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
En son Red Eagle LXIX tarafından düzenlendi; 16 Ağu 2022 @ 17:49
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155 yorumdan 121 ile 135 arası gösteriliyor
Alpha 17.4 Stable is out! - 2019-05-30
Alpha 17.4 Stable is out! - 2019-05-30[7daystodie.com]
İlk olarak The Fun Pimps tarafından gönderildi:
For A17.4 we have potential performance improvements for you all.

Several video options were fixed or added to allow players to e.g. disable SSR. A memory leak was identified and taken care of!

The GFX command is no longer locked behind admin power and can now be used by any client.

We fixed a problem that caused traders to be opened at night or closed during the day.

If you find issues, please report them here on our official 17.4 Bug reporting thread.

17.4 Bug Reporting Thread[7daystodie.com]
Official Alpha ## Release Notes

Added
  • Bloom and SS Reflections graphics options and reordered
  • Medium shadow distance option (closer than the old low) and reduced low to faster values
  • Ultra graphics preset (similar to old High) and reduced Medium and High settings a little
  • Automove console command

Changed
  • Gfx command default permission, so all clients can use

Fixed
  • Explosion kills don’t yield experience
  • Molotov burning kills only giving xp for first enemy
  • Trader has problems with opening times
  • Launcher not supporting macOS < 10.14
  • SSAO graphics option, so not always on
  • Zombies don't damage clients after they change their appearance on P2P games
  • It is very difficult to harvest pigs
  • Memory leak causing client game crashes

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.
  • 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
A18 Official Release Notes - 2019-10-25
A18 Official Release Notes - 2019-10-25[7daystodie.com]
İlk olarak The Fun Pimps tarafından gönderildi:
Hey Survivors,

Alpha 18 Stable b155 is finally here, and Team TFP is extremely excited for this release. It’s bigger than Alpha 17 and is packed full of new content, bug fixes, optimizations, and game balancing.

To make Alpha 18 a great build we combed through hundreds of community reviews and forum posts to compile a large list of the most common Alpha 17 feedback. You spoke, we listened, and committed a ton of effort and resources to address what the Team and Community felt needed improving.

We think folks will notice this effort and believe Alpha 18 to be by far the most impressive version of the game to date. And if you haven’t played it for a while we suspect you’ll come back.

Official A18 Bug Reporting Forum Thread[7daystodie.com]

Official A18 Balance Feedback Forum Thread[7daystodie.com]

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:

  • Occlusion System – We engineered a proprietary new occlusion system that stops the rendering of chunks, block entities or trees that are onscreen, but not visible to the player. This will often greatly increase your FPS, especially in indoor areas. The new system does add some minor popping artifacts, where occluded objects may take a moment to appear. Occlusion can be disabled in the video options if desired.
  • Incremental Garbage Collection – We updated to Unity 2019.1, taking advantage of their new incremental garbage collection mode, which means the old hitching we all noticed has been greatly if not fully reduced for most users.
  • Collision Mesh Optimizations – We went through a lot of the models that had complex collision meshes and simplified them which reduces physics calculations and improves performance.
  • POI detail reduction – We engineered a proprietary tool in the level editor that shows vertices and triangle counts. With this we we’re able to optimize POIs in the game reducing unneeded and sometimes abusive details by as much as 40% in some locations.
  • Entity Ticking – Players, animals and zombies now update over multiple frames, which reduces the CPU load during any single frame, which reduces frame rate spikes.
  • AI – Has a new character controller that uses a bit less CPU.

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

  • Item changes – All item crafting is now governed by the perk tree its affected by. So rather than intellect controlling the quality of a shotgun you crafted, its governed by the Boomstick perk. Players can craft up to blue quality. Faulty and poor quality items have one mod slot, fair and good quality items have two mod slots, great quality items have three mod slots, and fine quality items have four mod slots. Items scrap to parts like shotgun parts, light armor parts, etc and are crafted from them. Higher quality items require more parts and materials to craft. For example a crude shotgun only requires 3 shotgun parts but a great shotgun requires 15 parts. Primitive items like stone and wood items do not require special parts and are crafted from common ingredients. Items’ quality now influences damage and armor ratings. All weapons and armor have random stats and a brown club can be better than an orange club, so check the stats. Mods still increase damage when installed but not as much since item quality influences damage.
  • Schematics – We’ve added classic item schematics back to the game that permanently teach the player how to craft specific items and sometimes an entire group of items. There are hundreds of schematics to find so if you don’t want to spend perks on intellect you can find schematics to unlock nearly everything in the game. There are even recipe cards for nearly every food item in the game as well. We have removed the perk books and ingredient based schematics from the game.
  • Armor Changes – Armor rating does not change based on perks. Armors offer great protection early game, even cloth and scrap armor is worth using. Cloth armor does not slow the player or cost any stamina to wear. Armor significantly reduces chance for bleeding and stun. Heavy armor is the best but has the heaviest penalties. Perks and mods can remove nearly all penalties from light armor and most from heavy armor.
  • Encumbrance – We’ve removed a whole row of encumbrance so early game is more forgiving. There are also pocket mods you craft for clothing to reduce encumbrance very early game. It is possible to have zero encumbrance with no pack mule perks now, you just have to get the right gear.

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.

  • The death debuff has been changed from lowering attributes health and stamina to losing XP resulting in less cheap back to back deaths.
  • After a player dies during a blood moon, zombies will no longer know where you are and normal stealth rules apply. If you re-engage an enemy, blood moon behaviors recommence.
  • We lowered the default difficulty from Nomad to Adventurer since A18 is a little harder with the new zombie rage speed boosting behavior.
  • We changed AI noise detection to play sense sounds and lowered hostile animals’ noise and sight detection ranges. Some animals now have a chance to flee when damaged in combat.
  • Bleeding does less damage per second and armor reduces the chance to bleed dramatically.

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:

  • The Fireman’s Almanac – gain perks based around fire fighting, heat resistance, harvest more coal from burnt embers and more.
  • The Great Heist – Gain perks that help you become a master thief. Gain new stealth abilities, craft timed charges to open safes quickly and more, damage land claimed areas 20% faster and more.
  • Lucky Looter – Each volume helps you find more specific items in loot.
  • Needle & Thread – Become a tailor and learn to craft clothing, coats, hats and even pocket mods for your clothing to reduce encumbrance without strength perks.
  • The Night Stalker – Become the ultimate assassin and gain stealth and combat bonuses at night.
  • Magnum Enforcer – Maximize the capabilities of the .44 Magnum.
  • Batter Up! – Learn to craft baseball bats and hit zombie heads out of the park!
  • Wasteland Treasures – Learn to to harvest new materials from various objects to become the ultimate junk collector of the apocalypse.
  • The Hunters Journal – Do more damage against different types of animals with each volume.
  • The Art of Mining – Enhance your life as a miner with new craftable equipment and mining tricks to one-shot ore!
  • Rangers Guide to Archery – Become the ultimate archer with this set of books. You can even craft exploding arrows.
  • Pistol Pete – Master the use of 9mm weapons with this set of books.
  • Shotgun Messiah – Become the action hero you always dreamed of with this complimentary set of books
  • Sniper – If exploding heads is your thing, look no further. Craft special ammunition, ghillie suits and more!
  • The automatic weapons handbook – Learn every trick in the book about machine guns.
  • Urban Combat – Become the ultimate commando with Urban combat and look like a sexual tyrannosaurus.
En son Red Eagle LXIX tarafından düzenlendi; 27 Eki 2019 @ 8:37
New Weapons

This is by far the biggest weapon update we’re ever had which includes 20 new weapons to play with.

  • Spears – Spears have great range and can be thrown. From stone, iron and steel, there is a spear for you. Steel spears are loot or schematic craft only. They can be modified and are governed by the new perception perk “Javelin Master”. Primary attack jabs and secondary attack performs a power attack that charges up the spear and releasing throws it. Press E to reclaim your spear.
  • Junk Turret – Junk turrets are governed by the new intellect perk “Turrets Syndrome”. They are a hand held weapon that is fired with primary attack and reloaded like a normal weapon. Secondary attack deploys it in the world and it will target zombies and animals as long as the player is close enough to it. Turrets deactivate when the player is too far away and will stop making noise and the barrel will aim at the floor when they run out of ammo or are out of range.
  • Stun Baton – A new melee weapon governed by the new intellect perk “The Electrocutioner” gives intellect players a shock baton that charges with each attack. Each rank of Electrocutioner reduces the number of swings needed to achieve a charge.
  • Baseball Bat – The baseball bat is a top tier club that is loot or schematic craft only. Clubs and bats are governed by Pummel Pete under Strength.
  • New Sledgehammers – Want to be a sledgehammer guy early game? Craft a stone sledgehammer right away from basic ingredients like stone, wood and plant fibers. Later game you can find steel sledgehammers or craft them with a schematic. Sledgehammers are governed by Skull Crusher under Strength.
  • M60 – The M60 is a top tier machine gun class weapon that is loot or schematic craft only. It is governed by the Machine Gunner perk under Fortitude as well as the Ak47.
  • Knuckle Wraps, Brass Knuckles, Spiked Knuckles – Ever wanted to just punch a zombies head off but the old vanilla fists were just too weak? Well now you can perk into “The Brawler” under Fortitude and use leather knuckle wraps, Brass Knuckles and Spiked knuckles to punch their face into a pulp. “But won’t I get infected being so close to zombies?” you might ask? Fear not because they come with a special built in perk that removes a zombies ability to infect you by punching out their teeth (punch to head instantly neutralizes zombies infection ability).
  • Double Barrel Shotgun – Fires two shots, but you can double tap and basically shoot both at once. Shotguns are governed by the perk Boomstick which is under Strength.
  • New Explosives- Grenades and timed charges have been introduced to alpha 18. There are normal grenades that bounce and contact grenades which explode on contact. Timed Charges deal massive damage to safes and doors and are great for raids. They are governed by Demolitions expert under Perception.
  • New bows – The normal bow people are used to has been turned into a primitive bow so it will probably feel worse to experienced players. We’ve added a new wooden bow which behaves similar to the old bow, and the compound bow is still the top tier bow. We’ve added a new compound crossbow which is a top tier crossbow that is loot or schematic craft only. Both bows and crossbows alike, can use flaming and exploding ammunition. Bows are governed by Agility now.
  • New ammunition – All firearms can use regular ammo, HP ammo which does more damage, and AP ammo which pierces through enemies and low hit point structures like wood and glass. Shotguns have breaching ammo for wrecking safes and doors, bows have exploding arrows. Advanced ammunition requires a schematic to craft. Steel ammunition has been removed from the game, but there are many new ways to acquire brass including smelting dukes.

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:

  • Modern houses
  • Burnt businesses
  • Burnt houses
  • Burnt remnant/abandoned
  • Old west businesses and business strips
  • Old west remnants/abandoned
  • More house remnants/abandoned
  • New lodge
  • Updated auto parts store
  • Trailer park
  • Trailers
  • Army camps
  • Army barracks
  • Fire Station
  • Funeral home
  • Diners
  • Fast food
  • Garages
  • Water towers

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:

  • A coyote and mountain lion were added. The mountain lion uses the new animal leap ability.
  • The demolition zombie was added. Beware his explosive charge!
  • Zombies have a new rage mode. There is a chance when damaging zombies, based on the game difficulty, that they will move faster for a short amount of time. This add more variety to combat.
  • Sense sounds have returned to the game. They are played when hostile AI investigates a noise.
  • Hostile AI no longer investigates player noise at the exact position of the player, but rather picks a spot somewhere on the player’s breadcrumb trail based on how well the AI can hear.
  • Some types of hostile animals may flee when injured.
  • Zombies will now fight bears or wolves that attack them.
  • Zombies can ragdoll when they fall.
  • Sleeper volume triggering was improved.

Vehicles

Vehicles have had several improvements done to them:

  • Steering, tire rotation, bicycle pedaling and the gyro rotor can now been seen moving when looking at other player’s vehicles.
  • Vehicles fall more accurately and riders can take falling damage.
  • Damage when colliding with the world is more accurately calculated and less land claim damage is done.
  • Using the hop action on two wheeled vehicles lifts the front tire more, so it is easier to drive over obstacles.
  • Vehicle UI, locking and passcode interaction was improved.

