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Official Alpha ## Release Notes
Added
Changed
Fixed
Known Issues
Official Alpha 18 Release Notes
XP Earning & Balance
We had a lot of feedback from Alpha 17 on how XP was was mostly earned by Zombie Kills, making play styles other than ‘Killers’ invalid as you could only level up by killing zombies. In Alpha 18 we streamlined and balanced the ways players earn XP to support multiple play styles and supporting rolls. These include XP for Killing Zombies, Completing Quests, Harvesting Resources, Mining, Upgrading Blocks, and more.
There are many ways to play the game, but we believe players primarily play as one or more play-style archetypes that we have identified as The Killer/Looter, The Quest/Builder, The Builder/Gatherer, and/or The Miner.
The testing team painstakingly played build after build purposely playing as these archetypes and collecting XP earning data, recording and analyzing the results, and working with the game designers to re-balance. We believe the game now supports all the current play-styles. We plan to collect telemetry data in the future to help us further improve this aspect of the game.
Stamina Balance
TFP also heard a lot of A17 feedback about how starting player stamina was too low, and player stamina drain made actions like harvesting, mining, and running a grind and a chore.
We’ve reduced stone axe stamina costs, so a new player can get started harvesting resources and not be interrupted with low stamina alerts. Many other primary attack stamina costs have been reduced. Power attacks still have a hefty cost, but also a reward. Armor perks and mods now reduce stamina and movement penalties as well. There are perk books in loot that reward stamina for kills.
We changed encumbrance so players start with a larger backpack in new games so the penalty is less when your inventory fills up. We also added deep pocket mods to allow you to carry more without being encumbered, which doesn’t require you to perk into pack mule.
Optimizations
We had a lot of feedback from Alpha 17 on how performance was lower than Alpha 16. We have made many changes to improve performance including:
With our changes the game runs a lot better for most users. However we do recommend learning how to use the game’s video options to lower detail, resolution, reflections and other options to get the best performance for your hardware. Keep in mind 7 Days is a fully dynamic game where you can add to, change or destroy everything in a huge open world, so it cannot be compared to games using smaller static level worlds with pre-baked lighting and visibility. This means that just because your hardware can run the latest Call of Duty at 4k, doesn’t mean you can run 7 Days at 4k with the same hardware.
Zombie Balance
We heard many comments about zombie amounts in POIs and biomes in Alpha 17, and we also heard about the lack of smaller POIs that were simple to explore with few or no zombies.
To resolve this we grouped POIs into questing Tiers and set their spawns to reasonable max counts/numbers for those Tiers and balanced enemy counts in every POI quest-able or not.
We also lowered biome spawning some so players could have a little more breathing room when just exploring the world.
On top of this, we created nearly 30 new, smaller POIs we call remnants much like the abandoned house in a variety of themes. These remnants are smaller, less populated and have a chance for 0-2 zombies giving players many less threatening explore-able spaces especially when they are starting a new game or when limited on how much daylight is left.
In future builds we plan to add more of these for every zone type.
Attribute Balance
We heard many comments in A17 about how we forced players to choose Strength and Intellect attributes as they had many must have perks under them. Making the playing of different player skill builds nearly impossible. To resolve this we made a number of changes.
First and foremost each attribute has been balanced and given melee and ranged weapons they govern so every build has a new unique feeling to it with specialized weapons they use. Secondly we removed level requirements , so a player can specialize very early game now and unlock any perk in the game once they meet the attribute requirements.
We have slowed leveling because a level 40 character is now very powerful if you specialize mostly under one attribute. This doesn’t mean you can’t grab a few perks from every attribute and we encourage people to experiment and make the right build that matches their play style and is the most fun. We have also lowered a lot of requirements for some perks, so you can get three ranks of quite a few perks with a fairly low attribute, making players adequate at say mining with just three ranks. The top rank attributes cost less, too, meaning less points needed to reach rank 10. We’ve also added schematics that unlock nearly every craftable item in the game, so players no longer need intellect to craft most items.
You gain 1 HP/Stamina per player level instead of increasing this value with attributes.
Gameplay Changes
Death Loop Improvements
Many players complained about getting into death loops or cheap deaths in the game at times when they were not taking risks. Here are some of the things we have done to improve this.
Melee hit Detection and Glancing Blows
Some folks gave us feedback about how you would swing and miss zombies too often. Melee was too binary, hit or miss. To remedy this, as well as make melee feel more impactful, we added a swing arc to detect hits along the path of the weapon. If you miss with the crosshairs, you will still hit enemies along the arc of the weapon swing, just for less damage. This allows melee users to do splash damage to crowds while primarily attacking one target. We will be improving on this new system as time goes on.
Melee Impact Audio Polish
To improve upon the existing melee sounds, we have gone through our melee weapons and added new crunchier impacts. We also added sounds for glancing blows and player power attacks sounds which makes melee feel much more immersive.
Animation Polish
We expanded our animation team and they have been kick-ass on polishing and making all first person animations more fluid, snappy and satisfying.
With this also came new item hide/show code which allows thrown or placed items to be hidden and shown on the right frames to make things like grenades, c4 and rocks look great.
