Hello Survivors! Today we are making our V1.2 Crossplay patch available to every platform. Players on Xbox, PlayStation, and PC can now enjoy cross-platform gameplay. Please note: The Xbox and Microsoft PC Store versions are taking a little longer than expected to pass certification. We dont expect any issues and hope to release them as soon as possible. Thank you for your understandingwere excited for everyone to jump into the update soon! For cross-platform games to show in the server browser: Console: Set the option General>Crossplay Enabled: On PC: Set the option General>Crossplay Enabled: On, but it also requires EAC Protected set to On Maximum supported player count for crossplay is 8 and world size of 8192. We always encourage a new save with every update, but we do not expect any issues continuing older save games. Enabling crossplay for those older save games should be safe as well.
Here is the complete V1.2 Changelog:
Added
- Cross platform block lists
- Implemented console Performance/Quality graphics modes, selectable through the video options UI.
- New vulture model
- New rabbit model
- New chicken model
- Biome spawner delays have a 10% random variation
- CRT TV emergency broadcast sound (*enables with light)
- Sleeper volumes reset the available spawn points when finding one if they have all been used
- Deco manager tree grouping with async loading and work spread out more evenly
- Additional flame prefabs to burning Zombies
- SFX for nerd outfit extra crafting skill point perk
- Missing spark textures for mines
- Blood moon party maximum active enemy count with increased game stage scaling based on the full count
- Revised first person rendering to use a single camera
- Disabled the old resolution scaling and enabled FSR in Performance mode on all console platforms
- Enable RWG menu items for console
- Allow opening of chat window when communication blocked
- Implement show user profile for PS5
- Optimized entity effect groups by removing duplicate setters from ancestors
- Improved biome entity spawners to run timers independently of counts and better track counts so they can't spawn over the limit
- Re-balanced biome entity spawner counts and delays
- Removed sleeper spawning at farthest position ground check if using min script
- Improved active sleeper despawning rules to allow more distance and time
- Optimized material cleanup
- Optimized object pooling and containers
- Optimized chunk wall volume containers
- Video brightness setting darkens interiors and night when set below 50%
- Decreased darkest range of moon light slightly
- Helmet light mod to have less range
- Optimized FindInChildren
- Optimized entity spawning model type lookup
- Updated Screamer sounds
- Solar Cells can no longer be scrapped
- Grace is no longer zombie food
- Optimized vehicles to not use a container object
- Increased blood moon party distance to add players
- Re-enabled Game Version display in server browser for console clients
- Iron Gut does not apply on login
- Xbox/PS5 Friends not working in Server Browser
- RWG previewer not removing some of the button handlers on close
- Server doesn't log chat sender names
- NRE and loss of controls when sign or storage crate is destroyed while writing in it
- Copy+paste kills tabs/linebreaks
- Error loading prefabs with ExcludePOICulling=true due to outdated ins files
- Effect groups do not extend from ancestors in the correct order in entityclasses xml
- Vehicle manager respawns vehicles repeatedly if a non vehicle entity has the same id
- A biome zombie type spawner could have a permanently disabled timer if they aged out before a player ever killed one (old data is removed and they will start spawning again)
- Biome spawners could conflict and use the same status data
- Arrow LOD issue zooming in and out while bow is pulled back
- No respawn on min script sleeper volumes if entity despawned
- Player drop time delay was affected by frame rate
- Simple prefabs like part_streetlight_single generated an empty imposter mesh
- Chunks being copied to Unity could rarely have the wrong object and block all copying
- Primitive outfit has a read/write issue
- Occasional Exception and NRE when exiting to Main Menu
- Wall volumes were added to chunks they did not overlap and had unneeded padding
- Sleeper and trigger volumes were added to chunks they did not overlap
- Battery and solar banks beep when relogging
- Player placed torches had a duplicate Audio Player
- Audio sources with doppler could make squeaks or dropouts on player teleport or world origin shifts
- Audio manager would still track many sounds after they were destroyed
- Loot abundance settings below 100% would give less loot than it should
- Hordestone Twitch Event should not auto respawn.
- Tactical Assault Rifle missing reflex sight model
- Headgear morphs won't spawn in when in first person view now.
- Drone inventory can roll back as client while using drone healing mod
- Drone can't heal player while on vehicle
- First time the drone heals the player after a debuff has been healed, it fails to heal the player
- Moving animals appear almost invisible with certain FSR settings
- Invisible character when being transported out of trader on vehicle
- Vehicle camera position glitches when origin shift happens
- EntityFactory GetEntityType warnings from missing types
- Fixed XML typo preventing DualSense trigger effect from being identified to be used for zooming with a 2x scope
- HUD markers flickering positions
- Prevent the server password window from automatically displaying the platform's virtual keyboard on open, blocking users from reading the dialog on some platforms
- Mods that allow selling to non-trader vendors no longer generate NREs due to a trader entity not being present
- Added fallback particle removals for bleeding and shock particles in status check player buff
- Prevent NRE when spam clicking a trader to open the quest turn-in window as a client
[ 2024-12-10 17:44:51 CET ] [ Original post ]
Hey Survivors! Quick update to the Experimental again. Here's what changed since b25:
V 1.2 b27 Changelog
Changes
- Re-enabled Game Version display in server browser for console clients
- Fixed XML typo preventing DualSense trigger effect from being identified to be used for zooming with a 2x scope
- HUD markers flickering positions
- Prevent the server password window from automatically displaying the platform's virtual keyboard on open, blocking users from reading the dialog on some platforms
- Mods that allow selling to non-trader vendors no longer generate NREs due to a trader entity not being present
- Added fallback particle removals for bleeding and shock particles in status check player buff
- Fixed excessive amount of animals spawned
- Prevent NRE when spam clicking a trader to open the quest turn-in window as a client
[ 2024-12-10 00:50:23 CET ] [ Original post ]
Hey Survivors, Here is an update for the status of our 1.2 Crossplay Patch, 1.3 Japanese Patch and the 2.0 Storms Brewing Patch. Read on for more information: 7 Days Winter Patch Status
[ 2024-12-07 16:29:51 CET ] [ Original post ]
Hello Survivors! Here we have a small patch for you for our existing V1.2 EXP. TFP wishes all a great weekend! Added
- Blood moon party maximum active enemy count with increased game stage scaling based on the full count
- Optimized vehicles to not use a container object
- Increased blood moon party distance to add players
- Invisible character when being transported out of trader on vehicle
- Vehicle camera position glitches when origin shift happens
- EntityFactory GetEntityType warnings from missing types
b25 Hotfix:
Fixed
- Moving animals appear almost invisible with certain FSR settings
[ 2024-12-07 03:41:55 CET ] [ Original post ]
Hello Survivors! Here is V1.2 b22 EXP for you all. While the team is all hands on deck working on V2.0, we wanted you all to get the fixes, optimizations and console crossplay preparations sooner rather than later. With this build we introduce various optimizations to all platforms, but also unleash the ability to generate RWG maps to our Console fans. Crossplay will be fully enabled once experimental ends, V1.2 goes STABLE and our Console users get access to V1.2. Until then there will be no-one to crossplay with. This will open up crossplay between PS5, Xbox Series X|S and PC clients, however no dedicated servers just yet. V1.2 should be compatible with existing save games, but we recommend starting a new game for the very best experience. Here is how you participate: [olist]
- Cross platform block lists
- Implemented console Performance/Quality graphics modes, selectable through the video options UI.
- New vulture model
- New rabbit model
- New chicken model
- Biome spawner delays have a 10% random variation
- CRT TV emergency broadcast sound (*enables with light)
- Sleeper volumes reset the available spawn points when finding one if they have all been used
- Deco manager tree grouping with async loading and work spread out more evenly
- Additional flame prefabs to burning Zombies
- SFX for nerd outfit extra crafting skill point perk
- Missing spark textures for mines
- Revised first person rendering to use a single camera
- Disabled the old resolution scaling and enabled FSR in Performance mode on all console platforms
- Enable RWG menu items in submission builds
- Allow opening of chat window when communication blocked
- Implement show user profile for PS5
- Optimized entity effect groups by removing duplicate setters from ancestors
- Improved biome entity spawners to run timers independently of counts and better track counts so they can't spawn over the limit
- Re-balanced biome entity spawner counts and delays
- Removed sleeper spawning at farthest position ground check if using min script
- Improved active sleeper despawning rules to allow more distance and time
- Optimized material cleanup
- Optimized object pooling and containers
- Optimized chunk wall volume containers
- Video brightness setting darkens interiors and night when set below 50%
- Decreased darkest range of moon light slightly
- Helmet light mod to have less range
- Deleted old hidden animator data from the ZController file
- Optimized FindInChildren
- Optimized entity spawning model type lookup
- Updated Screamer sounds
- Solar Cells can no longer be scrapped
- Grace is no longer zombie food
- Iron Gut does not apply on login
- Xbox/PS5 Friends not working in Server Browser
- RWG previewer not removing some of the button handlers on close
- Server doesn't log chat sender names
- NRE and loss of controls when sign or storage crate is destroyed while writing in it
- Copy+paste kills tabs/linebreaks
- Error loading prefabs with ExcludePOICulling=true due to outdated ins files
- Effect groups do not extend from ancestors in the correct order in entityclasses xml
- Vehicle manager respawns vehicles repeatedly if a non vehicle entity has the same id
- A biome zombie type spawner could have a permanently disabled timer if they aged out before a player ever killed one (old data is removed and they will start spawning again)
- Biome spawners could conflict and use the same status data
- Arrow LOD issue zooming in and out while bow is pulled back
- No respawn on min script sleeper volumes if entity despawned
- Player drop time delay was affected by frame rate
- Simple prefabs like part_streetlight_single generated an empty imposter mesh
- Chunks being copied to Unity could rarely have the wrong object and block all copying
- Primitive outfit has a read/write issue
- Occasional Exception and NRE when exiting to Main Menu
- Wall volumes were added to chunks they did not overlap and had unneeded padding
- Sleeper and trigger volumes were added to chunks they did not overlap
- Battery and solar banks beep when relogging
- Player placed torches had a duplicate Audio Player
- Audio sources with doppler could make squeaks or dropouts on player teleport or world origin shifts
- Audio manager would still track many sounds after they were destroyed
- Loot abundance settings below 100% would give less loot than it should
- Hordestone Twitch Event should not auto respawn.
- Tactical Assault Rifle missing reflex sight model
- Headgear morphs won't spawn in when in first person view now.
- Drone inventory can roll back as client while using drone healing mod
- Drone can't heal player while on vehicle
- First time the drone heals the player after a debuff has been healed, it fails to heal the player
[ 2024-12-04 23:34:24 CET ] [ Original post ]
7 Days to Die and the Original Soundtrack are all on sale for 30% off on the Steam Autumn Sale from Nov 27th Dec 4th. Buy 7 Days now! Buy the OST now!
[ 2024-11-27 18:11:14 CET ] [ Original post ]
The 7 Days to Die base game, 2-pack and Original Soundtrack are all on sale for 20% off on the Steam Screamfest Sale from October 28th November 4th. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits! Get it Now!
[ 2024-10-28 17:06:51 CET ] [ Original post ]
Hey Survivors, we're pleased to announce the release of v1.1 b14 to our Stable branch. This update features several changes to stealth mechanics, as well as a multitude of fixes and optimizations to improve performance and enhance gameplay.
Check out the full change log below!
b1-b14 Changelog
Added
- Player stealth meter is green when no alert entities are near you otherwise it turns yellow
- Stealth is less affected by player movement and ramps up over time
- Controller support for the 3D map preview on the RWG window
- (PC Only) Controller Icon Style combo box added to controller settings menu, allowing players to override automatic controller detection and Steam Input to display either PlayStation or Xbox icons
- New explosion particles for Propane Tanks, Barrels and Vehicles
- Inventory UI Audio Various Resources
- Inventory UI Audio Rocket
- New inventory pick and place sounds for Robotic Sledge, Turrets, Traps, Mods, Crafting Stations, Dew Collector and other various items
- Support for SoundPickup and SoundPlace for blocks
- Blood splatter to zombie bear and dire wolf
- Prefab Editor "Rnd decorate Sel." also sets random rotations
- Enable All and Disable All for Extras through the Twitch Options menu
- GameShuttingDown mod event
- wilderness_filler_21
- lot_vacant_09
- countrytown_business_15
- remnant_downtown_filler_24
- remnant_downtown_filler_25
- remnant_downtown_filler_26
- remnant_downtown_filler_27
- remnant_downtown_filler_28
- Rwgmixer xml district prefab_name property and changed forest_rural to use that
- Balanced stealth effectiveness for all combinations of perks, armor and light levels
- Reduced distance from and radius that AI picks to investigate near the target
- Balanced stealth world and block ambient light
- Improved player stealth UI to be twice as sensitive to light, half to sound and round off value
- Balanced player stealth enemy search duration reduction from perks and armor
- Increased Assassin and Rogue outfit sneak effectiveness based on other stealth calculations and balancing adjustments
- Increased bear and dire wolf sight and hearing
- AI alert timer starts after investigation ends and with some random variation
- Adjusted StaminaLoss and AttacksPerMinute on Iron and Steel Axes to match Iron and Steel Pickaxes
- Set the economic value to 1 for several blocks marked not to sell to traders to prevent rented vending machine exploits (full economy balance coming at a later date)
- New Burnt Zombie Sound FX
- New Gore for Hazmat zombie
- Increased vehicle armor and plow damage reductions
- Increased vehicle reserve fuel tank capacity
- Removed Q6 items from airdrops and infested loot
- Increased the harvest count of Augers and Chainsaws by 20%
- Increased duration of all fire weapons influenced by Fireman's Almanac Vol 4 by 1 second for display lag and rounding
- Persistent electricity effect when dismembering electrocuted zombie
- Updated organic destroy effect
- Updated explosions particles for land mines
- Updated icon for yucca fruit to better represent the in-game models
- Updated icon for Knuckle Wraps to better represent the in-game models
- Knuckle Wraps now use cloth for crafting, repairing, and scrapping
- Updated Knuckle Wrap description references from leather to cloth
- Updated tags for various window blinds to count towards polymer harvest challenge (does not show nav objects due to overabundance)
- Reduced the amount of duct tape needed to craft Robotic Drones
- Updated landmines with repair properties for the Infiltrator perk
- Adjusted glowing eye on zombie bear and dire wolf
- Memory optimizations including a refactor of RWG to use less static fields so it can be garbage collected.
- Set mipmap streaming on for entity textures that had the setting missing
- Wrong/Missing class, tags, and particle settings were keeping gas pumps from exploding properly
- Updated persistent electricity effect when dismembering electrocuted zombie
- Adjusted backpack, camping, and car loot lists to clamp T0 tools/weapons from mid/late game loot probabilities
- Progression and save game safe adjustments to unlock values with electrical crafting magazines. Sensors section from 50 to 45. Battery Bank and powered doors section from 75 to 55. Batteries now start at 55 and end at 100
- Moved battery unlocks to T4 and powered doors to T3. Both unlock at 55, but the battery quality unlocks continue to levels 60, 70, 80, 90, and then 100 for Q6
- Adjusted colliders on commercial blind shapes
- Removed FPSScaling option for consoles
- Updated localization for T3 and T4 electrician crafting skill sections
- Updated descriptions of Salvage Operations to prevent confusion of harvest speed
- Updated several Spanish translation issues based on community feedback for pistols and file cabinets
- Localization sync for Japanese updates
- Updated localization to support new entries
- DMS section type for traders is read from npc.xml
- Keep F3 CVar filter text when leaving to main menu and loading back into game
- Trader Rekt gate access is now easier especially for bikes
- Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI's
- Added storeHardware theme tag to remnant_business_04
- Sleeper, pathing and art improvements to army_camp_07 based on player feedback
- Added audio trigger and additional pathing improvements to army_camp_07
- downtown_filler_plaza_03 replaced fountain with new design
- victorian_08 trigger unlock doors for easy exit
- bungalow_02 Easy exits set to Trigger Unlock
- Added keyrack for quick exit/unlock for exterior doors in house_burnt_02
- Connected additional door to keyrack quick exit / unlock in house_old_modular_04
- Connected additional door to keyrack quick exit / unlock in house_old_modular_05
- Connected additional door to keyrack quick exit / unlock in house_old_modular_07
- Added quick exit / unlock keyrack to house_old_tudor_04
- Added quick exit / unlock keyrack countrytown_business_07
- Reduced sleeper volume count in countrytown_business_07 based on feedback
- Art pass and sleeper volume adjustments in ranger_station_01
- skyscraper_01 reduced by 591,469 verts 221,936 tris
- store_clothing_02 loot balance pass
- downtown_building_03 area rebuilt with new blocks
- downtown_filler_31 texture fix, block type replaced
- hotel_04 locked optional room door to make it clear to the player that's not the actual path
- house_modern_27 path improvement
- rest_area_05 replaced block curtains for vertical curtains, enabled unlock exit doors
- house_modern_29 added front balcony for aesthetic reasons
- nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode
- countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass
- House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11
- House POIs That Need Trigger Unlock various POIS
- house_construction_04 small blocks and terrain update
- apartments_04 POIs needed trigger unlock
- Additional adjusted sleepers in utility_refinery_02
- lot_vacant_09 changes made based on feedback
- Twitch: Increased price of #mind_wipe and #newbie
- Twitch: #newbie is now an Extra
- Twitch: Break Claim triggered cooldown from 20 to 30 seconds
- Issue with solar cell quantity and quality getting clamped incorrectly in trader inventories
- Can't set forge to craft max quantity with Advanced Engineering perk
- Unable to join game invite through Steam if player does not proceed past the news screen
- Potential NRE in ServerPasswordWindow
- FPS drop from very wide angle spot lights
- Fix Xbox crash in rare cases when coming out of suspend while on the main menu
- Fixed race condition between RegionFileManager and PersistentPlayerData which could cause rare exceptions
- Xbox crash if game suspended while initial loading shows "Loading particles"
- Xbox crash during save operations
- XBS Native Graphics Job freezes by switching back to Legacy Graphics Jobs
- Texture streaming goes over budget after some time on Xbox S
- Bows swapping ammo types has some visual issues showing wrong ammo type
- Unable to hear air drop if ambient sound is muted
- Vehicle velocity was not retained on server when a client driver exits
- Vehicle is kinematic warnings on dedi when driver exits
- Players can ragdoll themselves getting out of 4x4
- Players could flip or destroy the 4x4 when exiting on steep slopes
- Auto turrets are pinging like bedrock/trader protection when hitting dirt
- Auto turret is having issues targeting allies and self
- Disable electric shock on dismembered limbs
- Zombie variant texture dismemberment issues
- Fixed electrocuting dismembered stumps
- Missing tags for advanced engineering workbench craft time reduction perk
- CVar prefix with Fireman's Almanac Vol 4 not working properly with Molotov's
- Issue with negative scaling on curtainDrapesRightHalfTopPrefabVariant not showing properly
- Reading a Treasure Map automatically activates it overriding active quests
- Crouching and uncrouching while in a confined area can cause players run to become slower than when not running
- Linux GUI error after hitting ESC
- Steam deck settings apply glyph does not display properly
- Can't craft more than 1 tool or handheld item at a time
- Inventory item place sound not always playing
- Steel fridge and beverage freezer ambient loops are incorrect or missing
- Sprint lock does not become engaged when using keyboard combinations starting with Shift (Opening Steam/Discord overlay or opening a radial menu)
- No challenge progress getting honey from POI stumps
- AttachParticleEffectToEntity issue when SDCS characters are set on fire
- Prevent toggling the flashlight on and off while zooming a scope in/out if they share a single controller binding (also applied to quick swap)
- Air drop settings tab discrepancy
- Server Browser List daily quest limit setting missing proper value localization
- News page has no entries in offline mode
- Zombies can get stuck between double pole blocks
- Setting linear velocity of a kinematic body is not supported warnings for out of world checks
- Prevented controller aim assist from targeting drones
- Store_hardware_03, terrain density issue
- Only Usable Type for Twitch Actions were being bypassed by the extension
- Chunks can stop generating after exploring for a while
- Animation desync on remote players when changing vehicle pose state while in an unloaded chunk
- Two wheeled vehicles without a driver can slowly slide on their sides for a long time
- Missing barbed wire and texture issue in installation_red_mesa
- Block mines to not explode when repairing
- Server Browser List some settings missing proper display values
- RWG Preview Mesh Memory Leak
- RWG Terrain Preview Material / Texture Leak
- Shared quests with the same location are not tracking properly
- Spread audio clip processing over time when loading dynamic music sections in order to alleviate frame hitching
- Host sometimes hear idle zombie noises from client
- Missing localization for reporting player text
- NRE related to DebugGameStats
- Molotovs are ignoring Player Killing setting randomly
- Activating item_modifers has no audio indicator
- Animals seeing players used an inaccurate distance
- Stealth ambient light value was too dark compared to what was rendered
- AI head motion near walls could let them see through them causing screamers to scream and spitters to spit
- Updated value on Grandpas Awesome Sauce
- Zombie alt texture dismemberment issues
- Logic issues related healing limbs with Physician 3 perk
- Reworked calculation for Farmer Full Set Bonus to prevent food health applying bonus incorrectly
- Airdrops are now immune to buffBurningEnvironment, buffBurningElement, buffBurningFlamingArrow, buffBurningMolotov, buffIsOnFire
- Issue with negative scale colliders on guardRailPole8mInclineFlippedPrefab
- Updated logic to prevent premature limb healing when sprains turn into breaks
- UI textures loaded from web/files are affected by texture quality setting
- ItemValue's Metadatas were not properly cloned when splitting stacks
- Trader name unlocalized when sharing their location marker
- PassiveEffects with OR requirements always applied independent of the actual requirement states
- Player doors within 10m of trader unlock/lock on open/close
- Quest searching issues
- NRE on world load when using player signs in custom POI's
- Triggerable level design POI sounds do not play for Clients, only SP or host in P2P
- Removed some exterior walls / fences from football_stadium POI to allow players to drive their vehicles through
- Missing texture in downtown_filler_05
- Density on lot_rural_filler POIs
- Sleepers waking up by back fence in utility_refinery_02
- Clipping tree in roadside_park_01
- house_old_gambrel_02, tree clipping when POI spawned in burnt forest or snow biomes, swapped with smaller dead tree
- rwg_tile_gateway_straight, removed three guard rails that were not being overwritten by part_driveway_gateway_checkpoint_01 when checkpoint_01 spawned on this tile
- remnant_burnt_07, removed car that had alignment issues
- house_old_victorian_10, missing paint
- house_old_ranch_10, replaced wood carpet roll with cloth carpet roll
- house_burnt_01 easy exits set to Trigger Unlock
- house_burnt_04 easy exits set to Trigger Unlock
- house_burnt_05 easy exits created & Trigger Unlock set
- tudor_06 floating book pile, loot reduction, trigger unlocks on exits
- house_modern_09 Missing paint, props, added rope climb out
- house_old_pyramid_01 trigger unlock easy exit
- school_daycare_01 shrub clips into wall
- house_old_tudor_02 untagged from culdesac due to issues
- house_old_bungalow_12 deleted odd terrain block
- bungalow_05 replaced clipping rubble with debris instead
- store_pharmacy_01 loot balance
- bungalow_10 loot rebalance
- trader_jen missing paint
- skyscraper_01 texture issues and reduction to 4,158,553 verts & 1,757,478
- hotel_04 mispainted texture
- house_modern_27 wrong type of window block in wine cellar, replaced texture for the ceiling of the same area
- trader_jen, mismatched paint
- lodge_01 trap block results in floating light
- fastfood_06 mismatched paint and fastfood_06 wood clipping
- hotel_04 requires player to open elevator door to complete quest
- school_01 school desks clipping
- school_01 window SI issue
- school_01 mismatch texture near the roof
- skyscraper_02 projector screen SI issue
- house_old_modular_05 texture issues
- remnant_skyscraper_05 removed duplicated light, fixed mispainted texture
- gas_station_08, missing paint
- house_old_ranch_13, removed unused sleepers
- gas_station_08, unpainted surfaces, block with missing trim
- store_clothing_01, removed clothes rack
- cave_02, SI issue
- roadside_park_01 could use helper trees
- office_03 mismatched textures
- house_old_modular_05 texture issues
- lot_vacant_04 floating zombie in front of car
- house_modern_23 mismatched paint and other misc issues
- trader_rekt missing fence post
- bungalow_12 missing textures
- house_modern_05 texture issues
- cave_01 underground air gap in terrain
- bowling_alley_01 SI issue
- rural_drive_in_01 terrain density issue
- warehouse_08 terrain density issue
[ 2024-10-01 16:54:37 CET ] [ Original post ]
Will the Survivors make it through this Blood Moon-infested night against these zombies? Check out the new 7 Days Blood Moons Live Action trailer and Wishlist the game now to join the fight for survival! [previewyoutube=zA3rr--QWlc;full][/previewyoutube] Follow on Twitter Follow on Facebook Follow on Instagram
[ 2024-09-26 16:02:07 CET ] [ Original post ]
Hello Survivors! Here's the b5-b14 changelog: Added
- Player stealth meter is green when no alert entities are near you otherwise it turns yellow
- Stealth is less affected by player movement and ramps up over time
- countrytown_business_15
- remnant_downtown_filler_24
- remnant_downtown_filler_25
- remnant_downtown_filler_26
- remnant_downtown_filler_27
- remnant_downtown_filler_28
- Controller support for the 3D map preview on the RWG window
- (PC Only) Controller Icon Style combo box added to controller settings menu, allowing players to override automatic controller detection and Steam Input to display either Playstation or Xbox icons
- New explosion particles for Propane Tanks, Barrels and Vehicles
- New inventory pick and place sounds for Robotic Sledge, Turrets, Traps, Mods, Crafting Stations, Dew Collector and other various items
- Support for SoundPickup and SoundPlace for blocks
- Blood splatter to zombie bear and dire wolf
- Prefab Editor "Rnd decorate Sel." also sets random rotations
- Enable All and Disable All for Extras through the Twitch Options menu
- Increased bear and dire wolf sight and hearing
- Increased Assassin and Rogue outfit sneak effectiveness
- Reduced distance from and radius that AI picks to investigate near the target
- Balanced stealth world and block ambient light
- Balanced stealth effectiveness for all combinations of perks, armor and light levels
- Improved player stealth UI to be twice as sensitive to light, half to sound and round off value
- Balanced player stealth enemy search duration reduction from perks and armor
- AI alert timer starts after investigation ends and with some random variation
- Updated descriptions of Salvage Operations to prevent confusion of harvest speed
- Increased duration of all fire weapons influenced by Fireman's Almanac Vol 4 by 1 second for display lag and rounding
- Adjusted StaminaLoss and AttacksPerMinute on Iron and Steel Axes to match Iron and Steel Pickaxes
- Removed Q6 items from airdrops and infested loot
- Added storeHardware theme tag to remnant_business_04
- Sleeper, pathing and art improvements to army_camp_07 based on player feedback
- Added audio trigger and additional pathing improvements to army_camp_07
- Increased price of #mind_wipe and #newbie
- #newbie is now an Extra.
- Break Claim triggered cooldown from 20 to 30 seconds.
- Updated organic destroy effect
- Updated explosions particles for land mines
- Added flag to turn off barrel on fall
- Updated icon for yucca fruit to better represent the in-game models
- Updated icon for Knuckle Wraps to better represent the in-game models
- Knuckle Wraps now use cloth for crafting, repairing, and scrapping
- Updated Knuckle Wrap description references from leather to cloth
- Updated tags for various window blinds to count towards polymer harvest challenge (does not show nav objects due to overabundance)
- Reduced the amount of duct tape needed to craft Robotic Drones
- Updated landmines with repair properties for the Infiltrator perk
- Adjusted glowy eye on zombie bear and dire wolf
- Memory optimizations including a refactor of RWG to use less static fields so it can be garbage collected.
- Set mipmap streaming on for entity textures that had the setting missing
- Burnt Zombie FX Processing
- Wrong/Missing class, tags, and particle settings were keeping gas pumps from exploding properly
- Updated persistent electricity effect when dismembering electrocuted zombie
- Adjusted backpack, camping, and car loot lists to clamp T0 tools/weapons from mid/late game loot probabilities
- Increased the harvest count of Augers and Chainsaws by 20%
- Downtown_filler_plaza_03 replaced fountain with new design
- Progression and save game safe adjustments to unlock values with electrical crafting magazines. Sensors section from 50 to 45. Battery Bank and powered doors section from 75 to 55. Batteries now start at 55 and end at 100
- Moved battery unlocks to T4 and powered doors to T3. Both unlock at 55, but the battery quality unlocks continue to levels 60, 70, 80, 90, and then 100 for Q6
- Updated localization for T3 and T4 electrician crafting skill sections
- Set the economic value to 1 for several blocks marked not to sell to traders to prevent rented vending machine exploits (full economy balance coming at a later date)
- Adjusted colliders on commercial blind shapes
- Updated localization to support new entries
- Fixed race condition between RegionFileManager and PersistentPlayerData which could cause rare exceptions.
- Xbox crash if game suspended while initial loading shows "Loading particles"
- Xbox crash during save operations
- CVar prefix with Fireman's Almanac Vol 4 not working properly with Molotov's
- Issue with negative scaling on curtainDrapesRightHalfTopPrefabVariant not showing properly
- Skyscraper_02 projector screen SI issue
- Reading a Treasure Map automatically activates it overriding active quests
- Crouching and uncrouching while in a confined area can cause players run to become slower than when not running
- House_old_modular_05 texture issues
- XBS Native Graphics Job freezes by switching back to Legacy Graphics Jobs
- Remnant_skyscraper_05 removed duplicated light, fixed mispainted texture
- Player doors within 10m of trader unlock/lock on open/close
- Can't set forge to craft max quantity with Advanced Engineering perk
- Gas_station_08, missing paint
- House_old_ranch_13, removed unused sleepers
- Gas_station_08, unpainted surfaces, block with missing trim
- Store_clothing_01, removed clothes rack
- Cave_02, SI issue
- Roadside_park_01 could use helper trees
- Office_03 mismatched textures
- House_old_modular_05 texture issues
- Clipping tree in roadside_park_01
- Linux GUI error after hitting ESC
- Steam deck settings apply glyph does not display properly
- Can't craft more than 1 tool or handheld item at a time
- Inventory item place sound not always playing
- Steel fridge and beverage freezer ambient loops are incorrect or missing
- Sprint lock does not become engaged when using keyboard combinations starting with Shift (Opening Steam/Discord overlay or opening a radial menu)
- No challenge progress getting honey from POI stumps
- AttachParticleEffectToEntity issue when SDCS characters are set on fire
- Prevent toggling the flashlight on and off while zooming a scope in/out if they share a single controller binding (also applied to quick swap)
- Air drop settings tab discrepancy
- Server Browser List daily quest limit setting missing proper value localization
- News page has no entries in offline mode
- Lot_vacant_04 floating zombie in front of car
- House_modern_23 mismatched paint and other misc issues
- Zombies can get stuck between double pole blocks
- Setting linear velocity of a kinematic body is not supported warnings for out of world checks
- Prevented controller aim assist from targeting drones
- Store_hardware_03, terrain density issue
- Only Usable Type for Twitch Actions were being bypassed by the extension.
