7 Days to Die

7 Days to Die

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V1.0 Official Release Notes
Gimmie a min, editing formatting....

https://youtu.be/8X1gBTzQ_BU

New HD Character System

“7 Days to Die 1.0” introduces a brand new custom-built from the ground up Character System which offers all new High Definition Models, 1st and 3rd person animations, variations and all new skin and hair shaders to elevate the overall experience. This comprehensive system enhances player immersion, allowing for a personalized and engaging gaming experience. See your hands in the viewport, the sex, skin color and the real gloves you’re wearing. Enjoy seeing your full HD model on vehicles, in the UI and with your friends. See what your co-op friend is looking at with the new character head tracking system. The new system offers extensive customization options including:

  • Presets: Choose from a wide variety of pre-made character presets to get a jump-start on your adventure in Navezgane.
  • Create your own custom character with a wide variety of of customization options including:
    • Sexes: Male or Female
    • Races: Black, White, Asian, Native
    • Face: Each race and sex has four different face options for a total of 32 face options
    • Eyes: There are over thirty eye color options
    • Hairstyles: There are twenty unique hairstyles
    • Hair Color: There are ten unique hair colors
    • Mustaches: There are five unique mustache styles to choose from
    • Chops: There are five unique lamb chop styles to choose from
    • Beards: There are five unique beard styles

New Player Armor/Clothing System

Along with a brand new Character System in Version 1.0 we have also added a brand new High Definition Armor and Clothing System. This extensive new system amplifies player immersion, enabling a customized and compelling gaming adventure where looting, finding, crafting and upgrading Armor matters.

Witness your hands in the viewport, complete with details like gender, skin color, and the actual clothing you’re wearing. Delight in the sight of your high-definition model on vehicles watching details animate like cloth and backpacks jiggle, Experience the ability to observe what your co-op companion is focusing on, courtesy of the new character head tracking system. Moreover, the enhanced system provides a plethora of customization choices, allowing for extensive personalization including:

  • Sixteen full sets of unique armor with Male and Female variants
  • Four main clothing groups include: headgear, bodywear, footwear and gloves.
  • 1 primitive set, 5 light sets, 6 medium sets, 4 heavy sets
  • Except for the primitive set, each armor set comes with a set bonus when you are wearing all four pieces of one set with the lowest quality item governing the strength of that bonus.
  • For Example if you we’re wearing the Lumberjack Armor set you would receive the following bonuses:
    • Double wood harvest
    • 5% less stamina use when using axes with a Q1 item in the mix
    • Every slot using Q6 items in slots changes the stamina bonus to 30%
  • We have kept and reworked most clothing mods with many options including:
    • Glasses have been reworked as armor mods
      • The following adds +1 to the attribute
        • Perception – was the Shades
        • Strength – was the Cigar
        • Fortitude – was the Tough Guy Sunglasses
        • Agility – was the Ski Goggles
        • Intellect – was the Nerdy Glasses
        • Treasure Hunter Mod – previously Lucky Goggles
          • +10% XP Gain
          • +10% Better Loot
          • Treasure Radius -1
        • Night Vision Goggles – now in mod form
          • Updated screen effect
    • The cigar is now an armor mod
      • Adds +1 to Strength and +10% Bartering
    • Added a Quad Pocket Mod
    • Multiple pocket mods can be added to armor
      • Must be of different sizes
        • i.e. Two Triple Mods cannot be installed in one armor piece
    • Stealth Boots Mod – previously Military Stealth Boots
      • Reduces the noise and stamina penalties of medium and heavy boots

New Animal Models

Our elite team of character artists have been hard at work updating all of our animal models to match the modern aesthetics of our updated HD zombies. The system comes with new models, rigs, more realistic animations and a brand new high tech fur shader to make hair and fur more realistic. The current HD animal roster includes:

  • Deer, stag, wolf, and mountain lion.
  • Coming in a future patch: Bear, zombie bear, boar, Grace, vulture, rabbit, snake, and dire wolf, coyote and vulture
    These updates will be released progressively in patches as animation and rigging are completed, adding more lifelike and detailed creatures to the survival experience.

New Challenge System

We did away with the old tutorial quest and journal system and rolled them into a brand new Challenge System. The challenge system is designed to help new players learn the ropes with an easy-to-follow introduction questline that offers worthwhile rewards. Additionally, long-term challenges keep players engaged with enticing rewards for completing various challenge categories while teaching more advanced mechanics. This system ensures both new and veteran players have continuous goals to strive for, enhancing their gameplay experience. The system includes:

  • Over one hundred and twenty unique challenges are broken into twelve categories
    • Basics of Survival
    • Homesteading
    • Advanced Survival
    • Crafting
    • Traders and Crafting
    • Harvesting
    • Gathering
    • Farmre
    • Survivor
    • Hunter
    • Zombie Slayer
  • A challenge quest tracking system. Track what you want and see your progress
  • Redeem completed challenges for XP. Some challenges can be redeemed for XP and rewards given by any trader. See each challenge for details.
  • Some items have in-game sprite help making it easier to learn
  • Do the challenges in any order of and still get credit for your work or resources you have on

New Vehicle Models

Our artists have also given the existing vehicle models an update, bringing them to parity with the other improved models in Version 1.0. Most vehicles now have additional seating to accommodate at least one friend. There are also new vehicle armor mods available that allow them to withstand wasteland wear-and-tear. Many vehicle mods now have a visual model update so you can see the mods you have installed. These updates enhance the visual appeal and functionality of the vehicles, offering a more immersive and enjoyable driving experience in the game.