Dynamic Music System
TFP has teamed up with Native Darkness Productions to bring a fully dynamic music system to Alpha 18. The system procedurally generates a complete musical arrangement from a set of interchangeable loops. As of now there, are over 750 unique combinations.
Our hope is that this feature will make Alpha 18 that much more immersive. We have set a default cap on the music, which will allow it to play for 30% of a given day, but you are in control of how much music you can hear through the ‘Daily Time Allotted’ property in the audio options menu. (Note that setting this property to 100% will not give you constant music, as that percentage is a daily cap and not a guarantee.)
At the moment, our system is designed to provide music while the player is exploring the world. We do however intend to broaden the system in the next Alpha with not only more content but to include suspense, combat, and trader music. That being said, for the time being, we hope you enjoy this new addition to the 7 Days soundscape.
New Infection, Dysentery, and Stun Changes
New infection system – Infection is easier to contract when you have low health than high health. 1% is barely infected, at 100% infection you die. Stage 1 lasts one (real time) hour and up to 14% and has no side effects. Stage 2 lasts 3 hours (up to 57%) and has -25% stamina recovery. Stage 3 lasts 3 hours and is -35% stamina recovery and -1 to all attributes. Getting hit by zombies can increase infection level. Take antibiotics to slowly cure infection, such as honey, herbal antibiotics or pharmacy grade antibiotics. Antibiotics lessen stamina recovery penalty by half while curing. Make sure to have a larger cure amount than your infection amount or you will get sick again when the cure buff runs out.
Dysentery and food poisoning – Dysentery and food poisoning are non-lethal but easier to contract. All foods except canned now have a chance to contract food poisoning. Food poisoning causes you to throw up and you lose most of the food you have consumed. Recover by eating. Dysentery causes diarrhea which will drain your water causing dehydration. Drink goldenrod tea to recover faster from dysentery. Boiled water still has a chance to contract dysentery so drink teas, coffee or the new mineral water to be exempt from dysentery. The perk slow metabolism has been renamed to Iron Gut which reduces chance for dysentery and food poisoning with each rank.
Stun System – Armor greatly reduces chances for being stunned.
HD Icons
We overhauled the icon Atlas to support power of 2 images and created new HD icons for all blocks and items. They are now much sharper and higher resolution.
New Books and Schematics
We have added 16 book sets to the game the game with 112 total unique books. Reading these books unlocks unique perks and skills and completing a set unlocks a book series perk. Book sets are:
This is by far the biggest weapon update we’re ever had which includes 20 new weapons to play with.
Thrown Items
In multiplayer games, thrown items were moved by the server, which means if your computer was not the server you would see a delay when you threw an item and see lag in its position updates and collisions with the world. In A18 we added a Physics Master system that lets the player’s computer that threw the item spawn and run the item’s physics, so you get the same lag free throwing as a single player game and they will accurately hit other players.
Many thrown items have been resized and had their colliders adjusted, so they are easier to use. Molotovs have a smaller radius and a more forgiving distance check to players, so it is harder to set yourself on fire.
Rocks and snowballs can be thrown much further now which is useful to lure zombies away from your backpack or a POI you want to sneak into.
New Terrain Blending, New Unity Distant Terrain & PBR Terrain Textures
We have integrated a new terrain shader that blends the terrain textures in a much more natural way. With it we can do interesting things like base the texture weight on slope angles (e.g. grass grows on relatively flat terrain only and steeper surfaces have eroded stone etc).
Along with this we have converted our old distant terrain to use Unity’s distant terrain giving us much more fidelity in the distance as you can now see details like erosion and higher resolution mountains and plateaus.
If that wasn’t enough we have overhauled all the terrain textures not only in a higher resolution but also to support the new PBR art pipeline.
New Random World Gen
Random World Generation has been overhauled to use a new custom in-house solution. This new system uses a combination of artist driven graph networks, and improved programmatic algorithms to distribute custom artist created height map stamps for the terrain geometry and unique biomes, along with smart systems that control placement of roads, bridges, towns, and designer built POIs. With each new seed generation, a new and exciting world is created for the player to explore.
The game now includes 3 8k generated worlds.
POI Locations
We’ve re-imagined dozens of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences. We optimized and re balanced all existing quest-able locations and re-balanced all locations in the game.
We have also created many brand-new locations. These locations are all setup to support a variety of quests of 5 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 101 new locations and counting. Some of the new or re-imagined locations include:
Reflections
Reflections are shown using reflection probes. We added a new reflection manager that tracks multiple probes and blends between them to reduce hard transitions. Probes now update based on player movement or changes to the world, instead of all the time, which can give an increase in FPS.
AI, Animals and Zombies
We have made a variety of improvements to the game’s AI including:
Vehicles
Vehicles have had several improvements done to them:
Mining Overhaul
Mining has been overhauled and made much easier to find the ore you need. Now there are brand new 3d surface boulders of each ore type identifying where matching ore can be found below. What you see is what you get. See Lead, mine it and below the boulder will be a new lead textured underground ore that matches the surface boulder. Each boulder has a unique look so they are easy to identify at a distance what type of ore it is. These boulders are uncommon so there are still many deposits close to the surface that can only be found by digging.