- Chunks can stop generating after exploring for a while
- Animation desync on remote players when changing vehicle pose state while in an unloaded chunk
- Two wheeled vehicles without a driver can slowly slide on their sides for a long time
- Missing barbed wire and texture issue in installation_red_mesa
- Trader Rekt missing fence post
- Bungalow_12 missing textures
- House_modern_05 texture issues
- Cave_01 underground air gap in terrain
- Bowling_alley_01 SI issue
- Rural_drive_in_01 terrain density issue
- Warehouse_08 terrain density issue
- Block mines to not explode when repairing
- Server Browser List some settings missing proper display values
- RWG Preview Mesh Memory Leak
- RWG Terrain Preview Material / Texture Leak
- Shared quests with the same location are not tracking properly
- Spread audio clip processing over time when loading dynamic music sections in order to alleviate frame hitching
- Texture streaming goes over budget after some time on Xbox S
- Host sometimes hear idle zombie noises from client
- Missing localization for reporting player text
- NRE related to DebugGameStats
- Molotovs are ignoring Player Killing setting randomly
- Activating item_modifers has no audio indicator
- Animals seeing players used an inaccurate distance
- Stealth ambient light value was too dark compared to what was rendered
- AI head motion near walls could let them see through them causing screamers to scream and spitters to spit
- Updated value on Grandpas Awesome Sauce
- Zombie alt texture dismemberment issues
- Logic issues related healing limbs with Physician 3 perk
- Reworked calculation for Farmer Full Set Bonus to prevent food health applying bonus incorrectly
- Airdrops are now immune to buffBurningEnvironment, buffBurningElement, buffBurningFlamingArrow, buffBurningMolotov, buffIsOnFire
- Issue with negative scale colliders on guardRailPole8mInclineFlippedPrefab
- Updated logic to prevent premature limb healing when sprains turn into breaks
- Issue with solar cell quantity and quality getting clamped incorrectly in trader inventories
[ 2024-09-24 21:31:08 CET ] [ Original post ]
Hey Survivors! We're back with our latest hotfix, v1.0 b336. This update fixes a major bug causing characters in saves with the 'Enemy Spawning' setting toggled off and back on to become fully encumbered and unresponsive. This was part of a larger problem related to an NRE involving sleeper volumes in specific POIs. This hotfix will also correct save files affected by this issue. For our console users, this update also includes some stability improvements, specifically on the Xbox X/S platform. While summer vacation may be almost over, we're STILL hard at work on optimizations, bug fixes, Roadmap updates, and getting v1.1 Experimental to you. Be sure to follow us on X for more updates! https://x.com/7DaystoDie
[ 2024-08-15 15:16:32 CET ] [ Original post ]
Hello Survivors! After another successful round of bug fixing and balancing based on all of your tremendous feedback, we are pleased to announce our latest release for experimental testing, v1.1 b4. This update addresses some problems related to vehicle interaction with player colliders, as well as some audio issues, and a TON of smaller fixes to various POIs. As such, a new game is highly recommended in order to experience these updated POIs in all of their glory. We didn't forget about the modders, bringing a fix for an NRE related to custom sign text in custom POIs, adding a GameShuttingDown mod event, and have updated the rwgmixer to allow custom district names via XML. For our console users, expect to see these changes and more once v1.1 Stable is released. What's next? Our efforts continue to be focused on squashing bugs and working hard to get closer to a v1.1 Stable release, so stay tuned for future updates! To get access to this version: [olist]
- Wilderness_filler_21
- GameShuttingDown mod event
- Rwgmixer xml district prefab_name property and changed forest_rural to use that
- Lot_vacant_09
- Inventory UI Audio Various Resources
- Inventory UI Audio Rocket
- Victorian_08 trigger unlock doors for easy exit
- Updated several Spanish translation issues based on community feedback for pistols and file cabinets
- Localization sync for Japanese updates
- DMS section type for traders is read from npc.xml
- Keep F3 CVar filter text when leaving to main menu and loading back into game
- Trader Rekt gate access is now easier especially for bikes
- Bungalow_02 Easy exits set to Trigger Unlock
- Increased vehicle armor and plow damage reductions
- Increased vehicle reserve fuel tank capacity
- Added keyrack for quick exit/unlock for exterior doors in house_burnt_02
- Connected additional door to keyrack quick exit / unlock in house_old_modular_04
- Connected additional door to keyrack quick exit / unlock in house_old_modular_05
- Connected additional door to keyrack quick exit / unlock in house_old_modular_07
- Added quick exit / unlock keyrack to house_old_tudor_04
- Removed completed facade from aaa_arizona_downtown_01 test map
- Added quick exit / unlock keyrack countrytown_business_07
- Reduced sleeper volume count in countrytown_business_07 based on feedback
- Art pass and sleeper volume adjustments in ranger_station_01
- Skyscraper_01 reduced by 591,469 verts 221,936 tris
- Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI's
- Store_clothing_02 loot balance pass
- Downtown_building_03 area rebuilt with new blocks
- Downtown_filler_31 texture fix, block type replaced
- Hotel_04 locked optional room door to make it clear to the player that's not the actual path
- House_modern_27 path improvement
- Rest_area_05 replaced block curtains for vertical curtains, enabled unlock exit doors
- House_modern_29 added front balcony for aesthetic reasons
- Nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode
- Countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass
- House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11
- House POIs That Need Trigger Unlock various POIS
- House_construction_04 small blocks and terrain update
- Apartments_04 POIs needed trigger unlock
- Additional adjusted sleepers in utility_refinery_02
- Lot_vacant_09 changes made based on feedback
- Removed: FPSScaling option removed for consoles
- New Gore for: Hazmat
- Persistent electricity effect when dismembering electrocuted zombie
- Missing texture in downtown_filler_05
- NRE on world load when using player signs in custom POI's
- House_old_gambrel_02, tree clipping when POI spawned in burnt forest or snow biomes, swapped with smaller dead tree
- Unable to join game invite through Steam if player does not proceed past the news screen
- UI textures loaded from web/files are affected by texture quality setting
- ItemValue's Metadatas were not properly cloned when splitting stacks
- Trader name unlocalized when sharing their location marker
- Potential NRE in ServerPasswordWindow
- PassiveEffects with OR requirements always applied independent of the actual requirement states
- Fixed electrocuting dismembered stumps
- Density on lot_rural_filler POIs
- Rwg_tile_gateway_straight, removed three guard rails that were not being overwritten by part_driveway_gateway_checkpoint_01 when checkpoint_01 spawned on this tile
- Remnant_burnt_07, removed car that had alignment issues
- House_old_victorian_10, missing paint
- House_old_ranch_10, replaced wood carpet roll with cloth carpet roll
- Unable to hear air drop if ambient sound is muted
- House_burnt_01 easy exits set to Trigger Unlock
- House_burnt_04 easy exits set to Trigger Unlock
- House_burnt_05 easy exits created & Trigger Unlock set
- Tudor_06 floating book pile, loot reduction, trigger unlocks on exits
- House_modern_09 Missing paint, props, added rope climb out
- House_old_pyramid_01 trigger unlock easy exit
- School_daycare_01 shrub clips into wall
- House_old_tudor_02 untagged from culdesac due to issues
- House_old_bungalow_12 deleted odd terrain block
- Bungalow_05 replaced clipping rubble with debris instead
- Store_pharmacy_01 loot balance
- Bungalow_10 loot rebalance
- FPS drop from very wide angle spot lights
- Vehicle velocity was not retained on server when a client driver exits
- Vehicle is kinematic warnings on dedi when driver exits
- Players can ragdoll themselves getting out of 4x4
- Players could flip or destroy the 4x4 when exiting on steep slopes
- Trader_jen missing paint
- Auto turrets are pinging like bedrock/trader protection when hitting dirt
- Triggerable level design POI sounds do not play for Clients, only SP or host in P2P
- Auto turret is having issues targeting allies and self
- Quest searching issues
- Disable electric shock on dismembered limbs
- Zombie variant texture dismemberment issues
- Bows swapping ammo types has some visual issues showing wrong ammo type
- Removed some exterior walls / fences from football_stadium POI to allow players to drive their vehicles through
- Skyscraper_01 texture issues and reduction to 4,158,553 verts & 1,757,478
- Hotel_04 mispainted texture.
- House_modern_27 wrong type of window block in wine cellar, replaced texture for the ceiling of the same area
- Sleepers waking up by back fence in utility_refinery_02
- Fix Xbox crash in rare cases when coming out of suspend while on the main menu
- Trader_jen, mismatched paint
- Lodge_01 trap block results in floating light
- Fastfood_06 mismatched paint and fastfood_06 wood clipping
- Hotel_04 requires player to open elevator door to complete quest
- School_01 school desks clipping
- School_01 window SI issue
- School_01 mismatch texture near the roof
- Missing tags for advanced engineering workbench craft time reduction perk
[ 2024-08-07 23:37:00 CET ] [ Original post ]
Neebs Gaming and The Fun Pimps are excited to bring the undead to life at Horde Fest, a THRILLER of an event combining the eerie energy of Halloween and the HYPE from the recent 7 Days to Die: Console Edition while showcasing the much anticipated new entry into the 7 Days to Die universe, Blood Moons!
Join us at the incredible TUPPS Brewery in McKinney (North Dallas), TX for a weekend filled with food, friends, fun, and FIENDS!
Get your tickets by clicking the banner below:
[ 2024-08-06 20:34:43 CET ] [ Original post ]
Hey Survivors!
Our new youtooz figures are out now! They are only available for 7 days.
Get them here: https://youtooz.com/collections/7-days-to-die
[ 2024-08-02 19:00:13 CET ] [ Original post ]
The Fun Pimps are pleased to announce the 1.0 release of 7 Days to Die is out on Steam, PS5, Xbox Series X/S and Windows platforms. Dive into the definitive zombie survival sandbox RPG that started it all. Navezgane awaits! Buy the Game Buy the PlayStation 5 Game here: PlayStation 5 Buy the Xbox Series X/S Game here: Xbox Series X/S Buy the Steam Game here: Steam Pricing The retail price will be $44.99 USD on all store fronts. Discounts for Xbox One Owners For the faithful followers of 7 Days to Die on Xbox One, welcome back! Good news, we were able to work with Microsoft to secure a 25% Discount with proof of Digital Ownership of the Xbox One version of 7 Days to Die. This one time discount will only be available after Microsoft makes the discount live sometime during the business hours of the 25th, so be sure to time your purchase accordingly and check back later in the day if you do not see the discount! Discounts for PlayStation 4 Owners If you owned the original digital version of the 7 Days to Die Telltale published game on the PlayStation 4 you will be eligible to receive a 25% discount on your purchase of the new PS5 7 Days to Die - Console Edition. Discounts for PlayStation 4 legacy digital game owners should be available immediately at Product Launch. Discounts will be available for thirty days. Console Ratings and Availability The PS5, Xbox Series X/S are available in most regions but there are a few regions where the products availability is pending rating service approval:
- Japan: We are still going through the process to get the game rated to sell in the Japan region however; This will require some work on our end. Stay tuned.
- South Korea: Rating is pending
- Taiwan: Rating is Pending
[ 2024-07-25 17:09:26 CET ] [ Original post ]
Good evening Survivors! Another round of fixes before you. b333 Hotfix: Changed
- Next throw starts charging after the cooldown instead of being ignored
- Made the throw charging bar more opaque
- ItemClass collide with entity NRE if itemClass or MadeOfMaterial is null
- Unable to throw explosives if drag dropped into the selected toolbelt slot
- Clients in a p2p game are immune to zombie attacks
- Chimney Cap Large Smoke Ambient Sound
- Inventory UI Audio - Plant Fibers & Crops
- Inventory UI Audio - Various Resources Batch 1
- Moved player, chest and trader spawn point in playtest 20m closer to POI
- Updated several Simplified Chinese strings based on community feedback
- Initialize Harmony mod code first
- Wrong animations slotted into the '3P' layer of the bow controller causing 'missing listener' error
- Trader in playtest spawning 1m above ground
- Bow animation delay
[ 2024-07-25 00:08:34 CET ] [ Original post ]
7 Days to Die 1.0: Twelve Years of Survival
The Fun Pimps are pleased to announce after nearly twelve years of early access, the highly anticipated Version 1.0 release of 7 Days to Die is here! Tomorrow on July 25th the 1.0 version will be available on Steam, PS5, Xbox Series X/S and Windows platforms. Check the Launch times for your region below. This milestone release heralds a groundbreaking evolution in the survival horror genre, packed with new a wealth of new content, innovative new features, polish, transformative quality-of-life improvements, optimizations, and revolutionary gameplay systems. No other game offers a fully buildable, fully destructible, truly open world where every location can be explored inside and out without load screens and with unmatched random world generation. Dive into the definitive zombie survival sandbox RPG that started it all. Navezgane awaits! Launch Times The Steam, PlayStation 5, Xbox Series X|S and Windows versions of the game will be available to purchase and download at the following time and dates:
- Los Angeles - July 25th - 10:00
- Dallas - July 25th - 12:00
- New York - July 25th - 13:00
- London - July 25th - 18:00
- Berlin - July 25th - 19:00
- Shanghai - July 26th - 01:00
- Tokyo - July 26th - 02:00
- Japan: We are still going through the process to get the game rated to sell in the Japan region however; This will require some work on our end. Stay tuned.
- South Korea: Rating is pending
[ 2024-07-24 17:46:23 CET ] [ Original post ]
Greetings, Survivors! b330 comes with one new POI and plenty of fixes. Changelog b330: Added
- Zombie Audio Source Distance Filters
- remnant_hospital_01
- Default QuestProgressionDailyLimit from 3 to 4. Make sure to hit the defaults button on your game settings, change the limit before starting your save game, and/or update the serverconfig.xml
- Inconsistent block property "BuffsWhenWalkedOn"
- De-Reverb Base Zombie Female Audio
- Mountain Lion is no longer extending from Dire Wolf and using its own hand item
- Slight increase to bear entity damage to be slightly harder than little bear
- Removed 2nd infested chest from gas_station_10
- Quest Tier Complete could not be received if the quest was shared
- Increase after quest Twitch cooldown to 60 seconds
- Bikes pedals don't animate and clip into feet
- Crossbow bolts aren't visible to 2nd parties during or after a reload
- remnant_house_01, missing toilet to bathroom
- gas_station_08, swapped out tree for helper
- Traders can fall through the floor
- Typo with the Russian translation of Wasteland
- Typo with the German translation of Nomad armor descriptions
- Bicycles are missing pedals
- Crosshairs now scale relative to screen height, preventing tiny crosshairs at 4K
- Some weapons/powered tools have duplicated reload/refuel audio for 2nd parties
- Sorted storage reverts to unsorted state for clients after reopening
- Spawn near backpack doesn't spawn you near the last backpack dropped
- Animal bodies can become invisible after ragdoll moves it if a client
- Clients would see other player's death ragdolls become standing after a moment
- After dying and waiting to respawn, the host's body shows the heads, hands and feet on clients
- zombies would not do a death ragdoll if standing up from a ragdoll
- Minor typo in loot.xml
- Wrong ingredients shown when changing tracked recipe
- Forum Report Missing localization for tabs in the challenge window
- Ranger gloves clipping on female character
- Female ranger boots clipping
[ 2024-07-24 01:27:51 CET ] [ Original post ]
Survivors!
This b325 EXP update is deleting the old EXP Pregens. New ones are provided and named differently to prevent accidental savegame issues.
To preserve your current progress, please copy your currently played Pregen and paste it into your generated worlds folder:
%APPDATA%\7DaysToDie\GeneratedWorlds
Locate your existing world here:
Changed
Fixed
[ 2024-07-20 05:07:00 CET ] [ Original post ]
Hello Survivors!
Today we have V1.0 b316 EXP for you all, please find the changelog at the end.
Survivors!
We are deprecating the existing EXP Pregens with the next EXP update. New ones will be provided and named differently to prevent accidental savegame issues.
To preserve your current progress, please copy your currently played Pregen and paste it into your generated worlds folder:
%APPDATA%\7DaysToDie\GeneratedWorlds
Locate your existing world here:
Changed
Fixed
[ 2024-07-12 01:29:04 CET ] [ Original post ]
Hello Survivors! Today we have the 1.0 b312 EXP update for you. How to participate: [olist]
- Client Argument Null Exception on loot bag drop
- Missing tags on trash piles and rubbish decor preventing silent sneaking form Urban Combat Vol 3 to not work correctly
- Wrong operation used in requirement for lockpick magazine boost
- UserIdentifier serialization support
- Hair Color should not default to green
- Hazmat zombie SFX
- Inventory UI Audio Grandpa's Special Elixirs
- Inventory UI Audio Knuckles
- Inventory UI Audio Wraps
- Inventory UI Audio Medical Items
- Set of small POI terrain parts
- rwg_tile_gateway_straight3a / rwg_tile_gateway_straight3b
- Scout zombies can now spawn one or two and will be feral or radiated at higher game stages
- Allow manual line breaks with "\n" in ServerDescription
- Added a sidewalk part for store_hardware_01 in navezgane
- The Fun Pimps song while showing credits
- All languages for new entries and updates
- New hair colors and fixes
- Info about allowed characters in serverconfig.xml comment for GameName
- Inventory UI Audio Drinks
- Updated the description of Magnum Enforcer Vol 2 to call out the Enforcer Outfit
- Updated bicycle slide and bounce sounds
- Changed ShowQuestClearCount to 3 on base_military_01
- Increased the HP of player coolers
- Updated flags, tags, harvest, xp, and max health of Dire Wolves
- Increased damage, infection, and abrasion settings for meleeHandAnimalDireWolf
- Updated several entity groups to include Dire Wolves
- Hordestone now adds more zombies per party member
- Dire Wolf behaves like a zombie
- QA issues addressed
- All loot room chests now use new groupArmorPartsChests with no cloth/leather and chances for 1 to 3 of the other armor crafting parts
- Removed required held item from harvest challenges
- Tagged more harvestable props for some harvest challenges
- Reduced the tracking distance for some harvest challenges
- Updated tag for lock pick loot boost from Lock Picking perk
- Forge Ahead magazine loot boost from Lock Picking perk is now capped at level 15 of workstation crafting
- Updated explosion radius stat displays for grenades and other throwables
- Harvest Challenge short descriptions to match updated parameters
- Harvest Rotted Meat Challenge description to match updated parameters
- Updated descriptions for Hordestone Twitch Game Events
- Updated salvaging XP stat on Scavenger Hat to prevent any confusion of the XP type
- Updated localization for dew collector description
- Iron storage crate texture balance for low light levels
- Ingame texture balance
- Updated archetypes.xml with the new hair color swatches
- Lock Pick perk level 1 no longer has a lockpick loot bonus
- Lock Pick perk level 2 now gives 1 extra lockpick when found in loot
- Lock Pick perk level 3 now gives 2 extra lockpicks when found in loot
- Updated localization for modArmorTreasureHunterDesc to reflect values in xml
- Armor Plating Mods and Banded Armor Plating Mods can no longer be installed into heavy armor to prevent immunity to damage due to stacking issues
- Very small reduction to max Physical and Elemental Damage Resist on heavy armor to prevent immunity to damage due to stacking issues
- Reduced Q6 Preacher outfit Undead Damage Resist from 20 to 15% to prevent immunity to damage due to stacking issues
- Updated localization for plating mods to reflect installation changes
- Updated Boomstick perk long descriptions with missing loot bonus verbiage
- Adjusted weighting of resource cloth to allow proper scraping of items like bandages and duct tape
- Splints now scrap for cloth instead of wood
- Moved store_hardware_01 to countrytown, with necessary driveway parts
- rwg_tile_gateway_straight3 removed broken bridge parts to work with straight3a and straight3b until the imposter issue is solved
- Inventory window is accessible for dropped loot bags that have disappeared
- Failing Steam Group validation can lock up the login process
- Navezgane blem in road
- Soft lock when joining multiplayer game from launch intent and then declining EULA
- Changing display settings messes with UI sizing
- Added workarounds and fixes for several POI reset issues
- Bicycle could play slide sound from forward motion when not sliding
- Vehicles would often not play slide sound from braking
- Game crash related to EOS_Achievements_UnlockedAchievement_Release
- Rolling NRE spam if upgrading block as zombie breaks it
- base_military_01 infestation chest & missing texture
- downtown_filler_07 QA issues addressed
- Fixed the ability to get incomplete quest on base_military_01 from bypassing switches
- Errant challenge hint for Place Door Challenge
- Wrong challenge hint for Place Land Claim Challenge
- Effects Textures do not refresh after quality settings change
- Hordestones do not respawn correctly
- Fixed Minifills should now use cylinders and spheres
- Pressing W to remove an armor piece doesn't update the character
- Damage from clients does not trigger the hordestone spawning
- Vehicle, drone and turret placement could duplicate them
- Light Array exception in chunk generation
- Equipment Stack calling slot change twice when handling move to preferred location
- Trader protection was removed for clients without data
- #rename_signs no longer worked with the new player containers
- Twitch GameEvent block buffs now give credit for kills correctly
- Electrical items that contain inventory lose all inventory on breakdown
- BlockVendingMachine and BlockSleeper were not properly clearing their TileEntity counterparts
- Consumables exploit using a charged bow
- the grenade pin reappears in grenade after it has been tossed
- Chunk Persistence tooltip localization inconsistency
- Fixed terrain blending with flat ground in rwg_tile_rural_corner_02
- Fixed terrain density issue on rwg_tile_rural_corner_02
- Fixed nonclimbable rope in abandoned_house_07
- store_gun_01 missed trigger volume
- Formatting on campfire placement challenge
- Picking up forge leaves behind unit_ resources
- Conditional evaluation in XUi XMLs
- ServerDescriptions were escaping BB codes
- Stuck toolbelt tooltip
- Unable to filter for XP only death penalty in server browser
[ 2024-07-02 20:37:39 CET ] [ Original post ]
Hello Survivors! Today TFP is making V1.0 EXP available to everyone who wants to participate. Around 12pm CST we are removing the password protection from the "latest_experimental" branch. TFP wishes everyone many, many future memories of playing 1.0! How to participate: [olist]
Changelog: V1 b309
Added:
- AddBuff Gameevent Action now allows overriding duration.
- xml, loc, and icon for player version of cash register that doesn't pop open when empty
- Traders now sell player version of cash register
- Comment in serverconfig to include names for worlds that ship
- Updated trader inventories to include sewing kits
- Slight increase to economic value of sewing kits
- Replaced quality of food found in intro to buried supplies chest to discourage exploits
- BlockWorkstation UpdateVisible NRE when BlockEntityData null
- Hordestone now refunds if you let time run out
- Hordestone now has longer timer
- Sinkhole cannot be done on a vehicle
- Sinkhole stops all movement
- BlockReplace gameevent actions could remove bedrock
- Exploit where shared quests give you multiple tier complete
- Dismemberment ERR log coming from checking mat.mainTexture
- Fixed cases where downward motion at the start of a fall could cause excessive fall damage to apply.
[ 2024-06-24 16:58:07 CET ] [ Original post ]
Hey Survivors, In preparation for 1.0 Experimental Streamer Weekend tomorrow June 21st at 12 PM CST followed by the Public 1.0 Experimental release on Monday June 24th we have posted on our website the Official 1.0 Release Notes, Important dates ahead, console news and more.
7 Days to Die 1.0: Important Dates
Here is the current schedule. Note some dates are still subject to change.
- June 21st - 7 Days to Die 1.0 Experimental - Streamer Weekend Steam
- June 24th - 7 Days to Die 1.0 Experimental - Public Experimental Steam
- June 28th (Tentative Date) - Console Edition 1.0 - Wishlisting PS5 & Xbox Series X/S
- July 15th (Tentative Date) - Delisting the Legacy Console Game from digital stores
- July 25th - 7 Days to Die 1.0 Official Stable - Steam and Microsoft PC
- July 25th (Tentative Date) - Console Edition 1.0 - PS5 and Xbox Series X/S launch including a 25% Discount on the purchase of the new product for Legacy Digital owners of the PS4 and Xbox One Telltale Edition. (Discount Subject to Console Policies)
Version 1.0 Streamer Weekend
If you missed the News 7 Days to Die 1.0 Streamer Weekend Event will begin: THIS FRIDAY, June 21st at 12 PM CST. Fans will be able to see over 250 streamers from thirty countries, in sixteen different languages in this three day event:
7 Days to Die 1.0: Over a Decade in the Making
After nearly twelve years of early access, the highly anticipated Version 1.0 release of 7 Days to Die is here! This momentous milestone marks a significant evolution in the survival horror genre, paired with an updated release for current-gen consoles coming in just a few weeks. The 1.0 Edition brings more optimizations, polish, quality-of-life improvements, new content, new features, and new gameplay systems than ever before. If you have never played 7 Days to Die or you have not played it for a while, youre going to want to check out version 1.0. Building on an already amazing foundation, this update sets the bar even higher for the survival genre.
V1.0 Features Video
[previewyoutube=8X1gBTzQ_BU;full][/previewyoutube]
[ 2024-06-20 21:20:37 CET ] [ Original post ]
Hey Survivors, We are pleased to announce that 7 Days to Die 1.0 Streamer Weekend Event will begin: THIS FRIDAY, June 21st at 12 PM CST. Note: Thank you to everyone who applied. We are no longer accepting applications for Streamer Weekend. V1.0 Experimental will be released to the public on June 24th. https://7daystodie.com/version-1-0-streamer-weekend-event/
[ 2024-06-20 16:59:03 CET ] [ Original post ]
TFP continues the Developer Streams on Friday, June 14th at 9 PM CT. Join Co-Founders Richard Huenink, Joel 'Madmole' Huenink & Senior Developer Lathan (@fubar_prime) as they show off gameplay 1.0! Tune in for Free Keys! http://twitch.tv/fubar_prime
[ 2024-06-10 21:52:50 CET ] [ Original post ]
TFP continues the Developer Streams on Thursday, June 6th at 9 PM CT. Join Co-Founders Richard Huenink, Joel 'Madmole' Huenink & Senior Developer Lathan (@fubar_prime) as they show off more changes coming to 1.0! Tune in for Free Keys! http://twitch.tv/fubar_prime
[ 2024-06-03 18:26:13 CET ] [ Original post ]
TFP is proud to announce the first Version 1.0 Developer Stream begins this Friday, May 31st at 9 PM CT. Join Co-Founders Richard Huenink, Joel 'Madmole" Huenink & Senior Developer Lathan (@fubar_prime) as they talk about changes coming to 1.0! twitch.tv/fubar_prime Tune in for Free Keys! fubar_prime
[ 2024-05-28 21:26:28 CET ] [ Original post ]
The Fun Pimps is proud to present our 1.0 Gameplay Trailer. 7 Days to Die is an epic post-apocalyptic survival horror game set in the voxel world of Navezgane. This trailer showcases how far the game has come and how the 1.0 version looks today. 7 Days to Die will launch into 1.0 this June on Steam, with a follow up launch on PS5 and Xbox Series X|S shortly afterward in July. We will have definite release dates soon, so stay tuned! Be sure to buy the Alpha 21 version on Steam while the game remains at the Early Access Price of $24.99. When 1.0 Launches, the price will increase to $44.99 [previewyoutube=kikTJaVBank;full][/previewyoutube]
[ 2024-05-03 22:25:07 CET ] [ Original post ]
If you haven't heard, 7 Days to Die will be leaving Early Access in June, and the price of the game will increase to $44.99. In good faith to people who want to catch the game on sale before this price increase, we're offering a weeklong deal for 76% off. This will be your LAST CHANCE to get the game at its historic lowest price, before the price increases on the launch of 1.0. We welcome you to let all of your friends know to pick the game up at this price now! BUY IT NOW!
[ 2024-04-22 17:08:37 CET ] [ Original post ]
The Fun Pimps are happy to announce 7 Days is leaving Early Access! Join us with TFP Co-Founder Richard Huenink in this Video with details on 7 Days to Die plans to leave early access, the launch dates for PC and Console Alpha 22 (Now 1.0), the roadmap of planned future updates and features ahead for all platforms, and the games new pricing. [previewyoutube=jb5YCTDfB5k;full][/previewyoutube] Comprehensive FAQ here!
[ 2024-04-20 19:10:57 CET ] [ Original post ]
7 Days is on sale for 76% Off in the Steam Spring Sale March 14th March 21st. Get it now! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2024-03-15 00:02:32 CET ] [ Original post ]
Get 7 Days to Die for 76% Off in a Steam Weeklong deal sale from Jan 22nd Jan 29th. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2024-01-22 18:12:12 CET ] [ Original post ]
Hello Survivors! We have a small hotfix patch for you all that solves an issue for Microsoft Store users being unable to start the game and some other small adjustments making life easier for our modders. There should not be any impact on your savegame or currently used mods. Changelog for A21.2 b37 Changes:
- Allow descendants for fetch quest objectives to not require the quest code as meta value on the item
- Log messages for executed/denied commands from clients
- Inconsistency in XUi stamina reporting
- Game launcher having issues creating data directories on Windows Store version
[ 2024-01-18 22:59:26 CET ] [ Original post ]
7 Days is on sale now for 76% Off on the Steam Winter Sale, December 21st through January 4th. Play the definitive survival game that came first. Navezgane awaits!
[ 2023-12-21 18:27:22 CET ] [ Original post ]
Today 7 Days to Die celebrates it's 10 year anniversary on Steam. It has been an honor to be part of this incredible journey and we thank the team and all of the amazing support we have had from the community over the years.
[ 2023-12-14 00:31:53 CET ] [ Original post ]
TFP is proud to announce we have just released the 7 Days to Die Original Soundtrack now available on Steam. The soundtrack delivers nearly two hours of immersive, heart pounding, survival-horror game music from the game. https://store.steampowered.com/app/2721510
[ 2023-12-08 18:43:29 CET ] [ Original post ]
7 Days is on sale for 76% Off in the Steam Autumn Sale November 21st - November 28th. Get it now! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2023-11-21 18:04:55 CET ] [ Original post ]
Greetings Survivors, As we approach December 13th, we're excited to celebrate the 10th anniversary of this game. This Thanksgiving not only marks a time of gratitude but also commemorates the 11th anniversary since the game's conception. Currently, our dedicated team is diligently working on the 22nd major release. It's incredible to reflect on our journey as The Fun Pimps, growing from a team of 3 to a robust group of over 60 individuals. Throughout this decade, we've consistently invested 90% of our resources into our passion project, 7 Days to Die, and this commitment remains unwavering. If this isn't a labor of love, we're not sure what is. We invite you to show your support by voting for your favorite deserving survival game. Thank you for being part of this incredible journey! Sincerely, The Fun Pimps
[ 2023-11-21 18:02:10 CET ] [ Original post ]
Hello Survivors! Just in time for the extended Thanksgiving Weekend, TFP is proud to present A21.2 Stable! With the entire 7 Days to Die team working tirelessly to roll out A22 as soon as possible, we've implemented numerous fixes and changes that we know you'll love! This latest release adds a much anticipated feature: Death penalty options! You can now choose from Nothing, Classic, Injured (respawn with most debuffs still active), and Perma-death (your entire profile is wiped, and you start fresh in the same savegame). We've also added the ability to lock inventory slots. Click the arrow buttons to indicate how many slots to lock, starting from the top left-most slot in the Player Inventory. Those locked slots will be unaffected by the Sort Inventory, Fill Stacks, and Move all buttons. This is a great way to ensure you have your required Ammo, Food and Water, or Medical Supplies on you at all times to fully augment your playstyle. The drone also got some love, with emphasis on several fixes for lost drones and improve pathing in certain situations. This should result in fewer drones getting stuck. For a more comprehensive list of updates included in this release, please refer to the complete changelog below. From all us us at TFP, we wish you a joyous and Happy Thanksgiving!
Changelog
Added
- Death Penalty settings
- Lockable inventory slots are now enabled by default
- Player will be teleported from the full trader protected area during a blood moon
- Checks for network data to mitigate some possible attacks
- Proper exception message when more blocks are defined than allowed
- Loadingscreen.xml to dumped XMLs when running exportcurrentconfigs
- Allow overriding the maximum wire length when using the wiretool in the item's action definition with the MaxWireLength property, defaulting to 15
- Console command "visitmap full" version
- Doors can have a trigger collider that pushes players out of the doorway as it closes
- Push away trigger to iron garage door
- Default gfx preset for AMD 6950 GPU
- Junk Drone manager recovery of existing broken positional data.
- Property for CallGameEvent triggeredEffect to allow client call.
- Junk Drone catch all point that finds an open block around the player.
- Junk Drone checks to address an issue when a path was being consumed but not followed.
- AddChatMessage TriggeredEffect for buffs.
- Graphics default calculation detects Steam OS
- Added after ChunkBlockLayer Read we clear block ids that ref null blocks. Minor Chunk SetBlockRaw and ChunkBlockLayer get/set tweaks.
- Junk Drone physics transform interaction for set position to avoid adding of the origin position
- Junk Drone MaxDistance from owner to 32 blocks from 64
- Junk Drone follow group positions to include 3 more points when behind the target is blocked.
- Junk Drone pathing when in confined spaces, small structures, rooms and mineshafts.
- Increased max particles of a type per entity to 3
- Lock AdminTools queries while reloading so no invalid state can be received
- Descriptions for teleports now show the distances.
