Default Cover

7 Days to Die

Game Title

2013

Year of Release

Alpha 18b155 Part 2

Patch:

Oct 03, 2019

Release Date:

Notes:

Thrown Items In multiplayer games, thrown items were moved by the server, which means if your computer was not the server you would see a delay when you threw an item and see lag in its position updates and collisions with the world. In A18 we added a Physics Master system that lets the player’s computer that threw the item spawn and run the item’s physics, so you get the same lag free throwing as a single player game and they will accurately hit other players. Many thrown items have been resized and had their colliders adjusted, so they are easier to use. Molotovs have a smaller radius and a more forgiving distance check to players, so it is harder to set yourself on fire. Rocks and snowballs can be thrown much further now which is useful to lure zombies away from your backpack or a POI you want to sneak into. New Terrain Blending, New Unity Distant Terrain & PBR Terrain Textures We have integrated a new terrain shader that blends the terrain textures in a much more natural way. With it we can do interesting things like base the texture weight on slope angles (e.g. grass grows on relatively flat terrain only and steeper surfaces have eroded stone etc). Along with this we have converted our old distant terrain to use Unity’s distant terrain giving us much more fidelity in the distance as you can now see details like erosion and higher resolution mountains and plateaus. If that wasn’t enough we have overhauled all the terrain textures not only in a higher resolution but also to support the new PBR art pipeline. New Random World Gen Random World Generation has been overhauled to use a new custom in-house solution. This new system uses a combination of artist driven graph networks, and improved programmatic algorithms to distribute custom artist created height map stamps for the terrain geometry and unique biomes, along with smart systems that control placement of roads, bridges, towns, and designer built POIs. With each new seed generation, a new and exciting world is created for the player to explore. The game now includes 3 8k generated worlds. POI Locations We’ve re-imagined dozens of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences. We optimized and re balanced all existing quest-able locations and re-balanced all locations in the game. We have also created many brand-new locations. These locations are all setup to support a variety of quests of 5 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 101 new locations and counting. Some of the new or re-imagined locations include: Modern houses Burnt businesses Burnt houses Burnt remnant/abandoned Old west businesses and business strips Old west remnants/abandoned More house remnants/abandoned New lodge Updated auto parts store Trailer park Trailers Army camps Army barracks Fire Station Funeral home Diners Fast food Garages Water towers Reflections Reflections are shown using reflection probes. We added a new reflection manager that tracks multiple probes and blends between them to reduce hard transitions. Probes now update based on player movement or changes to the world, instead of all the time, which can give an increase in FPS. AI, Animals and Zombies We have made a variety of improvements to the game’s AI including: A coyote and mountain lion were added. The mountain lion uses the new animal leap ability. The demolition zombie was added. Beware his explosive charge! Zombies have a new rage mode. There is a chance when damaging zombies, based on the game difficulty, that they will move faster for a short amount of time. This add more variety to combat. Sense sounds have returned to the game. They are played when hostile AI investigates a noise. Hostile AI no longer investigates player noise at the exact position of the player, but rather picks a spot somewhere on the player’s breadcrumb trail based on how well the AI can hear. Some types of hostile animals may flee when injured. Zombies will now fight bears or wolves that attack them. Zombies can ragdoll when they fall. Sleeper volume triggering was improved. Vehicles Vehicles have had several improvements done to them: Steering, tire rotation, bicycle pedaling and the gyro rotor can now been seen moving when looking at other player’s vehicles. Vehicles fall more accurately and riders can take falling damage. Damage when colliding with the world is more accurately calculated and less land claim damage is done. Using the hop action on two wheeled vehicles lifts the front tire more, so it is easier to drive over obstacles. Vehicle UI, locking and passcode interaction was improved. Mining Overhaul Mining has been overhauled and made much easier to find the ore you need. Now there are brand new 3d surface boulders of each ore type identifying where matching ore can be found below. What you see is what you get. See Lead, mine it and below the boulder will be a new lead textured underground ore that matches the surface boulder. Each boulder has a unique look so they are easy to identify at a distance what type of ore it is. These boulders are uncommon so there are still many deposits close to the surface that can only be found by digging. Server administration (config changes, console commands, etc) Due to a change in Unity the -logfile argument now seems to require an absolute path passed in, otherwise no log is generated at all Added serverconfig option “ServerMaxAllowedViewDistance”, allowing to limit the view distance clients can use to save memory and performance. Added serverconfig option “ServerMaxWorldTransferSpeedKiBs”, allowing to override the data rate limit which is applied while transferring the world files to new clients. Changed serverconfig option “DropOnDeath” values to now match the “DropOnQuit” values, thus also now allowing “nothing” as a valid setting and shifting all previous values by 1 Added serverconfig option “BedrollExpiryTime”, allowing to specify after how many days of owner inactivity a bedroll will no longer prevent zombie spawns / quest respawns Added console command “gfx dt 0/1” to toggle the distant terrain rendering Added console command “gfx pp ssrdist/ssrit/ssrq” Added console commands to “mem” to control garbage collector (type “help mem” for info) Updated console command “killall” ‘alive’ and ‘all’ parameters to work correctly and updated help Added console command “spawnentityat” takes stepXYZ parameters Updated console command “getoptions” now also allows filtering by substring Updated console command “exportcurrentconfigs” now also exports rwgmixer when run from main menu Modding Support Support for localization from mods – not pushed from servers yet Custom journal entries can be added XUi: Reworked adding/overriding UI sprites. ItemIcons now go to “<\mod>/UIAtlases/ItemIconAtlas”. The new system can also be used for the regular UIAtlas that is used with generic XUi sprites (“<\mod>/UIAtlases/UIAtlas”) or completely new custom sprite atlases (any other folder name in UIAtlases). Added sprites can be any size (a sensible limit would be 1024×1024 though) and aspect ratio. Created atlases are dumped to disk for inspection when the game is ran with the argument “-exportcustomatlases” Asset bundles from mods are now loaded on game startup instead of when contents of them are first used (e.g. due to spawning an enemy the first time) Allow blocks to have particle effects from custom bundles Mod XML method “removeattribute” Fixed an interaction issue with custom multiblocks XUi: Added support for stash-buttons to “windowBackpack”. Example usage is commented out within that window’s vanilla XML XUi: Allow MaxSpawnedZombies/Animals to be added to the XUi XML for the new/continue game window XUi: Applying a “style” attribute when using a control is now supported XUi: Fixed texture file references not working on macOS Added New reset_books parameter for ResetProgression action Pathing will cross 1m ladder gaps Log when the Origin changes Player vomit sounds VehicleManager signature error message, load message and counts to save message Mark server admins (permission level 0) in player list TGALoader grayscale image support Advanced Engineering reduces material cost of forge recipes up to 20% AudioSource for Alerts, senses, giveups AI SetNearestEntityAsTarget max hear distance parameter and set on animals to be about 5m farther than max see distance AI SetNearestEntityAsTarget plays sense sound when investigating noise Wandering hordes are disabled in playtest mode 4 second delay after world gen to ensure cleanup is done Vehicle steering and tires sent to remotes and FixedUpdateMotors is run Flag players that died during blood moon as invalid GPS AI Director blood moon 1.5 sec update delay for targeting Entity Physics Master system so clients can run physics Occlusion video option Bandages, First aid bandages, first aid kits and splints now give XP Physician perk now gains 20% more xp per rank for using medical items Gas can schematic recipe to loot and traders Encumbrance journal entry after you get the buff for the first time Grenade sound effects & explosions Machete sounds with custom impact overrides Vultures will get battle fatigue and stop attacking for a while Battle fatigued vultures will not circle toward far players Air conditioners and new car radiators models drop radiators when destroyed Powered vault door & vault hatch 3 new craftable player lights. Unlock via schematic or electrician perk Electrical schematics to loot and traders Craftable power doors and bridges. Unlocked via schematic or tier 4 of Advanced Engineering 4 new modular pc models Modular Desktop PC Basketball Hoop Yeah Science offers a 20% crafting speed boost to all items crafted at chemistry stations Advanced Engineering offers a 20% crafting speed boost to all items crafted at table saws Empty cans can be forged New icons for dyes that match the new colors Garment Bag & Modular Closet Rods Advanced engineering ranks 3 through 5 give you 20, 35 and 50% XP for kills electric based turrets make Blacksmith and Tinkerer perks now give you faster crafting time on anvils and workbenches Master Chef now lets you cook 10% faster per rank HeldItemRoot for AddPart to be able to attach parts to held items Advanced engineering grants a 20% crafting speed bonus to items crafted at workbenches, table saws and cement mixers HitSound and GrazeSound overrides for melee weapons. Stone sledge as example TrapIncomingDamage passive effect CVars can now be displayed on buff popout and in buff list. See cold/hot temp buffs Coal ore model New 3d lead ore model to surface to easily spot lead ore mines