7 Days to Die

7 Days to Die

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History/Release Notes - Alpha 20.6 (2022-08-16) Added
This is the Version History as best as I've been able to gather from the start of 7 Days To Die on Steam.
Please before reporting any bugs check to make sure you've compared to the changes in version history, any known issues, and that it can be reproduced on a newly created world in the version you report the bug against.
Assume any known issue that is not specifically mentioned as fixed is potentially still a known issue.

If you want to see the Release Notes for a new version before I get a chance to copy them over, they can usually be found at: http://7daystodie.com/news/

If I have missed any releases. Please let me know with links if possible.

If you want to know the version history before Steam I would suggest this link:
http://7daystodie.gamepedia.com/Version_history

Info about playing older Steam versions:
Playing Older Versions
Naposledy upravil Red Eagle LXIX; 16. srp. 2022 v 17.49
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Zobrazeno 106120 z 155 komentářů
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.
  • Updated the abandoned houses to use a variety of siding and roofing textures
  • Increased the cost of claim stones
  • All trader locations now have a working version of every station workbench, forge, chemistry station and cement mixer. All non trader locations stations have been replaced with a random station spawner where they have a small chance to be a good station and a greater chance to be a broken station which can be looted and harvested for parts.
  • Workstations can no longer be fully harvested with a wrench. Inside of a land claim area you can pick up workstations placed by a player.
  • Gave banks the new bullet proof glass.
  • Slower bloodmoon fade 6:00PM-10:00PM
  • 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.
  • Increased hit points of valuable workstations so they are not destroyed accidentally.
  • Slowed player leveling per level.
  • Reduced the wood cost of tools and weapons.
  • The stone axe works better against wood and worse against stone. (it’s an axe, not a pick)
  • Increased player outgoing damage on higher difficulty levels. On “Insane” it is now x0.5 instead of x0.25.
  • Cobblestone frames no longer exist. Flagstone can be upgraded to cobblestone.
  • More flagstone block recipes added.
  • The adobe material has been removed from the game. Flagstone has been fleshed out with new shapes.
  • Small adjustment to bacon & eggs to match the latest changes
  • Increased insulation of skull cap, hooded sweatshirt and sweatshirt.
  • Concrete blocks use the reinforced concrete icon.
  • Tightened up iron sight sway and bob. Now when iron sighting your weapon is in the “aimed” position faster.
  • Removed adobe recipes and blocks.
  • Reduced sloppy weapon sway when rotating camera and looking up and down, resulting in guns feeling tighter. This also reduces the stuttering feeling A15 had when mouse looking.
  • Clearer message for “unable to repair.
  • All stations found at traders now have a rare chance to be in working condition.
  • Calipers no longer drop in the game.
  • Crafting steel ingots or bulletproof glass in a forge requires a crucible upgrade.
  • The machete recipe is unlocked by a perk for better visibility.
  • First aid kits are made in a chem station.
  • First aid bandages heal more slowly.
  • Altered the Taza’s Axe icon.
  • The burning barrel is not craftable.
  • Every Secret Stash perk level will improve the trader inventory.
  • Crawler zombies will not appear in scout or feral hordes.
  • Claim stones require forged iron, not steel.
  • Increased temperature insulation and armor on Animal hide clothing
  • Removed calipers from the game.
  • Removed spotlights from random construction loot crates.
  • Iron tools drain more stamina than stone tools. This can easily be covered with perks.
  • Everyone can repair a machete but only expert weaponsmiths can craft new ones.
  • A machete is a steel weapon.
  • Game Unsticks player to the surface when underground
  • Allow for case insensitive item name passed to giveself
  • Increased probability for finding silver/gold/diamond.
  • Making glue does not require a beaker.
  • The bio fuel item has been removed.
  • Crafting sod is cheaper.
  • “<player> has joined the game” chat message is shown when the player is really in the world
  • Default day length to 60 minutes, day light to 18 hours
  • Added stamina mod to the Bad Mechanic perk.
  • Switched back to OS cursor
  • Increased stack size on iron darts.
  • Cap overdamage on block harvest
  • Better wording for the food healing message.
Naposledy upravil Red Eagle LXIX; 13. čvc. 2017 v 7.28
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
  • Fixed: Added burnt biome reference to the farming journal entry.
  • Fixed: Workstation journal entries: added info on items having to be in your inventory
  • Fixed: Audio clips not stopping upon leaving a game
  • Fixed: Audioloop possible on auto fire tools/weapons – when emptying a clip with no ammo
  • woodHalf has no vendor price set.
  • Allow shift clicking fuel in workstation.
  • Model error on harvestable potato plant.
  • Duke token amount is not updating correctly.
  • Wrong fall event on some doors and hatches.
  • Broken wooden bow gets stuck in zoom position.
  • Hitting any trader with a torch and setting them on fire awards player kills.
  • First Person Muzzle Flashes are out too far from the barrel at different FOV’s
  • Workstations output goes to first free slot – ignoring existing stacks.
  • Zombie corpses are not being cleaned up in unloaded chunks.
  • Player Editor has invalid character selections available.
  • It seems like it rains way too much in game.A rainy time slot is selected by the server each day now. It can only rain during these selected hours IF it is cloudy and a rainy weather dice is rolled. This possible rainy time can range from 8-12 hours per day and it can never rain outside those hours except on 7th days.
  • Duplicate items inside dead zombie
  • Client now creates a lobby when joining a dedicated server, thus allowing people outside the local LAN to connect to dedicated servers without port forwarding
  • Player can get stuck behind barb wire at trader Jimmy’s
  • Misleading error message when not knowing a recipe.
  • Error when using giveself with non-existing item name
  • Console not behaving properly when an executed command throws an error
  • Pressing Tab during Building Environment skips to the game while it is not yet ready
  • Water tower 3 floats in RG
  • RWG Terrain Density Mismatch Issue
  • Added vault hatch icons and fixed broken XML name on wood hatch icons.
  • Missing BlockLoot file for Workbench getting outdoor weather on it.
  • Long pulled canyon in RWG
  • Zombie remains blocks not getting snow cover or weather effects.
  • Panting SFX continues to play even if stamina is replenished
  • Wolf can’t attack crouched player, if wolf is slightly elevated
  • Sleepers spawn inside blocks that the player had placed
  • Make “gamestage” command available for steam version
  • Burnt block will suck player up into it.
  • Stoves appearing purple in dark areas
  • Missing player audio for sick & food poisoning
  • Decoy cops instantly start their explode countdown on spawn
  • Electrical Equipment placed inside or in cave can collect rain and or snow
  • Night vision goggles will show rain inside buildings sometimes
  • Friendly animals were spawning in the enemy animals group in the plains.
  • Missing fur on bear and improper wake up animation
  • Windshields are not getting covered with snow correctly
  • Zombie and normal bear do not use attack animation
  • Some objects have a purple hue in dark places
  • Hospital fountains
  • Arrow slits can allow players to see through walls
  • Grass sliding across the terrain
  • Quality , The Survivor, The Camel, Quicker Crafting, The Fixer may not always have fired correctly.
  • Wrong upgrade target on corrugatedMetalCNRRound.
  • Switched XP values on snow zombies.
  • Mismatching bright lines on textures in dark areas
  • Left 2 engine slots of generator inaccessible using controller
  • Wood half block ID 830 won’t upgrade
  • Too high harvest amounts from grass.
  • Missing loot list entry on zombie strippers.
  • Claim stones are repaired with steel.
  • Players can be set on fire underwater.
  • Adjusted price of iron darts to match the new recipe.
  • Forge: adding/moving fuel causing duping and disappearing of Items
  • Woodburning workstation lighting issues in B129
  • Workstations use info spamming state of messages as host
  • Stamina use on tools does not scale correctly with harvest amounts.
  • Journal tip for first aid, and/or first aid items should be clarified
  • Buying levels of secret stash perk doesn’t change item tier
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
Naposledy upravil Red Eagle LXIX; 13. čvc. 2017 v 7.34
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
  • Clipping issues with bears, wolves, and spider zombies
  • Too many Airdrop crates spawning and crates spawning underground
  • Road Issues
  • Blade trap doesn’t damage cops or irradiated cops
  • Throwing rocks does not distract zombies
  • Trader Issues: Missing Trader, missing POI, odd hours, etc.
  • GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
  • Wet concrete not drying
  • Sleeper spawning issues continue
  • “currently in use” message may rapidly change status in p2p
  • interactive items may go unresponsive, if player using them is kicked and logs back in before someone else interacts with it (chunkreload fixes that)
  • Game freeze on create player, but more information on it is welcome
  • Out of Memory issue, please try reduce your texture quality to reduce RAM usage
  • Farming of crops other than yucca and hops affects performance
  • Zombies rotate on the ground before standing up
  • Zombies and animals clip into blocks
  • Vultures sometimes fall through the world when killed high in the air.
  • Vultures and wolves violate starter safe zone
  • Precipitation and cold temp going through windows, glass blocks, doors, and hatches
  • Game freezing on creating player
  • Missing traders and partial trader outposts
  • NRE on picking up a never connected switch (connect it to a powersource once to fix/avoid this)
  • Corpse dupe is possible again
  • Excessive use of trigger plates may cause servers to lag during hordes.
  • Recipes are not updating live
  • Bears may not attack properly on slopes
  • Running zombies may be airwalking after ladder usage
Naposledy upravil Red Eagle LXIX; 13. čvc. 2017 v 7.34
Alpha 16.1 Patch is out! - 2017-07-15
Alpha 16.1 Patch is out! - 2017-07-15[7daystodie.com]
The Fun Pimps původně napsal:
Note your save game should be ok upgrading from 16.0.
Official Alpha 16.1 Release Notes