The update has many improvements including:

  • Bicycle
  • Mini Bike
  • Motorcycle
  • 4×4 Truck (Now comes with 4 default seats and can be modded to hold 6 players)
  • Gyrocopter (Now comes with 2 seats to fly with your friend)
  • We have added new Vehicle Mods. These mods are visible on the model. Including:
    • Bicycle
      • Light Mod
    • Motorcycle
      • Armor Mod
    • 4×4 Truck
      • Plow Armor Mod
    • Gyrocopter
      • Armor Mod
      • Light Mod

Random World Generation Updates

Several improvements and optimizations have been made to our RWG system, making it leaner, faster, and able to create better looking worlds than ever before, with refined composition and layouts improving the overall fidelity and detail of generated worlds.

RWG Game Improvements include :
  • Faster Creation Time: The time required to generate new worlds has been significantly reduced.
  • District Density Calculation: Improved calculations for better urban planning and layout.
  • Biome Distribution Variants: New variants to create more diverse and interesting world biomes.
  • Road Smoothing: Enhanced road generation for smoother and more realistic paths.
  • Bigger Cities and More POIs: Approximately 50% more Points of Interest, with larger cities and more wilderness locations.
  • Chunk Reset: Improved chunk management and resetting for a more seamless experience.
  • Performance POI Placement: A new POI placement algorithm has been implemented to keep cities more performant placing lighter weight POIS around more expensive heavier weight POIS
  • The Burnt Forest Biome is back in newly created and Pregen RWG maps
RWG Tool Improvements Include:
  • New biome distribution presets include:
    • Biome Layout
      • Center Forest – Default
      • Center Wasteland
      • Circle – Biomes arranged like a pie chart
      • Line – Biomes arranged like a layered cake with 90° rotations i.e. Forest to the South Wasteland to the North
  • Burnt Forest is back!
  • District Colors
    • Light Blue = Rural
    • Yellow = Industrial
    • Blue = Commercial
    • Grey = Downtown
    • Green = Residential
  • Darker Colors of each above are lower density POI’s like remnants
    • Red = Traders
    • White = Wilderness
  • Spawn Points in the forest can be seen when zoomed into the map. They are small X’s on the country roads and are near wilderness POI's within 1km of a trader.

New Points of Interest

In order to complement our updated RWG system, our Level Design team has added a ton of new content with over 75 new POIs that will be coming to Version 1.0.

Notable additions, improvements and efforts include:
  • A high focus on new remnants enhancing performance and providing more diverse environments to explore with lighter zombie counts. A majority of the remnants were created for the downtown district which was low on these types.
  • These efforts have helped significantly with performance.
  • New high-tier locations have been introduced for players to explore and conquer.
    • Haven Hotel (Tier 5)
    • 7 Days Suites (Tier 5)
    • Navezgane Athletics Complex (Tier 5)
    • Grover High (Tier 5)
    • Minotaur Theater (Tier 5)
    • 6 – New Tier 4’s
  • A new zombie spawning throttling triggering system has been added to the level editor and the level designers have made use of it to keep the higher count POIS challenging but running better.
  • RWG Performance POI Placement: A new POI placement algorithm has been implemented to keep cities more performant placing lighter weight POIS around more expensive heavier weight POIS

New Zombie Variants and Zombie Updates

Our existing zombies didn’t get left out. Version 1.0 introduces several new zombie variants with unique outfits. Most have received several clothing, skin and hari variation options that spawn, giving large groups a more organic composition and promoting an immersive experience.

Notable additions include:
  • A nurse from a children’s hospital with bears on her uniform
  • A bowling alley-themed outfit for the fat Hawaiian zombie.
  • Many more variants are coming, adding fresh visual elements to the game’s undead horde.
  • The demolition zombie has received a complete model makeover, aligning with the newest generation of zombie models. This iconic foe now features an updated and more terrifying look.

World Lighting Graphics Update

The shader programming and technical art team have been busy adding in an overall improved lighting model that looks amazing. Improvements include:
  • Overall more even and consistent lighting
  • Over bright areas are toned down and areas that were too dark are easier to see
  • Details in world and character models are more noticeable
  • You can play now without a mining helmet or torch in dark areas
  • Biome Spectrums and Storm Spectrums have been reworked to give the right amount of mood but provide more consistent lighting overall
  • AO has been turned back on
  • Shadows on Grass has been turned back on
    • FSR has been added to the Graphics Options
    • AMD FidelityFX™ Super Resolution (FSR) uses cutting-edge open upscaling and advanced frame generation technologies to help boost your framerates in supported games and deliver amazing high-quality, high-performance gaming on virtually any hardware.

Optimizations

We have worked hard to optimize the game for all SKUs. Efforts to make the game run on the consoles has paid off. Many optimizations have been done including:
  • A new POI placement algorithm has been implemented to keep cities more performant placing lighter weight POIS around more expensive heavier weight POIs
  • A ton of lighter weight remnant POIs have been made to lighten the weight of cities and give more variety in POIs
  • A new zombie spawning throttling triggering system has been added to the level editor and the level designers have made use of it to keep the higher count POIS challenging but running better.
  • Many art assets have had reduced draw calls or simproved settings in Unity to make them run more preformant
  • The Cutout atlas has been removed
  • A new window tinting system makes window glass opaque until you get close. Occluding the interior or exterior improves performance (moderately), especially for skyscrapers.
  • Game updated to Unity 2022 LTS with better Vulkan and DX12 support (Note: DX12 performance seems worse than DX11)
  • New lighting update manager
  • Ambient occlusion better handles large amounts of props
  • Block entities (props) spawn over multiple frames