Iron ore surface boulders to distinguish iron ore mines Zombies set short controller and physics heights when start as or turned into crawlers Reflection Manager ModMeleeClubMetalChain with 10% knockdown chance MeleeKnucklesLeather as a T1 brawling weapon Buried Supplies Tier 2 quest Cargo storage pocket mods for clothing that reduce encumbrance by 2 that are unlocked with needle and thread book Animal leap ability Changing the held item during weapon reload cancels reload Syncing of junk turret targets over the network Entity ownership list Demolition zombie Sleeper volume trigger modes (Active, Passive, Attack) Player breadcrumb system AI SetNearestEntityAsTarget investigates player noise using random distance breadcrumb Sleepers go active from moderate noise at .9m outside the volume GenerationInfo.txt for host side only, contains various generation info and original seed World Size ruleset switching 4k biome and terrain to rwgmixer.xml Urban combat book allows crafting of cigars Forge schematic Military stealth boots which have no stamina penalty and muffle movement sounds Item random spin when thrown Cosmetic dye slot to assemble window Mountain lions spawn in the snow biome Military fiber schematic and added to loot and traders Coyote to desert spawns AI RunawayWhenHurt param1 is chance to flee when hurt and a minimum health needed to trigger Wolf type AI will RunawayWhenHurt 40% of time when below 10%40% health New firearms plus ammo to loot groups Occlusion whole chunk culling Properties to control grazing hits EntityPenetrationCount passive effect and hooked up to perk Ability for ranged weapons to penetrate multiple targets Logic to cause blocks to take away 1 penetration point for every 100 max block hp Soft particles are enabled when water particle limiter is above .5 Traders now have vehicle parts for sale, and complete vehicles Clean Densities button to level tools 2, setting all densities to default value, either within the current selection or if no selection in the whole prefab Held items spawn with random stats. Crafted items are not random Clothing spawns with random stats. Crafted items are not random Duct tape and leather to most tool recipes to keep them from being mass produced for big profits at traders Vehicle parts schematic items and added them to loot Fireman’s almanac modification. Unlocks an axe mod that does 25% more block damage but 25% less entity damage Pure mineral water, unlocked by Wasteland Treasures Double barrel shotgun to loot and traders AI attack motion estimation uses a random range Zombies when damaged have a chance based on difficulty to get a move speed boost for 410 seconds Zombies can ragdoll when falling more than 2m (spiders immune, ferals cap at 70%) New block concretePlateCorner Dismember chance is scaled by damage / max health ConcretePlateBroke04 Added breaching slugs Army Truck Craftable storage pocket mods to modify clothing and decrease encumbrance, unlocked with needle and thread book Sewing kits, loot only, needed to craft non primitive clothing, armor and their mods Blackstrap coffee, a super strong long lasting coffee unlocked by one of The Art of Mining books Diamond blade tip modification that doubles tool durability that can be crafted when reading one of the Lockpicks to loot and traders Schematics for table saw, work bench, chemistry station, and cement mixer Coyote prefab and adjusted xml Mountain Lion Art of Mining Bundles (allows players to craft bundles of ore to save inventory space) Roughed in spear damage and power attack damage Cardboard pallet prefab Gun parts to shotgun messiah boxes Dynamic recipe costs for all firearms and power tools New materials for all new weapon and tool parts All firearms can be scrapped into specific gun parts such as ak47 Parts, pistol parts, etc Fuel tank mods for motor tools Craftable Ghille suit gated by the sniper book series Path start position motion estimation AI slows down near end of path and won’t turn when close New note to players inventory from the Duke of Navezgane when they start a new game Block VehicleHitScale for vehicle collisions, removed heavy hit based on mesh tag and setup blocks (road debris and small cactus x999, signs x8, shopping cart x4) Vehicle hopForce forward offset, so front tire lifts more on 2 wheelers and motorcycle does wheelies Prefab instance name and volume count to sleeper console command Modular Firewood Stacks Janitor Cart Cow Skull Claw Foot Tub Modular Rope & Noose Sleeper Volume Grouping (added volume group ID and save/load, properties UI, selection box orange color, ] key to group with previous, shift ] key clears group id) Toaster Firefighter’s Helmet Ice machine prefab Modular Hoist Set Wood Burning Stove Entity minimum step/height (rabbits and chickens can step .5m) Lockpicking for Locked containers Explosions do crits if >10% of max health Kneel stuns do ragdoll 25% of time and 100% on a crit Left and right floating railings Block IsCheckCollideWithEntity which CheckCollisionWithBlocks uses to only do bounds checks on blocks needing it (x2 performance) Beer crafting to tier 4 of master chef Add a way for buffs to play gender neutral sounds Tier 1 questable oldwest_business_10 Optimization: Entity Ticking Oldwest_strip_01 Tier 2 clear/fetch/cache ready for playtesting Logging of time scale when changing with //enter