quests that guide the player to the next closest trader after completing 10 quests. This continues until the player has delivered a package to all 5 traders. World and Location updates We added a ton of new locations to the game including remnants. These give the player easier low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge. We have updated Navezgane significantly increasing the playable space into the radiated zone with new roads that lead to new developments adding many new POIS or locations that were never in Navezgane before or updating cities. Locations include: New Desert business developmentNew Snow modern developmentNew Forest old housing developmentNew Desert modern housing developmentNew Desert old housing developmentDesert City of Departure has been updatedSnowy city of Perishton has been updatedWasteland City of Gravestowne has been updatedSome Trader locations in Navezgane have been moved to improve distances between traders We have improved Random Gen in A19 to use every POI possible in the game so players will see the breadth of content like never before along with a lot of tagging updates and improvements. In fact an A19 Random Worlds can have over 500 unique POIS! We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include: 2 Grocery Stores2 Gun Stores2 Pharmacies2 Hardware Stores2 Clothing Stores2 Electronics Stores7 Ranger StationsCarlot_01New High Schoolsawmill_01house_modern_12house_modern_13house_old_gambrel_0412 Remnantsdeparture_city_blk_plazapark_basketballpark_plaza_01park_plaza_02red_mesacelltower_01 Changed Light intensity correction to all POIs to work better with the new linear lightingWasteland biome now spawns smaller but improved deco remnantsRemoved un-needed random gen POISImproved naming conventions of some biome spawned poi remnants and deco piles. all will have the term deco first in their file names nowRenamed bank to store_bank_01Removed un-used old tree pilesDeprecated old cover pile pois that were not being used anymoreMoved special totoz east of football stadiumMoved pawnshop from departure to rural pine forest where old small bookstore wasRemoved all non forest and burnt forest player spawn locations to work with the new trader to trader quest progression in Navezgane. Will be adding more back to get varietyAdjusted pine forest biome to take over a small amount of the winter biome in NavezganeMoved gas station 6 to outskirts of Perishton to make room for new plaza across from courthouseFixed over-sized trees in Persihton and improved city block performanceDeprecated old burnt pine cluster POIS as the are not neededRemoved alleys from Gravestowne blk improved Gravestownes overall lookOptimized Diersville city blk a littleSize and position of remnant mill so it fits to the alley in PerishtonReplaced many duplicate survivor sites with POIS never in NavezganeTrader Hugh and Trader Joel can now spawn in any biome in RWGSingle bed & mattresses POI replacementOptimized store_autoparts_01 from 487K verts/513K tris to 317K verts 315K tris Fixed Cabinets in Fastfood_04 are not lootableCemetery 02 torches that were not onWrong bookcases in bank POIBoat docks 02 collapsesBoats Docks 3 collapsesSi issue bar_stripclub_01 Fake cabinets in Berserker Bill’s Loot cover in abandoned_house_05 has an SI issue Trailer_01 prefab si issue when wrenching the car Missing support pillar in gas station 05 Incorrectly rotated drinking fountain in factory 01Survivor_site_05 has cobblestone clipping through tent Garage roof at house_old_pyramid_01 has si issue when stepped on Lights in front of the Bear Den are too bright CeilingLight04 spotlight was sideways and adjusted defaults Environment Art The Art Team has grown much bigger and they have made some major improvements including: Snow Trees – Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume.Burnt Trees – Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest.New skies – Updated sun and moon rendering, cloud blending and lighting, and horizon blending.New fog – Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water.Updated Textures – Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering.Commercial Stores – All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs! Nearly 150 new commercial assets including:Hardware store shelvesGrocery stores stocked with food, beverage itemsRotten produce binsTrashed store shelvesFrozen food refrigeratorsBeverage refrigeratorsPharmaceutical drug shelvesClothing racksClothing shelvesMannequinsStore display casesGun and ammo display casesGun racksShoe racksElectronic store shelvesBook shelvesShooting targetSquare and round hay balesRestroom signs New Weapons & Items We added several new tools and weapons: Tech level 3 – we’ve added a whole new line of weapons to give you the firepower you will need to face future special infected, bandits and more! Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.Automatic shotgun – This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you.Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.Impact Driver – This tech level 3 tool is the fastest way to harvest mechanical items. Strip down cars and mechanical items down in seconds! Tech level 2 Ratchet – This new tech level 2 harvesting tool is faster than a wrench and degrades slower.Tactical Assault Rifle – This new tier 2 assault rifle is a step above the 762 in range, accuracy and fire rate. Tech level 1 Robotic Sledge – This robotic weapon is a stationary turret with a large sledgehammer shaped pulverizing arm that punches enemies and can knock them down easier at higher quality levels. It is governed by roboticsBlunderbuss – Not a new weapon, but with the loot re-balance this weapon might save your skin early game and is craft-able from basic components. All existing tools and weapons have either been remade from scratch or had an art update to pbr textures for the new linear lighting. New Candy We have added candy to the vending machines, they allow players to have a short term modification to game-play and provide a few calories: Atom Junkie – Atom sized candy and atomic sized power! Increase explosive damage 50%.Covert Cats – Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage.Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot.Hackers – These tasty treats give you 20% more harvest when salvaging.Health Bar – Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster.Jail Breakers – Be the daddy to that stubborn lock. 100% success chance to pick a lock.Nerd Tats – Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits.Oh Shitz Drops – Be prepared for those Oh Shitz moments! Fall damage immunity.Rock Busters – Jawbreakers got nuthin’ on us! Gain 20% more resources mining ores.Skull Crushers – Rock hard candy that gives you a rock hard punch. Increases melee damage 50%.Sugar Butts – If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Get a 10% better deal buying and selling. New Perk Books We’ve added three new book sets, Bar Brawler, Spear Hunter and Tech Junkie! Bar Brawler Basic moves – Adds 10% damage.Drop a bomb – Sprinting power attacks can knock down your opponent.Killer Instinct – Gain 5% damage with each kill up to 15%.Finishing Moves -Do extra damage to knocked down opponents.Adrenaline Healing – Recover extra health with each punch.Rage mode – Attack and move faster after getting hit.Boozed up – Drinking beer no longer blurs your vision and your buzz lasts twice as long.The 7th Curse – The 7th unarmed strike in a short time deals 300% damage. Spear Hunter Damage – deal 10% more damage.Maintenance – Spears degrade 20% slower.Steel Spears – Craft steel spears.Strong Arm – Spears travel faster and further.Rapid Strike – Thrust spears 10% faster.Punctured Lung – slows your target.Deadly Combo – Hits scored in quick succession do 10% more damage up to 30%.Kill Move – Power attacks to downed opponents do 50% more damage. Tech Junkie Robotic Damage – Robotics do 10% more damage.Maintenance – Robotic weapons degrade 20% slower.AP Ammo – Craft AP ammo for robotic weapons.Robotic Turret Shells – Craft shotgun ammo for robotics.Stun Repulsor – Craft this mod that sends enemies flying on charged hits.Charged Strike – Increases chance to get an instant charged strike.Hydraulics – Increase the fire rate of robotic weapons.Bulk Crafting – Craft all robotic ammo in bulk. Perk Balance We have restructured existing perks and removed others so auxiliary perks don’t always have 5 ranks, as well as reduced some attribute requirements for auxiliary perks. This was changed to give less desirable perks more bang for the buck. Perception Perks Lockpicking, The Infiltrator, Animal Tracker now only have 3 ranks.The Penetrator has 4 ranks instead of 5.The treasure hunting ability of lucky looter that reduced dig radius has now been removed from Lucky looter and is its own 3 rank perk that reduces the new treasure hunting radius ring. Strength Perks Sexual Tyrannosaurus has 4 ranks instead of 5.Heavy armor was moved from Fortitude to Strength and now only has 4 ranks. Fortitude Perks Well Insulated, Living off the Land, and Rule #1 Cardio now only have 3 ranks.Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank. Agility Perks Run and Gun, Flurry of Blows now only have 3 ranks.Light Armor and Parkour now only have 4 ranks. Intellect Perks The Daring Adventurer, Charismatic nature and Physician now have 4 ranks. Yeah Science is removed and its perks are merged with various other perks. AI Improvements Enemy Break-through System We have added a new Enemy Break-through System that gives enemies random animation probabilities when enter the scene after breaking through a door, 2-meter opening or monster closet. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:Ragdoll Entrance – The enemy will ragdoll through the opening and then get upStubble Entrance – The enemy will stubble through the opening before pursuing the playerLunge/Boost Entrance – The enemy will lunge and boost through the opening towards the player Enemy Falldown System We have added a new Enemy Falldown System that gives enemies random animation probabilities when enter the scene when falling from heights of 2 or more meters. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:Falldown Ragdoll Entrance – The enemy will ragdoll after landing and then get upStubble Entrance – The enemy will stubble after landing before pursuing the playerLunge/Boost Entrance – The enemy will lunge and boost after landing towards the player Enemy Pain Stun Lock AI Pain resistance has been improved. It still builds up over time, but has been adjusted to be harder to stun lock enemies. We fixed pain reactions not always triggering. Pain now uses a new hit blending system, so different strengths and durations of pain are shown and can happen while AI is attacking. Head Tracking We have added head tracking to zombies, NPCs and animals. They will now turn their heads to look at their target. Enemy and Animal Swimming Zombies and animals are able to swim in water and at a faster speed than they moved before, so be careful in the water. Zombies and the bear now have swim animations. AI pathing still generally follows the bottom of a body of water, but when they near their destination, they can swim upwards. Added AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chanceAI partial path picking may choose lower paths if lower AI intelligence and less dumb AI will pick higher paths over timeBear pain resistance, moved pain to an anim layer, so can still move and doubled healthPain resistance on all animals and anim layer on boar, deer, mountain lion and wolfZombie Hit layerCreate Bear Swimming animationsSwim state to deer and wolfTrader head trackingZombie random move speeds based on difficultyBlood moon spawner will instead spawn a radiated vulture 50% of time if target is in a vehicleBlood moon zombies will 50/50 teleport closer or die if target player is far awayBlood moon zombies have an increased loot drop rate after every x have spawnedBlood moon vultures always see and chase at any distanceBlood moon vultures chase vehicles at 250% speedVultures can now attack blocks when chasing their preySleeper pose material and low res textureZombie rage chance scales based on hit damageZombie rage duration does not count down while stunnedAi rage console commandCrawler’s climb will exit anim early at destination, moves same as anim motion, disables tilt to ground and reduced snap speedZombie normal/fat attacks are faster right handed and slower with leftZombie hits are triggered by anim Hit eventsZombie random attack anim blending and additional animsZombie mirrored wall attack animsFat zombie attack anims Changed AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chanceReduced AI rage chance base damage to 40Zombies have more pain resistance and will attack even if playing pain animations more frequentlyLowered non bashing pain threshold to 6 damageRemoved bashing attacks randomly not causing painReduced blood moon zombie corpse despawn time to ⅓Increased radiated vulture damage to 150% entities and 400% blocksImproved vulture attack reposition durationIncreased vulture attack anim speedGreatly reduced zombie alert times when hurt or after chasing a seen targetIncreased health of dire wolf and mountain lion dramatically, zombie dogs and wolves marginallyIncreased boss Grace’s healthAggressive animals in the forests only spawn at nightDirewolf now shares assets with regular wolf and uses new scale code instead of a scaled prefabRemoved all old direwolf assetsRemoved start of crawler climb up anim Fixed Zombie attacks are triggered too early by charging towards and then back peddling quicklyHostile animals attack while electrocutedSpider zombies can still jump while being shocked (and mountain lions)Zombie crawler shock effect displays as if walkingRabbits are digging when idleWrong name for IsAnimalEntity property making AnimalCount stat always zeroGetMoveToLocation raycast not using origin and giving wrong heightPhysicsSetMaxHeight was adjusting the first animal large colliderAnimal larger colliders would shift to wrong offset depending on facing directionAI rage chance above the base damageAI digging when blocked and above but only a short horizontal distanceAI sliding down steep slopes that player can useMovement slowing when attacked was not removed with pain resistanceJumping after a fall due to blocked time accumulating during fallVultures could wander instead of attackingVulture attack origin too high, gliding while attacking and excessive repositioning if blockedAnimal attack anims skipped when rapid attacksWandering horde zombies seen sliding and not walking on dedi and P2PZombie controller decreasing AttackAnimation, UseAnimation and SpecialAttack2 playing times when base already does Random Gen Improvements Random world generation has undergone a few changes to help improve generation. Biome generation – We have made biomes random in placement and size to allow for less predictable layouts.Trader World Placement – Trader world placement was separated from regular wilderness POI placement so it could be made more predictable.Player Spawns – Initial player spawns were changed to make starting out easier for new players.POI Distribution – We have improved Random Gen in to use every POI possible in the game so players will see the breadth of content like never before. Random Worlds can now have over 500 unique POIs that can spawn!Pregen Maps – We re-created 3 brand new alpha 19 pregenerated maps to play Animation Improvements Added rigs and content created for support on new weapons and tools including: Impact Driver, Auto Shotgun, Desert Eagle, Sharpshooter Rifle, Double Barrel Shotgun (reworked model), Junk Drone, Junk Sledge, and Ratchet.Added fall/land animations to support new fall-down system. Also added additional stumble animations when breaking through obstacles.Added zombie swim animations to support new swimming system for zombies.Updated 3rd person locomotion lower body update and upper-body update that supports up/down aiming and firing for new and existing melee weapons.Updated various zombie characters and player arms with new models. Dynamic Resolution A dynamic resolution system has been added that allows the game to draw 3d graphics at a lower resolution than the main game window is running at. This can increase FPS while allowing the UI to run at full resolution. Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings: Dynamic Resolution ModeOff – DisablesAuto – Enables it and will change resolution based on your FPS. This uses some video memory.Scale – Enables it at a fixed resolution. Useful if you are trying to hit a specific FPS value like 60 and prefer a constant resolution. This uses less video memory than Auto.Dynamic Resolution Min FPS – When Mode is Auto and running below this FPS value it will decrease the 3d resolution.Dynamic Resolution Scale – The percentage to scale down 3d rendering when mode is Scale. Lowering your screen resolution will only increase FPS if your video card (GPU) is the bottleneck. If your CPU is the bottleneck, a lower resolution will not increase FPS. Vehicles We have done a number of improvements to vehicles listed below. Added Vehicle collisions with entities uses their mass ratio and hit angle for damage, velocity reduction and ragdoll threshold/chanceVehicle collisions with entities during blood moon slows vehicle and is harder to ragdollVehicle damage by entities during blood moon slows and pushes vehicleVehicle cosmetic slot that accepts dye (this is not functional and will be used for some type of modding in the future)Players exiting vehicles retain most velocityVehicles keep full velocity when driver exits and no wheel on groundVehicle driving increases food consumption Changed Increased vehicle damage from entity collisionsRemoved vehicle parent_part from xmlEntities killed by vehicle hits would have little ragdoll force or play an anim and improved ragdoll hit forceVehicles that are supposed to be up on blocks are in themVehicle damage amount to entities did not use actual relative motionVehicle ragdoll force on entities was invertedRemoving vehicle mods did not update itemVehicle physics not transferred when client or server took controlVehicle engine would not stop if brokenControls break when hitting esc at the same time you enter a vehicle Server administration and multiplayer config changes, console commands, etc Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”Added optional “display names” to admin / ban / whitelist commands to make it easier to remember who the entries in the XML belong toAdded command “camera” to allow locking the camera in place or saving/loading exact camera positions, e.g. for screenshotsAdded the ability to search for commands with “help * <searchstring>”Added the command “getlogpath” to easily find location of the current log fileAvailable buff names are now listed when using the “buff”/”debuff” commands without argumentsFixed the “buff” console command recognising all valid buffsChanged the “debugshot” command to also save the list of currently bought perks as CSV next to the screenshotChanged the “chunkreset” command to work when run by clients tooChanged the “chunkreset” command to take block coordinates instead of chunk coordinatesFixed games hosted as “Friends only” could be joined by random people through the Steam profile page if you had not set your profile to privateChanged the “Terminal Window” window name to include the server name and portFixed the game logging errors when the executable was called with non-GamePref command line argumentsClient side cached map view no longer persist between different servers with the same world a player connects toAdded a note about port ranges for servers to show up on the LAN tab of the server browser to the serverconfig.xml template In-Game Commands Networkclient and networkserver console commands each with latencysim and packetlosssim commands to enable latency and packet loss simulationScreenshots are saved as tga when pressing left shift + F9Gfx graph #, cvar, pe and stat console commandsGfx graph fps and gfx graph dr console commands (type gfx for help, example “gfx graph fps 200”) Chunkreset console command f parameterTeleport to POI window, triggered by console command “tppoi” Modding Support (In game) Localization from mods now pushes to clientsAdded: Support loading prefabs from modsAdded: EntityClasses can be hidden from spawn menu with the property “HideInSpawnMenu”Added: Target health bar visibility can be configured from XMLAdded: Support XUi binding of CVars with specified formattingAdded: XML driven on-screen icon systemAdded: Worldglobal config fileChanged: World file processing is no longer based on file timestamps but rather actual content changesFixed: XPath insertAfter patches inserted elements in reverse orderFixed: Multidim blocks were only interactible on one end Level Editor Improvements Added: editor only command “sleeperreset” to reset sleeper volumes for quicker testing without reloading levelAdded: Disable biome spawns in playtest modeAdded: Screamers will not spawn in playtest modeChanged: Light editor max range to 40 and step to .5Changed: Light editor to remove tile data when saving with defaultsChanged: Increased light editor min/max spot angleChanged: Updated default spectrums for POI editorChanged: integrate standard localization handling for Light Editor propertiesFixed: Light editor Esc key cancelled, but left the visible changesFixed: Light editor changed tile entity color when only save shouldFixed: Light editor not removing all changes on cancelFixed: Reduced fog in POI editorFixed: Can not create a world using World Editor and receives an NREFixed: DirectoryNotFoundException from Prefab Editor from non-existing maps UI Improvements Map popup for creating waypoints can now be dismissed by clicking on the mapAdded UI scaling optionAdded a refresh button to the server browserAdded support to paste “IP:port” combinations into the IP field in direct connect window and automatically extract the port to the port fieldAdded a warning on the New Game window when the selected world was created with a different major version of the game, mostly as the world’s prefab list could contain outdated entriesFixed: Scoreboard admin star can no longer get covered by player namesFixed: The last letter of some tooltips was below the tip boxFixed: Hovering over a blank slot in a container showed item tooltips from items in another containerFixed: Hovertext on lootable/harvestable items was displaying two messagesFixed: XUi tool tip backgrounds ghost on main game screenFixed: Fog of war covered parts of the map were actually transparentFixed: Quite a bunch of missing localizations Audio Improvements All new weapons have supported audioLockpick soundsNew Trader Jen VO Other Visual Improvements Cloud moon glow and darkening at lower heightsAtmosphere ground plane below horizonSky color alpha scales outside ambient sky colorClouds are darker at lower heights at nightSpecific moon phases every 7 daysSeparate moon size, color and phase when blood moonBackground cloud layerMoon phase and color effect moon glowSun punch through of fogColor spectrums blend between colorsWorldglobal ambient night valuesInterior ambient light scalingAntialiasing Low, High and Ultra optionsSun shafts on moonUnderwater fog Analytics and Telemetry We have partnered with Super Nimbus and GameSparks to capture game analytics from Alpha 19 to Gold. We plan on capturing many things to help balance the game and improve the overall experience only generic game-play data all of which is already been covered in our EULA. For Alpha 19 we are capturing the most important data for balance and progression. Some things we are capturing include: Game simulation settingsHow XP is earnedHow players dieHow players kill enemiesThe speed of player levelingLoot Progression at key points We are not capturing and storing any personnel information from users such as IP addressesNamesSteam usernamesDevice NamesAnything that can be used to identify any particular user Alpha 19 b1-b180 Added Buffs’ icons caused by an outside source, not by an item action triggered by the player, will blink for the first 3 secondsIntersection block shapesAdded a Critical Hits journal entryBlock shapes that play nice with the new counter mounted sink meshEntity physics rigidbody uses the actual massBlock model entity enables LOD fadingTrader to Trader quests at each quest tier.Expand the LootQuantity passive to affect whole containersSuper corn can be used to craft glueCurrent POI to player section of debug panel Biome node systemTrader Hugh now specializes in firearms, gun parts, and ammoTrader Rekt specializes in food and seedsOptionsGfxResetRevision to allow resetting on startup Hotzone settings for Nav Object Compass settingsDimming of sun and moon light from high fog and moon phaseWorldglobal xml fogPowerJournal entry for stealthNew polished hardwood floorsEntityProjectile to allow syncing of spears between server and client as well as allow saving and loading of spears in chunksJournal entry for the Activity MapAnim controller SetFloat change threshold and idle time change threshold, but removed for zombies Stone axe hit organic soundsCustom toolbox and toolchest soundsAllow hay bales to scrap to plant fibers SetTransformActive updates reflection probe Console command gfx st budget 0 disables streaming and >0 enablesWritable Storage Box American Flag Version Flagpole Chair versions of plaid and leather sectional couchesPlayer stats UI shows values using tags if set Night is darker when the moon is not full Added POI name to dbs command screenshots Option to change size of FPS display Old Wild West Coffins Tough Guy Sunglasses that boost your fortitude. Found in loot and for sale at traders Allow XUi list ComboBoxes to be initialised with ints/floats from XML Allow enabling/disabling XUi SimpleButtons from XML/bindings Allow XUi controllers to react to binding changes at runtime Mem obj and mem objs console commands to list and shrink the object pool HD Biker Zombie Chainsaw/auger flesh impacts for melee & harvest.Added hits/grazes to all 3 tiers knuckles. Visual clue for text orientation on player storage crate Radiated vulture vomit attack sfx. Gfx st discard console commandSetup xml, localization, and icons for Gas Pump Remake Updated localization for Wild West Coffin helper Setup xml and localization for Bleachers Set destroyed concrete material “gfx graph tex mem” and “gfx graph tex stream” console commands “gfx st reduction” console command “gfx st” b/d/f/r console command abbreviations woodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse) tppoi window can be opened from ESC menu, also autofocuses search box now HD Office Chair (no new icon yet)Writable Storage Box Insecure to match textures when Writable Storage Box is downgradedNew gun fire effects for weapons that had been sharing with othersMissing tooltip for buffArmSplintedTooltipAdded new icons for new inventory management buttonsCreate digging animation for crawlersRusted Metal Roof Material“gfx texlimit” console commandMove items buttons for containers<>inventoryHigh quality water depth transparency and improved edge transparency, edge foam, waves and undulationsUtility_celltower_02Allow the complete freezing of zombies within the game (ctrl-num* toggles)Add chunk boundary markers that look like the land claim bounds box (Shift-num+ toggles) Changed Rough adjustment for loot drops. QL6 primitive items drop at GS 30. T1 start dropping at GS 12, T2 at GS 60, T3 at GS 105. You will always start seeing low qualities of a “new” tier first.Auger no longer has a low priority to be for sale at tradersCooking pot land mines cannot be picked upAdded dysentery chance when eating rotting flesh and raw meatRadiator only drop radiators when harvested with a wrenchReduced snow storm particle saturation and opacityHop seeds are now found in lootFood poisoning is removed, but some foods can now cause dysentery. Cooked foods now buff your max stamina varying degrees based on the tier of the food, up to 40 max staminaAcid barrels now have a chance to drop acid when harvested with the wasteland treasures perk Game credits are updated with new folks from the team addedSplints can not be used (wasted) when you don’t have a broken arm/leg. Plain bandages can not be used without bleeding. Sewing kits not without bleeding/lacerationImproved Light Manager light registrationPerkHealingFactor heals less regular health but heals critical hits up to 2x as fastPut skinny eaves on Canyon Mine buildingReplaced old flaming barrel effectReplaced old charged baton effectUpdated bullet\metal impact effectAdjusted some blood particles that were too brightReplaced old first person pipe bomb fuse effectOptimized Chunk OnDisplayImproved lights console commandImproved dynamic light fadingLight view distance to larger of MaxDistance or 150% of rangeMerged the rod&spring and auto trigger group modsRemoved old unused biomes: city wasteland, wasteland hub and cityInstead of starting the game with “over eaten” food/drink stats, stamina regen costs less food/water up to level 5Gunpowder crafts much fasterImproved RandomPositionGenerator funcs to allow points in water if not found on land or are swimmingHealing factor now heals critical wounds 20% faster with each rankScaled existing weapon recipes to accommodate three tiersChanged navezgane prefabs.xml and rwgmixer.xml to new namesImproved how in water, swimming and water level is updatedImproved water movement slowing and added slower turningBurnt forest friendly animals are now identical to the pine forestBurnt forest no longer spawns vultures and the burnt forest difficulty is on par with the pine forest Removed unused biome entries for legacy citiesScaled chicken bigger so it’s easier to target and findOptimized some chunk codeImproved pickup collider for dropped torchesUpdated snow tree sizes and replaced second stage growth stage with prefab variantUpgraded old plaid and leather couch modelsUpdated snow treesReduced sun saturation and intensity in snow biome spectrumBuried treasure loot guarantees dukes and ammoArmor items have less base durability. Armor perks increase durability more30% of the armor value of a piece of armor is generated by the quality levelFood/Water consumption converted to ISS v2.0. Both food and water stats increase up to 200 along with HP and stamina. There is no overeating/drinking but the first 20 points you eat above the cap will tick down more slowlyBackpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)Books, schematics, and recipes show in Mods tab at traderAdded commercial sink proxies and fixed sleeper fall setupsImproved map renderingAmmo piles, food piles and workstations to LOD fadeDart trap placement orientation hard to see in dim lightAudio Sources for body impacts to a much smaller radiusBody impacts audio source to custom rolloffRoll times and play probability are calculated from daily allottedSnowstorm to GameParticleLit shader and increased particle transparencyPerkHeavyArmor moved to the strength attributeQuest is now tracked before showing the toolbelt message about new questSmokestorm particle to GameParticleLit shader and improved color, emission, velocityUpdated Fir Large and Fir Medium with modern frond techniquesLights are fully disabled when turned offUpdated flashlightDecor, lanternDecor and porchLight01 lightsLens flares use less light intensity, dim with ranges less than 4 and disable at distanceAdjusted streetLamp_Classic defaultsDid a rough pass on Fall Behavior variablesBaseball bat is the T2 club, the steel club is T3Increased BulbFlare sizeStreet_light01 to shadow casting point light and dimmedLanternDecor to cast shadowsImproved GameObjectPoolLinear Color Space tree balanceMelee weapon 3rd person upperbody locomotion sets integratedLinear Color Space balanceTurret camera view to normal color with a little staticRenamed water jars for consistencyMagnum ammo is cheaper and has increased stack size.44 Magnum invoked the Rule of Cool and has increased range, damage and rate of fireGraphic quality preset FOV valuesOptimized BlockValueSpears are armor piercingSpears benefit from perkPenetratorIncreased sneak attack damage on blades and bows, lowered on sledgehammersVideo gamma option is now brightnessImproved default concrete materialNight clouds and fog now have a subtle blue tintMoon to phong shading plus ambient lighting and supports all phases and new fogUpdated blood moon spectrum to correct fog density and color modificationsShifted blood moon sprite color to fix the pink hueSun horizon light spreading and tintingThe table saw can not be crafted and is no longer needed to craft any recipesWood shape blocks like poles or stairs that were in odd places on the crafting menu are now found in the wood frame variant blockBiome affects player threat levelModified spectrums to support new horizon fog gradientMagnum model updated, points to new prefab, weapon anims, 1st person animsReduced player spawn in effect durationReduced global sky ambient saturationSpawning screen effect starts brighterLinear color space texture updatesUpdated Pine, Snow, Desert, Burnt Forest, and Wasteland SpectrumsImproved cloud renderingLinear color space texture updatesMaterial optimization and cleanupLinear color space Post Processing updatesCloud shader settings and source artHeight fog shader settingsWorld global ambient settingsPine Forest spectrum updatesReduced star frequencyLatest interior ambient balanceAdjusted Water Distant Surface shader to look like the near shaderRemoved SSR due to visual artifactsAmbient levelsUpdated fog spectrumsDefault sun saturationUpdated world global XML values Adjusted default interior light prefab values for linear color space Linear color space texture balance Chandelier prefab alignment to ceiling center for 2.5cm pillar compatibilityYongha’s New Hunting Knife model integratedReduced ground ambientLinear color space spectrum balanceSplit destroyed concrete shape into N,S,E,W segments for paintingNew Stone Axe model integratedTemp removal of fog to prepare for ‘s new exponential fogImproved Reflection Manager fix for when probes refuse to renderFirst pass sun intensity adjustments and weather fog reduction prep for new fogUpdated post processing to v2Lowered amounts of prepared food and drink at tradersEnabled linear color spaceDisabled post processing options until we can get this swapped out with 2.0Entity damage buffs store the damage remainder and use next tickOptimized 15 avatar controller parameter names to use hashesOptimized World GetEntity to do one dictionary lookupTerrDesertGround has more hit points and clay harvestRotations are now working on doorsConsistent LOD distance on all player lightsUpdating house_modern_06, small fix to sleepers in the master bathroom closetPerkMasterChef, moved ingredient bonus to T4Balancing and clarification on fore grip and bipod modsRemoved animator from steel sledgehammer and created new box colliderChemistry station no longer uses wood or burning barrels in the recipe. Instead, they use forged iron, more short pipes, and 5 acidSteel axe plays heavy woosh soundsMoved chili dogs, beer and Yucca Smoothies to rank 3 of Master ChefRemoved tree seeds from seed loot and tradersSalvage Operations now affects ratchets and impact drivers as well as wrenchesImproved entity speed replication difference checkRanged weapon AutoReload property to effect one shot weapon reloadBlunderbuss to not auto reloadSet hunting rifle and crossbows to not auto reloadExplosion resist is another random armor statNo side effects on steroids/recogClothing and armor pocket mods are named differentlyIncreased base water drain. (was less than food) Fixed inconsistent rotation on metal railingUpdating streetLight01 mesh and texturesChanged army truck to mesh colliderBurning shaft mod adjustments, can only installed in weapons and tools with a long shaft or bladeAnimal remains collider size increasedWorking Stiffs crates drop a minimum of 1 toolRemoved harvest and craftable clutter from working stiff loot cratesRemoved paper, polymer and junk from construction supply crates, buffed quantities of glue, duct tape and scrap ironUpdated beverage list in the game to include more drinks. Removed empty jars from beverage loot listChunkreset x1 z1 x2 z2 to not require last two parameters and check for huge areaDefault daily allotted for dynamic music systemRemoved item Sound_harvesting propLab equipment piles drop gunpowder, not nitrate/coalBullet casings in “junk” loot drop as brassIncreased ammo count in loot groups, ammo piles and hero chests drop an additional, guaranteed “ammo” groupCheap wooden chests or desk safes have less storage capacity, large storage boxes are tougher, gun safes have the same capacity as large boxesCube storages boxes show up in the “building” crafting tab with the other relevant crafted storage containersReplaced particles on third person “on fire” effect Coal burns longer than woodAdded testosterone extract to cigar recipePrice of paper is consistent with other ammo supply costsReduced chance for drink in refridgerators and increased chance for food. Increased quantity of eggs that spawn in fridgesUnlocked End reward chests in T1 and T2 POIsGamestage diminishing returns to a scale and set to .5 and difficulty bonus to a single number and set to 1.2Lucky Looter adjusted to be in line with the loot quality distributionBlunderbuss ammo only requires 2 gunpowder instead of 3Adjusted steel hatch colliders to improve ladder climbing.Reduced AI 1m jump distance Zombies have a faster/shorter jump land anim Decreased chance to find workstation schematics in destroyed workstations Reduced Blur shader samples by half Gas_station5 linear lighting and new art pass. Replaced flame effect on burning arrow & bolt Improved first person hands lighting when using burning arrows & bolts Reduced amount of painkillers in loot Quests per tier changed from 5 to 10. Removed unneeded small signs, street lights and trees from rwg poi list Linear color space balance on ammo display cases and gun racks Changed primative colliders to mesh collider on all cars Tier 1 quests no longer offer Armor, Weapons or tools as a reward Party size from 6 to 8. Store_clothing_02 new clothing wall racks.Utility_celltower_01 remadeReplaced tree helper with dead tree & smoothed navazgane terrainSounds.xml better tactical AR fire sound playback with auto trigger modUtility_celltower_01 navazgane terrain painting Updated flame effect on first person and wall candles. Updating old barrel fire particle effect. Campfire and forge tools have a small icon to show that they belong to a workstation Barrels are containers. Removed Texture Streaming video option and made streaming always on Ammo drops are less abundant in the early game, blunderbuss ammo and iron arrows can be more common. Closet rod and clothing piles destroy on loot Neon “Open” sign emits light now Loot probability templates normalised to 1 to make them usable in more situations Demoted exception to error (no console popup) when country can not be retrieved Item Type Icon to workstation tools. Items that cure a condition show 100% instead of an unspecified amount Updating steel club icon to match mesh changes Zombie bears drop testosterone extract Yucca juice recipe no longer needs water but is boiled in a cooking pot The stamina buff from cooked food does not count down while your food bar is full. Put a small weapon bag in survivor_site_02 Bullet casings now partially visible in iron sight aim for AK47Reworked laser attachment effect for desert vulture Boiled water does not cause dysentery Reduced excessive food value on super corn Merged heavy/light armor, all melee weapon and all ranged weapon loot groups for better performance due to fewer probability table lookups Schematics scaled in loot. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages. Physics push to not angle down and if not on a ragdoll use x5 force Traders sell tech 3 weapons in the higher secret stash inventoriesRobo sledge YawRange changed to 170°, making it easier to place in tight quarters. Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it. Loot abundance to effect each item in the container instead of the master count Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic. Chainsaw and auger are not unlocked by perkAdvancedEngineering Slower recovery of the dynamic crit resistance that occurs when taking multiple hits from zombies Added more friendly animals to all biomes Enemy animals can spawn during the day in forests Chickens can spawn in forests now All animals respawn much faster than before 10% less resistance against stun and bleeding Blade trap hits don’t prime the demolition zombie Food max stamina buffs will not overwrite if an existing higher value buff is above half duration. Stone block destruction doesn’t fire heat events like wood or iron blocks Auto shotgun cannot use scopes for now Improved sleeper volume noise response Boars, coyotes, dogs, mountain lions and wolves can attack while moving forwardTemporarily disabled reflex sight as a visible attachment on the auto shotgunIncreased amount of small animals spawning in the forests and decreased larger animals. All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night Shotgun damage and auto shotgun rate of fire reduced. Added floats so spawning of zombies and predators are less predictable. Reduced stamina cost on iron harvesting tools Bandolier mod increases reload speed by 15% Removed candy tins, hub caps and air filter items from the game. Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Hub cap mine uses a nail instead of a spring Deprecated candy tins and other redundant items Cooking pot mine is also crafted from basic resources Normal entities load their prefabs and meshes on demand instead of during world load Reduced distance to backpack after death if no respawn point is set Block entities to load on demand using the object pool The object pool large pools to active pools which will fully remove pool objects and non active prefabs over time Added various scales to zombies so they are different heights Texture streaming to only use the main cameraStore_autoparts_01 updated to commercial standards.Updated lots of oldwest POIs with new artArt and new block update for house_old_abandoned_07Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the dayIncreased push up motion when player is stuck Increased chance of getting criticals on the 2nd hit Nerfed water cooler loot to drop 12 pure waters instead of 1 to 4. Player shader name to Game/UMA and removed 10 unused properties Increased chicken and rabbit run speed Command “killall alive” no longer kills turrets Biome generation now allows biomes other than pine forest to be in center Optimized Arlene texture sizes Optimized Big Momma texture sizes Optimized Biker texture sizes Renamed Arlene emissive to proper name and readded missing texture Blade trap repair cost reduced to not be more than its crafted cost Optimized Boe texture sizes Optimized Crawler texture sizes Optimized Darlene texture sizes Optimized Fat texture sizes Optimized player hand texture sizes (AO only) and fixed filtering Optimized Joe texture sizes Optimized Marlene texture sizes Optimized Mechanic texture sizes Optimized Moe texture sizes Optimized Steve texture sizes Optimized Yo texture sizes Optimized ammo piles texture sizes Optimized dropped backpack texture sizes Optimized Brute trash can texture sizesUpdated officeChair01 icon Optimized loot container texture sizes Optimized vehicle texture sizes Optimized non HD zombie textures Optimized animal texture sizes Optimized appliances texture sizes Optimized commercial texture sizes Optimized crafting texture sizes Optimized decor texture sizes Optimized door texture sizes Optimized electrical texture sizes Optimized furniture texture sizes Optimized gore texture sizes Optimized industrial texture sizes Optimized outdoor decor texture sizes Optimized plants texture sizes Optimized plumbing texture sizes Optimized resources texture sizes Optimized remaining entity texture sizes Optimized UMA texture sizes Updated existing weapon effects Light from gunfire now has smooth fade in\out rather than abrupt click on\off Gun fire light adjusted for the new brighter first person lighting Removed cntSuitcase from RandomLootHelpersSleepers always ragdoll on death Block ExcludeWalkType uses a name Bulk updated the POI imposters after concrete pass. Increased duration of the Charismatic Nature buff Improved sky fog sun punch through and to work with dark fog colors Console command “weather fogcolor” to use red for green and blue if those params not given “gfx st budget” to disable streaming before setting budget Separated sort button on inventory/containers from the window icon “Water Particles” video quality option to “Particles”, which now also decreases world particle count Deleted chunk water depth object creation, mat and shader Improved Low quality water transparency, waves and smoothnessWorlds’ splat maps support PNG again to reduce world sizesReplaced collider and shadow caster on car parts ramp40 prefab materials to use the crossfade shader100+ block entities to consistent LOD culling heightsTop tier foods sell for more dukes, and no longer have economic bundles of 5 but 1, so single meals can be sold Fixed Backfacing issue on road signsDrugVitaminsDesc needs to be updated to reflect fatigue cureReplanted missing ground under Rekt’s stairsAdded support to the waterwork’s fence, car removal no longer makes it collapseWood Black Overwritten with Wood Painted 3OnSelfDestroyedBlock && onSelfDamagedBlock were not yet functional with block tagsAdd storage pocket mod and cargo storage pocket mod to inventory crafting clothing tabTreasure quests no longer spawn underwaterToolsB linear color space balanceAnimals are not always removed after harvestWhite lines on edges of UI graphics. Collider hinders player movement saw horse block shapeImpact particles have material color overwritten when spawnedHandheld torch no longer burns underwaterUnable to harvest animals and collide with zombie corpsesChemstation emission light blinks in and out while moving around it AudioManager Play using wrong origin pos for SignalAI Trader Bob profile pic missing from UI Atlas. Handheld junk turret does not get the rate of fire increase from the perk Some objects have extremely small render distance Cars pop up when you harvest them God mode speed hotkeys not working for x and z movement If you catch a vulture on fire, the fire stays in one place while it flies around.Fixed don’t allow attacking while falling or while playing a forced root motion anim(landing behaviors) Particle scale on flaming zombies. ERR RemoveChunkTransforms !zone Stained glass albedo and transparency Incorrect shadow caster scale for Fir Medium Emissive light handling of block lights LightLOD overwriting original shadow strength Electrocuted zombies still attack while being electrocuted Fire anim is not seen when setting zombies on fire Destroyed blocks during join game process cause NRE on connecting client. Slow lens flare fade Street_light01 collider blocking flare List of glass blocks that are black Two paint textures are incorrect Solid plane showing in candle prefab. Upgraded wood planks seem to be too shiny Glass Pane is way too reflective including the frame Grass and trees not spawning on many sloped areas () Players could still be immune from a previous death at next blood moon Trees have some color issues since linear lighting update Trees change colours when falling. Removed 2 incorrectly placed blocks Global UVs, face hiding\collision on destroyed concrete set. Edge alignment on destroyed concrete set. Using turret inventory changed player camera when in 3rd person view Player model jumps forward of the player camera when accessing an auto turret inventory Shocked buff not following ragdolled bones You can have a splinted and sprained leg at the same time Collider tags using the same name for upper and lower arms Treasure quests now use Nav Objects. On perks like perkGunslinger you do not gain hit counters or benefits for hitting dead enemies Removed artifacts from plaster material The Iron Gut perk increases buff duration by 100%, not 50%, and the description on food/water is too vague. Sun shafts turning off early on sun Updated JoelRagdoll prefab with the new Joel2 model Fixing shadow casting error. Moon sprite distance so same as sky for correct perspective/horizon clipping Chandelier needs a bulb materialMoon has wrong orientationScale up basketball hoopSet roughness, metalness, and ambient occlusion textures to sRGB off for Autodesk Interactive assets Missing faces on some placements of destroyed concrete. Rockets using car explosion particle effect PerkFromTheShadows updated, stealth rules explanation improved on perkHiddenStrike. May end up doing a Journal entry on it but it’s a lot more consistent now so may be overkill. Barbed Wire block has buff issues, too large area affected Damage based camera shakes now working again Moon light intensity staying decreased from lightning Removed large scratch texture artifact Multiple Black glass materials caused by incorrect texture settings Being able to look under a water plane when above Wall light prefab set to wrong mode Green ambient values Broken leg buff resets on relog. Listed water cost on drugs fortbites and recog is incorrect Black industrial glass Clients on mp games cannot turn weather survival off God mode enabled message shows on joining game when god mode is not enabled Kicked while in camera screen spams errors and warnings in console Reduced grass saturation Dark cotton and Chrysanthemum materials in shadow Create window store set that has unbroken full panes of glass Foliage brightness fix for linear color space Tree branch brightness fix for linear color space Fixed tree trunks using incorrect internal speed tree shader to use speed tree standard shader for linear Spear stuck in ground disappears when player dies or relogs Stone arrows showing as generic bag SMG turret clips into block above it. Bike digging/destroying terrain on horizontal path and loses hp (new wheel colliders) When in god mode and continuing game you are still in god mode Rotations on some car components. Distant gun sounds not working Replaced old supply crate landing effect with new one. Electric fence wire causing PhysX errors in console Several more weapons had no sound if modified to auto fire Missing explosion on cars. Offset car explosions. Wood particles getting stuck on surfaces. Changed Item Compare to use Base Values. Show colored values for modded values in ItemInfo when not comparing. Ranged damage not updated in modify window when mod is installed. Fixed incorrect sound effect and visual in acid impact effect. Fire particles appearing in acid puke particle. Forge tool slots arranged in a logical order Fixing broken import scale on farm_plot fbx Trees grow on dedicated servers while the server is empty Illumination issue with iron and steel spears. Another Junk Turret/Mod dupe Motor tools too prevalent in their quest loot group because there is no padding M60 now has a custom collider box Wooden Bow does not require string tension Burning shaft mod isn’t toggling emissive on materials of their weapons Microsplat bleed issue on garage_5 in the wastelandPlayer getting stuck digging Zfighting on broken tile custom shape Player fall impact triggering on speeds of 0 Steel harvest exploits on safes Changing spectate mode did not send the change to other players Artifact in charred meat icon Breaching slugs destroy blocks just as fast as doors Allow POIs from towngroup to spawn in wilderness, if they have that tag Increase transparency of turret and motion sensor vision cones. Better Barter works on player vending machines. Spear vanishes on dismemberment Skill screen and quest screen now both are fully localizedStun Baton charge lost on missed attack Players can use flashlights to attack againRedo dead grass texture (hay bale) Brick_destroyed03 custom shape doesn’t show bottom face Filled back faces on animal remains Skill point cost tooltip does not always use localisation keys. Corpses starting with damage by attacks that do multiple hits Buried supplies quest do not fail if another player destroys the chest. Traders can be affected by knockdowns Fixed items sticking through the other side of some shelves Corner_round_plate shape makes adjacent wall faces disappear. Steel exploit with broken vending machine Wrench doesn’t have any glancing blows on power attack Linear color space balance on remaining ore models and terrain textures Iron and Coal boulders and terrain textures updated for linear color space Fixed mismatched knobs on versions of white house door Reinforced wood is not as shiny anymoreMac with AMD GPU has a chaotic screen blur effect Reflections on Mac cause wild issues Loot room sleepers don’t wake up until volume is triggered Zombies left standing after death for clientsOpen/close radial option texts for doors are now properly wordedSome window header backgrounds not respecting background opacity Drawbridges are no longer suffering excessive amounts of explosion damageBlade and turret traps causing standing AI on owner client Paint issue in treasure room of modular_06 Corner cupboard incorrectly deleting faces Several inconsistencies with visible shotgun attachments Gamepad doesn’t index trader inventory pages using right joystick Disabled K menu when not in world or POI editor White River Citizen quest shows 0m and points to 0,0,0 if trader is not found. Nailgun reload sound doesn’t play. Backpack loot bypasses the progression scaling Player’s own turrets will shoot player’s own robotic drone Junk turrets fall through stairs and any solid blocks below them when placed from a distance Business_old_08 upside down bookshelves.Prevent players from loading existing RWG worlds as they will be broken for A19 due to missing traders Business_old_05 upside down bookshelves. Corner cupboard culling faces incorrectly Prevent server DDoSThe perk HealingFactor works while player is supposed to die from hunger or thirst The Repulsor mod is now working Steroids add 50% run speed instead of the stated 10% Missing documentation for how the “soft cap” on overeating works. Wrong oven paint in apartment_brick_6_flr Falling window pieces in modular_03 Replaced faucet with showerheads in fire_station_02 BuffElementCold, buffElementFreezing, drinkJarRedTea, perkSlowMetabolism have no effect on food. Put proper shelving support in vic_13 Removed windowsidings from vacant_lot_05 perkTreasureHunter and/or Lucky Goggles are not speeding up treasure radius reduction Armor not resisting bleed buffs Factual and grammar errors in the Dysentery and Survival journals Wrong ingredient count on ammoBundleBlunderbuss Both robotic turrets/sledges jitter while aiming at their targets Trader setups have nonfunctional item quality parameters Robo sledge displays an ammo counter Several items state wrong recipe unlocks. Molotov now applying burning when entering the flames Fast Food 2 has suitcase poke through bathroom hiding spot Added missing bock to cemetery_02’s surface building’s ceiling Pure mineral water cures dysentery? Candle light not illuminating surfaces when standing too close to them wood texture seams on frames when upgraded are not lining up properly Better Barter 5 incorrect description False Max Stamina Buff from Healing Items Underground airpocket in Ranch03 Collapsing railing in fire_station_01 Z fighting with trimblocks and paint issue in modern_07 Applied paint to block behind comfy chair in modular_05 Adjustment to zombie footstep sound playback Knuckles harvest too quickly ( use attack speed ) Breaching rounds do not work on the Shamway safe Ratchet, ImpactDriver, SteelClub must now be crafted at a workbench Steel spear shows proper unlock info Scope mods are now visible on tactical assault rifle Robosledge does not display a ammo count anymoreBeer sign does not have a white line on texture Chest in funeral_home_01 now has loot Create world feature is functional againCan now place blocks around all lockers Identical look for XP bar and food/water bars Shovel hold animation is no longer used for all weapons and toolsUpside down door frame in apartment_adobe_red_5_flr Bar_sm_01 no longer has false cabinets Animals can not die from infection anymoreWeighted head mod is not compatible with blade mods on machete. Food does not heal after you eat broken glass. Also, please reconsider your diet. Fixed chainsaw and auger reload sound playback. Some farm plots cannot be planted due to stability Crate_storePrefab renderer was in TerrainCollision layer Gas_station5 billboard SI issue. Carlot_01 has beams that block entities Graph value updating on non repaint events First person weapon brightness values don’t match third person Player hands brightness adjustment due to auto exposure fix Back side of both flags have an alpha issue Prefab editor Ctrl modifier shortcuts overlap with other shortcuts “Path node otherHeight bad” warnings by allowing a small overlap RWG only generating 1/4 maps on dedi Tree poking through in vic_03SI issue with entertainment center in house_old_ranch_01 Removed the cabinet texture from the backside of the wall oven House_pyrimid_05 has si issue with loot crate in garage House_old_modular_08 has an SI issue with trim around the farm plots House_old_modular_08 kitchen cabinet helper blocks facing wrong way Chair clipping in medium junkyard House_old_victorian_03 chandelier is floating Si issue house_old_bungalow_02 attic furnace loot cover Salvage operations harvest amount does not scale as stated. (removed salvage harvest if the same resource is also on general harvest) NRE when trash and car share the same space Missing loot timer on store freezers Prefab Editor Able to place blocks above workbench helper block Marksman and Sniper aim to idle transition fixed Spear attack updated to prevent screen artifactsTimed Charge goes to unholster anim if ammo is availablePrefab editor update imposter function causing NRE when prefab is loaded from mods folder Crits trigger differently for clients and hosts Misspelled credit fixedChange right side header text info color to white Backpack disappears again Ratchet localization says wrong scrap material given Adjusted meshes on trim01.fbx for woodHalfPlate painting issues Molotovs no longer explode when dropped. Particle System is trying to spawn on player mesh with zero surface area (player arms) The description for Lucky Looter Volume 5 is very unclear, Remove magnification wording from reflex site Localization wrong for inventory on fill (middle choice) button CntStoreShelfElectronicsDoubleBottomGoods04 is not lootable and has no hitbox (missing TBlock Tag) Building floating base on rockResource block All 3 bows polished reload anims, blend times and weapon/player is in sync. Sniper, Tactical, .44, Desert Eagle, Pistol and M60 with fixed blends from ADS to reload. Crossbows default to a “no ammo” idle after fire. Particles in snow and desert cause major FPS drops Bombshelter_01 rwgmixer.xml update It is not possible to scrap yucca drink and coffee Copy sleeper volume’ misspelled in Prefab Editor MenuLow quality water was drawn too high in the worldBurntWoodBlock4 wad unpaintableRunning, reloading or changing weapons would not zoom back in while holding the aim buttonAiming while running would briefly try to aimMissing sign backface on street barricadeClient view distance setting ignored for player render distance Blocks with simple rotation enabled cannot be reversed with R key Prefab editor client does not render terrain sometimes Z-fighting and missing block in modern_01 Z-fighting in modular 7 Clipping tree in cabin_15 Z-fighting on house_burnt_02 Loot containers and store shelves aim\target fighting Zombies “popup” after knockdown stun while electrified Zombie electrocution anim starting late Zombie electrocution anim playing too long UpdateNPCStatsOverTime not playing damage effects (electrocution) if total health change was positive from regen POI Diner_01 shelving collider interrupts loot container Biker cannot fit under chain link pole in utility_waterworks_01 Cigar on Hotbar Adds Extra Str and Bartering Blunderbuss animates a flare from the muzzle when equipped Hands invisible when wearing Military Gloves Sticky projectiles prevent hitting blocks/zombies Perks that increase fire rate do not work until modification screen is opened and closed Steel armor parts are using same description as weapons and tool parts Journal updated for Treasure Map Journal Entry Arrows and bolts are not showing in weapons and not sticking to zombies properly Spears do not follow the entities they are stuck in 3 zombies can’t go through cabin_11’s doorway Zombies get stuck on trapSpikesNew Click Here To Visit 7daystodie.com
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Hey Survivalists, Here are the release notes for the upcoming Alpha 16 release. We know you folks like to read them beforehand so we’re releasing them early. In the meantime, you can watch our Streaming Partners play it Now! They will be giving away keys and you may even see a developer or two show up. Steaming Partners Alpha 16 Official Release Notes! This update is the most ambitious update for us since Alpha 1 and by far has the largest framework changes we’ve ever done. And to top that off it’s the biggest content drop we’ve ever done. In fact it was 88 pages of release notes that had to be condensed to what you see below. So without further ado, Let’s get ready to rumble! Distant Location Rendering System We’ve added a new distant location rendering system which renders low-polygon versions of locations in Navezgane and Random Gen worlds over a kilometer away. The system creates models of locations above a certain mass and height. New Locations We’ve have embellished many old locations with new loot and some custom painting. Too many to mention. We’ve also unlocked a new city in the south east Navezgane desert we call Departure. It’s the largest city so far. We have added over 30 new locations to the game including: 4 new skyscrapers have been added to the game. We’re calling these mega locations vertical dungeons because they play like a traditional game with a lot of thought put into the path, enemy spawning, surprises, even secrets. 3 fast-food restaurants (1 in Navezgane, all 3 in RG) 6 new modern houses (3 in Navezgane all in RG) Daycare (Both) Private School (RG only) Laundromat (Navezgane and RG) Hair Salon (Navezgane and RG) 2 fire stations (1 Navezgane, both RG) 2 Post Offices (1 Navezgane, both RG) 2 Court Houses (1 Navezgane, both RG) 2 Old business strips (Navezgane and RG) 4 new trailer lots (RG only) Pawn Shop (Navezgane and RG) Navezgane Hospital and Football Stadium (added to RG) New Enemy Spawning and Gamestages Sleeper Spawning – We’ve gutted the old static spawn system and added a new sleeper spawning system that embeds trigger volumes into locations which are set up by designers. We’ve added sleeper volumes and spawn points to every location in the game. Every location has unique spawning appropriate to the location or the area within a location. F.E. a maintenance area will spawn utility worker zombies and an office might spawn businessmen zombies The amount of zombies spawned at a volume is determined by the spawn definition set by the designer and the definition set in the gamestages.xml regardless of the number of spawn points. The type of zombies that spawn are determined by the spawn definition it’s set to and the parties game stage. The game will challenge you regardless of your level. Zombies will spawn in different locations within a pois every play through for a new experience every time. Zombies at locations are persistent meaning if you entered an area killed 1 of 5 guys and returned you would find the same 4 games alive. Zombies will respawn in their volume if the volume has never been cleared or nobody has visited it in 5 days Sleeper zombies have a chance to be a decoy meaning they are already dead. We added this so we could remove the old corpse loot block. Note: you have to damage them first before you can loot them. Decoy zombies have a chance to not be dead so you can be surprised sometimes Screamer Hordes We’ve changed screamer hordes to use gamestages now so they will be dynamically set to the offending parties game stage Game Stage Improvements We’ve made many changes to make the challenge the advanced players including: We’ve added feral and radiated zombies to the upper game stages to increase the longer game challenges 7 day horde stages use a larger pool of zombie types, 15 at gamestage 435+ Zombies killed by playerdeath will be added back to the pool We’ve added a new menu and server config game option to set the number of zombies per player on Blood moon hordes. It defaults to 8 but can be set to 4, 8, 12, 16, 32 and 64 or any number for server admins. Game-stages are still determined by your party. With the addition of blood-moon count we changed the Enemy Spawning game option to ON/Off as blood moon count and sleepers control the other spawning system counts Electricity We’ve added a complete functional electricity system with a wiring tool, power sources, lights, switches, triggers, traps and more. These items are gated by perks, loot found and trader only items you can buy. They include: Wire Tool – Use a wire tool to wire electrical components. Focus on any electrical component and use the secondary action to add a wire to a parent and once again to complete the connection to a child component. Focus on any electrical component and use the primary action to remove or cut that components wire to its parent component. With the wire tool equipped you can see many useful things including: a components power usage and power status, the flow of power from parent to its child component and the aiming of objects with motion sensing. Generator Bank – The Generator Bank allows you to power your electrical components. It requires at least one small engine, expandable up to six. The maximum energy output is determined by the number of small engines installed and their quality. The generator bank uses gas for fuel which can be found in loot and purchased at traders or crafted at chemical stations and campfires. Solar Bank – The Solar Bank allows you to power your electrical components. It requires at least one solar cell, expandable up to six. The maximum energy output is determined by the number of solar cells installed and their quality. Solar banks produce power during the day when in direct sunlight. Solar Banks and cells can be purchased from traders or found in rare loot. Battery Bank – The Battery Bank allows you to power your electrical components. It requires at least one battery, expandable up to six. The maximum energy output is determined by the number of batteries installed and their quality. An externally powered and turned on Battery Bank will recharge its batteries. If there are no batteries installed it acts as a relay pushing power down line. Electric Wire Relay – The Electric wire relay allows extending your electrical network further with a small cost to power. Switch – The Switch allows pausing the flow of power to children components. Pressure Plate – The Pressure Plate triggers the flow of power to children components when stepped on. Motion Sensor – The Motion Sensor triggers the flow of power to children components when a player or zed is in its view. Trip Wire Post – The Trip Wire Post triggers the flow of power to children components when a player or zed moves between two connected posts. Electric Timer Relay – The Electric Timer Relays allows the flow of power to children components during a specified time period in 30 minute increments. Blade Trap – The Blade trap has three spinning blades that chops players and zeds alike. It does not discriminate. Electric Fence Post – The Electric Fence Post shocks players and zeds who move between two connected posts. Dart Trap – The Dart trap launches metal darts when powered. Auto Turret – The Auto Turret senses targets in its view and fires 9mm rounds at them. Shotgun Turret – The Shotgun Turret senses targets in its view and fires shotgun shells at them. Speaker – The speaker plays an alarm sound when powered. Lights – There are many lights that the player can now craft to illuminate their forts. Spotlight – The player crafted Spotlight has changed to require power but can now be aimed be where light is needed. Random Gen Beta Version We’ve greatly improved Random Gen with many improvements and additions including: POIs New RG Distant POIs Over 30 new locations We’ve re-organized the rwgmixer.xml and it’s spawning groups and now have every POI spawning as intended POI location size restrictions have been removed so every location will now be included in possible locations lists. F.e. the football stadium can spawn POI Picker code improved, ensuring a more even distribution of POIs POI location facing directions have been fixed so their fronts face roads POI height is checked against it’s spawn height to ensure it’s not placed too high in the world Hub Generation New socket hubs added City, town, and rural Hubs are now Socket Hubs and spawn based on terrain available Socket hubs can not only be on hills now but they now have organic overall shapes and look. No more square cities. Socket hub township type is decided by placed residential buildings using a scoring system New socket streets to go with socket hubs New socket street generation formula controllable via rwgmixer.xml New zoning system to place POIs in certain parts of a town Downtown zone area percentage parameter added to rules Terrain Generation Terrain generation improvements Terrain generation now adjusts the heights to stay within the bounds without clamping Biome Generation Biome dispersion and elevations are improved and more natural. Biome decoration generator now checks height of prefabs and blocks to ensure it’s not placed too high in the world Highways Highways are sexier and have smoother curves Highways now all have gravel shoulders Gravel Paths Gravel paths now use more improved pathfinding Gravel paths no longer eat out a chunk of the highways they connect to World previewer World preview window is now wider World preview now has fly mode using movement keys when holding right mouse button down World preview window fly mode speed can be controlled with the mouse wheel World preview terrain height better reflects actual height World preview shows random town name using town name generator Other World Generation and Biome Changes Biomes have undergone some changes, too. The gravel spots in biomes are more reliable and will drop 1 unit of the ore they are leading you to. Stone in the top soil of plains biomes has been replaced by gravel Individual particle spawners (tree stumps) have been replaced by a biome particle manager so there is no random (and possibly extremely high) concentration of particle generators Spawning of animals in all biomes has been reworked. Darkened snow biome sun light a little to reduce whiteout. You can find small patches of fertilised soil in burnt forest biomes. You can harvest coal from ember piles and burnt trees. Surface potassium nitrate in the snow biome is now replaced with oil shale and coal. Nitrate, oil shale and coal can be found on the surface in the burnt forest. Added dead trees to the plains. New Enemies We’ve added some new zombies and some boss variants to improve game stage challenge. Here they are: Business man zombie – Often found in corporate locations like the new skyscrapers, these zombies are all about the business of eating you alive. They typically carry cash and paper. Disturbed Tourist – Everyone loved the old fat Hawaiian shirt tourist zombie so he’s back in HD! Prior to his permanent vacation to the afterlife he was hoarding canned food. Perhaps that is why he was caught and turned into a flesh eater. New feral zombies – Every zombie in the game now comes with its feral counterpart. Feral zombies always run and have glow in the dark yellow eyes, are much harder to kill and do more damage. Radiated zombies – There are radiated variants of the fat cops, the spider zombies and the zombie wight ‘the artist formerly known as the feral.’ They have the physical attributes of feral zombies and always run, but also regenerate lost health! They glow with radiation making them unmistakable! Reworked Enemies In Alpha 15 we experimented with UMA procedural zombies but they ended up not looking as good as traditionally modeled zombies, and they did not perform as well either so we decided to replace the new UMA zombies with traditionally designed ones. We’ve also redone collision and ragdoll on all enemies for better combat and more believable deaths. The following have been remodeled and redesigned by hand from scratch resulting in scarier hordes and better performance. Fallen Soldiers Hazmat male zombie Biker zombie Stripper zombie Utility worker zombie Team Z Player Football zombie Motivated Cheerleader zombie Zombie Cowboy Zombie Farmer Zombie Skater punk Hungry Fat Female zombie Removed zombies – The miner zombie and the female hazmat zombie have been removed as they didn’t offer enough variance to earn a permanent job at team Z. Animals Along with adding new animals and reworking some of the old ones we have added a new fur system. All furry animals now utilize our new fur system which renders a furry coat of realistic looking fur on top of the texture. Here are the new or improved additions: Grizzly bear – The grizzly bear has been redone from scratch with new meshes, textures and animations. They don’t mess with you unless you get too close to them. They like to habitat in the green forests and snow biomes. Zombie bears – The zombie bear has been remodeled from the ground up and is meaner than ever. Don’t feed the zombie bears, they only eat human flesh. They are only found in the wasteland and burnt forests. Wolves – Grey Wolves are a brand new threat to 7 Days. Like the bear, they attack if you get too close to them, and do more damage than zombie dogs but they give up easier. Wolves are found in the green forests, snow biomes and plains. Dire Wolves – Black with glowing eyes, this wolf is much larger than the grey wolf and is to be feared as they are much more aggressive than any predator. They rarely spawn in the forests and snow biomes, but can roam in packs. Zombie Vultures – The undead have taken to the skies! These nearly relentless pesky birds stalk the player from the skies and attack without warning. Luckily they don’t like to be indoors so players can find refuge indoors from them. They are common in all biomes except the green forests. Rattlesnakes – Rattlesnakes are fairly defensive reptiles but will strike and defend their territory if you get too close to them. Added: Wandering vulture hordes, wolves, and wolf packs We’ve also redone collision and ragdoll on all animals for better combat and more believable deaths. Painting Use a paint brush and paint to give your base a custom look. Focus on any paintable block and use the secondary action to paint a surface and the primary action to erase the paint from a surface. Hold the reload key to see additional painting features and change the desired paint color. Unlock additional paint groups by finding and reading painting books. Many new textures have been added to use for painting. There are many Radial paint options some of which are only available in cheat or creative mode. Radial Options include: Materials – When this icon is selected the paint selection menu is displayed. Here you can select the paint you want, search for paints, see how much paint per face they cost and see what paints you have unlocked. Paintbrush – When this icon is selected the primary action erases a painted block face and secondary action paints a block face. Roller Icon – Paint or erase a larger area of faces. Spray-gun – Paint or erase the massive area of faces. All-sides – Paints all sides of a block face. Texture Picker – When this icon is selected the paintbrush will be set to the paint that the cursor is focused on if it is unlocked. Copy Block – Select this icon while focusing on the desired block to copy a stack of painted blocks to your belt. Replace – Select this icon and the next face you paint in a location will be globally replaced within that location. Experience, Progression and Skill Changes Many improvements and changes have gone into the skill system for Alpha 16, including: You can scroll through all levels of a skill or perk and find out what you will get from it. You will get less experience for killing zombies but there are a lot more zombies in the world now. In some cases over 100 in a single POI. You will gain XP from harvesting and farming and better tools or perks can increase that. Crafting skills are now perks with 10 buy-able levels. Higher levels of crafting perks require a certain player level. Armor crafting skills merged into one skill. If it takes duct tape, leather or iron, it’s Armor Crafting. A simple bandana is Misc Crafting. Low crafting skill tiers yield great benefits for repair degradation. Picking up some of the basics enables you to repair items efficiently. At max crafting skill you have trivial repair degradation. Electricity recipes are unlocked with a series of Science-based perks. Both the cost and effect of perks increase at higher tiers so that buying a perk tier gets you an increase proportional to the cost. The Fixer perk is cheaper and reduces repair degradation by up to 1/3 for all crafting skills. Crafting firearm ammo requires an anvil and workstation, not calipers. Bullet tips and similar materials do not require a perk. The tutorial quest gives you enough skill points to actually buy a perk. The bedroll newbie quest is #1 instead of #7 in the quest chain. Bad Mechanic perk to increase construction (wrench) harvest amount Ability to page through skill levels to see attributes and requirements for any skill level Science and Painting skill categories Upgrading farmland with fertilizer provides XP. Repairing or upgrading a block now gives XP based on materials used multiplied by their count Harvesting a block now gives xp based on item materials gained Planting crops gives block material exp Crafting skills are now buy-only. You still gain level XP for crafting and repairing Master weaponsmiths can craft machetes Most perk requirements lowered because players should never have skill points and nothing to buy with them You can craft/scrap/repair with leather without buying a Leather Tanning perk Crafting advanced workstations uses the science skill The Knife Guy and Miner69er perks increase harvest amount at the higher tiers Adjusted perk costs to reflect crafting and other skill changes Both the cost and effect of perks increase at higher tiers so that buying a perk tier always gets you roughly the same proportional increase The Fixer perk is cheaper and reduces repair degradation by up to 1/3 for all crafting skills Low crafting skill tiers yield great benefits for repair degradation. Picking up some of the basics enables you to repair items efficiently. At max crafting skill you have zero repair degradation The Secret Stash perk is the only way to see the highest trader stash level. Full Gamepad/Controller Support We’ve added full gamepad/controller support and tested for Xbox One, PS4 and Steam controllers. The controls are not definable but are the same as the console version defaults. They even have custom button icon prompts that display when using a controller. Note that on-screen keyboard for text fields will only be available when the game is started from Steam’s Big Picture Mode. This also includes updated windows as well as keyboard hotkeys for actions on items. New Recipes There are new recipes for building blocks, traps, electric devices and resources. Bulletproof glass is tough but can only be “repaired” with a completely new block Several material tiers got expanded to new shapes. Loose Boards Traps Jail door Wedge corners Stairs corner Rounded blocks and corners Molotov cocktail New Items (Lootable/Harvestable/For Sale) We have added new items you can get by looting, harvesting or purchase from traders. Paint magazines to unlock paint groups for the paint brush. Said paint brush. Compound bow, which is more accurate than a wooden bow or crossbow and fires faster than a crossbow. New Creative Block Shapes We have added new block shapes for the creative builders to use and improved the placement mechanics. Here are a few of the many highlights. Frame blocks show proper backfaces which makes them easier to place correctly Damaged concrete and wood blocks Both centered and non-centered iron bars. Cars automatically pick random colors based on their x/y position I-beam blocks Arch shape Cube cutout backfaces shape wedge60_corner 3D ladders 3D ramp frame shape Cube eighth shape billboard_centered shape Box collision to ramp frame Curved wall 3x3x1 Concrete destroyed 05,06,07 wedge60 inside corner set Block Rotation and UV Improvements In order to add painting and fix a lot of bad UVS we’ve unified block and model rotations. Every building block can now be rotated to all 24 rotations some special model ones still have 28 for 45 degree ground rotations Blocks can have a “handle face” orientation, defaulting to sticking a certain side of this block to whatever surface you are pointing at. All place-able blocks now have radial options to improve placement including: Simple Rotation – rotates the basic 4 on the ground plane Advanced Rotation – rotates all 24-28 rotations On Face – Rotates on the face your cursor is focused on Auto – rotates away from you automatically. This tag is only on some blocks like ramps and stairs Copy Rotation – Copies the rotation your focused on to the stack your holding. Land Claim Improvements We’ve increased the default size of land claims to 41 to work with electricity and coming Alpha 17 settlement features. Our general block placement colors have been changed to following: Green inside your claim, Yellow inside your friends claim, White everywhere else, Red cannot place block. Made block placement glow grid double sided so you can see it from underneath too You can pickup and move electrical components and work stations inside your claim. Electrical Items outside of your claim can be cut and wired by strangers New Stealth System Stealth 2.0 is more flexible and allows for more varied zombie behaviors. Things that affect how a player is detected: Player Light Level (world lighting and equipped items) Player Stance (Standing or Crouched) Player Motion Noise Smell (carrying fresh meat is not ideal for sneaking around zombies) Distance Zombies have varying stats both for the zombie type and individuals. Some see better than others, some hear better than others, some smell be… actually they all smell bad but you get the idea. A sleeping zombie may or may not growl a bit when it’s close to waking up. Which way a sleeping zombie is looking does matter. If you clear an area completely it will take several days to respawn. If you don’t and leave it will respawn quickly. Placed (active) bedrolls prevent sleeper respawns in a… range …now defined in serverconfig.xml (BedrollDeadZoneSize) To zombies, held torches are the least noticeable light source. Then come gun lights, flashlights, and the mining helmet is the most noticeable. New Weapons and Weapon Improvements Molotov cocktail craftable by player. Be the life of the party and light zombies and players on fire. Player recipe included. Compound bow with parts and loot list entries. Required to use steel and flaming arrows. Loot only. Weapon Sight In & Out. Pistol, Mp5 and Ak47 have reworked iron sights for more accurate aiming, and have new fire sounds. All weapons have an aim in and aim out sound now too. Added local impact sounds for distant shots scored. This allows you to know when you scored a distant hit. Improved bow, crossbow aim and iron sighting no longer shows crosshair. Compound bow has range sights. All weapons have hip fire accuracy now. Hip fire is less accurate than iron sights. Accuracy overhaul for all ranged weapons. Minibike Improvements Minibikes now show an icon on the map and compass for the person who placed the chassis or attached the lock to it to avoid losing them in the wild. How minibike parts are processed, decreasing processing time from 2ms to 0.5ms Fix for minibike vanishing and falling through the world Client will receive minibike NRE when someone in the game rides a bike NRef in GUIHUDStealthInfo.cs when quitting while sitting on a minibike Minibike NRE when leaving and reentering game from main menu Minibike chassis placement dupe Added Broken girder beams in the wasteland are now a block shape instead of a model New rusty texture for girder beams and rusty metal New block rustyMetalWall 4 new beards to character selection menu Iron bars and iron bars centered Flannel shirt item, also used by arechtype MadMole Flannel shirt variations and loot entries Stairs filled corner shape Add buffs to explosions New quarter cube shape Generic craftable storage crate Support for binding CapsLock Keyboard hotkeys for item actions Keypad divide (‘/’) toggles invisible mode (SP only!) Step trash sound variety DOF for focussed views, like staring at a rock while you chop it Concrete terrain block Show password checkbox to password dialog, password hidden by default A full spectrum of paintable drywall/concrete textures Loose floorboards that break away when you walk over them Ramp corner cutout shape Grey and dark grey paints Hit sound when hurting players, zombies or animals about 10 meters or further away cube_glass shape that hides inside faces Plywood texture for new construction and boarded up windows improved fog performance Washing machine and trash compactor loot containers Added a bookstore and car parts shipping / loot crate Added a Construction Site loot and random container Security gate plate Business glass plate and curved plate for counters and such Commercial blinds shape and textures New archetype Richie, a well groomed businessman Several new random car colors: dark green, dark blue, beige and black New character preset Roxy Focus search fields in windows with “F” Lockable, craftable wall drawer New Destroyed bridges over forked river east of and leading to the new departure city Broken workstation blocks (for prefabs) that can be looted or harvested for parts. Hidden Stash (hero) shipping crate + loot container for prefabs Lab equipment shipping crate + loot container for prefabs new round ladder model for metal ladders. burnt biome reference to the farming journal entry. Workstation journal entries: added info on items having to be in your inventory Changed You can harvest plant fibers from grassy terrain blocks Plant fibers can be harvested more efficiently with a hoe Reduced crafting time on cottonPlant Rebalanced harvest events of cars Zombie limb dismemberment rebalanced When digging up fertilized farmland there is a chance to harvest fertilizer Making glue does not require cooked water Multiple seeds can be planted by holding down the mouse button and moving down the row and the placement cursor is always on, making targeting easier Increased hit points of vending machines When a loot container is destroyed a bag with the content is dropped instead of individual items Overbright mining helmet light set back to 1x intensity instead of 2x Grate block removed Moldy Bread is a science crafting item Fat zombie cops are bigger Zombie soldiers are less generous with the rocket launchers Shotguns only have one schematic Increased the amount of ammo that traders carry Low quality weapon parts are more durable and effective Maple Forest biome grass, added specular channel to grass. Adjusted spectrums, added sparse pine trees. Grass normals now have a 10% direction to them in order to catch better specular lighting Renamed assembly tip title from Gun Assembly to Item Assembly Mass/SI values adjusted to be more consistent and easier to understand Available gamestages increased by 50% to make the life of high level players more interesting Corn plants are 3 blocks high at every growth stage. Every other farm crop (including mushrooms) is 2 blocks high Updated glass to better high res texture Replaced shower glass with new tiling gen glass Sun angle is now SE to NW Updated decayed b texture, redwood fence texture and scrap iron walls to HD versions Auger and chainsaw parts are less rare Increased chance to find forged iron and steel in loot Reduced block damage of explosive bolts to be in line with pipe bombs Poncho and bellows are made from leather Poncho renamed to Leather Poncho because the animal hide armor is the “warm and furry” armor There are 5 scrap armor schematics instead of one McDyver book Quality level loss from repairs has been lowered Slightly lower slowdown from barbed wire fences Increased the availability of padlocks Preview placement block is fully opaque Burnt Frame used on roofs can be upgraded Street light metal is less shiny and more rusty Reduce light intensity on mining helmet and minibike to match flashlight Some tool damage and block health values rebalanced Most block destroy events moved to harvest events Block/Entity Harvesting overkill now provides bonus resources The tutorial quest gives you enough skill points to buy the cheapest perk Stone in the top soil of plains biomes has been replaced by gravel The gravel tendrils that lead down to ore veins spawn more consistently and they always drop 1 piece of the ore you would find below Better tools (steel instead of iron tools) will harvest considerably more resources from the same block Increased stack size of mass resources like rocks You can place the claim block farther away so you can see the size of the affected area Evenly distribute load for block ticking over multiple frames Calipers are not required for crafting ammo. Bullet tips and similar materials do not require a perk Improved sniper zoom animation Expanded scout / sleeper group with the new radiated / feral zombies Rebalanced and extended gamestage lists to allow higher difficulty for groups of players Made sandstorm effect more grainy Made the biome snow “smoke” a bit more noisy Removed old treestump blocks that create snow, smoke and sandstorms now that we have procedurally placed particle effects First round check for flat space, if no town area is found, use the more liberal per cell height diff check Widened highways to 10 to match socket roads Mirror texture has no black wood trim, but is now seamless for full length mirrors Town/City street axioms to allow for more growth Adjusted placement range of cars You can scrap a blood draw kit into plastic The car is now simply labeled “Sedan” Redid low res creme drywall and creme drywall baseboard textures Use game GUID for local save cache folder so it properly “resets” when another server with the same game name is joined or the server is reset but keeps the game name Darkened moonlight in wasteland biome Rain sky and fog when raining Stainless steel texture is bigger and better Updated stainless fridge top and bottom textures Water textures Improve a couple destroy shapes Thickened fog and trees in burnt forest Darkened snow biome sun light a little to reduce whiteout Increased chance for spawning of bears Shipping / loot crates use a standard texture now, allowing for more varied loot distribution Better framerate reflections that include distant terrain Requirements now reflect currently viewed level Level text on requirements to “Player Level” Attributes in locked levels, grey out just like req Only show unlocked recipes for currently shown skill level Wood/metal desks support blocks again Rebalanced sensitivity of land mines and explosives to damage and other explosives Now using “sack dropped” for each dropped block as model Misc Crafting group icon now changed to match the misc crafting skill icon Reairing a block is cheaper than building it new Crafting skills have 10 buyable levels Removed old hornet assets Max camera control pitch is -80 to 80 instead of -90 to 90 Both concrete and reinforced concrete need time to harden after being placed Handguns and shotguns are pretty accurate when fired from the hip and are more accurate if you aim Rifles are less accurate when fired from the hip and very accurate when aimed Less loot is found on zombies Finding whole guns is more common than finding parts. Traders carry more guns and ammo. Cars now angle with terrain Socket town roads now use trimming to blend with the surrounding terrain Bow weapons have wider crosshairs Bows now sway unless iron sighted Loose gun parts that you find are generally higher quality than whole guns Shotgun wound buff slightly tweaked upwards Increased fire rate of 9mm pistol and animation speed Increased dead body hit points so corpses don’t turn to blocks before they hit the ground Increased firearm durability by 25-40% Mp5 and ak iron sighting is more snappy Updated night vision effect Feral zombies spawn at night in the wasteland Note that they can survive the night and be active during the day Main building blocks, doors, and hatches use passthrough damage on downgrades It is now not possible any more to place a plant seed if there is not enough light for this plant to grow Corpse blocks now destroy to a torso instead of a backpack. Dead zombie ragdolls last longer and have more hit points to destroy. When destroyed they downgrade to a block zombie corpse. The block zombie corpse will degrade to nothing over time instead of a rib cage. If the block zombie corpse has loot in it and is destroyed, it will spawn a rib cage model that contains the loot instead of a backpack. Desaturated the plains sun a little, darkened the ground texture and grass. Splint requires now requires cloth, wood and duct tape to craft Shadow flickers at far locations – Adjusted shadow cascade distances, near clip plane, and fixed near/far shadow option values to reduce shadow flickering when you’re far from position (0,0). Increased zombie dog health, they are too easy to kill now that the glitchy spinning is fixed and nerfed wolf health Updated forest biome art Updated sand texture Farming: Partially grown crops can be harvested for 1 seed. Suppress the impact sound on blocks if the hit also destroys the block Torches are made with animal fat (no cooking pot required) Torches and candles placed on walls will eventually attract zombies Heat value (attracting screamer zombies) of forges and campfires reduced by 25% Thinned amount of tree stumps in the snow biome Adjusted Trader secret stash inventories All ammo items have been labeled (Ammo) so they can be searched for Moved drop toolbelt item to G, godmode to Q all campsites and army locations to use camo and other paints for variety. Two large campsites are now army campsites You can no longer invest skill points in the Misc Crafting skill Overalls are now made from cloth Slowed player leveling. Some wood harvest amounts reduced and fuel value increased Increased hit points of valuable workstations so they are not destroyed accidentally. Cooking stews is more expensive but more rewarding. Healing from eating food has been reduced in general. You start with a claim stone in single player because it now enables the pick-up ability for certain blocks. Fixed Running shoes can be scrapped Chrysanthemum seeds can not be found in loot The pistol skill does not make clear that it also covers revolvers Vending machines are limited to a x8 claim modifier Removed stray vertex from shantywall collision Underground caves cause blocks above them to collapse Rain effects fixed on signs placed indoors IOException when deleting a saved game Cars misaligned on slopes Open locked doors need abiltiy to be closed by all Duplicate any item in zombie corpse Screen flickering during daytime lightning Vending machines covered in snow indoors Block placement too opaque Not ignited Dynamite does not blow up after nearby explosion Window03 getting occluded by water Glass windows in hospital outlining terrain behind them Distance between players is not updated when user is in Players tab Player can drop items into walls and be unable to retrieve them Now playing interactive sounds at the position of the target block Car windows not getting snow cover The player is able to pick up items not focused in POI Character has to be in water in order to drink from it Crouching affects open/close volume levels No “Collect item” prompt is displayed on dropped Stone Shovel Increasing server heap by shooting rockets at ground of lake Dupe items using full backpack and lootcontainer Player is able to upgrade and destroy blocks simultaneously Concrete mixers are 1 block high but require 2 Excessive journal tip links removed from items, missing ones added Campfire Dupe from forum and youtube find Audio getting cut off before finished An MP5 would not normally use 10mm ammo Concrete Mix bucket model looks the same as Bucket of Water after dropping Consumable items can be substituted with another while being used Container Sorting – Not functional in Minibike Storage Container Sorting – Stacks of same blocks are not sorted together in Container or Backpack Client in a multiplayer game does not receive Harvesting Resources note after killing an animal Pistol cannot be picked up after being dropped Auger falling through world Iron Desk Stability is different than Wood Desk Scrap metal log spike yields wood upon destruction Dupe assembly items with sorting button Crafting queue does not advance after slot is cancelled Incorrect collision detection on Minibike Ammo amount indicator does not appear after respawning while wielding a weapon Death of the player’s character does not affect the number of spawned zombies during horde as intended Missing Accuracy and Range stats for certain ranged weapons Crosshair is visible for Rocket Launcher whilst aiming down sight Rocket Launcher unaffected by Range and Accuracy stats listed Placed decorative blocks may partially sink in the surface Spending Skill Points Journal Entry added only after completing Basic Survival Quest Zombiespawn is triggered in owned POI by players w/o bedroll in it Mouse sensitivity can no longer be set to 0 The player may get stuck in the wall after dismounting minibike DOF for distant terrain More severe description of the thirst/hunger effect that actually does damage Chunks may not stream for certain players, also affecting mobs Terrain artifacts may appear after removing large portions of ground Zombie moan playing when they’re knocked out or dead Impact sounds not playing quieter when crouched Disappearing eyelashes while wearing particular headgear Jewelry disappearing when wearing a hat Missing drowning audio Animal Hide Leg Armor is not displayed on character model Terrain mismatch causes blocks not to render ( A15 & A16 ) Explosion does not affect the roof correctly Using a bow results in multiple arrows being visible from another Player’s perspective Some errors and potential NREs in networking if disconnected during login phase Doors and undamaged windows do not keep the rain out Many objects not getting snow cover Grass tips missing snow Lightning & Thunder on Dedicated Servers Thunder synced between clients in MP games Player dropped Backpack cannot be looted in shallow water SetTraderArea can now also be used to remove a trader area protection DeathCam persists after getting kicked off MP games Water reflections flickering when camera near water surface Assigned the relevant crafting skills to weapon parts Wrong sound on one of the blood bag actions Terrain has missing textures and black areas Signs cannot be picked up once dropped Terrain clipping exploit Cement description is misleading Duping bug using facial piercings Bypassing loot timer by aborting loot progress treeDeadShrub has wrong hitbox You can place a bedroll in spaces too small to spawn a player Socket Road LSystems not properly returning to last save point Haybale is not repairable Gas can and fuel barrel are smeltable in forges Bow descriptions show compatible arrow types Bugs with trees and crops Animals won’t die from land mines while playing on dedi or as client on P2P Ramp / inside corner frames do not have backfaces Chemistry station not getting correct indoor/outdoor weather values Fridge audio playing after quitting game Snow on glass fix Sun/Moon pop in movement on clients of MP games Raw but fresh food has a lower chance for food poisoning than rotten/moldy food Flaming arrows are ineffective if the target is on fire already Items can be thrown through hatch’s collision box Metal railing downgrades to wood railing Shooting through lower part of the frame may cause projectile to go under the ground texture The player can loop use animation of specific consumables and delay correct use of them For each out of sync in network writing of Chunk Old Sofas has incorrect icon and different name in creative menu No icon when you pick up seeds while harvesting trees Added send-backoff on errors for Steam networking Change Hazmat Shirt into a Hazmat Jacket to prevent clipping issues Wrong side textures on windowPlug blocks Assigned correct (new) cutout shapes to frame blocks Disappearing faces on wedge60 cutout Table doesn’t hide itself Some windows or wooden window frames have the wrong material type stairs_filled_quarter_vertical_uv collision and zombie pathing Timing on zombie hand attacks Chalkboard is spelled incorrectly Player unable to pass through wedge corner railings Terrain concrete is too white Road lineup issues in towns Prefab heights in towns Various other regeneration related issues Blend not working Highways not lining up in some cases Limited bumpiness and cliffs on upward and downward turns Collision on resource rock ID# 630 Wood frames durability is unequal Unintentional air gap in flooded basement Highways no longer connecting to other highways Highways going to center of hub by default Water holes in RWG due to road ending Incorrect/missing fall events on some doors and log spikes (Most) Navezgane Bridges are having SI issues Sandbags are missing repair/harvest properties Secure Reinforced Door collapsing into iron debris Secure Reinforced Door and Metal Reinforced door do not turn into debris Reinforced Wood Metal Log Spike3 does not leave debris after collapsing Food Poisoning debuff is not refreshed when reapplied Using delete key in input fields on Linux causes malformed strings Cleaned up old corpses. We now have decoys Removed duplicate sight from shotgun mesh Wrong sound when using a blood bag Outdated hit point values on some blocks/materials Improve map colors Water bottle icon showing incorrectly in character tool belt after filling Fridges had doors on both sides Keep populating server list after sorting No floating “crafted” HUD icon with CustomIcon When leaving game with attachable wire in hand – on rejoin the wire runs to 0,0,0 Farming feature suffers from a number of issues Player is able to place cooking tools when UI shows padlock Death animation disabled when alt tabbing during death Breaking down a car on the sloped road will create a hole in the world Some clothes and armors are lacking Waterproof statistic Skill requirements of perks do not display localised string Info window level starting at 0 All explosive ammo and mines use the Science crafting skill Concrete and steel blocks have reversed explosion resistance Zombie gore causes a blockage on catwalk, prevents zombies from advancing Snowberry poisoning is causing wellness number to be too lengthy Skill menu search function does not cover localized strings Stack overflow exception when starting a new seed Hunting Rifle has small zoom available Bear had no collision or ragdoll 3rd person clipping into main player camera when opening camera control window Fix nightvision/miningLight double activate issue when holding a gun with no flashlight enabled The UI shows incorrect weapon damage Healing items can be used to identify decoy sleepers Snowberry poison / blood draw kit buff lasts through player death Audio – shotgun repeat rate fix AK47 firing sounds Many zombies material was set too dark Exception in ItemValue Constructor ArgumentOutOfRangeException on specific sign use Cancelling bow and compound bow shots is now smooth and animates back to the idle position naturally instead of a lag and instant pop Unisex Hair Raider rendering issues Dev-flagged pickup frames and other “game mode” items like secure storage chests Increased maxAlive scaling on gamestaged spawns. Both maxAlive and the max zombie / player menu setting act as max caps. Distant terrain with holes in Navezgane Raider hair overlay Removed deprecated properties from sounds.xml Zombie triggered car explosion doesn’t kill zombies MP5 front sight is below the crosshair mark Fix zombie run offset from dusk/dawn stinger Issue where client skills wouldn’t clear out when joining a server Fix glass icons transparency making them chopped up Cannot shoot through certain Iron Bar (1126) rotations with guns – RWG Session temp freezes when cancelling large recipe counts INF Hub Cell does not exist at grid position 0, 1 for client Incorrect values are shown in “Gun Smithing” skill Large Welcome Sign Prefab seems to defy physics Horde difficulty does not adjust correctly for a party with multiple players together When new players join a dedi (day 77 ) the gamestage recalculates, gives only 1 zed each Excessive harvest quantities Block placement rotating when pausing the game. Vehicle data saving on clients Localization not working when game is not installed in Steam client zombie transition from walk to idle and vise versa not smooth Add zombies killed by playerdeath back to the pool Marker not showing for clients when first placing minibike Unmanned minibike triggers tripwire Red paint showing on distant lod damaged cars Secret Stash does not require Barter skill Typo in cotton description, form should be from un-needed railings in oil refinery change color placement to red if the player blocks it Decoration Replacing Light Pole Base in Nav a tp -1660 61 772 Game settings, command line, command console Allow overriding the Steam language with the “-language=” command line argument Launcher switch for exclusive fullscreen mode on Windows (“-window-mode exclusive”) Allow EAC to be put in debug mode on servers with “-debugeac” flag Console command “visitmap” to generate chunks and minimap contents Console command “givequest” prints list of available quests if none given, also preventing an NRE when given an invalid quest name Print IP of client to log on connect ini support – location is in the same folder as Saves for your saved games. It will be auto-generated and filled once you exit the game, if it doesn’t exist. When hitting apply in the graphics options it should not overwrite your ini settings unless you specifically set those settings, or change Graphics Quality, in the graphics options menu. The default graphics options have been adjusted for better general performance. Modding Allow parameters to be passed to XUi controls as well as using them in simple calculations Added “-debugxui” and “-debugxui=verbose” arguments to show XUi related warnings while loading, especially with control instantiation Added a server side log entry “PlayerSpawnedInWorld” when a player actually spawned, as well as the according ModAPI event Data/Config/Stealth.txt documents the stealth system and how to adjust it Biome Particle Manager – Biomes.xml can now specify particle effects to play per biome with a few variables for count and placement. The BiomeParticleManager syncs all clients together and the particle effects are saved and loaded per game. Exact location of the effects is mostly “random”, but synced between clients, while still only playing the effects within its correct biome. More effects are spawned per biome a few seconds after players enter new biomes or every 5 minutes or so per client, but spawn count won’t go above the specified max in the biomes.xml file per effect, per biome, world-wide. Reworked a bunch of the internal prefab editor features and UI to get closer to a prefab / world editor for public use Servers / Config “EnemySpawnMode” serverconfig setting is now true/false “EnemySenseMemory” serverconfig setting has been removed Added “BloodMoonEnemyCount” setting (Adjust this to get more enemies per player on blood-moons if your game stage is high enough. Game-stages are still determined by your party) Added “BedrollDeadZoneSize” setting (This is a 3 dimensional unit in meters from bedrolls that blocks zombie spawning. Including zombies spawned from biomes, screamer hordes, blood moon hordes and even sleeper volumes that are within this distance.) Allow overriding serverconfig settings via command line (“-settingname=value”) Added “HideCommandExecutionLog” to disable printing of command execution to the server log Limit of per player uncovered map area configurable with preference “MaxUncoveredMapChunksPerPlayer”, client side defaults to 4 times the area of before A16 (128 km² instead of 32 km²) Support reserved slots (“ServerReservedSlots” and “ServerReservedSlotsPermission” settings) as well as admins joining the server even if already full (“ServerAdminSlots” and “ServerAdminSlotsPermission” settings) Known Issues Electric Fences do not have a unique buff yet this is coming in A17 On-screen keyboard is only available if you start the game from Steam’s Big Picture Mode Smell is not working with the new stealth we will revisit it in a17 Once you are hunted, it takes along time for them to lose interest and your position. View more from 7daystodie.com