Massive Progression Update

We have given a lot of attention to overall progression and balance in version 1.0. Here are some of the more notable improvements:

  • Traders give less dukes and have nerfed rewards that no longer break progression.
  • Trader inventories offer sales staged items for sale that are more appropriate for your character’s level.
  • The game is a little more crafting oriented than in the past, and legendary items are now craftable.
  • The end result is the game feels much more balanced and even in a coop team players will find themselves still engaged on day 70, single players even further.
  • Crafting
    • Quality 6 crafting is back
  • Tools/Weapons/Armor
    • Requires new Legendary Parts
  • Traders/Biome order
    • Rekt – Forest
    • Jen – Burnt
    • Bob – Desert
    • Hugh – Snow
    • Joel – Wasteland
  • Quests
    • Quest Progression has been improved so you get higher Tier Quests offered with each trader and can roll back to lower tiers if you want to
  • Armor
    • Quality determines perk level
    • Basic Example – Q1, 2, 3, 4, 5, 6 = 5, 10, 15, 20, 25, 50%

Legendary Crafting

  • We have added new Legendary Parts which can be acquired in high end loot chests, and higher Trader rewards
  • With these player can craft Legendary Q6 weapons, tools, and armor

Dew Collector Overhaul

The Dew Collector has been reworked. It now supports 3 workstation tools, one of which is a water filter. This change makes the Dew Collector available early in game, but it collects murky water without having the filter installed.

Enhanced Gore System

Along with the new Zombie variants comes the new and improved Dismemberment Gore System, ensuring consistent dismemberment across zombie types, and as a bonus, there are also brand-new blood splatter particles to complete the visceral experience of combat.

With Version 1.0, the entire zombie lineup has been upgraded with new gore pieces, including a complete overhaul of recently updated zombies from past Alphas. This ensures all zombies are consistent with the latest technology, enhancing the game’s visual impact and immersion.

Updated Road Decals
Say goodbye to one of our last remaining legacy assets, our original Road Decals. They’ve been revamped, giving them a modern face-lift to help make the roads and lots of Navezgane County feel more lived in and legitimate.

Players can now enjoy enhanced realism with updated road decals, featuring more detailed and immersive trash and debris scattered on the roads. This update adds another layer of authenticity to the game environment, making the post-apocalyptic world feel more lived-in and engaging.

Twitch Integration Update
The latest update introduces exciting new features for Twitch integration:
  • Small Zombies: A new command that shrinks down the size of zombies, adding a fun and challenging twist to gameplay.
  • On Screen Extension: Interactive Twitch features are now displayed directly on screen, enhancing the viewer and streamer experience.
These features provide more interactive and engaging content for both players and their audiences.

New World Borders
The game now features layered world borders, replacing the old radiation zones. The very outer layer is a no-go zone, preventing players from walking off the map. Just inside this is a no-build zone, ensuring players cannot build too close to the edge. As players approach the border, the area fogs up, providing a clear visual cue. This system allows more Points of Interest (POIs) to spawn near the map’s edges, increasing the playable area while communicating to the player you can’t go that way.

New Upgradeable Player Chests

Introducing player writeable storage boxes! Start with a basic wooden box, which can be upgraded to iron, and eventually to steel. Each upgrade increases the storage capacity, providing more space for your items. Additionally, these chests feature writeable areas that display custom text, allowing for easy organization and labeling of your stored goods. Up to three lines of copy can be added. Happy chest placing, survivors!

Environment Art Update

The environment team has been busy with many new art updates that will further immerse you for 1.0 experience including:
  • New movie theater seats, new soda and drink vending machines, new TV studio camera, new mini beverage coolers, new food and candy posters, new retro electric and gas signs, new neon signs, new camping tents, new chemistry set, new modular iron wrought fence set with destructive states. Dishong tower tribute plaque, zombie spawner tombstone, swing set model, commercial food trash can, new ceiling lights, new mailboxes, new electric fuse boxes, new shipping crane
  • New plants and vegetation such as: Hops plant, Pumpkins and coffee plants
  • Decorative assets such as: office desk pictures, trophies, business wall signs
  • Art updates to old assets such as: updated spinning blade trap, updated recycling pallets (cans, cardboard paper), updated rocks and boulders, updated commercial dumpster, updated bathroom and kitchen faucets, updated barbed wire fences.
  • Last but not least, a major optimization pass on almost all of the environmental art props to get ready for console. Including shader and texture optimizations, as well as mesh optimizations to improve game performance.

Block Shape Updates

The environment Art team has been busy with many new block shapes to build with.
162 new shapes added to fill in missing shapes to roofs, railings, poles, stairs, and many more.
A few notable ones include:
  • Wedge Stairs Railing Left, Right, Tip Left, and Tip Right
  • Wedge Stairs Railing Metal Left, Right, Tip Left, and Tip Right
  • 6m and 8m long ramp sets
  • Wedge60 Windows set
  • Broken and Empty versions of all Bulletproof Windows (POI’s)
  • Also note the addition of a new Radial Menu option:
    • Copy Shape And Rotation

Enhanced Audio

Sharpen your ears, survivors! The latest update includes enhanced audio features:
  • Updated Ambient Stingers: More dynamic and immersive ambient sounds.
  • Variety of Bird Chirps: A larger variety of bird sounds to enrich the environment.
  • Inventory management sounds: Unique sounds for moving various item groups in your backpack

Enhanced Particle VFX

We have enhanced many of the particle effects to be better, more realistic and performant. The latest update includes:
  • All new blood and dismemberment VFX particles
  • New block destruction and block physics VFX particles
  • New Explosion VFX particles
  • New Shading system for smoke and fire
  • New Vehicle VFX including rigid body destruction

Trader VO overhaul

We have cast 5 unique voice actors and recorded over 1200 unique Voice Over lines to bring new life, story, responses and funny quips to the five traders in the game.