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)

  • Due to a change in Unity the -logfile argument now seems to require an absolute path passed in, otherwise no log is generated at all
  • Added serverconfig option “ServerMaxAllowedViewDistance”, allowing to limit the view distance clients can use to save memory and performance.
  • Added serverconfig option “ServerMaxWorldTransferSpeedKiBs”, allowing to override the data rate limit which is applied while transferring the world files to new clients.
  • Changed serverconfig option “DropOnDeath” values to now match the “DropOnQuit” values, thus also now allowing “nothing” as a valid setting and shifting all previous values by 1
  • Added serverconfig option “BedrollExpiryTime”, allowing to specify after how many days of owner inactivity a bedroll will no longer prevent zombie spawns / quest respawns
  • Added console command “gfx dt 0/1” to toggle the distant terrain rendering
  • Added console command “gfx pp ssrdist/ssrit/ssrq”
  • Added console commands to “mem” to control garbage collector (type “help mem” for info)
  • Updated console command “killall” ‘alive’ and ‘all’ parameters to work correctly and updated help
  • Added console command “spawnentityat” takes stepXYZ parameters
  • Updated console command “getoptions” now also allows filtering by substring
  • Updated console command “exportcurrentconfigs” now also exports rwgmixer when run from main menu

Modding Support

  • Support for localization from mods – not pushed from servers yet
  • Custom journal entries can be added
  • XUi: Reworked adding/overriding UI sprites. ItemIcons now go to “<mod>/UIAtlases/ItemIconAtlas”. The new system can also be used for the regular UIAtlas that is used with generic XUi sprites (“<mod>/UIAtlases/UIAtlas”) or completely new custom sprite atlases (any other folder name in UIAtlases). Added sprites can be any size (a sensible limit would be 1024×1024 though) and aspect ratio. Created atlases are dumped to disk for inspection when the game is ran with the argument “-exportcustomatlases”
  • Asset bundles from mods are now loaded on game startup instead of when contents of them are first used (e.g. due to spawning an enemy the first time)
  • Allow blocks to have particle effects from custom bundles
  • Mod XML method “removeattribute”
  • Fixed an interaction issue with custom multiblocks
  • XUi: Added support for stash-buttons to “windowBackpack”. Example usage is commented out within that window’s vanilla XML
  • XUi: Allow MaxSpawnedZombies/Animals to be added to the XUi XML for the new/continue game window
  • XUi: Applying a “style” attribute when using a control is now supported
  • XUi: Fixed texture file references not working on macOS

Added

  • New reset_books parameter for ResetProgression action
  • Pathing will cross 1m ladder gaps
  • Log when the Origin changes
  • Player vomit sounds
  • VehicleManager signature error message, load message and counts to save message
  • Mark server admins (permission level 0) in player list
  • TGALoader grayscale image support
  • Advanced Engineering reduces material cost of forge recipes up to 20%
  • AudioSource for Alerts, senses, giveups
  • AI SetNearestEntityAsTarget max hear distance parameter and set on animals to be about 5m farther than max see distance
  • AI SetNearestEntityAsTarget plays sense sound when investigating noise
  • Wandering hordes are disabled in playtest mode
  • 4 second delay after world gen to ensure cleanup is done
  • Vehicle steering and tires sent to remotes and FixedUpdateMotors is run
  • Flag players that died during blood moon as invalid GPS
  • AI Director blood moon 1.5 sec update delay for targeting
  • Entity Physics Master system so clients can run physics
  • Occlusion video option
  • Bandages, First aid bandages, first aid kits and splints now give XP
  • Physician perk now gains 20% more xp per rank for using medical items
  • Gas can schematic recipe to loot and traders
  • Encumbrance journal entry after you get the buff for the first time
  • Grenade sound effects & explosions
  • Machete sounds with custom impact overrides.
  • Vultures will get battle fatigue and stop attacking for a while
  • Battle fatigued vultures will not circle toward far players
  • Air conditioners and new car radiators models drop radiators when destroyed.
  • Powered vault door & vault hatch
  • 3 new craftable player lights. Unlock via schematic or electrician perk
  • Electrical schematics to loot and traders
  • Craftable power doors and bridges. Unlocked via schematic or tier 4 of Advanced Engineering
  • 4 new modular pc models Modular Desktop PC
  • Basketball Hoop
  • Yeah Science offers a 20% crafting speed boost to all items crafted at chemistry stations
  • Advanced Engineering offers a 20% crafting speed boost to all items crafted at table saws
  • Empty cans can be forged
  • New icons for dyes that match the new colors
  • Garment Bag & Modular Closet Rods
  • Advanced engineering ranks 3 through 5 give you 20, 35 and 50% XP for kills electric based turrets make
  • Blacksmith and Tinkerer perks now give you faster crafting time on anvils and workbenches.
  • Master Chef now lets you cook 10% faster per rank
  • #HeldItemRoot for AddPart to be able to attach parts to held items
  • Advanced engineering grants a 20% crafting speed bonus to items crafted at workbenches, table saws and cement mixers
  • HitSound and GrazeSound overrides for melee weapons. Stone sledge as example
  • TrapIncomingDamage passive effect
  • CVars can now be displayed on buff popout and in buff list. See cold/hot temp buffs
  • Coal ore model
  • New 3d lead ore model to surface to easily spot lead ore mines
  • Iron ore surface boulders to distinguish iron ore mines
  • Zombies set short controller and physics heights when start as or turned into crawlers
  • Reflection Manager
  • ModMeleeClubMetalChain with 10% knockdown chance
  • MeleeKnucklesLeather as a T1 brawling weapon
  • Buried Supplies Tier 2 quest
  • Cargo storage pocket mods for clothing that reduce encumbrance by 2 that are unlocked with needle and thread book
  • Animal leap ability
  • Changing the held item during weapon reload cancels reload
  • Syncing of junk turret targets over the network
  • Entity ownership list
  • Demolition zombie
  • Sleeper volume trigger modes (Active, Passive, Attack)
  • Player breadcrumb system
  • AI SetNearestEntityAsTarget investigates player noise using random distance breadcrumb
  • Sleepers go active from moderate noise at .9m outside the volume
  • GenerationInfo.txt for host side only, contains various generation info and original seed
  • World Size ruleset switching
  • 4k biome and terrain to rwgmixer.xml
  • Urban combat book allows crafting of cigars
  • Forge schematic
  • Military stealth boots which have no stamina penalty and muffle movement sounds
  • Item random spin when thrown
  • Cosmetic dye slot to assemble window
  • Mountain lions spawn in the snow biome
  • Military fiber schematic and added to loot and traders
  • Coyote to desert spawns
  • AI RunawayWhenHurt param1 is chance to flee when hurt and a minimum health needed to trigger
  • Wolf type AI will RunawayWhenHurt 40% of time when below 10%40% health
  • New firearms plus ammo to loot groups
  • Occlusion whole chunk culling
  • Properties to control grazing hits
  • EntityPenetrationCount passive effect and hooked up to perk
  • Ability for ranged weapons to penetrate multiple targets
  • Logic to cause blocks to take away 1 penetration point for every 100 max block hp
  • Soft particles are enabled when water particle limiter is above .5
  • Traders now have vehicle parts for sale, and complete vehicles
  • Clean Densities button to level tools 2, setting all densities to default value, either within the current selection or if no selection in the whole prefab
  • Held items spawn with random stats. Crafted items are not random.
  • Clothing spawns with random stats. Crafted items are not random.
  • Duct tape and leather to most tool recipes to keep them from being mass produced for big profits at traders
  • Vehicle parts schematic items and added them to loot
  • Fireman’s almanac modification. Unlocks an axe mod that does 25% more block damage but 25% less entity damage
  • Pure mineral water, unlocked by Wasteland Treasures
  • Double barrel shotgun to loot and traders
  • AI attack motion estimation uses a random range
  • Zombies when damaged have a chance based on difficulty to get a move speed boost for 410 seconds
  • Zombies can ragdoll when falling more than 2m (spiders immune, ferals cap at 70%)
  • New block concretePlateCorner
  • Dismember chance is scaled by damage / max health
  • ConcretePlateBroke04
  • Added breaching slugs
  • Army Truck
  • Craftable storage pocket mods to modify clothing and decrease encumbrance, unlocked with needle and thread book.
  • Sewing kits, loot only, needed to craft non primitive clothing, armor and their mods
  • Blackstrap coffee, a super strong long lasting coffee unlocked by one of The Art of Mining books
  • Diamond blade tip modification that doubles tool durability that can be crafted when reading one of the
  • Lockpicks to loot and traders
  • Schematics for table saw, work bench, chemistry station, and cement mixer
  • Coyote prefab and adjusted xml
  • Mountain Lion
  • Art of Mining Bundles (allows players to craft bundles of ore to save inventory space)
  • Roughed in spear damage and power attack damage
  • Cardboard pallet prefab
  • Gun parts to shotgun messiah boxes
  • Dynamic recipe costs for all firearms and power tools
  • New materials for all new weapon and tool parts
  • All firearms can be scrapped into specific gun parts such as ak47 Parts, pistol parts, etc.
  • Fuel tank mods for motor tools
  • Craftable Ghille suit gated by the sniper book series.
  • Path start position motion estimation
  • AI slows down near end of path and won’t turn when close
  • New note to players inventory from the Duke of Navezgane when they start a new game
  • Block VehicleHitScale for vehicle collisions, removed heavy hit based on mesh tag and setup blocks (road debris and small cactus x999, signs x8, shopping cart x4)
  • Vehicle hopForce forward offset, so front tire lifts more on 2 wheelers and motorcycle does wheeliesPrefab instance name and volume count to sleeper console command
  • Modular Firewood Stacks
  • Janitor Cart
  • Cow Skull
  • Claw Foot Tub
  • Modular Rope & Noose
  • Sleeper Volume Grouping (added volume group ID and save/load, properties UI, selection box orange color, ] key to group with previous, shift ] key clears group id)
  • Toaster
  • Firefighter’s Helmet
  • Ice machine prefab
  • Modular Hoist Set
  • Wood Burning Stove
  • Entity minimum step/height (rabbits and chickens can step .5m)
  • Lockpicking for Locked containers
  • Explosions do crits if >10% of max health
  • Kneel stuns do ragdoll 25% of time and 100% on a crit
  • Left and right floating railings
  • Block IsCheckCollideWithEntity which CheckCollisionWithBlocks uses to only do bounds checks on blocks needing it (x2 performance)
  • Beer crafting to tier 4 of master chef
  • Add a way for buffs to play gender neutral sounds
  • Tier 1 questable oldwest_business_10
  • Optimization: Entity Ticking
  • Oldwest_strip_01 Tier 2 clear/fetch/cache ready for playtesting
  • Logging of time scale when changing with //enter keys
  • Household Coffee Maker
  • Chandelier
  • Commercial Coffee Maker
  • Soda Fountain
  • Spawn menu will spawn along a left to right line, 1m apart, when alt key down
  • Candelabra
  • Washing Machine Model
  • Domed Trash Can
  • Brute style trash can
  • Pool Table
  • Large Pet Cage
  • Hand Truck
  • Reptile Terrarium
  • Minimum zombie dismemberment chance on death of 50% (heads 30%) if killing damage is strong enough
  • New food piles
  • Utility Carts
  • Tilt Truck
  • Classic Dog House
  • Orange sunrise in the pine forest
  • 10% chance to harvest military fiber from barracks chairs
  • Ower attack vocalizations.
  • Sound effect for swarm of flies.
  • Custom recipe read sounds
  • Add xml setting onslopes=”true” to prefabs in biomes.xml
  • Dry fire sound
  • New town site selection function. Still needs some work but is functional asis
  • Trap block material creak warning.
  • Item Break sound
  • Vehicle turbo button toggles it when using a controller
  • 3 new pre-generated 8k random gen maps for those who don’t want to wait generating new custom maps PREGEN01, PREGEN02 and PREGEN03.
  • Remnant_house_10 to the project and rwgmixer
  • 3 new loading screen textures replacing the old ones
  • 13 missing POIS to the rwgmixer.xml file
  • Gfx tex command calls UnloadUnusedAssets
  • Gfx st budget/forceload console commands
  • Gfx tex console command to show texture usage info
  • Gfx dt console command help
  • Anisotropic filtering is disabled if 3 GB or less of VRAM
  • Biome feral night born zombies will be old and die at dawn
  • Zombie super rage
  • Streaming texture budget is set based on VRAM size
  • Gfx af console command
  • Pumpkin seeds that can be planted and grown into pumpkins to enjoy the fall build. Craft pumpkin bread, pumpkin pie and pumpkin cheesecake to feast on. Craft Jack O’ Lanterns to add a spooky night light and celebrate Halloween!
Changed