Changes
  • Changed: All storage crate signs look more worn out and match
  • Added some debug log for the stuck on creating player issue
Fixes
  • NRE picking up unconnected switches.
  • DayNightLength of default=60 making server go to modded
  • Vulture ignores Day 1 protection
  • Water under navezgane mine
Known Issues
  • 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
  • Clipping issues with dire wolves
  • Too many Airdrop crates spawning and crates spawning underground
  • Throwing rocks does not distract zombies
  • Trader Issues: Missing Trader, missing POI, odd hours, etc.
  • GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
  • Wet concrete not drying
  • Sleeper spawning issues continue
  • Game freeze on create player, but more information on it is welcome
  • Out of Memory issue, please try reduce your texture quality to reduce RAM usage or try GLCore renderer as launcher option
  • Farming of crops other than yucca and hops affects performance
  • Zombies rotate on the ground before standing up
  • Vultures sometimes fall through the world when killed high in the air.
  • Precipitation and cold temp going through windows, glass blocks, doors, and hatches
  • Corpse dupe is possible again
  • Excessive use of trigger plates may cause servers to lag during hordes.
  • Recipes are not updating live
  • Bears may not attack properly on slopes
  • Running zombies may be airwalking after ladder usage
Naposledy upravil Red Eagle LXIX; 16. čvc. 2017 v 5.26
Alpha 16.2 Is out! - 2017-08-04
Alpha 16.2 Is out! - 2017-08-04[7daystodie.com]
The Fun Pimps původně napsal:
Hey Survivalist,

We’ve just released Alpha 16.2 B7 Hotfix which addresses many of the worst live bugs. More more fixes coming soon.
Official Alpha 16.2 Release Notes

Added
  • RWG prefab size check optimizations
  • RWG changes for hash getting from toString to toCultureInvariantString
  • RWG hub cell pregen blocks spawning the player and chunks until finished
  • RWG hub cell download blocks spawning the player and chunks until finished
  • Recipes for oil and paper
  • One level deep backup system for player data files
  • Added more stealth/debug introspection under F3 menu.
Changed
  • it is not possible to pick up blocks in other player’s land claim area any more
  • Molotovs do less damage to players
  • Increased the drop chance of quests and treasure maps
  • Increased damage on auto turrets
  • Increased low end damage of the iron fireaxe
  • Lower resource cost for basic wood building blocks
  • Animals do not drop gore blocks
  • Increased shotgun damage, mostly on lower quality guns
Fixed
  • Animal gore blocks are not being cleaned up on servers
  • When you focus on the centre of a wood frame and try to place another, you loose the frame
  • water under navezgane mine
  • Offline players will have a bedroll icon if someone picks up their bed
  • Molotovs hit client players when walking/running backward
  • Electrical traps can be found in the traps crafting tab
  • Wrong open sound on eviscerated remains
  • Traders do not carry compound bows and parts
  • Wrong upgrade sounds on blocks upgrading to poured concrete
  • Dysentery description does not mention that it is lethal
  • Crafting/repair costs of sod and other dirt types are inconsistent
  • Crafting skills increase the repair amount by up to 20% instead of only 2% (on repair kits)
  • Blooddrawkit dupes if suicided by overuse in backpack.
  • Player ID text is blurry.
  • Waypoint search limited to active page.
  • Allow scrolling through waypoint pages.
  • Recipes aren’t updating “live”, ie missing last item and then gaining it.
  • Disappearing POI’s
  • 32 bit client crashes on RWG creation
  • Ram usage may be too high (, Alloc)
  • Zombies bounce off trader’s outer walls or are being teleported upon approaching them
  • Game Unsticks player to the surface when underground
  • Minibike location icon will not show if missing the padlock
  • Insta health on medkit not applied when healing others
  • Not all drinks extinguish all kinds of fire buffs
  • Direwolf can still clip into player
  • Weathersurvival off does not deactivate on leaving a game
  • Players are unable to pick up small stones, plays land claim sound
  • Feral Radiated Spider has wrong limb damage and animation rules
  • Block ID 613 will suck player up into it
  • Fixed not being able to bind mouse scroll wheel
  • blade traps not doing damage properly when placed on a wall
  • You can not shoot through security gates
  • Vultures fall through the world when killed high in the sky
Known Issues
  • 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
  • Too many Airdrop crates spawning and crates spawning underground
  • Throwing rocks does not distract zombies
  • GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
  • Wet concrete not drying
  • Sleeper spawning issues continue
  • Farming of crops other than yucca and hops affects performance
  • Zombies rotate on the ground before standing up
  • Precipitation and cold temp going through windows, glass blocks, doors, and hatches
  • Excessive use of trigger plates may cause servers to lag during hordes.
  • Bears may not attack properly on slopes
  • Running zombies may be airwalking after ladder usage
Alpha 16.3 Patch is out! - 2017-08-31
Alpha 16.3 Patch is out! - 2017-08-31[7daystodie.com]
The Fun Pimps původně napsal:
Hey Survivalist,
We’ve just released Alpha 16.3 Patch. Which includes fixes for many of the most important bugs reported by the community.
It is strongly recommended to start a new RWG map, as the fixes necessitated core changes to the chunk code. We apologize for this inconvenience.