Don’t worry your favorites Trader Rekt and Trader Jen still have the same actors but all new lines and new functionality. New functionality includes:
  • All traders now have their own unique voice
  • Traders have more than 200 lines each with story bits and strong hints to relations between traders
  • Subtitles will be translated to all supported languages

Gamepad Improvements

A ton of work has gone into improving Gamepad Support to make it control better, more intuitive and have native console features including:
  • New UI navigation system that removes the virtual cursor
  • Overhauled modern camera controls that are easier to use and can be extensively customized
  • New aim assist systems for gamepads to aid with quicker targeting when aiming a weapon or swinging a melee weapon, and slowing the camera when passing over small interactable objects
  • Greatly expanded gamepad settings in a new controller options menu including:
    • Joystick layout options
    • Separated X and Y camera sensitivity
    • Look acceleration
    • Deadzone adjustments
    • Rumble strength
    • Aim assist toggle
  • Full gamepad remapping support for on foot and vehicle controls
  • New controls and shortcuts when using a gamepad, including:
    • Directly access items on your toolbelt via radial menu by holding either of the toolbelt selection buttons.
    • Instantly swap to your previously equipped item with the new quick swap button
    • Easier sprinting with tap or hold controls
  • Expanded controller vibration support that responds to actions triggered by the player and what’s happening around them
  • Support for DualSense controller features including:
    • Track time of day, weather and blood moons on the light bar
      • Trigger effects when using certain items and weapons

Modding Notes

  • Game updated to Unity 2022.3.29f1
  • Updated HarmonyX to 2.13.0
  • ModInfo: Now requires ModInfo in V2 format, also properties “Name” and “DisplayName” no longer optional as announced in Alpha 21
  • XML parsing now supports “conditional” blocks:
    • Allows switching between different XML blocks based on conditions like game version, whether a certain mod is loaded etc
    • Can be evaluated once by the host when loading the XMLs so host and every client will have the same resulting XML or by each game instance separately, so that host and every client can have different effects, e.g. when based on a GamePref
    • Also supported on the top level of patch XMLs: These are always applied during XML loading
    • Detailed documentation will be added to the game’s wiki
  • XML patches now feature a new instruction “include” which allows including another XML in place, e.g. to split up large XMLs into smaller pieces or – combined with the usage of conditional blocks – include different XML based on other conditions
  • New XML “events.xml”: Allows defining date based events (like christmas, halloween etc) and use them with conditional XML blocks – have the pipe baton automatically use a candy cane shiv model during christmas season or pumpkins use a halloween based model during that time
  • Z-Selection box for POI or world building now shows the current selection size
  • Updated POI properties windows to reflect the current POI features
  • Debugging:
    • Debug views (F3) now remember the selected elements
    • CVar filter box can no longer have the input focus when the mouse cursor is not enabled – avoids accidentally overwriting your filter while running around
    • FPS graph and network monitor available in releases
  • Game assembly gets fully publicized members for easier code modding – each member that has changed access level gets an attribute “PublicizedFrom” attached that will tell you the original accessibility level. Accessing originally not public stuff is still meant to be a last resort if other approaches fail.
  • New BlockCompositeTileEntity with respective TileEntityComposite
    • This is a generic TileEntity (TE) block which allows selecting which features it should have from XML (“compositing”)
      • Currently these features are supported:
      • Lockable: The TE can be locked
      • LockPickable: Players can pick the lock on the TE (only usable in combination with Lockable)
      • Signable: The TE can be written on. The prefab used for the TE will have to have properly set up TextMeshes – at least one but it supports as many as desired
      • Storage: The TE will have container features
    • These TE properly support up/downgrading, so for example a block that has Signable can upgrade to a block that supports Storage and Signable and keep its text
    • Adding new features does not require enumeration modifications so should be easier going forward to add custom TE features from mods
    • Example usage of these features can be seen on the new player storage blocks “cntWoodWritableCrate” and similar
  • File lookup prioritizes files in user data (e.g. LocalPrefabs) over mods
  • New game argument “-newprefabsmod=somemod” allows defining a mod in which new prefabs get stored instead of going to “LocalPrefabs”. Mod name is given by its internal name from its “ModInfo.xml”, not the folder name
  • XUi changes:
    • Generic “repeat_content” attribute support for all views. For non-grid views the attribute “repeat_count” specifies the number of clones
    • Repeated elements automatically get fed with additional template parameters that can be used with template bindings (“${…}”):
      • For every parent view: “repeat_count” giving the number of elements as specified by “repeat_count” attribute and “repeat_i” incrementing by one for each created element, starting at 0
      • Additionally for grid views only: “repeat_col” and “repeat_row” giving the column and row the element will be in the grid – assuming the grid dimensions do not change later on
    • New attribute “disabled_tooltip_key” lets you define a tooltip that gets shown when hovering a disabled view
    • New attribute “force_hide” allows keeping a view invisible
    • New attributes for controller navigation:
      • “use_selection_box”: Should controller navigation show an outline around the selected view
      • “gamepad_selectable”: View can be selected with a controller
      • “nav_up”, “nav_down”, “nav_left”, “nav_right”: Manual override which view to select when pressing the respective direction on a controller
    • Texture views now support: Color tinting (“color” attribute) and for keeping the texture’s aspect ratio (attribute “original_aspect_ratio”)
  • XML “extends” now allow excluding specified subclasses (like “UpgradeBlock” in blocks) so that all its children are actually excluded
  • Changes to quests should no longer kill savegames’ character files – though the affected quests will lose their details in the quest log
  • Plants tick correctly when placed on the same position as another plant was growing before – before the timer would potentially not reset thus accumulating the old and new growth times
  • Perks can now have LevelRequirements for individual levels only instead of being required to be specified for all levels if done for at least one
  • “Inventory.PUBLIC_SLOTS” is changed to be targeted by mods, making it easier to implement custom toolbelt sizes. Also a new property “SHIFT_KEY_SLOT_OFFSET” has been added that allows specifying which slots are meant to be targeted
  • when using Shift + slot hotkey
  • World Editor: Previews of POI now match the actual state when rotating them

