7 Days to Die

7 Days to Die

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Meatwing Apr 9, 2017 @ 11:21am
WHAT TO EXPECT FOR ALPHA 16! Release date status!
Ive been with the game since i was 11...im 15 now and i love it jsut as much as all of you! So to show my appreciation to the amazing community i have grown to love over the past 3 years i will keep this post up to date everytime something is changed. Thank you Fun Pimps for the amazing game!

Video on this fourm i made if your to lazy to read https://www.youtube.com/watch?v=uAgjg82ylZY


Content Lock: Achieved

Highest Priority Bugs Fixed: In Progress

Release Notes Compiled: In Progress

Release Candidate Tested: TBA

Experimental Beta Updated: TBA

Estimated Experimental release: Early June

Experimental Release is estimated to be in Early June with the stable general release approximately 2-3 weeks afterwards.





MADMOLES NEW TWEET AND PICTURES OF 2 GIANT POIs!

"Alpha 16 is worth the wait! The new shape and painting system allows pretty much anything to be built! We should be on experimental soon!"

New POI's https://pbs.twimg.com/media/DArdvzwXkAANDss.jpg

Electric fences are in!: https://pbs.twimg.com/media/C8k8u3yUMAAPvKP.jpg

"Hey guys i'm not sure if gazz or anyone has been keeping you up to date but we reached "soft content lock" last friday. By that it means the level designers are adding some polish and sleepers to the new prefabs, but that is very low risk work and all the programmers are slamming through their bugs. I will crank out probably one last preview video and probably do a lets play or two. When is it coming to experimental? When its done, but we are close and i can say this is the biggest most ambitious alpha we've ever done by far and you won't be disappointed."- MADMOLE!

IMPORTANT NOTE: Alpha 16 began development on October 6th, 2016.

Spawn and AI improvements
* Create new volume based Sleeper system and sleeper helper points (confirmed for A16)
* Bloodmoon, Dynamic and Sleeper spawns all use partying and dynamic difficulty game stages (confirmed for A16)
* Player stealth improvements (confirmed for A16)

Electricity
* Craft generators, solar panels, or use battery banks to power electric devices (confirmed for A16)
* New powered traps that chop zombies, burn them, and more (confirmed for A16)
* Run wire from power sources to switches, relays, pressure plates, and appliances (confirmed for A16)
* New wire tool will attach and cut wire (confirmed for A16)

Blocks and Building
*Jail Cell door (confirmed for A16)
*Iron Bar block with outside, center, and inside edge rotations (confirmed for A16)
*Outside corner stairs (confirmed for A16)
*Unified block system which allows for 24 rotations and texture alignment between blocks (confirmed for A16)
*Painting tool that will allow for multiple textures and colors for greater building variety (confirmed for A16)
*Bulletproof Glass (confirmed for A16)
*Rain Gutters (confirmed for A16)
*3d Ladders (confirmed for A16)

Items, Traps, Weapons
*Spinning Blade trap (confirmed for A16)
*Arrow trap (confirmed for A16)
*Molotov Cocktail (confirmed for A16)
*Compound Bow (confirmed for A16)
*Auto Turrets (confirmed for A16)
*Electrified Fences (confirmed for A16)

More Character options.
*New beards (confirmed for A16)
*More hair styles (confirmed for A16)
*New clothing (confirmed for A16)

New and redone animals:
*Replace bears (confirmed for A16)
*Replace hornet with zombie vulture (confirmed for A16)
*Add snakes to desert and plains (confirmed for A16)
*Add wolves to appropriate areas. (confirmed for A16)
*Add dire wolves to appropriate areas (confirmed for A16)
*Improved fur for animals with fur (confirmed for A16)

Improved crops
*Potatoes and other 2d card crops need real 3d versions (Might be post launch A16)

Game Controls Improvements
*100% Gamepad controller support (confirmed for A16)
*In Menu Hotkeys for scrap, wear, drop, craft, etc. (confirmed for A16)

Redo main menu
*Replace old legacy menu with an updated smoother flowing one. (Might be post launch A16)
*Clean up old options (Might be post launch A16)
*Add new dead is dead mode (Might be post launch A16)
*Add Zombies run during the day and walk at night option (Might be post launch A16)

New zombies
*Fat Hawaiian Shirt zombie is back (Confirmed for A16)
*Feral versions of every zombie that have more hp, hit harder, and run during the day (confirmed for A16)
*Radioactive zombies that heal over time (confirmed for A16)
*Various UMA zombies coverted to handmade (confirmed for A16)

World Generation
*Distant Terrain 2.0 featuring distant POI's (confirmed for A16)
*Socket System for POI's and cities that mesh more naturally with the terrain (confirmed for A16)
*City districts for more organic city layouts with industrial, commercial, and residential zoning (confirmed for A16)
*Enhanced world previewer using the new LOD models of POI's (confirmed for A16)



Hey everyone, A16 involved some major features that took more time than we originally planned. Electricity, sleepers, block overhaul, and socket cities were all major changes that took a lot of time to implement. Therefore, the following features won't be in A16 but they will be coming in the future.