Server administration (config changes, console commands, etc)
Modding Support
Fixed
Known Issues
Official Alpha ## Release Notes
Added
- Settings for Blood Moon Frequency of 2, 4, 5, 6, 8, 9, 10, 20 days
- Settings for AI Block Damage and Loot Abundance of 33 and 67 percent
- Settings for Blood Moon Count of 6 and 10 enemies
- Customized club swing whoosh sounds
- A chance screamer will not spawn
- Video Texture Filter setting
- UnloadUnusedAssets after we unload texture arrays
- Lowest graphics preset and increased 6 of Low’s settings
- Tree Quality Lowest and increased quality for Low and Medium
- Steel tools parts to traders
Changed- Melee swing audio source to one which isn’t 150 meters.
- Mining iron ore yields iron
- Increased blood bag stack size
- Eating glass is more efficient, generating a death penalty of 25%.
- Mechanical parts and springs are not craftable
- PerkBoomstick increases rate of fire up to 50%
- Removed glass helper from loot
- Removed empty chance from cntSodaFountain
- Collapsed workstations drop their schematic 20% of the time
- Combat shoveling reduced
- Corrected and improved electrical devices journal entries
- Updated quest ammo rewards with new ammo types
- Nerfed trader medical loot rewards, and removed plaster casts as a reward item
- Improved heat debug UI to update in realtime and show event count
- Removed invisible random penalties from silencer mod
- Land mine recipes are cheaper and rebalanced.
- TorchHeatMap blocks to be seconds for HeatMapFrequency
- Cooking ingredient bonus for perkMasterChef
- Increase the benefits of The Art of Mining Vol 3
- T5 clear and fetch/clear quests will have QL 6 items as a reward
- PerkGreaseMonkey reduces cost of crafting vehicle parts, perkAdvancedEngineering reduces cost of crafting forge recipes, steel and electrical devices
- Removed the blood draw kit is no longer used
- Introduced stack limits to coolers, and end tables that players could craft and sell for a large profit
FixedOfficial Alpha 18.1(b8) Release Notes
Fixed
Added
Changed
Fixed
Official Alpha ## Release Notes
Added
- Full localization support for English, Spanish, Spanish Latin American, French, German, Italian, Polish, Russian, Brazilian Portuguese, Turkish, Simple Chinese, Traditional Chinese, Japanese and Korean.
- Console command wsmats has been added to allow players to modify the current amount of smelted materials in workstations for debugging
- Bookcase is now available as a paintable texture
- Terrain at Lowest or Low quality reduces shader layer blending to 2 or 3
- FOV display option is reenabled and has a default button
- Backpack friction and bounce settings
- Backpack logging was added for better tracking
- We added font support for all current localizations
- Flying mode can now move faster (sprint) in all directions
- Trader Jen now has her own unique voice
Changed- It takes more casino tokens to smelt/craft bullet casings
- All electrical devices (blocks) have a minimum consumption of 1W
- Better stat display on bandages were
- Reduced grass fade out distance so fade is visible
- A sewing kit is now required for first aid kits
- Renamed Tree Quality option to Object Quality
- Renamed Grass Distance option values to Low, Medium, High and added Lowest
- Adjusted grass distance fade to match grass distance option
- The grass shader was optimized
- Enabled FOV console command again
- Adjusted video quality options UI layout to reflect recent changes
- modArmorBandolier can be now also be installed in leg armor
- Improved claw foot tub colliders
FixedOfficial Alpha ## Release Notes
Added
- Dyes on junk turrets now display the color when placed on the ground
- Debugshot command now also reports perks, books, and schematics for forum reporting and testing (creates .csv file in screenshot folder)
- Toggling of local player ignored by AI using left shift+keypad* key
- Spectator Mode for admins. Use “sm” command in console
- Rotate back is assigned to tapping “Reload”
Changed- Changing time with commands or time slider now recalculates the blood moon day
- Rebind “Accelerate” and “Reverse” to trigger buttons
- Bind horn to D-Pad Right
- Localization now includes community feedback
Fixed- Drunken Disorderly now also works with moonshine
- Microwave collision box was corrected
- Bottom face of Control Panel Base 07 is no longer see through
- Hat mods no longer have hair poking through the helmet
- Handy Man steam achievement now works with new multishape frame block.
- Claim blocks now properly protect against explosives again
- Better Barter no longer allows better prices at vending machines
- Intimidation with a 44 Magnum no longer works on vending machines
- Waypoints not on the screen no longer activate when moving the mouse over the screen
- Cheating XP by spamming the action key with books on the toolbelt is now prevented
- Loose board traps successfully destroy now when damaged
- Player clothing is properly removed with drop on death
- Ramp shapes no longer delete faces to allow exploits
- BurntWoodBlock4 no longer disappears when a block is placed under it
- Dirt and topsoil now use the same mats for the same craft time
- The wooden chair uses its proper texture again
- Loose board blocks now show a block when falling
- Tar paper (ID 148) can now be picked from the paint menu
- Only single players can interact with spotlights and turrets
- Forges no longer slow down the game
- No more crashes caused by the electric fence
- Warning spam by electric fence wiring is also fixed now
- Junk turret hits and kills do not trigger perk bonuses while holding related weapon anymore
- Junk Turret also respects party members that are not allies
- Offsets on some multiblocks were corrected
- “Invisible” from Debug Menu and Invisible hotkey now properly do what is expected
Fixes for LocalizationOfficial Alpha 19 Release Notes
Linear Color Space Lighting
Alpha 19 has ♥♥♥♥♥♥ a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself.