- Set AllowedRotations property to No45 on Land Claim Blocks to prevent clipping
- Enabled mesh collider convex on various doors to prevent players from getting stuck in them
- Updated collider on modularFireWoodStackC to allow projectiles to pass around them easier
- Bird nest material and max damage to match particles and sound when harvested
- Updated collider for brick_half_destroyed04
- Updated colliders for couchModernCorner to allow projectiles to pass around them easier
- Removed Damage Mitigation from Grandpa's Moonshine and Pain Killers to prevent 100% or higher buff stack up
- Reworked values for WaterChangeOT for Pain Killers, Steroids, Recog, and Fort Bites to match the new durations
- Reduced Damage Mitigation of Fort Bites from 50 to 40
- Reduced water loss of Fort Bites from 30 to 20
- Updated localization of Physician ranks 2 and 4 to reflect the 20 and 40% crafting time reduction to items in the chem station
- Updated localization for critical hits journal tip
- Updated tags on zombieBurntFeral to include "walker"
- Updated some logging for mod loading for better readability
- Updated V2, V3, and V4 commercial doors that were missing the EntityCollisionRules script so the frames are not interactable
- Removed the legacy downgrade path for steel ladders
- Removed the bonus wood block damage from Shotgun Slugs
- Updated colliders on all facade shape blocks to prevent camera shake when walked on
- Telnet interface no longer logs full exceptions when the remote host aborts the connection
- Resource bundles now sell for the same price as their unbundled stack size in rented vending machines
- Updated prefab tags on showerHandlePrefab to enable collision
- Updated colliders on table lamps
- Updated collider on stationary_bikePrefab
- Adjusted colliders on stone pallets to allow projectiles to pass around them easier
- Adjusted colliders on gun and equipment racks to allow projectiles to pass around them easier
- Optimized Vector3i and Vector2i
- Optimized Vector3b
- Optimized Chunk ToWorldPos for x y z
- Reduced stormy weather lightning and thunder rate
- Optimized RWG run township dirt roads
- Optimized Utils Fast function
- RWG creation memory usage optimizations
- Minor GameObjectPool optimization
- Junk Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck.
- Junk Drone avoidance of player focus block not being able to reach target.
- Junk Drone build up of motion when stuck in place.
- Deprecate log warnings for the Junk Drone teleport.
- Junk Drone SentryMode errors when out of range.
- Junk Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck.
- Double Barrel Shotgun zooms while in hipfire position. Additional change made which increases the range for the AoE knockback of Repulsor mod to be in line with the shock radius (both are now 1.3).
- Non visible downgrade, destroy and death particles due to origin
- Particles were tracking for none entity id and for forced creation
- Reloading toolbelt window group causes exceptions on picking up/dropping items
- Player names in persistent data now get updated when logging in again
- Server permissions file no longer reloaded on own changes, only actual external changes
- Error message on failing to load an AssetBundle now includes the requested filename again
- Buried Supplies quests keep the Twitch Quest Cooldown active after quest complete.
- Reading a treasure map or using glass while in the modification menu messes up the UI
- When loading into the prefab editor for the first time, it lets you build without clicking Create New Prefab, leading to inability to save work
- Issue that could cause food to not fill up all the way if moving on respawn
- World creation had the default size set to 8 (now 4096)
- World Creation window combobox for world size now shows all valid values from 1024 to 10240
- Opening a container directly above the treasure cache will complete treasure quests
- Players stuck in closed commercial doors v1v3
- Rain particles do not collide with glass
- Issues with curing sprained leg and arm at the same time
- Issue with buffs that caused Goldenrod Tea and Pure Mineral Water to play the "player sick" sounds after consumption
- Issue with harvesting camping chairs
- Switching from ADS to hands with num keys will result in stretched arms
- Roadside_checkpoint_05 rollup door open/close state alternates on chunk load
- For clients on dedi switches powered by generators may not always function in non power restore quests when they should always have power
- Triggers sometime stops working after a POIReset
- Switch triggers can load in a broken state which is directly tied to a player save, some switches alternate between states with game reloads
- For clients on dedi switches powered by generators may not always function in non power restore quests when they should always have power
- Missing tag that would allow robotics to get instant kills while holding a stun baton and Physician Rank 5
- Junkyard_01 - door was not linked to switch
- Tall Cacti now have a bottom cap
- Exception after closing server browser while a search is in progress
- Dumping XMLs to files was not creating new files
- Some EOS networking exceptions
- Prevented duplicate trader waypoints by moving the logic from EntityTrader to the first time the POI is entered. Automatically placed waypoints can now also be deleted, though they will be readded the next time the POI is entered. (Tom)
- Player Vending Machine dupe bug for stackable items with a minimum sellable amount such as stones, gunpowder etc.
- Lab zombie left hand becomes haunted after dismemberment
- "White River Supplies" stays in your inventory after dying on Permanent Death.
- Doors connected directly to generators will toggle on login after completing a restore power quest
- Issue with magazine LootProb causing them to never show up again if maxed out
- Item Info Panel item display hides behind the quality bar.
- Nokilling setting prevents radzone/hazard/vending machine damage.
- POI police_station_03 wall section inside garage has wrong texture.
- POI : downtown_strip_05 mismatching texture.
- POI trigger system not working correctly when utilizing multiple triggers to trigger another item
- Forge allowing Anvil or Bulletproof Glass Block to be Crafted without the full amount of required iron/sand. And can return more iron/sand than it started with when crafting canceled.
- Forum Report : Zombie dog's snout has no collider
- POI : fire_station_04 Can't enter room without breaking blocks.
- POI : downtown_strip_04 SI with garage door.
- Fixed Grammar issues with the vending machine tooltips
- Localization : Extra space in the snowball item description
- Test_POIReset game event not working on dedi
- Icons for some items overlap quantity in trader UI.
- Forum Report : Possible to smelt items instantly
- Fixed Localization : Craft lot amount needed in Cornmeal description.
- Localization : Craft lot amount needed in Paper description.
- Localization : Craft lot amount needed in Paint description.
- Localization : Military Fiber missing "Crafted in lots of 10."
- Added line breaks to Cornmeal and Military Fiber descriptions
- Removed extra space from localizations
- POI : roadside_checkpoint_03 possible to get stuck part way
- Beer and Moonshine drunk screen effects now carry over on game restart
- Player footstep breaks audio if done after an origin reposition
- Brown corn stalk prefab LODGroup missing LOD2 mesh
- Clients cannot pick up dropped items
Twitch Integration
Added
- #destroy_backpack and #destroy armor for Twitch Extras
- Larger group spawns for Twitch Extras
- Bit Horde groups for zombies and teleport up extra
- It was UnBEARable to not have a horde of bears to spawn
- #cacti and #ember_piles as new bit actions for Twitch.
- #spoil_boxes bit command for Twitch.
- #mixup bit Twitch action to mixup the backpack and toolbelt items.
- Three bit teleports for Twitch as Extras.
- #blind bit action to blind the target and their party for 10 seconds.
- #destroy_toolbelt bit action that destroys all the items in a target's toolbelt.
- Dismantle Vehicle bit action to break down a vehicle into parts.
- Rename_signs bit action to rename all the signs / containers in your land claim area.
- Unload Ammo bit action that unloads all weapons in your toolbelt / backpack.
- Lost Twitch bit action that removes all map data and waypoints and teleports you a short random distance away.
- Double Spawns is now an extra
- Made all Twitch/GameEvent spawns more aggressive
- Destroy Safe Zone can destroy bedrock blocks
- Sub / Gift Sub kills should count to receive the bit pot
- Extended the cooldown of the mystery supplies
- Murder Chickens are now more murdery
- Murder Chickens can now find you easier
- Forced targeting of Twitch Spawns was timing out after 30 seconds
- Block events should not complete while the player is in the air
- Teleport_up should not be used while you are on a vehicle
- #setbitpot does not show correct localization.
- Random Teleports would not teleport you within a POI bounds.
- Mixup did not work on vehicles.
[ 2023-11-20 18:53:39 CET ] [ Original post ]
Hello Survivors! Today we bring A21.2 b30 to EXP. This patch will help with drone issues, reduces the RAM used during RWG creation, and plenty of other changes, fixes, and additions.
Changelog A21.2 b30
Added
- Lockable inventory slots are now enabled by default
- Proper exception message when more blocks are defined than allowed
- Loadingscreen.xml to dumped XMLs when running exportcurrentconfigs
- Allow overriding the maximum wire length when using the wiretool in the item's action definition with the MaxWireLength property, defaulting to 15
- Console command "visitmap full" version
- Doors can have a trigger collider that pushes players out of the doorway as it closes
- Push away trigger to iron garage door
- Default gfx preset for AMD 6950 GPU
- Junk Drone manager recovery of existing broken positional data.
- Property for CallGameEvent triggeredEffect to allow client call.
- Junk drone catch all point that finds an open block around the player.
- Junk Drone checks to address an issue when a path was being consumed but not followed.
- AddChatMessage TriggeredEffect for buffs.
- Graphics default calculation detects Steam OS
- Added after ChunkBlockLayer Read we clear block ids that ref null blocks. Minor Chunk SetBlockRaw and ChunkBlockLayer get/set tweaks.
- Telnet interface no longer logs full exceptions when the remote host aborts the connection
- Resource bundles now sell for the same price as their unbundled stack size in rented vending machines
- Updated prefab tags on showerHandlePrefab to enable collision
- Updated colliders on table lamps
- Updated collider on stationary_bikePrefab
- JunkDrone physics transform interaction for set position to avoid adding of the origin position
- JunkDrone MaxDistance from owner to 32 blocks from 64
- Junk drone follow group positions to include 3 more points when behind the target is blocked.
- Junk Drone pathing when in confined spaces, small structures, rooms and mineshafts.
- Adjusted colliders on stone pallets to allow projectiles to pass around them easier
- Adjusted colliders on gun and equipment racks to allow projectiles to pass around them easier
- Optimized Vector3i and Vector2i
- Optimized Vector3b
- Optimized Chunk ToWorldPos for x y z
- Reduced stormy weather lightning and thunder rate
- Optimized RWG run township dirt roads
- Optimized Utils Fast function
- RWG creation memory usage optimizations
- Minor GameObjectPool optimization
- Exception after closing server browser while a search is in progress
- Dumping XMLs to files was not creating new files
- Some EOS networking exceptions
- Prevented duplicate trader waypoints by moving the logic from EntityTrader to the first time the POI is entered. Automatically placed waypoints can now also be deleted, though they will be readded the next time the POI is entered. (Tom)
- Player Vending Machine dupe bug for stackable items with a minimum sellable amount such as stones, gunpowder etc.
- Lab zombie left hand becomes haunted after dismemberment
- "White River Supplies" stays in your inventory after dying on Permanent Death.
- Doors connected directly to generators will toggle on login after completing a restore power quest
- Issue with magazine LootProb causing them to never show up again if maxed out
- Item Info Panel item display hides behind the quality bar.
- Nokilling setting prevents radzone/hazard/vending machine damage.
- POI police_station_03 wall section inside garage has wrong texture.
- POI : downtown_strip_05 mismatching texture.
- POI trigger system not working correctly when utilizing multiple triggers to trigger another item
- Forge allowing Anvil or Bulletproof Glass Block to be Crafted without the full amount of required iron/sand. And can return more iron/sand than it started with when crafting canceled.
- Forum Report : Zombie dog's snout has no collider
- POI : fire_station_04 Can't enter room without breaking blocks.
- POI : downtown_strip_04 SI with garage door.
- Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck.
- Junk Drone avoidance of player focus block not being able to reach target.
- Junk Drone build up of motion when stuck in place.
- Deprecate log warnings for the drone teleport.
- Fixed Grammar issues with the vending machine tooltips
- JunkDrone SentryMode errors when out of range.
- Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck.
- Localization : Extra space in the snowball item description
- Test_POIReset game event not working on dedi
- Icons for some items overlap quantity in trader UI.
- Forum Report : Possible to smelt items instantly
- Fixed Localization : Craft lot amount needed in Cornmeal description.
- Localization : Craft lot amount needed in Paper description.
- Localization : Craft lot amount needed in Paint description.
- Localization : Military Fiber missing "Crafted in lots of 10."
- Added line breaks to Cornmeal and Military Fiber descriptions
- Removed extra space from localizations
- POI : roadside_checkpoint_03 possible to get stuck part way
- Beer and Moonshine drunk screen effects now carry over on game restart
- Player footstep breaks audio if done after an origin reposition
- Brown corn stalk prefab LODGroup missing LOD2 mesh
- Clients cannot pick up dropped items
[ 2023-11-15 23:26:43 CET ] [ Original post ]
Dear Survivors, We are pleased to announce the release of A21.2 b26 Experimental Patch. Our dedicated team is working tirelessly on A22, and in the near future, we will introduce another set of fixes, currently undergoing rigorous testing, to enhance your A21 experience. Without further ado, here is what you can now test in the latest_experimental: Changelog A21.2 b26 Added
- Checks for network data to mitigate some possible attacks
- Updated V2, V3, and V4 commercial doors that were missing the EntityCollisionRules script so the frames are not interactable
- Removed the legacy downgrade path for steel ladders
- Removed the bonus wood block damage from Shotgun Slugs
- Updated colliders on all facade shape blocks to prevent camera shake when walked on
- "White River Supplies" stays in your inventory after dying on Permanent Death
- Player Stats not reset on permadeath
- Missing tag that would allow robotics to get instant kills while holding a stun baton and Physician Rank 5
- Junkyard_01 - door was not linked to switch
- #destroy_backpack and #destroy armor for Twitch Extras
- Larger group spawns for Twitch Extras
- Bit Horde groups for zombies and teleport up extra
- It was UnBEARable to not have a horde of bears to spawn
- Double Spawns is now an extra
- Made all Twitch/GameEvent spawns more aggressive
- Destroy Safe Zone can destroy bedrock blocks
- Sub / Gift Sub kills should count to receive the bit pot
- Extended the cooldown of the mystery supplies
- Murder Chickens are now more murdery
- Murder Chickens can now find you easier...
- Forced targeting of Twitch Spawns was timing out after 30 seconds
- Block events should not complete while the player is in the air
- Teleport_up should not be used while you are on a vehicle
[ 2023-11-01 23:14:10 CET ] [ Original post ]
7 Days is on sale for 76% Off in the Steam Scream Sale October 26th - November 2nd. Get it now!
[ 2023-10-26 17:04:15 CET ] [ Original post ]
Hello Survivors!
Today we bring to you A21.2 with an all new "Death Penalty" setting, allowing you to choose between different penalties for someone's demise, including a total wipe of your character.
For dedicated servers you will need to have this line in the serverconfig to start fresh or continue an old save:
- Death Penalty settings
- #cacti and #ember_piles as new bit actions for Twitch.
- #spoil_boxes bit command for Twitch.
- #mixup bit Twitch action to mixup the backpack and toolbelt items.
- Three bit teleports for Twitch as Extras.
- #blind bit action to blind the target and their party for 10 seconds.
- #destroy_toolbelt bit action that destroys all the items in a target's toolbelt.
- Dismantle Vehicle bit action to break down a vehicle into parts.
- Rename_signs bit action to rename all the signs / containers in your land claim area.
- Unload Ammo bit action that unloads all weapons in your toolbelt / backpack.
- Lost Twitch bit action that removes all map data and waypoints and teleports you a short random distance away.
- Player Inventory Preference System.
- Tall Cacti have a bottom cap
- Player will be teleported from the full trader protected area during a blood moon
- Increased max particles of a type per entity to 3
- Lock AdminTools queries while reloading so no invalid state can be received
- Descriptions for teleports now show the distances.
- Set AllowedRotations property to No45 on Land Claim Blocks to prevent clipping
- Enabled mesh collider convex on various doors to prevent players from getting stuck in them
- Updated collider on modularFireWoodStackC to allow projectiles to pass around them easier
- Bird nest material and max damage to match particles and sound when harvested
- Updated collider for brick_half_destroyed04
- Updated colliders for couchModernCorner to allow projectiles to pass around them easier
- Removed Damage Mitigation from Grandpa's Moonshine and Pain Killers to prevent 100% or higher buff stack up
- Reworked values for WaterChangeOT for Pain Killers, Steroids, Recog, and Fort Bites to match the new durations
- Reduced Damage Mitigation of Fort Bites from 50 to 40
- Reduced water loss of Fort Bites from 30 to 20
- Updated localization of Physician ranks 2 and 4 to reflect the 20 and 40% crafting time reduction to items in the chem station
- Updated localization for critical hits journal tip
- Updated tags on zombieBurntFeral to include "walker"
- Updated some logging for mod loading for better readability
- Double Barrel Shotgun zooms while in hipfire position. Additional change made which increases the range for the AoE knockback of Repulsor mod to be in line with the shock radius (both are now 1.3).
- Non visible downgrade, destroy and death particles due to origin
- Particles were tracking for none entity id and for forced creation
- Reloading toolbelt window group causes exceptions on picking up/dropping items
- Player names in persistent data now get updated when logging in again
- Server permissions file no longer reloaded on own changes, only actual external changes
- Error message on failing to load an AssetBundle now includes the requested filename again
- Buried Supplies quests keep the Twitch Quest Cooldown active after quest complete.
- Reading a treasure map or using glass while in the modification menu messes up the UI
- When loading into the prefab editor for the first time, it lets you build without clicking Create New Prefab, leading to inability to save work
- #setbitpot does not show correct localization.
- Issue that could cause food to not fill up all the way if moving on respawn
- World creation had the default size set to 8 (now 4096)
- World Creation window combobox for world size now shows all valid values from 1024 to 10240
- Random Teleports would not teleport you within a POI bounds.
- Opening a container directly above the treasure cache will complete treasure quests
- Mixup did not work on vehicles.
- Players stuck in closed commercial doors v1v3
- Rain particles do not collide with glass
- Issues with curing sprained leg and arm at the same time
- Issue with buffs that caused Goldenrod Tea and Pure Mineral Water to play the "player sick" sounds after consumption
- Issue with harvesting camping chairs
- Switching from ADS to hands with num keys will result in stretched arms
- Roadside_checkpoint_05 rollup door open/close state alternates on chunk load
- For clients on dedi swicthes powered by generators may not always function in non power restore quests when they should always have power
- Triggers sometime stops working after a POIReset
- Switch triggers can load in a broken state which is directly tied to a player save, some switches alternate between states with game reloads
- For clients on dedi swicthes powered by generators may not always function in non power restore quests when they should always have power
[ 2023-09-06 21:57:47 CET ] [ Original post ]
Hello Survivors! Today, we are excited to announce the official launch of A21.1 Stable. During our extensive testing period, we have not identified any reasons that would require anyone to restart their savegame. In order for the newly added POIs to appear, new worlds will need to be created. Kindly refer to the detailed list of bug fixes, changes, and improvements provided below. The Fun Pimps wish everyone an enjoyable experience with A21.1! A21.1 b16 Changelog Added
- Tier 5 hotel_ostrich
- Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc
- Moderator OzHawkeye to credits
- Nest Audio open/close/destroy
- Ability to change prices for twitch actions through Twitch Info Screen.
- Ability to reset prices for all twitch actions through Twitch Options Screen.
- Loot entries have tags and if set then will ignore if looter has no matching tags
- ApproachDistraction AITasks added to cop, demo, and mutated zombies
- Opening loot container adds masterChef2 loot tag if player has Master Chef level 2+
- Loot container console command to log the results of opening a container
- Large_park_02
- Extend ClientInfo logging
- Prefab ins file read error log
- Trader placement protected area of 3 on each side
- Attack action skips firing onSelfAttackedOther or adding buffs when damage was ignored
- GameEvent Requirements for Biome, POI and Progression.
- FailQuest Action for GameEvents.
- OnQuest Requirement for GameEvents.
- BuffInjuryBleedingCooldown that adds BuffResistance after bleeding buffs to help reduce consecutive bleeds
- Shape blocks support attribute hide_helper_in_creative
- Exploding vehicles spawn a loot bag of contents
- Dew collector audio.
- F8 heat info shows active count and up to 10 events in current area
- Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors
- Extended the cooldown times for all supply crates.
- Extended the cooldown times for all vision effects.
- Adjusted colliders on various bed prefabs
- Adjusted colliders on chairCampingPrefab
- Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture
- Added DuplicateRepeatDistance property to majority of all wilderness POIs to prevent duplicates from spawning too close to each other (2k buffer).
- Takeall no longer has metal junk sounds and 3 more variants added.
- Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab
- Adjusted point costs for twitch actions to be multiples of 25.
- Updated several loot lists to prevent 100% Q6 T1 tools in containers after loot stage 55 as it was only intended to be a boost for Working Stiffs crates
- Sleeper volume improvements in prison_02.
- Increased bias on downtown remnant POIs to ensure better performance, especially when there are multiple cities with downtown districts on a RWG generated map.
- House_modern_29 Changes made based on feedback.
- Wilderness_filler_14 changes made based on feedback.
- Reduced gas production to 2 gas per shale and sped up crafting time
- Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons
- Swapped two wanderingHordeStageGS groups that were outoforder
- House_modern_29 Changes made based on feedback
- Updated Master Chef progression to use new hard coded masterChef2 tag instead of LootProb
- Updated dumpster loot to work with new hard coded masterChef2 tag
- Removed unneeded tags from items.xml used in old progression setup
- Remove event spawned zombies when Homerun Derby ends.
- No longer require overlay if not using Twitch Actions.
- Show the current crafting level when showing the unlock level required in the crafting info.
- Updated progression for Effective Range and Max Durability stats for tools and weapons
- Updated Melee Damage on Steel Club that got missed on the first progression pass
- Bows now show Effective Range
- Removed hideui tag from roadside_truckstop_01 to allow the localization name to show on the location HUD
- Dew Collectors now harvest for components instead of itself with a 50/50 roll for the filter. They still have the land claim block radial menu option to pick up.
- Trader area calculations are done dynamically
- Increased trader protected area by 1 on each side
- Updated valid trees with path solid property
- Stopped camera shake running at zero strength when no damage
- Updated stats on all armor for linear progression
- Adjusted vehicle revert collision motion
- Broken vehicles take 10% collision damage
- Reduced the amount of explosives in Twitch crates by half
- Removed explosives from mystery supplies channel point redeem.
- Updated colliders on control panel block set to allow projectiles to pass around them easier
- Updated the collider for officeChair to allow projectiles to pass under them easier
- Updated the collider for hospitalBedPrefab to allow projectiles to pass under/over them easier
- Updated the collider for palletsWoodStackPrefab to allow projectiles to pass around them easier
- Updated the colliders for drink vending machines to prevent floating items placed on top
- Updated collider for industrial_fence_bottom_02
- Updated localization for Salvage Operations to say you can gain UP TO the percentage of each perk level. This is due to how harvest events need to be tagged and the amounts of resources that are randomized for general harvest.
- Updated food bundles with a couple of mineral waters
- Updated the description for food bundles
- Updated all forge recipes with is_trackable="false" parameter
- Updated collision property settings on rampFrame shapes to allow projectiles to pass through them
- Removed the chance to receive buffInjuryBleedingTwo inside buffAbrasionCatch
- Reduced the chances of random rolls hitting other crits inside buffOnAnyCrit
- Moved corpse removal passive effect to buffStatusCheck02 to prevent item stats from being inflated when near a corpse
- Removed corpse removal passive effect from all items and added tag "corpseRemoval" instead
- Updated bulletproofShapes with hide_helper_in_creative attribute to hide bulletproofShapes:VariantHelper as it is blank and not needed
- Set LODCullScale for the duct block set to cull at approximately the same distance
- Reworked critical buff pop out icon colors for consistency. White = Treated, Orange = Untreated, and Red = Severe
- Set LODCullScale for several corner pipes to cull at approximately the same distance
- Restored the ability to sell pumpkins, yucca, and hops
- Adjusted loot lists for T2 Buried Supplies
- Updated dysentery localization for water/food cap being removed over time
- Updated zombieBusinessManRadiated xp to be in line with other radiated zombies
- Minor adjustments to sleepers/triggers in weigh_station_01.
- Updates to prison_02 based on player feedback.
- Updates to police_station_03 based on player feedback.
- Removed unused sound noise range, playerOnly, hordemeter and hordeMeterPlayerOnly parsing and storing
- Removed misc xml noise parsing
- Removed unneeded entity TintMaterial code and xml (caused excess material creation)
- Removed unneeded entity ReplaceMaterialx code and xml (caused excess material creation)
- AI player inventory tracking only stores specific items so less data handling
- Removed sound noise range
- Zombies, Zombie Animals, Traders, and Junk Drones now have BuffResistance to buffRadiationPool
- Improved AI activity (heat) tracking to use a realtime duration, merge events and remove empty areas
- Block activity to 12 min duration and sound to 4
- Updated DestroyFX settings for dew collectors
- Removed already disabled jiggle script from neck of Demolisher to prevent the head collider from being disabled at a distance
- Increased the amount of cloth needed for various recipes
- Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs
- Updated loot lists for generic vehicle loot to not have T2 or T3 weapons\tools
- Generic vehicle loot now has a low chance for vehicle skill magazines with another low chance for others
- GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench
- AmmoGasCan moved from groupRareAutomotive to groupAutomotive
- Increased the economic value for ammoGasCan
- All Traders now have ammoGasCan for sell
- Updated the loc for timed charges to insure players know what they are effective against
- If a player is moved away from a loot container they are in, it breaks that player's ability to open loot containers
- Repulsor Mod effect applies to teammates, ignoring no friendlyfire setting.
- AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP
- Stuns do not reset the stun counter when stacked.
- Can't place a bedroll to the right of a bedroll you just put down while facing North.
- Planted seeds can be lost when picked up too quickly.
- Zombie attack can break after receiving fall damage (Hit tag)
- Entity vertical movement could cause incorrect results for finding entities in chunks
- House_modern_27 fixed mispainted texture.
- Warehouse_06 fixed mispainted texture.
- Apartments_02 fixed mispainted texture.
- Floating terrain deco issue in countrytown_business_03.
- Localization : Japanese water journal tip still mentions empty jars.
- BlockSpawn check for missing trader would not happen all the time.
- Missing textures in fire_station_04
- AI pathing issues with cube_corner_beveled not having the path solid property
- Radio_station_01 fixed floating calendar.
- Nursing_home_01 fixed sleeper spawning on sight issue
- House_modern_27 fixed mispainted textures.
- House_modern_24 misplaced block
- A few missing textures in prison_02.
- House_old_modular_03 stuck dog.
- Lot_industrial_15 stray block on top of worktruck.
- #mindwipe does not work correctly on servers.
- House_modern_29 fixed mispainted textures.
- Fixed Localization : Spanish translation for reqAgilityLevel06
- NRE with hazard damage controller when the collider is null.
- Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders
- Missing texture in house_burnt_03.
- Key rack connected door was not locked in trailer_01.
- Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors
- Typo with woodenGarageDoor5x3_PoweredOak key in localization
- In a player vending machine clicking remove all while clicking w to remove item can cause rolling XUi Error and AOOR Exceptions.
- Fixed Localization : Mistake in Japanese translation for trapsT1
- Motel_01 sleeper spawn in view of player
- Survivor_site_11 sleeper spawn in view of player
- House_old_ranch_06 in need of a quick exit
- House_old_mansard_03 stability issue.
- Twitch Prime Subs were not registering their events correctly.
- Always do authorization cleanup on main thread
- House_old_ranch_07 fixed mispainted texture.
- House_old_ranch_06 fixed mispainted texture.
- Large_park_01 fixed mispositioned block.
- Fixed Localization : Japanese translation for armorT1 is wrong.
- Fixed Gas Can crafting needs localization description updating from "Crafting in lots of 5" to "2" to reflect updates
- Steam game servers list reports incorrect port to connect to game
- Robo sledging a player on a vehicle is problematic
- Vehicles could take increased collision damage from blocks due to player block damage setting
- Player third person pose (ragdoll/vehicle) would stay in last positions when switching to first person leading to inconsistent hits and possibly ugly anim blends
- Sleeper volumes trying to spawn an entity that just died
- Vehicles being excessively damaged from separate collision events
- Particles did not try to play on a dedi so the player noise creation was skipped
- Starve command not starving player
- GameEvent Requirement for CVar was not working correctly.
- Interrupted RWG generation on dedicated servers causes exception when starting the server again with the same settings
- Createwebuser command throws exception when used on the Terminal Window
- EntityGroups XML parser skipping last line of a group if not terminated with a newline
- XML CSV operation now ignoring leading/trailing whitespace when checking for existing values (can be disabled per patch by setting keep_whitespace="true")
- Pipe bombs and dynamite can no longer be lit underwater, and are extinguished when entering water. Also adjusted the dynamite and pipe bomb prefabs to correctly show or hide the fuse sparks when they are thrown.
- Fixed NRE that can occur when reentering a game not using persistent profiles while your character was last holding a thrown explosive item.
- Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation.
- Armor recipe unlock option level display is missing.
- Third person light on the claw hammer with burning shaft mod being much brighter than the light when the mod is applied to other tools
- Consistent behaviour across all explosives when underwater cannot be armed but can be thrown. Held armed items that should be extinguished when entering will (grenades, timed charges will not). Also fixed tag on molotov cocktails preventing them from exploding when hit with an explosion like other thrown explosives.
- Ranch_01 not using the correct driveway part.
- Bookcase in loot room of house_old_victorian_12 was upside down
- Newly acquired Stun Batons don't charge on power attacks.
- Tech Junkie Volume 6 currently has no effect.
- Toolbelt slot memory after death.
- Tier0 weapons/tools can be sold in rented vending machines, but have no price anywhere else.
- Modded items are not included in the total quantity pop up.
- Items craftable in the forge can be tracked, but only show the name of the item, nothing else.
- Bacon and Eggs recipe was not properly being reduced with Master Chef Level 3
- "Persistent Profiles" setting when creating new game does not initialize to its default settings
- None of the shape variant helpers can be found in recipes by their localized names
- World Editor Create World size arrows and back button stop responding when size is scrolled down to the custom input value
- Nursing_home_01 removed extra microwave.
- Downtown_building_04 removed misplaced block.
- Fixed rounds per minute firing rate for the doubled barrelled shotgun and implemented new "RapidTrigger" property for ItemActionRanged that allows separate trigger pulls to fire the weapon faster than the roundsperminute rate.
- SI issue in house_old_pyramid_01.
- Zombies accidentally damaging dogs, zbears and vultures and vice versa
- Drone icon sometimes disappear from compass and map
- Electrocutioner perk doesn't fully work on Dedi.
- AI activity did not restart when going back in time
- Twitch Cooldown is disabled when shared quest is removed while on an active quest.
- Restarting game with EAC enabled results in an EAC launcher error
- Server can no longer be started with an invalid port
- Multiple trigger/switch bugs, pushing to allow additional tests
- NRE: Exiting game before camera stops shaking.
- Downtown_building_02 updates made based on feedback.
- Downtown_strip_12 small update to path to show the path clearer.
- House_modern_26 replaced regular window by bulletproof windows.
- House_modern_27 fixed a couple minor details.
- House_modern_27 small update to make the path clearer.
- House_modern_28 minor updates.
- Lot_industrial_03 small block update in side wall
- House_modern_24 changes in path to make it more clear in backyard.
- House_modern_12 Added quick exit.
- Gas_station_12 small block update.
- Remnant_downtown_filler_06 minor block update
- Wrong tag used to scale the steel when crafting higher quality levels of junk turrets
- Junk drone path smoothing, better door and teleport decision reaction
- Warehouse_06 small block update.
[ 2023-08-10 18:41:07 CET ] [ Original post ]
Hello Survivors! While testing we were able to unearth and fix a few more issues.
Here is what changed since b15:
Changes
- Trader POIs are now excluded from the chunk reset system. This avoids issues with resetting player-rented vending machines
- Increased the block range of spears
- Error while saving player file in some disconnect scenarios
- Argument Exception from hitting object with vehicle
- NRE with GameManager+
freezes zombies and other entities on dedicated servers
[ 2023-08-08 23:12:36 CET ] [ Original post ]
Hello Survivors! As we approach the stable release of A21.1, we are pleased to present a small hotfix patch for you. This patch primarily addresses a harmless, yet noticeable error popup affecting server browser searches. This was occurring with servers erroneously setup with the port set to 0. Servers setup in that matter will no longer start. Changes since b12: Fixes
- Twitch Cooldown is disabled when shared quest is removed while on an active quest.
- Server Browser error on search
- Server can no longer be started with an invalid port
- Resolved problem where certain extension actions were not functioning as intended.
- Restarting game with EAC enabled results in an EAC launcher error
[ 2023-08-03 16:41:47 CET ] [ Original post ]
Hello Survivors! Today we have the A21.1 b12 EXP update for you all! It addresses an issue with airdrops in the current EXP build and has numerous other fixes and changes. To opt in please follow these steps: [olist]
- GameEvent Requirements for Biome, POI and Progression.
- FailQuest Action for GameEvents.
- OnQuest Requirement for GameEvents.
- BuffInjuryBleedingCooldown that adds BuffResistance after bleeding buffs to help reduce consecutive bleeds
- Shape blocks support attribute hide_helper_in_creative
- Exploding vehicles spawn a loot bag of contents
- Dew collector audio.
- F8 heat info shows active count and up to 10 events in current area
- Count and Count Type to Item Actions for GameEvents.