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
Official Alpha 16.3 Release Notes

Changed
  • Terrain generation rules to not generate so many jagged peaks in rwgmixer.xml
  • Socket generation rules in rwgmixer.xml
  • Challenge quests yield more skill points
  • Tuned in weapon bob when running and walking for new smooth bob code
Fixed
  • The issue where chunks would no longer load due to faulty triggers , which causes players to be stuck on building environment (NRE spam on server) is fixed, but requires a new map, as it does nto work retroactively.
  • The issue where minibikes and the power.dat would not save properly is fixed.
  • A reason where the game freezes while “Creating player” is fixed.
  • The issue where minibikes and the power.dat would not save properly is fixed.
  • A reason where the game freezes while “Creating player” is fixed.
  • Businessman Zombie when killed can have his head dislocated when falls backwards into a corner or against a wall
  • Vultures and Chickens artifact when rag doll rolling down a slope
  • Pushing back LOD2 swap distance on vault doors. (Raner)
  • Dedicated servers not added to history when connecting by IP/port
  • Localization now showing english values instead of localization keys if localization is not set for a key in the user language
  • Gore blocks have a chance of knocking you out of loot containers
  • Zombie state is not being saved properly for clients
  • Insta health on medkit not applied when healing others
  • Supply crates have a chance of dropping through terrain.
  • Concrete drys too indifferent
  • Forge craft halting when output is full is broken.
  • Players can kill chunk generation Griefing
  • Shotgun turret goes out of sync
  • Zombies rotate on ground again
  • Lowered radius of dart trap firing sounds.
  • Vultures can fly under water
  • Sleeper zombies have a chance to rotate when they wake up
  • Bears and wolves walk on water
  • 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
  • Being stuck in 1*1 holes and then be catapulted
  • Zombies sometimes clip into the ground and blocks when they jump
  • Vultures and Chickens artifact when rag doll rolling down a slope
  • Player is invisible to others on death
  • Being disconnected while tabbed out of game causes menu unresponsiveness
  • Typo in rwgmixer prevents spawning of utility_celltower_02
  • Corrected up/downgrade issues with windows
  • “Start a Base” quest asks for too much wood
  • Some item types purchasable from traders cannot be sold back
  • Stag run/walk state in water is not viewed the same between client and hostP2P
  • Wolves dont properly attack zombies or stags
  • Game sometimes stopping to save power / vehicle data
  • Typo in rwgmixer prevents spawning of water_tower_02
  • Painting ramps with 1×2 textures like redwood makes it invisible
  • Wood debris (32) bad normal map metadata
  • Gamestage calculates offline days as survived days
  • Snowpack causing ceiling shadow on underground terrain blocks
  • When on a slope both bears have difficulty in attacking the player
  • Beverages do not restore stamina properly
  • Zombies not using ladders properly and float/walk away from the ladder
  • Planted crops/trees stop growing when chunk has been reloaded
  • ERROR: VM.mesh[0].Vertices.Count (65248) has too many vertices
  • When going underwater the Cannot Breathe Tooltip shows up
  • Feral and Radiated feral version of zombies don’t count towards quest progression.
  • UFPS Stutter issues
  • Sleeper spawn issue where killing the last surviving sleeper would trigger a new set of sleepers to spawn
  • All solid Wedge Inclines placed together front to back renders back side invisible
Known Issues
  • 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
  • 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 hatchesExcessive use of trigger plates may cause servers to lag during hordes.
  • Gore block dupe
  • Turrets echo sounds for clients
Request to community:
  • Blackscreen of death – still looking for savegames and outputlogs
  • Sleeper spawning issues continue – we fixed the issue for wrongfully triggering new spawns, if you find more, please send us repro and video
  • Creating Player hang issue – we found a fix that took care of our repro, if you still encounter it, please provide savegame, repro and outputlogs
Alpha 16.4 Patch is out - 2017-10-26
Alpha 16.4 Patch is out - 2017-10-26[7daystodie.com]
The Fun Pimps původně napsal:
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 dupe
Naposledy upravil Red Eagle LXIX; 26. říj. 2017 v 22.38
A17 Official Release Notes - 2018-12-22
A17 Official Release Notes - 2018-12-22[7daystodie.com]
The Fun Pimps původně napsal:
A17 Official Release Notes

Hey Survivors,
We just release Alpha 17 B240 stable. Check our forums for more information on reporting bugs. Forum Post[7daystodie.com]

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 build is not without issues. See known issues at the bottom of this post. We will be patching the build after the holidays. 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 for the holidays.

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 Release Notes (B240)

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[/b]

The Navezgane world grew from 16 square kilometers to 36 square kilometers in size making it over double the size. With that the terrain and the height have been given a full 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 150 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 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
  • 9 Gas Stations
  • 5 Docks (Navezgane Only)
  • 15 Cabins
  • 4 Caves
  • 2 diners
  • 2 Fast food Restaurants


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


Zombie Speed Options

We’ve changed the way zombie run speed options are handled decoupling them into 4 new settings of Zombie Day Speed, Zombie Night Speed, Zombie Feral Speed and Zombie Bloodmoon Speed. Each can be set to these 5 speeds; Walk, Jog, Run, Sprint or Nightmare.