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Hey Survivalist, We’ve just released Alpha 15.1 Patch. Which includes many important fixes, improvements and new additions including Steam Trading Cards, Badges, Profile Backgrounds and Emoticons. Also if you wanting to know more about our Progress on Alpha 16 check out Madmole’s Dev Blog with weekly updates. For those of you that experience any problems please use your steam client to delete local files and reinstall the game. Also wiping your player profile data might be helpful. To delete the saved game and player profile data delete all files and folders that reside here: C:\Users\yourName\AppData\Roaming\7DaysToDie Additions Added: Steam trading card support and content Added: Steam badge support and content Added: Steam profile background support and content Added: Steam emoticon support and content Added: Logging of lost package count on UNET Added RSS output to the “Time:” log entries on Win/Linux Added: Wrote selected language to log Added harvest event to wood spikes Changes Improved output of console command repairchunkdensity Zombie limb dismemberment rebalanced Player need more XP to reach the higher levels Set Camera clipping near plane back to 0.1 (was 0.15) to avoid cheating by clipping camera through walls. Please check if you can clip terrain and look for z-fighting on road decor and distant terrain water in random gen Slight audio pitch shift difference between entities and player + a tiny random shift for variation AudioSource footsteps adjusted for better spacial awareness and close range zombies AudioSource_Creatures tweak for better distance differences Impact audio sources updated for better distances Prop shaders spec updated to match Unity standard – better lighting Damaged wood spikes only need to be repaired once Zombie cops have a vulnerability Increased hit points of vending machines Fixes Remove Player Spawns in the Wasteland Duplicate any item in zombie corpse When new players join a dedi the gamestage recalculates, gives only 1 zed each Area protected by invisible land claim block Viewing the map preview tool after creating a save game causes issues Drowning Sounds Missing Viewing the map preview tool after creating a save game causes issues Weapon attached flashlights project a wrong shadow of part of the gun Ammo amount indicator does not appear after respawning while wielding a weapon. XInput spam on some dedicated servers Spending Skill Points Journal Entry added only after completing Basic Survival Quest. Zombiespawn is triggered in owned POI by players w/o bedroll in it Crafting queue does not advance after slot is cancelled Dupe assembly items with sorting button. Several clothing pieces are missing their texture on Linux/Mac (Sheen) Pickup of stone shovel Pistol cannot be picked up after being dropped Wrongfully closed/opened traders Player interactions not alerting zombies MP,SP,Dedi Dupe items using full backpack and lootcontainer Zombie pathing not working right with catwalk stairs and catwalks Clientside-NRE when shooting zombies with AK on dedi Launcher gives error when the config is corrupted Campfire Dupe from forum and youtube find Zombie Miner invisible spots on face Audio getting cut off before finished Solve issue for CSC walking away unharmed from running zombies Horde groups can spawn a wider selection of zombies (as intended) High server load when Telnet connection is force closed by client Burnt zombie audio attached to audio manager audio source instead of on the particle effect. Now has a better falloff range. Smooth melting snow between biomes, SSAO between fog ranges, and smoothed fog shader updates. Switch to 7DTD shader for workbench, chem station, and vending machines with update lighting added so AO, weather, and fog work on them. Gravel paths (to ore veins) do not show in the snow biome. Increase time between UMA zombie spawns during bloodmoon Vending machines are limited to a x8 claim modifier Zombiecorpses cause invisible collision pillars when moved Mining helmet too bright fix (change intensity from 2 to 1) Using kill me results in the gamne getting stuck in the death anim Wrong burn value of hay bales Updated some networking related messages Corrected typo in gamestages so that the game now uses “8” instead of the default “8” Not all arrows and bolts are using proper ballistic arcs Minibike book pretends to teach wheels recipe Fixed female long hair Fix for POI spawner triggering immediate respawn when player left the area, comes back after 5 days and kills all zombies. Traders sell wrench and claw hammer schematics You can place a block inside a corn plant, overwriting it You can plant a crop seed on top of the one you just planted, wasting it Beer sign is missing economic value Known Issues Known issue: UMA zombies are missing the HeadGore bone, this needs to be added to correctly show the flesh cap on the neck when the head is removed Some rare duping methods still exist View more from 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) 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Hey Survivors, We just release Alpha 17 Experimental. Check our forums for more information on opting in and helping us find the biggest issues. Forum Post Hard to believe but it’s been nearly a year and a half since our last major update. That said, this has been our longest and largest update so far. On top of that, it’s the biggest content drop we’ve ever done. In the future, you can expect shorter 3 month build cycles as we have done all the heavy framework changes we wanted to do in this build. Please remember that this is an experimental build, so it is not without issues. It still needs bug fixing, balancing and optimizations. More optimizations are coming, so if you are not getting the performance you did in previous builds, we highly recommend you lower your resolution and view distance as the first steps. Our team has commented how much better the game looks than previous builds even with a lower resolution and view distance as the HD textures, PBR and distance trees have really changed the game. If you’re still not seeing enough performance, lower reflection quality and tree quality. Problems aside, Alpha 17 is great and in the spirit of getting Alpha 17 it into the hands of our community, we opted to get it out sooner to help us in our goal of a stable version out before the end of the year. We are extremely excited and proud of this build which was a huge team effort and we believe it truly is a new game. Now without further ado, here is a complete list of Alpha 17 release notes! Alpha 17 Official Early Release Notes (B197) Art, Lighting, PBR Rendering and Texture Streaming First off, we’ve updated Unity Engine versions to take advantage of physically based rendering features, as well as greatly improved scene lighting. We have also integrated Unity’s new Texture Streaming which lowers texture ram and provides support for crisp HD textures. This streaming allows us to add nearly unlimited art content in future updates. Nearly all objects and surfaces in game have been improved to support the new lighting features. Ambient lighting improved to show more natural scene lighting. Many surfaces now light with natural subtle reflections to improve overall scene appearance. Party System Join up with friends to form a Party which allows you to play together much easier. Do this by simply inviting a player to your Party from the players menu tab. The system offers these benefits: Share team XP with nearby party members of Zombie Kills Share Quests. Track Party members location, and health. Quest System We’ve added a brand-new quest system. The player receives quests by simply talking to a Trader and looking at his offered jobs and accepting a quest. The player can progress through the ranks of 6 quest difficulty tiers receiving better reward choices for each quest and for graduating each Tier. With it comes a new quest reward system that gives the player XP, money and a growing choice of multiple rewards that can be modified by perking up into the new Daring Adventurer Perk. The system supports many new and old quest types including: Clear Sleeper Fetch Hidden Cache Buried Supplies Clear and Fetch Clear and Hidden Cache Treasure (Old) Challenge (Updated) Navezgane Improvements The Navezgane world grew from 16 square kilometers to 36 square kilometers in size and the terrain and the height have been given an overhaul. The height is much more extreme and natural looking. You will not recognize the world. Locations We’ve re-imagined dozens of original A16 locations with a complete art and gameplay overhaul converting them to beautiful and quest-able dungeon experiences. We have also created many brand-new locations. These locations are all setup to support a variety of quests of 6 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 125 new locations and counting. Some of these include: Shamway Factory Shotgun Messiah Factory Navezagne Hospital Perishton Courthouse 4 Skyscrapers in Departure New giant Perishton Church 4 new Perishton Business Strips 9 Old Businesses 8 Abandoned houses (Non Quest) Apartment Building 65 Houses of varying size and challenge 8 Ramshackle Survivor Sites Water Works Utility Company 3 Army Camps 3 Barns Bus Stop (Non Quest) Cemetery Road Culvert (Navezgane Olny) 7 New Garages Red Mesa Installation Vacant Lot Gas Station Docks Vehicles We’ve completely rewritten and overhauled the vehicle system with from the ground up making many new additions, improvements and changes include: New real physics that make the vehicles feel like a real driving game New Bicycle vehicle that consumes stamina when you pedal it New Badass Motorbike vehicle New 4×4 vehicle that allows a friend to ride shotgun as a passenger New Gyrocopter vehicle allows players to own the skies Updated minibike that uses the new systems New vehicle placement system New vehicle camera system with turning to where you are looking New vehicle controls for hop and turbo. Vehicle control binds were added in a menu/controls/vehicle section New vehicle sound system that handles gears and loops better New ragdoll system so you can drive over zombies and they will realistically ragdoll react to vehicle impacts and go flying in the air taking damage. Surprisingly they can get up again if you didn’t kill them. Improved vehicle storage so it’s on its own radial button with different storage amounts per vehicle New Vehicle mod support. The system will allow players to install vehicle mods that can make vehicles perform better, have more storage and more. Note: Mod items are coming in a future version. This replaces changing of vehicle parts AI and Pathing We’ve completely overhauled the enemy AI and pathing, writing an entirely new A-Star pathing system that rocks. Enemies can do many things in this system including: New path calculations based on distance vs destroying blocks and uses the block health including block downgrades New movement, turning and target estimation New obstacle detection to better path around or destroy New jumping across gaps and up onto ledges (Spiders have a long jump) Improved jumping onto obstacles Updated jump animations with three separate parts Improved handling of stairs Improved ladder climbing, including skipping rungs New digging down if their destination is below them and they can’t walk to it New destroy area mode, when players can’t be reached New group damage bonus, when AI are close together New Vulture AI including circling, attacking the weak and re-positioning in combat. New Radiated Vulture Improved sleeper spawning and tracking. New types of sleepers All sleeper spawns are now game-staged to up the challenge as you level up or party in a group Animals We’ve added a couple new animal models including: New Stag New Doe Modded Item System We’ve added a new mod system that allows users to install mods into weapons, firearms, clothing, armor and vehicles. Basically, anything with a quality can be modded. We removed the old tedious weapon part system to make room for this. There are already over sixty mods to augment your items of quality. Here are a few item mod examples: Attachments like a weapon, scopes, flashlight, silencer or duck bill Internal modifications like a trigger group for burst fire, increased damage, increased fire rate, improved accuracy, full auto, and increased magazine size Adding barbed wire or a different grip to a club for improved damage or swing speed Mods to make tools more efficient Armor mods to help with encumbrance, heat, cold and stealth Mods to dye items to unify your clans look. New Items / Recipes We’ve added dozens of new items, recipes, modes too many to list check out the creative menu for more information or play the game. New foods, drinks and drugs to craft and use. Magazines to grant you temporary attribute and perk levels. Item mods, of course. Schematics to craft mods yourself. Dyes to personalize your weapons and armor. Table saw for crafting furniture and advanced wooden blocks. Grandpas Moonshine (Increases Melee damage for limited time) Grandpas Learnin’ Elixir (Gives you 20% XP boost for limited time) Grandpas Awesome Sauce (Increases your barter ability for limited time) Recog Drug (Increases perception for increased ranged weapon damage) Steroids (Increases strength attribute and removes all encumbrance penalties for a limited time) Mega Crush now boosts your running speed to extreme levels for a limited time. Physical Attribute Skill System and Progression We gutted and rebuilt the skills system from the ground up to be more of a true skill tree. This re-configuration of the skills system centers around five main physical attributes of the player: Perception (PER), Strength (STR), Fortitude (FRT), Agility (AGI) and Intellect (INT),. Each of these attributes are tied to the player’s physical body, and can be affected by equipment, injuries, and illnesses, creating boons and banes to the player’s skills and abilities. Under this system, all skills and perks are governed by one of the five attributes, grouping the skills and perks into general areas of play, and allowing for players to more easily create “class” archetypes by focusing on one or more attributes. The new system has endless possibilities. For example the player might get a concussion which lowers his intellect attribute which has the side affect of not being bale to craft certain items until the concussion heals. Perks grant you specific abilities and higher perk levels require certain attribute levels. Attributes have 10 levels and most perks have 5 levels. The governing attributes and child perks are as follows: Perception Attribute (Perception is the measure of your sensory awareness. Increasing Perception raises damage with firearms) Marksmanship Perks Gunslinger Shotgun Messiah Automatic Weapons Dead Eye Archery Explosive Weapons Boom! Headshot! Run and Gun Scavenging Perks Lucky Looter Salvage Operations Strength Attribute Melee Combat Perks Wrecking Ball Sexual Tyrannosaurus Flurry of Blows Deep Cuts Stay Down Heavy Metal Skull Crusher Construction Perks Miner 69’er Pack Mule Mother Lode Fortitude Attribute Survival Perks Heavy Armor The Huntsman Intrinsic Immunity Well Insulated Living Off The Land Pain Tolerance Recovery Perks Healing Factor Fully Hydrated Slow Metabolism Self Medicated Agility Attribute Athletic Perks Rule 1: Cardio Light Armor Charging Bull Parkour Olympic Swimmer Stealth Perks Ninja Movement Hidden Strike From The Shadows Intellect Attribute Influence Perks Better Barter The Daring Adventurer Charismatic Nature Craftsmanship Perks Hammer and Forge Grease Monkey Advanced Engineering Yeah, Science Physician Master Chef Integrated Survival System ISS We’ve thrown out the old wellness system and added the new Integrated Survival System. The core concept behind the ISS is the introduction of “hard damage” to the player’s Max Health and Max Stamina caps. This “hard damage” represents the cumulative wear and tear to the player’s physical condition through repeated injury or exertion, and is represented by reducing/capping the maximum portion of the health and stamina bar that is recoverable through normal means. Mechanically, the system requires the introduction of two new player stats: “Max Health” and “Max Stamina”. Here’s the breakdown: Health Your current health is displayed in red and max health is grey. Damaged health or your max health cap is displayed in black. Eat food or use medicine to restore health. Use bandages or med kits to restore your max health cap. Stamina Your current stamina is displayed in blue and max stamina is grey. Damaged stamina or your max stamina cap is displayed in black. Drink water to restore stamina. Eat food to restore your max stamina cap. Recovery Rate Health and stamina recovery rate is determined by your water level found in the character stats menu. Buff Notification and new Buff System Properly notifying the player of active status changes and their effects is a current problem with our system. The popout notifications are uniform, regardless of severity, and thus don’t draw enough attention to effects that are critical to the player. We aim to correct this with a new notification system design.Under this new system, each status effect is assigned a severity: Standard (White), Elevated (Amber), and Severe (Red). The notifications for each status effect are color coded accordingly and have additional behaviors based on the severity. The entire legacy buff system has been rewritten for maximum flexibility and transparency between other systems. System designers can add buffs to anything in the game whether hidden or not allowing a multitude of buffs and debuffs. Some new or changed Buffs include: Overhauled all legacy buffs to work with the new system. Near Death Trauma (Lowers your master attributes for a day if you die) Encumbrance and the handling of falling damage are driven by buffs Buffs can play sounds and sound loops, activate screen effects or particle effects at any time. Many new improvements, additions and buff changes too many to list. Backpack Space and Encumbrance System We’ve increased the backpack space from 32 slots in previous builds to a generous 45 slots in alpha 16. Although we’ve given the player more back space we have added a new encumbrance system and here is how it works: The player starts a new game with the bottom 3 rows of his back pack darkened with the encumbrance icon These encumbered slots can be used but with a movement penalty. When no encumbered slots are used there is no movement penalty. The player can purchase 5 levels of the new Pack Mule perk to remove the encumbrance icons form the pack pack and the penalties The can get buffs that cause slots to become encumbered from sickness and other things Reworked Weather Survival We have simplified and reworked weather survival system and here are a few key points: Clothing can have both a hypo-thermal level for cold protection and hyper-thermal level for heat protection no more dressing and undressing constantly. Armor can be modified to add further hypo and hyper thermal protection. The player starts new games with a elemental protection that lasts for the first 5 levels. Various items and blocks can change your protection values including campfires, forges and held torches. New Loot Containers We’ve done a lot of work to improve, balance and make a more guided loot experience. Here are a few of the notable changes: Many common loot containers visibly have a “looted” state and the ones that are lootable are rarely empty. We’ve added a lot of hidden loot to the POIS in hard to find places. Added: Dozens of new loot containers too many to list. Added: Store crates with logos so you can tell its good loot not just random construction loot. Added: Large and Small Gun Bags. Added: Reinforced chests and super chests. Random Gen Random gen has gotten some love and been sped up with these new features: Common file formatting with Navezgane which allows distant trees, pre-generated height for much better performance. New improved Random Gen Previewer located in the main menu/editing tools/random gen previewer. The previewer now has a legend key and the user can set the size of the generated map. New maps can be generated from new game, dedi server and from the previewer. Entire map is generated using tiles(sockets) which allows for future features to be added. Generated maps are now able to be continued even if there are patches to random gen. Terrain generator now has the ability to read in heightmap images for generation. This will be improved in a18. Note: Generating 16k maps is currently disabled until we have time to speed it up. Other World Generation and Biome Changes Biomes have undergone some changes, too including: The plains biome has been removed. Distant decorations (trees) complement the distant terrain for a more realistic scenery Boulders spawn in places where ore veins come close to the surface. Clay does not litter biomes with small sub biomes but is found in all “dirt” topsoil. Item Compare System We added a new system that allows the player to compare items of quality of the same type in loot containers, inventory or worn to be compared. Here is how it works: Click on and inspect item 1 and then mouse over item 2 to see how much better or worse item is than item 1. Positive Stats will appear in Green with a + before the number. Negative Stats will appear in Red with a – before the number. Green is Good and Red is Bad. Worn clothing works the same way but takes into account your worn items. You can simple inspect a similar item in your inventory like an item you wearing and see the difference. UI Changes and Improvements We’ve done a ton of work to the main menu with many improvements including: Main Menu – Overhauled basic visual style. Main Menu – Organized many screens making the information accessible by Tabs and Gamepads. Main Menu – Added Gamepad controller bind diagrams. Main Menu – Added an Editing Tools section where players can create POIS or Preview Random Gen worlds. Main Menu – Streamlined the server browser to make it easier to find servers and your friends. Main Menu – Made it possible to start a solo game and continue it in multiplayer with your friends. Tools Menu – Using the Playtest button, you can launch a single POI as a playable map and immediately see the result of any changes. These in-game UI changes have also been done: We’ve overhauled the Item stats window with a new description and stats tab consolidating the more useful stats. The character screen now has a new primary stats tab and a secondary stats tab to see even more information about your character and the buffs that are affecting him. New Journal tips will be marked with an orange icon and flash when you unread journal tips. The skills menu has been redone with major attributes, perk categories and nested perks underneath. It feels much more like a skill tree. New Creative Block Shapes Over 700 new blocks, shapes and decorations have been added. Don’t make us list them all! Land Claim Improvements You can only have one active land claim block but the claim area is much larger. Claim blocks are cheap to craft and repair. Placing another will instantly deactivate but not destroy your previous one. The claim area prevents zombie respawn. New Stealth System We’ve torn up our old stealth system and created Stealth 2.0. The new system is more player data focused and has less data to manage. Much like horde heat maps players have their own heat signature value that goes up and down over time represented in a new UI stat at the bottom left, colored yellow with an eyeball icon. This stealth UI stat bar is only shown when the player crouches. The fullness of the bar represents how un-stealthy the player currently is accumulating the player’s noise, lighting, movement and posture into one stat. The fuller the yellow bar the more un-stealthy the player is being. Things that affect a players heat signature +/- Player Light Level (Combination of world lighting and player equipped lights that are on) Player Stance (Crouching improves your stealth) Player Motion Level (Moving raises a player’s heat level stillness lowers it) Player Noise Level (Noises raise a players heat level being quiet lowers it. Noises have decay so pounding repeatedly or repeatedly opening loot containers can build up the noise level) Distance from an enemy determines how likely they are to see or hear you New Weapons and Weapon Improvements Weapons have a lot more individual stats. Aiming a weapon will cost some stamina. Reloading a gun or drawing a bow will somewhat slow down your movement speed. Guns no longer auto-reload when the last bullet is fired. World Precision System We’ve re-engineered the center of world precision system so the player will not experience shaky animations and other precision issues when you are far out from the center of the world. Foliage Improvements We’ve added a system that automatically places the correct foliage on POI landscape depending on the biome it spawns in. We added a brand-new distant tree rendering system that renders imposter trees outside of the chunk distance. This is an amazing change that makes the world look vast. We’ve also redone all the pine trees and added a brand new live oak type which can be seen in the desert. We’ve added tree helpers which make POIS spawn and use the native trees of the biome they are in. This change makes the POIs always look grounded to their environment. Animation Improvements We’ve updated all third person player animations with motion capture. We’ve updated/tuned melee animations. We’ve added custom animations for all heavy melees. We’ve updated/tuned animal animations. We’ve added blending from ragdolls back into prone and standing animations Kickstarter Vain Survivalist Fulfilled A big thanks to the vain survivalist below who now have the portraits in the game Kickstarter backer Ben Brett Kickstarter backer Lorien Green Kickstarter backer Derek Med Servers administration (serverconfig.xml etc) Network: RakNet was removed by Unity, UNET removed due to its instability. Currently we use LiteNetLib and SteamNetworking – the latter has had a bunch of stability fixes. Ports currently in use: ServerPort+0/UDP and ServerPort+1/UDP for Steam ServerPort+2/UDP for LiteNetLib ServerPort+0/TCP for Server information Thanks to the port switch Steam connect links on websites and adding servers in Steam’s own serverbrowser now use the ServerPort instead of ServerPort+1 Added a Terminal window if running the dedicated server on Windows which can be enabled by a new serverconfig.xml setting New setting “ServerVisibility” to allow more fine grained control of the visibility of the server in the server browser Setting a value to “ServerLoginConfirmationText” makes users see a window during login that they have to confirm to join The Telnet command interface now allows defining limits for failed logins from a single IP Servers create a copy of the save’s main.ttw automatically and try to revert to the backup if loading the main file fails Passwords passed to the server on the command line are no longer shown in the log Config options passed to the server on the command line no longer have to be case sensitive Changes to serverconfig.xml: Replaced “ServerIsPublic” with “ServerVisibility” Added “WorldGenSeed” and “WorldGenSize” to be used with “GameWorld” = “RWG” Changed “GameMode” to default to the currently only mode “GameModeSurvival” Added “TelnetFailedLoginLimit” and “TelnetFailedLoginsBlocktime” Added “TerminalWindowEnabled” Added “PartySharedKillRange” Added “ServerLoginConfirmationText” Console commands Added “xui” – List/open/close XUi windows Added “debugshot” – Create a screenshot with additional info Added “exportcurrentconfigs” – Export the all XMLs as they are currently used (i.e. with mod patches applied) Added “exportprefab” – Export a given area of the world as a prefab Added “getoptions” – Get all game options (as opposed to getgameprefs which returns server options) Added “placeobserver” – Place a chunk observer on the map to make a certain (area) of chunks loaded Added “prefabupdater” – Used to update old prefabs to the new format. See below in the modding section Changed “teleport” and “teleportplayer” – Added variants that allow specifying the direction the player is supposed to look after the teleport Modding support Log: Chat message logging includes SteamID and EntityID of sender as well as the target group Mod DLLs: Server code mods no longer use inheritance for events but rather register manually to events in the ModEvents class. The only required class from now on is inheriting IModAPI and with an parameterless InitMod method that can be used to register events etc. Allow multiple DLLs in a single mod so that third party libraries can easily be included (still only one is allowed to contain an IModAPI descendant) Renamed old event ChatMessage to GameMessage (no longer handles actual chat messages) and added a new event ChatMessage which handles global chat messages PlayerLogin event signature changed to be able to disallow the client from connecting (return false and optionally specify a message string for the reason) ConnectionManager methods to get ClientInfos were moved to ClientInfoCollection (e.g. ConnectionManager.GetClientInfoForEntityId -> ConnectionManager.Clients.ForEntityId) Generic improvements: XUi texture views no longer leak memory when using a texture with a @file or @http texture Entity spawn menu uses a pageable list to accomodate large numbers of custom entities Performance in recipe searches was fixed to allow large numbers of recipes XML features: Added support for config mods: Create a “config” folder in your mod folder and place XMLs with the name of the vanilla XML you want to patch. Uses XPath based patches similar to what SDX used. A tutorial by Sphereii can be found on the forum: https://7daystodie.com/forums/showthread.php?93816-XPath-Modding-Explanation-Thread Added support for “CustomIconTint” in blocks.xml Added support for “@modfolder:” prefixes in mod config XMLs – currently used for XUi texture views and everything that loads files from AssetBundles Added support for files from AssetBundles like entity meshes Added XUi controls support for “Defined(<identifier>)” function to test if a parameter was defined when using a control items and blocks no longer have IDs in the XML Added a XUi window template (“serverinfowindow”) that can be filled by a server admin to show server information like rules in ESC menu Level/POI Editor We’ve have improved our internal level editor tool and are shipping in with this build. Users can access it in from the main menu/editor tools/level editor. With it you can do many things including: Browse the POIS that TFP has made. Create a new POI from scratch from the ground up Copy and Paste sections of POIS between levels Multiplayer level edit (Host can save) Add/Edit lights to have custom intensity, color, dynamic pulsing, fluctuating, blinking and more. Playtest a POI by itself in a test world Note: There is a help section in the tools UI if you hit escape. Nearly all functions come from the right menu panels 4 categories and hot keys. The tool is pretty robust but as of now we don’t have any online tutorial or videos they will come in the near future. Until then interested folks should go to our forums modding section and ask questions. If you want to be able to save work you must launch it without EAC. Currently saved files are saved here: steamapps\common\7 Days To Die\Data\Prefabs. You can add you custom POIs to a random gen world by editing and adding a text entry in the rwgmixer.xml file located here: Steam\steamapps\common\7 Days To Die\Data\Config Prefabs: Added an Export Prefab dialog (requires active selection box with DebugMenu enabled) A16 prefabs can be converted to A17 ones with the “prefabupdater” console command. See instructions in blocksA16PrefabConversion.xml Other: Custom worlds can now be added by creating a heightmap etc. Just look at Navezgane for a full example. You don’t have to create a dtm.raw, this is automatically created from dtm.tga when not present. We switched to Unity 2018.2.0f2. Make sure to adopt your custom assets Added More robust settings for if the world generator should auto export data Armor now makes noise. heavy armor is louder than light armor Stats page to armor mods Power attack block damage to item stats Hunting knife power attack 50% chance to dismember Grunt sounds to shiv and knife power attacks Added grunt sounds to pickaxe power attacks Added the continued living motivation buff Food, health, water and stamina stats to all food and drinks Entities drop loot containers based on lootdropprob and lootdropentityclass Added a temperature protection buff for when you first spawn into the game. 24 hours. make it count. Armor degradation and armor rating to UI Stats Vehicles can explode (20% of time when hit while broken and after 3% extra damage has been taken) Honey harvest to tree stumps World Generation to new game window World Generation to dedicated server startup Added weight bar prefab. AOE warming effect for