TFP News Screen

We have moved the old shared menu news screen into a new skippable in-game News screen that has graphics and link support for all formats. This will be used to inform players on new patch updates and other TFP news.

Server Administration
Changes to serverconfig.xml:
  • Setting “SaveGameFolder” has been removed. It is now always based on the “UserDataFolder”
  • New setting “IgnoreEOSSanctions”: Allows ignoring EOS sanctions when players want to join servers. Defaults to false
Last edited by SylenThunder; 20 Jun @ 4:22pm
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Changelog 1.0 b312 EXP

How 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 now have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download

Here is what changed from b309:

Added:

●  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

Changed:

●  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

Fixed:

●  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 breaking
●  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
Last edited by SylenThunder; 24 Sep @ 5:24pm
b313 Hotfix:

Fixed

●  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
Last edited by SylenThunder; 24 Sep @ 5:24pm
Changelog 1.0 b316 EXP

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:
<Your_Steam_Library_Drive>:\SteamLibrary\steamapps\common\7 Days To Die

Alternatively, find it by:

  1. Right-clicking on the game in Steam
  2. Selecting "Properties"
  3. Going to the “Installed Files” tab
  4. Clicking “Browse…”
  5. Opening the “Data” folder
  6. Opening the “World” folder

We’ve made significant improvements to RWG since the original Pregen worlds for EXP. We want you to enjoy these enhancements, but we also respect your current save games and want you to continue playing if you wish.

You can also download the EXP Pregens here: Google Drive Link[//]

Thank you for your understanding and cooperation!

Stay cool,
The Fun Pimps


Changelog b316:

Added:

●   Quests now allow shared progression, but only the first three quests each day count towards tier complete.
The default is 3 for both SP and MP, but this can be changed in the game options or with the new serverconfig.xml property
<property name="QuestProgressionDailyLimit" value="3"/> <!-- Limits the number of quests that contribute to quest tier progression a player can complete each day. Quests after the limit can still be completed for rewards. -->
●  rwg_tile_countryresidential_straight_03.
●  part_countryresidential_back_lot5 thru lot8.
●  Zombie Mutated SFX.
●  Ray sample count throttling for contact shadows based on shadow quality setting.
●  Inventory UI Audio Throwables
●  Inventory UI Audio Wire Tool
●  Inventory UI Audio Duct Tape
●  Inventory UI Audio Food Items
●  Allow switching on Unity Graphics Jobs from the game launcher
●  New bear and zombie bear

Changed:

●  Increased graphics High/Ultra presets sharpening setting to 50% and 60% for FSR with Temporal AA scaling it down so they have similar sharpening .
●  Removed depth of field graphics setting which was not used
●  Messages that don't come from players will not escape BBcodes (Mods, Server Messages etc.)
●  Load EntityClasses.xml on world load again, not program start
●  Increased HP on bear and zombie bear
●  Zombie dogs, dire wolves, Grace, and bears now drop loot bags
●  Grace now harvests for rotting flesh
●  Adjusted loot in dropped loot bags
●  Improved graphics reflection probe settings for Ultra
●  allow respawn on/near backpack/bedroll even if it was removed after the spawn window was shown
●  Updated harvest/destroy events on several props to only allow salvage tool disassemble
●  Removed liquor boxes from truck bed in survivor_camp_01 to prevent the truck from spawning sideways
●  Updated Little Bear to use its own hand item with a shorter range
●  Removed unneeded and misspelled tag from armorCommandoOutfit
●  Localization updated
●  Updated calculation values for mobility penalties on medium and heavy armor
●  Removed smallTopAttachments such as reflex sight and 2x scope from rocket launcher
●  Quests now allow shared progression but only the first three quests each day count towards tier complete.