- Updated colliders on control panel block set to allow projectiles to pass around them easier
- Updated the collider for officeChair to allow projectiles to pass under them easier
- Updated the collider for hospitalBedPrefab to allow projectiles to pass under/over them easier
- Updated the collider for palletsWoodStackPrefab to allow projectiles to pass around them easier
- Updated the colliders for drink vending machines to prevent floating items placed on top
- Updated collider for industrial_fence_bottom_02
- Updated localization for Salvage Operations to say you can gain UP TO the percentage of each perk level. This is due to how harvest events need to be tagged and the amounts of resources that are randomized for general harvest.
- Updated food bundles with a couple of mineral waters
- Updated the description for food bundles
- Updated all forge recipes with is_trackable="false" parameter
- Updated collision property settings on rampFrame shapes to allow projectiles to pass through them
- Removed the chance to receive buffInjuryBleedingTwo inside buffAbrasionCatch
- Reduced the chances of random rolls hitting other crits inside buffOnAnyCrit
- Moved corpse removal passive effect to buffStatusCheck02 to prevent item stats from being inflated when near a corpse
- Removed corpse removal passive effect from all items and added tag "corpseRemoval" instead
- Updated bulletproofShapes with hide_helper_in_creative attribute to hide bulletproofShapes:VariantHelper as it is blank and not needed
- Set LODCullScale for the duct block set to cull at approximately the same distance
- Reworked critical buff pop out icon colors for consistency. White = Treated, Orange = Untreated, and Red = Severe
- Set LODCullScale for several corner pipes to cull at approximately the same distance
- Restored the ability to sell pumpkins, yucca, and hops
- Adjusted loot lists for T2 Buried Supplies
- Updated dysentery localization for water/food cap being removed over time
- Updated zombieBusinessManRadiated xp to be in line with other radiated zombies
- Removed unused sound noise range, playerOnly, hordemeter and hordeMeterPlayerOnly parsing and storing
- Removed misc xml noise parsing
- Removed unneeded entity TintMaterial code and xml (caused excess material creation)
- Removed unneeded entity ReplaceMaterialx code and xml (caused excess material creation)
- AI player inventory tracking only stores specific items so less data handling
- Removed sound noise range
- Zombies, Zombie Animals, Traders, and Junk Drones now have BuffResistance to buffRadiationPool
- Improved AI activity (heat) tracking to use a realtime duration, merge events and remove empty areas
- Block activity to 12 min duration and sound to 4
- Updated DestroyFX settings for dew collectors
- No airdrops in A21.1 b6
- Switch issue for POIs
- Starve command not starving player
- GameEvent Requirement for CVar was not working correctly.
- Interrupted RWG generation on dedicated servers causes exception when starting the server again with the same settings
- Createwebuser command throws exception when used on the Terminal Window
- EntityGroups XML parser skipping last line of a group if not terminated with a newline
- XML CSV operation now ignoring leading/trailing whitespace when checking for existing values (can be disabled per patch by setting keep_whitespace="true")
- Pipe bombs and dynamite can no longer be lit underwater, and are extinguished when entering water. Also adjusted the dynamite and pipe bomb prefabs to correctly show or hide the fuse sparks when they are thrown.
- Fixed NRE that can occur when reentering a game not using persistent profiles while your character was last holding a thrown explosive item.
- Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation. (Fixed a secondary issue when playing multiplayer).
- Third person light on the claw hammer with burning shaft mod being much brighter than the light when the mod is applied to other tools
- Ranch_01 not using the correct driveway part.
- Bookcase in loot room of house_old_victorian_12 was upside down
- Newly acquired Stun Batons don't charge on power attacks.
- Tech Junkie Volume 6 currently has no effect.
- Toolbelt slot memory after death.
- Tier0 weapons/tools can be sold in rented vending machines, but have no price anywhere else.
- Forum Report : Modded items are not included in the total quantity pop up.
- Items craftable in the forge can be tracked, but only show the name of the item, nothing else.
- Bacon and Eggs recipe was not properly being reduced with Master Chef Level 3
- "Persistent Profiles" setting when creating new game does not initialize to its default settings
- None of the shape variant helpers can be found in recipes by their localized names
- World Editor Create World size arrows and back button stop responding when size is scrolled down to the custom input value
- Nursing_home_01 removed extra microwave.
- Fixed rounds per minute firing rate for the doubled barrelled shotgun and implemented new "RapidTrigger" property for ItemActionRanged that allows separate trigger pulls to fire the weapon faster than the roundsperminute rate.
- Zombies accidentally damaging dogs, zbears and vultures and vice versa
- Electrocutioner perk doesn't fully work on Dedi.
- AI activity did not restart when going back in time
- Junk drone path smoothing, better door and teleport decision reaction
- Armor recipe unlock option level display is missing.
- Consistent behaviour across all explosives when underwater cannot be armed but can be thrown. Held armed items that should be extinguished when entering will (grenades, timed charges will not). Also fixed tag on molotov cocktails preventing them from exploding when hit with an explosion like other thrown explosives.
- Updated abandoned_house_09 based on feedback
- Large_park_02 updates made based on feedback.
- Warehouse_06 small block update.
- Downtown_building_04 removed misplaced block.
- Minor adjustments to sleepers/triggers in weigh_station_01.
- Updates to prison_02 based on player feedback.
- SI issue in house_old_pyramid_01.
- Updates to parking_lot_02 based on player feedback.
- Updates to police_station_03 based on player feedback.
- Armor recipe unlock option level display is missing.
- House_modern_29 - fixed mispainted textures
- Wilderness_filler_14 - changes made based on feedback.
- Spanish translation for reqAgilityLevel06
- If a player is moved away from a loot container they are in, it breaks that player's ability to open loot containers
- Repulsor Mod effect applies to teammates, ignoring no friendly-fire setting.
- Can't place a bedroll to the right of a bedroll you just put down while facing North
- Planted seeds can be lost when picked up too quickly
- Japanese water journal tip still mentions empty jars.
- Downtown_strip_12 - small update to path to show the path clearer.
- BlockSpawn check for missing trader would not happen all the time.
- House_modern_27 - fixed a couple minor details.
- Radio_station_01 - fixed floating calendar.
- Nursing_home_01 - fixed sleeper spawning on sight issue
- House_old_modular_03 stuck dog
- Key rack connected door was not locked in trailer_01.
- Mistake in Japanese translation for trapsT1
- Motel_01 sleeper spawn in view of player
- Survivor_site_11 sleeper spawn in view of player
- House_old_ranch_06 in need of a quick exit
- House_modern_12 - Added quick exit.
- Japanese translation for armorT1 is wrong.
- House_modern_29 - fixed mispainted textures
[ 2023-07-31 21:50:23 CET ] [ Original post ]
Hello Survivors! Today we bring you our first point release for A21 to Experimental. To opt in please follow these steps: [olist]
- Tier 5 hotel_ostrich
- Moderator OzHawkeye to credits
- Ability to change prices for twitch actions through Twitch Info Screen.
- Ability to reset prices for all twitch actions through Twitch Options Screen.
- Loot entries have tags and if set then will ignore if looter has no matching tags
- Opening loot container adds masterChef2 loot tag if player has Master Chef level 2
- Loot container console command to log the results of opening a container
- Extend ClientInfo logging
- Prefab ins file read error log
- Trader placement protected area of 3 meters on each side
- Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc
- Nest Audio open/close/destroy
- ApproachDistraction AITasks added to cop, demo, and mutated zombies
- Twitch: Extended the cooldown times for all supply crates.
- Twitch: Extended the cooldown times for all vision effects.
- Adjusted point costs for twitch actions to be multiples of 25.
- Updated Master Chef progression to use new hard coded masterChef2 tag instead of LootProb
- Updated dumpster loot to work with new hard coded masterChef2 tag
- Removed unneeded tags from items.xml used in old progression setup
- Remove event spawned zombies when Homerun Derby ends.
- No longer require overlay if not using Twitch Actions.
- Show the current crafting level when showing the unlock level required in the crafting info.
- Trader area calculations are done dynamically
- Increased trader protected area by 1 meter on each side
- Stopped camera shake running at zero strength when no damage
- Updated stats on all armor for linear progression
- Adjusted vehicle revert collision motion
- Broken vehicles take 10% collision damage
- Reduced the amount of explosives in Twitch crates by half
- Removed explosives from mystery supplies channel point redeem.
- Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors
- Adjusted colliders on various bed prefabs
- Adjusted colliders on chairCampingPrefab
- Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture
- House_modern_26 replaced regular window by bulletproof windows.
- Updated progression for Effective Range and Max Durability stats for tools and weapons
- Updated Melee Damage on Steel Club that got missed on the first progression pass
- Bows now show Effective Range
- Removed hideui tag from roadside_truckstop_01 to allow the localization name to show on the location HUD
- Dew Collectors now harvest for components instead of itself with a 50/50 roll for the filter. They still have the land claim block radial menu option to pick up.
- Updated valid trees with path solid property
- Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab
- Updated several loot lists to prevent 100% Q6 T1 tools in containers after loot stage 55 as it was only intended to be a boost for Working Stiffs crates
- Reduced gas production to 2 gas per shale and sped up crafting time
- Removed already disabled jiggle script from neck of Demolisher to prevent the head collider from being disabled at a distance
- Increased the amount of cloth needed for various recipes
- Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs
- Updated loot lists for generic vehicle loot to not have T2 or T3 weapons\tools
- Generic vehicle loot now has a low chance for vehicle skill magazines with another low chance for others
- GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench
- AmmoGasCan moved from groupRareAutomotive to groupAutomotive
- Increased the economic value for ammoGasCan
- All Traders now have ammoGasCan for sell
- Updated the localization for timed charges to insure players know what they are effective against
- AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP
- Stuns do not reset the stun counter when stacked.
- Zombie attack can break after receiving fall damage (Hit tag)
- Entity vertical movement could cause incorrect results for finding entities in chunks
- Floating terrain deco issue in countrytown_business_03.
- AI pathing issues with cube_corner_beveled not having the path solid property
- #mindwipe does not work correctly on servers.
- House_old_mansard_03 stability issue.
- Twitch Prime Subs were not registering their events correctly.
- Always do authorization cleanup on main thread
- Steam game servers list reports incorrect port to connect to game
- Robo sledging a player on a vehicle breaks camera
- Vehicles could take increased collision damage from blocks due to player block damage setting
- Player third person pose (ragdoll/vehicle) would stay in last positions when switching to first person leading to inconsistent hits and possibly ugly anim blends
- Sleeper volumes trying to spawn an entity that just died
- Vehicles being excessively damaged from separate collision events
- Particles did not try to play on a dedi so the player noise creation was skipped, this resulted in different stealth and zombie behavior on servers compared to single player
- Wrong tag used to scale the steel when crafting higher quality levels of junk turrets
- NRE: Exiting game before camera stops shaking.
- Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors
- Typo with woodenGarageDoor5x3_PoweredOak key in localization
- Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons
- Swapped two wanderingHordeStageGS groups that were out of order
- Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders
[ 2023-07-20 22:35:24 CET ] [ Original post ]
Hey Survivors, 7 Days to Die is now on sale for 76% off from June 29th- July 13th for Steams Summer Sale. Play the Survival Game that came first. Navezgane awaits! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2023-07-01 04:35:17 CET ] [ Original post ]
Hello Survivors, today we are releasing A21 b324 to stable. We wanted to make it available in time for Summer Sale and 4th of July weekend to everybody out there! A21 b317 savegames are compatible with A21 b324.
Official Release Notes
Please find the full Release Notes here. If you missed the last Experimental build, you can see the changes here. If you want to report a bug, please follow this link to do so. TFP wants to extend a big thank you to all our fans for supporting the game and wish you a happy 4th of July!
[ 2023-06-29 16:33:29 CET ] [ Original post ]
Hey Survivors! We have Experimental Build b323 for you. B323 has some new POIs, other additions, changes, and fixes! Here is how you can access the A21 b323 Experimental build: [olist]
We recommend starting a new savegame with b323 for the best experience. We don't expect to break existing Experimental savegames with this build. The mod slot change will not change existing items, it only applies to newly found items. As always, thanks for participating in Experimental!
Here is what changed since b317: A21 b323 Changelog Added
- Dew collector creates activity heat when filling
- Workbench and cement mixer makes activity heat when crafting
- Workstations reset activity heat delay when moving back in time
- House_modern_27 TIER3
- Wilderness_filler_08
- Wilderness_filler_11
- Wilderness_filler_07
- Wilderness_filler_09
- Wilderness_filler_10
- Diner_07 for roadside
- Cave_07 wilderness cave
- House_modern_28 TIER3
- Wilderness_filler_04
- House_construction_05
- Added block triggers being destroyed activates it
- Trader gate custom locked door audio
- FPS cap so we don't hit extreme rates
- Ask user for confirmation before opening URLs in the browser
- Armor crafting Tier 3 now uses the military fiber icon since Tiers 1 and 2 use cloth and leather
- Increased vehicle transition time between max speeds
- Increased bicycle, minibike, motorcycle and 4x4 coasting
- Adjusted bicycle, minibike, motorcycle and 4x4 max speeds and torque and turbo now increases torque
- Lowered bicycle, minibike, motorcycle and 4x4 reverse speed and torque
- Disabled bicycle and minibike reverse turbo
- Batteries now scale the crafting resources per tier to prevent exploits
- Updated localization for Machine Gunner perks to correctly call out 7.62mm ammo
- Adjusted mod slot counts on all tools and weapons to allow a standard linear progression between tech tiers
- Updated Journal Tips for Traders and Vending Machines due to recent changes
- Updated localization for Repair Kits
- Updated loadingTipKnownSchematics to reflect recent changes to recipe unlocks
- Updated party game stage documentation in gamestages.xml due to recent changes
- Updated Journal Tips for On Fire due to recent changes
- Localization.txt updated for missed Twitch commands
- Adjusted all tool and weapon entity and block damage values to allow a standard linear progression between quality levels and tech tiers
- Reworked various issues with quest reward probabilities that resulted in poor reward offerings
- Removed "AllowSpawnNearBackpack" from serverconfig.xml as the option not used
- Excessive SS reflections on blue selection zblock
- Black block destroy particle effects
- Block trigger issue in downtown_filler_13
- POI : utility_substation_02 final loot room sleeper can be seen spawning in and POI :doors in final loot room triggers twice
- Downtown_filler_13 Beverage Cooler can be accessed from the bathroom behind it
- Downtown_filler_13 floating sleeper Vulture
- Heavy lag for the host when a P2P client starts downloading the world
- Pressing ESC in console closes the currently opened window in addition to the console
- Hotkeys typed in console commands bleed to game
- Downtown_filler_13 sleeper can be seen spawning in
- Excessive Player spawn distance from trader
- UI freeze when generating highways
- Default Difficulty settings are different for SP/P2P and Dedicated servers
- For clients on dedi switches powered by generators may not always function in non power restore quests when they should always have power
- Workstations can be picked up while smelting or crafting items losing all materials involved when doing so
- All left knuckle turns white when modded
- Zombie attack can break after receiving fall damage
- POIs overlapping in Navezgane
- Dumping water buckets no longer allowed inside trader POIs or in a non-allied players land claim area.
- Changing prefab properties in Prefab Editor does not add save indication asterisk
- Arrows stick in water when atttempting to shoot submerged sleepers
- Advanced rotation on garage doors while placing causes errors
- Unable to dump bucket of water if any item is removed from toolbelt
- Triggered sleeper volumes would not respawn zombies on player return
- Prison_02 sleeper pop-in inside lobby bathroom within player's view
- Tier 7 difficulty custom POIs will throw IOOR exceptions when a sleeper volume is triggered
- Zombies would not eat dead snakes
B324 Hotfix
Fixed
- NullReferenceException thrown on server when logging into integration without extension installed and active
[ 2023-06-28 20:35:05 CET ] [ Original post ]
Hey Survivors! We have b317 for you with plenty of adjustments and fixes. Here is how you can access the A21 b317 Experimental build: [olist]
We recommend starting a new savegame with b317 for the best experience. Please be aware that this update has the potential to reset your character's progress to level 1. The player inventory remains intact, however. Thanks for participating in Experimental!
Here is what changed since b313: Added
- Item and block EconomicSellScale to adjust individual sell price
- Cooking pots and grills to trader inventories
- Crawler zombie move speeds for walk, run and feral
- Improvements to sleeper encounters in prison_02.
- Increased economic value of cooking pots and grills to 200, but set the EconomicSellScale to .1
- Lowered the stack size of cooking pots and grills to 3
- Increased the price of water filters
- Crafting magazine bundle is no longer fixed as a guaranteed quest reward
- Reduced the quantity of crafting magazines in quest reward bundle from 3/3 to 3/2
- Reduced the quantity of crafting magazines found in mailboxes, file cabinets, book piles, and crackabook shelves
- Removed hazmat clothing from blue zombie bags
- Updated Tier 6 Complete rewards
- Localization of Cheat Mode to Creative Mode
- Updated descriptions and journal entries for land claim blocks to reflect being able to place 3 now
- Workbenches in roadside_truckstop_01
- Twitch Extension required to use Twitch Integration.
- Reduced AI attack position estimation
- Reduced attack range and damage of short zombies
- Reduced attack range of crawler and spider zombies
- Low resolution flame particles
- Navezgane changes based on feedback
- Floating street light in Navezgane.
- Ranger_station_03 t2 loot in t1 POI.
- Ability to copy / paste lights within the prefab editor and retain their light properties
- Wrong values for xp and duke rewards for infestation quests
- Removed frame damage state for jail doors as they do not have a frame
- Active drones can duplicate
- "Respawn Near X" has added checks to avoid spawning in a POI and only on terrain blocks
- Respawn menu now appears every time the player dies with different options based on if a backpack and/or bedroll is available to spawn at. If neither is available a single "Respawn Now" button will display to respawn at a nearby default spawn point.
- SI issue when destroying oven in ranger_station_02.
- Twitch vehicle silly sounds not decaying with distance
- Ranger_station_06 has accessible valve, but no fire hazard
- Custom Bit Events were not parsing correctly.
- First time a drone heals it heals for 0HP
[ 2023-06-15 21:06:00 CET ] [ Original post ]
Hey Survivors, We are proud to announce that the Alpha 21' Public Experimental Build will be out today! We would like to thank all of the participating Streamers who streamed over the weekend. Official Alpha 21 Forum Bug Reporting Thread Here is how you can access the A21 Experimental build: [olist]
The Fun Pimps wish you all the fun with this Alpha 21 Experimental Release!
Here is what changed since b309 from the Streamer Weekend:
Changelog b313
Additions:
- Show Extras button added to Twitch Options
- Lowered Action stage unlocked for the following twitch commands
- #spoil unlock from 30 to 15.
- #shuffle_boxes unlock from 50 to 15.
- #empty_boxes unlock from 50 to 20.
- #drop_held unlock from 12 to 5.
- #mind_wipe unlock from 60 to 40.
- #destroy_base unlock from 50 to 30.
- #fill_base unlock from 50 to 30.
- Adjusted the infestation game stage mod and bonus values to be a bit more challenging based on feedback and code review
- Updated pricing for turret ammo to prevent exploits
- Player crafted doors, hatches, shutters, garage doors, and cellar doors are no longer sellable to the trader
- Daring Adventurer 3 and 4 are now unlocked at INT 7 and 10
- Adjusted trader stage templates for T2 and T3 tools and weapons
- Adjusted quality ranges of tools and weapons in trader inventories for more variety
- Prison_01 steel railings in guard towers replaced with corrugated
- Ability to copy / paste lights within the prefab editor and retain their light properties
- Putting a charged stun baton into vehicle storage causes a crash to desktop
- Updating player backpack Nav icons could hide previous icons that may now be in use elsewhere
- Drone throws NRE when trying to heal the player
[ 2023-06-12 17:22:58 CET ] [ Original post ]
Alpha 21 Streamer Weekend Starts Now! We are proud to announce that the Alpha 21 Streamer Weekend is finally here. We have partnered with over 200 streamers from 29 countries. We will be running the Streamer Weekend event from Friday, June 9th through Sunday, June 11th. Expect a public experimental to follow sometime Monday afternoon June 12th. Many will be streaming all weekend and giving away Free Game Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours. https://7daystodie.com/a21-streamer-weekend/
[ 2023-06-09 17:00:36 CET ] [ Original post ]
Hey Survivors, We are proud to announce that the Alpha 21 Streamer Weekend is finally here. We have partnered with 185 streamers from 34 countries. We will be running the Streamer Weekend event from Friday, June 9th starting at 12 pm CST through Sunday, June 11th. Expect a public experimental to follow sometime Monday afternoon June 12th. Many will be streaming all weekend and giving away Free Game Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours. List of Streamers It has been a while since our last major release, December 2021 to be exact. For a year and a half, our growing team has been working hard to bring you Alpha 21. This Alpha delivers more polish, optimizations, updates, quality-of-life improvements, new content, new features, and new gameplay systems than ever before. We say it every Alpha, and we will say it again, this is the biggest and baddest version of the game to date. If you have never played 7 Days to Die or you have not played it for a while, youre going to want to check out Alpha 21. Pushing hard towards the Gold Version, this impressive mountain of work could only be achieved by the lengthy, iterative, development style we have gone through. The Fun Pimps dream big and know that nothing of this magnitude comes overnight. Building on an already solid foundation, this update sets the bar even higher for the sandbox, survival, simulation, RPG game genre. We are very proud of the work, passion, and dedication our team has poured into 7 Days to Die and we hope you enjoy Alpha 21 as much as we have. The Fun Pimps Team
Environment Art
The environment team has been heavily focused on the design, production, and implementation of hundreds of new high definition and physically based assets to help the world feel more believable and immersive. Additionally, new and updated shaders add a finishing touch to the environments. Below are a few categories of props that have been updated.
- Ramp Kits
- Platform Kits
- Wall Kits
- Trader Location Props
- Military Props
- Biohazard Props
- Nature Props
- Doors
- Signs
- Industrial Props
- Commercial Props
- Church Props
- Medical Props
- Construction Props
- Furniture
- Lighting Props
- Static Vehicle Props
- Wall art
- Player Vending Machine
- Workbench Workstation
- Forge Workstation
- Chemistry Workstation
- Campfire Workstation
- Hero Loot Containers
- Graphic Design Art
- Food Labels and Posters
- Calendars
- Wall Art
- Schematics
- Tractor Logo
- Trader Flag
- White River Flag
- Liquor Packaging
- Magazines
- Workstation Elements
New Doors
Introducing an exciting range of new doors, including the much-anticipated double doors! These numerous additions bring a level of detail to in-game locations that were previously unimaginable. Moreover, players can now enjoy updated craftable door options, expanding their repertoire of door types to choose from. As an innovative feature, doors gradually deteriorate as they sustain damage, resulting in visible holes that can be utilized for shooting or melee attacks. Be cautious, though, as certain doors may develop holes large enough to pass through without being completely destroyed. Exercise caution and strategize accordingly!
Loot Container Changes
When emptied, smaller containers such as trash bags, backpacks, and bird nests will now be destroyed. On the other hand, larger containers like clothing racks, desks, filing cabinets, and gun safes will transition to an open state once they have been emptied. This update brings a more realistic and immersive experience, as players can observe the visual representation of empty containers while navigating the game world.
World Water
Weve made visual improvements to prevent water from clipping through semi-solid block shapes, such as thin or rounded wall segments. Under the hood weve overhauled water simulation to improve performance, reduce networking traffic, and provide more consistent and natural flow behavior, particularly with respect to large bodies of water such as lakes and rivers.
Hazards
The game has received an exciting update with the addition of a hazard system. This latest release introduces flame hazards that must be deactivated within specific locations in order to advance on your path. While active, these hazards will unleash intense fire damage upon anyone or anything that dares to approach too closely.
Gore
More zombies now utilize the new gore system.
New & Overhauled Locations
Every Point of Interest (POI) in the game has been improved with the massive amount of new art props and 692 new shapes added to Alpha 21. It is a complete overhaul of the art and gameplay experienced in each location.
- All Trader locations have been entirely reworked with custom art
- There are over 75+ pure new questable POIs
- Most POIs (Nearly 400) now support the new Infestation Quest type
- New parts & RWG features Roadside POI spawns
- Navezgane has gotten a quite a bit of updates
- Terrain updates
- New POIs added
- perishton_city_blk_01 through 05 (Overhauled Tiles)
- perishton_city_blk_06 (New Tile)
- perishton_tunnel_01 & 02 (New Remnant)
- departure_city_blk_plaza (Overhauled Remnant)
- More than 200 POIs have been added or completely overhauled. And every POI in the game has been updated with new Art and Shapes: Some notable POIs include:
- apartments_02 Vanity Tower (New)
- factory_01 Shamway Factory (Overhauled)
- house_modern_23 Dr. Karen Higashi Residence (Overhauled to Tier 5)
- hospital_01 (Overhauled)
- installation_red_mesa (Overhauled to Tier 5)
- nursing_home_01 The Last Sunset Nursing Home (New)
- prison_01 Navezgane Corrections (New)
- prison_02 Navezgane County Jail (New)
- bowling_alley_01 Pineballs Bowling (New)
- downtown_strip_04 Joes Junction (Overhauled to Tier 4)
- house_modern_24 Jeffelon Zuckergates Estate (New)
- junkyard_01 Ecotrash Recycling Center (New)
- roadside_checkpoint_01 NDC Checkpoint One (New)
- roadside_checkpoint_03 NDC Checkpoint Three (New)
- roadside_checkpoint_04 NDC Checkpoint Four (New)
- roadside_checkpoint_05 NDC Checkpoint Five (New)
- utility_electrical_co_02 Hybrid Energy (New)
- apartments_03 The Bend Apartments (New)
- army_camp_04 Fort Razor (New)
- bowling_alley_02 Ballzstrike Bowling (New)
- commercial_strip_03 Vick Garrisons Pedipawn (New)
- countrytown_business_11 Midway Clinic (New)
- countrytown_business_12 Jim & Tims Bullets and Booze (New)
- country_junkyard_02 Atlas Metal Co. (New)
- commercial_strip_05 Elzners Emporium (New)
- downtown_strip_12 NFD Downtown HQ (New)
- fastfood_06 The Burgcaneer (New)
- gas_station_12 Pass N Gass Plaza (New)
- house_modern_26 (New)
- motel_04 Gregs Motel (New)
- office_05 Tri-Med Group (New)
- office_06 Abandoned Office Building (New)
- police_station_03 NPD 3rd Div. (New)
- post_office_02 Post Office #2 (New)
- radio_station_01 KZL Radio Station (New)
- ranger_station_01 Ranger Station Alpha (Overhauled)
- ranger_station_07 Ranger Station Golf (Overhauled)
- rest_area_05 The Road Gentleman Truck Stop (New)
- roadside_checkpoint_02 NDC Checkpoint Two (New)
- school_daycare_02 Poopy Pants City Daycare (New)
- store_discount_01 Three Dollar Store (New)
- utility_substation_01 Hybrid Energy Substation #1 (New)
- warehouse_08 Johnsons Warehouses (New)
- weigh_station_01 (New)
- apartments_04 The Budget Borrows (New)
- bank_01 Piggy Bank (Overhauled)
- cabin_13 The Gladue Residence (Overhauled)
- cabin_17 The Engalls Residence (New)
- cabin_18 Our Best Moments (New)
- commercial_strip_04 Smorgasbord Square (New)
- downtown_building_04 Blaze & Burns Offices (New)
- downtown_building_05 Bombshell News (New)
- downtown_parking_lot_01 Downtown Evacuation Point (New)
- farm_14 Hersh Farm (New Tier 2)
- fastfood_07 NEW Mamma Pizza (New)
- house_burnt_02 (Overhauled)
- house_modular_04 The Wagner Residence (Overhauled)
- house_old_tudor_04 R. Thornbury Residence (Overhauled)
- industrial_business_08 P&B Machining Co. (Overhauled)
- parking_lot_02 Mobile Field Hospital (New)
- radio_station_02 ZMB Radio Station (New)
- ranger_station_06 Ranger Station Echo (Overhauled)
- rural_outdoor_wedding_01 Bell Lake (New)
- roadside_restaurant_01 The Wagon Diner (New)
- school_daycare_03 Fun-Gi Daycare (New)
- store_bakery_01 Ma Baker & Sons (New)
- utility_substation_02 Hybrid Energy Substation #2 (New)
- church_02 Old Creepy Church (New Tier 1)
- countrytown_business_10 Bobcat Bar (New Tier 1)
- fastfood_05 Beavers (New Tier 1)
- fastfood_01 Prowlin Petes (Overhauled Tier 1)
- fastfood_02 Hurry Harrys (Overhauled Tier 1)
- fastfood_03 Blue Birdie (Overhauled Tier 1)
- house_construction_04 Deracinated Domicile (New Tier 1)
- house_modern_25 Rosilyn Residence (New Tier 1)
- house_modular_05 The Gilbert Residence (Overhauled Tier 1)
- house_modular_07 Sparks Place (Overhauled Tier 1)
- motel_05 Motel Eight (New Tier 1)
- park_02 (Overhauled Remnant)
- park_03 (New Remnant)
- parking_lot_03 ParKing Lot (New filler)
- park_basketball (Overhauled Remnant)
- radio_station_03 KZZ Radio Station (New Tier 1)
- ranger_station_02 Ranger Station Beta (Overhauled Tier 1)
- ranger_station_03 Ranger Station Charlie (Overhauled Tier 1)
- ranger_station_04 Ranger Station Delta (Overhauled Tier 1)
- ranger_station_05 Ranger Station Foxtrot (Overhauled Tier 1)
- remnant_burnt_09 (Overhauled Remnant)
- remnant_burnt_10 (New Remnant)
- remnant_downtown_filler_03 (New Remnant)
- remnant_waste_18 Pristine Health (New Remnant)
- remnant_waste_19 Wasted Office Suites (New Remnant)
- rest_area_01 (New Remnant)
- rest_area_02 (New Remnant)
- rest_area_03 (New Tier 1)
- rest_area_04 Buy N Go Rest Stop (New Tier 1)
- store_grocery_04 Moes Grocery (New Tier 1)
- store_grocery_05 Boes Market (New Tier 1)
- store_grocery_06 Joes USA (New Tier 1)
- survivor_site_05 Mercy Point Camp (Overhauled Tier 1)
- survivor_site_06 Hog Foot Village (Overhauled Tier 1)
- survivor_site_07 Camp Carhwal (Overhauled Tier 1)
- survivor_site_08 The Simmons Shanty (Overhauled Tier 1)
- survivor_site_11 Cabin Retreat (New Tier 1)
- utility_substation_03 Hybrid Energy Substation #3 (New Tier 1)
- wilderness_filler_01 Shady Slaughter RV (New Filler)
- wilderness_filler_02 Eerie Echoes Campsite (New Filler)
- wilderness_filler_03 Hermit Hollow (New Filler)
POI and Biome Difficulty Improvements
When you enter a POI, a HUD pop up will display its name and difficulty tier which is represented by the number of red skulls. These POI names will also appear on the quest text at the trader. When you enter a Biome, you will see the biome difficulty represented by the number of orange skulls.
- Forest 0
- Burnt (Navezgane Only) 0.5
- Desert 1
- Snow 1.5
- Wasteland 2
POI Localization
Points of interest (POIs) have undergone localization, receiving easily understandable and relatable names. These new names are not only incorporated into the quest system, but are also displayed on the upper right corner of the screen, above the Quest and Recipe Tracker. Furthermore, if you backed the Kickstarter campaign and pledged for location naming, you will now have the privilege of having a POI named after you.
Infestation Quests
We have added a new quest type we call Infestation which starts at Tier 2. The system takes a supported POI and adds a +1 to its Tier. In an Infestation Quest, the zombie counts are multiplied to create a greater challenge. At the end, it will reward you with a special loot box, almost always found in the loot room. This left Tier 5 POIs with infestation in a bit of a pickle. Tier 5 POIs as an Infestation Quest, can now be found as Tier 6 difficulty POIs.
Random World Generation Update
Random World Generation (RWG) has gone through the biggest iterative updates to date. We have learned something from every previous version we have done so far. Its not easy to create something nobody has done before, but we are committed to creating Random Generated Worlds better than anyone on the planet and we think you will agree when you play the latest Alpha 21 Random Gen. The latest release focuses on improving RWG speed, visuals, POI placement, and adding new features to enhance the player experience and addressing several bugs. Many notable improvements include:
- RWG creation speed has been greatly improved. Generation speeds up to 4 to 5 times faster than before have been seen in some cases.