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.
Naposledy upravil Red Eagle LXIX; 22. pro. 2018 v 13.32
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
  • Added grunt sounds to power attacks
  • 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 potency decreases the higher level you get
  • 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
  • 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
  • Entity SizeScale property and made normal vulture smaller
  • Radiated vulture with vomit weapon
  • Console command spawnwh for spawnwanderinghorde
  • 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
  • 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
  • 2nd higher block check for if on elevator/ladder
  • Low res textures for blocks and weapons
  • Passive Effect Mobility that will affect armor and environment based movement
  • 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
  • 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
  • Sleeper spawn group for burnt zombies
  • HUD entity name min/max range for font size.
  • Trader Jen Lung NPC
  • DR damage resist thresholds based on durability
  • Buff proc chance based on defense values and BuffProcChance
  • New damage resistance system that does a flat subtraction of damage
  • 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.
  • 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.
  • 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)
  • Region identifier added to F3 info window
  • Creative menu sorting
  • 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
  • New custom Tier 1 custom POI to Navezgane only
  • New Tier 1 gas station in Perishton, can also spawn in RandomGen
  • Some more detailed explanations in serverconfig.xml
  • ModMeleeClubBurningShaft is functional
  • Moonlight to and adjusted sunlight in stealth calculation
  • Animal gore to roads for an easy supply of bone shivs and bones for glue.
  • Gas_station7 in Navazgane.
  • Gamma Reset Button
  • Vehicle support for multiple lights, brightness is in xml
  • New Fast Food 04 Tier 1 dungeon
  • New diner 03 tier 1 dungeon
  • Move speeds to AI debug info (toggled by hitting 0 on numpad with dm enabled as host)
  • Zombie movement settings Nightmare speed
  • EntityAlive IsFeral from Entity Tags and tagged on all ferals in XML
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 find better loot and reduce the radius for buried treasures
  • 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
  • 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
  • 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
  • Removed “eyeglasses”
  • Cigars boost your barter by 10%
  • Player slows down 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 its severity
  • Sleepers/hordes adjusted to the current gamestage function
  • 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
  • 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
  • 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
  • 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
  • Cabinets will randomly spawn as an open or closed (lootable) version.
  • 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
  • Removed trickle zombies from 7 day hordes
  • Improved BloodMoonParty logging
  • Hobo stew takes 10 rotting flesh
  • Decreased player noise distance by 8%
  • Removed cinder blocks from country roads and removed small rocks from the main roads
  • Console command “debugshot” can also be executed by the short hand “dbs”
  • Added buff resistance to armor
  • Decreased player path grid size from 80 to 76
  • Increased sleeper volume padding xz to 8 and despawn delay to 60 seconds
  • Lower volume on auger/chainsaw prefab
  • Rain max volume for environment audio to more reasonable level
  • Video option reflection off to actually disable the probe and specular part of Overlayed_TA shader
  • NVG now will still light up in pitch black, vignette enabled
  • Removed old MedicineCabinet
  • Normalized zombie anim blends, so 1.35 move speed is a full run for all
  • Entity speed properties to MoveSpeed, MoveSpeedNight, MoveSpeedAggro, MoveSpeedPanic
  • Feral MoveSpeedAggro minimum to 37% of max value in XML
  • Removed AIDirector checking run for some distances and increased day distances
  • Optimized world entity is visible to local player check (stop animal/zombies from always setting, get player AimingGun once)
  • Removed trickle zombies from 7 day hordes
  • Improved BloodMoonParty logging
Fixed
  • Zombie dogs have a chance of remaining standing on death (possibly from fatal hit bug)
  • Capping holes on ac unit bottom.
  • Added custom stats to show for blocks for item info window.
  • Reinforced concrete has less support than rebar frames and could collapse when switching
  • Issue with day elapse on tracking cooldown/lock times
  • 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
  • Particle emission for smoke and fire for minibike
  • All Wood Window Trims have UV issue when placed horizontally
  • Weather Ranges to be more realistic. Internally 70 degrees F is added at parse time
  • 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
  • Bridge disappearing when looking at top
  • 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
  • Passwords passed on the command line showing in the log
  • Config options passed on the command line had to be case sensitive
  • Various black player facial hair styles and hair
  • Rabbit and chicken idle 2 anims instantly jumping to idle 1 when played
  • Sg OptionsFieldOfView exploit allows players to shoot through terrain
  • AI Approach Distraction not resetting if had a path value
  • Darker skinned characters have white eyes when wearing the nerdy glasses
  • Missing harvest on Wood and Metal Door Frames
  • Raycasting ignoring transparent (went through trap walls and pallets).
  • StartRagdoll forcing 2 seconds when a living player.
  • InitRigidBodies mass for non 11 bones and added alternate spine names.
  • Vulture “hip” bone error.
  • 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.
  • 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
  • DamageSource damageType not being set.
  • 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
  • IronBarCentered #558 in certain orientations can not be painted
  • Velocity input parameter on players is noisy
  • Adjusted LOD distance on vault doors to make swap less noticable.
  • Small blocks like poles or landmines do not blocks sight for zombies.
  • Controllers cant easily close windows with an already active searchbar
  • Re-enabled menu while on vehicles.
  • Removed movement collision from aloe vera plants
  • The more you move away from 0,0 the more the models flicker
  • Sounds intermittently go quiet and/or don’t play at all
  • Drawbridges can be used to make floating platforms
  • Player obtains coal and farming journal tip is triggered
  • Trader selling cue interrupted by finished crafting items.
  • Fixed Character’s sitting animation may persist after leaving minibike
  • When on a slope both bears have difficulty in attacking the player
  • All XUi ItemStacks using the same background / highlight color
  • Wrench harvest distance is way too close
  • 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
  • Client player can clone items/resources to destination processing stations and block source stations/containers from accessing.
  • Roads generating as Clay, Dirt, Gravel and Sand
  • All food items give improper amount of Fullness and Hydration.
  • Missing Accuracy and Range stats for certain ranged weapons.
  • 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
  • Adjusted bed02 collision to stop players head stuck in low ceilings upon spawn
  • 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
  • Open garage doors create a barrier zombies cannot cross.
  • Scrapping car may cause ground deformation and leave a hole in the world
  • 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
  • Jumping on active Forge does not set the player’s character on fire
  • Flashlightfunctionality remains after swaping guns of the same kind.
  • Redundant sound when breaking glass with mining tools and weapons
  • Throwables clip through trees
  • Fixed incorrect pieces displaying on LOD levels of Stage 2 Vault Door
  • Wrong sound on metal reinf. wooden blocks
  • Vultures and Chickens artifact when rag doll rolling down a slope
  • Sack disappears for another player, when is observed from 6 meters or above
  • Slanted blocks going bad when painted by 1×2 textures
  • No text is displayed in placeof Sell Price when an item cannot be sold
  • View distance 5 exchanges imposter very late
  • Corrected several fuel values to match the burn time change of wood.
  • 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
  • Fur lighting, tonemapping, gamma, color matched, and wet specular values
  • Water in fog rendering
  • Vultures can fly under water
  • No ricocheting bullets effect can be observed when shooting at Vendor POI blocks
  • 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.
  • Scrapping guns does not return the loaded ammo.
  • Taking arrow from player holding bow
  • Wandering hordes can contain screamers
  • Tops of the cacti are not giving damage as they should
  • Kills from buffs do not reward any xp
  • 2 bridges in navezgane wasteland collapse when walking over them
  • RWG floating poi issues
  • RWG floating/half floating POIs
  • POI’s are floating or partially floating in RWG and unstable
  • Health is random value on respawn
  • Sometimes you die and respawn only to die again
  • Mp sound looping for auto tools
  • Turrets can target zombies through wall
  • A bunch of mixing, zone tags to POIS for Random Gen. More things should spawn now
  • Fixed particle effects of destroyed terrain blocks were always black
  • Light fixtures showing up dark.
  • It is not possible to pick up or destroy deco items outside a trader
  • Client see trees that have no hitbox