The video option to adjust gamma has been changed to brightness, so it works with the new lighting. It also has a more balanced range of darker to lighter adjustment.
Lights now use a priority system, so close lights are updated rapidly to reduce visible jumps in their intensity and range.
Interactive Loading Screen
We added a brand new interactive loading screen with over 20 tool-tips on how to play the game from basic to advanced. The user can cycle back and forth through them and learn how to play the game better while it’s loading. It also looks better with new HD screenshot backgrounds.
Improved Game-pad Support
We have combed through all game-pad functions making sure everything is up to date and working and we also improved defaults like for driving. Additionally we added a new reverse directions for block rotation placement.
New Survival System & Critical Injuries
We gutted the old ISS or interactive survival system that blackened and clamped your health and stamina bars from filling because it was confusing to players. We replaced it with an all new critical system.
All critical injuries that blacken or clamp your max health or stamina will be caused by a new critical buff on the left of the screen. These new critical buffs are clickable, taking the player directly to the player status effect screen where you can read about the problem and its cure.
When you are at full health a zombie can never cause a critical on the first hit so we don’t want to hear about unfair crits! =) Once you take a few hits, or get reckless in close combat the chances increases. Being at low health also increases the chance of receiving a critical. Armor reduces this chance by a flat amount, creating a buffer that enemies must overcome before they can hit you with criticals.
Some criticals are incremental. A sprained arm makes you vulnerable to getting a broken arm.
Some injuries don’t take kindly to being ignored. Sprinting or jumping with a broken leg will not work in your favor. If an injury is affected by an action like that then the buff icon will blink briefly and you will know that something happened.
New and reworked critical injuries include:
- Abrasions – The most common injury that you get in fights. They cause no additional problems.
- Sprained or Broken Arm – Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it.
- Sprained or Broken Leg – Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it.
- Deep Lacerations – Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit.
- Concussion – Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers.
- Infections – Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless until it reaches 5%. At that point it starts getting worse and you need medication to cure it. While you have an infection any hit you take will make it worse.
Food and Water BarsWe’ve added food and water UI bars under the players belt inventory. The blue bar is for your water level and green for is for your food level. You will see them go up and down based on your current hunger and thirst levels.
HD Characters
We have overhauled and re-imagined many of the characters in HD. They may look better but they have less draw calls and are slightly better in performance. New HD zombies include:
- Zombie Arlene
- Zombie Darlene
- Zombie Marlene
- Zombie Boe
- Zombie Joe
- Zombie Moe
- Zombie Yo
- Zombie Steve
- Big Mama Zombie
- Crawler Zombie
- Trader Jen
- Trader Joel
- Player arms – male and female
Dynamic Music SystemTFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features.
The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player.
From this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader.
Exploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. As of Alpha 19 there, are 31,558 unique combinations of music.
Music volume, daily allotted probability and On/Off toggles are available in the audio menu.
We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape.
Loot Progression/Balance
Loot distribution has been smoothed out so that you do not find end game loot too soon and have no more upgrades to look forward to.
Loot has been balanced to provide a smooth progression from primitive, iron and steel items. This change provides a steady progression for the player and gives some incentive to craft, while slowing the economy a bit early game.
The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality.
There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals.
- Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.
- Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.
- Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.
- Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle.
Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest.We will be continuing to fine tune loot progression in patches. In the future we plan on unifying loot progression, quest loot reward progression and trader for sale item progression more unified. We are planning on having biomes and/or POI with both harder enemies and better loot.
Enemy Progression/Balance
Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value and player parties accumulate roughly 2/3 of the combined game-stage that they used to. This makes the enemy difficulty grow slower you won’t see high end enemies on the 2nd blood moon.
On Screen Sprite System
We added a brand new Nav Objects On-Screen Sprite System to help players more easily locate important items in the world such as fetch quest containers, player backpacks, spears and more. We are using this system on many of the harder to find important items and events in the game.
The new Nav Objects On-Screen Sprite System, which govern the On Screen Icons, Compass Icons and Map Icons. These functions are easily configured in the XML and allow adding custom Nav Objects for Entities, Quest Objectives and Items for those who enjoy modding the game.
Some of the items that are using the new Nav Objects On-Screen Sprite System include:
- Quest Rally Markers
- Quest Fetch Objects
- Dropped Player Backpacks
- Player Bedrolls
- Player owned vehicles
- Traders
- Thrown spears
- Air Drops
Quest ImprovementsWe have improved many of the quest types and even added new quests here are some of the improvements
- Quest Sprites – We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find.
- Dig Quests – The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure.
- Opening Routes – We have added new trader to trader quests that guide the player to the next closest trader after completing 10 quests. This continues until the player has delivered a package to all 5 traders.