keys Household Coffee Maker Chandelier Commercial Coffee Maker Soda Fountain Spawn menu will spawn along a left to right line, 1m apart, when alt key down Candelabra Washing Machine Model Domed Trash Can Brute style trash can Pool Table Large Pet Cage Hand Truck Reptile Terrarium Minimum zombie dismemberment chance on death of 50% (heads 30%) if killing damage is strong enough New food piles Utility Carts Tilt Truck Classic Dog House Orange sunrise in the pine forest 10% chance to harvest military fiber from barracks chairs Ower attack vocalizations Sound effect for swarm of flies Custom recipe read sounds Add xml setting onslopes=”true” to prefabs in biomes.xml Dry fire sound New town site selection function. Still needs some work but is functional asis Trap block material creak warning Item Break sound Vehicle turbo button toggles it when using a controller 3 new pre-generated 8k random gen maps for those who don’t want to wait generating new custom maps PREGEN01, PREGEN02 and PREGEN03 Remnant_house_10 to the project and rwgmixer 3 new loading screen textures replacing the old ones 13 missing POIS to the rwgmixer.xml file Gfx tex command calls UnloadUnusedAssets Gfx st budget/forceload console commands Gfx tex console command to show texture usage info Gfx dt console command help Anisotropic filtering is disabled if 3 GB or less of VRAM Biome feral night born zombies will be old and die at dawn Zombie super rage Streaming texture budget is set based on VRAM size Gfx af console command Pumpkin seeds that can be planted and grown into pumpkins to enjoy the fall build. Craft pumpkin bread, pumpkin pie and pumpkin cheesecake to feast on. Craft Jack O’ Lanterns to add a spooky night light and celebrate Halloween! Changed 8k maps can have up to 10 total traders Player activity drains less food/water. Added a base drain. Broken item sounds now play when pressing the button instead of waiting for tooltip All biomes have night time zombie spawns How some items are shifted to check if there is a difference on AMD Decouple bedrolls decaying from landclaim settings Fire_station_01 refactored, tier two 15 guys 4×4 has much larger inventory Glass jars, drinks, windows, etc. scrap to broken glass. Sand or terrain blocks do not scrap but can be smelted in a forge Thinned out harvestable crops in field prefabs Reduced radius of car explosions to 3.5m Vehicle reset does not center steering Odd/even check back to bit check instead of mod Audio lowest and highest pitch default to 1 Removed audio pitch down on entities that were not a local player Added pitch tags to the appropriate sound nodes in sounds.xml Updated shaders for Vulkan and removed DX9 support Improved duration display on items that provide buffs Optimized Vector2i by changing x and y to fields Drowning displays the time left in seconds Removed black dusters from the game since you can dye them black now Duke’s Casino Token can be scrapped for brass Reduced gas craft component time since gas is more granular now VoxelMesh MeshCollider cooking options to none for less CPU use Even Odd calculation to use modulus instead of bitshift Thinned biome spawning of zombies in all biomes & increased zombies at night in the wasteland Wolves have a higher chance to flee in combat UI World Generation now clears data BEFORE starting to load game Brand new infection system. Infection is easier to contract when you have low health than high health. 1% is barely infected, at 100% infection you die. Stage 1 lasts one (real time) hour and up to 14% and has no side effects. Stage 2 lasts 3 hours (up to 57%) and is 25% stamina recovery. Stage 3 lasts 3 hours and is 35% stamina recovery and 1 to all attributes. You die if it reaches 100%. Getting hit may increase infection. Take antibiotics to cure infection, such as honey, herbal antibiotics, or pharmacy grade antibiotics. Antibiotics lessen stamina recovery penalty by half while curing. Crafting drinkJarBoiledWater does not require a cooking pot but is very slow without one Empty cans are not used for drinking or boiling water More mods work on more weapons Have bedroll show its covering area just like the land claim when placing it down College jackets boost run speed by 10%. Arms/letter stay white, the body part accepts dyes Bedrock texture now appears the same as stone Repair and harvest of blade traps is simplified Attributes cost less at higher tiers now Nerfed gas crafting again. Now you get 10k gas for 1k shale. Burning shaft mod doesn’t use a torch in the recipe but oil and gas instead Rebar frames require 20 concrete to be upgraded to reinforced concrete Crucible costs much more and isn’t sellable to the trader Crucible is now under rare tools group and secret stash Buffed feral/radiated zombie block damage by 50%, except for cops Burnt cripple zombies now do full damage Moved physician perk from craftsmanship perks to influence perks since it no longer unlocks any crafting items Iron reinforced club model no longer changes its icon when barbed or spiked mod is installed Construct concrete bags now drop cement instead of concrete mix Slow metabolism only reduces hunger 5 to 25% instead of 10 to 50%. Slow metabolism Perk to Iron Gut perk. Iron gut reduces chance to get food poisoning and does the things slow metabolism. Iron Gut also increases consumable buff duration 10 to 