Other
  • Renamed Hypo/Hyperthermal to Heat/Cold Resist
  • 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
  • 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
  • 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.

Known Issues
  • Some tier 5 dungeons may not complete the clear quests
  • You can potentially get a buff like bleeding after the moment of death
  • In some scenarios double swing may still occur
  • Tool damage localization is different than actual value
  • RWG: Floating POIs (Minimal occurrence now)
  • Trader Jen has a deep voice
  • Ammo count of nail gun goes broke, when equipped with full auto receiver
  • Trader Rekt is nicer than usual
  • Some achievements can not be obtained at the moment
  • Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not
  • Scrapping items in crafting queue while re-logging may go lost
  • Re-logging when crafting usable items are in the crafting queue may have negative side effects
  • Crafting speed bonus and mod slots do not properly apply to workstations after being closed
  • Clipping into blocks to see through terrain
  • Vultures play their fly animation when dead for clients
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • Hitting ESC while generating a map preview will blank screen. Must use CTRL, ALT, DEL to exit game.
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Mining helmet light doesn’t show for other players
  • Client molotovs thrown down from an edge not working as good as Host
  • Hatches don’t always open on the first try
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • LCB icon is still shown when LCB has been destroyed by another player
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff
  • Flames don’t move with zombie ragdolls
  • Resolution does not always save when >1080p options are available
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Debuffs on respawn
  • Crashes on Mac
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • White lines may occur on imposter POIs
  • Some Linux users experience problems
  • Sometimes items get locked on the toolbelt, use shift LMB or the action button when item is highlighted to solve some sightings
  • When using REALLY excessive amounts of resources they may vanish in cement mixer’s crafting queue
  • Loot abundance setting needs another look
Alpha 17.1 is out! - 2019-01-18
Alpha 17.1 is out! - 2019-01-18[7daystodie.com]
The Fun Pimps původně napsal:
Hey Survivalist,

We’ve just released Alpha 17.1 Stable and here are the official releases notes:

To improve stamina players now start with 150 food which is now shown in the hud and menu to communicate you can overeat and not waste food.

When players stamina is between 100 and 150, there are no detrimental stamina effects.

Strength requirements for the Sexual Tyrannosaurus perk have been lowered and we have made the description clear that it does reduce mining stamina costs as well as melee costs. We moved it from the combat perk section to a new section called general strength perks. We’ve reduced the stamina cost of all tools. We’ve also reduced stone tool stamina penalties.

Water now goes to 150%, and until the water debuff comes on screen at 75% water, you will experience no stamina regeneration penalties.

For builders, we have bolstered XP for harvesting and mining substantially allowing for support roles to keep up with combat and scavenger roles.

If you have problems please visit our Alpha 17.1 Stable Bug Reporting Thread.

We will continue to fix bugs, balance the game, and optimize in 17.2 coming soon.