Zip Line system (Delayed)
* Attach zip lines and use them for quick escape routes or safe passage down treacherous mountains, Cross rivers and gorges!

Shape selector interface for building blocks (Delayed)

New unified perlin worm cave system (Delayed)
Caves in RWG and Navezgane will be ruled by one system. There will be worm like caves randomly generated. They will have fingers of ore you can find and mine out as you explore them. They might replace the current mining system too.

Lockpicking (Delayed)
* Allow players to pick locks to unlock doors, safes, etc.

Blueprint Feature (Delayed)
*Build pre-designed structures using a blueprint
*Build block by block through upgrading
*Eventual workshop support for sharing

* Bread Crumb System (Delayed)

* Replace Stag (Delayed)

* Behemoth (Delayed)

* Flamethrower Trap (Delayed)


*All text is from the Developer diary from Madmole just wanted the steam community to know as well!

Original Source Link: https://7daystodie.com/forums/showthread.php?52805-Developer-Diary-Alpha-16!!!
Last edited by Meatwing; Jun 3, 2017 @ 8:26pm
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Showing 16-30 of 402 comments
Jeremiahk (FK) (Banned) Apr 10, 2017 @ 12:32am 
Identity001 you scrub most of the the stuff that is confirmed has already been shown as complete or almost. It's close....get a clue pal.
Wrothbog Apr 10, 2017 @ 2:18am 
Originally posted by Jeremiah K (FK):
Identity001 you scrub most of the the stuff that is confirmed has already been shown as complete or almost. It's close....get a clue pal.
it's not close though. 6 months is probably unlikely, but one would be the minimum and i'd be surprised if it wasn't at least two
Avanar Apr 10, 2017 @ 4:45am 
Thanks for posting
Ok Thalmor Apr 10, 2017 @ 4:56am 
I looked through the experimental build and found a medium backpack clothing piece. It is wearable and cannot be placed. It also looks like the one the player wears. So that may be a thing.
Meatwing Apr 10, 2017 @ 4:50pm 
Originally posted by Avanar:
Thanks for posting
Ofcourse :D!
Meatwing Apr 10, 2017 @ 4:51pm 
Originally posted by Wielder_Of_The_Pimp_Hand:
I looked through the experimental build and found a medium backpack clothing piece. It is wearable and cannot be placed. It also looks like the one the player wears. So that may be a thing.
no way! how did you get the experimental build already?
identity001 Apr 10, 2017 @ 5:47pm 
Originally posted by Jeremiah K (FK):
Identity001 you scrub most of the the stuff that is confirmed has already been shown as complete or almost. It's close....get a clue pal.

Yeah why don't we get to k now each other and compare our lives to one another. Then we can see who the scrub is. I'd feel a little bad though. I am 31 and have had at least 15 years more than you to achieve something.
identity001 Apr 10, 2017 @ 5:51pm 
Originally posted by Wrothbog:
Originally posted by Jeremiah K (FK):
Identity001 you scrub most of the the stuff that is confirmed has already been shown as complete or almost. It's close....get a clue pal.
it's not close though. 6 months is probably unlikely, but one would be the minimum and i'd be surprised if it wasn't at least two

In all honesty I trully hope my statement is as wrong as it gets. I am ready for a new update.
Meatwing Apr 10, 2017 @ 5:57pm 
Originally posted by identity001:
Originally posted by Wrothbog:
it's not close though. 6 months is probably unlikely, but one would be the minimum and i'd be surprised if it wasn't at least two

In all honesty I trully hope my statement is as wrong as it gets. I am ready for a new update.
Haha same here!
Ok Thalmor Apr 10, 2017 @ 6:12pm 
Originally posted by Meatwing:
Originally posted by Wielder_Of_The_Pimp_Hand:
I looked through the experimental build and found a medium backpack clothing piece. It is wearable and cannot be placed. It also looks like the one the player wears. So that may be a thing.
no way! how did you get the experimental build already?
Go to the properties and then betas, it really does nothing that I can see. It is the unstable experimental build. I checked the dev blocks and then I found a medium backpack, like the one we wear. As well as "redpill" something that brings up wellness by 10 each time.