  • 8k maps can have up to 10 total traders
  • Player activity drains less food/water. Added a base drain.
  • Broken item sounds now play when pressing the button instead of waiting for tooltip
  • All biomes have night time zombie spawns
  • How some items are shifted to check if there is a difference on AMD
  • Decouple bedrolls decaying from landclaim settings
  • Fire_station_01 refactored, tier two 15 guys
  • 4×4 has much larger inventory
  • Glass jars, drinks, windows, etc. scrap to broken glass. Sand or terrain blocks do not scrap but can be smelted in a forge
  • Thinned out harvestable crops in field prefabs
  • Reduced radius of car explosions to 3.5m
  • Vehicle reset does not center steering
  • Odd/even check back to bit check instead of mod
  • Audio lowest and highest pitch default to 1
  • Removed audio pitch down on entities that were not a local player
  • Added pitch tags to the appropriate sound nodes in sounds.xml
  • Updated shaders for Vulkan and removed DX9 support
  • Improved duration display on items that provide buffs
  • Optimized Vector2i by changing x and y to fields
  • Drowning displays the time left in seconds
  • Removed black dusters from the game since you can dye them black now
  • Duke’s Casino Token can be scrapped for brass
  • Reduced gas craft component time since gas is more granular now
  • VoxelMesh MeshCollider cooking options to none for less CPU use
  • Even Odd calculation to use modulus instead of bitshift
  • Thinned biome spawning of zombies in all biomes & increased zombies at night in the wasteland
  • Wolves have a higher chance to flee in combat
  • UI World Generation now clears data BEFORE starting to load game
  • Brand 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 is25% stamina recovery. Stage 3 lasts 3 hours and is 35% stamina recovery and 1 to all attributes. You die if it reaches 100%. Getting may hit increases infection. Take antibiotics to cure infection, such as honey, herbal antibiotics or pharmacy grade antibiotics. Antibiotics lessen stamina recovery penalty by half while curing.
  • Crafting drinkJarBoiledWater does not require a cooking pot but is very slow without one
  • Empty cans are not used for drinking or boiling water
  • More mods work on more weapons
  • Have bedroll show its covering area just like the land claim when placing it down
  • College jackets boost run speed by 10%. Arms/letter stay white, the body part accepts dyes
  • Bedrock texture now appears the same as stone
  • Repair and harvest of blade traps is simplified
  • Attributes cost less at higher tiers now
  • Nerfed gas crafting again. Now you get 10k gas for 1k shale.
  • Burning shaft mod doesn’t use a torch in the recipe but oil and gas instead
  • Rebar frames require 20 concrete to be upgrades to reinforced concrete
  • Crucible costs much more and isn’t sellable to the trader
  • Crucible is now under rare tools group and secret stash
  • Buffed feral/radiated zombie block damage by 50%, except for cops
  • Burnt cripple zombies now do full damage
  • Moved physician perk from craftsmanship perks to influence perks since it no longer unlocks any crafting items
  • Iron reinforced club model no longer changes its icon when barbed or spiked mod is installed
  • Construct concrete bags now drop cement instead of concrete mix
  • Slow metabolism only reduces hunger 5 to 25% instead of 10 to 50%.
  • Slow metabolism Perk to Iron Gut perk. Iron gut reduces chance to get food poisoning and does the things slow metabolism. Iron Gut also increases consumable buff duration 10 to 50%.
  • Clamped player ragdoll time to .5 secs
  • All helmets allow eyewear. Some show visuals of eyewear but full faced ones do not.
  • Now using Autodesk Interactive shader also on transparent meshes (f.e. glass)
  • Vitamins do not heal but grant disease immunity
  • Zombie cop vomit does less damage to wood/iron bars
  • Removed perk charging bull Remove charging bull from perk list
  • Traps require oil instead of duct tape in their recipe
  • Gas costs more shale to produce.
  • Air drops have = chance for any loot group to spawn
  • Replaced dead shrub with dead branch texture to save draw calls
  • Removed hoes from the game. They might return in a future alpha as a landscaping tool. Farming no longer requires them, simply place a farm plot and plant a seed.
  • Command getoptions now also allows filtering by substring
  • Working stiffs crates and destroyed forges have a chance to drop bellows and crucibles
  • The encumbrance buff on the HUD shows how many slots you are overweight
  • Vehicles have a terminal Y velocity instead of clamping with max velocity
  • Increased vehicle xz drag when no driver
  • It now costs 1 paint per face to paint instead of two.
  • Grandpa’s learn’n Elixer is cheaper to craft
  • Renamed Brass car radiator to brass radiator since they are dropped by generic sources now
  • Traders have more forged steel
  • Optimized Progression calculated levels (localPlayer tick is 4.5 times faster)
  • Steel AP crossbow bolts are unlocked by Rangers guide to archery
  • Vault doors and hatches require mechanical parts to craft
  • Console command exportcurrentconfigs now also exports rwgmixer when run from main menu
  • Increased AI per ally block damage boost to 20%
  • Starting to sprint while zooming will unzoom and start sprinting
  • A zombie hit can increase the degree (counter) of an existing infection if the attack procs that and the proc makes it past the player’s infection buff resistance. Try a hazmat zombie.
  • Improved shadow transitions
  • Day time fog look, and darkened night time fog
  • Increased all gas harvest and crafting x10, increased fuel usage x10 so that chainsaws and augers were not gas hogs
  • Gyrocopter is faster and gets better mileage.
  • Limited the hit indicator sound to ONLY ranged
  • Reduced resource rocks they are not needed in abundance with new mining
  • Workstation prices have been increased and are all for sale at traders
  • Nerfed gas harvest from vehicles
  • Set all hand items and weapons to not be read/write enabled to save memory
  • Desaturated cowboy boots and icon so dyes show better. (note icon will appear updated after the next atlas bake)
  • Adjusted black dyes to appear more uniform
  • Sleeper volumes to not trigger from players standing on top of them
  • Updated abandoned_house_02 to use skinny eeeves
  • Turned off sound on p_electric_shock_small particle effect for now
  • Reduced thrown item drag and velocity
  • Deleted OnDisableLight and removed from prefabs
  • Small clean up and put skinny eaves on abandoned houses 38
  • Improved LightLOD init
  • Blue and green dyes to be less saturated and cartoony
  • Craftable gas barrel cannot be sold to traders
  • Networking handled in background threads
  • Shopping baskets are now plastic
  • Cigars scrap to plant fibers, mining hats and football helmets scrap to polymers
  • Removed storage crate recipe since its in the wooden furniture helper menu now
  • Removed legacy asset wood_painte2.
  • Lowered number of concurrent GPU threads to possibly help with device lost
  • Improved AI RunawayFromEntity
  • Timid animals run from hostile animals
  • Split logic up into server side and client side
  • All weapon and armor mods have the word mod at the end of the name and their schematics so it is clear it is a mod.
  • Improved boss Grace (AI aggressive to players, destroy area, territorial. Slightly smaller. Moves slower. Longer range and more damage)
  • Decreased wolf attack delay, range and damage, Increased for dire wolf
  • Decreased bear attack range/sphere values
  • Reduced bear, boar, canine and vulture hit check delays
  • Scrapped over 250 block recipes which will reduce lag in the crafting menus
  • All tier 2 and above weapon and tool recipes require parts and scale ingredient costs based on quality level
  • Lucky Looter to match new less granular loot table
  • Goggles that boost looting to match less granular loot table
  • Helmet light mods and gun light mods now use flashlights instead of headlights
  • Improved sleeper volume dialog
  • Lowered price of mining helmet
  • Loot lists overhauled to match the A18 setup of tiered item types. All T2 weapons and T2 armor and all Basic ammo types can be found in loot.
  • Shotguns one shot wood blocks
  • AI SetNearestEntityAsTarget investigate time to 3060 second range
  • Sleepers go active when player .3m inside the volume
  • Reduced number of spawned arrays for GPU driven stamp caching
  • Nests were too low in the snow biome
  • Adjusted thrown explosive colliders
  • Cloth is now made from one cotton istead of two (I thought it was klunky having one left over cotton taking up space in inventory and too grindy making bandages early game)
  • Armor does not come with random dyes
  • Vultures no longer spawn in the snow biome, slighty increased odds for bears and dire wolves to spawn in the snow
  • Install a bellows into a forge to smelt faster. Install an anvil into a forge to craft faster.
  • Unified all t1,t2 and t3 weapon prices.
  • Increased sell back price from 15% to 20% of value.
  • All armor recipes scale in ingredient costs, so it takes more mats to craft higher quality armor.
  • Recipe amounts for armor and some armor values
  • Military Fiber recipe creates 10 fibers since acid is so rare
  • Military clothing uses less military fiber to craft
  • Flagstone blocks craft faster
  • Iron Fireaxe and Claw hammer require leather and duct tape to craft
  • Unified common ammo supply counts at traders
  • Workbenches cost 2k at traders
  • Cement mixer costs 3k, chemistry stations cost 5k.
  • Removed one row of encumbrance by default. Changed pack mule perks to unlock 3,3,4,4 and 4 encumbrance slots.
  • Cleaned up default item mod spawning to use list of item names or tags
  • Mods no longer have a rarity, there is now cosmetic_mod_chance for things like dye
  • Creative window can now add dyes to clothing
  • Order of mod checking so that one can re dye a found dyed clothing/armor item
  • Buffed wolf and boar damage
  • Buffed boar hit points
  • Shotgun slug recipe was too expensive
  • Repair kits are now made with forged iron and duct tape
  • All food and drink stack sizes are now 10. Food resources (uncooked foods) are 125. Medicated bandages are 10 med kits 5. Pills are 20.
  • There are only 2 types of armor increasing mods and they can be installed in both light and heavy armor
  • Reinforced wood and metal reinforced wood blocks upgrade to cobblestone.
  • Block replace tool keeps density of replaced block if either replaced and replacement are both terrain or both nonterrain
  • Held items rebalanced on entity and block damage. Melee got about a 20% boost, arrows and firearms basically unchanged. Low end tools tend to have more block damage.
  • All weapons and armor now use repair kits to repair
  • Iron clubs now use iron, leather, duct tape and wood to craft
  • Stack limit on parts to 50
  • Furniture drops less leather when harvested
  • Ore piles are often found where ore veins exist close to the surface.
  • Improved zombie jump accuracy and added distance variation
  • Player gains stamina back 20% faster. This should result in not getting exhausted doing basic activities like mining. Power attacks and sprinting still drain stamina quickly
  • The stone axe upgrades blocks faster
  • Mining hat is now a tier 1 heavy armor.
  • Removed feathers from junk loot, and reduced feathers in nests
  • Mining helmets do not have an innate light feature but spawn with a helmet light mod preinstalled
  • Increased quality of player UI 3d model
  • SS Reflection video option to Off, Low, Medium, High and used for the 4 graphics quality presets
  • Sand that is smelted into forges will display as sand in the forge. Recipes will also list sand instead of glass.
  • Nerfed gas found in loot
  • Improved farming by changing tilled dirt terrain to a planter like block that is much easier to plant seeds in.
  • You gain 1 HP/Stamina per player level instead of increasing this value with attributes.
  • Boss grace to have 0% head dismember
  • Increase the default settings for claim duration
  • UseTimes is now a float to allow for more range in degradation
  • Optimized Light LOD code
  • All armor and most armor mod recipes require sewing kits
  • Plant fibers can be crafted into grass seeds for decoration purposes.
  • Recipes that you have not unlocked will default to telling you how to unlock them.
  • Improved player placed light shadow modes vs distance
  • Lights to decrease range instead of intensity with distance
  • Items have up to 4 mod slots. An installed mod increases weapon damage by 10%.
  • Weapon damage is increased by 10% per item quality tier.
  • Canned food has no chance of food poisoning
  • Farming rebalanced. Allows increased harvest of wild plants. Schematics allow crafting of seeds without a perk.
  • Reduced birds nests 50%
  • Tallow is no longer used in the game.
  • The wrench no longer repairs. It only harvests and has a power attack. It gains no benefit from Miner69er.
  • Thrown dynamite does more damage and costs more to craft.
  • The nailgun has no quality or mod slots
  • The anvil and tool&die set forge tools are not gating any recipes
  • Grease monkey requirements are now INT 2,4,6,8,10
  • Scrapped the T3 armor mods, increased base armor values.
  • Reading books/recipes does not have an eating animation and does not cause weapon switching.
  • Item mod schematics do not require perkYeahScience to craft.
  • Removed hammer and forge perk tree.
  • Added forge crafting to Advanced engineering and reordered each perk and its requirements
  • The quality that an item is crafted at is unlocked by the governing perk such as Shotgun Messiah.
  • Bullet tips, casings, gunpowder, and the 4 basic ammo type recipes are not gated by any perk.
  • Forges do not require an anvil or crucible to be installed.
  • Removed steel bullet casings and bullets. Added AP and JHP ammo types.
  • Many vehicle interactions to be server controlled and server owns that data
  • Vehicle Service and Storage access is allowed for non owners if unlocked or passcode entered and also when it has a driver
  • Vehicle Service and Storage UIs to not close if driven, but if vehicle moves away
  • Vehicles can’t be locked if being driven
  • Vehicle passcode button is hidden if not locked
  • Vehicle damage to update the Service UI instead of closing it
  • Nerfed bandages to only heal 5 health. Nerfed medicated bandages to heal 20, and large health kits heal 40
  • Pipe bombs, dynamite and molotovs have more velocity when thrown and reduced time to charge max
  • velocity
  • Decreased molotov radius damage
  • Increased HE rocket block damage
  • Deleted Ninja Movement perk and merged with from the shadows
  • Local player check if entities are render visible to use distance to camera not player
  • Removed player camera blend to 3rd person, since it would extend your hit range
  • Xml event triggers can no longer use name=eventType, only trigger=eventType
  • Cleaned up zooming to reduce camera clipping with sights
  • Reverb mix values for exploration
  • Moved Gunslinger to Agility.
  • Stay Down! is now called Pummel Pete
  • Heavy Metal is now called Skullcrusher. Removed old Skullcrusher perk tree and head shot damage is
  • now tied to each attribute
  • Master Chef Rank 3 perks are merged to rank 4 and rank 3 is now army cook which lets you bulk craft stews and certain foods
  • Moved Automatic Weapons to fortitude and renamed it Machine Gunner
  • Adjusted animal move/panic/turn speeds
  • Increased timid animal vision angle
  • Increased path point reached distance when sidestepping
  • Improved AI blocked distance, sidestepping and direct movement
  • AI returning home to use aggro speed (at 80%)
  • Deleted self medicated perk from Fortitude
  • Optimized EntityAlive updateCurrentBlockPosAndValue
  • Adjusted starter quest note from Noah about the Duke
  • Moved master chef perk to strength
  • Crossbows and Compound bows crafting is governed by archery
  • Optimized HUD target/crosshair update and reduced garbage gen
  • Dropped zombie loot bags stay in the game 1200 seconds instead of 300, or around 7.5 hours instead of under 2 with default game time.
  • Adjusted mass of 2 wheeled vehicles
  • Increased vehicle self damage
  • DropOnDeath options now match the DropOnQuit options
  • Shift left clicking item in modify window to make error sound if item can’t be installed instead of moving to toolbar or for vehicles it always moved to storage
  • Alt key in prefab editor to show all sleeper volumes in see through mode
  • Vehicles do not have quality tiers
  • Optimized entity events/effects
  • Writing decorations now only every minute (if changed)
  • Fixed problem that decoration save game file grew over time too much
  • Physics Auto Sync Transforms to off, which is faster
  • Kneel stun test (strength) to be x2 on crits
  • ApplyExplosionForce to be a single burst on rigid bodies, use a max BlastPower of 100, have much higher
  • force and use RadiusEntities
  • Ranged weapons other than crossbows do not fire underwater
  • Entity to not push if has root motion (AI, expensive) and not to push other if it can’t be pushedNPCs to can’t push
  • Triggering of player in water sounds and have a volume based on movement
En son Red Eagle LXIX tarafından düzenlendi; 27 Eki 2019 @ 8:43
  • Streamlined tutorial. Now you only have to craft plant fiber shirt and plants, 1 arrow instead of two, and only 1 frame instead of 3. Recipes for campire were changed from 8 stones to 5. Plant fiber pants and shirt now only need 5 fibers instead of 10. Bedrolls only need 10 fibers instead of 20. Wooden Clubs need 5 wood instead of 6. Stone axe needs two stones instead of 4.
  • Bones stack higher and are more granular so that harvesting perks scale better
  • It is possible to harvest bones from small animals
  • Set default on fluorescent light from 5 to 2.5
  • Spawn menu to spawn entities slightly closer and only .5m above look position
  • Removed old “free camera move” mode (alt key)
  • Stability calculations: pretty big performance optimization
  • Imposters: less white lines between triangles
  • Vending machines no longer have prepared food or raw ingredients, only canned food and drink
  • Optimized bookcase_full and concrete destroyed 05, pole.0125, pole.025, rebar, security gate centered, table, stairs_railing, stairs_railing_metal, table_pole.025, trap barbed fence, trussing, deco pole round quarter center, railing, trussing bent, trussing centered, window boarded, wood_debris03, wooden_rail
  • Duck Music when musical stingers play
  • Pack mule strength requirements are lower.
  • Removed legacy modern houses from the project added new modern house to random gen
  • Spikes no longer snap to terrain but flatten it out instead, like a wood frame
  • Pass n gas sealed crates now only drop good and relevant loot
  • Better Barter selling rates are nerfed to 5,10,15,20,30% discount.
  • Zombies respawn faster in the wild, aggressive animals respawn much slower, and prey respawns the slowest
  • Smelting stone and crafting cement were too slow
  • Increased rock/snowball throw distance
  • Allow Block Destroy properties to be scaled with the existing HarvestCount passive
  • Change harvesting payout structure
  • Removed 32 bit Windows support
  • Removed: Perk magazines that temporarily increased an attribute and a perk.
  • Removed: Placeable TNT block.
  • Change: QoL, Spear can now be thrown through broken windows and iron bars via bullet HM
  • Change: QoL, Spear can now melee attack through iron bars via bullet HM
  • Expose block repair xp to be modifiable
  • Nerd glasses no longer improve crafting quality. They increase XP by 10% and increase intellect by 1.
  • Traders do not sell QL6 weapons
  • Improved XP and cash reward on T5 quests
  • Increased backpack retries when falling out of world
  • Dye will scrap to paint
  • Reduced file size of the 3 loading screen images by 75% saving a couple of Meg of memory without compromising the quality
  • Give trader inventory a full reset.
  • Updated many POI xml tags with better zoning, and allowed townships
  • Added Name(s) to entity death logs