A17.1 b9

Added
  • Entityclasses AIPathCostScale (min/max) and set a variety of values for different AI entities
  • Sleeper 20% bonus to AIPathCostScale
  • Vehicle manager saves when vehicles are added or removed
  • Added Cigars to trader wares
  • Added old cash to laundry and nightstands
  • AI will do destroy area 60% on a fall after unreachable side path
  • Traders now sell glue
  • When the PLY option is checked in the F3 debug screen, the cvar window with a new search box will be displayed on your right hand side. Ideal for searching xp related cvars.
Changed
  • Optimized catwalk rail metal corner, catwalk rail single, catwalk wedge rail, chair, coffee table
  • Separated pathing distance cost from break/jump cost and added per path scaling to allow path variations
  • Increased trader rewards
  • AI JumpMaxDistance to a random range, set zombie ranges and made heavier zombies jump shorter
  • Updated several buff descriptions and journal entries to reflect changes
  • Added a beaker to medical quest loot
  • Return of the ghosted block preview from A16
  • Added acid to lab equipment loot
  • Water and food to show the value of current water and food plus the consumed water and food amounts to be applied
  • Adjusted max water amounts in progression to reflect the food amounts
  • Updated chrysanthemum seed icon.
  • Show the water/food as actual value instead of percent.
  • Increased dog and wolf health
  • Death penalty cannot stack on repeated deaths
  • Increased block upgrade speed of nail gun and claw hammer
  • A wood pole can be crafted without the table saw
  • Updated vehicleWheels icon.
  • Increased amount of old cash found in containers and zombie loot.
  • ModMeleeStructuralBrace can be installed on bows and has fewer stacking issues
  • Increased size of snake colliders
  • Increased harvesting / upgrade XP
  • Increased AI range to attempt a gap jump
  • General Strength Perks have their own category.
  • Perks concerning harvesting, looting or carrying things require lower attribute scores to unlock
  • Increased the amount of food you can overeat to 50.
  • Increased stack count of buff magazines
  • Increased stack number of cash
  • Allowed 45° rotations on wood/iron bars
  • Added support for lumberjacks. Wood now sells for a reasonable amount at traders
  • Player sellback rate improved so selling items to traders is more profitable
  • Increased drop % of armor mods in loot
  • Vehicles can be assembled from parts without a perk
  • Glue requires only 1 bone now instead of 2.
  • Reduced price of glue it was more expensive than duct tape
  • Terrain in prefabs is now integrated into the height map and saved into a temporary file dtm_processed.raw on server side
  • Optimized the way imposter prefab are calculated (less network traffic)
Fixed
  • Stat Current life does not reset upon death.
  • Craft timers not being loaded from saved data correctly
  • AI climb flag not set when temp move
  • LCB icon is still shown when LCB has been destroyed by another player.
  • Bedroll compass/map icon was still showing when destroyed by another player when out of chunk.
  • Crafting timer doesn’t advance properly when the chunk is unloaded
  • Fuel burn timer showing huge negative value in MP
  • Silencer does not actually silence all weapons
  • Tuned water message closer to actual in game effect
  • Increased quality of items for quest rewards
  • Vehicle out of world check using different positions for chunk and terrain tests, so vehicles could get killed and removed Kill
  • Zombies prefer to not path glass blocks
  • Player backpack can be pushed under the world
  • Dupe anything in a container.
  • If a server is restarted shortly after placing a vehicle, the vehicle will disappear
  • Fixed mismatched reinforced padding icon.
  • Any block that can be picked up, can be picked up in a lcb protected area.
  • Relogging on activate marker.
  • Quests sometimes require moving to corner/center of POI to show Rally Marker.
  • Wellness achievement updated to use fortitude
  • Relogging on fresh quest will break trigger area.
  • Tier5 does not give you a complete quest after requirements are met.
  • When blocks are placed where sleepers would spawn, they can turn yellow
  • Replaced cntmrandomloothelper in house_old_mansard with random store crate
  • Allow harvested decor plants to be scrapped
  • Weapon bags do not fall when POI’s fall
  • Clothing change can cause major lag spike/fps drop
  • Updated mining journal entry
  • Tree duping issue when hit by vehicles in LCB
  • Holding F is not mentioned on relevant item descriptions
  • Open\Close toggle issues with some hatches.
  • Strong zombies dropped less cash than weak zombies
  • Item is lost if left on the mouse when closing a container.
  • Toolbelt items being stuck after use.
  • Bleeding buff carries over to respawn
  • Sidewalk terrain will not allow placing blocks on it
  • Self medicated perk magazine is still in game
  • Command smoothworldall only working for 4k maps
  • Corrected more burn times
  • XBOX controller has not designated button/switch for making air vehicle point down (added controller action 2 to hop)
  • Fixed distant water not being flat as a client
  • Wrong stats displayed on some armor mods
  • Grandpa’s Awesome Sauce is too awesome
  • Water is not wet enough. Swimming / rain will now cool you down.
  • GunToolNailgun can use trigger group mods
  • ModArmorWaterPurifier collides with modArmorHelmetLight
  • Terrain decoration like trees and resource rocks would sometimes not be placed
Known Issues
  • Continued b240 savegames may have problems with food/water levels when a replenishing buff was active when game is continued in A17.1, character’s death restores functionality
  • Some tier 5 dungeons may not complete the clear quests
  • In some scenarios double swing may still occur
  • Tool damage localization is different than actual value
  • RWG: Floating POIs (Minimal occurrence now)
  • Trader Jen has a deep voice
  • Trader Rekt is nicer than usual
  • Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not
  • Scrapping items in crafting queue while re-logging may go lost
  • Re-logging when crafting usable items are in the crafting queue may have negative side effects
  • Crafting speed bonus and mod slots do not properly apply to workstations after being closed
  • Clipping into blocks to see through terrain
  • Vultures play their fly animation when dead for clients
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • Hitting ESC while generating a map preview will blank screen. Must use CTRL, ALT, DEL to exit game.
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Mining helmet light doesn’t show for other players
  • Client molotovs thrown down from an edge not working as good as Host
  • Hatches don’t always open on the first try
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff
  • Flames don’t move with zombie ragdolls
  • Resolution does not always save when >1080p options are available
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Crashes on Mac for a possible workaround, please look at https://7daystodie.com/forums/showthread.php?101758-Found-workaround-for-constant-crashes-on-Mac&p=914106#post914106
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • White lines may occur on imposter POIs
  • Some Linux users experience problems
  • When using REALLY excessive amounts of resources they may vanish in cement mixer’s crafting queue
  • Loot abundance setting needs another look
  • Placing a new landclaim may cause the icon to disappear
  • Some dupes/exploits we are looking into
A17.2 is out! - 2019-02-27
A17.2 is out! - 2019-02-27[7daystodie.com]
The Fun Pimps původně napsal:
We’ve just released Alpha 17.2 B27 with many fixes, changes and some great new game options.
Official Alpha 17.2(b27) Release Notes

Blood Moon Frequency
  • This option allows the player to set a minimum amount of days for when the blood moon hordes appear. In the menu the player can disable them, have them daily, every 3 days, default weekly, once every two weeks and once every 30 days.
Blood Moon Range
  • Here the player can change how many days can the actual blood moon day randomly deviate from the frequency setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency
Landclaimcount
  • We added a property to the serverconfig.xml that allows server owners to change the maximum amount landclaims per player.
XP Multiplier
  • Players can increase or decrease the overall experience gained. To suit the XP speed for the length of game they desire.
Adjustable Block Damages
  • Players: Players can decrease or increase their damage dealt to blocks
  • AI: The damage dealt to blocks by normal AI
  • Blood Moon AI: The damage dealt to blocks exclusively by AI during blood moon horde time
For serverowners:
Added: serverconfig property “UserDataFolder” to specify where all generated data on the server is stored, including generated RWG worlds

Added: new properties “XPMultiplier”, “BlockDamagePlayer”, “BlockDamageAI”, “BlockDamageAIBM”

Removed: old properties “BlockDurabilityModifier”, “ZombiesRun”

Changed: TerminalWindowEnabled default is set to true

Please be sure you are using these properties in your serverconfig.xml:
<property name=”BloodMoonFrequency” value=”7? /> <!– What frequency (in days) should a blood moon take place –> <property name=”BloodMoonRange” value=”0? /> <!– How many days can the actual blood moon day randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency –> <property name=”BloodMoonWarning” value=”8? /> <!– The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show. –> <property name=”LandClaimCount” value=”1?/> <!– Maximum allowed land claims per player. –> <property name=”BlockDamagePlayer” value=”25? /> <!– How much damage do players to blocks (percentage in whole numbers) –> <property name=”BlockDamageAI” value=”100? /> <!– How much damage do AIs to blocks (percentage in whole numbers) –> <property name=”BlockDamageAIBM” value=”100? /> <!– How much damage do AIs during blood moons to blocks (percentage in whole numbers) –> <property name=”XPMultiplier” value=”100? /> <!– XP gain multiplier (percentage in whole numbers) –>