50%. Clamped player ragdoll time to .5 secs All helmets allow eyewear. Some show visuals of eyewear but full faced ones do not. Now using Autodesk Interactive shader also on transparent meshes (e.g. glass) Vitamins do not heal but grant disease immunity Zombie cop vomit does less damage to wood/iron bars Removed perk charging bull from perk list Traps require oil instead of duct tape in their recipe Gas costs more shale to produce. Air drops have = chance for any loot group to spawn Replaced dead shrub with dead branch texture to save draw calls Removed hoes from the game. They might return in a future alpha as a landscaping tool. Farming no longer requires them, simply place a farm plot and plant a seed. Command getoptions now also allows filtering by substring Working stiffs crates and destroyed forges have a chance to drop bellows and crucibles The encumbrance buff on the HUD shows how many slots you are overweight Vehicles have a terminal Y velocity instead of clamping with max velocity Increased vehicle xz drag when no driver It now costs 1 paint per face to paint instead of two. Grandpa’s learn’n Elixer is cheaper to craft Renamed Brass car radiator to brass radiator since they are dropped by generic sources now Traders have more forged steel Optimized Progression calculated levels (localPlayer tick is 4.5 times faster) Steel AP crossbow bolts are unlocked by Rangers guide to archery Vault doors and hatches require mechanical parts to craft Console command exportcurrentconfigs now also exports rwgmixer when run from main menu Increased AI per ally block damage boost to 20% Starting to sprint while zooming will unzoom and start sprinting A zombie hit can increase the degree (counter) of an existing infection if the attack procs that and the proc makes it past the player’s infection buff resistance. Try a hazmat zombie. Improved shadow transitions Day time fog look, and darkened night time fog Increased all gas harvest and crafting x10, increased fuel usage x10 so that chainsaws and augers were not gas hogs Gyrocopter is faster and gets better mileage. Limited the hit indicator sound to ONLY ranged Reduced resource rocks they are not needed in abundance with new mining Workstation prices have been increased and are all for sale at traders Nerfed gas harvest from vehicles Set all hand items and weapons to not be read/write enabled to save memory Desaturated cowboy boots and icon so dyes show better. (Note icon will appear updated after the next atlas bake) Adjusted black dyes to appear more uniform Sleeper volumes to not trigger from players standing on top of them Updated abandoned_house_02 to use skinny eaves Turned off sound on p_electric_shock_small particle effect for now Reduced thrown item drag and velocity Deleted OnDisableLight and removed from prefabs Small clean up and put skinny eaves on abandoned houses 38 Improved LightLOD init Blue and green dyes to be less saturated and cartoony Craftable gas barrel cannot be sold to traders Networking handled in background threads Shopping baskets are now plastic Cigars scrap to plant fibers, mining hats and football helmets scrap to polymers Removed storage crate recipe since its in the wooden furniture helper menu now Removed legacy asset wood_painte2. Lowered number of concurrent GPU threads to possibly help with device lost Improved AI RunawayFromEntity Timid animals run from hostile animals Split logic up into server side and client side All weapon and armor mods have the word mod at the end of the name and their schematics so it is clear it is a mod. Improved boss Grace (AI aggressive to players, destroy area, territorial. Slightly smaller. Moves slower. Longer range and more damage) Decreased wolf attack delay, range and damage, Increased for dire wolf Decreased bear attack range/sphere values Reduced bear, boar, canine and vulture hit check delays Scrapped over 250 block recipes which will reduce lag in the crafting menus All tier 2 and above weapon and tool recipes require parts and scale ingredient costs based on quality level Lucky Looter to match new less granular loot table Goggles that boost looting to match less granular loot table Helmet light mods and gun light mods now use flashlights instead of headlights Improved sleeper volume dialog Lowered price of mining helmet Loot lists overhauled to match the A18 setup of tiered item types. All T2 weapons and T2 armor and all Basic ammo types can be found in loot. Shotguns one shot wood blocks AI SetNearestEntityAsTarget investigate time to 3060 second range Sleepers go active when player .3m inside the volume Reduced number of spawned arrays for GPU driven stamp caching Nests were too low in the snow biome Adjusted thrown explosive colliders Cloth is now made from one cotton istead of two (I thought it was klunky having one left over cotton taking up space in inventory and too grindy making bandages early game) Armor does not come with random dyes Vultures no longer spawn in the snow biome, slighty increased odds for bears and dire wolves to spawn in the snow Install a bellows into a forge to smelt faster. Install an anvil into a forge to craft faster. Unified all t1,t2 and t3 weapon prices. Increased sell back price from 15% to 20% of value. All armor recipes scale in ingredient costs, so it takes more mats to craft higher quality armor. Recipe amounts for