Fixed

  • RWG maps are not guaranteed to have traders
  • business_old_04 (cabinet shop) has roof si issue
  • Crafting workbench uses modded tools from your inventory in the recipe
  • GPU stamp caching wasn’t using the correct value for outputMultiplier
  • Client’s don’t benefit from perkLuckyLooterDukes
  • Zombies won’t attack hatches nor climb ladders if covered with a hatch
  • Typos in the rwgmixer.xml
  • Docks collapses when you pick up the barrel.
  • Minibike has a dead spot where player can’t interact
  • Sawed off double barrel reload animation not scaling with reload speed
  • Vehicle placement is getting difficult again (improved placement)
  • Improved UVs on iron bars to work with wood grains
  • Falling bridges in b122 After 4 years of fighting bridge bugs we finally got them fixed. Please test all Navezgane bridges again and remember these words of caution “You breakamybridge and I breakayourface!”
  • Quest reset randomizer code rerolls the same
  • Motorcycle interact dead spot around handlebars
  • All bridge railings so they are not turned around inside out
  • TGALoader not using 255 alpha for 24 bit images
  • Mining hat shading artifacts
  • Still proximity issue with dropped molotov (reduced sized)
  • Navezgane Bomb Shelter Missing faucet in kitchen
  • Player “damage taken sound” doesn’t play anymore
  • God Mode desync after teleporting
  • Broken harvesting
  • Molotov and flaming arrow ignore game difficulty damage rules
  • Crawler zombies can give you a sprained leg debuff when hitting your chest or head.
  • AI SetNearestEntityAsTarget calling SeekNoise twice
  • Bears and wolves attack zombies but zombies wont fight back
  • Zombie bears would target zombies and move to them
  • Quest Rewards would display invalid negative bonus.
  • Some textures are blurry when starting a new RWG game
  • Towns very often have duplicated poi’s
  • When another player is riding the bicycle the players legs do not move
  • Stunned zombies still connect hits
  • Newly created character joins during Blood Moon Event has no safety
  • Graze center entity check could sometimes hit self
  • Army trucks do not place flat
  • Green trees in Nav snow biome at gas_station4
  • Explosions can cause void holes in the terrain
  • AddPart action holding on to old references causing bat flames to show on other items
  • Player planting tree seed as soon as tree falls will lose the sapling when tree dissolves
  • Clients throwing items is buggy
  • Hand thrown items go straight through other players
  • College jacket shirt is red, but should be white
  • WoodDestroyed06 block placed side by side will render one side transparent
  • Hatches have “butterfly” physics enabled when they fall
  • Switching to melee while reloading a ranged when zoomed would cause an FOV of 0
  • Fixed empty food can rotation.
  • Buggy shadow casters on luggage
  • Scrap helmet doesn’t allow eyewear but other full head helmets do
  • Int glasses effect can be used twice via active toolbelt slot
  • Mod texture references in XUi not working on macOS
  • Hatch can be used to push your way through walls
  • Player can be catapulted/glitched thru CLOSED hatch doors like an elevator
  • Using poles to fool zombies
  • Batteries cannot be charged with repair kits
  • When planting corn, you can see the alpha? Texture
  • Dogs can still remain standing when killed
  • Landclaim block preview doesn’t represent the actual block placement
  • Custom journal entries cause errors
  • Blocks can not have particles from bundles
  • Make UIAtlas overridable with new multi atlas system
  • FoV setting can be set outside of valid range
  • Player does not take fall damage while mounted to a vehicle
  • TreeDistance exploit
  • Ragdoll NRE for client
  • XUi controls do not apply styles
  • Some files from mod bundles were only loaded on first access, causing long delays during gameplay
  • Trader lights are blown out
  • Seeded containers dont reset with quests
  • Bridges break when driving over them and are now smooth with a gradual ramp.
  • Pigs attack when you damage them unless you’re on/in a vehicle
  • ArrowHelper block left inside funeral_home_01 and updated its imposter
  • Search in journal now does a full title and description test
  • When loading alternate ammo on bows proper ammo type doesn’t show
  • Hitmask overrides were not working on melee weapons
  • Bow zoom does not remain after shot with rmb held down
  • Weapon zoom prevents basic game control
  • Sun and moon light shadow crawl
  • Female characters left buttock looks distorted
  • Female character has boob issues
  • Male and female UMA characters have chicken legs
  • Reloading when zoomed in doesn’t zoom out
  • Eating animation, activated from backpack, shows in hand item twice
  • Player feedback impact sound playing on non ranged weapons
  • Players having two UpdateLightOnPlayers and always force updating
  • Exploit: Open character menu while using a consumable
  • Burning shaft mod gfx is cancelled by wearing or changing clothing/armor
  • Campfire ui open and running will cause extreme lag and fps drop
  • Command smoothworldall not working with worlds outside of the game’s Worlds folder
  • Cabinet broken door had broken uvs causing a black spot
  • Area around paths was being flattened to far out via socket height
  • LightLOD global scale could scale itself when light reused
  • Held torch light clipping through world
  • Player and weapon controllers each calling reload events
  • Buried Supplies treasure radius reduced.
  • Buried Supplies distance reduced.
  • Zombie AI pathing issue when breaking blocks to get to the player
  • Sleeper volumes could spawn additional sleepers at respawn positions
  • Sleepers could be awakened at range but won’t attack
  • Explosions using wrong sound name to notify AI of noise
  • Heatmap activity from noise not reduced by stealth
  • Hunter mod is missing description part that tells you which weapon it is for
  • Explosions doing no block damage on radius 1 (radius and damage are now decimals. radius is fully used. explosion damage starts from actual position with falloff starting at .5m. optimized)
  • Favorited recipes shall ignore the categories when favorites are toggled.
  • Quest items should be anchored to the top of each crafting tab.
  • Pocket mod showing up in clothing
  • Player can walk over tree stump as if there was a ramp on it
  • AI entities can’t be hit by Items when they spawn until they move or attack
  • Throw action not throwing when looking down
  • Player’s wall torch leaking light and not using game’s shadow quality setting
  • Wall torch fire being misaligned
  • Most zeds spawn as Twins
  • Player can heal themselves when landing from small or bigger heights
  • AI high blocked range being too short, so trying to jump over
  • Long and compound bows, charge function is not working
  • NRE in SetVisible when deleting a sleeper volume and saving
  • Burnt zombies didn’t do as much block damage as other zombies
  • Feral cop puke did not do massive block damage like they are supposed to (1 damage instead of 240)
  • Jumping with JumpStrength of 0 would leave entity in a jump
  • UI scaling option not applied
  • Mem command errors if world is not loaded
  • Sawed off shotgun sound was not playing when using sawed off shotgun sound
  • Player placed lights not updating or disabling with distance from camera and added 60% distance increase
  • Zombies don’t remain in destruction mode long enough, prefer futile paths to player
  • Debug HUD “Spawning” not showing the last one (just 3)
  • Time stingers are controlled by music volume control
  • When wearing a mining helmet on a bicycle you cannot turn it off
  • Smelting times reset when chunk is reloaded
  • XP pop out value is not updated on second block when upgrading blocks.
  • EntityItems waiting 5 ticks to appear (visible check now uses camera distance, so sooner)
  • Removed unneeded import material from pipe bomb collider
  • Charismatic nature perk doesn’t buff other players as described
  • Buff stacking for buffs procced by other players was not working over network
  • Crafting timer doesn’t advance properly when the chunk is unloaded
  • Double swing with melee weapons
  • Weapon hold and camera breaks when switched when zoomed in
  • Crafting items finish nearly instantly after the first slot is cancelled
  • Matts in crafting queue are lost on relog
  • Holding shift key does opposite speed affect on a couple circumstances
  • Smelt in system of forge carries over time to dragged over items
  • Clients see bow hold animation of other clients holding a club
  • Hunting rifle reload animation
  • 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.
  • Entity RotateToGround jittering on flat terrain, rewrote math and added springiness
  • UI ItemStack dirty flags (always updating) and optimized UI array access
  • Fleeing animals will get stuck in corners or run into walls (Bigger random angle. Shorter paths. A large
  • AIPathCostScale now makes paths that don’t go through blocks. Run away short paths switch to random escape direction)
  • CalcPositionInDirection not height testing correct position
  • Missing ambient stingers
  • Jacket (white one) when worn will render upper torso transparent
  • Smoking minibike when placed/spawned
  • Mushrooms can be damaged when run over by minibike
  • Wandering horde has too many duplicates side by side (Spawners, except biome, try 3 times for a different id)
  • Vehicles are a base wrecking machine (vehicles do half damage to land claimed blocks and make the
  • sound, use driver’s block damage scale)
  • Request for having bikes (2 wheelers) not do damage to blocks when they fall over after dismounting (increased minimum velocity required to damage and reduced damage amount)
  • Vehicle doing more damage on collision separation, block check could fail and block hits tended to undo the motion and repeat the damage
  • Restored sleepers roll on animal/zombie spots
  • 4×4 defies physics when parked on a drawbridge (added doors wake nearby vehicles when opened/closed)
  • NRE when server is shutdown via terminal window
  • Zombie crippling (Percent of health that a hit does is now the chance to cripple scaled by LegCrippleScale)
  • NRE when setting a door passcode in prefab editor (ignore if null)
  • Death anim is not playing for various deaths
  • ObjectiveZombieKill and ObjectiveAnimalKill now allow comma delimited target lists.
  • ObjectiveTime would never trigger complete.
  • Exception when using “Show Facing” before a prefab was loaded
  • Entity collision Rigidbody reducing fast movement of character controller (fixes )
  • Torches burn and warm you when underwater
  • Stepping off the top of a ladder or stepping down a 1m block does not generate a heavy fall/impact sound
  • Teleport using the map was moving you to the spawn position while editing or playtesting a prefab
  • Vending Machine auto buy time being 50% longer than a day and incorrectly scaling by DayNightLength
  • AI Manager errors on clients
  • AI SetAsTargetIfHurt ignore percent was too low
  • Deco pole round quarter was missing a polygon
  • Wood crown moulding now uses local uvs
  • Entity animateYaw applying time scale to delta time
  • Fix misalignment issue with TrackSet reader
  • Some bridge imposters not unloading as fast as other blocks on the bridge_wood1
  • Fix truncating issue with reader sample data
  • Optimized forge texture ram, deleted old spec and unneeded metallic texture
  • Hatches don’t always open on the first try
  • Allocations in AstarPath.Update (added a large LevelGridNode pool)
  • Trees relocate to surfacelevel for clients when grown in inactive chunk
  • Animal death anims not ragdolling when over
  • Deer not using death anim
  • Animal dismemberment (was never called, fixed finding bones, added bone alignment and scaling, made lower limbs remove upper too, fixed black streaks from scale of 0)
  • Upper leg gore prefab not having any mesh objects
  • Dismemberment was not allowed on dead entity legs
  • ERR Unknown particle effect: impact_bullet_on_resourceWood when shooting air supply crate
  • Lowered stamina cost for jumping is not mentioned in parkour description
  • Billboard shape preview rotation does not match placed block rotation
  • Spawn probability of radiated zombies is not scaling
  • Dynamite will not explode in player’s hand
  • Placeable blocks can disappear when placed where there is no preview
  • AI nightmare speed was barely faster than sprinting
  • Burning Barrel sound persists in pause menu
  • Ranged attacks defaulting to bashing damage, which caused huge ragdolls
  • Profiles.sdf player height exploit
  • Laser sight does not work until weapon is reactivated on toolbelt slot
  • Some outdoor decor model textures didn’t stream
  • NRE spam when radiated vulture lost its leg and survived