campfire and forge Being on fire can warm you up Level, days alive, difficulty and diff bonus to gamestage console command New screen effects for buffs and status Encumbrance system to replace locked out slots Entity SizeScale property and made normal vulture smaller Radiated vulture with vomit weapon Console command spawnwh for spawnwanderinghorde Drunk effect shader Debug output of temperature info under player debug info window Sleeper volume timer 1 hour expire delay, so it won’t respawn with a player inside Land claim check to sleeper volume is player home (bedroll) check Sleeper console command to show volume info JumpStrength passive effect is now implemented in the engine Zombie pain resistance. Adds per hit and decreases 20% a second. At 100% shows hit, but quickly exits and attacks will continue. Cap is 300% 3rd normal zombie attack anim Entity armor hits can cause pain or stuns and uses “metal” hit effect if armor damaged more than health Middle and Ultra reflection quality Class name to SleeperVolume spawning log Support for optional view direction on teleport commands New menu music LiteNetLib networking, replacing both the no longer available RakNet and also the issue rich UNET Converted backpack loot containers to model entity. Road barricade prefab *Note that the glow on the lights isn’t set up correctly yet Vehicle sprint key sets turbo and setup vehicles to have a normal and turbo max speeds Low res textures to Sniper rifle, pistol, smg, hunting rifle, pump shotgun 2nd higher block check for if on elevator/ladder CVars are now usable in passive effect values Coretemp CVar now reflects the difference in temp from 70 degrees Wetness CVar which reflects the percentage of being wet 0-1 Support for CustomIconTint in blocks.xml Low res textures for trader signs Ability to use learn recipe to set CVar of recipe item name to 1 Ability to lock/unlock recipes via setting of the recipe name as a CVar Ability to reload XML at runtime Passive Effect Mobility that will affect armor and environment based movement Low res textures for radiator, chemsetb, winebarrels, gunsafe Console command to dump the currently loaded configs, including modifications applied from DLCs / mods SleeperVolume check and error message when using a bad block Support for “@modfolder:” prefixes in mod config XMLs (currently only used for XUi texture views) Wasteland and burnt forest spectrum rework Vulture circling mode Vulture glide anim, which blends in/out depending on vertical motion and state Vulture wander height check, so stays a nice random distance above terrain Made vulture sight range long and added drifting toward closest visible player when in wander mode Arrow item drops from stuck arrow when a zombiecorpse disappears Rabbit and chicken anim crossfades Entity move absolute mode, so non root motion can also slide to a move location Export Prefab dialog (requires active selection box with DebugMenu enabled) Sleeper passive mode (spawns on, keeps from waking, enter volume to turn off) Ability to find random mod by tag XUi version of character profile editor Sleeper spawn group for burnt zombies HUD entity name min/max range for font size. Trader Jen Lung NPC Cold/Heat damage using the current weather system DR damage resist thresholds based on durability Buff proc chance based on defense values and BuffProcChance Damage resist to all clothing and armor New damage resistance system that does a flat subtraction of damage MaxHealth and MaxStamina regen while in god mode Attacker side buff proc chance calculation based on damage resistance BuffProcChance from both attacker and defender when doing damage Chat target selection: global, friends, party members New ModAPI method ChatMessage which handles global chat messages Crafting recipes for firearms and nail gun Crawler zombie pulls up to climb. Optional confirmation dialog when joining a server, enabled by defining a message in the serverconfig.xml as “ServerLoginConfirmationText” A16 prefabs can be converted to A17 ones. See instructions in blocksA16PrefabConversion.xml Reload speed anim param for all ranged weapons Made sleepers outside all volumes show (purple) when any volume selected. Updating of what sleepers are shown when volume moved or sized. Sleeper volume trigger y padding. Vehicle turn towards look mode (default on), LMB to toggle and RMB for freelook. Blimp (called jokeblimp in menu). Melee attacks now have an impact frame on hit New wooden and metal catwalk rail single for another catwalk block with only 1 railing is needed for special situations Vehicle crouch ‘c’ to brake the wheels x2. Console window to dedicated Windows server (can be toggled in the serverconfig.xml with setting “TerminalWindowEnabled”) XUi based version of new game and continue game menus Configurable Telnet login limit XUi window template (“serverinfowindow”) that can be filled by a server admin to show server information like rules in ESC menu Option to select if a new journal entry is shown as a popup window or tooltip only Controller layout view in Controls Dialog Animal spawn and sleeper groups Breath hold / aiming mechanic – Resets if you move. XUi based version of controls menu Showrangeddebug command ReloadSpeed animation variable Reload sound events to pump shotgun Effect_group(s) can now be added to entity classes in entityclasses.xml Female walk and run animations & blend tree Female lab zombie Level bar above tool belt. Bloom and Heat distortion FX tied into weather (local-humidity,biome-temperature,time-of-day) List.ContainsWithComparer extension to search for elements in a list with a specific comparer (especially for List<String> when searching case independent with StringComparer.OrdinalIgnoreCase) Region identifier added to F3 info window Creative menu sorting First version of Creative Menu Improvements. Old House paintable railing Zombies turning into crawlers can receive a specific hand item. Added a plaster cast that is more efficient than a splint. Gore blocks that don’t decay and can be used as decorations DX11 support to all shaders. Feathers to chicken, fur to stag and rabbit. Sticky arrows: arrows and bolts now stick into entities Console command printobjectcount Self light to stealth debug HUD Player spawns now generated during world generation Zoom sensitivity option NightVision screen effect Changed Blood moon does 360 check for best spawn directions and randomly picks one Put in new day/night/bloodmoon/death/respawn stingers Vehicles have a built in lock and whoever locks becomes owner Blood moon adds a small path grid where zombies spawn Default head shot damage of 1.5 Shades boost your perception by 2 points Planted crops revert back to seeds when harvested. Wandering hordes have 30% chance to skip for 12 hours if targeting a single player Replaced minibike horn part with vehicle hornsound property and added to all vehicles Flashlight key now has a radial for all activatable held and worn items A falling block will do a maximum of 40 damage and armor protects against that The blunderbuss repairs with forged iron. Wandering hordes to start and end on a line 30-45m to the side of the targeted players Aviator goggles now make you craft faster and find better loot Cigars make you stronger and get better deals at traders Goggles are renamed to ski goggles and now boost your agility Simplify zombie limb dismemberment (changed dismemberment calculations, hooked up tags for primary/secondary/head/arm/leg) Hasbuff and nothasbuff now use the buff name instead of hashcode Spider zombies run faster Barbed wire fences now do one damage but trigger pain animations on zombies making them effective at slowing them down and they no longer jump in slow motion over the trap Improved zombie jumping (variable air time based on distance and height diff) and added different heights for different types of jumps You should harvest animal corpses with knife-like tools Harvesting an animal corpse with a “mining” tool can only get you a femur Improved placement of middle position of torch Zombies only take 50% fall damage with a max of 33% of their full health The level cap is 300 so you get 299 + the tutorial quest in skill points Recipes for turrets do not use gun parts You no longer pick up farm crop blocks to harvest. Fertiliser has been removed. Sneak x2 UI to show actual bonus amount Removed action xp from items Player no longer sees blood splatter when damage is absorbed by armor Iron Armor is now called Steel Armor. Bandit Armor is craftable and now called Iron Armor. Increased stack count for bandages and aloe cream, lowered for splints Skill exp gain now pointed to Level exp gain Zombies get up faster when knocked down to avoid confusing is he dead or not scenarios Cold weather to debuff fortitude and strength Hot weather to debuff strength and perception Fists are now faster Torches emit a little heat Aviator goggles now make you craft 10% faster Nerd Glasses boost intellect 2 Removed “eyeglasses” Cigars and cigarettes boost your barter by 10% Player slowdown while reloading Bleeding and other directly harmful buffs have blinking icons Wood spike traps are redesigned from the ground up with new game play and meshes. Decreased blood moon spawn distance to 40 and radius to 10, increased angle to 90 Core Temp is adjusted at one degree per EntityStats update [~0.5s] Improved zombie jumping to support greater than 1m distances The radiation zone around the map border (Navezgane) is now lethal The bleeding effect can stack up to 3 times, increasing it’s severity Removed nailgun battery from the game Stun to use the blur screen effect Sleepers/hordes adjusted to the current gamestage function God mode sets CarryCapacity to current max and removes encumbered buff Mining hat intensity from 2 to 1 All skills that improve by performing actions have been removed Concrete blocks are only craftable in the concrete mixer Player spotlight has less intensity so its not washing out pixels so much Decreased wandering horde spawn distance to 100 Scrap iron frames are only craftable in the forge Adjusted flames on molotov explosion. Loot now uses gamestage to calculate what probabilities are Moved bedroll position from player data file to persistent data ( Offline owner bedrolls do not count towards protection for sleepers) (offline player bedrolls show name as unknown) Femurs are no longer usable as weapons Server code mods no longer use inheritance for events but rather register manually to events in the ModEvents class. The only required class from now on is inheriting IModAPI and with an parameterless InitMod method that can be used to register events etc ConnectionManager methods to get ClientInfos were moved to ClientInfoCollection (e.g. ConnectionManager.GetClientInfoForEntityId -> ConnectionManager.Clients.ForEntityId) Allow multiple DLLs in a single mod so that third party libraries can easily be included (still only one is allowed to contain an IModAPI descendant) RWG now uses multithreading to further speed up world generation Changed removed sleepers from player start car wrecks Changed pine forest sun and default sun to be less orange Off reflections to a reflection of just dim sky at a 3 FPS update Reflection quality values for refresh rate, far clip plane, shadow distance, time mode, intensity and culling Bridge open speed to x2 and removed bridge anim delays Spikes use a box collider and at a lower position Removed all uma zombies, bandits and their baked textures Removed fur from animals ItemUse changed to now use trigger “UseItem” Supply crate has a low LOD smoke particle instead of cloud sprite Thinned resource rocks and junipers Default spectrums now match pine forest Block models atlas reduced to 4096×4096 size due to entity conversions. New snake attack anim Sleeper volumes with all spawn points visible spawn farthest from players until minimum number is reached Color corrected forest grass, cotton and goldenrod to look better with new lighting Feather drops reduced due to arrows being recoverable Containers with an empty state model do not drop 0 items when looted Zombie corpses are hard to destroy with bullets Optimized all metal catwalk collision Beer crafting no longer requires a schematic Optimized all block shapes by ensuring import animation is off and rig set to none Sun Intensity x1.5 No shadow option disables shadows Far shadow option uses high resolution shadows Uppdated desert sand, desert wall, bush and spectrums Removed chainsaw and auger parts from loot and traders Updated the player gamestage settings to a new function and documented what they do Chat message logging includes SteamID and EntityID of sender as well as the target group Removed gun parts from loot and trader inventory Chest and back stun anims to be selected from hit direction Replaced stun getup timer with a check for an anim stun tag Switched game network port and Steam query port. Steam connect links and adding entries in Steam’s server browser now will use the port specified in ServerPort directly instead of ServerPort+1 Deleted maple forest ground texture Removed all custom topsoils from sub biomes. Removed clay as a separate block from biomes. Ore distribution in the desert aligned with how other biomes are structured Ores only use 2 textures now, regular and shiny Deleted plains ground textures Target bar now only shows when needed for gameplay without making it too easy Reloading a scoped gun will wait 1/3 second after the shot to see the shot happen F3 debug menu open is not showing npc names anymore. Enabled AI info HUD in normal builds. With debug menu enabled, use keypad-0 to show names Increased entity walk anim blend out rate Removed bookcase texture from a paintable texture Player noise adds sorted/weighted volume levels instead of range/clamp Increased gun firing volume levels. Decreased overall levels Boulders and ore piles on the surface designate underground ore veins and their type The SMG and Sniper Rifle have been renamed to SMG-5 and MR-10 Shifted values of snow biome to more of a cold blue and increased ambient intensity. Changed snowing to match Snow doesn’t blow out in the sunlight any more Removed scope and silencer from Sniper Rifle base mesh. QuestRandomLootHelper object for previewing hidden backpack loot locations changed to display new satchel instead of block model backpack. Animator parameters are now synced over the network when they change Non local 3rd person entities will immediately update holding item Fire sound on the ak to the hunting rifle fire sound Hunting rifle fire sound to use the sniper rifle sound Buffs proc chance controls buff application from weapons on both attacker and defender side (DamagePostArmor / MaxHealth) + BuffProcChance Recipes are now unlocked with passive effect RecipeTagUnlocked and the recipe tag Stat bars now have a solid border and a vertical line indicating the modified cap ItemActionSpawnMinibike is now ItemActionSpawnVehicle Minibike recipe. Renamed old ModAPI method ChatMessage to GameMessage (no longer handles actual chat messages) Changed ceilingLight07 to use a light mask instead of shadows, and cut number of light emitters from 2 to 1. Updated older decor light prefabs with new light masks. Reimagined wasteland skies spectrums Intensified sunset in pine forest ModAPI PlayerLogin signature to disallow the client from connecting (return false and optionally specify a message string for the reason) Blocks and items.xml no longer use num item IDs Pressing E on trader now starts dialog instead of opening shop. Vehicle keys. Space to brake and C for hop. Item holster and unholster times now controlled by first person anim Removed GameModes SurvivalMP and SurvivalSP in favor of a single combined mode Survival. Pause is supported as long as no other clients are connected to the game Reorganised ammo types and descriptions Modifiers for passives are now base_set, base_add, base_subtract, perc_set, perc_add, perc_subtract, perc is applied to base after all base operations AK47 and MP5 fire sounds now use single fire sounds and the “fire_start” audio clips Crosshair now express the circluar area on screen that the gun will fire in Removed references to player specific food stat Cabinet Old (top) will randomly spawn as an open or closed (lootable) version. Same treatment for the red cabinets Changed fists to be a two handed weapon so more bones can animate in new punches Made ragdoll blend happen across ground anim and into stand anim. Slowed player walk down slightly to look good with new walk animations. Entity spawn menu uses a pageable list to accomodate further entity additions Hold type simplification. Everything that can not be used on the hotbar will now show as a sack model Forge input now has a timer indicating how long until the current item is finished UFPS to have smoother/snappier animations while also not making players seasick Tuned in weapon bob when running and walking for new smooth bob code Added a note on fire to the water tooltip Optimized all door controllers Bullets use the bag model as a drop mesh Shortened some material/block names and made the descriptions more detailed Default renderer set to DX11 Drink items provide stamina regen over a longer duration Water is twice as hydrating now, and reduced recipes to use one jar of water All decorative and advanced wooden building shapes are now crafted at a table saw which is unlocked with advanced engineering tier 1. A hoe is needed to start a farm Increased streaming priority of block moels atlas Stealth so move speed (not state) increases your light level Stealth so crouching has an increasing effect (curve) at lower light levels Stealth so the self to world light ratio adjusts your self light, so your light will be more detectable in darkness Added movement collision to work light. Replaced curtain textures with higher resolution source. Cleaned up NetPackagePlayerStats data, changed bools to flags and don’t send player data to non players Adjusted death penalty Take arrow prompt no longer shows on living entities Fixed Scrapping guns does not return the loaded ammo. Zombie dogs have a chance of remaining standing on death (possibly from fatal hit bug) Capping holes on ac unit bottom. Nre on game rejoin if you have crafting and repair items in queue Added custom stats to show for blocks for item info window. Reinforced concrete has less support than rebar frames and could collapse when switching Containers being overwritten by decoration ItemActionUseOther now sets MinEvent value Other to the taget Bleed buff was doing massive amounts of damage “Wood destroyed blocks” leave behind frames Holding the bow drawn and then scrolling the mouse wheel breaks the toolbar Looping issue with Frequency manager Issue with day elapse on tracking cooldown/lock times Progression Values didn’t reload their cached progression class reference when xml was reloaded Running buffs didn’t reload their cached buff class reference when xml was reloaded Waypoint tracking checkmark is blocking name. PlayerDataFile handling of time born and new player having a born time of 0 Decreasing world time could underflow the player time alive causing a max gamestage bonus Player party level calc used when opening loot container Environmental Damage Effects Are Not Being Displayed Particle emission for smoke and fire for minibike ProjectileMoveScript starting at pos 0,0,0 for 1 frame if no parent All Wood Window Trims have UV issue when placed horizontally Industrial light bulb switching too fast. Visual issue with flame not following the candle Weather Ranges to be more realistic. Internally 70 degrees F is added at parse time An empty localization key will cause any blank localization call to use that key’s entry Sleeper count/reset bugs with entities or volumes despawning and cops exploding ( Cop explosion causes Sleeper Volume to respawn) MaxVoicesPerEntity name changed to maxVoicesPerEntity value on entity sounds AttacksPerMinute anim speed calculation error Hunting knife, bone shiv, and flashlight having block harvest properties set on it Refactored Light editor and fixed copy/paste issue Bridge disappearing when looking at top UI Controls that show paint texture now only set material a single time. Paint Brush icon does not show current texture. EntityAlive not updating block standing on when it changes (like when spikes destroyed) Exiting a vehicle not checking for glass, tree, large entity and vehicle obstacles Door colliders hitting player as they move by disabling during anim swing. Partially fixes standing at door hinge side will open and propel player upwards Error scooping water with a bucket or water jar Passwords passed on the command line showing in the log Config options passed on the command line had to be case sensitive XUi texture views leaking memory when using with a @file or @http texture Various black player facial hair styles and hair Fixing shadow casting in some ceiling lights. Fixed UV’s and lighting issues on stairs railing left and stairs railing right Snake attack (attack knees instead of chest, added own melee data for shorter range, shorter hit delay, no bleed) Toolbelt not updating data for held item Rabbit and chicken idle 2 anims instantly jumping to idle 1 when played End Table Lamp #548 now has no collider Sometimes seems that smaller animals are harder to kill than the larger ones and in-consistent Loot placeholders used in prefabs spawn containers in wrong rotations Warning Animator is not playing an AnimatorController Some damage sources had 0 entity id. (A falling zombie would attack id 0) Sg OptionsFieldOfView exploit allows players to shoot through terrain AI Approach Distraction not resetting if had a path value HUD entity name start delay finding renderers. HUD entity name only checking first renderer. Replaced tile floor 3 with pavers and deleted all references and updated POIS Environment Art Improvement Master Task Darker skinned characters have white eyes when wearing the nerdy glasses Item actions were not updating the toolbelt item values PlayerStealth method for the UI percentage was passing back 0-100 instead of 0-1 Hud stat numbers not updating correctly Bow draw sticking in draw back position in some cases Issue where weapon anim controller wouldn’t update IsFPV Missing harvest on Wood and Metal Door Frames CopySleeperVolumes creating duplicate volumes each time world loaded. Sleepers raycasting a large area and from player’s feet. Raycasting ignoring transparent (went through trap walls and pallets). NRE on leaving game while quest item is in player’s inventory. Block class “Loot” does not generate loot container entity on destruction DoorTrim2m #458 has multiblock issue where you cant repair by focus on top half only bottom half works #170 grey marble painted on small group of tables is missing cement/caulk lines Lowered hit points on road signs Vehicle down shifting getting in limbo and made faster. StartRagdoll forcing 2 seconds when a living player. InitRigidBodies mass for non 11 bones and added alternate spine names. Vulture “hip” bone error. Set mass values for animals. SmallRocks should now distract zombies if they don’t have an active target Vending machine’s rent duration does not update upon changing 24 hour cycle. Game time and real time in rentable vending machine’s description differ from their true values. Fixed door trim top collider PhysicsRB rotation stomping network rotation . ConsoleCmdSetTime description. Controls in vending machines are counterintuitive. Sell price of weapon/tool with ammunition/fuel and without it is the same. Amount of Duke’s Casino Tokens to collect in rented vending machine is not updated if the Player has it opened. Paint tool: paint full block mode now also paints block if faced side has texture, replace paint mode is switched off when any other paint mode is chosen Fixed Steel Door 1 set allowing viewing\interaction through a small gap. EnumBodyPartHit by reverting (anim controllers didn’t match). Ragdoll EntityAlive was doing root motion. EntityAlive DebugDisplayHit position. DamageSource damageType not being set. 3rd person anims (jump) were multiple triggered. PlayerDataFile ToPlayer stomping on favoriteEquipment, which causes MP null error. Change Loot volume text in sleeper K menu to read as Priority Volume Stop allowing turrets/traps to be placed on the door itself Burnt wood block textures don’t move with the mesh when falling Stacked doors do not grant ownership Symtype in hierarchy causing branch_legacy not to render Many Support Beams now missing icons and are invisible in game IronBarCentered #558 in certain orientations can not be painted Velocity input parameter on players is noisy Placing blocks next to a camp fire can make it dissapear and unusable Adjusted LOD distance on vault doors to make swap less noticable. Small blocks like poles or landmines do not blocks sight for zombies. Client on a dedi server can disable the fog in a biome Controllers cant easily close windows with an already active searchbar Noah painting needs new icon Stair blocks with new railings, block stats and localisation Degradation sound is improper Re-enabled menu while on vehicles. Mountain pine dead was not getting affected by snow Removed movement collision from aloe vera plants The more you move away from 0,0 the more the models flicker Fixed problem that particle for paint brush was never removed and slowed down the game after a lot of uses Grass tips cutting off in snow Sounds intermittently go quiet and/or don’t play at all Join game from Steam Friends List is not working when game is not already running Drawbridges can be used to make floating platforms Added Gable 1m and Pyramid 1m block variants for level designers Drawbridges can be used to make floating platforms Player obtains coal and farming journal tip is triggered Hazmat Zombie has a larger inventory than all the other zombies Trader selling cue interrupted by finished crafting items. Fixed Terrain artifacts may appear after removing large portions of ground Improve Creative Menu Fixed Character’s sitting animation may persist after leaving minibike Fixed Using Repair button in minibike menu does not lower the quality of its parts When on a slope both bears have difficulty in attacking the player Sleeper zombies have a chance to rotate when they wake up Player is invisible to others on death KeyNotFoundException for sleeper volumes Stair blocks with new railings – block variants, recipes, localisation Concave Gable Undersides – block variants, recipes, localisation 3D Industrial Trussing – block variants, recipes, localisation Window trims – block variants, localisation All XUi ItemStacks using the same background / highlight color Performance in recipe searches Missing letters in preschool alphabet Block placement issues in trailer_03 Wrong light fixture outside in perishton Wrench harvest distance is way too close Wrong rotated light in Perishton Crafting Artifacts Possible dupe method “destroying container” Duping with 2 people using containers Radiator doesn’t show up in harvest icons when you harvest cars. Being stuck in 1*1 holes and then be catapulted Beverages do not restore stamina properly Wolves dont properly attack zombies or stags Client player can clone items/resources to destination processing stations and block source stations/containers from accessing. Bears and wolves walk on water Stag run/walk state in water is not viewed the same between client and host-P2P Investigate delayed sleeper spawn – spawning in plain sight Zombies not using ladders properly and float/walk away from the ladder Turrets play double sounds for clients Mining helmet requires two clicks to turn on after being re-equipped on death. Doubled “Thirsty” status indicator. Roads generating as Clay, Dirt, Gravel and Sand Crafting Artifacts Rebuilt bullet on metal impact particle which became broken in newer Unity versions. All food items give improper amount of Fullness and Hydration. Missing Accuracy and Range stats for certain ranged weapons. Force quiting the game when in respawn stage results in loss of crosshair etc Plant fiber clothing starter quest can become broken. Player is not prompted with description of “White River Citizen” quest. Leftover corrupted textures after mining heaps of ore in Canyon Gold Mine on Navezgane Map Fixed particle rendering issues with emissive artifacts on console. Solar cells won’t show on trader refresh. Adjusted head decapitation gib effect on Zombie steve to hide skinning issue Water visuals disappear when Character aims through Sniper Rifle scope underwater Land Claim Does not Prevent Placement of Minibike Chassis. Adjusted bed02 collision to stop players head stuck in low ceilings upon spawn Player logs out in building and if bedroll is deleted and he logs back in on roof top with message SI Exploit for Rock Prefab Player’s character keeps upgrading block after death if killed during said action Clubs will not gather any resources at all ERROR: VM.mesh[0].Vertices.Count (65248) has too many vertices Character – Lee’s shirt clips through College Jacket Localization for Stay Within Range objective. Display of next quest phase objectives to be different than current objectives in quest screen. NRE on death/teleport with active f3 overlay when block was focused Zombies cannot climb or break New 3D Ladders from the back side Open garage doors create a barrier zombies cannot cross. Scrapping car may cause ground deformation and leave a hole in the world Challenge notes for new quests were not in loot or trader tables. Supply Crates do not drop any items when destroyed Bumpier terrain needed for low res texturing, modified normal/albedo/AO based on normal map edges Rain can be heard clearly a bedrock level Surface of the water is not visible underwater Grass is getting snow cover inside buildings Snowpack shadow regression Jumping on active Forge does not set the player’s character on fire Durability value of items that can be assembled is equal to their quality value. Flashlightfunctionality remains after swaping guns of the same kind. Redundant sound when breaking glass with mining tools and weapons Throwables clip through trees Fixed warnings about OnLevelLoaded in UFPS Fixed incorrect pieces displaying on LOD levels of Stage 2 Vault Door When going underwater the Cannot Breathe Tooltip shows up Degradation sound is improper Wrong sound on metal reinf. wooden blocks Added an onFire journal entry Pick-up-able blocks can be repaired free but shouldnt be Vultures and Chickens artifact when rag doll rolling down a slope Sack disappears for another player, when is observed from 6 meters or above RWG highway connection issues Roads generating as Clay, Dirt, Gravel and Sand Deep roadside hole in RWG Odd hole in the road Weird spikes in the road Both turrets are missing firing sound Check rebuilding road cave Slanted blocks going bad when painted by 1×2 textures No text is displayed in placeof Sell Price when an item cannot be sold Description of “Snowberry Poisoning” Active Effect contains misleading icons. View distance 5 exchanges imposter very late Corrected several fuel values to match the burn time change of wood. All inside wedge corners when placed beside each other delete adjoing block face and can shoot thru Zombies rotate on ground again All solid Wedge Inclines placed together front to back renders back side invisible Container Sorting – Same items of the same quality are not sorted by durability. Fur now renders correctly and against/in water and just goes flat wet when foggy Terrain normals transition from near to far smoothed out Fur lighting, tonemapping, gamma, color matched, and wet specular values Water in fog rendering Sound not in sync when hitting bedrock with pickaxe Vultures can fly under water No ricocheting bullets effect can be observed when shooting at Vendor POI blocks Unity crashing when building. If not using our own Build Dialog the AssetBundles have to be created manually before building Other Updated forest ground to match grass better, whitened fog at sunset to help black back lit trees look better. Thickened fog in pine forest Removed: UNET networking Animal Hide (the resource) has been removed Animal Hide Armor has been removed Removed quality from paint brush / wiring tool Removed old paintings and rebaked atlas Updated game art for Create a portrait for kickstarter backer Ken Lau Set shadow distance to 150 (near mode) and 300 meters (far mode) Removed: Old percentage based damage resistance system Removed: items.xml entries for iron, barbed, and spiked club, these are now mods Replaced old radiated terrain with new sidewalk texture in POIS Removed old radiated blocks from POIs and biomes This also allows us to give each mod a specific icon of their own. Added satellite dish. Added table lamp and tipped over variant. Updated orange metal roof texture to hd and redid TerrainFiller is not “translated” but that should only be one number changed. Investigated/Debugging tree hit sounds – added debug info found to ticket, might be something for so I passed the ticket to him. Modified: ConnectionManager to include event handling for client join and client disconnect Modified: AIDirectorZombieManagementComponent to cue threat level tracker that the world zombie profile has changed Wired up ak47 iron sight aim blend tree Removed: old and strange loop code, will readdress if we ever need to use looping and end sounds on an item Removed: AutoFire property as it’s determined by BurstRoundCount and MagazineSize Removed: old staminaUsage property as it’s no longer needed Removed: CrosshairMinArea and CrosshairMaxArea and default to 20 for anything that might actually still use the old crosshair setup Adjusted maple tree art Navezgane: Moved biomes.png + poi.png into file system Fix for trees not falling due to a bug when they have more than max hit points (forum report) Removed legacy green wallpaper, baseboard and crown texture Updated all tree billboards to match new tree art Updated forest flower to match new forest fall look to the biome Updated: Grass in snow Power attack stat is listed on repair tools Redundant metal trussing recipe augmentGunsTip hooked up You can not craft vehicleWheels Beer does not have the listed effect Corrected several item stat displays Some light armor descriptions said decrease instead of increase Some greae monkey requirements were not localized. pine forest fog transition from night to morning It as impossible to rain in the burnt forest Toolbelt item swap delay to 0.3 seconds when scrolling the mousewheel Several drinks had improper amounts of water. Entities with LODs disappearing too close when Tree Quality reduced After you place the last an item or block your character power punches Player arms become broken after picking up landclaim Smelted forge materials not registering in the recipe “HAVE” column Last item in forge not smelted Chance to spawn mods along with weapons not working Mushrooms not growing when the player leaves the chunk and seem to grow slower than other plants Flashing journal button when tips are available. Better quest localization. Mods Burst,autofire and semi are not working for guns Wrong delay being referenced Stone axe upgrade/repair animation plays extra swing cycle Loot is duplicating sometimes Metal plate is bleeding through wire fence Weapon mod functionality changes when other players use/change mods Server temporarily spams INF MinEventLogMessage: Equip ON light is not removed when removing lighted headgear Broke emissive on electric fence post and power switch. Scrapping guns does not return the loaded ammo. Taking arrow from player holding bow Weapons can be duped while reloading Wandering hordes can contain screamers Player back pack is not big enough Duplicate loot in containers after wearing shades Stats on pressboy cap Vitamin buff name needs to be fixed Some of the XML patch methods always log a warning of not being applied even if they were applied fine Known Issues Guns with a magazine size of 1 still auto-reload Some mods are in a testing phase only and do not work yet. Stealth has some issues that may not get fixed until the next patch. Auger and chainsaw soundloop in MP games Trader Jen has a deep voice Players visually disappear for another when looking up No lights on vehicles Turrets target zombies through walls Tablesaw is not taught by perk View more from 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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Hey Survivors, The Mischief Maker Twitch Extension has been monetized by Mischief Maker in a way that is non-compliant with our EULA and therefore results in a copyright infringement of 7 Days to Die by those who use the extension and by Mischief Maker. Mischief Maker received written legal notice of the copyright infringement and EULA non-compliance several days before Fun Pimps took action to take down infringing streams using the Mischief Maker Extension. Anyone who streams through Twitch using the illegal Mischief Maker Extension will be risking a DMCA takedown as well. The Fun Pimps have always welcomed Mods to 7 Days to Die that do not illegally monetize the game and will continue to permit streaming or video creation on any platform that does not violate our EULA. The Fun Pimps Click Here To Visit 7daystodie.com