Added
  • Option to disable texture streaming
  • Sleeper check if chunk ready for spawning
  • Launcher cleanup function for generated RWG worlds
  • Hits between animals of the same exact class are ignored
  • Log message for how much XP you got from different sources during your last level
  • AI FindDestroyPos far to close mode and randomized starting edge check
  • AI Destroy Area can randomly trigger when close but has a long path (higher % with lower intelligence)
  • AI Destroy Area will try far mode if normal unreachable
  • AI Destroy Area states, so seek time and attack time are separate
  • Landclaims now have a radial menu access to either show bounds to help building or remove them, if you dont want to destroy them by hand
  • Logging when player makes levels
  • Clamping to huge xp gains and changed giveselfxp to allow huge numbers
  • A “Blood Moon Warning” option.
Changed
  • Decreased sleeper despawn delay to 45 and added passive despawn delay of 10 seconds
  • Meat stew only uses 5 meat. Added animal fat to Recipe. Now it gives 50 max stamina and 25 health
  • Steak and potato meal now only use 5 meat but require 2 mushrooms. Now it gives 50 max stamina and 25 health
  • Increased chance for rare medicine at traders
  • Bartering now changes final price instead of reducing/increasing markup.
  • Gravel trails in the desert are more visible
  • Vehicles no longer collide with small rocks. Updated small rock texture.
  • Upgraded rock texture resolution to 512.
  • Added acid to traders
  • Increased the duke value of raw meat
  • Nerfed barter perk sell rates to half of what they were.
  • Cut sell rate from .2 to .15 value
  • Reduced amounts of food for sale at traders
  • Increased width of newContinueGame window, panels and gameoption control
  • Dropped usage of settings ini file, everything is controlled by Unity’s preferences system again
  • Increased chance to play power attack grunt sounds
  • Increased radius of dog and wolf controllers
  • Increased probability of bones on gore blocks and body bags
  • Gore blocks and body bags can drop nitrate
  • Increased probability of coal on burnt blocks
  • Reduced repair cost of claim blocks
  • Slightly reduced the depth of the topsoil to make finding ore easier
  • Optimized counter sink, cupboard corner, deco pole round, tile broken, metal rail.
  • Reduced “static” memory usage for map data, reduces amount of RAM required, more pronounced on bigger maps
  • Vending machines no longer have prepared food or raw ingredients, only canned food and drink
  • Increased quality tier of items found in loot
  • Renamed Bone Shiv to Bone Knife
Fixed
  • Buried supplies show as empty when they’re not should make same as satchels.
  • Placed landclaims are printed in the console for everyone to see.
  • Sleeper volume final room bungalow_06 (Eric)
  • ERR Unknown particle effect: impact_bullet_on_resourceWood when shooting air supply crate
  • Snowberry extract uses it’s instead of its in description
  • DismemberChance can not stack correctly between buffs, items, and perks
  • Lowered stamina cost for jumping is not mentioned in parkour description
  • Spawn probability of radiated zombies is not scaling
  • Sleeper despawn range to a tighter range
  • When in the prefab/world editor, then starting a game the party carries over
  • Dismemberment NRE spam
  • Scrapping paintbrush exploit to dupe paint.
  • Clients do not see the vulture death animation (dedicated)
  • Buff kills dont share XP.
  • NRE while holding “R” and fast mouse wheel scrolling to another slot with item in it.
  • NRE when trying to remap with the number “9” key
  • Players torch ignores game settings.
  • Exploiting gun/auto turret and nailgun for free unlimited nails.
  • Nail gun nails dupe
  • Clear sleeper quests can’t be completed
  • Scrapping dupe exploit
  • Lower loot abundance may not be working
  • EntityAlive MinEventContext Tags not being updated
  • Duping thousands of gas cans (disabled equip when in a vehicle)
  • Invisible zombies for P2P and dedi clients
  • Animals are not displaying attack animation for clients
  • Issue with having 2 finding white river supplies quests.
  • Dupe exploit using task manager to close client when on a dedi.
  • Consumeable dupe via mouse and inventory use.
  • Vending machines dont add time to rented days.
  • VM dupe using partial stacks.
  • Clients cannot hear the running blade trap sound loop
  • When placed singly pallets placed on other will fly off, when base is removed
  • Chicken was using legacy shader ( Chicken texture is incorrect
  • Bicycle doesn’t fall over for clients, only the wheels do
  • Vehicles placed on a client face north and then rotate to placed rotation
  • Auto turret damages are not matching the damage of their ammo
  • Bicycle dismounting causes player movement to lock and lose toolbelt items
  • Small rocks, corn and dead corn were not using local uvs
  • Players always score sneak damage in pvp when crouched
  • Goth clothes are not in loot lists
  • Dupe items with destroying a container and using “E” key at same time its destroyed.
  • Score achievements replaced by gamestage based achievements
  • Fire axes did not play power attack grunt sounds
  • Dogs and vultures are not attacking properly
  • ModArmorMuffledConnectors should be a stealth class mod
  • Achievement Playing Doctor was not working
  • PerkHealingFactor is incompatible with some other forms of healing
  • Despite being turned off blade traps can still be herd spinning (faintly)
  • Wrong (repair) upgrade path and burn value on wood spikes
  • Wedge60 tip corner top was hiding adjacent faces when it shouldn’t
  • Descriptions for modArmorMuffledConnectorsSchematic and modArmorAdvancedMuffledConnectorsSchematic are switched
  • Ping doesn’t show correctly on the server browser
  • Wrong loot group assignment for vehicle parts in zombie loot drops
  • Exiting game after placing campfire cancels trader quest.
  • Vultures fly backwards (made SetState clear reverse if left on and force some upward motion in StartAttackReposition)
  • Dart traps require forged iron to build but forged steel to repair
  • Buildings and signs etc are popping in a short distance from the player
  • Glass placement preview is impossible to see on most none squared shapes
  • Clients can see entities when walls don’t render anymore
  • P2P connection issues, Skipping LiteNetLib connection attempt, no IP given
  • Landclaim “Show bounds”, also shows for inactive lcb’s
  • No Kill / Kill Allies only lead to some buff/features not working.
  • Worlds without any water source in XML fail to load
  • Quest rewards dont reflect changes to XP multiplier.
  • Puny GOD mode does not make you invulnerable
  • Error when changing female character’s hair
  • Airdrop in prefab editor
  • Chat font size to what it was before
  • Zeds get confused when spawned on top of shelves
  • Server browser errors after a dedi having issues
  • Hitting ESC during RWG previewer generation will cause NRE
  • Clear part for sleeper quests now also works on/for old savegames
Known Issues
  • RWG Generation is not in its final state. Work is currently being done to improve roads, towns, terrain, generation speed, and world size. These changes will come in a later A17.x patch once they are ready.
  • In some scenarios double swing may still occur
  • Tool damage localization is different than actual value
  • RWG: Floating POIs (Minimal occurrence now)
  • Trader Jen has a deep voice
  • Trader Rekt is nicer than usual
  • Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not
  • Scrapping items in crafting queue while re-logging may go lost
  • Crafting speed bonus and mod slots do not properly apply to workstations after being closed
  • Clipping into blocks to see through terrain
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Mining helmet light doesn’t show for other players
  • Client molotovs thrown down from an edge not working as good as Host
  • Hatches don’t always open on the first try
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff
  • Resolution does not always save when >1080p options are available
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Crashes on Mac for a possible workaround, please look at https://7daystodie.com/forums/showth…106#post914106
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • White lines may occur on imposter POIs
  • Some Linux users experience problems
  • When using REALLY excessive amounts of resources they may vanish in cement mixer’s crafting queue
  • Chunk corruption errors
  • Showbounds for landclaims shows a box instead of it actual infinite size for y
  • Illness buff may not properly run out
  • Nightvision goggles are not very effective
Naposledy upravil Red Eagle LXIX; 1. bře. 2019 v 11.59
Alpha 17.3 - 2019-05-14
Alpha 17.3 - 2019-05-14[7daystodie.com]
The Fun Pimp původně napsal:
We've just released Alpha 17.3 B18 Stable