Known Issues

  • Terrain may appear grey. Changing any video option setting will correct this.
  • RWG has some road issues
  • RWG may cause blurry textures right after it is generated. Restarting the game will fix this.
  • Large FPS drops may occur if texture streaming is “OFF”
  • Repairing item results in using hands and item
  • Buried Supplies Quest may fail when arriving at location
  • Taking aim with night vision goggles show like you don’t have them turned on
  • Dropped time charges and molotovs are ARMED
  • Stealth goes to 100% when an ally/party member cuts down a tree
  • Game doesn’t shut down properly on PC and Linux after long play session
  • Trader Jen has a male voice
  • Backpacks may vanish if death is on a steep slope
  • Killing with auger & chainsaw does not reward any XP
  • No sound effect when refueling auger and chainsaw
  • Placing solid blocks under burnt wood 4 makes it go invisible
  • Rapid fire with the bow can break its animation
  • Hunting rifle reload can go out of sync
  • Bike continues sprint speed without stamina
  • Zombies can push the player into the void if they fall on top of the player while in a 1 wide hole
  • Zombies can still dig while doing their pain animation
  • Missing water in POI’s
  • Boats collapse at docks_03 Haulwell Freight Co.
  • Arrows/bolts appear to stick in air short of touching body (they still cause damage)
  • Anemia may not disappear on death
  • AMD 5k and 6k cards may have flashing triangles on the ground
  • Low VRAM GPUs may experience low frame-rates
  • Mac reflections may cause color issues in general or brightness issues on movement
  • Mac: Stun/Bleed may cause overly strong screen effects, please lower intensity of stun/bleed/knockdown in buffs.xml until we can fix it
  • Linux machines with 8 GB RAM may crash on generating RWG worlds or loading into RWG games
  • Linux machines using dynamic music may have an exception and crash
En son Red Eagle LXIX tarafından düzenlendi; 27 Eki 2019 @ 8:44
Alpha 18.1 Patch is out! - 2019-11-12
Alpha 18.1 Patch is out! - 2019-11-12[7daystodie.com]
İlk olarak The Fun Pimps tarafından gönderildi:
Hey folks,

We just released Alpha 18.1 b7 patch to stable. Lots of good tweaks and fixes enjoy!

Should be compatible with old saves.

Official 18.1 Bug reporting Thread[7daystodie.com]
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
Fixed
  • Only original quester can see the red dots of zombies for clear quests
  • If a player dies on a very steep incline the backpack can disappear
  • Knife power attack damage was too low due to the rate of attack change
  • Drawbridges take damage while being driven over
  • Shadow artifacts from some impact particles.
  • Out of position collider on ice cooler.
  • Pummel Pete does not include bats in description
  • Client to client complete clear quests.
  • Tapping “Alt” makes upgrading blocks crazy fast
  • Changed sleeper volume spawn definitions to be Ghost Town instead of Bad Ass in 11 different low tier POIs (Brad)
  • Typo in perkAdvancedEngineeringRank4LongDesc
  • Cleaned up stats, cost, naming, description, recipe for various garage doors
  • Minor exploit using campfire and wood block ( Starter Quest )
  • BlockTorchHeatMap heat inaccuracy by scaling heat by world time speed
  • Vehicle part crafting time aligned with vehicle assembly
  • Silenced M60 is as quiet as a pistol. Better noise scaling on silenced gunfire.
  • RWG preview tool localization
  • NRE when trying to reload a flashlight.
  • Controller zoom in and out function isn’t working with scopes
  • Shadow artifacts on damage particles.
  • Demolition zombie’s explosion is affected by claim strength.
  • NRE when server is shutdown via terminal
  • Client NRE when host or server exits game
  • Balancing and better descriptions for bullet penetration.
  • Too many journal unlocks delay the tutorial quest
  • Junk Turrets pushed through blocks if placed in a 1×1 hole
  • Health at 99/100 when starting a new game
  • Light Mod more expensive than Mining Helmet with light mod.
  • Going into prefab editor can cause grey textures in game
  • Having lots of craft ingredients causes lag when clicking on the recipe / reopening crafting screen
  • UI scale changes ingame do not update toolbelt message location
  • The world generation process does not apply rwgmixer.xml modlets
  • Lootstage ending in 9 seem to force loot quality to 1
  • Disabled dms on linux to prevent crash until Unity issue is fixed (Zack)
  • From the shadows perk has 2 typo’s
  • Wrong header on perkArtOfMiningCoffeeDesc
  • Distant POIs become black on most surfaces
  • Knuckles only show in the right hand in MP and third person
  • Bolts appear to stick in air short of touching body
  • Another Junk Turret/Mod dupe
  • Auger (ranged looping items) playing the start sound repeatedly, which makes lots of heat
  • Playing a sound on an entity made heat at wrong position if origin not 0
  • Recipe max count is calculating incorrectly
  • Clients can pick up blocks at the traders while the host cannot.
  • Inventory screens used to exit containers open up their respective tab.
  • Display of blunderbuss / double barrel stats inconsistent with pumpgun
  • Inaccurate description on modGunShotgunTubeExtenderMagazine and stats on gunPumpShotgun
  • Unintended max range on pump shotgun max magazine capacity
  • Switching to an auger/chainsaw on the hotbar creates a heat event
  • Rebalanced harvesting “heat” after several code fixes. An auger with all the bells, whistles, and perks mining nonstop can barely call a screamer on its own. A steel pick can get up to 80%.
  • Incorrect mining journal and missing distribution of silver/gold/diamond blocks, includes balance of ore “areas”
  • Mined resources have erratic prices
  • Tracking does not reliably show animals.
  • Incorrect default logfile path on Linux dedi
  • Items that do not have a description
Alpha 18.1(b8) - 2019-11-13
Alpha 18.1(b8) - 2019-11-13[7daystodie.com]
İlk olarak The Fun Pimps tarafından gönderildi:
Here is what changed since A18.1 b7:
Official Alpha 18.1(b8) Release Notes

Fixed
  • Player names causing FPS drop
En son Red Eagle LXIX tarafından düzenlendi; 15 Kas 2019 @ 10:25
Welcome 18.2 b5 to stable! - 2019-12-04
Welcome 18.2 b5 to stable! - 2019-12-04[7daystodie.com]
İlk olarak The Fun Pimps tarafından gönderildi:
Good evening!

Alpha 18.2 b5 is here now!

Warning: Do not overload your forge (>30k) by smelting in new resources while queueing up recipes and cancelling them. This will likely result in a chunk reset and part of your base will be gone. A fix will be deployed to experimental soon.

With this version we introduced:
1. a fix for our users running AMD HD 5000 & 6000 cards
2. a new option (terrain quality) that will allow players to gain FPS

For feedback and balancing suggestions, please go to our feedback thread[7daystodie.com].

For ideas outside of balancing please visit our dev diary[7daystodie.com].

For any bug reports and the latest known issues please visit our bug report thread [7daystodie.com]

Have a great day!

Here is what has changed since A18.1 b8 stable
Added
  • Create a function to lock xp amount required to a specific amount at a certain level
  • Spear should drop to the ground when a player corpse despawns
  • Several deco blocks to metal fence/furniture blocks
  • Command aliases "food", "hungry" for "starve" and "water" for "thirsty"
  • Zombie dogs to the burnt forest
  • Terrain Quality video option



Changed
  • Burnt forest sky and fog visuals are more pleasing
  • Increased value/cost of Grandpa's Learn'n Exiler
  • Reduced stack size on some ammo quest rewards
  • Faster crafting time on the topsoil block and hobo stew
  • Nerfed gas in loot
  • Sham chowder uses canned sham instead of sham sandwiches
  • ModGunShotgunTubeExtenderMagazine has no random range
  • ModGunRodAndSpring reduced to +15% and added missing effect that the description claimed
  • Stun effects from shotguns do not cause a cooldown on the target
  • Shotgun slugs count as AP rounds
  • 30s drink buffs increased to 45s duration
  • ArmorSteelSetParts and armorMilitarySetParts can drop along with clothes
  • Increased LockPickBreakChance by 10%
  • Bundles/pallets of items renamed to "stacks" for consistency
  • Increased the stack size of bullet tips, casings, buckshot, paper
  • Shotguns cause a short stun by default and the perk increases it's duration instead of the chance to occur.
  • Increased spread and damage of shotguns at short range and efficiency against packs of zombies. At their max range of 10m the damage is zero.
  • Slightly more polymer in loot and from destroying trash piles
  • Stuns do not lower a player's melee attack speed
  • Increased the damage on the primitive bow
  • Bathtub filled with gore drops more rotting flesh
  • Block material on torches/candles does not cause a loud crash sound on destruction
  • DeskLampLight should harvest brass
  • Several small loot piles have duplicate or overly loud looting sounds
  • SMG do the same damage as pistols
  • Increased drop rate for Handgun items at higher GS where the bucket needs to be larger to cover both SMG and magnum
  • Increased drop chance of T3 item parts where the T2 item does not scrap into T3 parts, such as with clubs
  • Zombie animals drop the same amount as rotten flesh as a live ones drops meat
  • PerkLivingOffTheLand reduces the cost of crafting farm plots
  • Sham recipe now creates 5 cans of sham at a time but requires more ingredients and acid
  • PerkYeahScience lets you craft gunpowder, glue, aloe cream, gas and oil with fewer resources
  • Updated burnt forest texture
  • Knivesnow cause bleeding on every hit
  • PerkDeepCuts further increases the max bleeding stacks and adds a run speed debuff to bleeding
  • ResourceElectricParts are no longer craftable
  • Lockpicks are not consumed on successful lockpicking.
  • Cheesecake now grants 5% better prices when buying
  • Fetch-only quests have lower rewards
  • Blood moon spawner ignores bedrolls
  • Improved blood moon spawner temp path grid position