armor and some armor values Military Fiber recipe creates 10 fibers since acid is so rare Military clothing uses less military fiber to craft Flagstone blocks craft faster Iron Fireaxe and Claw hammer require leather and duct tape to craft Unified common ammo supply counts at traders Workbenches cost 2k at traders Cement mixer costs 3k, chemistry stations cost 5k. Removed one row of encumbrance by default. Changed pack mule perks to unlock 3,3,4,4 and 4 encumbrance slots. Cleaned up default item mod spawning to use list of item names or tags Mods no longer have a rarity, there is now cosmetic_mod_chance for things like dye Creative window can now add dyes to clothing Order of mod checking so that one can re dye a found dyed clothing/armor item Buffed wolf and boar damage Buffed boar hit points Shotgun slug recipe was too expensive Repair kits are now made with forged iron and duct tape All food and drink stack sizes are now 10. Food resources (uncooked foods) are 125. Medicated bandages are 10 med kits 5. Pills are 20. There are only 2 types of armor increasing mods and they can be installed in both light and heavy armor Reinforced wood and metal reinforced wood blocks upgrade to cobblestone. Block replace tool keeps density of replaced block if either replaced and replacement are both terrain or both nonterrain Held items rebalanced on entity and block damage. Melee got about a 20% boost, arrows and firearms basically unchanged. Low end tools tend to have more block damage. All weapons and armor now use repair kits to repair Iron clubs now use iron, leather, duct tape and wood to craft Stack limit on parts to 50 Furniture drops less leather when harvested Ore piles are often found where ore veins exist close to the surface. Improved zombie jump accuracy and added distance variation Player gains stamina back 20% faster. This should result in not getting exhausted doing basic activities like mining. Power attacks and sprinting still drain stamina quickly The stone axe upgrades blocks faster Mining hat is now a tier 1 heavy armor. Removed feathers from junk loot, and reduced feathers in nests Mining helmets do not have an innate light feature but spawn with a helmet light mod preinstalled Increased quality of player UI 3d model SS Reflection video option to Off, Low, Medium, High and used for the 4 graphics quality presets Sand that is smelted into forges will display as sand in the forge. Recipes will also list sand instead of glass. Nerfed gas found in loot Improved farming by changing tilled dirt terrain to a planter like block that is much easier to plant seeds in. You gain 1 HP/Stamina per player level instead of increasing this value with attributes. Boss grace to have 0% head dismember Increase the default settings for claim duration UseTimes is now a float to allow for more range in degradation Optimized Light LOD code All armor and most armor mod recipes require sewing kits Plant fibers can be crafted into grass seeds for decoration purposes. Recipes that you have not unlocked will default to telling you how to unlock them. Improved player placed light shadow modes vs distance Lights to decrease range instead of intensity with distance Items have up to 4 mod slots. An installed mod increases weapon damage by 10%. Weapon damage is increased by 10% per item quality tier. Canned food has no chance of food poisoning Farming rebalanced. Allows increased harvest of wild plants. Schematics allow crafting of seeds without a perk. Reduced birds nests 50% Tallow is no longer used in the game. The wrench no longer repairs. It only harvests and has a power attack. It gains no benefit from Miner69er. Thrown dynamite does more damage and costs more to craft. The nailgun has no quality or mod slots The anvil and tool&die set forge tools are not gating any recipes Grease monkey requirements are now INT 2,4,6,8,10 Scrapped the T3 armor mods, increased base armor values. Reading books/recipes does not have an eating animation and does not cause weapon switching. Item mod schematics do not require perkYeahScience to craft. Removed hammer and forge perk tree. Added forge crafting to Advanced engineering and reordered each perk and its requirements The quality that an item is crafted at is unlocked by the governing perk such as Shotgun Messiah. Bullet tips, casings, gunpowder, and the 4 basic ammo type recipes are not gated by any perk. Forges do not require an anvil or crucible to be installed. Removed steel bullet casings and bullets. Added AP and JHP ammo types. Many vehicle interactions to be server controlled and server owns that data Vehicle Service and Storage access is allowed for non owners if unlocked or passcode entered and also when it has a driver Vehicle Service and Storage UIs to not close if driven, but if vehicle moves away Vehicles can’t be locked if being driven Vehicle passcode button is hidden if not locked Vehicle damage to update the Service UI instead of closing it Nerfed bandages to only heal 5 health. Nerfed medicated bandages to heal 20, and large health kits heal 40 Pipe bombs, dynamite and molotovs have more velocity when thrown and reduced time to charge max velocity Decreased molotov radius damage Increased HE rocket block damage Deleted Ninja Movement perk and merged with from the shadows Local player check if entities are render visible to use