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Hey Survivors, It has been a while since our last major release, December 2021 to be exact. For a year and a half, our growing team has been working hard to bring you Alpha 21. This Alpha delivers more polish, optimizations, updates, quality-of-life improvements, new content, new features, and new gameplay systems than ever before. We say it every Alpha, and we will say it again, this is the biggest and baddest version of the game to date. 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 Alpha 21. Pushing hard towards the Gold Version, this impressive mountain of work could only be achieved by the lengthy, iterative, development style we have gone through. The Fun Pimps dream big and know that nothing of this magnitude comes overnight. Building on an already solid foundation, this update sets the bar even higher for the sandbox, survival, simulation, RPG game genre. We are very proud of the work, passion, and dedication our team has poured into 7 Days to Die and we hope you enjoy Alpha 21 as much as we have. Please find our Announcement for A21 Experimental and bug report instructions here. The Fun Pimps Team Environment Art The environment team has been heavily focused on the design, production, and implementation of hundreds of new high definition and physically based assets to help the world feel more believable and immersive. Additionally, new and updated shaders add a finishing touch to the environments. Below are a few categories of props that have been updated. Ramp Kits Platform Kits Wall Kits Trader Location Props Military Props Biohazard Props Nature Props Doors Signs Industrial Props Commercial Props Church Props Medical Props Construction Props Furniture Lighting Props Static Vehicle Props Wall art Player Vending Machine Workbench Workstation Forge Workstation Chemistry Workstation Campfire Workstation Hero Loot Containers Graphic Design Art The graphic design team has been crafting a large amount of high quality graphical elements that breathe life and storytelling into the world. Keep and eye out for these graphic elements listed below. Food Labels and Posters Calendars Wall Art Schematics Tractor Logo Trader Flag White River Flag Liquor Packaging Magazines Workstation Elements New Doors Introducing an exciting range of new doors, including the much-anticipated double doors! These numerous additions bring a level of detail to in-game locations that were previously unimaginable. Moreover, players can now enjoy updated craftable door options, expanding their repertoire of door types to choose from. As an innovative feature, doors gradually deteriorate as they sustain damage, resulting in visible holes that can be utilized for shooting or melee attacks. Be cautious, though, as certain doors may develop holes large enough to pass through without being completely destroyed. Exercise caution and strategize accordingly! Loot Container Changes When emptied, smaller containers such as trash bags, backpacks, and bird nests will now be destroyed. On the other hand, larger containers like clothing racks, desks, filing cabinets, and gun safes will transition to an open state once they have been emptied. This update brings a more realistic and immersive experience, as players can observe the visual representation of empty containers while navigating the game world. World Water We’ve made visual improvements to prevent water from clipping through semi-solid block shapes, such as thin or rounded wall segments. Under the hood we’ve overhauled water simulation to improve performance, reduce networking traffic, and provide more consistent and natural flow behavior, particularly with respect to large bodies of water such as lakes and rivers. Hazards The game has received an exciting update with the addition of a hazard system. This latest release introduces flame hazards that must be deactivated within specific locations in order to advance on your path. While active, these hazards will unleash intense fire damage upon anyone or anything that dares to approach too closely. Gore More zombies now utilize the new gore system. New & Overhauled Locations Every Point of Interest (POI) in the game has been improved with the massive amount of new art props and 692 new shapes added to Alpha 21. It is a complete overhaul of the art and gameplay experienced in each location. All Trader locations have been entirely reworked with custom art There are over 75+ pure new questable POIs Most POIs (Nearly 400) now support the new Infestation Quest type New parts & RWG features – Roadside POI spawns Navezgane has gotten a quite a bit of updates Terrain updates New POIs added perishton_city_blk_01 through 05 (Overhauled Tiles) perishton_city_blk_06 (New Tile) perishton_tunnel_01 & 02 (New Remnant) departure_city_blk_plaza (Overhauled Remnant) More than 200 POIs have been added or completely overhauled. And every POI in the game has been updated with new Art and Shapes: Some notable POIs include: Tier 5 POI’s apartments_02 – “Vanity Tower” (New) factory_01 – “Shamway Factory” (Overhauled) house_modern_23 “Dr. Karen Higashi Residence” (Overhauled to Tier 5) hospital_01 (Overhauled) installation_red_mesa (Overhauled to Tier 5) nursing_home_01 – “The Last Sunset Nursing Home” (New) prison_01 – “Navezgane Corrections” (New) prison_02 – “Navezgane County Jail” (New) Tier 4 POI’s bowling_alley_01 “Pineballs Bowling” (New) downtown_strip_04 – “Joe’s Junction” (Overhauled to Tier 4) house_modern_24 “Jeffelon Zuckergates Estate” (New) junkyard_01 “Ecotrash Recycling Center” (New) roadside_checkpoint_01 “NDC Checkpoint One” (New) roadside_checkpoint_03 “NDC Checkpoint Three” (New) roadside_checkpoint_04 “NDC Checkpoint Four” (New) roadside_checkpoint_05 “NDC Checkpoint Five” (New) utility_electrical_co_02 – “Hybrid Energy” (New) Tier 3 POI’s apartments_03 – “The Bend Apartments” (New) army_camp_04 – “Fort Razor” (New) bowling_alley_02 “Ballzstrike Bowling” (New) commercial_strip_03 – “Vick Garrison’s Pedipawn” (New) countrytown_business_11 – “Midway Clinic” (New) countrytown_business_12 – “Jim & Tim’s Bullets and Booze” (New) country_junkyard_02 – “Atlas Metal Co.” (New) commercial_strip_05 – “Elzner’s Emporium” (New) downtown_strip_12 – “NFD Downtown HQ” (New) fastfood_06 – “The Burgcaneer” (New) gas_station_12 “Pass N Gass Plaza” (New) house_modern_26 (New) motel_04 “Greg’s Motel” (New) office_05 – “Tri-Med Group” (New) office_06 – “Abandoned Office Building” (New) police_station_03 “NPD 3rd Div.” (New) post_office_02 “Post Office #2” (New) radio_station_01 “KZL Radio Station” (New) ranger_station_01 – “Ranger Station Alpha” (Overhauled) ranger_station_07 “Ranger Station Golf” (Overhauled) rest_area_05 “The Road Gentleman Truck Stop” (New) roadside_checkpoint_02 “NDC Checkpoint Two” (New) school_daycare_02 “Poopy Pants City Daycare” (New) store_discount_01 “Three Dollar Store” (New) utility_substation_01 “Hybrid Energy Substation #1 (New) warehouse_08 “Johnson’s Warehouses” (New) weigh_station_01 “Weston Weigh Station” (New) house_modern_27 “Almeida Residence” (New) Diner_07 “Navezgane Falls Diner” (New) House_modern_28 “Pantelli Residence” (New) House_construction_05 “Uninhabited Mansion” (New) Tier 2 POI’s apartments_04 – “The Budget Borrows” (New) bank_01 – “Piggy Bank” (Overhauled) cabin_13 “The Gladue Residence” (Overhauled) cabin_17 “The Engall’s Residence” (New) cabin_18 “Our Best Moments” (New) commercial_strip_04 – “Smorgasbord Square” (New) downtown_building_04 – “Blaze & Burns Offices” (New) downtown_building_05 – “Bombshell News” (New) downtown_parking_lot_01 – “Downtown Evacuation Point” (New) farm_14 – “Hersh Farm” (New Tier 2) fastfood_07 – “NEW Mamma Pizza” (New) house_burnt_02 (Overhauled) house_modular_04 – “The Wagner Residence” (Overhauled) house_old_tudor_04 – “R. Thornbury Residence” (Overhauled) industrial_business_08 – “P&B Machining Co.” (Overhauled) parking_lot_02 – “Mobile Field Hospital” (New) radio_station_02 “ZMB Radio Station” (New) ranger_station_06 – “Ranger Station Echo” (Overhauled) rural_outdoor_wedding_01 “Bell Lake” (New) roadside_restaurant_01 “The Wagon Diner” (New) school_daycare_03 “Fun-Gi Daycare” (New) store_bakery_01 “Ma Baker & Sons” (New) utility_substation_02 “Hybrid Energy Substation #2 (New) Tier 1 and Remnant POI’s church_02 “Old Creepy Church” (New Tier 1) countrytown_business_10 – “Bobcat Bar” (New Tier 1) fastfood_05 – “Beavers” (New Tier 1) fastfood_01 – “Prowlin Petes” (Overhauled Tier 1) fastfood_02 – “Hurry Harrys” (Overhauled Tier 1) fastfood_03 – “Blue Birdie” (Overhauled Tier 1) house_construction_04 “Deracinated Domicile” (New Tier 1) house_modern_25 “Rosilyn Residence” (New Tier 1) house_modular_05 – “The Gilbert Residence” (Overhauled Tier 1) house_modular_07 – “Spark’s Place” (Overhauled Tier 1) motel_05 “Motel Eight” (New Tier 1) park_02 – (Overhauled Remnant) park_03 – (New Remnant) parking_lot_03 – “ParKing Lot” (New filler) park_basketball (Overhauled Remnant) radio_station_03 “KZZ Radio Station” (New Tier 1) ranger_station_02 – “Ranger Station Beta” (Overhauled Tier 1) ranger_station_03 – “Ranger Station Charlie” (Overhauled Tier 1) ranger_station_04 – “Ranger Station Delta” (Overhauled Tier 1) ranger_station_05 – “Ranger Station Foxtrot” (Overhauled Tier 1) remnant_burnt_09 (Overhauled Remnant) remnant_burnt_10 (New Remnant) remnant_downtown_filler_03 (New Remnant) remnant_waste_18 “Pristine Health” (New Remnant) remnant_waste_19 “Wasted Office Suites” (New Remnant) rest_area_01 (New Remnant) rest_area_02 (New Remnant) rest_area_03 (New Tier 1) rest_area_04 “Buy N’ Go Rest Stop” (New Tier 1) store_grocery_04 – “Moe’s Grocery (New Tier 1) store_grocery_05 – “Boe’s Market” (New Tier 1) store_grocery_06 – “Joe’s USA (New Tier 1) survivor_site_05 – “Mercy Point Camp” (Overhauled Tier 1) survivor_site_06 – “Hog Foot Village” (Overhauled Tier 1) survivor_site_07 – “Camp Carhwal” (Overhauled Tier 1) survivor_site_08 – “The Simmons Shanty” (Overhauled Tier 1) survivor_site_11 – “Cabin Retreat (New Tier 1) utility_substation_03 “Hybrid Energy Substation #3 (New Tier 1) wilderness_filler_01 “Shady Slaughter RV” (New Filler) wilderness_filler_02 “Eerie Echoes Campsite” (New Filler) wilderness_filler_03 “Hermit Hollow” (New Filler) wilderness_filler_04 “Hunter’s Retreat” (New Filler) wilderness_filler_05 “Hermit Hollow” (New Filler) wilderness_filler_06 “Overturned Trailer” (New Filler) wilderness_filler_07 “The Last Cook” (New Filler) wilderness_filler_08 “Lost Soldiers” (New Filler) wilderness_filler_09 “Flesh Feast Falls” (New Filler) wilderness_filler_10 “The Mush Pit” (New Filler) wilderness_filler_11 “Pump Substation” (New Filler) POI and Biome Difficulty Improvements When you enter a POI, a HUD pop up will display its name and difficulty tier which is represented by the number of red skulls. These POI names will also appear on the quest text at the trader. When you enter a Biome, you will see the biome difficulty represented by the number of orange skulls. Forest – 0 Burnt (Navezgane Only) – 0.5 Desert – 1 Snow – 1.5 Wasteland – 2 The overall difficulty of the POI and Biome is represented by the number of Red and Orange skulls combined. With this in mind, the same POI in the wasteland will be more difficult and have higher game staged enemies and loot than the same POI in the forest. We also have fixed a bug with party game staging. Parties now work as designed and have balanced game staging to provide a better scaled challenge. POI Localization Points of interest (POIs) have undergone localization, receiving easily understandable and relatable names. These new names are not only incorporated into the quest system, but are also displayed on the upper right corner of the screen, above the Quest and Recipe Tracker. Furthermore, if you backed the Kickstarter campaign and pledged for location naming, you will now have the privilege of having a POI named after you. Infestation Quests We have added a new quest type we call Infestation which starts at Tier 2. The system takes a supported POI and adds a +1 to its Tier. In an Infestation Quest, the zombie counts are multiplied to create a greater challenge. At the end, it will reward you with a special loot box, almost always found in the loot room. This left Tier 5 POIs with infestation in a bit of a pickle. Tier 5 POIs as an Infestation Quest, can now be found as Tier 6 difficulty POIs. Random World Generation Update Random World Generation (RWG) has gone through the biggest iterative updates to date. We have learned something from every previous version we have done so far. It’s not easy to create something nobody has done before, but we are committed to creating Random Generated Worlds better than anyone on the planet and we think you will agree when you play the latest Alpha 21 Random Gen. The latest release focuses on improving RWG speed, visuals, POI placement, and adding new features to enhance the player experience and addressing several bugs. Many notable improvements include: RWG creation speed has been greatly improved. Generation speeds up to 4 to 5 times faster than before have been seen in some cases. Merging highways between gateway tiles and township rural tiles has been added A new scoring system for prefab pick ordering, xml entries to help control overall placement, spawn weights, and min max counts ensure POI’s don’t repeat too often. Country Tiles have been added which give the rural areas more believable surrounds for POIS to spawn Road smoothing has been greatly improved. A new street tile system that uses an overworld grid to allow for more concise placement of wilderness, towns, and highways. A “New Game” button has been added to the Advanced Generation screen to allow players to immediately play the map they have generated without having to remember the map name. Chunk Reset System We’ve added a new advanced game option called “Chunk Reset Time”. Enabling this setting will cause chunks to be reset to their original states when left unvisited for a specified in-game duration. Land claims, bedrolls, and other important player-owned objects such as backpacks and vehicles will prevent nearby chunks from being reset; so you don’t have to worry about your home base disappearing, or logging in to find your 4×4 exchanged for a tree which regrew in its place. However, loot containers and workstations which are not within a protected area can be reset, so players who use this feature must be mindful of where they store their valuables. In effect, this feature allows previously-visited locations to respawn their loot and recover from destruction whilst the player is away. It also helps to reduce save sizes by clearing out stored data for the reset chunks until they’re revisited. The setting is disabled by default, but can be configured at will in the Advanced tab of the New Game and Continue Game menus. Survival Rebalance To enhance the survival experience, water collection has been rebalanced by removing empty jars and cans. Boiled water now requires a cooking pot to craft in the campfire. Most “clean” water and drinks have been extremely lowered in loot. A new Dew Collector workstation has been added to provide clean drinking water. Crafted in the player backpack, players will need to visit a trader to obtain a key component: a water filter. Water is slowly accumulated over time at a rate of approximately 3 jars every 24 game hours. Players can place multiple Dew Collectors DewCollectors must have a clear view of the sky. Bars and other “see-through” shapes are acceptable to be placed above. Drink Vending machines have had quantities increased including specialized drinks. Due to water used in crafting, glue has been increased in loot, quest rewards, and trader inventories. Crafting Skills System Crafting unlocks have been moved out of the Perks System and into a new Crafting Skills System. Players will need to read various quantities of Crafting Skill Magazines in order to progress through the crafting tiers. These magazines are found in loot containers, zombie loot bags, air drops, given as quest rewards, or sold by the traders. The Crafting Skills System solves two issues: 1. Players won’t be able to skip the progression of tool and weapon tiers. Previously, players could max out a perk’s crafting quality unlock with primitive tools and weapons and then instantly craft higher tiers once the materials were found or unlocked. A good example of this would be a stone ax that could be crafted at quality 5, but then iron and steel pickaxes could be crafted at that same quality level. 2. Removes the crafting unlocks from perk classes Players are no longer required to perk into various classes to obtain the unlocks. All crafting skills can be unlocked by all players. The unlocks are removed from perks, however, each level of a perk will give a probability boost to certain magazines. An example would be the perk Boomstick giving a boost to finding more of the Shotgun Weekly magazines. Boomstick will also boost shotguns, shotgun parts, and the various types of shotgun ammo found in loot. Perk Overhaul With crafting unlocks moving to the new Crafting Skills System, perks have been overhauled to be more streamlined for each class. Sexual Tyrannosaurus has been moved to each weapon perk. Players no longer have to perk into Strength to get the stamina benefits of ole Sexy T. Want better stamina with clubs? Put perk points into Pummel Pete and keep from getting winded too soon. Flurry of Blows has been moved into each Attribute as a new perk. Perception: Quick and Perceptive – Increases the attack speed of spears Strength: Big and Fast – Increases the attack speed of clubs and sledges Fortitude: Lightning Hands – Increases the attack speed of fists and fist weapons Agility: Whirlwind – Increases the attack speed of knives Intellect: Calculated Attack – Increases the attack speed of batons Physician perk has gained the ability to treat sprains and give more XP when using healing items. Dismemberment gets a boost with batons on level 4 while level 5 has a chance to instantly kill the target with a stun baton. Master Chef allows players to cook faster with each level. Lock Picking moved to Intellect Grease Monkey grants the ability to use fewer repair kits when repairing vehicles Zombies and animals are now killed nearly instantly when hit by a vehicle, but the vehicle takes more damage than previous versions. Vehicles also take more damage when hitting objects or taking hard landings. Perk Book Reworks Spear Hunter Vol 3 changed from Steel Spear Unlock to Bleeding Damage Spears have a 25% chance to cause bleeding damage. Spear Hunter Vol 4 changed from Strong Arm to Kill Move Power attacks do 50% more damage to downed targets. Spear Hunter Vol 6 changed from Punctured Lung to Penetrating Shaft Power attacks now penetrate and damage multiple enemies. Spear Hunter Complete Primal Kill: Kills with spears refill your stamina. Automatic Weapons Vol 7 changed from M60 Unlock to Hip Fire Aiming from the hip with greater accuracy can save your ass in close quarters situations. Batter Up Vol 2 changed from Gear to Stealing Bases Sprinting with a club drawn in combat uses 20% less stamina. Batter Up Vol 6 changed from Bat Unlock to Foul Balls Power attacks with clubs have a 20% chance to ragdoll enemies. The Great Heist Vol 3 changed from Timed Charges Unlock to Gold Rush Find 10% more dukes and old cash The Great Heist Complete Find 20% more lockpicks in loot Art of Mining Vol 7 changed from Mining Helmet Unlock to Damage Mining tools do 10% more block damage. Perception and Spear Overhaul It is mind blowing how powerful Rifles are now…literally. Pop zombie heads with ease with a boost to head shots when using the pipe, hunting, lever action, and sniper rifles. The spear has gotten a rework. After much consideration, we decided to make it work like other weapons and exchanged the throw for a power attack. This makes the spear a much better sneak attack weapon and players do not have to worry about losing their fully modded spear when thrown. With the new door damage, spears are the best melee weapons for poking through the holes into pesky zombie heads. Recipe Tracker Having trouble remembering that recipe? Well, in Alpha 21, players can track recipes while out collecting resources. Items are tracked in a list shown in the upper right hand side of the screen. When the correct quantities are collected, the items will be highlighted in green. When all items are collected, a tool belt message will appear letting you know the item can be crafted. Crafting Quality Selection It’s likely that you’ve encountered a common problem: after gathering the necessary materials and components to craft your tool or weapon, you’ve invested additional points into the relevant skill, only to discover that the newly unlocked quality requires more materials than you currently possess. However, this predicament is no longer a concern, as you now have the ability to choose the desired quality of the crafted item, granting you control over the amount of materials invested. Loot Balancing Considerable attention has been devoted to achieving balance in various aspects of the game. This includes fine-tuning the availability of food and water, ensuring quest rewards are appropriately balanced, refining trader inventories to offer a fair selection of items, and the distribution of crafting skill magazines. Starter Quest The introductory quest has undergone simplification to provide a step-by-step breakdown of the initial stages of the game. Through user-friendly instructions and onscreen assistance, both novice players and seasoned veterans will be effortlessly guided to swiftly accomplish the initial milestones of their gaming experience. HUD-less Mode For those looking for a more immersive gameplay, players can now hide the HUD by pressing F7 one time. This mode will now allow players to remove the HUD, but still be able to interact with doors, loot containers, vehicles, and more. Pressing F7 again will change to “picture” mode that hides ALL HUD elements. Pressing F7 a third time will go back to default. Spawn Near Backpack In this latest update, an exciting new feature has been introduced for respawning after death. With an active bedroll, players now have the choice to respawn in close proximity to the location where their backpack is found. This convenient option enables players to swiftly retrieve their lost loot without the need to place a new bedroll, as the primary purpose of bedrolls was not originally intended for this particular function. Vehicle Damage Vehicle collisions take more damage, but also cause more damage, so repair kits are more relevant to game play. Repair kits repair a fixed amount of damage instead of all vehicle damage New blood splatter when hitting entities Improved ragdoll hits and can cause dismemberment on hit entities Additional spark effects when hitting blocks Improved block collision damage calculations Wandering Hordes To promote engagement and encourage players to confront wandering hordes, we have implemented an increase in the chances of loot bags dropping from these encounters. This adjustment aims to incentivize players to actively engage with wandering hordes instead of allowing them to pass by without engagement. Furthermore, an additional improvement ensures that wandering hordes will no longer occur just before the commencement of your blood moon event, providing a more balanced and predictable gameplay experience. Twitch Extension We’ve added a new Twitch extension to allow viewers to interact with the streamer without cluttering up the chat. This allowed for the addition of more advanced actions that cost Bits. We’ve also added Presets to customize your integration experience. Custom Events have also been added for Twitch events such as Subs, Gifting Subs, Raids, Hype Trains, and Channel Point Redeems. Performance & Optimizations Unity version update Window block optimizations All Windows have been converted to shapes which are more performant. Full windows downgrade to broken. Broken and Empty windows upgrade to Full. Only Full windows can upgrade material. Improved prop LOD transition values by adding LOD categories so similar props cross fade at the same distances. They also cull at more relevant distances which improves performance. Trees (adjustments to meshes and settings for better performance) AI can handle more zombies by throttling their activity based on distance to player AI pathing can handle many more paths per second Less memory use A variety of other small performance optimizations Networking Improvements Greatly reduced network traffic Entities have variable update rate based on distance There have been a number of improvements and optimizations made for a smoother multiplayer experience. Character animations and ragdolls now sync smoothly while behind the scenes many optimizations have been made to create a more in-sync experience while also greatly reducing the overall network traffic while playing. This includes a new prioritization system that can increase the rate of server updates for specific entities based on their proximity to players. Server Administration and Multiplayer WebDashboard The old Web control panel for the server has been removed in favor of a new Web Dashboard. This is the first step of bringing over what has previously been known as Allocs Server Fixes, providing Web based APIs for interacting with the server as well as a browser interface to those features. Compared to the old mod this interface currently lacks all of the APIs that provide information on players. This new Web Dashboard is currently provided as a mod shipped with the dedicated server version in order to be able to speed up iteration times independently of the actual game releases when improvements are made or fixes integrated. If you were previously using the control panel to automate server tasks you will need to switch over to the new API system: Normally you define API tokens in the serveradmin.xml or via the ‘webtokens’ command, but you can also define one API token on the command line with the ‘-webapitokenname=x’ and ‘-webapitokensecret=y’ arguments which will define a single token with permission level 0 The API endpoint to issue commands is ‘/api/command’. The token name and secret need to be passed as HTTP headers ‘X-SDTD-API-TOKENNAME’ and ‘X-SDTD-API-SECRET’. The request needs to use the POST method and contain a JSON body consisting of ‘{“command”: “command to execute”}’ There are new config options related to the dashboard: ‘WebDashboardEnabled’ toggles the whole system on or off ‘WebDashboardPort’ specifies the TCP port to run the interface on ‘WebDashboardUrl’ should contain the full URL that points to the dashboard, e.g. to a reverse proxy forwarding to the internal dashboard, like ‘https://proxydomain:8000/’. If the server can be reached with its public IP directly this value can be left empty ‘EnableMapRendering’ decides whether the game renders the map tiles to corresponding images that can be seen on the Web Dashboard or used with other tools to get a full view of the discovered game map. Mumble Positional Audio Alpha 21 brings support for Mumble’s Positional Audio feature. This means once it is enabled in the game audio settings and in your Mumble client you can play with your friends and hear in which direction they are from your view and get to hear them louder or quieter depending on their distance. Detailed setup instructions can be found on this Wiki page. Other changes Now allows changing gamepref ServerPassword during an active server session with the SetGamepref console command Added “teleportpoirelative” / “tppr” command to teleport to relative coordinates inside the current POI UserDataFolder and SaveGameFolder now allow paths relative to the game files root (like “MyData/Saves” would refer to the “<game root>/MyData/Saves”) Serverconfig.xml changes Removed options ‘ControlPanelEnabled’, ‘ControlPanelPort’, ‘ControlPanelPassword’ Added: ‘WebDashboardEnabled’, ‘WebDashboardPort’, ‘WebDashboardUrl’, ‘EnableMapRendering’ (see text above) Added: ‘AllowSpawnNearBackpack’ – lets players choose to spawn near their backpack on death if enabled Added: ‘MaxQueuedMeshLayers’ – Memory vs chunk generation time tradeoff Changed: ‘AirDropMarker’ defaults to enabled now Changed: ‘DynamicMeshLandClaimOnly’ defaults to true now Added: ‘MaxChunkAge’ and ‘SaveDataLimit’ (see section on the new Chunk Reset System) Modding Notes Game updated to Unity 2021.3.19 Updated HarmonyX to 2.10.0 Added a popup to the main menu when mods with custom code were found during loading but EAC is active Added support for ModInfo format v2. It is recommended to migrate mods to use that format as this will be a requirement later on. Format specification Support for new XML patch operation “csv”: Manipulate elements like tags Requires attribute “op” being either “Add” or “Remove” Optional attribute “delim” containing a single character. If not specified defaults to comma “,”. Has to match the delimiter used in the list you want to patch Text of the element specifies the value(s) to add or remove, separated by the same delimiter specified Remove supports wildcard in the beginning and/or end of the name, so a name can be e.g. “ammo*” to match all names starting with “ammo” instead of an exact match Adding does skip names that are already in the patched list, e.g. patching “sight,movement,melee,bullet,arrow,rocket” with adding “player,bullet” would only add “player”, not “bullet” as it is already in the old list Block class PlantGrowing with IsRandom set to true: Now works in unloaded chunks ‘PlantGrowing.GrowthRate’ property defines the mean value New property ‘PlantGrowing.GrowthDeviation’ is a factor defining the min/max deviation from mean. Defaults to 0.25 XUi Credits controller now supports loading custom credits XMLs. Also supports multiple templates for categories/credit lines News controller now supports loading custom newsXMLs. Also supports limiting to specific platforms or device types and entries that only show up once the date+time is met Changed code loading: A single DLL can now have multiple IModAPI implementations Multiple DLLs are supported for IModAPI and game classes All DLLs from all mods are loaded first before iterating classes so that mod load order does not affect resolving referenced types across multiple mods Console command ‘exportcurrentconfigs’ now opens the dump folder in the explorer New console command ‘damagereset’ to repair all blocks in a POI Game command line argument ‘-quick-continue’ allows bypassing the main menu and directly continuing with the last played save Game launcher now supports the new arguments ‘-logpath <folder>’ and ‘-forceeac <on|off>’ Game launcher now supports the new argument ‘-skip-launcher’ to not show it even if it would be shown by default (e.g. because of its “Show launcher everytime” option) World’s prefabs.xml is now always saved with y-offset based positions when using the world editor so that changes to the ground level height in prefabs does not require changes to worlds using them Quests above tier 5 no longer show as tier “I” but instead use the correct roman number Localization files are tested for a valid header line and show appropriate errors XUi texture view with local texture file no longer fails when the full path to the texture contains a ‘+’ or ‘#’ XUi detection of style references vs strings just starting with “[“ and ending in “]” was fixed so that e.g. an text attribute can have values like “[FF0000]Red text[-]” Changes for mods with custom code doing custom I/O: We’ve replaced direct usage of System.IO classes such as File and Directory throughout the codebase with custom classes named with an “Sd” prefix (shorthand for “save data” – and/or “seven days” if you prefer). The new classes are SdFile, SdDirectory, SdFileInfo, SdDirectoryInfo, and SdFileSystemInfo. Mods should also switch to using these when accessing any user data or save data (it is okay to use standard File IO for other data though). Also some guidelines: Make sure to not hold the streams open for too long. Keep file sizes small if possible. Reasons for this change include: To facilitate a future backup feature that is active during writing, which should assist with power loss during writes resulting in corrupted data, the trade off being additional writes to disk and higher memory usage. Persisting to disk will happen some time after closing the stream. Support for saves on other platforms (e.g. consoles). Some platforms require writes to happen within a certain window and some platforms do not provide standard File IO for saves, but have key-value storage only, both of which we have to abstract over. Changelog including b324: Added Screenshots are automatically copied to clipboard in addition to saving to file (Windows only) Prop LOD group culling has 7 categories, each with a common distance and all props get this calculated Block LODCullScale which adjusts the calculated value Prop LOD groups are all set to crossfade Cement mixer rotates when crafting Biome entities will despawn when a close dead player respawns away and no living players are in the area Vehicle particleOn, particleDamaged, particleBroken properties Bicycle crank sparks at high damage and loses chain and smokes when broken Motorcycle on/damaged/broken particles 4×4 on/damaged/broken particles Players staying in the area of a tier1+ POI have reduced detection by biome spawned enemies Opening the shapes selection window the first time starts with the basic shapes filter selected Players can float up higher out of water if moving into a low slope or plate block Lower swim speed when exhausted Allowed sprint swim in all horizontal directions Players slide around while standing on AI entities Forge tools are shown based on tools in slots Forge flames are bigger and brighter when crafting Added ability to override the upgrade of the new shape based windows Debug menu adjusts to screen resolution Debug menu adjusts with UI size Transparent broken glass for block shape windows Gfx resetrev console command GlassCracked.mat and textures for abandoned vehicles glass StoreGlassCracked.mat for props with broken glass Remove sound capability from action sequence block adds Twitch Creator