World and Location updatesWe added a ton of new locations to the game including remnants. These give the player easier low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge.
We have updated Navezgane significantly increasing the playable space into the radiated zone with new roads that lead to new developments adding many new POIS or locations that were never in Navezgane before or updating cities. Locations include:
- New Desert business development
- New Snow modern development
- New Forest old housing development
- New Desert modern housing development
- New Desert old housing development
- Desert City of Departure has been updated
- Snowy city of Perishton has been updated
- Wasteland City of Gravestowne has been updated
- Some Trader locations in Navezgane have been moved to improve distances between traders
We have improved Random Gen in A19 to use every POI possible in the game so players will see the breadth of content like never before along with a lot of tagging updates and improvements. In fact an A19 Random Worlds can have over 500 unique POIS!We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include:
- 2 Grocery Stores
- 2 Gun Stores
- 2 Pharmacies
- 2 Hardware Stores
- 2 Clothing Stores
- 2 Electronics Stores
- 7 Ranger Stations
- Carlot_01
- New High School
- sawmill_01
- house_modern_12
- house_modern_13
- house_old_gambrel_04
- 12 Remnants
- departure_city_blk_plaza
- park_basketball
- park_plaza_01
- park_plaza_02
- red_mesa
- celltower_01
Changed- Light intensity correction to all POIs to work better with the new linear lighting
- Wasteland biome now spawns smaller but improved deco remnants
- Removed un-needed random gen POIS
- Improved naming conventions of some biome spawned poi remnants and deco piles. all will have the term deco first in their file names now
- Renamed bank to store_bank_01
- Removed un-used old tree piles
- Deprecated old cover pile pois that were not being used anymore
- Moved special totoz east of football stadium
- Moved pawnshop from departure to rural pine forest where old small bookstore was
- Removed all non forest and burnt forest player spawn locations to work with the new trader to trader quest progression in Navezgane. Will be adding more back to get variety
- Adjusted pine forest biome to take over a small amount of the winter biome in Navezgane
- Moved gas station 6 to outskirts of Perishton to make room for new plaza across from courthouse
- Fixed over-sized trees in Persihton and improved city block performance
- Deprecated old burnt pine cluster POIS as the are not needed
- Removed alleys from Gravestowne blk improved Gravestownes overall look
- Optimized Diersville city blk a little
- Size and position of remnant mill so it fits to the alley in Perishton
- Replaced many duplicate survivor sites with POIS never in Navezgane
- Trader Hugh and Trader Joel can now spawn in any biome in RWG
- Single bed & mattresses POI replacement
- Optimized store_autoparts_01 from 487K verts/513K tris to 317K verts 315K tris
Fixed- Cabinets in Fastfood_04 are not lootable
- Cemetery 02 torches that were not on
- Wrong bookcases in bank POI
- Boat docks 02 collapses
- Boats Docks 3 collapses
- Si issue bar_stripclub_01
- Fake cabinets in Berserker Bill’s
- Loot cover in abandoned_house_05 has an SI issue
- Trailer_01 prefab si issue when wrenching the car
- Missing support pillar in gas station 05
- Incorrectly rotated drinking fountain in factory 01
- Survivor_site_05 has cobblestone clipping through tent
- Garage roof at house_old_pyramid_01 has si issue when stepped on
- Lights in front of the Bear Den are too bright
- CeilingLight04 spotlight was sideways and adjusted defaults
Environment ArtThe Art Team has grown much bigger and they have made some major improvements including:
Nearly 150 new commercial assets including:
We added several new tools and weapons:
Tech level 3 – we’ve added a whole new line of weapons to give you the firepower you will need to face future special infected, bandits and more!
- Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.
- Automatic shotgun – This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you.
- Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.
- Impact Driver – This tech level 3 tool is the fastest way to harvest mechanical items. Strip down cars and mechanical items down in seconds!
Tech level 2- Ratchet – This new tech level 2 harvesting tool is faster than a wrench and degrades slower.
- Tactical Assault Rifle – This new tier 2 assault rifle is a step above the 762 in range, accuracy and fire rate.
Tech level 1- Robotic Sledge – This robotic weapon is a stationary turret with a large sledgehammer shaped pulverizing arm that punches enemies and can knock them down easier at higher quality levels. It is governed by robotics
- Blunderbuss – Not a new weapon, but with the loot re-balance this weapon might save your skin early game and is craft-able from basic components.
New CandyAll existing tools and weapons have either been remade from scratch or had an art update to pbr textures for the new linear lighting.
We have added candy to the vending machines, they allow players to have a short term modification to game-play and provide a few calories:
- Atom Junkie – Atom sized candy and atomic sized power! Increase explosive damage 50%.
- Covert Cats – Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage.
- Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot.
- Hackers – These tasty treats give you 20% more harvest when salvaging.
- Health Bar – Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster.
- Jail Breakers – Be the daddy to that stubborn lock. 100% success chance to pick a lock.
- Nerd Tats – Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits.
- Oh ♥♥♥♥♥ Drops – Be prepared for those Oh ♥♥♥♥♥ moments! Fall damage immunity.