- Merging highways between gateway tiles and township rural tiles has been added
- A new scoring system for prefab pick ordering, xml entries to help control overall placement, spawn weights, and min max counts ensure POIs dont repeat too often.
- Country Tiles have been added which give the rural areas more believable surrounds for POIS to spawn
- Road smoothing has been greatly improved.
- A new street tile system that uses an overworld grid to allow for more concise placement of wilderness, towns, and highways.
- A New Game button has been added to the Advanced Generation screen to allow players to immediately play the map they have generated without having to remember the map name.
Chunk Reset System
Weve added a new advanced game option called Chunk Reset Time. Enabling this setting will cause chunks to be reset to their original states when left unvisited for a specified in-game duration. Land claims, bedrolls, and other important player-owned objects such as backpacks and vehicles will prevent nearby chunks from being reset; so you dont have to worry about your home base disappearing, or logging in to find your 44 exchanged for a tree which regrew in its place. However, loot containers and workstations which are not within a protected area can be reset, so players who use this feature must be mindful of where they store their valuables. In effect, this feature allows previously-visited locations to respawn their loot and recover from destruction whilst the player is away. It also helps to reduce save sizes by clearing out stored data for the reset chunks until theyre revisited. The setting is disabled by default, but can be configured at will in the Advanced tab of the New Game and Continue Game menus.
Survival Rebalance
- To enhance the survival experience, water collection has been rebalanced by removing empty jars and cans.
- Boiled water now requires a cooking pot to craft in the campfire.
- Most clean water and drinks have been extremely lowered in loot.
- A new Dew Collector workstation has been added to provide clean drinking water.
- Crafted in the player backpack, players will need to visit a trader to obtain a key component: a water filter.
- Water is slowly accumulated over time at a rate of approximately 3 jars every 24 game hours.
- Players can place multiple Dew Collectors
- DewCollectors must have a clear view of the sky.
- Bars and other see-through shapes are acceptable to be placed above.
- Drink Vending machines have had quantities increased including specialized drinks.
- Due to water used in crafting, glue has been increased in loot, quest rewards, and trader inventories.
Crafting Skills System
Crafting unlocks have been moved out of the Perks System and into a new Crafting Skills System. Players will need to read various quantities of Crafting Skill Magazines in order to progress through the crafting tiers. These magazines are found in loot containers, zombie loot bags, air drops, given as quest rewards, or sold by the traders. The Crafting Skills System solves two issues: 1. Players wont be able to skip the progression of tool and weapon tiers.
- Previously, players could max out a perks crafting quality unlock with primitive tools and weapons and then instantly craft higher tiers once the materials were found or unlocked. A good example of this would be a stone ax that could be crafted at quality 5, but then iron and steel pickaxes could be crafted at that same quality level.
- Players are no longer required to perk into various classes to obtain the unlocks. All crafting skills can be unlocked by all players.
- The unlocks are removed from perks, however, each level of a perk will give a probability boost to certain magazines. An example would be the perk Boomstick giving a boost to finding more of the Shotgun Weekly magazines. Boomstick will also boost shotguns, shotgun parts, and the various types of shotgun ammo found in loot.
Perk Overhaul
With crafting unlocks moving to the new Crafting Skills System, perks have been overhauled to be more streamlined for each class.
- Sexual Tyrannosaurus has been moved to each weapon perk. Players no longer have to perk into Strength to get the stamina benefits of ole Sexy T. Want better stamina with clubs? Put perk points into Pummel Pete and keep from getting winded too soon.
- Flurry of Blows has been moved into each Attribute as a new perk.
- Perception: Quick and Perceptive Increases the attack speed of spears
- Strength: Big and Fast Increases the attack speed of clubs and sledges
- Fortitude: Lightning Hands Increases the attack speed of fists and fist weapons
- Agility: Whirlwind Increases the attack speed of knives
- Intellect: Calculated Attack Increases the attack speed of batons
- Physician perk has gained the ability to treat sprains and give more XP when using healing items. Dismemberment gets a boost with batons on level 4 while level 5 has a chance to instantly kill the target with a stun baton.
- Master Chef allows players to cook faster with each level.
- Lock Picking moved to Intellect
- Grease Monkey grants the ability to use fewer repair kits when repairing vehicles
- Zombies and animals are now killed nearly instantly when hit by a vehicle, but the vehicle takes more damage than previous versions.
- Vehicles also take more damage when hitting objects or taking hard landings.
Perk Book Reworks
- Spear Hunter Vol 3 changed from Steel Spear Unlock to Bleeding Damage
- Spears have a 25% chance to cause bleeding damage.
- Spear Hunter Vol 4 changed from Strong Arm to Kill Move
- Power attacks do 50% more damage to downed targets.
- Spear Hunter Vol 6 changed from Punctured Lung to Penetrating Shaft
- Power attacks now penetrate and damage multiple enemies.
- Spear Hunter Complete
- Primal Kill: Kills with spears refill your stamina.
- Automatic Weapons Vol 7 changed from M60 Unlock to Hip Fire
- Aiming from the hip with greater accuracy can save your ass in close quarters situations.
- Batter Up Vol 2 changed from Gear to Stealing Bases
- Sprinting with a club drawn in combat uses 20% less stamina.
- Batter Up Vol 6 changed from Bat Unlock to Foul Balls
- Power attacks with clubs have a 20% chance to ragdoll enemies.
- The Great Heist Vol 3 changed from Timed Charges Unlock to Gold Rush
- Find 10% more dukes and old cash
- The Great Heist Complete
- Find 20% more lockpicks in loot
- Art of Mining Vol 7 changed from Mining Helmet Unlock to Damage
- Mining tools do 10% more block damage.
Perception and Spear Overhaul
It is mind blowing how powerful Rifles are nowliterally. Pop zombie heads with ease with a boost to head shots when using the pipe, hunting, lever action, and sniper rifles. The spear has gotten a rework. After much consideration, we decided to make it work like other weapons and exchanged the throw for a power attack. This makes the spear a much better sneak attack weapon and players do not have to worry about losing their fully modded spear when thrown. With the new door damage, spears are the best melee weapons for poking through the holes into pesky zombie heads.
Recipe Tracker
Having trouble remembering that recipe? Well, in Alpha 21, players can track recipes while out collecting resources. Items are tracked in a list shown in the upper right hand side of the screen. When the correct quantities are collected, the items will be highlighted in green. When all items are collected, a tool belt message will appear letting you know the item can be crafted.
Crafting Quality Selection
Its likely that youve encountered a common problem: after gathering the necessary materials and components to craft your tool or weapon, youve invested additional points into the relevant skill, only to discover that the newly unlocked quality requires more materials than you currently possess. However, this predicament is no longer a concern, as you now have the ability to choose the desired quality of the crafted item, granting you control over the amount of materials invested.
Loot Balancing
Considerable attention has been devoted to achieving balance in various aspects of the game. This includes fine-tuning the availability of food and water, ensuring quest rewards are appropriately balanced, refining trader inventories to offer a fair selection of items, and the distribution of crafting skill magazines.
Starter Quest
The introductory quest has undergone simplification to provide a step-by-step breakdown of the initial stages of the game. Through user-friendly instructions and onscreen assistance, both novice players and seasoned veterans will be effortlessly guided to swiftly accomplish the initial milestones of their gaming experience.
HUD-less Mode
For those looking for a more immersive gameplay, players can now hide the HUD by pressing F7 one time. This mode will now allow players to remove the HUD, but still be able to interact with doors, loot containers, vehicles, and more. Pressing F7 again will change to picture mode that hides ALL HUD elements. Pressing F7 a third time will go back to default.
Spawn Near Backpack
In this latest update, an exciting new feature has been introduced for respawning after death. With an active bedroll, players now have the choice to respawn in close proximity to the location where their backpack is found. This convenient option enables players to swiftly retrieve their lost loot without the need to place a new bedroll, as the primary purpose of bedrolls was not originally intended for this particular function.
Vehicle Damage
- Vehicle collisions take more damage, but also cause more damage, so repair kits are more relevant to game play.
- Repair kits repair a fixed amount of damage instead of all vehicle damage
- New blood splatter when hitting entities
- Improved ragdoll hits and can cause dismemberment on hit entities
- Additional spark effects when hitting blocks
- Improved block collision damage calculations
Wandering Hordes
To promote engagement and encourage players to confront wandering hordes, we have implemented an increase in the chances of loot bags dropping from these encounters. This adjustment aims to incentivize players to actively engage with wandering hordes instead of allowing them to pass by without engagement. Furthermore, an additional improvement ensures that wandering hordes will no longer occur just before the commencement of your blood moon event, providing a more balanced and predictable gameplay experience.
Twitch Extension
Weve added a new Twitch extension to allow viewers to interact with the streamer without cluttering up the chat. This allowed for the addition of more advanced actions that cost Bits. Weve also added Presets to customize your integration experience. Custom Events have also been added for Twitch events such as Subs, Gifting Subs, Raids, Hype Trains, and Channel Point Redeems.
Performance & Optimizations
- Unity version update
- Window block optimizations
- All Windows have been converted to shapes which are more performant.
- Full windows downgrade to broken.
- Broken and Empty windows upgrade to Full.
- Only Full windows can upgrade material.
- Improved prop LOD transition values by adding LOD categories so similar props cross fade at the same distances. They also cull at more relevant distances which improves performance.
- Trees (adjustments to meshes and settings for better performance)
- AI can handle more zombies by throttling their activity based on distance to player
- AI pathing can handle many more paths per second
- Less memory use
- A variety of other small performance optimizations
Networking Improvements
- Greatly reduced network traffic
- Entities have variable update rate based on distance
Server Administration and Multiplayer
WebDashboard
The old Web control panel for the server has been removed in favor of a new Web Dashboard. This is the first step of bringing over what has previously been known as Allocs Server Fixes, providing Web based APIs for interacting with the server as well as a browser interface to those features. Compared to the old mod this interface currently lacks all of the APIs that provide information on players. This new Web Dashboard is currently provided as a mod shipped with the dedicated server version in order to be able to speed up iteration times independently of the actual game releases when improvements are made or fixes integrated. If you were previously using the control panel to automate server tasks you will need to switch over to the new API system:
- Normally you define API tokens in the serveradmin.xml or via the webtokens command, but you can also define one API token on the command line with the -webapitokenname=x and -webapitokensecret=y arguments which will define a single token with permission level 0
- The API endpoint to issue commands is /api/command. The token name and secret need to be passed as HTTP headers X-SDTD-API-TOKENNAME and X-SDTD-API-SECRET. The request needs to use the POST method and contain a JSON body consisting of {command: command to execute}
- WebDashboardEnabled toggles the whole system on or off
- WebDashboardPort specifies the TCP port to run the interface on
- WebDashboardUrl should contain the full URL that points to the dashboard, e.g. to a reverse proxy forwarding to the internal dashboard, like https://proxydomain:8000/. If the server can be reached with its public IP directly this value can be left empty
- EnableMapRendering decides whether the game renders the map tiles to corresponding images that can be seen on the Web Dashboard or used with other tools to get a full view of the discovered game map.
Mumble Positional Audio
Alpha 21 brings support for Mumbles Positional Audio feature. This means once it is enabled in the game audio settings and in your Mumble client you can play with your friends and hear in which direction they are from your view and get to hear them louder or quieter depending on their distance. Detailed setup instructions can be found on this Wiki page. [hr][/hr] The Release Notes are too long for Steam, please continue reading here.
[ 2023-06-06 03:44:12 CET ] [ Original post ]
Hello Survivors! With the Experimental phase of A21 coming soon, we want to patch an issue we found during testing. This patch only addresses a benign save game compatibility error users would encounter when returning to A20 after a session in A21 Exp. This patch does not contain any content you may have seen in an A20.7 Twitch build, those features will roll out with A21. Please remember A20 savegames will not work with the A21 version, you will have to start anew. Stay alert for developer stream announcements to catch the latest news about A21! You can find out more about streams in our forum.
[ 2023-04-20 17:26:29 CET ] [ Original post ]
TFP is proud to announce the Alpha 21 Developer Streams begin Wednesday night April 12th at 9 PM CST. Join Co-Founders Richard Huenink, Joel Madmole Huenink & Senior Developer Lathan (@fubar_prime) for the first look at Alpha 21! Tune in for Free Keys! fubar_prime
[ 2023-04-08 17:31:01 CET ] [ Original post ]
Hey Survivors, 7 Days to Die is now on sale for an all-time low discount of 76% off from December 22nd to January 5th for Steams Winter Sale. Theres no better time to jump in and play the Survival Game that came first. Navezgane awaits! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2022-12-22 18:00:35 CET ] [ Original post ]
Hey Survivors, 7 Days to Die is now on sale for 70% off from November 22nd- 29th for Steams Autumn Sale. Play the Survival Game that came first. Navezgane awaits! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2022-11-22 22:04:02 CET ] [ Original post ]
7 Days is on sale now through November 1st for 70% Off on the Steam Scream Fest Sale. Buy it now!
[ 2022-10-25 17:18:33 CET ] [ Original post ]
The Fun Pimps are happy to announce that we'll be participating as an exhibitor at TwitchCon 2022 - San Diego! We will be promoting a brand new twitch extension with exciting new features, coming in Alpha 21. Some of you may have already seen in Prime's Twitch.tv streams! Our new Twitch Extension for 7 Days to Die aims to make it easier than ever before to help or harass your favorite streamers. Viewers can spend free points (or even bits) to interact with their favorite streamer. They can help or hurt you with zombie spawns, debuffs (or buffs), and unique game events that you cannot experience outside of Twitch viewership including: homerun derby, bucket heads, and more! Stop by the booth and say hello to our wonderful development team, get an early look at the Twitch extension in action, find out how to get some new 7 Days to Die swag, or win big with the cosplay contest! Sign up for the Extension Demo Experience We're hosting signups for Twitch streamers to try out the extension at our booth! If selected, we'll assist you in setting up your Twitch account to stream with the new extension. Each demo experience is projected to last anywhere from 20 minutes to 1 hour. 7 Days to Die Cosplay Contest We're hosting a large competition for all of the talented cosplayers out there in our community! Come show off your expertise in crafting the finest of costumes, and have a chance to win fantastic prizes! All participants will at least win a runner-up prize! Official Contest Rules Rules:
- Cosplay must be related to a character or enemy in 7 Days to Die.
- Cosplay must match TwitchCons established guidelines on appropriate behavior.
- You must be present to take a photo at the TwitchCon 2022 booth, and provide information so that we can reach out after judging. No entries from outside of TwitchCon San Diego will be accepted.
- 1st Place: MSI RTX 3090 TI (Approx. $1,339.99 Value)
- 2nd Place: Dream Stream Setup (1 x Elgato Stream Deck, 1 x Elgato FaceCam (Premium 1080p60 Webcam,1 x Elgato Wave:3 Microphone, 1 x Elgato Key Light; Approx. $729.93 Value)
- 3rd Place: Elgato Stream Deck (Approx. $209.99 Value)
- All Runner Ups: 7 Days to Die Steam Key, and 7 Days to Die Key Art T-Shirt (Approx. $54.98 Value)
[ 2022-09-13 19:43:08 CET ] [ Original post ]
Hello Everyone!
We have another stable patch for Alpha 20.
With the overwhelming majority of the team working full steam on A21, we took some time to merge fixes and changes to A20 for your enjoyment.
Due to Microsoft requirements, custom prefabs can no longer be saved directly to the game folder.
They will be saved to the User Defined Folder (UDF).
This default location is:
\AppData\Roaming\7DaysToDie\LocalPrefabs
To avoid having to re-save each POI one at a time in the prefab editor, all POI's currently located in...
\Steam\steamapps\common\7 Days To Die\Data\Prefabs
...should be manually moved to the UDF.
The UDF can be declared in the game launcher as a command line parameter.
Add the following to the command line:
Format:
-UserDataFolder=A20.6 b9 Changelog
Added
Changed
Fixed
[ 2022-08-16 17:40:27 CET ] [ Original post ]
Hello everyone! Today we have a small update patch for Alpha 20.6. We wish all of you a great weekend! A20.6 b9 Added
- Auto ping all found servers once
- Non-XBL players were not shown being blocked when communication was globally blocked by XBL privacy settings
- News screen scroll makes a sound even if you are on the first or last page
- Voice chat not always properly disabled
[ 2022-08-13 15:22:38 CET ] [ Original post ]
Hey Survivors, 7 Days to Die is now on sale for 70% off from August 1st to August 8th for Steams Survival Fest Sale. Play the Survival Game that came first. Navezgane awaits! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2022-08-01 17:04:04 CET ] [ Original post ]
Hello Everyone!
While Alpha 21's production goes full steam ahead, there are a list of fixes compatible with A20 we did not want you all to wait on any longer!
To participate:
1. right click on the game in steam
2. click on properties
3. click the "betas" tab
4. the drop down menu will have latest_experimental available you want THAT
5. select that and wait for the game to download.
Due to Microsoft requirements, custom prefabs can no longer be saved directly to the game folder.
They will be saved to the User Defined Folder (UDF).
This default location is:
\AppData\Roaming\7DaysToDie\LocalPrefabs
To avoid having to re-save each POI one at a time in the prefab editor, all POI's currently located in...
\Steam\steamapps\common\7 Days To Die\Data\Prefabs
...should be manually moved to the UDF.
The UDF can be declared in the game launcher as a command line parameter.
Add the following to the command line:
Format:
-UserDataFolder=A20.6 b8 Changelog
Added
Changed
Fixed
[ 2022-07-29 22:02:01 CET ] [ Original post ]
TFP will be deprecating Easy Anti Cheat support for all builds prior to Alpha 20.4 on July 1st. Users can still play older builds but may need to turn off EAC in the launcher. Alpha 20.4 and newer builds will continue to have EAC running through the Epic Online Services. We have chosen to use this service as it will make future game browser and network cross play support possible. Cheers The Fun Pimps
[ 2022-06-27 17:24:39 CET ] [ Original post ]
Hey Survivors, 7 Days to Die is now on sale for 70% off from June 23rd to July 7th for Steams annual Summer Sale. Buy it now!
[ 2022-06-23 17:04:05 CET ] [ Original post ]
Hello everyone! Today we give you 20.5 stable with fixes for crashes and also a fix for the drone that caused issues in MP. We are aware of the following regarding this build: [olist]
Changelog:
A20.5 b2 Added
- Server browser now shows warning when results hit the search limit
- Localization files are tested for a valid header line and show appropriate errors
- Removed EAC compatibility warning on Windows 11
- Voice comms fail for player who was voiced in multi player party who then leaves game to main menu then rejoins game and party
- Voice chat fails to initiate for latest joiner to the party
- EAC error after entering server password
- Reenabled player reporting
- UserDataFolder and SaveGameFolder did not allow gamedir relative paths
- PartSpawn in POI Marker doesn't pull parts from mod folders
- XUi FilledSprite view not properly updating on position changes
- Drone causing excess data in player data .ttp file on dedi
[ 2022-05-16 20:27:54 CET ] [ Original post ]
Hello everyone! Please take your time and have a look at the new EXP build. This build tackles several reasons that did cause crashes for some users. We are seeing reports of the Discord overlay potentially crashing the game, please read here. We hope in this EXP build, everyone can play again. If you are still crashing, please take your time to report a bug, after reading this: https://community.7daystodie.com/a20-bug-database/bug-pool/before-you-post-a-report-r1/ If you still crash before the game starts, we would need your launcher.log and the anticheatlauncher.log. Please provide them in a bug report following the link above. Please do not look for help in the discussion thread here, but go to the bug reports instead. The QA team is in there helping as soon as they can. To participate: 1. right click on the game in steam 2. click on properties 3. click the "betas" tab 4. the drop down menu will have latest_experimental available you want THAT 5. select that and wait for the game to download.
Changelog:
A20.5 b2 Added
- Server browser now shows warning when results hit the search limit
- Localization files are tested for a valid header line and show appropriate errors
- Removed EAC compatibility warning on Windows 11
- Voice comms fail for player who was voiced in multi player party who then leaves game to main menu then rejoins game and party
- Voice chat fails to initiate for latest joiner to the party
- EAC error after entering server password
- Reenabled player reporting
- UserDataFolder and SaveGameFolder did not allow gamedir relative paths
- PartSpawn in POI Marker doesn't pull parts from mod folders
- XUi FilledSprite view not properly updating on position changes
- Drone causing excess data in player data .ttp file on dedi
[ 2022-05-09 20:42:29 CET ] [ Original post ]
Hello everyone!
While the majority of the team is heavy at work on Alpha 21, we are excited to give you A20.4 b42 stable today!
Server owners will need to add/modify these 2 new properties in the serverconfig.xml. These filters will help players find your server.
- Language selection under Video > UI. Defaults to the platform's language (on Steam the language that is selected in Steam for the game, otherwise the host system's language)
- EOS P2P networking for cross platform P2P games
- Destroy area attacks partial blocks it moves into
- AI ApproachAndAttackTarget decreases path update rate at farther distances
- Path generation canceling on a new path request
- Cr console command u, utimed and ue parameters
- Launcher on Windows now stores log files in %APPDATA%/7DaysToDie/logs folder
- Screenshots are stored in
/Screenshots (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Screenshots) - Mods are now loaded from
/Mods (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Mods) in addition to /Mods. In a future build this will change to only load from that new location so no data is written/changed in the program folder at any time. - Reduced sleeper volume attack target time
- Changed SkyManager to explicitly set shadowCustomResolution for the moon and sun lights based on the ingame "Shadow Distance" setting: 1k for Low/Medium, 2k for High, and 4k for Ultra/Ultra+. This gives more consistent results in terms of performance and fidelity when changing the setting, regardless of the user's output screen resolution.
- MacOS builds target x86_64 only for now until third party code supports M1 you can still run the game on M1 Macs with Rosetta, but you no longer manually have to enable it
- Reduced achievement goals for: Dying, PvP kills, game stage, and staying alive
- Favorite and history servers are now stored independently of Steam
- Removed display name from non-lootable produce baskets
- Improved path generation state switching and aborting
- Optimised SpeedTree shaders by multicompiling a version without FadeOut behaviour and automatically swapping to it whenever the FadeOut value is set to 1 (fully opaque).
- Mods are now loaded from
- Giving the same command line argument to the dedi multiple times causes exception but no startup abort
- Errors in dedi config does not cause the server to immediately shut down after the errors are logged
- Client side NRE spam after kicking a player with ESC menu open
- Opening the map on a controller attempts to open On Screen Keyboard
- Vulture sleepers flapping when spawned
- Cases of falling into ground if chunk colliders reallocated during baking
- Rare invisible chunk colliders if changed and cleared during baking
- Drone's light doesn't affect player stealth
- Junk drone dye not applying to all tint parts
- Drone dye displays differently between clients and hosts Dedi and P2P issues
- Only the first Drone Cargo Mod can be added by drag and drop
- Ranged actions doing tool belt notifies more than once per execute
- Sporadically vehicles can reload underground and get moved (IsChunkAreaCollidersLoaded check)
- Silly votes and actions conflict with each other.
- Activating quest marker at POI can reset adjacent POI
- Robotic turrets stop working when placed higher than where the player is standing
- Removed Unity Screen Selector option from game launcher as Unity does no longer support this
- 2 wheeled vehicles are very good at climbing vertical walls
- Zombie pathing/digging can fail/struggle when the player is too far underground
- Fixed shadow clipping bug in the SpeedTree8 shader by implementing Unity's SHADOW_CASTER macros to correctly handle shadow pancaking.
- Server list not updating the table when new data for an existing entry comes in
- Changing server list sorting did not apply until filters are changed or a new server shown
- Resetting filters in the server browser causes any filter fields that are min/max input only (like game days) to fail
- Playing doctor achievement triggers without proper requirements
- Billboard shapes had inconsistent harvest events
- Players can be damaged and rag dolled by vehicles on log in
- Treasure chest appears in the same spot as previously looted treasure chest.
- Occasional NullRef's when decapitating wolves, mountain lions and deer as client on dedicated server
- Typo with some repair lists using forged iron could not be repaired
[ 2022-04-25 21:08:29 CET ] [ Original post ]
Hello everybody! Sending a small update out to fix some smaller issues and also update localization. This also addresses the Linux issue that prevents players from using the audio options. The same issue also rarely occured for windows users. We wish you a good weekend! Here's what changed since b39: A20.4 b41 Fixed:
- Error when opening audio settings when EOS could not find any microphone and/or speaker device
- Servers do not announce themselves on Steam's backend
- Updated Localization.txt
[ 2022-04-22 01:15:39 CET ] [ Original post ]
Hello everyone!
Today we have the first experimental build for A20.4 for you!
Server owners will need to add/modify these 2 new properties in the serverconfig.xml. These filters will help players find your server.
A20.4 b38 changelog:
Added
- Language selection under Video > UI. Defaults to the platform's language (on Steam the language that is selected in Steam for the game, otherwise the host system's language)
- EOS P2P networking for cross platform P2P games
- Destroy area attacks partial blocks it moves into
- AI ApproachAndAttackTarget decreases path update rate at farther distances
- Path generation canceling on a new path request
- Cr console command u, utimed and ue parameters
- Launcher on Windows now stores log files in %APPDATA%/7DaysToDie/logs folder
- Screenshots are stored in
/Screenshots (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Screenshots) - Mods are now loaded from
/Mods (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Mods) in addition to /Mods. In a future build this will change to only load from that new location so no data is written/changed in the program folder at any time. - Reduced sleeper volume attack target time
- Changed SkyManager to explicitly set shadowCustomResolution for the moon and sun lights based on the ingame "Shadow Distance" setting: 1k for Low/Medium, 2k for High, and 4k for Ultra/Ultra+. This gives more consistent results in terms of performance and fidelity when changing the setting, regardless of the user's output screen resolution.
- MacOS builds target x86_64 only for now until third party code supports M1 you can still run the game on M1 Macs with Rosetta, but you no longer manually have to enable it
- Reduced achievement goals for: Dying, PvP kills, game stage, and staying alive
- Favorite and history servers are now stored independently of Steam
- Removed display name from non-lootable produce baskets
- Improved path generation state switching and aborting
- Optimised SpeedTree shaders by multicompiling a version without FadeOut behaviour and automatically swapping to it whenever the FadeOut value is set to 1 (fully opaque).
- Mods are now loaded from
- Giving the same command line argument to the dedi multiple times causes exception but no startup abort
- Errors in dedi config does not cause the server to immediately shut down after the errors are logged
- Client side NRE spam after kicking a player with ESC menu open
- Opening the map on a controller attempts to open On Screen Keyboard
- Vulture sleepers flapping when spawned
- Cases of falling into ground if chunk colliders reallocated during baking
- Rare invisible chunk colliders if changed and cleared during baking
- Drone's light doesn't affect player stealth
- Junk drone dye not applying to all tint parts
- Drone dye displays differently between clients and hosts Dedi and P2P issues
- Only the first Drone Cargo Mod can be added by drag and drop
- Ranged actions doing tool belt notifies more than once per execute
- Sporadically vehicles can reload underground and get moved (IsChunkAreaCollidersLoaded check)
- Silly votes and actions conflict with each other.
- Activating quest marker at POI can reset adjacent POI
- Robotic turrets stop working when placed higher than where the player is standing
- Removed Unity Screen Selector option from game launcher as Unity does no longer support this
- 2 wheeled vehicles are very good at climbing vertical walls
- Zombie pathing/digging can fail/struggle when the player is too far underground
- Fixed shadow clipping bug in the SpeedTree8 shader by implementing Unity's SHADOW_CASTER macros to correctly handle shadow pancaking.
- Server list not updating the table when new data for an existing entry comes in
- Changing server list sorting did not apply until filters are changed or a new server shown
- Resetting filters in the server browser causes any filter fields that are min/max input only (like game days) to fail
- Playing doctor achievement triggers without proper requirements
- Billboard shapes had inconsistent harvest events
- Players can be damaged and rag dolled by vehicles on log in
- Treasure chest appears in the same spot as previously looted treasure chest.
- Occasional NullRef's when decapitating wolves, mountain lions and deer as client on dedicated server
- Typo with some repair lists using forged iron could not be repaired
[ 2022-04-13 17:37:55 CET ] [ Original post ]
Hey Survivors, Its spring now and to celebrate 7 Days will be on Sale for 70% Off from April 4th - April 11th. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2022-04-04 17:09:48 CET ] [ Original post ]
Hello Survivors! This small hotfix addresses a change to the Twitch authentication, allowing users the continue using it after February is over. This build was supposed to go out Wednesday, but Twitch did a test run, which forces us to put it out early. There is no reason any of you should have to start over with this update. Expect A20.4 with general fixes on EXP by end of this week or early next week. We hope you enjoy!
[ 2022-02-23 00:20:44 CET ] [ Original post ]
Hello Survivors! This hotfix addresses a change in the Twitch authentication so our users can still use Twitch integration after the end of February. There is no reason any of you should have to start over with this update. Expect A20.4 with general fixes on EXP by end of this week or early next week. We hope you enjoy!
[ 2022-02-22 23:16:23 CET ] [ Original post ]
Hello! Today we are releasing a small A20.2 patch to the live build. It has a fix for turrets falling through blocks/the world and a NRE fix for the celebrate buff. This patch should not have any conflicts with existing savegames. A20.3 EXP will start soon and be meatier than A20.2. If you want to help improve the game, file a bug report here. We hope everyone will have fun with it! A20.2 b2 Changelog Fixed
- Null Ref when killing enemies with celebrate on
- Turrets falling through blocks
- CallGameEvent would not work on servers for clients
[ 2022-02-07 21:33:57 CET ] [ Original post ]
Hello Everyone! This weekend we have a small patch for you fixing the NRE for "celebrate" kills. We also have a fix for falling turrets in here. This patch is expected to go stable on Monday. You can look forward to a meatier patch again with A20.3 A20.2 b2 Changelog Fixed
- Null Ref when killing enemies with celebrate on
- Turrets falling through block
- CallGameEvent would not work on servers for clients
[ 2022-02-05 17:26:56 CET ] [ Original post ]
Today we are releasing A20.1 b6 as stable. The update comes with many fixes and small balance improvements including fixes to POIs, a fix for the drone dupe, a fix to make achievements work again, balance changes and much more. Save games should be compatible with A20 b238. Official A20 Bug Reporting Thread We hope everyone enjoys A20.1 b6! Have a good day!
A20.1 b6 changelog:
Added
- Show Stability makes a clearly different green for max and darkens colors every 1m of world space
- AI destroy area is canceled when damaged by an entity
- Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
- Updated to house_modern_18 based on YT player feedback. (made path more obvious, added torches, added triggers so sleepers arent' left behind, etc.)
- Updates to remnant_skyscraper_01 based on feedback.
- Updated house_construction_01 and house_construction_02 with new art props
- Updated remnant_business_0205, updated with new art and shapes
- Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes
- House_modern_23 (TIER4) Changes made based on feedback
- Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback.
- Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen's floor, replaced shelfs to prevent zfight.
- Remnant_waste_01: replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling
- Updated downtown_strip_10 based on player feedback.
- Downtown_filler_27 (TIER3, search, clear) removed door frame simulating door that was permanently closed to avoid confusion
- House_modern_23: changes made after level designers meeting feedback
- Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest
- Slightly increased the probability of books found in book piles and crackabook shelves
- Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door.
- Updated loot probability and quality templates to better align with the new loot stage system
- Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available
- Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books early game
- Reworked tiered chest loot to better reflect POI difficulty
- Reduced the amount of aloe cream found in backpacks
- Increased the chance to find acid in sinks and chemical sets
- Added another low chance to find vehicle wheels in PassNGas crates
- Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimetral wall
- Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties
- Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before)
- Moved the storage crate and writable storage crate to their own recipes (same recipe as before)
- Moved the old chair out of the furniture helper and gave it its own new recipe
- Added produce baskets, pallets, and empty clothes shelves to furniture helper
- Updated preview thumbnail JPGs for part_loot_t1 through t5.
- Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle
- Updated Localization for furniture helper blocks
- Drone description no longer references the ability to fight
- Reduced ammo loot counts by ~15 to 30%
- Reduced amount of ammo found in yellow zombie loot bags from large to medium group
- Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1
- Updated colliders and xml on all arrow slits to work like iron bars
- Yes Arlene, it's time to take the Christmas tree down! Removed Christmas themed items from loot.
- Improved AI destroy area trigger percents/distances, stun handling and capped spread to allies
- TerrDestroyedWoodDebris now harvests 1,2 wood instead of 3 to be better aligned with the cost of frame shape blocks
- Mmetal_weak to Mmetal on stoves to match other appliance HP pools
- Increased the max HP from 5 to 100 on lootable backpacks, duffle bags, sports bags, and purses to help prevent premature loot loss
- Added quick exit keyrack to POI oldwest_business_13.