Goal support for the Custom Events Property to disable the auto creation of channel point redemptions. Twitch Bit Price Discount option Parse Localized String option for DynamicProperties Streamer Only targeting for Twitch Actions Allow selecting offline mode when EOS servers give unexpected errors Roadside Tile Support Shapes menu supports favorite shapes Terrain Tool size adjust sensitivity changes with size Terrain Tool shrink mode (secondary action) Terrain Tool grow mode is 4x sensitive with shift key Terrain Tool grow (was add) will use a selected block by alt clicking, shows name on status bar and for non terrain blocks will simply add them Terrain Tool grow and shrink can be undone World entity activity throttling system AI spawn max allowed is increased for blood moon and sleeper volumes Wandering hordes have a bonus chance to get loot bags from a few of the enemies Option for no advanced RWG generation map preview Reworked Prefab Properties window. Now also covers PrefabTags, added QuestTags and DifficultyTier New Twitch Bit Actions Leaderboard Stats for Twitch More “Trolly” bit actions that streamers can opt into Explosion kills can trigger buff effects Network workaround option for rare MP disconnect / desynchronization issues related to routers with MTU issues Autoshare quests in parties Multiplayer Party UI Sounds ItemActionDynamic Range property instead of hardcoded 2 Twitch Presets for Actions, Votes, and Events Reflection probe updates when camera turned Reduced reflection probe intensity when reflected shadows are off Prefab list shows localized POI names as tooltip, debugshot shows localized (english) POI names Inline water check with area on stamp creation AllIsWater check as opposed to OverlapsWater check for various logic Ability to turn on/off gateway spawns in a township Line breaks to Robotic Drone description for better formatting FallingBlock, fallingTree and item to entityclasses xml Entityclasses xml UserSpawnType None, Console, Menu Warnings when prefabs in a world are placed outside the world bounds Mutated zombie projectile radiation pools cause brief radiation damage to player F3>Player now also shows coordinates relative to the currently surrounding POI Support for biomes.xml bloodMoon weather values and added values for the 5 biomes Ragdolls from death have a short time they can still collide with vehicles Vehicle hits can cause dismemberment The vehicle driver is awarded some XP for killing entities Vehicle blood splatter when doing high damage collisions with entities Vehicle sparks on bigger self damage hits Cabin_17 (T2 clear, fetch, infested) (Earl) Vehicles are repaired 10% by repair kits and each level of Grease Monkey adds 10% Location UI anchored at top right above quest tracker New commercial door variants (Single/Double) with window and handles on both sides New perks to each tree that govern how fast your attack speed is Prefab Editor: Copying block to toolbelt copies damage state Updated lightLOD script with a toggleable option to match emissive material colors to the light color Gamestage modifier for Biomes and Quests Twitch Hype Train Custom Event Support Quest Hints for the Quest Tracker to help with the starter quests. ParticleEffect supports attaching to body parts AI corpse targeting randomly ignores corpses if an existing target Apply status buffs when disabling AI/Animations Trader “Reading Materials” category for books, magazines, and mod schematics Zombie corpse eating blood particles POI editor Sleeper XRay shows all sleeper blocks (dark) if no volume selected BlockSleeper SpawnMode and if infested then sleeper volumes ignore those when POI not infested Sleeper r <group name> sets override on all volumes EntityCoverManager, Update cover manager to reserve and then use cover positions. AI dodge task and anim controller support Dodge added to bandits Party SFX and Twitch SFX Control zoom sensitivity (mouse) decreases with the amount of camera zoom in Control zoom acceleration and control settings option Traders will automatically add custom waypoints to the map. NPCInfo modified to include a localizationID field that is used to fetch the localized name of the trader to label their waypoint (configured via npc.xml) Graph console command and removed graph commands from gfx Zombies will eat animal corpses AI eating corpses does corpse damage The map and compass now support displaying your three previously dropped backpacks Twitch Donation Sound Player swimming exhaustion when stamina is zero Player swimming run increases stamina use Out of stamina message when stamina reaches zero Gyro Pitch Up and Down to the Brake and Hop control localization GameEntityTintMaskSSS double sided shader with tint mask subsurface scattering support Player swim up boost when feet on ground Missing xml file for part_logs_set POI that was causing an NRE in RWG generation Twitch Custom Events for charity donations for streamers Quest Objective for game event Player crouching makes you swim down Falling block starts with random angular velocity Explosions set falling block velocity and spin Creative Menu block/item xml name to tooltip Wait actions for game events based on Requirements. Prefab Editor Thumbnail Guide Street Tile system that uses an overworld grid to allow more concise placement of wilderness, towns, and highways GetHeight function to prefabs to get the height at a given position within the prefab Distance “runup” that will help control the direction that a highway connects to a township’s gateway Specific draw method for biome stamps More threading for more items to help keep the generation speeds down New game button to generation to allow players to immediately play the map they have generated without having to remember the map name Base code to have roadside intersections Occlusion tracks skinned renderers Props changing to a worse damage state will play sound and particle on an optional FX object Plate Counter Square Hole to the shape menu for use with Gas Stove End Twitch Cooldown action and spawning a flock of vultures Player hands can interact (E) with water in the world to drink murky water Added new “agemap” console command: outputs debug texture displaying chunk age/protection/save status World editor improvements for visual ease of use no fog and no biome specific spectrums Clear button added to text fields Tiered infested loot containers to all POI’s flagged with the infested quest tag SquareSpiral console command that has the player traverse the world chunkbychunk in a square spiral in fly and godmode Simplified entitygroups xml format Added new “expiryinfo” console command; logs chunk coordinates and expiry day/time for the next [x] chunks set to expire Se console command has an optional count parameter, player id of 0 uses the local player and updated help Missing localization for buffEnforcerCriminalPursuit Kickstarter backer names to POI’s Added forced culling of saved chunk data on servers based on a configurable save data storage limit disabled by default; can be enabled via a new “savedatalimit”/”sdl” console command Block xml “shapes” attribute if not “All” will only make shapes with a matching “tag” attribute Wall Volumes for level design to block areas they don’t want the player to move to Utility Store Crate random loot helper to be used in mechanical themed areas Ragdoll action scaleY param for vertical hit control Server browser now shows warning when results hit the search limit Sleeper Volumes can now be triggered by the BlockTrigger system BlockShapeNew can have transparent sides with opaque sides Preview mesh can show transparent part of combined block mesh Region reset console command. Allows resetting chunk data for individual regions or the entire map, with an option to include or skip chunks which are currently loaded/synced. Max chunk age console command. Allows specifying how long an unsynced chunk is allowed to remain dormant in save data (measured in ingame minutes) before it will be automatically reset/cleared. Trigger Volumes for the Block Trigger System Info Volumes for Entering POI Message System Volume tab to Level Design Tab Destroy_on_close option to not destroy container if not empty Block DowngradeFX property Allow to block incoming text/voice chat from individual players through the player list New button in console window to open the folder with the log files Blocks with MeshDamage can trigger the destroy event when entering and have another repair list for leaving the final damage state Block shape mesh data sharing Zombie dog electrocution animation Block xml command dropextendsoff Block MeshDamage entry of allows for no damage mesh Block stage 2 health Sleeper draw console command Item and block EconomicSellScale to adjust individual sell price Cooking pots and grills to trader inventories Crawler zombie move speeds for walk, run and feral Workbench and cement mixer makes activity heat when crafting Workstations reset activity heat delay when moving back in time FPS cap in the main menu so we don’t hit extreme rates Changed Wrench, ratchet and impact driver don’t play harvest hit effect Sleeper volumes skip past spawning when max server sleepers reached Adjusted video object quality setting to have less variation Removed extra wood damage boost from normal shotgun shells. Use breaching slugs for this purpose. Disabled trader’s controller so it won’t move them Disabled traders being hit Turned on Airdrop markers by default Increased supply crate smoke on ground to 4 minutes Debug menu starting position to not overlap menu buttons and adjusts to screen resolution Debug menu dynamic music lines to start with DM Debug menu World Entities to show local animal, bandit and zombies counts Optimized mesh tangent calculation Updated graphics default preset detection for recent GPUs Optimized terrain voxel mesh array handling Optimized water voxel mesh default array sizes and the adding of mesh data Updated BlockUpdates.csv with conversion of many props and shapes for the POI modding community. This should catch a large portion of use cases, but there may have been issues such as new size or rotation that didn’t allow for a 1:1 replacement. These items will have to be hand swapped by modders. Updated damage decal normal map and albedo textures Modified Game/Overlayed_TA shader to multiply decal albedo instead of overlay Improved chunk opaque shader to overlay blend the damage texture and use correct tangents for damage normal map Sleeper volume spawning includes game stage of other players in the POI Improved terrain decal mesh gen to process less data Improved voxel mesh array handling Improved car block ground alignment World global ambient balance to prevent strong upward ambient lighting in Burnt Forest biome Updated toolTerrainModelerAdminDesc with new control tips Switched graphics SSR reflections to a new system and added Ultra setting Switched graphics SSAO effect to Multi Scale Volumetric Obscurance which performs and looks better Marking an item as favorite in the creative window no longer switches back to page 1 Improved Terrain Tool sphere to be rim lit, brighten the terrain overlap area and show a yellow ring around overlap Terrain Tool shows green for grow and red when shrinking Terrain Tool works at longer distance Command getlogpath now runs on the client and has a default permission level of 1000 Terrain Tool remove mode to shift + secondary action Set PoliceCar.mat Emissive Multiplier to 0 until this is wired up in code Updated player skin shader with SSS translucency and emissive for improved skin shading Improved distant terrain info memory handling Setup all random loot helpers with Loot Class so they are counted properly as loot containers for balancing POI’s Improved jiggle performance Prefab Editor POI Browser list is now left justified for easier reading Updated all bladed tools/weapons with a damage boost to zombie corpses for easier removal. If they are NOT alive and have the tag walker or crawler, they will get the boost. Animal and gore harvest does NOT receive the boost. Tweaked DMS to allow combat music to bypass the “daily time allotted” frequency limit and play immediately in threatening situations. Moved spawn menu camera raycast 2 meters higher when player is in vehicle Lowered spawn menu destination y offset to .25 Moved MicroSplat shaders, mat and data to TerrainTextures bundle so build is smaller Updated the Console Window to use the UGUI framework for improved memory performance Memory optimisation; rotated prefab instances now share cell data rather than holding unique copies. Standardized player door HP values and crafting recipes Improved Grace material and texture settings Master Chef Level 1 Use 20% less of a recipe’s main ingredients and cook 40% faster Master Chef Level 2 Adds a chance to find meat in dumpsters and cook 60% faster Master Chef Level 3 Use 40% less of a recipe’s main ingredients and cook 80% faster Physician Level 1 Splints and Casts cure sprains instantly Physician Level 1 Treated Critical injuries heal 15% faster Physician Level 2 Treated Critical injuries heal 25% faster Physician Level 3 Treated Critical injuries heal 50% faster GetStreetTile uses random order pick for prefabs that do not have a min/max count StreetTile Wilderness POI spawn now retries a few times when it runs into an issue Cleaned up UsedPrefabsWorld order of operations Order of operations on wilderness poi spawning and path/terrain smoothing Master Chef reduced from 5 levels to 3 and unlocked at Strength levels 1, 4, and 7 All food related crafting recipe times increased 400% (i.e. Meat Stew 1:15 is now 6:15 without perks, 0:47 with perk maxed) Removed acid ingredient from Can of Sham recipe Can of Sham recipe is now only 1 craft at a time with a much lower craft time Charismatic Nature increased from 4 levels to 5 and unlocked at Intellect levels 5, 7, 8, 9, and 10 Charismatic Nature level 1 Allies/Party members naturally regenerate 50% faster (cannot be starved or dehydrated) Charismatic Nature level 4 Allies/Party members find 10% better loot Charismatic Nature level 5 Allies/Party members find 20% better loot and receive +1 to all attributes Vehicle hit damage from entities to be the inverse mass ratio Adjusted vehicle health (decreased except for 4×4) Increased vehicle collider bounciness Improved vehicle hit forces on ragdolls Repair kits restore a fixed amount of vehicle heath Greatly increased vehicle block damage and self damage Improved vehicle block collision damage calculations Reduced the probability of zombie bears that can spawn during the Game Stage 38 zombie animal wandering horde Increased vehicle block, terrain and entity damage given and received by various amounts Optimized RWG stamp drawing Optimized RWG water map cleanup Optimized RWG SmoothStreetTiles Optimized RWG water map creation time Recipes for regular robotic turret ammo use lead instead of iron. AP uses half iron and half lead. Optimized RWG smooth road terrain, improved smoothing method and does many more passes Revised DynamicMesh system to operate on individual chunks instead of whole prefab clusters. Improves performance, reduces memory and disk space usage, and should improve stability. Optimized imposter generation speed Improved prefab bulk console command Improved AI finding screamer spawn position Reduced the price of Grandpas Forgetting Elixir and made them sellable to traders Grandpas Forgetting Elixir has a low chance to be found in T5 loot chests Rabbits, Chickens, and Snakes now give 5 bones with axes, knives, and steel knuckles Localization and display values of Grandpas Moonshine to better align with buffs received Updated the colliders on stairs.fbx to prevent players and zombies from snagging on them when passing through doorways Players now start with 2 jars of water Improved blood moon, screamer and wandering AI finding spawn locations Basic light bulb recipe now requires a headlight in the recipe Improved AI corpse eating positioning AI corpse targeting to have less range and last longer Removed Reading Materials from the Mods category in trader inventory Removed Traps from the Tools category and moved active traps to Science and passive traps to (NonTrader) Building Removed “Building” category in trader inventory and moved items/blocks to Science or Decor Removed “Chemicals” category in trader inventory and moved items/blocks to Science Reworked trader inventories to provide a better mix of items for sale Removed resourceCobblestones from the basics tab of the crafting menu to showcase the dew collector on page one Removed wire tool from science category so it only shows in tools category and to prevent duplicates showing in trader inventories Removed legacy save migration code that moved saves from documents to appdata. Hunter’s Journal vol 7 now refers to humanoids and zombies Improved zombie corpse eating to target belly and move smoother Reworked all tool and weapon tier bonus and random stats to prevent crafting overlap between quality tiers Improved PassiveEffect xml parsing Improved White River and Trader flag albedo and alpha clip Removed attacks per minute penalty from melee tools and weapons Removed random attacks per minute from melee tools and weapons Removed random stamina loss from melee tools and weapons Removed random magazine sizes from ranged weapons Removed random rounds per minute from ranged weapons Sleeper volume counts allow decimal scaling Sleeper console command to have list/listp parameters and help Moved sleeperreset console command to sleeper r T3 chests are now 5000 HP and T4 chests are now 7500 HP Moved Lock Picking skill to Intellect Craftsmanship Perks renamed to General Intellect Perks Updated White River Flag with new design Updated cloth shader with alpha clip for frayed flag edges Control sensitivity UI increments to .01 Spear Master Power Attacks have a 20,40,60,80 and 100% chance to slow enemies. Strong Arm: Renamed to Primal Kill: Kills with spears refill your stamina. AI being hurt always switch if current target is dead Adjusted AI target/corpse settings Increased mutated zombie damage Mutated zombie ranged attack is a higher priority and triggers at a longer range if target unreachable Implemented LandClaimExpiryTime check in GameUtils.CheckForAnyPlayerHome (used for triggering SleeperVolumes and checking POI lockouts). This makes land claim expiry behavior more consistent across all systems. Spawner gamestage xml will spawn nothing if current GS less than first GS Renamed spawnwanderinghorde console command to spawnwandering (spawnw) with b for bandits and h for horde Wandering enemies do not spawn near or just after a blood moon Moved backpack position tracking from PlayerDataFile to PersistentPlayerData and allowed tracking of up to three backpacks. Navigation UI still points to the most recently dropped backpack, but can now fall back to the next in line after the most recent one has been collected or destroyed. The tracked position is also now updated when a backpack moves from its original location. Note: Tracking will not be maintained for any existing backpacks in save data created prior to this commit. Rule One Cardio affects swimming run Adjusted Grace’s attack range/damage, health and experience Updated localization for cloth shape description Set ignore_loot_abundance to true for several important loot containers such as loot room chests, store crates, safes, air drops, mailboxes, and more to prevent empty loot when playing with lowered loot settings Improved road asphalt textures Boosted the headshot damage of all rifles in a tiered zombie fashion (i.e. A headshot with a no perk no mod pipe rifle will 1 shot 1 kill an Arlene, but not a Thug, Soldier or Biker) Cleaned up swimming and head in water handling Separated handling of player camera and head in water Rewrote entity and camera in water checks Improved water shader to show surface when under water Adjusted player water height that starts swimming Improved player swim movement (speed based drag) Increased player swim speeds Mutated Zombie xp is now 400, 750, and 1200 for regular, feral, and radiated Recipe for green drawer now crafts Steel Wall Cabinet and requires more ingredients Optimized Chunk SetBlock Improved Block “has child parent” error logs Re-added the missing Shamway safe to factory_lg_01 Removed brewery safe and associated loot lists as they were not used. The schematic that was found in this safe is now part of the A21 crafting progression unlocks as well. Explosion falling block spawning rate to every x instead of random Falling block mass, drag and cube collider scale World global ambient balance Creative menu sorts when no filter set Reduced boar and dog large collider lengths, so they get stuck less Cleaned up AI stopping pathing Reworded perkGreatHeistGemsLongDesc to reflect the actual loot items that can be found SpawnTrader block is now using the female mannequin model and icon for easier placement Localization for spawnTraderDesc now shows the keyboard shortcut for selecting the trader Hooked up waterPurifier mod with a buff to prevent losing health when drinking murky water or with hands DescriptionKey of Candelabras since they are no longer setup as lights Tile objects are now selected based on the exits set on individual street tiles Order of operations when creating the world to enable ability to make the most of out of the free space by doing terrain features AFTER townships District layout is now more accurate Wilderness POI spawning is now controlled on a per tile basis allowing us to keep wilderness prefabs a decent distance from each other Cleaned up animal anim controller sleeper handling Item actions with Hitmask_override support all values and combinations Added missing water stat to sham chowder Improved occlusion settings Increased occlusion render precision Improved occlusion depth culling Improved explosion dismemberment to handle multiple body parts and corpses Updated garbage_decor1 harvest from paper to cloth to better match the new artwork visuals Updated garbage_decor2 harvest from paper to polymers to better match the new artwork visuals Corn on the Cob is now Grilled Corn, requires the cooking grill, but no longer requires boiled water Yucca Juice is now unlocked with the food crafting skill magazines and requires a cooking pot to craft Murky water does 5 health Boiled water requires a cooking pot Prices at food/candy vending machines are now the same as base trader prices (markup changed from 1 to 3 to match trader) Traders no longer sell seeds, bones, meat, vegetables and other food crafting ingredients in bundles of 5 Removed 5 water stat from Corn Bread Concrete Mix sold by traders is now governed by trader stage (unlocked at TS20 with the workbench and cement mixer) Added MaterialHitpointMultiplier to the broken sidewalk shapes to match other broken/destroyed shape hit points POI safes now downgrade to open versions when empty Removed BlockShape IsTransparent so only the Block’s Collide “sight” matters Prefab inside data to smaller memory format Removed plant class from treeAzalea since they are just deco, don’t have a growth cycle, and to prevent IOOR errors when they are used in POI’s Yucca juice now requires 1 water and 1 yucca Removed drinks from cabinets and cupboards Removed “clean” water from most loot Tea, coffee, and yucca drinks are now very rare in most loot groups Removed drinkJarPureMineralWater from water coolers and jugs Blue “water” barrels are no longer lootable Adjusted vehicle loot to no longer skip T0 tools and weapons Reduced the amount of gas found in loot Removed obsolete blocksA16PrefabConversion.xml from the project Lockpicking is the default action for pickable chests Reduced all drinks found in loot by 50% Reduced all clothing found in store loot Optimized block rotation calculations Converted Speed Tree 8 shader from metallic to specular to prevent backlit sun luminance due to close range shadow clip Updated book bundles with new book names Optimized occlusion shadow caster handling by skipping when initially added Heavy armor UI template to show new armor values Removed <property name=”Stairs”/> from shapes.xml as it is no longer needed Se console command spawns .3 higher Kill console command will not kill entities spawned during the kill loop Updated Window Store shape set to prevent Z-fighting The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting. Set Culling Mode to Always Animate on chainlinkFenceDoorPrefab Removed path grid drop down not connecting if solid block The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting. The Great Heist vol 3 Timed Charge to Gold rush: Find 10% more dukes and cash in safes Disabled the extension of the IsTerrainDecoration property on bookshelves to prevent Z-fighting when placed on terrain Block upgrade/downgrade names created from shapes to only add :shapeName if no : in name Volume 3 Steel spears now adds a 25% chance to cause bleeding damage. Added Position field to PersistentPlayerData. Existing save data is not compatible after these changes. Adjusted ragdoll min/max angles Art of Mining completion perk now grants 20% more ore instead of 20% more damage. Art of mining vol 7: Mining tools do 10% more damage instead of unlocking mining helmet crafting Book perk Batter Up Gear is now Batter up Stealing Bases: Sprinting with clubs in combat uses 20% less stamina Modified save data format for decorations (trees) to differentiate between those which are generated or dynamically placed. Existing save data is not compatible after these changes. Timestamp data in region files is now stored as total in-game minutes that have passed since world creation. Existing save data is not compatible after these changes. Laundry, store shelves/coolers/freezers/produce/gun rack, coffins, caskets, file cabinets, shoe/pant/shirt/book piles, medical cabinets, medicine cabinets, utility carts, and ammo displays are now using destroy_on_close=”empty” and DowngradeFX MaxRepeatRate set to 0 for refrigerator running sounds CntCoffinWildWestStack and cntCoffinWildWestLeaning are now non-lootable props Removed the audio component from the Street Lamp Classic Prefab (was using the FridgeLP sound) Improved ragdoll to animation blending Reduced delay between a chunk being changed and those changes propagating to the visual mesh Reworked quest reward vehicle bundles to guarantee one of the major vehicle components Adjusted EnemyAnimalsForest night spawn to reduce nightly meat delivery Optimized zombie animation state transitions Removed empty jars, empty cans, fishing weights, trophies, candle sticks, and door knobs from loot Removed the action of getting a jar or can back after eating/drinking Removed the ability to scrap food items Doors now give scrap brass instead of door knobs with Wasteland Treasures Vol 5 Most recipes now use water instead of murky water Removed jars and cans from recipes Removed snowball murky water recipe First Aid Bandages use Bandages instead of cloth Removed xml settings for projectile collisions on candelabra Adjusted colliders on all sectional furniture block prefabs to help prevent projectile issues Adjusted colliders on coffee table shape to help prevent projectile issues Cleaned up zombie anim sleeper transitions and cripple/leg triggers “Boiled Water” to “Water” and updated other references to the boiled version Updated xml for all perk books to fire the 7/7 completion event sound only once Updated all mushroom variants with new art and icons Wires now hide when you are not holding the wire too Water purifier mod description is more accurate Updated pipeSmallBlockVariantHelper with new small pipe color variants Improved BlockShapeNew rotation conversions Removed BlockShapeNew unused rotations from mesh arrays and get mesh functions Updated the old tv recipes into one tv block variant helper recipe Workbench recipe now uses duct tape and nails instead of the hammer and wrench Reduced spare tire shine Removed medicalBandage, medicalAloeCream, and medicalSplint from the medical crafting skill as they are unlocked by progression Rebalanced mailbox loot to give a better mix of the “day 1” perk books and skill magazines Added stability support to 5×4 door to allow building on top (Raner) Updated perkArtOfMiningLanternLongDesc to say mining helmets instead of mining hats Added movement tag to collide property for both weapon bags Updated some localization mistakes that were confusing Japanese players Removed tags that allowed ranged weapon mods to be installed into the Robotic Drone Updated the collider on endTableLamp to allow harvesting while aiming at the lamp itself Updated several blocks to use dropextendsoff to exclude the harvest and destroy drop event parameters of an extended block Removed admin pistol kick and spread Removed camera shake from actions if kick is zero Wood door to use a single AudioPlayer Updated adobe_tan block material Secure wood door to have a state and stage 2 health of 1, so frame is left Updated adobe_peach block material Animation polish pass for vulture, slightly adjusted skinning on lod0 Updated drywall_creme block material Updated granite block material Updated granite_black block material Reworked survivor_site_01 with new layout and artwork Updated block plaster material Updated business glass, bulletproof glass, and glass opaque to support new transparent shader Updated materials and properties to support new transparent shader TextureAtlasBlocks to support GMER texture porting to specular when baking transparent atlas Updated blocktextures.xml to use glass opaque 2, and removed glass opaque due to legacy formats and locked meta’s Added alpha cutoff support to Entity Tint Mask shader Removed Legacy ControlPanel Description of snowballs to reflect they can be thrown to distract zombies Refactored XmlPatcher to allow adding new patch types easily Network prioritization now applies to players in close proximity Canceling the quest accept screen from the trader takes you back to the quest list Add property to exclude players from nearby targeting for game events PerkLivingOffTheLandCrafting recipe and progression boosts now properly setup for 3 levels instead of 5 Added a Take All option for output on workstations Sleeper volumes to respawn regardless of current count and only be cleared when nothing to respawn Renamed sleeper list console commands to list/listall Improved player progression handling of received network data Adjust default land claim count to 3 Zombie eyes with E_BP_Eye tag have SkinnedMeshRenderer rootBone set to the head so bounds follow Lowered the stack size of cooking pots and grills to 3 Reduced AI attack position estimation Reduced attack range and damage of short zombies Reduced attack range of crawler and spider zombies Ask user for confirmation before opening URLs in the browser Armor crafting Tier 3 now uses the military fiber icon since Tiers 1 and 2 use cloth and leather Increased vehicle transition time between max speeds Increased bicycle, minibike, motorcycle and 4×4 coasting Adjusted bicycle, minibike, motorcycle and 4×4 max speeds and torque and turbo now increases torque Lowered bicycle, minibike, motorcycle and 4×4 reverse speed and torque Disabled bicycle and minibike reverse turbo Adjusted mod slot counts on all tools and weapons to allow a standard linear progression between tech tiers Adjusted all tool and weapon entity and block damage values to allow a standard linear progression between quality levels and tech tiers Fixed Exception in thread ChunkCalc with IOOR WorldDecoratorBlocksFromBiome Mods can be used from toolbelt Exploit with turret camera view can be used as an xray machine Vehicle audio transitions play multiple at once, overlap and don’t play audio for terrain collision for passengers Code was using lowercase Bullet_material property making auger, chainsaw and junk sledge use wrong hit effects Colors for party members are now applied to their map marker on clients DecoManager GetDecorationsOnChunk DecoObject NRE Terrain mesh generation could reuse old vertices or invalid indices Vehicle placement preview has headlights on Game crash while riding on a vehicle can pull players towards the vehicle Docks_04 collapses when you or a zombie walks on it Wall hugging on traders causes teleport Burning barrel has lighter smoke particles now ShiftClicking Items Into TileEntity and Disconnecting Causes Item to be Lost Various vehicle item dupes Getting kicked, disconnecting, crashing, force closing, or a P2P game session Exit while a player is in a vehicle inventory with freshly placed items in it, the items will be lost. TileEntityPoweredBlock cast error if missing Closing workstation UI triggered 5 modifies which each sent a network update Each workstation update was sending network data while idle Apply rare ragdoll velocities rigidbody NRE Hostile animals run forward while electrocuted from stun baton Left hand knuckle weapon disappears if camera is locked while in 3rd person Too many Frame Shapes in one chunk breaks it Zombie loot bag drop attempts are triggered on chunk load Bloodmoon zombies spawn too slow with multiple parties Sounds not playing through Game Event Belt Tip action Game Event Variables not handled correctly for Loops and Decision statements BlockHealth Action can now remove custom amounts of health TeleportToTarget action now can teleport others to the target instead Client can not join a Prefab Editor session when the loaded prefab is too small Large custom made prefabs can overlap other POI’s Part spawning always picks the same part Two people lockpicking the same container can cause a bug Player names were still showing above their heads with GUI disabled Potentially unnecessarily high traffic from AutoTurretFireController audio broadcasting Disappearing trees on quest POI reset “Assertion failed” Error when activating Rally Point Marker Reflex sight for the Tactical Assault Rifle doesn’t work Fixed performance spikes when layered music plays in the dynamic music system Parts with different casing in name won’t spawn in RWG Falling trees did not remove occlusion tracking it No Item Passive Effect should include placing blocks Screamers shouldn’t spawn during Boss Hordes Optimized the twitch teleporting Twitch Boss horde icons not showing for clients correctly Large custom prefabs in RWG wilderness throws AOOR Advanced RWG with Pine Forest set to 0% causes no spawn points Spacing on Twitch “Do not allow” entries Passive_effect match_all_tags comparing tags in reverse order Japanese localization mistakes for Robotics Inventor perk descriptions level 25 All turrets target supply crates Blocks stacked very high on top of POI’s are partially immune to quest resets Inactive bedrolls are not removing from quest POI’s Pressing Tab+Escape at the same time breaks the GUI Some zombies used old feral eye material/shader Japanese localization uses gigolo points Japanese localization mistakes for Robotics Inventor perk descriptions Black lines and dots on shiney materials WorldBlockTicker dropping scheduled ticks for blocks in loaded chunks where the neighbor chunks are not loaded If a 4×4 or gyrocopter is reduced to 0hp by zombies, they can’t be blown up and grant XP per hit Credits already scrolled up the first time opening them Players could interact with sliding door frames Chainsaw/auger not restarting idle sounds after refueling Motorcycle back wheel sphere colliding and bouncing off curbs excessively Sometimes Blood Moon fog density is too thick Some “unlit” store signs are brighter than others Zombies who die from walking through a fire from a molotov now awards EXP for the kill Second player harvest blood splatter sound and effect is delayed Several firearms have an issue with the left hand pinky RWG biome image saved multiple times while waiting