- Rock Busters – Jawbreakers got nuthin’ on us! Gain 20% more resources mining ores.
- Skull Crushers – Rock hard candy that gives you a rock hard punch. Increases melee damage 50%.
- Sugar Butts – If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Get a 10% better deal buying and selling.
New Perk BooksWe’ve added three new book sets, Bar Brawler, Spear Hunter and Tech Junkie!
Bar Brawler
- Basic moves – Adds 10% damage.
- Drop a bomb – Sprinting power attacks can knock down your opponent.
- Killer Instinct – Gain 5% damage with each kill up to 15%.
- Finishing Moves -Do extra damage to knocked down opponents.
- Adrenaline Healing – Recover extra health with each punch.
- Rage mode – Attack and move faster after getting hit.
- Boozed up – Drinking beer no longer blurs your vision and your buzz lasts twice as long.
- The 7th Curse – The 7th unarmed strike in a short time deals 300% damage.
Spear Hunter- Damage – deal 10% more damage.
- Maintenance – Spears degrade 20% slower.
- Steel Spears – Craft steel spears.
- Strong Arm – Spears travel faster and further.
- Rapid Strike – Thrust spears 10% faster.
- Punctured Lung – slows your target.
- Deadly Combo – Hits scored in quick succession do 10% more damage up to 30%.
- Kill Move – Power attacks to downed opponents do 50% more damage.
Tech Junkie- Robotic Damage – Robotics do 10% more damage.
- Maintenance – Robotic weapons degrade 20% slower.
- AP Ammo – Craft AP ammo for robotic weapons.
- Robotic Turret Shells – Craft shotgun ammo for robotics.
- Stun Repulsor – Craft this mod that sends enemies flying on charged hits.
- Charged Strike – Increases chance to get an instant charged strike.
- Hydraulics – Increase the fire rate of robotic weapons.
- Bulk Crafting – Craft all robotic ammo in bulk.
Perk BalanceWe have restructured existing perks and removed others so auxiliary perks don’t always have 5 ranks, as well as reduced some attribute requirements for auxiliary perks. This was changed to give less desirable perks more bang for the buck.
Perception Perks
- Lockpicking, The Infiltrator, Animal Tracker now only have 3 ranks.
- The Penetrator has 4 ranks instead of 5.
- The treasure hunting ability of lucky looter that reduced dig radius has now been removed from Lucky looter and is its own 3 rank perk that reduces the new treasure hunting radius ring.
Strength Perks- Sexual Tyrannosaurus has 4 ranks instead of 5.
- Heavy armor was moved from Fortitude to Strength and now only has 4 ranks.
Fortitude Perks- Well Insulated, Living off the Land, and Rule #1 Cardio now only have 3 ranks.
- Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank.
Agility Perks- Run and Gun, Flurry of Blows now only have 3 ranks.
- Light Armor and Parkour now only have 4 ranks.
Intellect Perks- The Daring Adventurer, Charismatic nature and Physician now have 4 ranks. Yeah Science is removed and its perks are merged with various other perks.
AI ImprovementsEnemy Break-through System
- We have added a new Enemy Break-through System that gives enemies random animation probabilities when enter the scene after breaking through a door, 2-meter opening or monster closet. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
- Ragdoll Entrance – The enemy will ragdoll through the opening and then get up
- Stubble Entrance – The enemy will stubble through the opening before pursuing the player
- Lunge/Boost Entrance – The enemy will lunge and boost through the opening towards the player
Enemy Falldown System- We have added a new Enemy Falldown System that gives enemies random animation probabilities when enter the scene when falling from heights of 2 or more meters. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
- Falldown Ragdoll Entrance – The enemy will ragdoll after landing and then get up
- Stubble Entrance – The enemy will stubble after landing before pursuing the player
- Lunge/Boost Entrance – The enemy will lunge and boost after landing towards the player
Enemy Pain Stun Lock- AI Pain resistance has been improved. It still builds up over time, but has been adjusted to be harder to stun lock enemies. We fixed pain reactions not always triggering. Pain now uses a new hit blending system, so different strengths and durations of pain are shown and can happen while AI is attacking.
Head Tracking- We have added head tracking to zombies, NPCs and animals. They will now turn their heads to look at their target.
Enemy and Animal Swimming- Zombies and animals are able to swim in water and at a faster speed than they moved before, so be careful in the water. Zombies and the bear now have swim animations. AI pathing still generally follows the bottom of a body of water, but when they near their destination, they can swim upwards.