- Large_park_01 moved kiosk 1 block to the back, added extra floor under it
- Farm_04 made changes so it's no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door.
- Farm_08 locked front door. Added light pointing at the quest's entrance.
- Removed restore power quest from lot_downtown_filler_01
- Clean up and rename junk drone console commands to jd for local player data and jd clear for clearing.
- House_old_tudor_06 to new RWG standards.
- House_old_bungalow_08 for new RWG country residential.
- Remnant_downtown_12, mispainted textures
- Terrain density covers satchel in warehouse_04
- Missing paint behind curtains in house_old_ranch_01.
- Missing paint in gas_station_07.
- In body_shop_01, loot room sleepers on rooftop spawn within players view
- Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds.
- Distant and/or low resolution reflections/lighting on arrows are pink
- Inaccessible cabinets in house_old_ranch_06.
- In POI oldwest_business_12 sleeper stuck between 2 bookshelves.
- In POI house_old_victorian_05 nightstand and bed clipping into window ledges.
- House_old_modular_06 z fighting on exterior.
- Diner_03 density issue on roof.
- Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.)
- House_old_modular_08 zfighting on exterior windows
- POI canyon_gift_shop has extra blocks.
- Survivor_site_09 zfighting on watch tower.
- Fastfood_04 terrain hole under car.
- Treasure maps calculate location from 0,0
- Confuse does not affect vehicle controls.
- Active drones can duplicate
- Drone manager duplication
- Drone can fall under bedrock and get stuck
- JunkDrone stay command sync error with clients that could cause multiple drones.
- Remove the "and fight" from the Robotic Drone's information localization
- JunkDrone case where teleporting away was not creating a nav object for the unloaded chunk.
- Handled a case where picking up the junk drone was not fully cleaned up from the player data.
- NRE caused by highlighted text in inventory search field
- UI button hover scale effect only playing once per button per game session
- Playtest and give feedback on countrytown_business_13 The Dead Rooster
- HUDStatBar not working with "statcurrent" for "ActiveItem" when holding a paintbrush
- Playtest and give feedback on countrytown_business_06 Ruby's
- Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning
- Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory.
- Workbench duplication bug
- Can not shoot through bunkBedFrame
- Pathing incorrect ladder height check if open to sky
- SMG and Desert Eagle holosight location update.
- Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them
- Inconsistent resources and scaling on military armor recipes
- AK47 and Pump Shotgun holosight location update.
- Tactical AR holosight scope offset for dot alignment.
- Holosight dot position updates for Iron Crossbow and Compound Crossbow
- Holosight dot position updates for Lever Action Rifle and AutoShotgun
- Structural Integrity is not recalculating when block pillar is recreated
- Fixed Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun
- Playtest and give feedback on countrytown_business_13 The Dead Rooster
- Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback.
- Sniper Rifle holosight dot update.
- Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException
- Scrolling too fast in part selector causes NREs
- Show Stability could show old colors
- Playtest and give feedback on commercial_strip_01
- Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception
- Cellar door and shutter open/close issue
- Explosion of water fix would cause chunk regen to never resume
- ChangeBlocks handling of clusters with recursion
- Farm_07 mispainted texture in kitchen cabinet next to stove
- Achievements aren't working
- Fixed not tied to build : Cut Gamestage Achievements in half
- Switching between Steam offline mode and online within one savegame results in different player profiles/saves
- Restore power host melee desync
- Fixed zfighting on exterior windows at house_old_bungalow_11.
- In POI motel_01 sleepers in final room do not spawn until after player is inside room
- Door unlocked in house_old_victorian_01
- House_mansard_06 unstable cellar door
- Zfighting and missing paint at POI bank_01
- Exit sign in courthouse_med_01 is too low.
- Floating TV's in bank_01.
- Bank_01 zfighting
- Action_time_shift index out of range.
- Using Twitch teleports while in a workstation UI does not close the UI.
- Added missing IndexName property for chandelierLight to work with restore power quests
- Origin shift could cause objects to fall through world
- Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD
- Path node otherheight bad in cabin_11
- Arrow slit AI exploit ("Zombie Forcefield". Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient)
- Falling ragdoll ground hits did not do damage or AI handling
- Imposter issues on rwg_tile_downtown_t
- Updated missing paint on attic ceiling corners in house_burnt_01
- Updated missing paint on attic ceiling corners in house_old_bungalow_06
- Having a full inventory and equipping a tool or weapon deletes currently selected hotbar item
- Player bedroll and vehicle locations are displayed in the console
- Deleted two utility poles in the trader tile to remove an exploit
- Occasional NullRef's when decapitating wolves, mountain lions and deer as client on dedicated server
- Door near loot room was unlocked in POI oldwest_business_13.
[ 2022-02-01 19:15:02 CET ] [ Original post ]
The A20.1 b6 EXP update brings a fix to the crash several users experienced since A20.1 b5. What else it has in store for you, find out below. A20.1 B6 The Forum Bug Reporting Thread
Changelog
Added
- AI destroy area is canceled when damaged by an entity
- Updated colliders and xml on all arrow slits to work like iron bars
- Yes Arlene, it's time to take the Christmas tree down! Removed Christmas themed items from loot.
- Updated bombshelter_02 based on feedback.
- Improved AI destroy area trigger percents/distances, stun handling and capped spread to allies
- TerrDestroyedWoodDebris now harvests 1,2 wood instead of 3 to be better aligned with the cost of frame shape blocks
- Mmetal_weak to Mmetal on stoves to match other appliance HP pools
- Increased the max HP from 5 to 100 on lootable backpacks, duffle bags, sports bags, and purses to help prevent premature loot loss
- Disabled graphics jobs
- Added quick exit keyrack to POI oldwest_business_13.
- Using action_teleport_landclaim with no landclaims down causes null reference spam.
- Arrow slit AI exploit ("Zombie Forcefield". Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient)
- Falling ragdoll ground hits did not do damage or AI handling
- Imposter issues on rwg_tile_downtown_t
- Missing textures, Added food helper piles to kitchens, adjusted sleeper volumes based on player feedback in downtown_filler_12.
- Lot_industrial_14 sand pile made of sandstone.
- In POI house_old_bungalow_09 bed frame clipping through window trim.
- Origin shifting before the player spawns
- Gameevent teleport can now teleport relative to player facing.
- Only Usable property for twitch actions can now be set to VIPs.
- Updated missing paint on attic ceiling corners in house_burnt_01
- Updated missing paint on attic ceiling corners in house_old_bungalow_06
- Having a full inventory and equipping a tool or weapon deletes currently selected hotbar item
- Player bedroll and vehicle locations are displayed in the console
- Deleted two utility poles in the trader tile to remove an exploit
- Occasional NullRef's when decapitating wolves, mountain lions and deer as client on dedicated server
- Door near loot room was unlocked in POI oldwest_business_13.
[ 2022-01-29 02:16:15 CET ] [ Original post ]
The EXP branch is now populated with our first point release to A20. Give it a go and have fun. Starting a new savegame on a fresh world is recommended. Old savegames should still be compatible, create a backup anyway, just in case. To participate: 1. right click on the game in steam 2. click on properties 3. click the "betas" tab 4. the drop down menu will have latest_experimental available you want THAT 5. select that and wait for the game to download. A20.1 b5 Added
- Show Stability makes a cly different green for max and darkens colors every 1m of world space
- Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
- Updated to house_modern_18 made path more obvious, added torches, added triggers so sleepers arent' left behind, etc.
- Updates to remnant_skyscraper_01 based on QA feedback.
- Updated house_construction_01 and house_construction_02 with new art props
- Updated remnant_business_0205, updated with new art and shapes
- Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes
- House_modern_23 Changes made based on feedback
- Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback.
- Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen's floor, replaced shelfs to prevent zfight.
- Remnant_waste_01 replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling
- Updated downtown_strip_10 based on player feedback.
- Downtown_filler_27 removed door frame simulating door that was permanently closed to avoid confusion
- House_modern_23: changes made after level designers meeting feedback
- Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest
- Slightly increased the probability of books found in book piles and crackabook shelves
- Enabled graphics jobs
- Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door.
- Updated loot probability and quality templates to better align with the new loot stage system
- Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available
- Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books y game
- Reworked tiered chest loot to better reflect POI difficulty
- Reduced the amount of aloe cream found in backpacks
- Increased the chance to find acid in sinks and chemical sets
- Added another low chance to find vehicle wheels in PassNGas crates
- Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimetral wall )
- Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties
- Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before)
- Moved the storage crate and writable storage crate to their own recipes (same recipe as before)
- Moved the old chair out of the furniture helper and gave it its own new recipe
- Added produce baskets, pallets, and empty clothes shelves to furniture helper
- Updated preview thumbnail JPGs for part_loot_t1 through t5.
- Updated house_old_tudor_06 to new RWG standards.
- Updated house_old_bungalow_08 for new RWG country residential.
- Updated large_park_01 moved kiosk 1 block to the back, added extra floor under it
- Farm_04 made changes so it's no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door.
- Farm_08 locked front door. Added light pointing at the quest's entrance.
- Removed restore power quest from lot_downtown_filler_01
- Cut Gamestage Achievements in half
- Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle
- Updated Localization for furniture helper blocks
- Drone description no longer references the ability to fight
- Reduced ammo loot counts by ~15 to 30%
- Reduced amount of ammo found in yellow zombie loot bags from large to medium group
- Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1
- Remnant_downtown_12, mispainted textures
- Terrain density covers satchel in warehouse_04
- Missing paint behind curtains in house_old_ranch_01.
- Missing paint in gas_station_07.
- In body_shop_01, loot room sleepers on rooftop spawn within players view
- Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds.
- Distant and/or low resolution reflections/lighting on arrows are pink
- Inaccessible cabinets in house_old_ranch_06.
- In POI oldwest_business_12 sleeper stuck between 2 bookshelves.
- In POI house_old_victorian_05 nightstand and bed clipping into window ledges.
- House_old_modular_06 z fighting on exterior.
- Diner_03 density issue on roof.
- Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.)
- House_old_modular_08 zfighting on exterior windows
- POI canyon_gift_shop has extra blocks.
- Survivor_site_09 zfighting on watch tower.
- Fastfood_04 terrain hole under car.
- Treasure maps calculate location from 0,0
- Confuse does not affect vehicle controls.
- Drone can fall under bedrock and get stuck
- JunkDrone stay command sync error with clients that could cause multiple drones.
- Remove the "and fight" from the Robotic Drone's information localization
- JunkDrone case where teleporting away was not creating a nav object for the unloaded chunk.
- Handled a case where picking up the junk drone was not fully cleaned up from the player data.
- NRE caused by highlighted text in inventory search field
- UI button hover scale effect only playing once per button per game session
- Playtest and give feedback on countrytown_business_13 The Dead Rooster
- HUDStatBar not working with "statcurrent" for "ActiveItem" when holding a paintbrush
- Playtest and give feedback on countrytown_business_06 Ruby's
- Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning
- Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory.
- Workbench duplication bug
- Can not shoot through bunkBedFrame
- Pathing incorrect ladder height check if open to sky
- SMG and Desert Eagle holosight location update.
- Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them
- Inconsistent resources and scaling on military armor recipes
- AK47 and Pump Shotgun holosight location update.
- Tactical AR holosight scope offset for dot alignment.
- Holosight dot position updates for Iron Crossbow and Compound Crossbow
- Holosight dot position updates for Lever Action Rifle and AutoShotgun
- Structural Integrity is not recalculating when block pillar is recreated
- Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun
- Playtest and give feedback on countrytown_business_13 The Dead Rooster
- Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback.
- Sniper Rifle holosight dot update.
- Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException
- Scrolling too fast in part selector causes NREs
- Show Stability could show old colors
- Playtest and give feedback on commercial_strip_01
- Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception
- Cellar door and shutter open/close issue
- Explosion of water fix would cause chunk regen to never resume
- ChangeBlocks handling of clusters with recursion
- Farm_07 mispainted texture in kitchen cabinet next to stove
- Achievements aren't working
- Switching between Steam offline mode and online within one savegame results in different player profiles/saves
- Restore power host melee desync
- Zfighting on exterior windows at house_old_bungalow_11.
- In POI motel_01 sleepers in final room do not spawn until after player is inside room
- Door unlocked in house_old_victorian_01
- House_mansard_06 unstable cellar door
- Zfighting and missing paint at POI bank_01
- Exit sign in courthouse_med_01 is too low.
- Floating TV's in bank_01.
- Bank_01 zfighting
- Action_time_shift index out of range.
- Using Twitch teleports while in a workstation UI does not close the UI.
- Added missing IndexName property for chandelierLight to work with restore power quests
- Origin shift could cause objects to fall through world
- Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD
- Path node otherheight bad in cabin_11
[ 2022-01-19 04:12:54 CET ] [ Original post ]
Hey Survivors, TFP wanted to wish the team and all of you a very Merry Christmas. And to Celebrate 7 Days is now on sale for 70% Off for the duration of the Steam Winter Sale! There is no better time to buy it as the feature rich Alpha 20 just dropped and is 70% Off. Find out why Alpha 20 has broken the games highest peak player record and highest review scores. Navezgane awaits! 7 Days to Die Steam Store Page
[ 2021-12-22 18:01:52 CET ] [ Original post ]
Hello survivors! Today we release A20 b238 to stable. Find our forum announcement here. The complete changelog can be found here. We do have a public test server running for people to join and hopefully reproduce chunk and/or region errors on it, so we analyze the log. steam://connect/185.209.179.61:25008 TFP wish you all a Merry Christmas and a Happy New Year!
[ 2021-12-21 22:08:36 CET ] [ Original post ]
Alpha 20 B238 Experimental is out! Official A20 Experimental Forum Bug Thread Here is how you can access the A20 Experimental build: [olist]
Changelog A20 b238
Changed
- AI destroy area works on full paths
- Wrehouse_02: reduced street light intensity
- Warehouse_05: replaced poles with parking blocks, reduced street light intensity
- Pass on fixing POI densities
- AI path grid has missing ladder nodes from origin shift
- Docks_02 has an SI issue with the bridge sign area.
- Cleaned densities on terrain for house_old_ranch_10
- Added key to front door on house_old_ranch_10
[ 2021-12-21 18:12:15 CET ] [ Original post ]
Alpha 20 Experimental is out! Official A20 Experimental Forum Bug Thread Here is how you can access the A20 Experimental build: [olist]
Changelog b234-b237
Added
- Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values
- Block LODCullMin to override culling minimum (2% default).
- part_trader_tile_filler_03
- Adjusted AI destroy area values
- Switched the capsule collider to a box collider and adjusted the size to prevent floating arrows on large ammo piles
- Set landmines to .1% min cull
- Block shapes with 25% and 50% HP are now back to 100%
- Suppressors attached to pipe pistols now suppress
- Suppressors attached to .44 magnums now suppress, a little
- Reduced sleeper count in volume in rwg_tile_countrytown_intersection
- Updated part_trader_tile_filler_01, removed player sleeping bags and replaced them with the POI versions
- Car block can throw error when exploded
- AI not attacking when blocked above a ladder
- Regression in vehicle headlight toggling with a controller
- Reduced AI trying to crouch when pushed into walls
- AI uncrouching when someone above them which could push them through colliders
- NRE ItemActionEntrySell HandleRemoveAmmo with a junk sledge when selling
- Rwg_tile_gateway_cap with new part_trader_tile_filler_03
- Terrain and road bumps in Navezgane.
- Drone locks out owner, if anyone opens keypad window
- Holding E to take the drone and then spamming E will cause an XUI error
- On servers and MP sessions, drone repeats cut-out VO when shutdown
- Robotic Drone only allows the first mod to be added via Shift + Click
[ 2021-12-21 04:32:22 CET ] [ Original post ]
Alpha 20 B233 Experimental is out! Here is how you can access the A20 Experimental build: [olist]
- Coffin/Casket open & close sounds.
- Clamped item stack counts to 65535 when saved
- "DecorateChunkOverlapping biome null" warning to show chunk
- Improved path node penalty clamp and added log
- Updated metal hit metal and metal destroy sounds
- Dynamic mesh default to land claim only
- Several pipe weapons have random stats. No primitive items should have any.
- animalZombieDog sticky projectiles offset from model
- Block preview displays wrong rotation for cupboards
- Fixed missing texture in house_modern_05
- Explosions still destroy water and drop the block
- Damaging volume enemy from outside a sleeper attack volume did not wake the volume
- Sticky Crossbow Bolts are floating
- Sticky Arrows are penetrating too far through zombies
[ 2021-12-18 02:10:56 CET ] [ Original post ]
We have just released an update to A20 Experimental b218 with some great fixes. Here is how you can access the A20 Experimental build: [olist]
- City_center_01 tier 4 "Olgiddy & Brother" ad agency POI.
- Held candle light visibility
- VoteRequirements for buff and progression.
- Random pitch support to sounds played at a position (like impacts) or in head
- LighLODHeld flickerRadius which does algorithmic motion (added to candle)
- Removed infinite blocks/paint from cheat mode
- Added missing random loot counts to some raw food crafting ingredients
- Iron Bars now upgrade to concrete
- Increased player's held light visibility when world darker
- Lowered the max texture quality VRAM requirement to 3 GB
- Living off the Land level 2 now has a 50% chance to harvest 1 additional crop
- Updated the verbiage referencing the land claim block in the game mode tool tip
- Slightly lowered the stamina use of the pipe baton
- Improved wording on LandClaimExpiryTime and BedrollExpiryTime comments in serverconfig.xml
- Increased sound clip randomness and don't repeat the same clip
- In A19 items got increased scrapping speed when scrapping to iron. Updated all other scrap actions to the same speed.
- Rare or progression relevant items can not be scrapped or smelted. This includes crafted workstations, vehicles and their assembled parts, workstation tools like an anvil or beaker and sewing kits.
- Reduced the magazine size of the pipe machine gun
- Lowered the Max Durability of all ranged pipe weapons
- Most pole and smaller sized shape HP values reduced by 75%
- Most plate and similar sized shape HP values reduced by 50%
- Added missing light opacity property to "most" block shapes that have holes or do not fill more than 50% of the voxel space to allow indoor or underground farming
- Commercial_strip_02 tier 2 questable.
- .44 magnum rounds are now found earlier in loot progression
- Reworked the loot found in caskets and coffins
- Updated LiteNetLib to 0.9.5.2, includes some disconnection fixes
- House_modern_05 updated
- Additional changes to store_autoparts_01
- Teleporting from the boss horde fails the event.
- Running from the boss hordes no longer rewards you a crate.
- Boss hordes should stay focused on the target player.
- Boss hordes could fail if someone leaves the party.
- If any of the boss horde despawns, despawn the rest.
- Incorrect wording in twitch settings for custom events.
- User created map waypoints do not display text
- Some new blocks like shutters have a stack count of 1
- Issue with UV's on scaffolding_plank_supported_center
- Brawling perks and books can be in effect while driving a vehicle since the player is technically using hands during that
- Advanced Generation RWG GC Memory Allocation Crash
- Player placed light sources did not increase visibility of player except on dedi
- Rain can be seen inside POIs
- Radiated and feral Mutant zombies don't have spit attack
- Zombie dogs missing flame effect
- #reverse now flips the velocity of the vehicle as well.
- Traders protection buffer area overlapping into POIs outside of the tile
- Fixed remnant_oldwest_07 z fighting
- Drone mods of the same type stack. Cargo mods are allowed to stack.
- In current RWG Oldwest towns can spawn in water
- NRE when generating 2 worlds without closing the client
- Party member with shared quest for same restore power location causes current restore power quest to break.
- Issues in current RWG including Generated World name
- Removed recognizable credit card logos from ATM
- Custom POIs added via the "Mods" folder are not spawning in Random Gen
- Docks_03 in navezgane is almost full of water now.
- Pregens Trader space adjustments and oldwest_corner fix
- KeyNotFoundException in advanced gen on 2nd consecutive generation
- Town tiles can overlap one another, including/cutting in half POI's
- Missing red tint on cntBuriedLootStashChestInsecure
- Wrong icon for wedgeNarrowTipLeftTrim2SidedRail
- 3rd person arrows are pink
- Vehicle headlight and personal flashlights had different actions, making it impossible to assign the same keyboard button when reassigning
- TerminalWindowEnabled setting not respected when starting a dedi server
- No flame on candle when equipped
- Zombie AI gets stuck attacking 1/2 block pillar
- EntityLootContainer "unloadEntity !dict" can cause NRE
- Flipped normal on cube_half_bottom_pole_1m_top collider allowed entities to fall into it
- Improved PathAbstractions performance during game sessions
- Timed charges arming audio
- Burning buff now plays burning sounds.
- Burning Shaft mod causes pink & different lighting effects
- Spears missing material when in midflight
- Multiple restore power quests at the same location cause a corrupted quest
- Businessman zombie head flopping around during ragdoll
[ 2021-12-16 15:17:37 CET ] [ Original post ]
Hey Survivors, We are proud to announce that the Alpha 20' Public Experimental Build will be out today! We would like to thank all of the participating Streamers who streamed over the weekend. Official Alpha 20 Forum Bug Reporting Thread Here is how you can access the A20 Experimental build: [olist]
Alpha 20 Official Release Notes
Alpha 20 is by far the largest content drop TFP has ever delivered. This is partly due to TFP nearly doubling the team size over the last two years and vastly improving our proprietary tools to improve the game and speed up new content creation. Alpha 20 takes some big leaps towards Gold with these major improvements:
- A brand-new version of Random Gen World creation with new cities, city tiles and a part system spawner. You will be blown away by it!
- Over 200 new POIs and updates to many of the older POIs. Over 550 Explorable locations total
- Navezgane has many city improvements, terrain improvements and new rural and wilderness communities
- Nearly 25 new HD characters with a couple with improved shaders
- 6 New weapons and 13 HD remakes with the addition of new primitive pipe weapons
- Overhauled shape menu with hundreds of new shapes organized and buildable from a simple frame with in-game, creative and level design support
- Block Placement Improvements
- We have added a Robotic Drone Companion to carry your extra gear, heal you and more
- Dynamic Imposter System renders accurate changes to POIs and player bases at far distances
- Rendering improvements with 100s of new PBR models
- Quest Improvements including new restore power night Quests
- AI Enemy Improvements including city spawning, ducking, obstacle attacks, head tracking and burst attacks.
- Feral Sense Game options for a completely new game experience
- Vehicle Improvements with coop passenger support and mods to improve and customize your Vehicles
- Loot Progression Improvements include a new Loot Stage System, Biome and Tiered POI loot bonuses and early game balance
- Improved dynamic music and ambient audio system with added new content
- Improved weather system with more distinct and varying weather
- Video Options for Anti-Aliasing - Temporal (TAA) and AA Sharpening have been added along with an auto detection system that will set your game settings to better match your hardwares capabilities.
- Animations have been improved from 1st person to 3rd person to provide a more immersive experience
- A new Dismemberment system has been integrated with some of the zombies
- Twitch Integration has been improved with many new commands, voting and more
- Modding support has been improved with better world editing, level editing, RWG and Server.XML settings and tools
[ 2021-12-06 19:09:40 CET ] [ Original post ]
Alpha 20 Streamer Weekend Starts Now! We are proud to announce that the Alpha 20 Streamer Weekend is finally here. We have partnered with over 200 streamers from 30 countries. We will be running the Streamer Weekend event from Friday, December 3rd through Sunday, December 5th. Expect a public experimental to follow sometime Monday afternoon December 6th. Many will be streaming all weekend and giving away Free Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours. https://7daystodie.com/a20-streamer-weekend/
[ 2021-12-03 17:14:17 CET ] [ Original post ]
Hey Survivors,
We are proud to announce that the Alpha 20 Streamer Weekend is finally here. We have partnered with over 200 streamers from 30 countries.
The Alpha 20 Streamer Weekend event starts Friday, December 3rd starting at 12:00 pm CST through Sunday, December 5th. Many streamers broadcasting in several languages will be streaming all weekend and giving away Free 7 Days to Die Keys.
Expect a public experimental build to follow sometime Monday afternoon, December 6th.
Official Alpha 20 Streamer Weekend Participants List
Alpha 20 Official Release Notes
Alpha 20 is by far the largest content drop TFP has ever delivered. This is partly due to TFP nearly doubling the team size over the last two years and vastly improving our proprietary tools to improve the game and speed up new content creation.
Alpha 20 takes some big leaps towards Gold with these major improvements:
- A brand-new version of Random Gen World creation with new cities, city tiles and a part system spawner. You will be blown away by it!
- Over 200 new POIs and updates to many of the older POIs. Over 550 Explorable locations total
- Navezgane has many city improvements, terrain improvements and new rural and wilderness communities
- Nearly 25 new HD characters with a couple with improved shaders
- 6 New weapons and 13 HD remakes with the addition of new primitive pipe weapons
- Overhauled shape menu with hundreds of new shapes organized and buildable from a simple frame with in-game, creative and level design support
- Block Placement Improvements
- We have added a Robotic Drone Companion to carry your extra gear, heal you and more
- Dynamic Imposter System renders accurate changes to POIs and player bases at far distances
- Rendering improvements with 100s of new PBR models
- Quest Improvements including new restore power night Quests
- AI Enemy Improvements including city spawning, ducking, obstacle attacks, head tracking and burst attacks.
- Feral Sense Game options for a completely new game experience
- Vehicle Improvements with coop passenger support and mods to improve and customize your Vehicles
- Loot Progression Improvements include a new Loot Stage System, Biome and Tiered POI loot bonuses and early game balance
- Improved dynamic music and ambient audio system with added new content
- Improved weather system with more distinct and varying weather
- Video Options for Anti-Aliasing - Temporal (TAA) and AA Sharpening have been added along with an auto detection system that will set your game settings to better match your hardwares capabilities.
- Animations have been improved from 1st person to 3rd person to provide a more immersive experience
- A new Dismemberment system has been integrated with some of the zombies
- Twitch Integration has been improved with many new commands, voting and more
- Modding support has been improved with better world editing, level editing, RWG and Server.XML settings and tools
Random World Generation
TFP is very proud and excited to bring a brand new Random World Generation System to Alpha 20. The System has been re-engineered from the ground up with a focus on generation speed, flexibility, quality visuals, believability, replay-ability, POI dispersion, Trader positions, and so much more. We took a more content-driven approach for POIs, City Tiles, and Stamps. Cities and roads are much more believable and detailed. Wilderness paths connect in a believable way to POIs. There are really too many changes to list but here are some of the main features included:
- New Districts which includes downtown, industrial, commercial, residential, rural, country town, wilderness, and country residential
- New RWG Tiles support city and town construction which includes tile variants of: Intersection, straight, corner, caps and T-sections with nearly 50 unique tiles.
- New stamps to improve and create unique terrain for every biome
- New stamps to support rivers and canyons
- New faster RWG creation supports 6k, 8k and 10k maps
- New town types: City, Town, Country Town and Ghost town. Custom townships can also be added.
- New Part Spawn Markers which add unique Prefab possibilities to tiles and POIs
- New Road exit markers that align POI driveways to the end of roads
- POI distribution has been improved to better use the over 550 unique POIs and nearly 50 city tiles that the game has to offer for nearly infinite replay value
- POIs except for wilderness have all been redone to to improve how they work with the new city tile system. Sizes include: Small 25 X 25 meters, Medium 42 X 42 meters, Large 60 x 60 meters, Extra large 100 x 100 sizes
- POI placement has been improved to account for each POIs overall performance cost and as a result, very heavy POIs will not be placed near each other which helps keep the game running better.
- 3 Brand new Pre-generated maps will be offered.
- XML support for modding in your own tiles, parts, unique town types, and more see Server.XML and Modding section below for more detail.
- New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including: Frequency of Towns, Frequency of Wilderness POIs, Frequency of Rivers, Craters, Cracks, and Lakes, Frequency of Plains, Hills, and Mountains, Global amount of Randomness
Locations
The TFP Level team doubled in size by late 2020. That paired with many improvements to the proprietary level tools, shape tools, and world tools have helped the POI team generate an enormous amount of new and updated content for Alpha 20. Here are just a few of the great things coming to Alpha 20:
- Over 175 Brand new explorable POIs
- Over 25 reimagined old POIs
- Over 550 Explorable locations
- Many Tier 3 and 4s have been added with some new and updated tier 5s
- Alpha 20 POI Tier breakdown includes:
- Tier 5 POIs - 7
- Tier 4 POIs - 29
- Tier 3 POIs - 52
- Tier 2 POIs - 102
- Tier 1 and Remnant POIs - 360
- There are over 200 new and overhauled POIs, too many to mention but some notable larger POIs include:
- Countrytown_business_05 - Butcher Petes (Overhauled Tier 4)
- Factory_03 ( New Tier 5)
- Apartment_brick_6_flr (Overhauled Tier 5)
- Apartment_01 (New Tier 4)
- Downtown_strip_05 (New Tier 4)
- Downtown_strip_07 (New Tier 4)
- Downtown_strip_09 (New Tier 3)
- Downtown_strip_10 (New Tier 3)
- Downtown_strip_11 (New Tier 4)
- Warehouse_01 (New Tier 4)
- Warehouse_03 (New Tier 4)
- Skyscraper_01 (Overhauled Tier 5)
- Skyscraper_02 (Overhauled Tier 5)
- Skyscraper_03 (Overhauled Tier 5)
- Skyscraper_04 (Overhauled Tier 4)
- Navezgane has gotten a little love with some new POIs added. Diersville, Departure, Gravestowne, and Perishton Updates. New suburban, rural and wilderness communities were added. Road and Terrain Updates.
Characters
Our character team has been busy overhauling and re-imagining all of the zombies and NPCs in HD. Nearly 25 new HD characters have been completed for Alpha 20 in fact all non player characters and enemies are now HD. There are also new improved character shaders for zombies, NPCs, radiated zombies and burnt zombies. The New HD zombies include:
- New HD Wight Zombie
- New HD Thug Zombie
- New HD Tom Clarke Zombie
- New HD Worker Zombie
- New HD Mechanic Zombie
- New HD Hazmat Zombie
- New HD Dog Zombie
- New HD Biker Zombie
- New HD Spider Zombie
- New HD Soldier Zombie
- New HD Lab Zombie
- New HD Cop Zombie
- New HD Tourist Zombie
- New HD Nurse Zombie
- New HD Lumberjack Zombie
- New HD Businessman Zombie
- New HD Mutant Zombie
- New HD Screamer Zombie
- New HD Stripper Zombie
- New HD Burnt Zombie
- New HD Trader Joel
- New HD Trader Rekt
- New HD Trader Hugh
- New HD Trader Bob
Weapons
Alpha 20 introduces a new line of pipe weapons along with an overhaul of several current weapons for a total of 6 new weapons and 13 upgraded HD remakes to further the look and feel of an apocalyptic environment. Pipe weapons are new early-game weapons easily crafted in your backpack, and only require basic ingredients like short iron pipes, wood, glue, and leather. Players will now have access to a Pipe Baton, Pipe Pistol, Pipe Shotgun, Pipe Rifle, and a Pipe Machine gun in earlier gameplay to be in tune with the new loot and level balancing. These weapons all have custom sounds and animations with variable mod slots similar to existing in-game weapons. Pipe weapons are easily repaired with short iron pipes. As part of weapon cleanup, the Blunderbuss was removed and replaced with the new Pipe Shotgun. A new Lever Action Rifle was added to round out and complete the existing rifle tier. The Lever Action Rifles firing speed and range make it a great gun for outdoor survival. This rifle also uses 7.62 mm rounds and has variable mod slots similar to existing in-game weapons. Existing weapon overhauls include new models, textures, and/or sounds for already favorite items like the AK-47, SMG, M60, .44 Magnum, Hunting Rifle, and the Rocket Launcher. These texture and model upgrades add some nice polish and align with the look and feel of other art upgrades throughout the game. In addition to model and texture updates, the Bows, Crossbows, and Compound Bow all received a damage increase. Arrow models received an update to complete the new look and feel of the bows.
Shape and Creative Menu
Building blocks have received a major overhaul. For starters, there are now over 1300 unique shapes to select from for every craftable material. Players can now craft 5 basic material helper blocks which are: Frames (OSB/Weak Wood texture), Wood, Cobblestone, Concrete and Steel. After crafting, equip them to the toolbelt and then use the radial menu (or shortcut keys Shift+R) to open the shape selection screen. This screen shows several shape categories that can then narrow down the search: Basic, Square, Round, Wedge, Poles, Stairs, Catwalks, Trim, Windows, Destruction, Construction, Deco and Letters For you modders out there, the shape menu brings with it an easier way to add new shapes to the game. Simply add the new shape definitions to shapes.xml and let the game fill in the materials for that shape at runtime. The new shapes are then automatically added to the material shape helpers in game. This feature also greatly reduces the amount of crafting recipes needed. The creative menu has also been overhauled with a new category system and look.