distance to camera not player Removed player camera blend to 3rd person, since it would extend your hit range Xml event triggers can no longer use name=eventType, only trigger=eventType Cleaned up zooming to reduce camera clipping with sights Reverb mix values for exploration Moved Gunslinger to Agility. Stay Down! is now called Pummel Pete Heavy Metal is now called Skullcrusher. Removed old Skullcrusher perk tree and head shot damage is now tied to each attribute Master Chef Rank 3 perks are merged to rank 4 and rank 3 is now army cook which lets you bulk craft stews and certain foods Moved Automatic Weapons to fortitude and renamed it Machine Gunner Adjusted animal move/panic/turn speeds Increased timid animal vision angle Increased path point reached distance when sidestepping Improved AI blocked distance, sidestepping and direct movement AI returning home to use aggro speed (at 80%) Deleted self medicated perk from Fortitude Optimized EntityAlive updateCurrentBlockPosAndValue Adjusted starter quest note from Noah about the Duke Moved master chef perk to strength Crossbows and Compound bows crafting is governed by archery Optimized HUD target/crosshair update and reduced garbage gen Dropped zombie loot bags stay in the game 1200 seconds instead of 300, or around 7.5 hours instead of under 2 with default game time. Adjusted mass of 2 wheeled vehicles Increased vehicle self damage DropOnDeath options now match the DropOnQuit options Shift left clicking item in modify window to make error sound if item can’t be installed instead of moving to toolbar or for vehicles it always moved to storage Alt key in prefab editor to show all sleeper volumes in see through mode Vehicles do not have quality tiers Optimized entity events/effects Writing decorations now only every minute (if changed) Fixed problem that decoration save game file grew over time too much Physics Auto Sync Transforms to off, which is faster Kneel stun test (strength) to be x2 on crits ApplyExplosionForce to be a single burst on rigid bodies, use a max BlastPower of 100, have much higher force and use RadiusEntities Ranged weapons other than crossbows do not fire underwater Entity to not push if has root motion (AI, expensive) and not to push other if it can’t be pushedNPCs to can’t push Triggering of player in water sounds and have a volume based on movement Streamlined tutorial. Now you only have to craft plant fiber shirt and plants, 1 arrow instead of two, and only 1 frame instead of 3. Recipes for campire were changed from 8 stones to 5. Plant fiber pants and shirt now only need 5 fibers instead of 10. Bedrolls only need 10 fibers instead of 20. Wooden Clubs need 5 wood instead of 6. Stone axe needs two stones instead of 4. Bones stack higher and are more granular so that harvesting perks scale better It is possible to harvest bones from small animals Set default on fluorescent light from 5 to 2.5 Spawn menu to spawn entities slightly closer and only .5m above look position Removed old “free camera move” mode (alt key) Stability calculations: pretty big performance optimization Imposters: less white lines between triangles Vending machines no longer have prepared food or raw ingredients, only canned food and drink Optimized bookcase_full and concrete destroyed 05, pole.0125, pole.025, rebar, security gate centered, table, stairs_railing, stairs_railing_metal, table_pole.025, trap barbed fence, trussing, deco pole round quarter center, railing, trussing bent, trussing centered, window boarded, wood_debris03, wooden_rail Duck Music when musical stingers play Pack mule strength requirements are lower. Removed legacy modern houses from the project added new modern house to random gen Spikes no longer snap to terrain but flatten it out instead, like a wood frame Pass n gas sealed crates now only drop good and relevant loot Better Barter selling rates are nerfed to 5,10,15,20,30% discount. Zombies respawn faster in the wild, aggressive animals respawn much slower, and prey respawns the slowest Smelting stone and crafting cement were too slow Increased rock/snowball throw distance Allow Block Destroy properties to be scaled with the existing HarvestCount passive Change harvesting payout structure Removed 32 bit Windows support Removed: Perk magazines that temporarily increased an attribute and a perk. Removed: Placeable TNT block. Change: QoL, Spear can now be thrown through broken windows and iron bars via bullet HM Change: QoL, Spear can now melee attack through iron bars via bullet HM Expose block repair xp to be modifiable Nerd glasses no longer improve crafting quality. They increase XP by 10% and increase intellect by 1. Traders do not sell QL6 weapons Improved XP and cash reward on T5 quests Increased backpack retries when falling out of world Dye will scrap to paint Reduced file size of the 3 loading screen images by 75% saving a couple of Meg of memory without compromising the quality Give trader inventory a full reset. Updated many POI xml tags with better zoning, and allowed townships Added Name(s) to entity death logs Fixed RWG maps are not guaranteed to have traders business_old_04 (cabinet shop) has roof si issue Crafting workbench uses modded tools from your inventory in the recipe GPU stamp caching wasn’t using the correct value for outputMultiplier Client’s don’t benefit from perkLuckyLooterDukes