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How to participate:
Here is what changed from b309:
● 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 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
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
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:
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:
● 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
● 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
● 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.
● 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
This update does not delete the Pregends yet!
Changelog b317:
● 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
● 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
● 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.
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:
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:
● 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
● 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.
● 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
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:
● 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
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:
V1.1 b4 Changelog:
● 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
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
Hello Survivors!
Here's the b5-b14 Changelog:
● 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