Stability Preview
Placing blocks has had several changes. The block preview now animates smoothly through the world and the shading is improved. The preview will also change color to indicate the effect of adding the block. Colors Include:
- Yellow - The block is stable. As the block becomes more yellow it means it is getting less stable
- Red - Placing the block would cause some type of collapse. Adding blocks to reinforce other parts of the structure may allow this block to then be placed without collapse
- Pink Placing would cause this block to fall as it does not have sufficient support
Robotic Drone Companion
The new Robotic Drone is a companion that gives the player extra storage and some enhanced end game features. The drones abilities can be augmented and enhanced by the player's intellect, but players can still acquire and use a Drone without perking into it. The Robotic drone is modded in the players inventory. Dyes are added to the cosmetic slot and mods to the modifier slot(s). Some of the Additional Mods and Enhancements to the Drone include:
- Robotic Drone Armor Plating Mod - Increases the Drones Defenses
- Robotic Drone Cargo Mod -Increases the Drones carrying capacity
- Robotic Drone Medic Mod - Gives the Drone the ability to heal the player
- Robotic Drone Moral Booster Mod - Player Stamina regen is increased by 10% when near the Drone
- Robotic Drone Headlamp Mod - Gives the Drone a headlight
Dynamic Imposters
We have added a brand new Dynamic Imposter System to the game which renders changes to Distant chunk POI meshes caused by players or zombies. Changes such as destroying a building, building your own base or adding to or modifying an existing building can now be appropriately displayed by the Dynamic Imposter System. Updated imposter meshes are automatically shared with new players who join the game. What does this mean for players? With this option turned on you can renovate existing POIs, fortify a whole town or build a castle on a hill top and see the changes from anywhere in the world.
- Depending on PC strength we have several game option settings that can be edited in serverconfig.xml
- DynamicMeshEnabled - Setting to true will enable the system
- DynamicMeshLandClaimOnly - Setting to true will make the system only active in player Land Claimed areas
- DynamicMeshLandClaimBuffer - Dynamic Mesh Land Claim Base chunk radius size
- DynamicMeshMaxItemCache - How many items can be processed concurrently, higher values use more RAM
Environment Art
The Environment Art and Shader Team have been improving much of the rendering tech and creating hundreds of new PBR environment models to enhance the world, POIs and overall game immersion. Improvements include:
- Terrain Shader - Updated for better quality and performance including improved roughness and specular shading modifications
- Foliage Shader - Updated for improved rendering effects like subsurface scattering in addition to physically based rendering and packed textures for performance
- Entity Tint Shader - This shader provides support for tinted color variations on models in addition to improving performance due to packed textures
- New Terrain Textures
- New Block Textures
- Lighting and Sky Improvements
- Meshes - Short plant meshes, like grass and cotton, have been greatly improved to generate more detail and much more variety of shapes with less mirroring. Mesh complexity now uses the grass quality setting which allows for less detail on lower end computers
- Biomes - Plant distribution has been improved and the forest has a new short grass sub biome. Grass placement on slopes has been improved as well
- Trees - Trees now have a root ball to seal holes at the base of the trunk
- Clouds - Improved blending of cloud layers and we now can keep cross blends for much more variety and to better match the weather system
- Lightning - Adjusted values, added a cloud area brightening effect and fixed a bug with the world not being lit
- Wind - The weather system's wind speed now changes the speed of plants blowing in the wind and we added wind gusts
- Along with all of the new POIs of alpha 20, there is plenty of new content to add to the visual immersion of the game.
- Cities are detailed to a whole new level, with props such as newspaper stands, mailboxes, street lights, parking meters, planters, operational manhole covers, traffic signals, new street signs as well as business signs, ATMs, Etc.
- Industrial locations are enhanced by new assets like new conveyor belt systems, construction site material stacks. Tarp fencing, etc.
- All new functioning and destructible doors such as cellar doors and shutters.
- More immersive destruction for the world youve come to love with a variety of new rubble piles.
- A new Mesh tinting system and shader bring you more color variations of new art content to further customize your creations.
- Hundreds of new and updated PBR meshes have been added to the game overall.
Quests
Questing improvements have been made all over the world in 7 Days To Die. Starter quests now have helpful on screen icons to show you where to find the required items. Weve decided to retire the challenge notes to allow focus on new quest types. Buried Supplies have been updated to increase the challenge. Weve also added a new tier 3 version of this quest type. Trader to Trader progression has changed. Each trader now has their own set of tiered quests that must be completed. Players can now navigate between those tiers when selecting a quest from the trader. Weve also added a new quest type, Restore Power. Restore Power quests are activated at night and require the player to re-establish power to the locations. Find the generators inside and activate them. Be careful as the generators may alert nearby zombies.
AI
The AI and spawning of enemies have gotten some great improvements including:
- Biome Spawning - Zombie spawning in biomes is now based on the types of buildings in the area, so industrial, commercial and downtown areas are more populated. These areas also spawn more challenging enemies in the harder biomes
- Ducking - Zombies can now duck down to help them not get stuck on obstacles
- Obstacle Attacks - Zombies now stand more reliably at the point of attack without sliding around
- Head Tracking - Added more variety with when and where they look
- Burst Attack - Added a new AOE burst attack, which is used by the new mutant zombie
Feral Sense Game Option
With standard settings Zombies have limited distances that they can hear and see you. The feral sense option allows you to greatly increase their hearing and seeing, which makes the game more challenging. This also makes the world seem more populated as zombies you may not have noticed will find you. Features include:
- Increases the range that all types of zombies can hear and see the player by over double the normal amounts
- Stealth still works, the zombies will just detect you more easily
- Game options are Off, Day, Night, All (Day and Night)
Vehicles
We have added mods, coloring and additional improvements and bug fixes to Vehicles. Mods improve different aspects of your vehicle like using less fuel. Any of the dyes you get during gameplay can be added to the cosmetic slot to tint the vehicles color. Mods
- Expanded Seating - Allows 2 riders on the minibike or motorcycle and 4 on the 4x4
- Fuel Saver - Your engine uses less gas
- Reserve Fuel Tank - Increases tank capacity
- Off Road Headlights - Brighter lights
- Super Charger - Increases acceleration
- Tracking - Improved camera tracking and fixed some popping issues
- Zoom - Camera can now be zoomed in and out using the mouse wheel or gamepad
Loot
Loot Progression has been separated from Game Stage with its own Loot Stage system. Players will increase their loot stage similar to their game stage, but there are many bonuses that can add to it. The biome the player is in, the POI the player is looting, and even the container they are looking at can have a loot stage bonus. Loot stage will then boost the quality and/or the tier of items found. For example, adventurous players that explore the more difficult biomes and POIs will find iron tools or advanced weapons a little faster than those that stay in the pine forest. When it comes to biome bonuses, the progression is as follows:
- Pine Forest
- Desert
- Snow
- Wasteland
Music
For the Dynamic music system In previous Alphas, our goal was to maximize the uniqueness of content by leveraging the power of combinations. Working around a theme, we could build complex musical compositions by layering loops on and pulling them off. These layers function as individual instruments do in standard compositions. By defining how a given layer would be used in a given configuration, and by sorting a number of interchangeable loops into these layers, we were able to get a very high number of unique combinations across all of our configurations. While this schema allows for a high degree of versatility in the way of content, it is not reactive to gameplay on the content level. That is where our new "vertical dynamism" comes into play. In A20 we have created a theme just for Bloodmoon. There is an ebb and flow to the intensity of combat during Bloodmoon, and we have revamped our threat level system to tap into it. Our new theme accounts for this, and the music now reacts in real-time to the intensity of Combat as if a conductor is watching your every move.
- New Bloodmoon Music with threat-responsive layering system
- Improved layering with added complexity for layered tracks
- Improved randomization
- Over 6.5 million combinations of tracks across all configurations
- New Threat-Responsive Ambient Audio System
Audio
The game audio keeps improving and the audio team has kept up with the needs creating new custom sounds for all the new content including:
- Twitch Sounds
- Custom sounds for all new pipe weapons
- New Door Sounds
- New game vent activation sounds (keys, buttons, etc.)
- Restore power quest sounds
- Custom sounds for new loot chests
Weather
The worlds weather system continues to improve with weather now being more distinctive and varying. Improvements include:
- Randomness - Improved calculations and shorter durations, so less likely to get stuck with the same weather
- Weather groups - Added grouping of values like fog, clouds, and precipitation to allow distinctive types of weather like foggy, raining, snowing or storming. Each biome now uses these groups for their own weather
Video Options
Several quality settings have been changed to better control the games rendering. Auto detection was added, which looks at your GPU to determine what quality preset seems best for your computer. The first time A20 is run it will reset the video options and a preset will be chosen. New Options Include:
- Anti-Aliasing - Temporal (TAA) is an added choice. It is an advanced rendering technique that smooths edges based on motion
- AA Sharpening - With TAA on, you can use the sharpening option to increase how strong edges look in the game
Animation
The Animation Team has been busy improving the overall animation quality of the game. Some of the animation improvements that have gone into Alpha 20 Include:
- Overall improvement of First and Third person Weapon hold, attack, power attack and idle animations
- Overall improvement of First and Third person Tool hold, attack, power attack and idle animations
- Better 3rd person blending of upper and lower body while walking, running, strafing and general movement while carrying weapons
- New Zombie dog animations
- New Jiggle Tech adds dynamic movement based motion for the following Zombies and Parts:
- Bloated Tourist - Stomach and overall body fat
- Cop - Stomach and overall body fat
- Big Mama - Stomach and overall body fat
- Lab Tech - Hair, body wounds, dangling hand
- Soldier - Torso body wounds and torn uniform
- Mutated Zombie - Acid bubbles on skin, including blended animation
- Screamer - Clothing, hair and movement of jaw and tongue
Dismemberment
Alpha 20 includes a preview of a new dismemberment feature to eventually replace the original system first introduced in Alpha 13. The new feature will allow zombies to have better-looking dismemberment effects, as well as unique effects per zombie. The initial release will include support added to a small number of zombies, with subsequent updates expanding support to all zombies.
Twitch
Twitch Integration has been improved in A20 with balance, new commands and a new voting system. Weve extended our point rewards for subscribing, gifting subs and raids. Weve also added spam delay to help keep chat cleaner and support for custom events. Voting introduces a new dynamic to the integration. Random polls are introduced, giving viewers options for new buffs and debuffs, attack hordes, and debuts brand new Boss Hordes! If the Vote Hordes eliminate the streamer, all voters receive a set reward. Custom Events have been added to allow the streamer to customize their experience when viewers interact. These are based on bits, subscriptions, gift subs, raids and channel point redemptions. These are defined in the twitch_events.xml. New features and commands include:
- New Twitch Voting Mode
- Progression mode has been improved with balance
- Many new commands include:
- #celebrate - Its a party and everyones a pinata.
- #dance_off - The Fun Pimps groove, and everyones invited.
- #silly - A silly command sounds silly.
- #reverse - Turns you around 180 degrees.
- #confuse - Flips the movement controls.
- #no_robo - No robotic help.
- #no_explosives - No explosive use.
- #no_vehicle - Vehicle use is painful.
- #no_safe - Safe zones are painful.
- #no_stealth - Bombs go off eliminating stealthy movement.
- #painting - You see the apocalypse as a work of art.
- #deafen - You cannot hear.
- #spawn_mutated - Spawns a Mutated Zombie
- #spawn_tourist - Spawns a Tourist Zombie
- Custom Events based on:
- Bit donation amounts
- Subscriptions based on months
- Number of gift subscriptions
- Raiding with defined numbers of viewers.
- Channel Point redemptions
Modding Tools
The Tools Team has been busy the past year improving proprietary tools to speed up internal development and continue to support the 7 Days thriving modding community. Here are just a few of the many tools and modding support improvements Alpha 20 has to offer. World Editor Improvements
- When placing a new prefab it is centered with its front side on the position you selected and are aligned with the ground level in that position
- While moving prefabs around they show a preview of their contents
- Moving prefabs becomes faster the farther the player is away from them, making it easier to move prefabs across bigger distances
- Placing/removing prefabs is now managed from the prefab browser known from the POI Editor
- Show prefab names on the POI selection boxes (can be toggled in the World Tools tab)
- Show info about the selected POI in the ESC menu
- Prefabs you are close to always show their orientation
- Allow highlighting all blocks of a certain type from the Level Tools 2 tab
- Allow restricting paint brush operations to blocks within the current selection box
- Add option to select the biome used for playtesting
- Debug mode and creative mode are enabled in playtesting by default
- ESC menu shows the quest tier of the current POI
- Allow rebinding the keys to change block density
- Added Paint Surface radial painting option to paint contiguous coplanar surfaces
- XML support for modding in your own tiles, parts, unique town types, and more
- New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including:
- Frequency of Towns
- Frequency of Wilderness POIs
- Frequency of Rivers, Craters, Cracks, and Lakes
- Frequency of Plains, Hills, and Mountains
- Global amount of Randomness
- Added a command line argument -debugshapes to get output on which block material / shape
- combinations are created by the shape system
- Added console command placeblockshapes to easily place all variants of the shape / helper block you are holding
- Added property PlaceAsRandomRotation making blocks get placed in a random allowed rotation
- Added console command placeblockrotations to place the currently held block in all supported rotations
- Added property AllowedRotations to specify which rotations a block can be placed in
- Clients now allow loading mod DLLs the same way as on the dedicated server - as long as EAC is disabled
- HarmonyX is shipped with the game to allow patching game code at runtime. In combination with loading DLLs on clients patching game code files should no longer be necessary for almost all mods
- The mod code initialization call IModApi.InitMod is now passed in its own instance e.g. to get the mods base path
- Class names specified in XMLs now always support namespaces and not having to use any hard coded class name prefix (e.g. custom block classes do not have to start with Block in their name)
- LootContainer references are now based on names instead of numeral IDs, making collisions between mods less likely
- XUi controls and styles can be shared between the menu XUi and the in-game XUi XMLs
- The XUi pager now supports showing the max page number
- Added a new XUi dropdown box
- XML patch type names (like insertafter, set) are no longer case-sensitive
- XML loading and patching shows line numbers on most errors during loading/patching them
- Added better error messages when using set-patches
Server Administration and Multiplayer
To future-proof our game, including allowing us to use the latest anti-cheat and expanding to other platforms later on for future crossplay capabilities, we added Epic Online Services (EOS) to the game. For regular players this should not have any noticeable effect, you do NOT need an account on Epics platforms. EOS only knows your SteamID which is public anyway and matches that to an ID for EOS that is only valid for 7 Days to Die. The change for server administration is in the user IDs that are used to store data and reference players, i.e. the filenames of user files, IDs in the serveradmin.xml or console output / commands which now refer to the users EOS ID. Serverconfig.xml changes
- Changed default "WorldGenSize" from 4096 to 6144 to match in-game default
- Added "ZombieFeralSense"
- Changed default LootRespawnDays from 30 to 7 to match in-game default
- Added DynamicMesh options - see section about Dynamic Imposters for details
- Added Twitch options - see section about Twitch Integration Improvements for details
- Fixed the Server Terminal Window sometimes not showing any output
[ 2021-12-01 20:18:27 CET ] [ Original post ]
REMINDER! TFP continues the Dev Stream series tonight at 9 PM CST with Scripting & System Designer Allan, Level Designer Earl & Merchandiser Desiree adn Richard Huenink with Sr. Developer Lathan (@fubar_prime) for another A20 hands on live-playthrough! Tune in for Free Keys! This will be the last Dev Stream before A20 Drops. Happy Turkey Day! https://twitch.tv/fubar_prime
[ 2021-11-10 23:58:41 CET ] [ Original post ]
Reminder TFP continues the Developer Stream series Tonight, Oct 20th at 9 PM CST. Join The Fun Pimps Co-Founders Richard Huenink, Joel Madmole Huenink & Senior Developer Lathan (@fubar_prime) for the first Alpha 20 hands on live-playthrough! Tune in for Free Keys! https://www.twitch.tv/fubar_prime
[ 2021-10-20 16:48:23 CET ] [ Original post ]
TFP continues the Developer Stream series Oct 20th at 9 PM CST. Join The Fun Pimps Co-Founders Richard Huenink, Joel Madmole Huenink & Senior Developer Lathan (@fubar_prime) for the first Alpha 20 hands on live-playthrough! Tune in for Free Keys! https://www.twitch.tv/fubar_prime
[ 2021-10-15 19:04:37 CET ] [ Original post ]
TFP continues the Developer Stream series tonight Oct 13th at 9 PM CST. Join the Random World Gen Team & Senior Developer Lathan (@fubar_prime) for an in-depth look at the new Random World Gen, Design, Algorithm and tools coming to A20! Tune in for Free Keys! https://www.twitch.tv/fubar_prime
[ 2021-10-13 16:54:04 CET ] [ Original post ]
Reminder, TFP continues the Developer Stream series tonight Oct 6th at 9 PM CST. Join the Code Team & Senior Developer Lathan (@fubar_prime) for an in-depth look at New Features, Audio, Quests, the Drone, Optimizations and more! Tune in for Free Keys! Tune in tonight for a chance to win Free Game Keys! https://www.twitch.tv/fubar_prime
[ 2021-10-06 14:54:28 CET ] [ Original post ]
Reminder! TFP continues the Developer Stream series tonight Sept. 29th at 9 PM CST. Join the Environment Art Team and the Weapon Team with Host & Senior Developer Lathan (@fubar_prime) for an in-depth look at new Environment Art, Rendering Tech, and HD Weapons. Tune in tonight for a chance to win Free Game Keys! https://www.twitch.tv/fubar_prime
[ 2021-09-29 20:46:24 CET ] [ Original post ]
Reminder! TFP continues the Developer Stream series Tonight Sept. 22nd at 9 PM CST. Join the Character, Animation and Special FX Team with Host & Senior Developer Lathan (@fubar_prime) for an in-depth look at the new HD Characters, Animations & Special FX Tech. Tune in tonight for a chance to win Free Game Keys! https://www.twitch.tv/fubar_prime
[ 2021-09-22 21:44:54 CET ] [ Original post ]
TFP continues the Developer Stream series Sept. 22nd at 9 PM CST. Join the Character, Animation and Special FX Team with Host & Senior Developer Lathan (@fubar_prime) for an in-depth look at the new HD Characters, Animations & Special FX Tech. https://www.twitch.tv/fubar_prime
[ 2021-09-17 17:07:35 CET ] [ Original post ]
TFP continues the Developer Stream series Sept. 15 at 9 PM CST. Join Eric, Allan, & the level design team with Host & Senior Developer Lathan (@fubar_prime) for an in-depth look at new POIs, the new player build menu & the new Restore Power quests. https://www.twitch.tv/fubar_prime
[ 2021-09-10 17:00:30 CET ] [ Original post ]
We are kicking off the A20 Dev Stream Series this coming Wed night Sept. 8th. In the first event, Lathan will Host TFP Co-Founders Richard and Joel Huenink who will be giving a sneak peek of A20 features and some insider news. Tune in at 9 PM CST here: twitch.tv/fubar_prime
[ 2021-09-03 19:20:44 CET ] [ Original post ]
Hello Survivors! A19.6 b8 is now available on stable. The build features some twitch integration bug fixs and full support of 14 languages. Stay tuned Alpha 20 is coming! A19.6 Changelog Added Supported languages now are translated and supported for our Twitch Integration Fixed Set cooldown to 0 causes actions to not populate.
- Twitch login early timeout bug
- Cooldown bar could get stuck if party members left while bar was mostly full
- Queued Twitch Actions will auto refund after 60 seconds of not being able to be performed
- Closing Twitch Options window too fast after connecting could cause an NRE
- Re-ordered global cooldown settings to be lowest to highest
[ 2021-07-30 00:27:39 CET ] [ Original post ]
Get 7 Days for 70% Off now through July 8th during the Steam Summer Sale. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!
[ 2021-06-26 15:30:23 CET ] [ Original post ]
Hey Survivors, Today we are releasing A19.5 to the public. While the team is tirelessly working to bring you a high quality A20, we were able to port back an entire system, a handful of bug fixes and optimizations to Alpha 19.5, featuring Twitch Integration.
Forum Release Thread
Twitch Integration Guide
Official Alpha 19.5 Stable Release Notes Added
- First version of Twitch Integration.
- Voxel mesh pooling
- Chunk decal and model dither fading
- Distant terrain decreases mesh detail when farther
- gfx dtmaxlod console command
- Allow selection of steering mode on controllers by pressing DPad down
- FindTagInChilds does not make garbage
- Improved Show Stability colors
- Distant POIs to use a shared material
- Improved chunk LOD update
- Optimized chunk object handling and frame timings
- Optimized terrain mesh generation
- Optimized terrain control textures to not update with every mesh update
- Optimized distant terrain tile size
- Optimized VoxelMesh AddMesh
- Optimized distant terrain render order
- Zfighting at barn_02 (window/loot container)
- Dedi servers fail to update bedroll locations after pickup
- Block previews have differences in shading at night
- Block preview for normal blocks leaking a mesh on each update
- ItemClassBlock CreateMesh having to destroy unneeded colliders
- Empty voxel meshes were being created
- Distant POI mesh and material leaks
- Distant POIs could load and leak extra invisible objects
- Chunk LOD update not using XZ center for distance
[ 2021-05-28 21:30:36 CET ] [ Original post ]
7 Days to Die is on sale for 70% Off for the duration of the Steam Open World Sale. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!
[ 2021-05-27 17:02:34 CET ] [ Original post ]
Hey Survivors, Alpha 19.5 Experimental is out and it comes with our first version of Twitch integration, performance improvements, bug fixes and more! Here is how to opt in: 1. right click on the game in steam 2. click on properties 3. click the "betas" tab 4. the drop down menu will have "latest_experimental - unstable build" available you want THAT 5. select that and wait for the game to download.
Forum Release Thread
Twitch Integration Guide
Official Alpha 19.5 B48 Release Notes Added
- First version of Twitch Integration.
- Voxel mesh pooling
- Chunk decal and model dither fading
- Distant terrain decreases mesh detail when farther
- gfx dtmaxlod console command
- Allow selection of steering mode on controllers by pressing DPad down
- FindTagInChilds does not make garbage
- Improved Show Stability colors
- Distant POIs to use a shared material
- Improved chunk LOD update
- Optimized chunk object handling and frame timings
- Optimized terrain mesh generation
- Optimized terrain control textures to not update with every mesh update
- Optimized distant terrain tile size
- Optimized VoxelMesh AddMesh
- Optimized distant terrain render order
- Zfighting at barn_02 (window/loot container)
- Dedi servers fail to update bedroll locations after pickup
- Block previews have differences in shading at night
- Block preview for normal blocks leaking a mesh on each update
- ItemClassBlock CreateMesh having to destroy unneeded colliders
- Empty voxel meshes were being created
- Distant POI mesh and material leaks
- Distant POIs could load and leak extra invisible objects
- Chunk LOD update not using XZ center for distance
[ 2021-05-13 20:59:55 CET ] [ Original post ]
7 Days to Die is now on Sale for 70% Off. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2021-04-19 18:12:14 CET ] [ Original post ]
A19.4 Highlights are:
- Fat Hawaiian HD makes his debut in A19
- A new ambient sound system with new content
- The fix for the bed shared by everyone, at least nobody had to freeze!
- The long awaited fix for AP rounds
- A command to disable cursor snapping when using the gamepad, see if you like it!
How to disable cursor snapping in big picture mode without using the launcher.
Alpha 19.4 Forum Release!
Bug reports here, please!
A19.4 b1-b7 Changelog
Added
- New ambient sound system and content
- Add focused block to DebugShot
- Command line argument "-disablecursorsnapping" to disable cursor snapping when using gamepad
- Disabled Christmas themed loot items
- Enabled new skin for fat zombie
- Store electronics_01 chest is now unlocked
- Falling Debris Entities Cause Rapid Damage during Fall-Duration
- AP rounds not working as expected
- Explosions on a bed changes everyones spawnpoint to that bed
- Many of the ground textures are flickering
- Removed remnant blocks in business_old_06
- Writable Storage Box does not have label on bottom side
- Block palletBrownBoxesTile has an intact bottom cap
- Imposter for business_old_06 is now properly updated
- NRE when interacting with junk sledge or turret spawned from debugmenu no longer occurs
- Previous Tab / Next Tab keys does now work while in vehicle
- Gamepad now steers exclusively with the left thumb stick
- Achievement for broken leg now triggers
- Updated item names to support achievements
[ 2021-03-10 15:39:14 CET ] [ Original post ]
Alpha 19.4 B7 Experimental is out. This is how you access the A19.4 exp build: 1. right click on the game in steam 2. click on properties 3. click the "betas" tab 4. the drop down menu will have "latest_experimental - unstable build" available you want THAT 5. select that and wait for the game to download. Forum Release Thread Added
- New ambient sound system and content
- Add focused block to DebugShot
- Disabled Christmas themed loot items
- Falling Debris Entities Cause Rapid Damage during Fall-Duration
- AP rounds not working as expected
- Explosions on a bed changes everyones spawnpoint to that bed
- Many of the ground textures are flickering
- Removed remnant blocks in business_old_06
- Writable Storage Box does not have label on bottom side
[ 2021-02-25 17:39:45 CET ] [ Original post ]
7 Days is now on sale for 66% off on the Steam Lunar Sale Feb 11th-15th Buy it Now!
[ 2021-02-12 00:21:01 CET ] [ Original post ]
7 Days to Die has made Steams most played games of 2020 for the 5th year in a row. Grab it now for 66% off! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2020-12-30 03:28:16 CET ] [ Original post ]
Hey Folks, 7 Days is on Sale now through January 5th for 66% Off! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2020-12-23 20:54:26 CET ] [ Original post ]
Alpha 19.3 Stable is out! TFP wishes every single one of you Merry Christmas and a great start into 2021! Here is the Official forum Release Thread Added
- Network layer encryption
- Connection rate limit
- More feedback on clients on why they are not allowed to connect
- Message on the client when they got disconnected because the server is shutting down
- Wandering horde zombies are not alert, so stealth attacks work on them
- Wandering horde 1 second delay between spawns
- Replaced static NetPackage list with runtime dynamically assigned IDs for more flexibility
- Deleted old player StealthScreenOverlay and goggle eyed effects
- Improved supply plane drawing
- Optimized MinEvents finding of tranforms
- Optimized MinEvent ActionRemoveParticleEffectFromEntity
- Enabled Christmas themed loot items
- Can't target, shoot or repair through Molotov Effects
- Set player made door stability support to false to prevent AI exploitable building
- Console command "water" hidden by console command "thirsty"
- DecoManager large FPS drops when saving to a slow drive
- DecoManager written log always having a count of 0 and added duration
- ZombieOldTimer has no flame particles
- Weighted Head can Still go into Machete/Knife/Bone Knife
- Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml
- ItemActionQuest now respects the current toolbelt size
- Large localization mods breaking client connects
[ 2020-12-21 21:28:25 CET ] [ Original post ]
Alpha 19.3 B6 Experimental is out! Opt in now! Forum Bug Pool & Release Notes! Changes
- Enabled Christmas themed loot items
- Large localization mods breaking client connects
- Blacklisted clients do not get moved to admin section
- Weighted Head no longer goes into Machete/Knife/Bone Knife
- Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml
[ 2020-12-13 01:50:43 CET ] [ Original post ]
7 Days is on sale now through Dec 1st for 66% Off. Find out why over 11 million have survived. Nominate 7 Days for the 2020 Steam Awards Labor of Love. Navezgane Awaits! Buy it or Vote Now!
[ 2020-11-27 03:27:56 CET ] [ Original post ]
Alpha 19.3 B5 Experimental went out over the weekend! Forum Bug Pool & Release Notes! This is how you access the A19 Experimental build: [olist]
- Challenge notes can now be read from slot 9 & 10
- Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml
- Weighted Head can no longer go into Machete/Knife/Bone Knife
[ 2020-11-23 16:33:19 CET ] [ Original post ]
Alpha 19.3 B3 Experimental is out! Forum Bug Pool & Release Notes! This is how you access the A19 Experimental build: [olist]
- Network layer encryption
- Connection rate limit
- More feedback for clients on why they are not allowed to connect
- Message on the client when they got disconnected because the server is shutting down
- Improved supply plane drawing
- Replaced static NetPackage list with runtime dynamically assigned IDs for more flexibility
- Wandering horde zombies are not alert, so stealth attacks work on them
- Wandering horde 1 second delay between spawns
- Floating Frames and blocks
- Can't target, shoot or repair through Molotov Effects
- Set player made door stability support to false to prevent AI exploitable building
- Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml
- Console command "water" hidden by console command "thirsty"
- DecoManager large FPS drops when saving to a slow drive
- DecoManager written log always having a count of 0 and added duration
- ZombieOldTimer has no flame particles
[ 2020-11-14 01:37:33 CET ] [ Original post ]
7 Days is on Sale now for Halloween for 66% Off! Get it now and see why Alpha 19 has gotten the its highest review scores and largest player counts ever. Navezgane Awaits! https://store.steampowered.com/app/251570/7_Days_to_Die/
[ 2020-10-30 22:10:10 CET ] [ Original post ]
Alpha A19.2 Stable is out! Along with some great fixes we enabled Steel Seriess game sense feature, allowing Steel Series Mouse and keyboard users to have some ingame events tied to their hardware LED lights. Official Forum Post Game Sense Features include (default settings):
- Time Progression: F1-F12
- Ammo: 1-0
- Health: Q-P
- Bloodmoon Warning: A-L
- Visibility Meter: CTRL ~
- Tool / Weapon Durability: Num
- Player Facing Direction: numpad 1-9
- Bleeding: Del-Pause
- Being Hit: Mouse
- Duke Amount: Display
Changelog A19.2 b4
Added
- Console command ai pathgrid
- Console command gfx dti to set distant terrain instancing
- Console command gfx dtpix to set distant terrain pixel error
- Trees are set to consistent LOD transition values by code
- Support for Steel Series SDK
- We also updated to a new version of microsplat, improving performance.
- Renamed console command ai path to ai pathlines
- Optimized path grid move buffer copy
- Optimized path grid block checks and misc
- Reduced the effect of High and Ultra Object Quality settings
- Deleted WaterDepthRecorder that reduced FPS a bit
- Updated terrain shaders
- Improved terrain shader settings for better performance
- Prefab editor to use same tree LOD bias as game
- Our custom speed tree shader to Alpha Test queue
- Trees are not rotated correctly on the diagonal directions
- Desert terrain normal textures not set as normals
- FirMed01 tree popping in oddly
- Two trees not instancing
- 8 block entities not instance rendering
- You could see under the water plane when camera was close to it
- Unlit explosives can explode in hand after throwing a lit one
- Electric fence wires drop to the bottom of the pole after unloading the chunk or FO point.
[ 2020-10-20 15:25:27 CET ] [ Original post ]
Alpha 19.2 B4 Experimental is out with a simple fix. Forum Bug Pool & Release Notes! This is how you access the A19 Experimental build: [olist]
- Electric fence wires drop to the bottom of the pole after unloading the chunk or FO point
[ 2020-10-16 16:39:13 CET ] [ Original post ]
Alpha 19.2 B3 Experimental is out. Lots of fixes and Steel Series Game Sense Integration! Forum Bug Pool & Release Notes! This is how you access the A19 Experimental build: [olist]
- Time Progression: F1-F12
- Ammo: 1-0
- Health: Q-P
- Bloodmoon Warning: A-L
- Visibility Meter: CTRL - ~
- Tool / Weapon Durability: Num - -
- Player Facing Direction: numpad 1-9
- Bleeding: Del-Pause
- Being Hit: Mouse
- Duke Amount: Display
- Console command "ai pathgrid"
- Console command "gfx dti" to set distant terrain instancing
- Console command "gfx dtpix" to set distant terrain pixel error
- Trees are set to consistent LOD transition values by code
- Support for Steel Series SDK
- We also updated to a new version of microsplat, improving performance.