Added- AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
- AI partial path picking may choose lower paths if lower AI intelligence and less dumb AI will pick higher paths over time
- Bear pain resistance, moved pain to an anim layer, so can still move and doubled health
- Pain resistance on all animals and anim layer on boar, deer, mountain lion and wolf
- Zombie Hit layer
- Create Bear Swimming animations
- Swim state to deer and wolf
- Trader head tracking
- Zombie random move speeds based on difficulty
- Blood moon spawner will instead spawn a radiated vulture 50% of time if target is in a vehicle
- Blood moon zombies will 50/50 teleport closer or die if target player is far away
- Blood moon zombies have an increased loot drop rate after every x have spawned
- Blood moon vultures always see and chase at any distance
- Blood moon vultures chase vehicles at 250% speed
- Vultures can now attack blocks when chasing their prey
- Sleeper pose material and low res texture
- Zombie rage chance scales based on hit damage
- Zombie rage duration does not count down while stunned
- Ai rage console command
- Crawler’s climb will exit anim early at destination, moves same as anim motion, disables tilt to ground and reduced snap speed
- Zombie normal/fat attacks are faster right handed and slower with left
- Zombie hits are triggered by anim Hit events
- Zombie random attack anim blending and additional anims
- Zombie mirrored wall attack anims
- Fat zombie attack anims
Changed- AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
- Reduced AI rage chance base damage to 40
- Zombies have more pain resistance and will attack even if playing pain animations more frequently
- Lowered non bashing pain threshold to 6 damage
- Removed bashing attacks randomly not causing pain
- Reduced blood moon zombie corpse despawn time to ?
- Increased radiated vulture damage to 150% entities and 400% blocks
- Improved vulture attack reposition duration
- Increased vulture attack anim speed
- Greatly reduced zombie alert times when hurt or after chasing a seen target
- Increased health of dire wolf and mountain lion dramatically, zombie dogs and wolves marginally
- Increased boss Grace’s health
- Aggressive animals in the forests only spawn at night
- Direwolf now shares assets with regular wolf and uses new scale code instead of a scaled prefab
- Removed all old direwolf assets
- Removed start of crawler climb up anim
Fixed- Zombie attacks are triggered too early by charging towards and then back peddling quickly
- Hostile animals attack while electrocuted
- Spider zombies can still jump while being shocked (and mountain lions)
- Zombie crawler shock effect displays as if walking
- Rabbits are digging when idle
- Wrong name for IsAnimalEntity property making AnimalCount stat always zero
- GetMoveToLocation raycast not using origin and giving wrong height
- PhysicsSetMaxHeight was adjusting the first animal large collider
- Animal larger colliders would shift to wrong offset depending on facing direction
- AI rage chance above the base damage
- AI digging when blocked and above but only a short horizontal distance
- AI sliding down steep slopes that player can use
- Movement slowing when attacked was not removed with pain resistance
- Jumping after a fall due to blocked time accumulating during fall
- Vultures could wander instead of attacking
- Vulture attack origin too high, gliding while attacking and excessive repositioning if blocked
- Animal attack anims skipped when rapid attacks
- Wandering horde zombies seen sliding and not walking on dedi and P2P
- Zombie controller decreasing AttackAnimation, UseAnimation and SpecialAttack2 playing times when base already does
Random Gen ImprovementsRandom world generation has undergone a few changes to help improve generation.
- Biome generation – We have made biomes random in placement and size to allow for less predictable layouts.
- Trader World Placement – Trader world placement was separated from regular wilderness POI placement so it could be made more predictable.
- Player Spawns – Initial player spawns were changed to make starting out easier for new players.
- POI Distribution – We have improved Random Gen in to use every POI possible in the game so players will see the breadth of content like never before. Random Worlds can now have over 500 unique POIs that can spawn!
- Pregen Maps – We re-created 3 brand new alpha 19 pregenerated maps to play
Animation Improvements- Added rigs and content created for support on new weapons and tools including: Impact Driver, Auto Shotgun, Desert Eagle, Sharpshooter Rifle, Double Barrel Shotgun (reworked model), Junk Drone, Junk Sledge, and Ratchet.
- Added fall/land animations to support new fall-down system. Also added additional stumble animations when breaking through obstacles.
- Added zombie swim animations to support new swimming system for zombies.
- Updated 3rd person locomotion lower body update and upper-body update that supports up/down aiming and firing for new and existing melee weapons.
- Updated various zombie characters and player arms with new models.
Dynamic ResolutionA dynamic resolution system has been added that allows the game to draw 3d graphics at a lower resolution than the main game window is running at. This can increase FPS while allowing the UI to run at full resolution.
Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings:
- Dynamic Resolution Mode
- Off – Disables
- Auto – Enables it and will change resolution based on your FPS. This uses some video memory.
- Scale – Enables it at a fixed resolution. Useful if you are trying to hit a specific FPS value like 60 and prefer a constant resolution. This uses less video memory than Auto.
- Dynamic Resolution Min FPS – When Mode is Auto and running below this FPS value it will decrease the 3d resolution.
- Dynamic Resolution Scale – The percentage to scale down 3d rendering when mode is Scale.
Lowering your screen resolution will only increase FPS if your video card (GPU) is the bottleneck. If your CPU is the bottleneck, a lower resolution will not increase FPS.Vehicles
We have done a number of improvements to vehicles listed below.