Fixed
  • Hide paging buttons when not needed.
  • Iron and steel spear show too bright in the dark.
  • Unity crash when hitting Esc in prefab editor containing pumpkins
  • Zombies can disable vehicles too fast
  • You can ride the bike in turbo mode with no stamina
  • Added asphalt recipe back in
  • Pumpkin recipes are not in loot
  • Warning about xuiwater
  • Inconsistent harvest on old suitcase
  • ArmorSteelHelmet missing from loot list
  • Wrong stack size on resourceLockPickBundle/recipe
  • Reading pumpkin recipes does not unlock
  • Lucky Goggles use A17 scaling and are too strong compared to the perk
  • Power attacks will break stealth erratically and may play duplicate sounds. Sneaking now prevents all power attack grunts.
  • MeleeKnucklesSteelParts missing in loot
  • Primitive bow not automatically loading when equipped
  • TreeJuniper4m is invisible
  • Quest rewards past the initial 2 chosen rewards were not randomizing order correctly.
  • Desert sunset was too red
  • Animal HP decreases with game difficulty
  • Controller: Lights radial menu used left thumbstick, now uses right
  • Equipped clothing is not moddable.
  • Requirement HitLocation is not working on arrows and bolts
  • Dedi password is not remembered when using controller in big picture mode
  • Pressing ESC in the server password window causes the menus to break
  • Allowing ESC in server password window to cancel password input
  • Inventory radial skipped when on a vehicle and using a controller
  • Lockpicks only break within the last 25% of the LockPickTime.
  • Kill The Wabbit quest does not consider the double barrel shotgun
  • Initial loading of sounds from mod bundles can cause lag
  • Vultures fall through the world when killed high in the sky
  • Bulltproofplate makes farm plots transparent when touching the plot box
  • Pistols with a full auto trigger have sound issues
  • Schematic and food recipe sounds are played for everyone to hear
  • Torch candle dupe by placing and quickly hitting drop key.
  • Chainsaw and auger not giving xp on zombie kills
  • Scopes have a red tint instead of green when wearing night vision goggles
  • IndexOutOfRangeException when copying block shape while using multiblocks.
  • Removed unneeded debug message for shape menu.
  • Apply options NRE in PrefabLODManager UpdateMaterials
  • Chili dogs do not return an empty can on eating
  • Moldy Bread recipe missing from Chem Lab list
  • Dirt and Topsoil localization says it is from the creative menu
  • Cement mixer localization mentions fertilizer
  • Several items have unintended high crafting times
  • Blurry vision does not apply when using scopes
  • Deprecated insulator item removed and from trader
  • Fixed with issue with silenced fire on automatic weapons
  • Cached map view persists between different servers with the same world a player connects to
  • Admin star is only seen on own player name when host, not when client
  • Starve command was broken
  • Reading a book from toolbelt gives 100 xp, but not the same from backpack.
  • Unknown loot_quality_templates threw an error on loading
  • Forge max crafting will only allow 80% of available smelted resources.
  • Living off the land lvl 3 was not working correctly.
  • Shotgun particles replaying after fast weapon switching.
  • AMD HD 5000 & 6000 series render ground horribly
  • CustomIconTint did not apply to icons that are in the shape selector menu.
  • Multiple turrets made constant reload sound
  • Bunch of blocks caused errors in the prefab editor
  • There was no hunting game in the burnt forest
  • Mushrooms can be planted almost anywhere
  • Typo in level 1 of electrocution er
  • "Basics of electricity" is not in the loot table
  • Battery bank unlock info is incorrect
  • Localization end table lamp
  • Reaper icon no longer stays with you on max level
  • Player dying during blood moon can stop blood moon spawns
  • Players can break blood moon spawn for entire server
  • Distant terrain brightness flickering when reflection probes updated when player moved
  • Improved reflection probe fade out range
  • Distant terrain looks white with half or lower texture quality
  • The silencer no longer blocks ADS on a pistol
En son Red Eagle LXIX tarafından düzenlendi; 5 Ara 2019 @ 5:46
Alpha 18.3 Language Patch is out! - 2020-01-24
Alpha 18.3 Language Patch is out! - 2020-01-24[7daystodie.com]
İlk olarak The Fun Pimps tarafından gönderildi:
Hey Survivors,

we just released Alpha 18.3 b4 language patch to stable. The patch has full language support for English, Spanish, Spanish Latin American, French, German, Italian, Polish, Russian, Brazilian Portuguese, Turkish, Simple Chinese, Traditional Chinese, Japanese and Korean. The release also has many great bug fixes and improvements. Read on for more details.
MULTI-LANGUAGE PATCH IS OUT! image[7daystodie.com]

Official 18.3 Bug reporting Thread[7daystodie.com]

Official 18.3 Language Bug reporting Thread[7daystodie.com]
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
Fixed
  • Clients do now see an admin star for the host
  • Loading mod localization for a localization category that does not exist in vanilla no longer causes KeyNotFoundExceptions
  • Removing leg collision from table custom shapes so projectiles can now pass through again
  • The wrench now plays an animation on cntMunitionsBox and decoHandTruck
  • Shotgun slugs do scrap to polymer
  • Stun Baton Schematic had an error corrected
  • Rabbits are no longer making a swinging sound when they shouldn’t
  • Deer now scare easier
  • Fuel placed in any fuel slot does now allow to start crafting in workstations
  • Many grass types sway with wind and adjusted sway
  • We fixed the EndOfStreamException that results in loss of base, workstations, and items due to chunk resetting
  • There is no longer an error spam showing up in the dedi’s terminal window on startup
  • Players are once again able to press W to purchase perks in the skills screen.
  • Opening the playerscreen in a vehicle no longer results in a standing character
  • The decorative car parts now have proper material and parts
  • Needle and thread vol 3 does now correctly unlock running shoes
  • Arrows and crossbow bolts now properly penetrate water and collide the terrain underwater
  • Items in crafting queue do now survive changes to items.xml
  • The effect on modGunDrumMagazineExtender now matches description
  • Wookie suit now states correct unlock requirement
  • Cars no longer look like they were slammed in the ground in wild rotations, though some usecase still makes this happen
  • Tripwire can now be repaired
  • Armour Plating recipe values are now using the correct values
  • Terrain Quality are no longer locked, but need a restart to fully activate
  • The collider and hitbox on the swingset are way better now
  • We increased MaxSpawnedZombies default to 64 to match the BloodMoonEnemyCount
  • We updated comments to serverconfig.xml and tooltips for MP zombie spawn settings
  • Another vehicle and junk turret dupe was fixed
  • Exploding arrows and bolt sfx now stops during SP pause
  • Fuel added to a 4×4 is now properly working for everybody
  • Item mod buffs no longer remain active if a modded item was dropped from the toolbar
  • Corrected wrong perk descriptions for master chef
  • Vehicle and players do no longer desync after jumping off and on quickly in a short amount of time
  • Players who logged in no longer witness players who were on a vehicle already in funny poses.
  • Player as passenger keep their hands off the steering wheel
Alpha 18.4 Patch Is Out! - 2020-03-04
Alpha 18.4 Patch Is Out! - 2020-03-04[7daystodie.com]
İlk olarak The Fun Pimps tarafından gönderildi:
We just released Alpha 18.4 b4 language patch to stable with many great bug fixes and improvements. Read on for more details.

Official 18.4 Bug Reporting Thread[forums.7daystodie.com]
Official 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 Localization
  • Initial saving of a new prefab is properly localized now
  • Localized distance and coordinate designations
  • Tooltip names of items will no longer be displayed off screen
  • UI label sizes fixed to fit visual layout (skill dialogs)
  • Quest Chain Rewards “NONE” is localized
  • “Required” for campfire and forge recipes is now localized
  • Batter Up Vol 7 name and description are correct again
  • Loading screen before main menu is now localized
En son Red Eagle LXIX tarafından düzenlendi; 5 Mar 2020 @ 12:04
Alpha 19 - 2020-08-19
Alpha 19 - 2020-08-19[7daystodie.com]
İlk olarak The Fun Pimps tarafından gönderildi:
Hey Survivors,
We are proud to announce that the Alpha 19 Stable is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum bug reporting pool.

Forum Bug Reporting Pool[community.7daystodie.com]

Alpha 19 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advises you to delete you 7 Days save Game data folder before playing.

TFP is extremely excited for this release. It’s as big as the last couple alphas and is packed full of new content, bug fixes, optimizations, and game balancing. Read on for more information!
Official 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 Bars

We’ve added food and water UI bars under the players belt inventory. The blue bar is for your water level and green for is for your food level. You will see them go up and down based on your current hunger and thirst levels.

HD Characters

We have overhauled and re-imagined many of the characters in HD. They may look better but they have less draw calls and are slightly better in performance. New HD zombies include:
  • Zombie 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 System

TFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features.

The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player.

From this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader.

Exploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. As of Alpha 19 there, are 31,558 unique combinations of music.

Music volume, daily allotted probability and On/Off toggles are available in the audio menu.

We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape.

Loot Progression/Balance

Loot distribution has been smoothed out so that you do not find end game loot too soon and have no more upgrades to look forward to.

Loot has been balanced to provide a smooth progression from primitive, iron and steel items. This change provides a steady progression for the player and gives some incentive to craft, while slowing the economy a bit early game.

The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality.

There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals.
  • Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.
  • Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.
  • Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.
  • Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle.
Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest.

We will be continuing to fine tune loot progression in patches. In the future we plan on unifying loot progression, quest loot reward progression and trader for sale item progression more unified. We are planning on having biomes and/or POI with both harder enemies and better loot.

Enemy Progression/Balance

Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value and player parties accumulate roughly 2/3 of the combined game-stage that they used to. This makes the enemy difficulty grow slower you won’t see high end enemies on the 2nd blood moon.

On Screen Sprite System

We added a brand new Nav Objects On-Screen Sprite System to help players more easily locate important items in the world such as fetch quest containers, player backpacks, spears and more. We are using this system on many of the harder to find important items and events in the game.

The new Nav Objects On-Screen Sprite System, which govern the On Screen Icons, Compass Icons and Map Icons. These functions are easily configured in the XML and allow adding custom Nav Objects for Entities, Quest Objectives and Items for those who enjoy modding the game.

Some of the items that are using the new Nav Objects On-Screen Sprite System include:
  • Quest Rally Markers
  • Quest Fetch Objects
  • Dropped Player Backpacks
  • Player Bedrolls
  • Player owned vehicles
  • Traders
  • Thrown spears
  • Air Drops
Quest Improvements

We have improved many of the quest types and even added new quests here are some of the improvements
  • Quest Sprites – We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find.
  • Dig Quests – The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure.
  • Opening Routes – We have added new trader to trader quests that guide the player to the next closest trader after completing 10 quests. This continues until the player has delivered a package to all 5 traders.
World and Location updates

We added a ton of new locations to the game including remnants. These give the player easier low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge.

We have updated Navezgane significantly increasing the playable space into the radiated zone with new roads that lead to new developments adding many new POIS or locations that were never in Navezgane before or updating cities. Locations include:
  • New Desert business 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 Art

The Art Team has grown much bigger and they have made some major improvements including:

  • Snow Trees – Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume.
  • Burnt Trees – Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest.
  • New skies – Updated sun and moon rendering, cloud blending and lighting, and horizon blending.
  • New fog – Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water.
  • Updated Textures – Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering.
  • Commercial Stores – All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs!
    Nearly 150 new commercial assets including:
    • Hardware store shelves
    • Grocery stores stocked with food, beverage items
    • Rotten produce bins
    • Trashed store shelves
    • Frozen food refrigerators
    • Beverage refrigerators
    • Pharmaceutical drug shelves
    • Clothing racks
    • Clothing shelves
    • Mannequins
    • Store display cases
    • Gun and ammo display cases
    • Gun racks
    • Shoe racks
    • Electronic store shelves
    • Book shelves
    • Shooting target
    • Square and round hay bales
    • Restroom signs
En son Red Eagle LXIX tarafından düzenlendi; 19 Ağu 2020 @ 11:33
New Weapons & Items

We added several new tools and weapons:

Tech level 3 – we’ve added a whole new line of weapons to give you the firepower you will need to face future special infected, bandits and more!
  • Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.
  • Automatic shotgun – This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you.
  • Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.
  • Impact Driver – This tech level 3 tool is the fastest way to harvest mechanical items. Strip down cars and mechanical items down in seconds!
Tech level 2
  • Ratchet – This new tech level 2 harvesting tool is faster than a wrench and degrades slower.
  • Tactical Assault Rifle – This new tier 2 assault rifle is a step above the 762 in range, accuracy and fire rate.
Tech level 1
  • Robotic Sledge – This robotic weapon is a stationary turret with a large sledgehammer shaped pulverizing arm that punches enemies and can knock them down easier at higher quality levels. It is governed by 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.
    All existing tools and weapons have either been remade from scratch or had an art update to pbr textures for the new linear lighting.
New Candy

We have added candy to the vending machines, they allow players to have a short term modification to game-play and provide a few calories:
  • Atom Junkie – Atom sized candy and atomic sized power! Increase explosive damage 50%.
  • Covert Cats – Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage.
  • Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot.
  • Hackers – These tasty treats give you 20% more harvest when salvaging.
  • Health Bar – Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster.
  • Jail Breakers – Be the daddy to that stubborn lock. 100% success chance to pick a lock.
  • Nerd Tats – Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits.
  • Oh ♥♥♥♥♥ 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 Books

We’ve added three new book sets, Bar Brawler, Spear Hunter and Tech Junkie!