The one the devs use must be some sort of private beta, because I can't see any of the new a16 stuff.
Meatwing Apr 10, 2017 @ 6:13pm 
Originally posted by Wielder_Of_The_Pimp_Hand:
Originally posted by Meatwing:
no way! how did you get the experimental build already?
Go to the properties and then betas, it really does nothing that I can see. It is the unstable experimental build. I checked the dev blocks and then I found a medium backpack, like the one we wear. As well as "redpill" something that brings up wellness by 10 each time.


The one the devs use must be some sort of private beta, because I can't see any of the new a16 stuff.
The red pill has always been in the game as a creative item but never heard of the medium backpack
SnowJester Apr 10, 2017 @ 8:01pm 
I don't know the proper area to submit feedback/ suggestions to the developers. This sounded like a good section since it talks about the upcoming patch and what they are working on, I just wanted to generalize some of my thoughts, or thoughts by others I read and was interested in seeing implemented:

(Do note these are first impression suggestions, I only played maybe 20 hours on or off steam)
Some of these are being worked on, some maybe not, listing them all:

-Improve the AI(Which Parts?) > Zombies aren't smart. I like straight lines. Get the zombies to think of an alternate path to get to player, when they get stuck directly above or below the player.

-There is an awkward time with spawning at the beginnning. Zombies don't spawn until the player places a bed. It breaks imersion slightly. I feel somewhat rewarded for placing the bed (respawn location) then right after zombies spawn, and it feels punishing, like,... i should have waited to place the bed. Id like the spawns to come at the same pace, or "make it feel" like it doesn't affect whether or not an area will spawn MORE zombies, because I placed my bedroll.

-I'll have to play "more" to know if this next one is a real suggestion, or already in the game: Ability to clear out zombies. I prefer zombies to be statically spawned every 3-4 days, with no additional spawning aside from events such as "smelly meat" etc. or not being cautious with sneaking etc. Take bethesda games as example. Kill everything and the world will be empty for 3-4 days. I prefer that. This doesn't include events, or making mistakes that spawn additional zombies.

-Add a server/game option that enables despawning buildable items, so its impossible for zombies to inside a base. Find creative ways to maintain performance while widening the area which zombies spawn aswell around the area, so for big bases, if your on one end, they are bashing the other side way over... there. and you don't know it, instead of them bashing only the area of the base that you are located most of the time. I havent played enough to even know this, but it feels like they only appear where you are. So heres a nice creative solution to this:

(assume you have a huge rectangle base)
(Left Side, Right side, of base)
(when your on the left side, zombies don't spawn on the right or affect it at all, and vice versa)
(so the creative solution is mimic how Fallout SHELTER, calculates what happened to your shelter when you leave and reload the fallout shelter game)
(So do a mini calculation "event base attacked not around player" when player is nearby, but just out of range of zombie spawns)
(If player is on Day 7, Left side, shooting zombies, simutaniously the RIGHT SIDe is receiving precalculations aswell.)
(right side might determine,... "a zombie died to trap" "zombie killed a section of wall". Then if player stays in LEFT side long enough on day 7,... "right side now has an opening" therefore spawn zombies at specific area, within player range, within base, coming from a logical path of the original "breach" of the right side of wall.)



YamaKami (Banned) Apr 10, 2017 @ 11:30pm 
Originally posted by Tree:
I think if TFPs were to pin this thread, It would probably stop the "when is Alpha 16" threads...

lol 1st time using the internet I see...:steammocking:
...👑 JOST AMMAN 👑... (Banned) Apr 11, 2017 @ 1:33am 
Originally posted by YamaKami:
Originally posted by Tree:
I think if TFPs were to pin this thread, It would probably stop the "when is Alpha 16" threads...
lol 1st time using the internet I see...:steammocking:
https://www.youtube.com/watch?v=mrTSQ1i0nhk
TeamKillingTard Apr 11, 2017 @ 2:08am 
A16 sounds like a good step towards the game having some actual good content, the new additions will probaly make the late game meta far more interesting too.
Last edited by TeamKillingTard; Apr 11, 2017 @ 2:09am
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Date Posted: Apr 9, 2017 @ 11:21am
Posts: 402