Added
- Vehicle collisions with entities uses their mass ratio and hit angle for damage, velocity reduction and ragdoll threshold/chance
- Vehicle collisions with entities during blood moon slows vehicle and is harder to ragdoll
- Vehicle damage by entities during blood moon slows and pushes vehicle
- Vehicle cosmetic slot that accepts dye (this is not functional and will be used for some type of modding in the future)
- Players exiting vehicles retain most velocity
- Vehicles keep full velocity when driver exits and no wheel on ground
- Vehicle driving increases food consumption
Changedconfig changes, console commands, etc
- Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”
- Added optional “display names” to admin / ban / whitelist commands to make it easier to remember who the entries in the XML belong to
- Added command “camera” to allow locking the camera in place or saving/loading exact camera positions, e.g. for screenshots
- Added the ability to search for commands with “help * <searchstring>”
- Added the command “getlogpath” to easily find location of the current log file
- Available buff names are now listed when using the “buff”/”debuff” commands without arguments
- Fixed the “buff” console command recognising all valid buffs
- Changed the “debugshot” command to also save the list of currently bought perks as CSV next to the screenshot
- Changed the “chunkreset” command to work when run by clients too
- Changed the “chunkreset” command to take block coordinates instead of chunk coordinates
- Fixed games hosted as “Friends only” could be joined by random people through the Steam profile page if you had not set your profile to private
- Changed the “Terminal Window” window name to include the server name and port
- Fixed the game logging errors when the executable was called with non-GamePref command line arguments
- Client side cached map view no longer persist between different servers with the same world a player connects to
- Added a note about port ranges for servers to show up on the LAN tab of the server browser to the serverconfig.xml template
In-Game Commands- Networkclient and networkserver console commands each with latencysim and packetlosssim commands to enable latency and packet loss simulation
- Screenshots are saved as tga when pressing left shift + F9
- Gfx graph #, cvar, pe and stat console commands
- Gfx graph fps and gfx graph dr console commands (type gfx for help, example “gfx graph fps 200”)
- Chunkreset console command f parameter
- Teleport to POI window, triggered by console command “tppoi”
Modding Support- (In game) Localization from mods now pushes to clients
- Added: Support loading prefabs from mods
- Added: EntityClasses can be hidden from spawn menu with the property “HideInSpawnMenu”
- Added: Target health bar visibility can be configured from XML
- Added: Support XUi binding of CVars with specified formatting
- Added: XML driven on-screen icon system
- Added: Worldglobal config file
- Changed: World file processing is no longer based on file timestamps but rather actual content changes
- Fixed: XPath insertAfter patches inserted elements in reverse order
- Fixed: Multidim blocks were only interactible on one end
Level Editor Improvements- Added: editor only command “sleeperreset” to reset sleeper volumes for quicker testing without reloading level
- Added: Disable biome spawns in playtest mode
- Added: Screamers will not spawn in playtest mode
- Changed: Light editor max range to 40 and step to .5
- Changed: Light editor to remove tile data when saving with defaults
- Changed: Increased light editor min/max spot angle
- Changed: Updated default spectrums for POI editor
- Changed: integrate standard localization handling for Light Editor properties
- Fixed: Light editor Esc key cancelled, but left the visible changes
- Fixed: Light editor changed tile entity color when only save should
- Fixed: Light editor not removing all changes on cancel
- Fixed: Reduced fog in POI editor
- Fixed: Can not create a world using World Editor and receives an NRE
- Fixed: DirectoryNotFoundException from Prefab Editor from non-existing maps
UI Improvements- Map popup for creating waypoints can now be dismissed by clicking on the map
- Added UI scaling option
- Added a refresh button to the server browser
- Added support to paste “IP:port” combinations into the IP field in direct connect window and automatically extract the port to the port field
- Added a warning on the New Game window when the selected world was created with a different major version of the game, mostly as the world’s prefab list could contain outdated entries
- Fixed: Scoreboard admin star can no longer get covered by player names
- Fixed: The last letter of some tooltips was below the tip box
- Fixed: Hovering over a blank slot in a container showed item tooltips from items in another container
- Fixed: Hovertext on lootable/harvestable items was displaying two messages
- Fixed: XUi tool tip backgrounds ghost on main game screen
- Fixed: Fog of war covered parts of the map were actually transparent
- Fixed: Quite a bunch of missing localizations
Audio Improvements- All new weapons have supported audio
- Lockpick sounds
- New Trader Jen VO
Other Visual Improvements- Cloud moon glow and darkening at lower heights
- Atmosphere ground plane below horizon
- Sky color alpha scales outside ambient sky color
- Clouds are darker at lower heights at night
- Specific moon phases every 7 days
- Separate moon size, color and phase when blood moon
- Background cloud layer
- Moon phase and color effect moon glow
- Sun punch through of fog
- Color spectrums blend between colors
- Worldglobal ambient night values
- Interior ambient light scaling
- Antialiasing Low, High and Ultra options
- Sun shafts on moon
- Underwater fog
Analytics and TelemetryWe have partnered with Super Nimbus and GameSparks to capture game analytics from Alpha 19 to Gold. We plan on capturing many things to help balance the game and improve the overall experience only generic game-play data all of which is already been covered in our EULA. For Alpha 19 we are capturing the most important data for balance and progression.
Some things we are capturing include:
- Game simulation settings
- How XP is earned
- How players die
- How players kill enemies
- The speed of player leveling
- Loot Progression at key points
We are not capturing and storing any personnel information from users such asAlpha 19 b1-b180
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