Punching arms are flipped from 1st to 3rd person Pain Tolerance lvl 1 prevents bleed damage File path exception after Dynamic Meshes folder is manually deleted on standalone platforms whilst the server is running. Changing ammo types while reloading weapons desyncs animation Visual duplication to chickens and rabbits while a sleeper volume is highlighted Supply crates can be killed by falling trees Player feet poke through the 4X4 Block stick chance should be zero in trader protected areas to prevent griefing of falling blocks Blank menu after backing out of password prompt in server browser with ESC Mod Attachment Indicator icon doesn’t update in real time when switching between items Player isn’t always seated properly on gyrocopter UMACharacterBodyAnimator assignLayerWeights calling Animator many times Mod Attachment Indicator icon doesn’t update in real time when switching between items Imposters having stray terrain geometry AI pathing may fail if large height difference to target LightLOD script now updates all emissive materials instead of just one If a client passenger is killed in a vehicle, they fail to respawn (P2P) Item bundle Random_item_count property not giving the proper count Wandering AI would often not spawn due to end position being too far Water can be exploited to avoid blood moon hordes entirely It is possible to receive Tier Complete rewards twice. Can no longer accept a new quest without turning in the previous one Block destroy and impact particle prefabs having some bad life times Armor functions at 0 durability Turning in quests at trader closure Null Ref/game break Placing sleeper blocks did not apply volume color Sleeper selection boxes color issues after save/load Pressing escape after using the radial menu to select Trader on a trader with a completed quest breaks the trader GUI Dedi : Issues with having 2 fetch or clear quests at the same time DropallOnQuit doesn’t cancel Crafting Queue on Exit Turning in quests at trader closure Null Ref/game break Double consumables usage Armor functions at 0 durability Chainsaw issues with harvesting rabbit/chickens Buried supply quest does not show circle on GLCore You would not attach to ladders while swimming and feet off ground Issue that wouldn’t allow Treasure Hunter perk from increasing quantities in treasure chests Issue that wouldn’t allow the barbed wire mod to apply the bleeding buff to other players Sexual Tyrannosaurus killing blow stamina bonus not granted (Retroactive) Weather spectrum visuals now properly syncs to clients in networked games (Retroactive) Various animation blends have been smoothed out for network clients Set decal normal map texture type to normal Player trying to crouch walk up a ladder usually did not attach to ladder Player swimming up with jump was very slow Adjusted collider on tire_stackPrefab to allow projectiles to pass around them better Adjusted collider on monitorKeyboardMousePCPrefab to allow projectiles to pass around them better Reloadentityclasses console command being unrecognized Falling block rotation was not set to match source block Falling block would sometimes appear after a delay Falling block used wrong height check for skipping damage when below entity head Player can camera clip underground POI remains locked when client activates quest then disconnects prior to completion Error when trying to edit a world shipped with the game on the Xbox release Added a collider to the front of the motorcycle to prevent them from getting stuck in/on other objects End table lamps can be used to x-ray exploit Wood particle effects cause lag Added destroying the block game event when the event fires Block Game Event did not know who triggered it Adjusted the vault hatch door collider to prevent players from getting stuck Water is only visible from a medium distance while in underwater bases Player can’t loot anything after POI reset while in loot container Several mods were missing materials that wouldn’t allow them to be scrapped Adjusted colliders on old chair to allow projectiles to pass under them Adjusted colliders on several duct prefabs to allow projectiles to pass by them easier AI animals could get stuck moving when trying to jump at something above them and switching to look task Fixed bug that caused dedicated servers to process updates more frequently than desired Level Tools 2 tab in the prefab editor doesn’t show correctly the the first time after loading the editor Gameevents can now target any entity instead of only players Harvest bar stops decreasing after power attack Workstation overflow into inventory halves output quantity Adjusted face assignments to prevent hiding faces and other shape cleanup of the wedge narrow shape set Vending machine does not shock with Robotic Sledge Shocking vending machine and spear problem Typo for ductStraightSideCentered localization Typo in questRewardBonusArmorBundleDesc Falling block models spawned without block tint color Player spectators triggered sleeper volumes Adjusted the colliders on signNoParking and signHandicapParking to prevent odd behaviors Adjusted the y by .07 on pickupTruckPrefab and suvPrefab to prevent the tires from clipping too much into the ground/blocks Animals not using sleeper pose Entities visually turning when spawned Zombie sleepers visually sliding upwards when spawned ProjectileMoveScript collision forcing NotMoveable when overriding Vehicle preview gets stuck at end of placement range Vehicle placement motion was not smooth Vehicle placement could show as red when initially at a good location Several glass blocks are visible in fog Cleaned up Z-fighting on picture_frame and picture_frame_filled Renamed all references to stripper zombie to party girl in gameevents.xml Crippled legs would prevent dismemberment Dev terrain tools’ sphere can get locked into origin repositioning in other game sessions Twitch repair buffs do not work while on a vehicle Adjusted the colliders on the pool table prefabs to allow projectiles to pass over/under No more using Twitch Bloodmoon right before night time ItemActionEat detection of water, renamed Condition_raycast_block to BlocksAllowed and use block names Added <property name=”WaterFlow” value=”permitted”/> to several ladder type blocks and shapes to prevent them from acting as air underwater when falling Players with non latin characters in their Windows user profile are unable to start game through the game launcher Gun impact particles shown on lakebed instead of surface Removed upper case from text electrical trap kills in advanced engineering rank 5 to be consistent with other ranks. God mode doesn’t prevent death in MP (client) Issue with wedge narrow rail shapes hiding faces on some rotations Tier 2 chest in Tier 1 fastfood_01 Tier 2 chest in Tier 1 diner_03 Sawmill_01 quest loot visibly clipping into vent Spot on the roadside in Navezgane that isn’t finished Zpacks root y position was not at bottom Path grid drop down connections now ignore checking of lower block’s sides EAC crashing the game on macOS Monterey Using Grandpa’s Fergit’n Elixir will no longer reset character level to 1 Using mousewheel to cancel hunting rifle reload skips reload timer AI pathing issue in house_old_victorian_01 by replacing the Stairs Filled 1/4 blocks on the right side of the pantry door with Cube 1/2 Corner blocks School Bus (short/regular) models have stretched 2d textures on the inside of the doors Melee hit ragdolls moving in an old direction XUi FilledSprite view not properly updating on position changes PartSpawn in POI Marker doesn’t pull parts from mod folders Block placement overlay frame was drawn under the block’s transparency Decoration placement logic behaved differently between the first load of a map versus subsequent loads. Voice comms fail for player who was voiced in multiplayer party who then leaves game to main menu then rejoins game and party Voice chat fails to initiate for latest joiner to the party EAC error after entering server password Reenabled player reporting Removed Volumes from F6 Spawn Menu Reorganized buttons in Level Design Tab Updated collider on tilt trucks to allow projectiles to pass through the sides Updated collider on Dog House to allow projectiles to pass over the roof Updated collider on concrete_destroyed06 and concrete_half_destroyed06 to allow projectiles to pass over destruction Updated colliders on several fence shapes to allow projectiles to pass through them Crawler and spider zombies standing when getting up from ragdoll FormatException error when party invite is sent to a player with ‘{‘ or ‘}’ in name Missing comma in gameevents.xml for action_sequence “buff_greyscale” Crawler and spider ragdolls shift back when blending out EntityAlive updating which block it is in could use a child block value Zombie attack animation hit timing and improved blend choices Consumables used but not granting benefits when quickly switching tool belt selection and opening/closing inventory SI issue with shipping container in gas_station_11 SI issue with shipping container in store_hardware_01 Adjusted colliders and added xml movement to prevent player clipping into candelabra Added missing radiated tag on zombieBusinessManRadiated and zombieUtilityWorkerRadiated Potted plants can now be repaired with clay Sleepers spawning on blocks that exclude their walk type would create then unload it Zombie dance anim state delay and early loop Removed clipping mesh on back side of 45 MPH Speed Limit Sign Laser dot does not show when zoomed with a scope AI long pathing in complex POIs can hang all pathing Floating anomaly high above canyon in navezgane Using mousewheel to cancel magnum reload skips reload timer Missing paint in house_old_tudor_04 Z fighting on a door trim in house_old_modular_02 House_old_modular_04 is in need of a quick exit Remnant_house_16 mispainted texture behind chimney’s painting / Updated w/ new props Loot windows will take all items (‘R’) even if an input field is focused House_old_gambrel_04 mispainted textures in “kids” bedroom’s shelves. Replaced front door foor red front door, set some sleeper volumes to active Corrected some Japanese localization typos The treeDeadPineLeaf looks too white when the brightness setting is turned up high Turned off normal flipping in Speedtree 8 shader causing incorrect vertex normal lighting Optimize Oak Trees for Improved Performance Set all trees to LOD shadow casting and remove shadow casters to improve performance Server configs allowing different size maps other than the supported ones Zombie dogs not shocked by electric fences Cleaned up Book perk logic Updated colliders and meshes on several stairs with railings to help AI navigation Adjusted the colliders on road railings to allow crawlers to crawl/path under them Adjusted meshes on siding_burnt03 and siding_burnt04 to prevent Z-fighting Adjusted meshes on siding_burnt05 to prevent Z-fighting Added missing comma to Penetrator perk to allow it to work with spears Adjusted the collider on Pole1m_open to allow projectiles to pass through them Updated the mesh on concreteDestroyed01 to prevent gaps when adjacent faces are hidden Smoothed sharp edges on inside of plate_corner_round_1m The albedo on the material for signRoadDestinationsWest was pointing to the wrong texture (was Albuquerque instead of Phoenix) Adjusted colliders on drawbridge hydraulic arms preventing placement of blocks across the top while in the closed position Traders now generate items based on the supplied list, not the amount of items needed ActionTimeChange now uses a start point to base the offset on Fixed the rotation on newspaper dispenser Updated rubble cement pile to not clip through blocks below Zombie dog is running too slow adjusted blend tree so the animation plays at full play rate The wrench, ratchet, and impact driver are using the incorrect animation for harvesting. Not all bleed debuff have the bleed particle effects AudioPlayer Play adding RootTransformRefEntity when not an entity Second player harvest blood splatter sound and effect is delayed A typo that allowed the open variant of apartment mailboxes to be lootable (param vs param1) Knife harvest can easily hurt other players if they are standing within a block and 1/2 of you Unable to complete achievement Handy Man Replaced ZombieDog with updated skinned mesh, animations, animator controller Updated description of Cooking Pot As a client on P2P or Dedi, if a Trader or vending machine has 2 copies of a magazine for sale, you can buy 3 using the W key. Selling less items than the bundle size will no longer give you a negative amount. Pipe Rifle laser sight is invisible Excessive SS reflections on blue selection zblock Heavy lag for the host when a P2P client starts downloading the world Excessive Player spawn distance from trader Default Difficulty settings are different for SP/P2P and Dedicated servers Workstations can be picked up while smelting or crafting items losing all materials involved when doing so Zombie attack can break after receiving fall damage Changing prefab properties in Prefab Editor does not add save indication asterisk Click Here To Visit 7daystodie.com
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The Fun Pimps are happy to announce that we’ll be participating as an exhibitor at TwitchCon 2022 – San Diego! We will be promoting a brand new twitch extension with exciting new features, coming in Alpha 21. Some of you may have already seen in Prime’s Twitch.tv streams! Our new Twitch Extension for 7 Days to Die aims to make it easier than ever before to help or harass your favorite streamers. Viewers can spend free points (or even bits) to interact with their favorite streamer. They can help or hurt you with zombie spawns, debuffs (or buffs), and unique game events that you cannot experience outside of Twitch viewership including: homerun derby, bucket heads, and more! Stop by the booth and say hello to our wonderful development team, get an early look at the Twitch extension in action, find out how to get some new 7 Days to Die swag, or win big with the cosplay contest! Sign up for the Extension Demo Experience We’re hosting signups for Twitch streamers to try out the extension at our booth! If selected, we’ll assist you in setting up your Twitch account to stream with the new extension. Each demo experience is projected to last anywhere from 20 minutes to 1 hour. 7 Days to Die Cosplay Contest We’re hosting a large competition for all of the talented cosplayers out there in our community! Come show off your expertise in crafting the finest of costumes, and have a chance to win fantastic prizes! All participants will at least win a runner-up prize! For official rules and details regarding the contest see the section below. Rules: Cosplay must be related to a character or enemy in 7 Days to Die.Cosplay must match TwitchCon’s established guidelines on appropriate behavior.You must be present to take a photo at the TwitchCon 2022 booth, and provide information so that we can reach out after judging. No entries from outside of TwitchCon San Diego will be accepted. Prizes: 1st Place: MSI RTX 3090 TI (Approx. $1,339.99 Value) 2nd Place: Dream Stream Setup (1 x Elgato Stream Deck, 1 x Elgato FaceCam (Premium 1080p60 Webcam,1 x Elgato Wave:3 Microphone, 1 x Elgato Key Light; Approx. $729.93 Value) 3rd Place: Elgato Stream Deck (Approx. $209.99 Value) All Runner Ups: 7 Days to Die Steam Key, and 7 Days to Die Key Art T-Shirt (Approx. $54.98 Value) New Merchandise! We’re debuting two new items that will soon be listed on our Amazon Store – a newly designed T-Shirt and branded lanyard! And as a special surprise, if you visit our booth, you might be able to win these items for free!* *Visitors will be required to provide information and, if interested, engage in the “TFP Dance”. An example of the dance will be provided. Any and all free merchandise is only available while supplies last at our booth. One per visitor. 7 Days to Die – TwitchCon 2022 – San Diego Cosplay Contest Rules NO PURCHASE OR PAYMENT NECESSARY TO ENTER OR WIN. MAKING A PURCHASE DOES NOT INCREASE CHANCES OF WINNING. The following contest is only intended for participants located in the United States of America who are 18 years of age or older and have reached the age of majority under the laws of the jurisdiction in which they reside. Further eligibility restrictions are set out in Section “3. ELIGIBILITY” below. Do not attempt to enter the contest unless you are eligible. This promotion shall be governed by the laws of the United States of America, to the extent permitted in each applicable jurisdiction, as further explained in Section “17. CHOICE OF LAW AND COMPETENT COURT” below. DESCRIPTION. The “7 Days to Die TwitchCon San Diego 2022 Cosplay Contest” (the “Contest”) takes place onsite at TwitchCon San Diego, which is currently scheduled to take place between 7 and 9 of October 2022 in San Diego, California (“TwitchCon San Diego”). To enter, eligible Entrants (defined below) must be present at the booth during the aforementioned time that the convention is occurring. By participating in the Contest, each Entrant (as defined below) unconditionally accepts and agrees to comply with and abide by these Official Rules and the decisions of The Fun Pimps (the “Sponsor”), whose decisions shall be final and legally binding in all respects. The Contest will flow as follows: SUBMISSION PERIOD. The Submission Period begins at 9:00 AM Pacific Time (“PST”) on 7 October 2022 and ends on 9 October 2022 at 5:00 PM PST (the “Submission Period”). Submission Judging: Submissions will be judged on an on-going basis throughout the Submission Period and immediately following the Submission Period. Eligible Contest submissions will be evaluated by an independent Sponsor-selected judging panel according to the Judging Criteria set forth in Section 6. No formal announcement of winners will be made at TwitchCon San Diego.Winner Announcement: Winners will be announced between 10 October 2022 and November 30, 2022. All winners will be privately contacted prior to announcement. ELIGIBILITY. This Contest is open only to individuals located in the United States of America at the time of entry and who are at least eighteen (18) years old and have reached the age of majority in their respective jurisdiction of primary residence at the time of entry (“Entrants”). Entrants must possess valid identification to be eligible for this Contest. Entrants must travel to TwitchCon San Diego, and be present at the “7 Days to Die” booth, to be eligible to win this Contest. Each Entrant must have a valid Twitch account; Twitch accounts are free and may be obtained by logging on to www.Twitch.tv and following the onscreen prompts to create an account. In the event of a dispute as to the identity of a winner, the winner will be deemed the natural person who opened the Twitch account associated with the relevant entry, as long as such person is otherwise eligible.Employees, shareholders, officers, directors, agents, and representatives of the Sponsor, any fulfillment coordinator, and each of their respective parent companies, affiliates, divisions, subsidiaries, agents, representatives and promotion and advertising agencies are not eligible to participate in the Contest. Immediate family and household members of such individuals are also not eligible to participate. For purposes of the Contest “household members” shall mean those people who share the same residence at least three months a year and “immediate family members” shall mean parents, step- parents, legal guardians, children, step-children, siblings, step-siblings, or spouses. HOW TO ENTER. During the Submission Period, come to TwitchCon San Diego with your cosplay or costume and show up at booth #3213 (7 Days to Die/The Fun Pimps). Bring identification, your twitch.tv username, and an email and/or phone number suitable for contact. The exhibitors at the event will ask for your consent to having your photo taken for use in social media promotion, as well as for the purposes of the judgment period. All entries are limited to (1) per eligible person; you may not enter with multiple costumes. SUBMISSION REQUIREMENTS. Submissions must adhere to the following requirements: Cosplay must be, in some capacity, related to the 7 Days to Die videogame, to be judged at the discretion of the Sponsor.Cosplay must be the original creation of the Entrant and the Entrant must personally create the majority of the Cosplay, in the Sponsor’s sole estimation.Cosplay must have been created within the 12 months immediately prior to the Submission Period, and Sponsor reserves the right to require evidence to demonstrate this.Submission must be in compliance with Twitch’s Terms of Service, Community Guidelines and Events Code of Conduct and Release. Failure to comply may result in disqualification from the Contest.Submission must NOT contain material which is (or promote activities which are) sexually explicit, obscene, pornographic, unnecessarily violent, discriminatory (based on race, sex, religion, natural origin, physical disability, sexual orientation or age), cultural appropriation, illegal (e.g., underage drinking, substance abuse, computer hacking, etc.), offensive, threatening, profane, or harassing.No functional weapons are allowed at TwitchCon. You must disclose to Twitch if your submission will include weapons to ensure your weapons comply with Twitch’s requirements. Note that simulated or costume weapons that are composed of cardboard, foam, wood or other light materials are allowed as a part of your costume, subject to prior approval by one of the Costume Props Check Desks where it will be tagged. All costume weapons must conform to state and federal law. Entrants must use only one (1) Twitch account throughout the Contest Period.Entrants must provide upon request all appropriate clearances, permissions and releases for the Submission (in the event an Entrant cannot provide all required releases, Sponsor reserves the right, in Sponsor’s sole discretion, to disqualify the applicable Submission, or seek to secure the releases and clearances for Sponsor’s benefit, or otherwise allow the applicable Submission to remain in Contest). In particular, if any Submission contains any material or elements that are not owned by the Entrant, the Entrant is responsible for obtaining the necessary permissions to permit the use and exhibition of the Submission by Sponsor in the manner set forth in these Official Rules, including, without limitation, name and likeness permissions from any person who appears in or is identifiable in any part of the Submission. Sponsor reserves the right to request proof of these permissions in a form acceptable to Sponsor from any Entrant at any time. Failure to provide such proof may, if requested, render such Submission null and void. By entering a Submission, Entrants warrant and represent that they, along with any persons appearing or who are identifiable in the Submission, consent to the entry and use of the Submission in the Contest and to its use as otherwise set forth herein.Submission must NOT include materials that violate or infringe another person’s rights, including, but not limited to, privacy, publicity or intellectual property rights.Submission must not contain negative depictions or references to or disparaging remarks by or about any third party including but not limited to the Sponsor, the “Released Parties” (as defined below) or any of the products and/or services of any of the foregoing, Sponsors’ competitors, or any other people, media properties, businesses, corporations or trademarks. SUBMISSION JUDGING. 3 Winners (1st, 2nd, and 3rd) will be selected by a panel of judges appointed by the Sponsor (the “Judging Panel”). The Judging Panel will score all eligible Submissions timely received during the Submission Period on the following criteria (“Judging Criteria”): Choice of 7 Days to Die Character and Accuracy to CharacterOverall Quality and Aesthetic DetailFunctionality of the CosplayEffective Use of Materials, Craftsmanship The three (3) Submissions with the highest scores per Category will be placed accordingly to the agreed upon ranking set by The Judging Panel. If any potential Winner is found to be ineligible, or has not complied with these Official Rules or declines to be a Winner for any reason, such potential Winner will be disqualified and an alternate potential Winner may be selected. The decisions of the Sponsor and the Judging Panel are final and binding in all respects and are not subject to challenge or appeal and there will be no correspondence between the Entrants and the Sponsor/Judging Panel in relation to decisions. PRIZES. 3 Winners (1st, 2nd, and 3rd) will each be rewarded the following prizes corresponding to their placement, as well as runner ups for all eligible entrants: Placement Prize Description Est. Value 1st Place1 x MSI GeForce RTX 3090 Ti 24GB GDRR6X Graphics Card $1,329.99 2nd Place”Dream Stream Setup” 1x Elgato Stream Deck XL 1 x Elgato FaceCam (Premium 1080p60 Webcam) 1 x Elgato Wave:3 Microphone 1 x Elgato Key Light $729.93 3rd Place 1x Elgato Stream Deck XL $209.99All Eligible Runner Ups1x 7 Days to Die Steam Key 1 x 7 Days to Die Key Art T-Shirt $54.98 Finalists will be subject to all rules and regulations of TwitchCon San Diego attendees as set forth by Sponsor. Failure to abide by them may result in forfeiture of the prize. Upon any prize forfeiture, no compensation will be given.Winners will be contacted via the information they provided at TwitchCon San Diego, and will have three (3) business days to respond.If a prize goes unclaimed or a potential Winner is ineligible, does not comply with the requirements in these Official Rules and/or declines the prize for any reason prior to award, such potential Winner will be disqualified and a new Winner will be decided in accordance with Section 7. PRIZE LIMITATIONS. The approximate retail value for any prize represents Sponsor’s good faith determination thereof and is final and binding and cannot be appealed. Each prize recipient is solely responsible for all federal, state, provincial, territorial and/or local taxes and withholdings, and for any other fees or costs associated with the redemption of a prize. All prize details are at the reasonable discretion of the Sponsor. Prize winners cannot assign or transfer a prize to another person. Except as specified otherwise in the Official Rules, if a prize cannot be awarded, a substitute prize of comparable or greater retail value may be awarded. The value of the prize represents Sponsor’s good faith determination of the maximum retail value thereof. No refunds or credits for changes are allowed. Other restrictions may apply. No refunds or credits for changes are allowed. Other restrictions may apply. Sponsor has discretion as to the means of payment for cash prizes. CONDITIONS OF PARTICIPATION/RELEASES. All federal, state, provincial, territorial and local laws and regulations apply. By participating, each Entrant agrees to be bound by these Official Rules and the decisions of the Sponsor, which shall be final in all respects. By participating in this Contest and/or by accepting any prize, each Entrant agrees to release the Sponsor, any fulfillment coordinator, and each of their respective parents, affiliates and subsidiaries, and their respective successors, employees, agents, representatives and assigns (collectively, the “Released Parties”) from any and all actions, claims, or damages arising in any manner, directly or indirectly, from participation in this Contest and/or acceptance or use of a prize. Winners may be asked to participate in select publicity activities, as determined at the sole discretion of the Sponsor. Sponsor is not obligated to use any of the above-mentioned information or publicity materials, but may do so and may edit such information or materials, at the Sponsor’s sole discretion, without further obligation or compensation. The Released Parties shall not be liable for: (i) telephone system, telephone or computer hardware, software or other technical or computer malfunctions, lost connections, disconnections, delays or transmission errors; (ii) data corruption, theft, destruction, unauthorized access to or alteration of Submissions or other materials; (iii) late, lost, delayed, stolen, misdirected, incomplete, unreadable, inaccurate, garbled or unintelligible Submissions, communications or affidavits, regardless of the method of transmission; (iv) any inability of winner to accept or use any prize (or portion thereof) for any reason and such prize or portion thereof shall be forfeited; (v) any printing, typographical, human administrative or technological errors in any materials or activities associated with the Contest. Released Parties disclaim any liability for damage to any computer system resulting from participating in, or accessing or downloading information in connection with this Contest or use of a prize. Where these Official Rules provide for discretion exercisable by Sponsor that could otherwise cause a significant imbalance in the parties’ rights and obligations hereunder to the detriment of a consumer and contrary to the requirement of good faith, such discretion shall be exercised reasonably and in good faith. Sponsor may prohibit any Entrant from participating in the Contest or winning a prize if, in its sole discretion, it determines Entrant is attempting to undermine the legitimate operation of the Contest by cheating, hacking, deception, or any other unfair practices or intending to annoy, abuse, threaten or harass any other Entrants or Released Parties representatives. CAUTION: ANY ATTEMPT TO DELIBERATELY DAMAGE THE TWITCH WEBSITE OR UNDERMINE THE LEGITIMATE OPERATION OF THE CONTEST MAY BE IN VIOLATION OF CRIMINAL AND CIVIL LAWS AND WILL RESULT IN DISQUALIFICATION FROM PARTICIPATION IN THE CONTEST. SHOULD SUCH AN ATTEMPT BE MADE, SPONSOR RESERVES THE RIGHT TO SEEK ANY AND ALL REMEDIES AVAILABLE. CANCELLATIONS AND MODIFICATIONS. Sponsor reserves the right, in its reasonable discretion, to adjust times and dates in these Official Rules at any time and/or to modify, suspend or cancel the Contest, TwitchCon San Diego at any time for any reason, including, without limitation, in the circumstances provided for under this Section 11, if a computer virus, bug or other technical problem corrupts the administration, security, or conduct of the Contest or TwitchCon events, strikes, lock- outs, acts of God, technical difficulties, pandemics or endemics (including, without limitation COVID-19 and its variants). The Contest is fully intertwined with TwitchCon San Diego. In case this conference is cancelled, in accordance with this Section 11, the Contest will be also cancelled and no prizes (or substitute prizes) will be awarded. Sponsor may, in its sole discretion, decide not to cancel the Contest but instead to postpone the Contest to a later date, or to continue the Contest in a modified format, in which case the Sponsor shall relay alternate Contest details and rules to Entrants in a timely manner. INTELLECTUAL PROPERTY RIGHTS. As between Sponsor and the Entrant, the Entrant retains ownership of all intellectual and industrial property rights (including moral rights) in and to their Submission. As a condition of entry, Entrant grants Sponsor and Released Parties a perpetual, irrevocable, worldwide, royalty-free, and non-exclusive license to use, reproduce, adapt, modify, publish, distribute, publicly perform, create a derivative work from (observing applicable statutory author’s moral rights, if any), and publicly display a Submission or any footage or visual reproduction thereof (1) for the purposes of allowing Sponsor and the Judges to evaluate the Submission for purposes of the Contest and live streaming; and (2) in connection with advertising and promotional materials via communication to the public or other groups, including, but not limited to, the right to make screenshots, animations and Submission clips available for advertising and promotional purposes. EXCLUSION OF LIABILITY. To the extent required by local law, notwithstanding anything in these Official Rules, the Released Parties’ liability shall not be limited in any way for death or personal injury caused by its negligence, fraud, fraudulent misrepresentation or any other claim where liability may not as a matter of law be limited or excluded. PROMISES/POTENTIAL LIABILITY. Each Entrant promises that: (i) the Submission is the Entrant’s own original, non-commercial, previously unpublished, and previously unproduced work; (ii) so far as the Entrant is aware, the Entry does not contain any computer virus and is otherwise uncorrupted, (iii) so far as the Entrant is aware, the Submission does not and will not violate any applicable laws, and is not and will not be defamatory or libelous; (iv) the Submission is in compliance with the Sponsor’s Terms of Service, Events Code of Conduct and Release, and Community Guidelines; (v) the Submission is not the subject of any threatened or pending litigation, claim or dispute that might give rise to litigation, which adversely affects or in any way prejudices, impairs or diminishes the rights granted hereunder or the value thereof; (vi) the Submission is free and clear of any liens or claims with respect to the use of the Entry in the manner authorized herein and will not give rise to any claims of infringement, invasion of privacy, or publicity claims, or infringe on any rights or interests of any third party, or give rise to any claims for any payment whatsoever, including but not limited to claims for re-use fees or residuals; (vii) for a period of twelve (12) months following the end of this Contest, Entrant will not use the Submission for any commercial purpose other than creation and submission in accordance with these Official Rules, including without limitation, use in or in connection with any commercial endeavor, including, without limitation, t-shirts, posters, or other merchandise. Subject to applicable law, Entrant hereby agrees to reimburse the Sponsor and the Released Parties in relation to any third party claims, actions or proceedings of any kind and from any and all damages, liabilities, costs and expenses relating to or arising out of any breach or alleged breach of any of the promises given by the Entrant above, Entrant’s participation in the Contest, or Entrant’s acceptance, possession, grant, or use of any prize, which are not as a result of Sponsor’s negligence or its breach of these Official Rules. PRIVACY NOTICE. All information that you provide in connection with the Contest will be treated in accordance with Twitch’s Privacy Notice. CHOICE OF LAW AND COMPETENT COURT. All issues and questions concerning the construction, validity, interpretation and enforceability of these Official Rules, or the rights and obligations of Entrant and Sponsor in connection with the Contest, shall be governed by, and construed in accordance with, the substantive laws of the State of Texas, USA, without reference to or giving effect to any conflict of laws rules or similar principles thereof. The Entrant agrees that the courts located in Collin County, Texas will have exclusive jurisdiction over any and all disputes arising out of, relating to or concerning these Official Rules. You hereby submit to the jurisdiction of such courts and waive any jurisdictional, venue or inconvenient forum objections to such courts. WINNERS’ LIST/OFFICIAL RULES. To obtain the list of the winners or a copy of these Official Rules, go to thefunpimps.net/cosplaycontest_twitchcon2022. Winners will also be announced online on our social media platforms and can be freely reviewed there. 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