- Renamed console command "ai path" to "ai pathlines"
- Optimized path grid move buffer copy
- Optimized path grid block checks and misc
- Reduced the effect of High and Ultra Object Quality settings
- Deleted WaterDepthRecorder that reduced FPS a bit
- Updated terrain shaders
- Improved terrain shader settings for better performance
- Prefab editor to use same tree LOD bias as game
- Our custom speed tree shader to Alpha Test queue
- Trees are not rotated correctly on the diagonal directions
- Desert terrain normal textures not set as normals
- FirMed01 tree popping in oddly
- Two trees not instancing
- 8 block entities not instance rendering
- You could see under the water plane when camera was close to it
- Unlit explosives can explode in hand after throwing a lit one
[ 2020-10-01 04:10:32 CET ] [ Original post ]
Alpha 19.1 Stable is out! Here are the full Official Release Notes and the forum bug reporting pool links. Official Alpha 19 Release Notes Alpha 19.1 Bug Reporting Pool
Alpha 19.1 Official Release Notes
Added
- Player side stepping while on ladders
- Players falling onto ladders will be slowed until they reach a reasonable speed to attach
- Support defining POI zones in Prefab Editor
- Set entity rigid body drag to .25 when spawned with 0
- Death ragdoll physics set max velocities lower
- 20 Slot Toolbelt for Prefab Editor
- New Stripper, Utility, and Business zombies
- Improved AI ladder use
- Ladder type blocks to only be climbable when vertical
- Increased player horizontal move speed on ladders and running boosts
- Jumping conflicts with starting to climb a ladder
- Console command replies on the Windows Dedicated Server terminal window same green as regular console output now
- Loot window of writable storage box shows custom text if assigned
- Reduced zombie flesh physics bounce and increased fat bounce
- Increased toolbelt size to 10 slots
- Increased value of cigars
- Reenabled docks_02 in Navezgane
- Switch lights do not seem to be working when they are placed.
- Switches that are turned on will be white when logging back into the game
- Fixed light source on player industrial light
- First person hand animation for block placing is faster and doesn't de sync with fast placed blocks
- Stone axe abledo brightness
- Trees are invisible from one side and not the other
- Object quality diminishes world object render distance too far
- Cops and Radiated Cops aim poorly (Increased vomit radius)
- Soldier zombie only shows head on fire
- Goldenrod seed uses full grown stage ghost when planting (and similar drawing bugs in other plants)
- Block placement would start rotated for certain blocks
- Broken glass looked white when holding
- AI jumping at you thinking the path to you was unreachable if you had moved
- AI could not jump while on a ladder
- AI obstacle check was disabled on ladder if not climbing
- AI pathing not making horizontal ladder connections
- AI pathing making unneeded inside drop connections
- "house_modern_03" has zombie trapped in tub if/when spawned
- Trader hughes poi has missing beam
- Terrain AirPocket in cave_04
- House_old_victorian_10 fire place paint looks out of place
- Player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block
- Player or AI moving down from air to a ladder would fall 1m
- Player moving down to ground while in a ladder block would keep you attached (slow)
- Holding jump after attaching to a ladder slowly slides you down
- Player does not use stamina when bunny hopping
- Ladder rung above hay bale negates hay bale protection
- Water makes moving dots effect
- HUD timers overlap icons with local language changes
- Prefab Editor nullref when toggling 'Show Stability Glue'
- "ERR Prefab loading failed" when clients join a world with a custom POI
- Toolbelt only remembers one slot per item type to return to (e.g. multiple spears)
- Controller unable to select player profile character
- onSelfEquip event consistency issues
- Harvest animation plays when out of range to harvest
- Healing other player is not working
- Food animation speeds up after firing any weapon
- Deployed robotic sledge animation doesn't have firing sound(s) for clients
- Deployed robotic sledge animation doesn't fire correctly for clients
- AP rounds not working as expected
- Robotic sledge placement can be rotated using reload key during placement process
- Junk Sledge dupe on 2 player pickup
- Auto turret and traps use mod of item held in hand. ie. burning shaft mod
- Spawning in a trader with ctrl num* causes nre
- Error if anim pause (ctrl num*) enabled when placing robotic turrets
- Dynamic resolution causes Z selection box issues
- Floating crawler stumble
- Zombies fall through floor/world when jumping over metalRailing blocks
- Knocked down Fat Cops play a weird ragdoll
- Bear corpse harvest ragdoll is excessive
- Bear ragdoll hips could keep moving and improved impact handling
- Lab and Hazmat zombie show no fire when burning
- Robotic Turret freezing game when shooting a block and having 0 BlockPenetrationFactor
[ 2020-09-22 15:24:39 CET ] [ Original post ]
Alpha 19.1 B-8 Experimental is out! Forum Release Notes! This is how you access the A19.1 B8 Experimental build: [olist]
[ 2020-09-16 18:09:21 CET ] [ Original post ]
Alpha 19 B-4 Experimental is out! The build has many great fixes, balance improvements. Here are the forum B-4 Release Notes. B4 Forum Release Notes This is how you access the A19 Experimental build: Right click on the game in steam [olist]
[ 2020-09-12 15:35:52 CET ] [ Original post ]
Alpha 19 Stable is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, and the forum bug reporting pool. Alpha 19 Official Release Notes Alpha 19 Forum Bug Reporting Pool
[ 2020-08-19 15:26:19 CET ] [ Original post ]
Alpha 19 B-180 Experimental is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum B-180 Release Notes and how to opt in. Official A19 Full Release Notes! Official A19 B-180 Release Notes! This is how you access the A19 Experimental build: [olist]
[ 2020-08-14 04:18:29 CET ] [ Original post ]
Alpha 19 B-178 Experimental is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum B-178 Release Notes and how to opt in. Official A19 Full Release Notes! Official A19 B-177 Release Notes! This is how you access the A19 Experimental build: [olist]
[ 2020-08-08 02:53:37 CET ] [ Original post ]
Alpha 19 B-177 Experimental is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum B-177 Release Notes and how to opt in. Official Alpha 19 Release Notes! Official Alpha 19 B177 Release Notes! This is how you access the A19 Experimental build: [olist]
[ 2020-08-05 00:57:24 CET ] [ Original post ]
Alpha 19 B-173 Experimental is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum B-173 Release Notes and how to opt in. Official Alpha 19 Release Notes! Official Alpha 19 B173 Release Notes! This is how you access the A19 Experimental build: [olist]
[ 2020-07-24 20:29:29 CET ] [ Original post ]
Alpha 19 B-169 Experimental is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum B-169 Release Notes and how to opt in. Official Alpha 19 Full Release Notes! Official Alpha 19 B-169 Release Notes! This is how you access the A19 Experimental build: [olist]
[ 2020-07-17 17:59:53 CET ] [ Original post ]
Alpha 19 B-163 Experimental is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum B-163 Release Notes and how to opt in. Official Alpha 19 Full Release Notes! Alpha 19 B-163 Release Notes! This is how you access the A19 B-163 Experimental build: [olist]
[ 2020-07-10 17:48:24 CET ] [ Original post ]
Alpha 19 B-157 Experimental is out! We have added a Game-sparks Opt out option in the game launcher and much more. Here are the full release notes, the forum B-157 Release Notes and how to opt in. A19 Official Release Notes Official B-157 Release Notes This is how you access the A19 Experimental build: [olist]
[ 2020-07-02 19:31:32 CET ] [ Original post ]
Hey Survivors, We are proud to announce that the Alpha 19 Public Experimental is out! We would like to thank all of the participating Twitch Streamers who showed off the game over the Streamer Weekend event. A19 Official Release Notes! How you access the A19 Experimental build: [olist]
[ 2020-06-29 18:16:40 CET ] [ Original post ]
7 Days to Die is now on sale for 66% Off! Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!
[ 2020-03-16 17:00:46 CET ] [ Original post ]
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 Release Notes
[ 2020-03-04 18:47:30 CET ] [ Original post ]
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. Official 18.3 Release Notes
[ 2020-01-24 15:24:41 CET ] [ Original post ]
18.2 b5 Stable is out with some great fixes and performance changes. Check it out here: 18.2 Patch Notes
[ 2019-12-04 18:07:43 CET ] [ Original post ]
The annual Steam Awards nominations are underway, and we have high hopes you will vote for 7 Days on the Labor of Love award. 7 Days has been on steam for nearly 6 years and through 18 alphas getting better with each release. We are likely the longest in development early access title you can find out there. Were very grateful for all the continued support the 7 Days community around the world has given TFP. Please click the `Labor of Love 2019`.
[ 2019-11-30 20:52:08 CET ] [ Original post ]
Hey folks, He just released Alpha 18.1 b7 patch to stable. Lots of good tweaks and fixes enjoy! Should be compatible with old saves. Official Release Notes Official 18.1 Bug reporting Thread
[ 2019-11-12 17:52:34 CET ] [ Original post ]
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 havent played it for a while we suspect youll come back. Official A18 Release Notes
[ 2019-10-25 15:50:24 CET ] [ Original post ]
Hey Survivors, We are proud to announce that the Alpha 18 Streamer Weekend is finally here. We have partnered with over 130 streamers from 27 countries. We will be running the Streamer Weekend event from Friday, October 4th starting at 12 pm CST through Sunday, October 6th. Expect a public experimental to follow sometime Monday afternoon October 7th. Many will be streaming all weekend and giving away Free Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours. Official Post and Release Notes here: https://7daystodie.com/a18-streamer-weekend/
[ 2019-10-03 14:20:53 CET ] [ Original post ]
Alpha 17.4 Stable is out! Official 17.4 Release Notes!
[ 2019-05-31 04:52:58 CET ] [ Original post ]
Alpha 17.4 Experimental is out! https://7daystodie.com/forums/showthread.php?118269-Alpha-17-4-Experimental-B4-bug-reporting-thread
[ 2019-05-24 20:52:54 CET ] [ Original post ]
We've just released Alpha 17.3 Experimental B18 For A17.3 we have set focus on bug fixes and RWG. We have fixed the issue which caused chunks to be reset to their original state, often affecting players' bases. For RWG we worked over to remove the POI replication spawns (radio tower cities), reworked the roads so be more vehicle-friendly, overworked the world layout and adjusted the placement of POIs and cities. This framework we are backporting to 17.3 is part of a larger Alpha 18 plan to make it awesome. Alpha 17.3 Experimental B18
[ 2019-05-07 18:16:33 CET ] [ Original post ]
Weve just released Alpha 17.2 B27 with many fixes, changes and some great new game options. Alpha 17.2 Release Notes
[ 2019-02-27 23:00:27 CET ] [ Original post ]
Alpha 17.2 b27 experimental is out: https://7daystodie.com/forums/showthread.php?110709-Alpha-17-2-Experimental-B27-bug-reporting-thread
[ 2019-02-21 02:51:27 CET ] [ Original post ]
Alpha 17.2 Experimental B20 is out read more here! Alpha 17.2 Experimental B20 is out!
[ 2019-02-09 01:37:25 CET ] [ Original post ]
The Fun Pimps are happy to announce our officially licensed merchandise now available through AMAZON! After so many requests from you all about our official gear, were so excited to finally make it happen! Were kicking it off by debuting our black short sleeve tees with our official logo and will be pimping out much more official merchandise to come in the near future, stay tuned and check out our shirts! Amazon store page
[ 2019-01-19 17:11:33 CET ] [ Original post ]
Weve just released Alpha 17.1 Stable and here are the official releases notes: Alpha 17.1 Stable Release Notes!
[ 2019-01-18 20:48:47 CET ] [ Original post ]
Alpha 17.1 Experimental B9 is out! Folks we have optimnizatoins, more fixes and some expanded community reuested game options coming in 17.2 https://7daystodie.com/forums/showthread.php?105946-Alpha-17-1-Experimental-B9-bug-reporting-thread
[ 2019-01-16 04:31:04 CET ] [ Original post ]
Hey Survivalist, Weve just released Alpha 17.1 Experimental B8 and could really use your help finding the last remaining big issues. Read more here: https://7daystodie.com/forums/showthread.php?104893-Alpha-17-1-Experimental-B8-bug-reporting-thread&p=928995#post928995
[ 2019-01-11 17:45:58 CET ] [ Original post ]
Hey Folks, We hope everyone had a Merry Christmas. The Fun Pimps are taking a long-needed development break through New Years. But not to worry we will be back to work after New Years and onto patching Alpha 17. Alpha 17 is not perfect by any means but a big step forward towards the vision we have had for the game for a long time. We have heard some valid concerns of the community and will be making needed adjustments to the game in the coming weeks along with bug fixes, optimizations and balance. We are gathering data on a case by case basis, balancing and addressing the true problem areas most of which so far center around optimizations, stamina, balancing XP for all play styles, land claims, increasing zombie loot drop chance, zombie block damage, skill/perk balance and gating and random world gen improvements. Stay Tuned The Fun Pimps
[ 2018-12-28 19:56:14 CET ] [ Original post ]
A good friend of TFP made this great video and song Zombie Wall check it out! https://7daystodie.com/zombiewall/
[ 2018-12-28 16:37:52 CET ] [ Original post ]
Alpha 17 Stable is now live! Merry Christmas! A17 Official Release Notes
[ 2018-12-22 20:50:51 CET ] [ Original post ]
Alpha 17 Experimental B240 is out! https://7daystodie.com/forums/showthread.php?101187-Alpha-17-Experimental-B240-bug-reporting-thread
[ 2018-12-21 21:20:10 CET ] [ Original post ]
Alpha 17 Experimental B238 is out! https://7daystodie.com/forums/showthread.php?101053-Alpha-17-Experimental-B238-bug-reporting-thread
[ 2018-12-21 05:23:47 CET ] [ Original post ]
Alpha 17 Experimental B233 is out! https://7daystodie.com/forums/showthread.php?100647-Alpha-17-Experimental-B233-bug-reporting-thread
[ 2018-12-19 05:16:24 CET ] [ Original post ]
Alpha 17 Experimental B231 is out folks! https://7daystodie.com/forums/showthread.php?100389-Alpha-17-Experimental-B231-bug-reporting-thread
[ 2018-12-18 05:23:18 CET ] [ Original post ]
Alpha 17 B221 Experimental is out! https://7daystodie.com/alpha-17-experimental-b221-is-out/
[ 2018-12-12 04:59:15 CET ] [ Original post ]
Alpha 17 B208 Experimental is out! https://7daystodie.com/forums/showthread.php?96766-Alpha-17-Experimental-B208-bug-reporting-thread&p=886034#post886034
[ 2018-11-28 04:10:44 CET ] [ Original post ]
Alpha 17 B199 Experimental is out! Happy Thanksgiving Everyone! https://7daystodie.com/forums/showthread.php?94918-Alpha-17-Experimental-B199-bug-reporting-thread
[ 2018-11-22 03:44:13 CET ] [ Original post ]
Weve just released Alpha 17 Experimental B197 and could really use your help finding the last remaining big issues. Forum Opt in Instructions Release Notes
[ 2018-11-20 00:00:49 CET ] [ Original post ]
Alpha 17 Early Streaming Weekend happening tonight. Read more here: Alpha 17 Early Streaming Weekend
[ 2018-11-16 22:07:46 CET ] [ Original post ]
Check out our new Intellect Attribute and its perks! https://youtu.be/DSWra57oGDg
[ 2018-10-16 03:30:21 CET ] [ Original post ]
We are deeply saddened by the news of the Telltale layoffs. Our hearts go out to our friends and partners over there. Rest assured The Fun Pimps are committed to the future of the 7 Days to Die Franchise and will continue to update and support 7 Days on every platform we can. As more information becomes available TFP will be issuing statements. On a more upbeat note Alpha 17 is coming along folks and it’s going to be awesome! Cheers Richard
[ 2018-09-22 18:53:15 CET ] [ Original post ]
Come watch me play an early experimental build of A17 in 7 Days to Die. https://youtu.be/S4c7ngCmnfI
[ 2018-08-26 21:46:12 CET ] [ Original post ]
Hey Folks, we have a new A17 preview video here A17 Video
[ 2018-07-16 15:28:15 CET ] [ Original post ]
Hey Survivalist, We’ve just released Alpha 16.4 Patch. Which includes many of the most important bugs reported by the community. Official Alpha 16.4 Release Notes!
[ 2017-10-27 03:32:41 CET ] [ Original post ]
Hey Survivalist, We’ve just released Alpha 16.3 Patch. Which includes fixes for many of the most important bugs reported by the community. It is strongly recommended to start a new RWG map, as the fixes necessitated core changes to the chunk code. We apologize for this inconvenience. Official Alpha 16.3 Release Notes! Alpha 16.3 B12 Stable Bug Report Thread
[ 2017-08-31 15:42:12 CET ] [ Original post ]
Hey Survivalist, We’ve just released Alpha 16.2 B7 Hotfix which addresses many of the worst live bugs, more fixes coming soon. Official Alpha 16.2 Release Notes!
[ 2017-08-04 16:29:17 CET ] [ Original post ]
Hey Survivalists, Alpha 16 is out and is by far the largest content update we’ve ever done. So without further ado let’s get ready to rumble! [url=http://7daystodie.com/a16-early-streaming-release-notes/] Alpha 16 Official Release Notes!
[ 2017-07-13 04:24:28 CET ] [ Original post ]
Hey Survivalist, We’ve just released Alpha 16 Experimental B129 find out more here: https://7daystodie.com/forums/showthread.php?66218-A16-Experimental-B129-Bug-Reports-Only-Thread&p=678188#post678188
[ 2017-06-30 20:24:24 CET ] [ Original post ]
Hey Survivalist, We’ve just released Alpha 16 Experimental B119 find out more here: Alpha 16 Experimental B119 is Out!
[ 2017-06-22 05:32:06 CET ] [ Original post ]
Hey Survivalist, We’ve just released Alpha 16 Experimental B113 find out more here: Forum Post
[ 2017-06-16 20:29:27 CET ] [ Original post ]
Hey Survivalist, We’ve just released Alpha 16 Experimental B112 find out more here: Forum Post
[ 2017-06-15 03:09:25 CET ] [ Original post ]
Hey Survivors, we just dropped A16 Experimental. Go here is you want to try it early. A16 Experimental Opt in Instructions A16 Release Notes
[ 2017-06-10 20:57:08 CET ] [ Original post ]
Hey Survivalists, Here are the release notes for the upcoming Alpha 16 release. We know you folks like to read them beforehand so we’re releasing them early. In the meantime, you can watch our Streaming Partners play it Now! Streaming Partners Release Notes
[ 2017-06-07 19:26:27 CET ] [ Original post ]
Hey Survivalist, We’ve just released Alpha 15.2 b8 which fixed a critical EAC timeout issue.
[ 2017-02-22 03:24:21 CET ] [ Original post ]
Hey Survivalist, We’ve just released Alpha 15.2 with some critical fixes. For this and other news read on! Alpha 15.2 Release Notes
[ 2017-02-04 23:30:31 CET ] [ Original post ]
Hey Survivalist, We’ve just released Alpha 15.1 Patch. Which includes many important fixes, improvements and new additions including Steam Trading Cards, Badges, Profile Backgrounds and Emoticons. Also if you want to know more about our Progress on Alpha 16 check out Madmole’s Dev Blog with weekly updates. For those of you that experience any problems please use your steam client to delete local files and reinstall the game. Also wiping your player profile data might be helpful. To delete the saved game and player profile data delete all files and folders that reside here: C:UsersyourNameAppDataRoaming7DaysToDie Official Alpha 15.1 Release Notes!
[ 2016-12-07 20:50:02 CET ] [ Original post ]
Alpha 15 is out and broke records over the weekend reaching as high as number 19 in most played games on Steam with 22,955 concurrent players. If you haven’t got it check it out. We think it’s great and so do the players. Alpha 15 Release Notes Steam Charts
[ 2016-10-10 15:03:50 CET ] [ Original post ]
Alpha 15 is out and broke records over the weekend reaching as high as number 19 in most played games on Steam with 22,955 concurrent players. If you haven’t got it check it out. We think it’s great and so do the players. Alpha 15 Release Notes Steam Charts
[ 2016-10-10 15:03:50 CET ] [ Original post ]
Hey Survivalists, We’ve just released Alpha 15 Stable. Its the biggest content drop to date. Alpha 15 Release Notes!
[ 2016-10-06 02:02:10 CET ] [ Original post ]
Hey Survivalist, Just wanted to let you all know A15 is coming along very nicely and will drop soon. Read more! Alpha 15 Release Notes Link Alpha 15 Dev Blog Link Stay Tuned The Fun Pimps
[ 2016-09-30 20:22:58 CET ] [ Original post ]
Hey Survivalist, We know your wanting Alpha 15 but it’s still some weeks out so in the meantime here is a great new alpha 14.7 stable build with many highly requested bug fixes and a new launcher which could help folks with 32 bit problems. Alpha 14.7 Official Release Notes
[ 2016-06-20 16:47:42 CET ] [ Original post ]
Hey Survivalist, Alpha 14.6 is out for you with many fixes, optimizations and improvements. Alpha 14.6 Official Release Notes
[ 2016-04-30 17:10:23 CET ] [ Original post ]
Hey Survivalists, We have another release for you with some great bug fixes and improvements. For those who have reported crashes please try updating your video card drivers, cleaning out your files in your C:Users ameAppDataRoaming7DaysToDieAppData folder and reinstalling the game. Note this is should be compatible with all Alpha Alpha 14 on up saved games. We apologize for any of you who are still having trouble running the game. We appreciate your patience and any information you can provide us in fixing the problems. We believe the crashes are Unity related and are still investigating this. Alpha 14.5 Is Out! And for those of you haven’t heard the news Telltale Publishing in conjunction with The Fun Pimps are bringing ‘7 Days to Die’ to both consoles! 7 Days Coming To Consoles!
[ 2016-04-07 21:22:42 CET ] [ Original post ]
Telltale Publishing in conjunction with The Fun Pimps bring the hit survival game '7 Days to Die' to PlayStation® 4 and Xbox One® in June 2016. Telltale Publishing today announced a new partnership to bring the hit survival horde crafting game '7 Days to Die', to PlayStation 4 and Xbox One, for the first time in June, as a digital, and a retail product in collaboration with the Dallas-based independent developer, The Fun Pimps. Fans of Telltale's The Walking Dead series will be excited to learn that pre-ordering7 Days to Die will give them exclusive access to 5 character skins from Telltale's hit series, including Michonne and Lee Everett. The console version of 7 Days to Die adds a new multiplayer mode supporting local split-screen for couch play, additional online multiplayer modes and features will be revealed in the coming weeks. 7 Days to Die will be supported by exciting DLC content, with details to be revealed in the near future Full Story and Live Action Teaser Trailer here!
[ 2016-04-07 17:00:32 CET ] [ Original post ]
Hey Survivalists, Here is a hot fix for some of the regression bugs the last update caused. Alpha 14.4 Hotfix Is Out!
[ 2016-04-04 01:45:40 CET ] [ Original post ]
Folks we fixed one Null ref error that was on dedicated servers. Have a good weekend. Cheer Richard
[ 2016-04-03 03:31:33 CET ] [ Original post ]
Hey Survivalists, The team has been continuing to improve alpha 14 so here is another round of fixes. Again thanks to the community for helping find and report the issues. For those who have reported crashes please try updating your video card drivers, cleaning out your files in your C:Users ameAppDataRoaming7DaysToDieAppData folder and reinstalling the game. Note this is should be compatible with your A14, 14.1 and 14.2 saved games. We apologize for any of you who are still having trouble running the game. We appreciate your patience and any information you can provide us in fixing the problems. We believe the crashes are Unity related. Alpha 14.3 Is Out!
[ 2016-04-02 23:51:00 CET ] [ Original post ]
Hey Survivalists, The team has been working hard to keep improving alpha 14 so here is another round of fixes. Big thanks to the community for helping find and report the issues. For those who have reported crashes please try updating your video card drivers, cleaning out your files in your C:Users ameAppDataRoaming7DaysToDieAppData folder and reinstalling the game. Note this is should be compatible with your A14 and A14.1 saved games. We apologize for any of you who are still having trouble running the game. We appreciate your patience and any information you can provide us in fixing the problems. Alpha 14.2 Patch is out!
[ 2016-03-30 02:43:31 CET ] [ Original post ]
Hey Survivalists, The team has been working hard to patch up many of worst of the bugs in alpha 14. Many have reported the crashes can be fixed by updating your video card drivers, cleaning out your files in your C:Users ameAppDataRoaming7DaysToDieAppData folder and reinstalling the game. Note this is should be compatible with your A14 saved game. We apologize for any of you who are still having trouble running the game. We appreciate your patience and any information you can provide us in fixing the problems. Alpha 14.1 Patch Is Out!
[ 2016-03-29 02:58:27 CET ] [ Original post ]
Hey Survivalists, The Fun Pimps would like to wish you all a Happy Easter and to celebrate we’ve served up a rather massive Alpha 14 update. We know it’s late but in our humble opinion it’s pretty great. For those of you who felt 13 was a grind or that we peaked at 12 we have addressed a lot of issues with balance and grind and fixed hundreds of bugs. We thought Alpha 13 was big with over 35 pages of release notes but alpha 14 has over 54 pages of bug fixes and release notes that have gone into this build so expect some great new stuff, a mega shit ton of bug fixes, as well as some nice optimizations. As always with an update of this size we recommend starting a new game. So without further ado here is the skinny on Alpha 14. [url=http://7daystodie.com/alpha-14-hits-the-streets/] Alpha 14 Official Release Notes!
[ 2016-03-26 23:23:38 CET ] [ Original post ]
Hey Survivalists, Alpha 13.8 Patch is out and ready for consumption. This patch addresses many important fixes. Alpha 13.8 Is Out!
[ 2016-02-05 18:30:49 CET ] [ Original post ]
Hey Survivalist, We have an Alpha 13 patch out now and here is a status update on 14. We’re working hard on Alpha 14 and it has some great new content. Here are the highlights: Navezgane has gotten a lot bigger and better with a brand new improved height map with higher mountains and deep water, a new smoothing algorithm that makes the land and water much more natural, a multitude of new locations including the largest city in the expanded plains, and a bandit like shanty town and a huge lake with islands just to name a few. Alpha 14 also has many new perks and improvements to our skills system, a great new damage and death system where zombies feed on your corpse, an introductory basics of survival quest, repeatable quest note challenges, a radiant buried treasure quest system for infinite digging for treasure fun, many new improved world textures and block shapes, a major rebalancing of block damage, leveling and XP, some good optimizations, random gen improvements, and so many bug fixes. We’re making great progress on it folks so expect it to drop in February. Even with all this going on we took some time out to fix the most important user reported bugs from 13.6 and have an Alpha 13.7 patch ready. Tip of the fedora goes out to Gazz and Clockwork Orange for their xml fixes. You guys rock! A13.7 Patch And A14 Status
[ 2016-01-28 15:42:02 CET ] [ Original post ]
Hey Survivors, I wanted to wish the team and all of you a very Merry Christmas. We have had a great year and couldn’t have done it without your support and we’re lucky to have a Team like this and fans like you all. We have some great things planned for 2016, some things we can’t announce yet. So for now I will wish you again Merry Christmas, a happy New-year and will leave you with this poem. Twas The Night Before Blood Moon!
[ 2015-12-25 04:33:00 CET ] [ Original post ]
Merry Christmas Survivalists, We have a new patch under the tree. Note this patch has some major reworked random generation code play old A13 saved games at your own risk. Alpha 13.6 Patch is out!
[ 2015-12-25 02:15:47 CET ] [ Original post ]
Hey Survivalists, Alpha 13.5 Patch is out and ready for consumption. This patch addresses many great changes and some important fixes. We’re still working hard on performance and memory leaks folks we thank you for your patience and help stay tuned. Note: This build is compatible with any Alpha 13 on up saved game. Merry Christmas to you all! Official Alpha 13.5 Patch notes.
[ 2015-12-22 06:11:18 CET ] [ Original post ]
Happy Weekend Survivalists, We have a new patch ready for survival consumption. Note this patch should be compatible with your A13, A13.1, A13.2 and A13.3 saved games. We are optimistic about our early reports of better performance, less memory and smoother play but longer testing is needed. Alpha 13.4 Patch Is Out!
[ 2015-12-18 22:49:17 CET ] [ Original post ]
Happy Hump Day Survivalists, We’re combing the forums for feedback and the worst bugs and have a great patch ready for your consumption. Note this patch should be compatible with your A13, A13.1 and A13.2 saved games. Alpha 13.3 Patch notes
[ 2015-12-17 02:10:11 CET ] [ Original post ]
Alpha 13.2 Patch Howdy Survivalists, The team is still busting out some of worst of the bugs and user requested changes which are listed below. Note this is should be compatible with your A13.1 saved games. Alpha 13.2 Patch notes
[ 2015-12-15 02:33:16 CET ] [ Original post ]
Hey Survivalists, The team has been working all weekend to patch up many of worst of the bugs and user requested changes which are listed below. Note this is should be compatible with your A13 saved game. A13.1 Patch Is Out!
[ 2015-12-14 03:03:53 CET ] [ Original post ]
Happy Saturday Survivalists, The Fun Pimps are very proud to announce Alpha 13 Apocalypse Release is out and ready for consumption. This is the culmination of nearly 4 months of team effort. So a big tip of the Fedora goes out to Team Fun Pimp you guys kick ass! There are nearly 20 pages of release notes so brace yourself. This update has some big framework changes so starting a new game is a must. Please don’t try to salvage your old saved game. And for those of you that experience any problems please use your steam client to delete local files and reinstall the game. You also may want to create a new character profile if you’re experiencing any problems. As always if you have problems get on our forums and give us bug details so we can get a patch out soon. Now without further ado Release the Kraken! Alpha 13 Apocalypse Release Notes!
[ 2015-12-12 21:49:06 CET ] [ Original post ]
🕹️ Partial Controller Support
- Linux Universal [3.12 G]
HOW LONG WILL YOU SURVIVE?
7 Days to Die has redefined the survival genre, with unrivaled crafting and world-building content. Set in a brutally unforgiving post-apocalyptic world overrun by the undead, 7 Days to Die is an open-world game that is a unique combination of first person shooter, survival horror, tower defense, and role-playing games. It presents combat, crafting, looting, mining, exploration, and character growth, in a way that has seen a rapturous response from fans worldwide. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!GAME FEATURES
- Explore – Huge, unique and rich environments, offering the freedom to play the game any way you want with many unique biomes.
- Craft – Craft and repair weapons, clothes, armor, tools, vehicles, and more with nearly 400 recipes.
- Build – Take over a ruin, or build from the ground-up. Design your fortress to include traps and defensive positions to survive the undead - the world is fully destructible and moldable.
- Cooperate or Compete – Work together cooperatively to build settlements or work against each other raiding other player’s bases, it’s really up to you in a wasteland where zombies and outlaws rule the land.
- Create - Unleash your creativity and build the ultimate world by yourself or with friends. Enjoy unlimited access to nearly 400 in-game items and 1,200 unique building blocks in creative mode.
- Improve – Increase your skills in a multitude of active and passive disciplines. 7 Days to Die is the only true survival RPG with nearly 50 multi-tiered skill and perk groups.
- Choose – Play the Navezgane campaign world, or dive back in with friends in a randomly-generated world with cities, towns, lakes, mountains, valleys, roads, caves and wilderness locations. The possibilities are infinite with over 300 locations.
- Combat – Encounter a wide variety zombie archetypes including special infected with unique behaviors and attacks.
- Survive – Experience real hardcore survival mechanics with over 45 buff boosts/ailments along with dynamic cold and hot weather to contend with.
- Destroy – Buildings and terrain formations can collapse under their own weight from structural damage or poor building design.
- Loot – Scavenge the world for the best guns, weapons, tools, armor, clothing, and vehicle parts which have quality ranges which govern attributes to provide hundreds of thousands of item permutations.
- Quest – Find dynamic treasure maps left by survivors and dig for real buried loot. Discover quest notes and complete them for rewards and skill points.
- Customize – Create your own character or pick a preset and customize in-game even more with a huge selection of clothing and armor you can craft or loot in the world.
- Drive – Enjoy the badass vehicle system where you find all the parts, learn all the recipes and craft and augment your own vehicle.
- Farm or Hunt – Plant and grow gardens for sustainable resources or head out into the wilderness and hunt wild animals.
- OS: Ubuntu 16.04 (64-bit)
- Processor: 2.8 Ghz Quad Core CPUMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 2 GB Dedicated MemoryNetwork: Broadband Internet connection
- Storage: 15 GB available spaceAdditional Notes: Running the Dedicated Server and Client on the same computer will double ram requirements. Also future releases may require more hard drive space.
- OS: Ubuntu 18.04 (64-bit)
- Processor: 3.2 Ghz Quad Core CPU or fasterMemory: 12 GB RAM
- Memory: 12 GB RAM
- Graphics: 4 GB Dedicated MemoryNetwork: Broadband Internet connection
- Storage: 15 GB available spaceAdditional Notes: Running the Dedicated Server and Client on the same computer will double ram requirements. Also future releases may require more hard drive space.
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