Fixed:

●  RemoveHooks causing null ref on dedicated servers.
●  More challenge fixes for permadeath.
●  Fixed the ability to get incomplete quest on base_military_01 from bypassing switches
●  Fallback shader added in SpeedTreeStandard.shader.
●  QA issues with house_old_victorian_03
●  QA issues with house_old_pyramid_03.
●  QA issues apartments_06
●  ParticleSystemSpawnRateLimiter added to forge workstation, chemistry station, camp fire, fire barrel, and torches. The emission scaling is now governed by the particles video setting percentage.
●  Adjusted AlphaStart of SemiTransGlow material used by SMG and Shotgun turret cones. I also added logic to better balance the transparency between day and night time.
●  QA issues addressed in gas_station_03
●  cabin_04 texture issue
●  pants clipping on store_clothing_02
●  Fixed Neck sliding off body for Zombie Yo
●  modern_01 SI & texture issues.
●  missing paint in house_modern_08
●  SI issues in docks_03
●  Inventory slot encumbrance not updating until you navigate away the UI and back.
●  Pink trees on macOS with Metal renderer
●  Turned off 'custom vertex streams' of root particle system renderer of p_blockdestroy_earth.
●  Performance drop and inventory corruption for impossibly high quality items.
●  Death on respawn from damage on ragdoll.
●  Sinkhole should not break the hordestone.
●  RWG/Navezgane is generating maps with gaps in water. Also fixes decorations not being placed in underwater biome
●  Graphics reflections from probe being dull or flickering on rougher surfaces
●  Dead zombies still play their pain sounds when hit.
●  Vehicle Action Set not being removed when detaching from vehicle (e.g. from death) if the console window is open.
●  Display error with Tier Add showing 0
●  Purple mountains and trees on M2 Metal renderer
●  Fallback shader added to SpeedTree8.shader as some MacOS Metal based systems can't compile the existing one
●  Graphics AA FSR having increased flicker and blurriness from additional AA
●  Exploit: Gas Cans in Generator Bank dupe on pick up
●  Updated medical healing items to work properly when healing others with Physician perk
●  FSR quality changes could take a while for texture sharpening to update
●  Quick Swap being updated when switching to the dummy slot (i.e. empty hand)
●  Dragndrop equipping doesn't refresh modded to nonmodded items properly
Last edited by SylenThunder; 24 Sep @ 5:26pm
b317 HOTFIX:

This update does not delete the Pregends yet!

Changelog b317:

Added:

●  RWG traders can be closer to each other on 2k, 3k and 4k worlds
●  AI waits to play alert sounds if far from players
●  store_book_04 POI

Changed:

●  Enabled graphics jobs on Windows
●  Improved screamer spawning rules to account for a wider range of player activity (ActivityLevelToSpawn 100>25, SpawnChance .7>.2, CooldownDelay 15>4, CooldownLongDelay 22, CooldownNeighborDelay 4>3)
●  RWG trader minimum distance to others only applies to same trader type
●  Updated voice device audio options localization to make it clear that it is only for voice.
●  Improved when AI alert sounds can play again on same target
●  Improved AI random and alert sound delays
●  Updated material for POI switches to reduce the damage done by cop explosions

Fixed:

●  ADS with Reflex Sight on New AK47 Skin Issues
●  Pregen04KA and Pregen04kD are missing traders.
●  Windows 7 players that cannot load ControllerExt.dll no longer crashes during bootup of game
●  All shotguns have an ADS reload animation glitch
●  The Steam achievement "Dig Deep" can be completed by teleporting
●  AI played alert sounds randomly after first alert
●  zfighting on the curtain rods
●  stoveElectricModern_01 and stoveElectricRetro_01 seethru glass
●  Host is the only one that hears Trader Greetings.
●  store_book_01, did a pass on reducing how many books were in the store section of the POI, removed about 40%
●  trader_bob, moved Bob back one meter, so when interacting with him, the camera isn't so close to his face, other small lighting and prop optimizations
●  Fixed fur shader scaling issue that was causing small bear to flicker
●  Launcher adding debug info to boot.config
●  macOS issue with EAC due to graphics jobs switching in boot.config
●  RWG did not reset usage data for the next generation
●  RWG was not clearing generation data when done
●  Zombie mutated feral & radiated hand item still referencing cop puke sounds.
Last edited by SylenThunder; 24 Sep @ 5:26pm
V1.0 b325 EXP (b326/237/238 Hotfixes)

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:
<Your_Steam_Library_Drive>:\SteamLibrary\steamapps\common\7 Days To Die

Alternatively, find it by:

  1. Right-clicking on the game in Steam
  2. Selecting "Properties"
  3. Going to the “Installed Files” tab
  4. Clicking “Browse…”
  5. Opening the “Data” folder
  6. Opening the “World” folder

We’ve made significant improvements to RWG since the original Pregen worlds for EXP. We want you to enjoy these enhancements, but we also respect your current save games and want you to continue playing if you wish.

You can also download the EXP Pregens here: Google Drive Link[//]

We’ve made significant improvements to RWG since the original Pregen worlds for EXP. We want you to enjoy these enhancements, but we also respect your current save games and want you to continue playing if you wish.

Thank you for your understanding and cooperation!


We are preparing for stable next week.

Have an awesome and fun filled weekend,
The Fun Pimps




b328 Hotfix:

●  Fixed: Twitch bit commands not working

b327 Hotfix:

●  Fixed: save game breaking NRE spam resulting from dropped molotovs

b326 Hotfix:

●  Fixed: hotel_02 not spawning

B325 Changelog:

Added:

●  Inventory UI Audio Drugs & Candies
●  Inventory UI Audio Trophy
●  Inventory UI Audio Books
●  Inventory UI Audio Coal
●  Inventory UI Audio Door Knob
●  Inventory UI Audio Gas Can and Oil
●  Inventory UI Audio Short Iron Pipe
●  Inventory UI Audio Dyes
●  Wilderness_filler_20
●  Filter server confirmation texts and server names in progress window.
●  RWG township outskirt district parameter to scale down tile count
●  RWG country towns have some rural tiles
●  RWG mountain stamp smoothing
●  Prefab editor: ControlShiftV paste preview also shows terrain blocks
●  Engine fire SFX for vehicles
●  Locked slots in inventory can be selected per slot
●  Pregen04k1, Pregen04k2, Pregen04k3, Pregen04k4, Pregen06k1, Pregen06k2, Pregen06k3, Pregen06k4, Pregen08k1, Pregen08k2, Pregen08k3, Pregen08k4, Pregen10k1, Pregen10k2, Pregen10k3, Pregen10k4 for v1.
●  Player ragdolls have stand up animations
●  Wraparound navigation for DPad navigation. If there is nothing to select at the edge of the UI, selection will be made from the opposite edge of the screen.
●  Downtown_filler_05 as tier 3.
●  Remnant_downtown_filler_23
●  Added Trader Voice Actors to credits
●  Xml, loc, icons, mats, and prefab variants for tvCRT_PlayerOff and tvCRT_PlayerOn to prevent confusion/inconsistencies with icons and placement preview
●  Wilderness_filler_13
●  ItemStackGrid cycling. Press the back/select/touchpad button to cycle through active item grids (inventory, toolbelt, loot containers etc.). If you are holding an item in the draganddrop slot, it will attempt to find an empty slot to select.
●  Adjusted fur, added glowing eye, and brightened up flesh on Zombie Bear

Changed:

●  NpcTraderTest is now using Trader Hugh model and voice
●  Max Health reduced properly for sprains vs. breaks
●  Rearranged the props behind Trader Rekt to see the menus a little easier
●  RWG District to support alternate names like forest_rural
●  RWG DuplicateRepeatDistance default to 1000
●  RWG has reduced chance that duplicate POIs are near each other or for empty tiles
●  RWG mixer mintiles set to 0 does not increase the chance to get that tile
●  RWG preview only shows POI meshes on Highest setting
●  Improved RWG plains, hills and mountains terrain generation using smaller tiles, better blending and mountain grouping
●  Improved RWG street tile height smoothing to the surrounding terrain by using a box blend
●  Improved forge rendering performance when burning or crafting
●  Optimized electric shock effect. Added toggleable shock effect to character shaders.
●  Deleted EXP Pregens
●  Made the box shader showing land claim sky high beams instead.
●  ChunkTransparent material render queue changed from 2000 to 2500 (Fixes grass rendering over chunk glass)
●  Updated tags on several props to allow harvest of pipes and radiators to count towards harvest challenges
●  Removed drop bags from all animals except Dire Wolf and Zombie Bear
●  DismemberMultiplierHead set to 0 on Dire Wolf and Zombie Bear
●  Hybrid cursor/DPad navigation for controllers. Left stick can be used to toggle to the cursor at any time. Pressing a DPad button will revert to the directional navigation.
●  Restored scaling of traderHughSignInteriorPrefab to prevent clipping issues
●  Excluded the extends of tags and index on modular rope set to prevent misleading nav icons for the polymer harvest challenge
●  Increased HP of Dire Wolf
●  Increased DMG of Dire Wolf hand item
●  Updated buff lists and weights on hand items of Zombie Bears and Dire Wolves to be more deadly
●  Adjusted XP on little bear and zombie bear
●  Rwgmixer limited sawmill_01 to spawn only in forest, burnt forest and snow biome. Also rural_outdoor_wedding_01 to spawn in forest.
●  Sawmill_01 reduced the amount of spawn chances.
●  Hotel_02 replaced red coolers for yellow coolers.
●  Rwgmixer.xml added spawn biomes for rural_outdoor_wedding_01, snow and burn forest.
●  House_modern_24 optimization pass reduced 307k verts / 87.5 tris. Added triggered sounds
●  Roadside_checkpoint_05 added sound to draw the player's attention.
●  Removed duplicate coolers in aaa_block_props
●  Updated mat for Trader Bob Interior Sign with no lights
●  Adjusted RWG country town and mountain settings
●  Limited RWG spawning of gateway straights to min 0, max 1 as these cannot have traders
●  Restored controller settings for cursor sensitivity, hover speed and cursor snapping
●  Improved handling of combo box and pager gamepad callouts that work consistently with both Dpad and Cursor navigation
●  Default controller binding for inventory while in vehicles now the same as the onfoot inventory binding
●  Extra security for ensuring on console platforms changing inputs to a controller will always use that platforms icons
●  Improved contextual usage of the right stick when highlighting paged lists and combo boxes with the virtual cursor.
●  Updated colliders on clothes half shelves to allow projectiles to pass through them easier
●  Remnant_downtown_filler_19 changes made based on feedback
●  Remnant_downtown_filler_12 reduced verts from 358k to 326 and tris from 147k to 136k
●  Hotel_02 added visual aid to path
●  All military POIs given siteMilitary theme tags and 500 distance.
●  Apartments_02 added elevator sound. Minor blocks update
●  Remnant_downtown_filler_19 changes made based on feedback
●  Updated tvBlockVariantHelper with new tvCRT player versions
●  Dismemberment adjusted the lifetime of the parts during blood moons
●  Updated localization for resourceNailDesc
●  Serverconfig.xml to reflect new pregen names in world list comment.