Bar Brawler
  • Basic moves – Adds 10% damage.
  • Drop a bomb – Sprinting power attacks can knock down your opponent.
  • Killer Instinct – Gain 5% damage with each kill up to 15%.
  • Finishing Moves -Do extra damage to knocked down opponents.
  • Adrenaline Healing – Recover extra health with each punch.
  • Rage mode – Attack and move faster after getting hit.
  • Boozed up – Drinking beer no longer blurs your vision and your buzz lasts twice as long.
  • The 7th Curse – The 7th unarmed strike in a short time deals 300% damage.
Spear Hunter
  • Damage – deal 10% more damage.
  • Maintenance – Spears degrade 20% slower.
  • Steel Spears – Craft steel spears.
  • Strong Arm – Spears travel faster and further.
  • Rapid Strike – Thrust spears 10% faster.
  • Punctured Lung – slows your target.
  • Deadly Combo – Hits scored in quick succession do 10% more damage up to 30%.
  • Kill Move – Power attacks to downed opponents do 50% more damage.
Tech Junkie
  • Robotic Damage – Robotics do 10% more damage.
  • Maintenance – Robotic weapons degrade 20% slower.
  • AP Ammo – Craft AP ammo for robotic weapons.
  • Robotic Turret Shells – Craft shotgun ammo for robotics.
  • Stun Repulsor – Craft this mod that sends enemies flying on charged hits.
  • Charged Strike – Increases chance to get an instant charged strike.
  • Hydraulics – Increase the fire rate of robotic weapons.
  • Bulk Crafting – Craft all robotic ammo in bulk.
Perk Balance

We have restructured existing perks and removed others so auxiliary perks don’t always have 5 ranks, as well as reduced some attribute requirements for auxiliary perks. This was changed to give less desirable perks more bang for the buck.

Perception Perks
  • Lockpicking, The Infiltrator, Animal Tracker now only have 3 ranks.
  • The Penetrator has 4 ranks instead of 5.
  • The treasure hunting ability of lucky looter that reduced dig radius has now been removed from Lucky looter and is its own 3 rank perk that reduces the new treasure hunting radius ring.
Strength Perks
  • Sexual Tyrannosaurus has 4 ranks instead of 5.
  • Heavy armor was moved from Fortitude to Strength and now only has 4 ranks.
Fortitude Perks
  • Well Insulated, Living off the Land, and Rule #1 Cardio now only have 3 ranks.
  • Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank.
Agility Perks
  • Run and Gun, Flurry of Blows now only have 3 ranks.
  • Light Armor and Parkour now only have 4 ranks.
Intellect Perks
  • The Daring Adventurer, Charismatic nature and Physician now have 4 ranks. Yeah Science is removed and its perks are merged with various other perks.
AI Improvements

Enemy Break-through System
  • We have added a new Enemy Break-through System that gives enemies random animation probabilities when enter the scene after breaking through a door, 2-meter opening or monster closet. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
    • Ragdoll Entrance – The enemy will ragdoll through the opening and then get 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 Improvements

Random world generation has undergone a few changes to help improve generation.
  • Biome generation – We have made biomes random in placement and size to allow for less predictable layouts.
  • Trader World Placement – Trader world placement was separated from regular wilderness POI placement so it could be made more predictable.
  • Player Spawns – Initial player spawns were changed to make starting out easier for new players.
  • POI Distribution – We have improved Random Gen in to use every POI possible in the game so players will see the breadth of content like never before. Random Worlds can now have over 500 unique POIs that can spawn!
  • Pregen Maps – We re-created 3 brand new alpha 19 pregenerated maps to play
Animation Improvements
  • Added rigs and content created for support on new weapons and tools including: Impact Driver, Auto Shotgun, Desert Eagle, Sharpshooter Rifle, Double Barrel Shotgun (reworked model), Junk Drone, Junk Sledge, and Ratchet.
  • Added fall/land animations to support new fall-down system. Also added additional stumble animations when breaking through obstacles.
  • Added zombie swim animations to support new swimming system for zombies.
  • Updated 3rd person locomotion lower body update and upper-body update that supports up/down aiming and firing for new and existing melee weapons.
  • Updated various zombie characters and player arms with new models.
Dynamic Resolution

A dynamic resolution system has been added that allows the game to draw 3d graphics at a lower resolution than the main game window is running at. This can increase FPS while allowing the UI to run at full resolution.

Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings:
  • Dynamic Resolution 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
Changed
  • Increased vehicle damage from entity collisions
  • Removed vehicle parent_part from xml
  • Entities killed by vehicle hits would have little ragdoll force or play an anim and improved ragdoll hit force
  • Vehicles that are supposed to be up on blocks are in them
  • Vehicle damage amount to entities did not use actual relative motion
  • Vehicle ragdoll force on entities was inverted
  • Removing vehicle mods did not update item
  • Vehicle physics not transferred when client or server took control
  • Vehicle engine would not stop if broken
  • Controls break when hitting esc at the same time you enter a vehicle
En son Red Eagle LXIX tarafından düzenlendi; 19 Ağu 2020 @ 10:49
Server administration and multiplayer

config changes, console commands, etc
  • Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”
  • Added optional “display names” to admin / ban / whitelist commands to make it easier to remember who the entries in the XML belong 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 Telemetry

We have partnered with Super Nimbus and GameSparks to capture game analytics from Alpha 19 to Gold. We plan on capturing many things to help balance the game and improve the overall experience only generic game-play data all of which is already been covered in our EULA. For Alpha 19 we are capturing the most important data for balance and progression.

Some things we are capturing include:
  • Game simulation 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 as
  • IP addresses
  • Names
  • Steam usernames
  • Device Names
  • Anything that can be used to identify any particular user