For A17.3 we have set focus on bug fixes and RWG.
We have fixed the issue which caused chunks to be reset to their original state, often affecting players' bases.


RWG
For RWG we worked over to remove the POI replication spawns (radio tower cities), reworked the roads so be more vehicle-friendly, improved generation speed, overworked the world layout and adjusted the placement of POIs and cities.
This framework we are backporting to 17.3 is part of a larger Alpha 18 plan to make it awesome.

Added
  • gfx console command (key changes shader keywords, pp changes postprocessing, type gfx for help).
  • God casting to debug mode (shift+Q key moves you to where you are looking or 100m if nothing hit)
  • Giveselfxp should not be modified by XP multiplier (added help command)
  • Explosions wake sleepers even if no damage


Changed
  • Quests now will try to find closer POIs.
  • One repair kit will be sufficient to fully repair one item. Stack size reduced to 25.
  • Sun and moon to rise in east and set in west (sun has southerly track, moon northerly)
  • Stars to track east to west and is slower
  • Zombies don't trigger infection right now
  • Wearable items no longer able to be activated when on toolbelt
  • Increased breath hold duration of Olympic Swimmer
  • Rebalanced stealth noise levels
  • Clarified the description of several stealth perks
  • Explosions on zombies to just damage closest collider like animals
  • Sledgehammer is paying out 25% harvest amount


Fixed
  • Some fences upgrade to full sized blocks
  • Stag and Doe often stand after death
  • Mac rendering very bright and washed out
  • Burnt zombie sound radius is too large
  • World light levels are inconsistent with time of day (fixed moonlight jump at midnight, moonlight angle, redid horizon light angle clamping)
  • Harvest amount is paid out 2x
  • Rocket launcher explosions are no longer doing the damage listed in xml
  • Forges are never really off and waste fuel
  • Easy camera clipping exploit in A17 with e.g. ramps
  • Pistol silencer blocking iron sights
  • Jacket (white one) when worn will render upper torso transparent
  • Removed Christmas items from loot table
  • Small typo in rwgmixer.xml prop instead of prob
  • Smelt in system of forge carries over time to dragged over items
  • 3rd person anim delay when throwing molotov
  • XP pop out value is not updated on second block when upgrading blocks.
  • Mining helmet will not turn on if equipped from the tool belt
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Mats in crafting queue are lost on re-log
  • Holding shift key does decreases speed on ladder and in godmode
  • Night vision goggles no longer working
  • Mining helmet light doesn't show for second players
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff on sp and mp (disabled Use in vehicles)
  • Game crash while in 4x4 inventory makes vehicle unusable
  • Zombies can walk between pillars size 50 and defeat players traps
  • Client Molotov doesn't hurt other client
  • Crafting timer doesn't advance properly when the chunk is unloaded
  • Double swing with melee weapons
  • Reflex sight + ak and 4x zoom break weapon hold and camera when switched when zoomed in
  • Clients see bow hold animation of other clients holding a club
  • Crafting items finish nearly instantly after another the item in the first slot is cancelled
  • Smelt in system of forge carries over time to dragged over items.
  • XP gained shown when level up is reached is limited to amount required to level up.
  • Changing equipment slots was usually not flagged as changed, so other players would only see your changes after you did another action
  • WRN Biome image contains unknown biome color
  • POIs in RWG not checking against biome for spawning
  • Charismatic nature perk doesn't buff other players as described
  • Buff stacking for buffs procced by other players was not working over network
  • Hatches don't always open on the first try
  • RWG replication POI spawns
  • Large stacks of material vanish when used in workstations
  • Dynamite will not explode in player's hand
  • Bloodmoon stinger does not react to Bloodmoon range pref
  • Buy button for Attributes not showing the correct required points if the attribute is boosted by a buff
  • Gyrocopter floats in air if the pilot gets disconnected/logs out (vehicles will fall once their chunk loads)
  • Fixed LiteNetLib randomly disconnecting all players
  • The Arrow Rest Mod and schematic is not in loot table anywhere therefore un-obtainable
  • Cloth and wood are not fully defined as block repair materials
  • Retracting stock mod has no effect
  • Drugs do not display their water cost
  • Wrong description on the spiked knuckles schematic
  • Player can not provoke a dismemberment of zombies arms/legs but traps can (even when all perks are purchased)
  • Cigar bartering buff % is now only showing a zero
  • Pipe bombs are very weak against sleeper zombies
  • Illness indicator buff sticks around for too long
  • AI sometimes jumping for .5m heights by padding the step height
  • The noise reduction of perkFromTheShadows only works at night
  • Explosion damage decreasing per collider, so was mostly zero
  • Silencer doesn't have much of an effect


Known Issues
  • Tool damage localization is different than actual value
  • Trader Jen has a deep voice
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Client molotovs thrown down from an edge not working as good as Host
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Crashes on Mac for a possible workaround, please look at https://7daystodie.com/forums/showthread.php?101758-Found-workaround-for-constant-crashes-on-Mac&p=914106#post914106
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • Some Linux users experience problems
  • Showbounds for landclaims shows a box instead of it actual infinite size for y
  • When kicked while in vehicle interaction window, vehicle may become unresponsive
  • If you are suffering from low FPS,please type "gfx pp enable 0" in console, to get a possible performance gain
  • Memory may not clear properly after leaving the server, please restart the game, if you run into this issue
  • cabin_11 not showing up in RWG
  • Weapons require unzooming before switching slots
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