Fixed:

●  Swapping toolbelt while throwing timed charge results in invisible weapon
●  Stun baton charge animation missing when moving it to a different toolbelt slot,
●  Disabled dynamic batching. Fixes cases where motion vectors for skinned mesh renderers such as zombies were being drawn through walls, causing visible distortion with TAA or FSR enabled.
●  Big Biome Decos spawning inside POIs.
●  Replacing blocks does not reset number of upgrade hits.
●  Error when dew collector is destroyed while a player has its UI opened
●  The 'RightArm' and 'BothArms' animation masks were both missing the roll joints causing some really ugly deformation on the arms when poses were played through those masks
●  Controller cursor gets stuck off screen when the save confirmation dialog is shown on the world gen preview window
●  Default input for news screen set to relevant mode on consoles, not Keyboard.
●  Trader_hugh tree clipping
●  Missing texture in remnant_house_20
●  PC Xbl Online games freezing game on exit
●  Load audio creating source objects when beyond max distance
●  No trader teleport when riding on a 2 wheeled vehicle
●  Ambient stinger sounds play too often
●  RWG sloped highways not smoothly blending height to street tiles
●  Forge did not update effects when crafting stopped until the window closed
●  Warnings logged about convex meshes
●  Effects Textures do not refresh after quality settings change
●  Punching while an item completes repairs and returns to that slot while punching fix has had a regression.
●  Player corpses play pain audio when struck.
●  A thrown rock does not make a sound when it strikes a target.
●  Fixed MultiBlockManager error spam when joining a Prefab Editor session as a client. MBM will now correctly initialize in client mode, supporting client side MultiBlock terrain alignment functionality.
●  Fixed logfile argument passing in Linux dedicated server start scripts
●  Fixed land claim boundaries not being cleaned up.
●  Picking up empty workstations creates a loot backpack for a short moment
●  Weapons sometimes require toggling mod twice to turn back on after repairing.
●  Clients were able to perma sneak attack in combat
●  Ranch_08 terrain density issue
●  Countrytown_business_01 missing textures.
●  Plaster casted leg instantly heals if they break it again
●  Male assassin outfit can be seen clipping into camera when wrenching
●  Drape texture
●  Treasure quests have the red symbol for no quest progression.
●  All completed quests count toward progression on relog.
●  Messy bunk bed clipping issue with blanket
●  Forum Report: Storage Crate upgrade issue in MP
●  Gap in skin when holding 1 handed item
●  Wooden Signs description
●  Description for Scavenger Boots needs correction
●  Wrong variable names used for localization strings on crafting challenge reward quest
●  Prevent index OOB error when closing the map screen due to pager counts changing.
●  Quest tier progression count and quest limit debuff are not accurate.
●  Fixed ordering of face buttons on the controller layout diagram
●  Right stick paging not working while virtual cursor is active
●  Unplugging a controller on PC reverts to keyboard controls properly.
●  Inventory radial menu can be used while in a vehicle
●  List of guns that are missing reload animations from 2nd player perspective with SDCS characters
●  Deploying a junk sledge causes other junk sledge in hot bar to be deployed with altered quality level.
●  Hazmat radiated color variants have orange limbs when dismembered
●  Guard tower SI issue in football_stadium POI.
●  Moved the Duplicate Repeat Distance field to the Prefab Tags tab.
●  Prefab clone constructor not copying over the other prefab's `ThemeRepeatDistance` and `DuplicateRepeatDistance`.
●  Prefab Editor not giving unsaved changes warning when Difficulty Tier, Theme Repeat Distance or Duplicate Repeat Distance was changed.
●  Farm_08 fixed mispainted textures and terrain density issue.
●  Stop console error if item stack swap icon fails to load
●  Mismatched textures in office_03.
●  Path jump exploit in theater_stage_01
●  Missing driveway part on house_old_bungalow_01
●  Hotel_ostrich curb adjustment
●  Warehouse_01 missing part of catwalk.
●  Farm_17 missing texture.
●  Janitor zombie's dismemberment issues
●  Inmate zombie has striped texture on hand after dismemberment
●  Theater_stage_01 roof wrong zombies early breakout making path confusing.
●  Zombie cop and mutated zombie stand up to "puke" when they have no legs
●  Misspelled localization lines
●  Fixed Suggested Chinese localization edits
●  Remnant_church_01 collapsing windows frames when picking up food pile
●  Vehicle tire colliders using wrong shape
●  Downtown_strip_12 fixed mispainted texture.
●  Players were trying to head look during ragdolls
●  Clients on P2P or on a server receive duplicated turret ammo/other similar placeables
Last edited by SylenThunder; 24 Sep @ 5:28pm
V1.0 b332 EXP (b333 Hotfix)

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

Fixed
●  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

b332 Changelog:

Added:

●  Chimney Cap Large Smoke Ambient Sound
●  Inventory UI Audio - Plant Fibers & Crops
●  Inventory UI Audio - Various Resources Batch 1

Changed:

●  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

Fixed:

●  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
Last edited by SylenThunder; 24 Sep @ 5:29pm
V1.1 b4 EXP

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:
  1. Right click on 7 Days to Die in your Steam Library
  2. In the windows that opens, Click on 'Properties'
  3. Click the 'Betas' tab on the left side of the panel
  4. From the dropdown in the top left, select 'latest_experimental'
  5. Now the game will begin to download
  6. Once it's completed, start playing!


V1.1 b4 Changelog:

Added:

●  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

Changed:

●  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

Fixed:

●  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
Last edited by SylenThunder; 24 Sep @ 5:30pm
V1.0 b336 Hotfix

Hey Survivors!

We're back with our latest hotfix, v1.0 b335. 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!

www.x.com/7daystodie
[h1V1.1 b14 EXP[/h1]

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

Changed:

●  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:

●  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
Last edited by SylenThunder; 24 Sep @ 5:14pm
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