Alpha 19 b1-b180
Added
  • Buffs’ icons caused by an outside source, not by an item action triggered by the player, will blink for the first 3 seconds
  • Intersection block shapes
  • Added a Critical Hits journal entry
  • Block shapes that play nice with the new counter mounted sink mesh
  • Entity physics rigidbody uses the actual mass
  • Block model entity enables LOD fading
  • Trader to Trader quests at each quest tier.
  • Expand the LootQuantity passive to affect whole containers
  • Super corn can be used to craft glue
  • Current POI to player section of debug panel
  • Biome node system
  • Trader Hugh now specializes in firearms, gun parts, and ammo
  • Trader Rekt specializes in food and seeds
  • OptionsGfxResetRevision to allow resetting on startup
  • Hotzone settings for Nav Object Compass settings
  • Dimming of sun and moon light from high fog and moon phase
  • Worldglobal xml fogPower
  • Journal entry for stealth
  • New polished hardwood floors
  • EntityProjectile to allow syncing of spears between server and client as well as allow saving and loading of spears in chunks
  • Journal entry for the Activity Map
  • Anim controller SetFloat change threshold and idle time change threshold, but removed for zombies
  • Stone axe hit organic sounds
  • Custom toolbox and toolchest sounds
  • Allow hay bales to scrap to plant fibers
  • SetTransformActive updates reflection probe
  • Console command gfx st budget 0 disables streaming and >0 enables
  • Writable Storage Box
  • American Flag Version Flagpole
  • Chair versions of plaid and leather sectional couches
  • Player stats UI shows values using tags if set
  • Night is darker when the moon is not full
  • Added POI name to dbs command screenshots
  • Option to change size of FPS display
  • Old Wild West Coffins
  • Tough Guy Sunglasses that boost your fortitude. Found in loot and for sale at traders
  • Allow XUi list ComboBoxes to be initialised with ints/floats from XML
  • Allow enabling/disabling XUi SimpleButtons from XML/bindings
  • Allow XUi controllers to react to binding changes at runtime
  • Mem obj and mem objs console commands to list and shrink the object pool
  • HD Biker Zombie
  • Chainsaw/auger flesh impacts for melee & harvest.
  • Added hits/grazes to all 3 tiers knuckles.
  • Visual clue for text orientation on player storage crate
  • Radiated vulture vomit attack sfx.
  • Gfx st discard console command
  • Setup xml, localization, and icons for Gas Pump Remake
  • Updated localization for Wild West Coffin helper
  • Setup xml and localization for Bleachers Set
  • destroyed concrete material
  • “gfx graph tex mem” and “gfx graph tex stream” console commands
  • “gfx st reduction” console command
  • “gfx st” b/d/f/r console command abbreviations
  • woodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse)
  • tppoi window can be opened from ESC menu, also autofocuses search box now
  • HD Office Chair (no new icon yet)
  • Writable Storage Box Insecure to match textures when Writable Storage Box is downgraded
  • New gun fire effects for weapons that had been sharing with others
  • Missing tooltip for buffArmSplintedTooltip
  • Added new icons for new inventory management buttons
  • Create digging animation for crawlers
  • Rusted Metal Roof Material
  • “gfx texlimit” console command
  • Move items buttons for containers<>inventory
  • High quality water depth transparency and improved edge transparency, edge foam, waves and undulations
  • Utility_celltower_02
  • Allow the complete freezing of zombies within the game (ctrl-num* toggles)
  • Add chunk boundary markers that look like the land claim bounds box (Shift-num+ toggles)
Changed
  • Rough adjustment for loot drops. QL6 primitive items drop at GS 30. T1 start dropping at GS 12, T2 at GS 60, T3 at GS 105. You will always start seeing low qualities of a “new” tier first.
  • Auger no longer has a low priority to be for sale at traders
  • Cooking pot land mines cannot be picked up
  • Added dysentery chance when eating rotting flesh and raw meat
  • Radiator only drop radiators when harvested with a wrench
  • Reduced snow storm particle saturation and opacity
  • Hop seeds are now found in loot
  • Food poisoning is removed, but some foods can now cause dysentery. Cooked foods now buff your max stamina varying degrees based on the tier of the food, up to 40 max stamina
  • Acid barrels now have a chance to drop acid when harvested with the wasteland treasures perk
  • Game credits are updated with new folks from the team added
  • Splints can not be used (wasted) when you don’t have a broken arm/leg. Plain bandages can not be used without bleeding. Sewing kits not without bleeding/laceration
  • Improved Light Manager light registration
  • PerkHealingFactor heals less regular health but heals critical hits up to 2x as fast
  • Put skinny eaves on Canyon Mine building
  • Replaced old flaming barrel effect
  • Replaced old charged baton effect
  • Updated bullet\metal impact effect
  • Adjusted some blood particles that were too bright
  • Replaced old first person pipe bomb fuse effect
  • Optimized Chunk OnDisplay
  • Improved lights console command
  • Improved dynamic light fading
  • Light view distance to larger of MaxDistance or 150% of range
  • Merged the rod&spring and auto trigger group mods
  • Removed old unused biomes: city wasteland, wasteland hub and city
  • Instead of starting the game with “over eaten” food/drink stats, stamina regen costs less food/water up to level 5
  • Gunpowder crafts much faster
  • Improved RandomPositionGenerator funcs to allow points in water if not found on land or are swimming
  • Healing factor now heals critical wounds 20% faster with each rank
  • Scaled existing weapon recipes to accommodate three tiers
  • Changed navezgane prefabs.xml and rwgmixer.xml to new names
  • Improved how in water, swimming and water level is updated
  • Improved water movement slowing and added slower turning
  • Burnt forest friendly animals are now identical to the pine forest
  • Burnt forest no longer spawns vultures and the burnt forest difficulty is on par with the pine forest
  • Removed unused biome entries for legacy cities
  • Scaled chicken bigger so it’s easier to target and find
  • Optimized some chunk code
  • Improved pickup collider for dropped torches
  • Updated snow tree sizes and replaced second stage growth stage with prefab variant
  • Upgraded old plaid and leather couch models
  • Updated snow trees
  • Reduced sun saturation and intensity in snow biome spectrum
  • Buried treasure loot guarantees dukes and ammo
  • Armor items have less base durability. Armor perks increase durability more
  • 30% of the armor value of a piece of armor is generated by the quality level
  • Food/Water consumption converted to ISS v2.0. Both food and water stats increase up to 200 along with HP and stamina. There is no overeating/drinking but the first 20 points you eat above the cap will tick down more slowly
  • Backpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)
  • Books, schematics, and recipes show in Mods tab at trader
  • Added commercial sink proxies and fixed sleeper fall setups
  • Improved map rendering
  • Ammo piles, food piles and workstations to LOD fade
  • Dart trap placement orientation hard to see in dim light
  • Audio Sources for body impacts to a much smaller radius
  • Body impacts audio source to custom rolloff
  • Roll times and play probability are calculated from daily allotted
  • Snowstorm to GameParticleLit shader and increased particle transparency
  • PerkHeavyArmor moved to the strength attribute
  • Quest is now tracked before showing the toolbelt message about new quest
  • Smokestorm particle to GameParticleLit shader and improved color, emission, velocity
  • Updated Fir Large and Fir Medium with modern frond techniques
  • Lights are fully disabled when turned off
  • Updated flashlightDecor, lanternDecor and porchLight01 lights
  • Lens flares use less light intensity, dim with ranges less than 4 and disable at distance
  • Adjusted streetLamp_Classic defaults
  • Did a rough pass on Fall Behavior variables
  • Baseball bat is the T2 club, the steel club is T3
  • Increased BulbFlare size
  • Street_light01 to shadow casting point light and dimmed
  • LanternDecor to cast shadows
  • Improved GameObjectPool
  • Linear Color Space tree balance
  • Melee weapon 3rd person upperbody locomotion sets integrated
  • Linear Color Space balance
  • Turret camera view to normal color with a little static
  • Renamed water jars for consistency
  • Magnum ammo is cheaper and has increased stack size
  • .44 Magnum invoked the Rule of Cool and has increased range, damage and rate of fire
  • Graphic quality preset FOV values
  • Optimized BlockValue
  • Spears are armor piercing
  • Spears benefit from perkPenetrator
  • Increased sneak attack damage on blades and bows, lowered on sledgehammers
  • Video gamma option is now brightness
  • Improved default concrete material
  • Night clouds and fog now have a subtle blue tint
  • Moon to phong shading plus ambient lighting and supports all phases and new fog
  • Updated blood moon spectrum to correct fog density and color modifications
  • Shifted blood moon sprite color to fix the pink hue
  • Sun horizon light spreading and tinting
  • The table saw can not be crafted and is no longer needed to craft any recipes
  • Wood shape blocks like poles or stairs that were in odd places on the crafting menu are now found in the wood frame variant block
  • Biome affects player threat level
  • Modified spectrums to support new horizon fog gradient
  • Magnum model updated, points to new prefab, weapon anims, 1st person anims
  • Reduced player spawn in effect duration
  • Reduced global sky ambient saturation
  • Spawning screen effect starts brighter
  • Linear color space texture updates
  • Updated Pine, Snow, Desert, Burnt Forest, and Wasteland Spectrums
  • Improved cloud rendering
  • Linear color space texture updates
  • Material optimization and cleanup
  • Linear color space Post Processing updates
  • Cloud shader settings and source art
  • Height fog shader settings
  • World global ambient settings
  • Pine Forest spectrum updates
  • Reduced star frequency
  • Latest interior ambient balance
  • Adjusted Water Distant Surface shader to look like the near shader
  • Removed SSR due to visual artifacts
  • Ambient levels
  • Updated fog spectrums
  • Default sun saturation
  • Updated world global XML values
  • Adjusted default interior light prefab values for linear color space
  • Linear color space texture balance
  • Chandelier prefab alignment to ceiling center for 2.5cm pillar compatibility
  • Yongha’s New Hunting Knife model integrated
  • Reduced ground ambient
  • Linear color space spectrum balance
  • Split destroyed concrete shape into N,S,E,W segments for painting
  • New Stone Axe model integrated
  • Temp removal of fog to prepare for ‘s new exponential fog
  • Improved Reflection Manager fix for when probes refuse to render
  • First pass sun intensity adjustments and weather fog reduction prep for new fog
  • Updated post processing to v2
  • Lowered amounts of prepared food and drink at traders
  • Enabled linear color space
  • Disabled post processing options until we can get this swapped out with 2.0
  • Entity damage buffs store the damage remainder and use next tick
  • Optimized 15 avatar controller parameter names to use hashes
  • Optimized World GetEntity to do one dictionary lookup
  • TerrDesertGround has more hit points and clay harvest
  • Rotations are now working on doors
  • Consistent LOD distance on all player lights
  • Updating house_modern_06, small fix to sleepers in the master bathroom closet
  • PerkMasterChef, moved ingredient bonus to T4
  • Balancing and clarification on fore grip and bipod mods
  • Removed animator from steel sledgehammer and created new box collider
  • Chemistry station no longer uses wood or burning barrels in the recipe. Instead, they use forged iron, more short pipes, and 5 acid
  • Steel axe plays heavy woosh sounds
  • Moved chili dogs, beer and Yucca Smoothies to rank 3 of Master Chef
  • Removed tree seeds from seed loot and traders
  • Salvage Operations now affects ratchets and impact drivers as well as wrenches
  • Improved entity speed replication difference check
  • Ranged weapon AutoReload property to effect one shot weapon reload
  • Blunderbuss to not auto reload
  • Set hunting rifle and crossbows to not auto reload
  • Explosion resist is another random armor stat
  • No side effects on steroids/recog
  • Clothing and armor pocket mods are named differently
  • Increased base water drain. (was less than food)
  • Fixed inconsistent rotation on metal railing
  • Updating streetLight01 mesh and textures
  • Changed army truck to mesh collider
  • Burning shaft mod adjustments, can only installed in weapons and tools with a long shaft or blade
  • Animal remains collider size increased
  • Working Stiffs crates drop a minimum of 1 tool
  • Removed harvest and craftable clutter from working stiff loot crates
  • Removed paper, polymer and junk from construction supply crates, buffed quantities of glue, duct tape and scrap iron
  • Updated beverage list in the game to include more drinks. Removed empty jars from beverage loot list
  • Chunkreset x1 z1 x2 z2 to not require last two parameters and check for huge area
  • Default daily allotted for dynamic music system
  • Removed item Sound_harvesting prop
  • Lab equipment piles drop gunpowder, not nitrate/coal
  • Bullet casings in “junk” loot drop as brass
  • Increased ammo count in loot groups, ammo piles and hero chests drop an additional, guaranteed “ammo” group
  • Cheap wooden chests or desk safes have less storage capacity, large storage boxes are tougher, gun safes have the same capacity as large boxes
  • Cube storages boxes show up in the “building” crafting tab with the other relevant crafted storage containers
  • Replaced particles on third person “on fire” effect
  • Coal burns longer than wood
  • Added testosterone extract to cigar recipe
  • Price of paper is consistent with other ammo supply costs
  • Reduced chance for drink in refridgerators and increased chance for food. Increased quantity of eggs that spawn in fridges
  • Unlocked End reward chests in T1 and T2 POIs
  • Gamestage diminishing returns to a scale and set to .5 and difficulty bonus to a single number and set to 1.2
  • Lucky Looter adjusted to be in line with the loot quality distribution
  • Blunderbuss ammo only requires 2 gunpowder instead of 3
  • Adjusted steel hatch colliders to improve ladder climbing.
  • Reduced AI 1m jump distance
  • Zombies have a faster/shorter jump land anim
  • Decreased chance to find workstation schematics in destroyed workstations
  • Reduced Blur shader samples by half
  • Gas_station5 linear lighting and new art pass.
  • Replaced flame effect on burning arrow & bolt
  • Improved first person hands lighting when using burning arrows & bolts
  • Reduced amount of painkillers in loot
  • Quests per tier changed from 5 to 10.
  • Removed unneeded small signs, street lights and trees from rwg poi list
  • Linear color space balance on ammo display cases and gun racks
  • Changed primative colliders to mesh collider on all cars
  • Tier 1 quests no longer offer Armor, Weapons or tools as a reward
  • Party size from 6 to 8.
  • Store_clothing_02 new clothing wall racks.
  • Utility_celltower_01 remade
  • Replaced tree helper with dead tree & smoothed navazgane terrain
  • Sounds.xml better tactical AR fire sound playback with auto trigger mod
  • Utility_celltower_01 navazgane terrain painting
  • Updated flame effect on first person and wall candles.
  • Updating old barrel fire particle effect.
  • Campfire and forge tools have a small icon to show that they belong to a workstation
  • Barrels are containers.
  • Removed Texture Streaming video option and made streaming always on
  • Ammo drops are less abundant in the early game, blunderbuss ammo and iron arrows can be more common.
  • Closet rod and clothing piles destroy on loot
  • Neon “Open” sign emits light now
  • Loot probability templates normalised to 1 to make them usable in more situations
  • Demoted exception to error (no console popup) when country can not be retrieved
  • Item Type Icon to workstation tools.
  • Items that cure a condition show 100% instead of an unspecified amount
  • Updating steel club icon to match mesh changes
  • Zombie bears drop testosterone extract
  • Yucca juice recipe no longer needs water but is boiled in a cooking pot
  • The stamina buff from cooked food does not count down while your food bar is full.
  • Put a small weapon bag in survivor_site_02
  • Bullet casings now partially visible in iron sight aim for AK47
  • Reworked laser attachment effect for desert vulture
  • Boiled water does not cause dysentery
  • Reduced excessive food value on super corn
  • Merged heavy/light armor, all melee weapon and all ranged weapon loot groups for better performance due to fewer probability table lookups
  • Schematics scaled in loot. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages.
  • Physics push to not angle down and if not on a ragdoll use x5 force
  • Traders sell tech 3 weapons in the higher secret stash inventories
  • Robo sledge YawRange changed to 170°, making it easier to place in tight quarters.
  • Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it.
  • Loot abundance to effect each item in the container instead of the master count
  • Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic.
  • Chainsaw and auger are not unlocked by perkAdvancedEngineering
  • Slower recovery of the dynamic crit resistance that occurs when taking multiple hits from zombies
  • Added more friendly animals to all biomes
  • Enemy animals can spawn during the day in forests
  • Chickens can spawn in forests now
  • All animals respawn much faster than before
  • 10% less resistance against stun and bleeding
  • Blade trap hits don’t prime the demolition zombie
  • Food max stamina buffs will not overwrite if an existing higher value buff is above half duration.
  • Stone block destruction doesn’t fire heat events like wood or iron blocks
  • Auto shotgun cannot use scopes for now
  • Improved sleeper volume noise response
  • Boars, coyotes, dogs, mountain lions and wolves can attack while moving forward
  • Temporarily disabled reflex sight as a visible attachment on the auto shotgun
  • Increased amount of small animals spawning in the forests and decreased larger animals.
  • All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.
  • Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night
  • Shotgun damage and auto shotgun rate of fire reduced.
  • Added floats so spawning of zombies and predators are less predictable.
  • Reduced stamina cost on iron harvesting tools
  • Bandolier mod increases reload speed by 15%
  • Removed candy tins, hub caps and air filter items from the game.
  • Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Hub cap mine uses a nail instead of a spring
  • Deprecated candy tins and other redundant items
  • Cooking pot mine is also crafted from basic resources
  • Normal entities load their prefabs and meshes on demand instead of during world load
  • Reduced distance to backpack after death if no respawn point is set
  • Block entities to load on demand using the object pool
  • The object pool large pools to active pools which will fully remove pool objects and non active prefabs over time
  • Added various scales to zombies so they are different heights
  • Texture streaming to only use the main camera
  • Store_autoparts_01 updated to commercial standards.
  • Updated lots of oldwest POIs with new art
  • Art and new block update for house_old_abandoned_07
  • Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day
  • Increased push up motion when player is stuck
  • Increased chance of getting criticals on the 2nd hit
  • Nerfed water cooler loot to drop 12 pure waters instead of 1 to 4.
  • Player shader name to Game/UMA and removed 10 unused properties
  • Increased chicken and rabbit run speed
  • Command “killall alive” no longer kills turrets
  • Biome generation now allows biomes other than pine forest to be in center
  • Optimized Arlene texture sizes
  • Optimized Big Momma texture sizes
  • Optimized Biker texture sizes
  • Renamed Arlene emissive to proper name and readded missing texture
  • Blade trap repair cost reduced to not be more than its crafted cost
  • Optimized Boe texture sizes
  • Optimized Crawler texture sizes
  • Optimized Darlene texture sizes
  • Optimized Fat texture sizes
  • Optimized player hand texture sizes (AO only) and fixed filtering
  • Optimized Joe texture sizes
  • Optimized Marlene texture sizes
  • Optimized Mechanic texture sizes
  • Optimized Moe texture sizes
  • Optimized Steve texture sizes
  • Optimized ammo piles texture sizes
En son Red Eagle LXIX tarafından düzenlendi; 19 Ağu 2020 @ 10:50
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