Zombies won’t attack hatches nor climb ladders if covered with a hatch Typos in the rwgmixer.xml Docks collapses when you pick up the barrel. Minibike has a dead spot where player can’t interact Sawed off double barrel reload animation not scaling with reload speed Vehicle placement is getting difficult again (improved placement) Improved UVs on iron bars to work with wood grains Falling bridges in b122 After 4 years of fighting bridge bugs we finally got them fixed. Please test all Navezgane bridges again and remember these words of caution “You breakamybridge and I breakayourface!” Quest reset randomizer code rerolls the same Motorcycle interact dead spot around handlebars All bridge railings so they are not turned around inside out TGALoader not using 255 alpha for 24 bit images Mining hat shading artifacts Still proximity issue with dropped molotov (reduced sized) Navezgane Bomb Shelter Missing faucet in kitchen Player “damage taken sound” doesn’t play anymore God Mode desync after teleporting Broken harvesting Molotov and flaming arrow ignore game difficulty damage rules Crawler zombies can give you a sprained leg debuff when hitting your chest or head. AI SetNearestEntityAsTarget calling SeekNoise twice Bears and wolves attack zombies but zombies wont fight back Zombie bears would target zombies and move to them Quest Rewards would display invalid negative bonus. Some textures are blurry when starting a new RWG game Towns very often have duplicated poi’s When another player is riding the bicycle the players legs do not move Stunned zombies still connect hits Newly created character joins during Blood Moon Event has no safety Graze center entity check could sometimes hit self Army trucks do not place flat Green trees in Nav snow biome at gas_station4 Explosions can cause void holes in the terrain AddPart action holding on to old references causing bat flames to show on other items Player planting tree seed as soon as tree falls will lose the sapling when tree dissolves Clients throwing items is buggy Hand thrown items go straight through other players College jacket shirt is red, but should be white WoodDestroyed06 block placed side by side will render one side transparent Hatches have “butterfly” physics enabled when they fall Switching to melee while reloading a ranged when zoomed would cause an FOV of 0 Fixed empty food can rotation. Buggy shadow casters on luggage Scrap helmet doesn’t allow eyewear but other full head helmets do Int glasses effect can be used twice via active toolbelt slot Mod texture references in XUi not working on macOS Hatch can be used to push your way through walls Player can be catapulted/glitched thru CLOSED hatch doors like an elevator Using poles to fool zombies Batteries cannot be charged with repair kits When planting corn, you can see the alpha? Texture Dogs can still remain standing when killed Landclaim block preview doesn’t represent the actual block placement Custom journal entries cause errors Blocks can not have particles from bundles Make UIAtlas overridable with new multi atlas system FoV setting can be set outside of valid range Player does not take fall damage while mounted to a vehicle TreeDistance exploit Ragdoll NRE for client XUi controls do not apply styles Some files from mod bundles were only loaded on first access, causing long delays during gameplay Trader lights are blown out Seeded containers dont reset with quests Bridges break when driving over them and are now smooth with a gradual ramp. Pigs attack when you damage them unless you’re on/in a vehicle ArrowHelper block left inside funeral_home_01 and updated its imposter Search in journal now does a full title and description test When loading alternate ammo on bows proper ammo type doesn’t show Hitmask overrides were not working on melee weapons Bow zoom does not remain after shot with rmb held down Weapon zoom prevents basic game control Sun and moon light shadow crawl Female characters left buttock looks distorted Female character has boob issues Male and female UMA characters have chicken legs Reloading when zoomed in doesn’t zoom out Eating animation, activated from backpack, shows in hand item twice Player feedback impact sound playing on non ranged weapons Players having two UpdateLightOnPlayers and always force updating Exploit: Open character menu while using a consumable Burning shaft mod gfx is cancelled by wearing or changing clothing/armor Campfire ui open and running will cause extreme lag and fps drop Command smoothworldall not working with worlds outside of the game’s Worlds folder Cabinet broken door had broken uvs causing a black spot Area around paths was being flattened to far out via socket height LightLOD global scale could scale itself when light reused Held torch light clipping through world Player and weapon controllers each calling reload events Buried Supplies treasure radius reduced. Buried Supplies distance reduced. Zombie AI pathing issue when breaking blocks to get to the player Sleeper volumes could spawn additional sleepers at respawn positions Sleepers could be awakened at range but won’t attack Explosions using wrong sound name to notify AI of noise Heatmap activity from noise not reduced by stealth Hunter mod is missing description part that tells you which weapon it is for Explosions doing no block damage on radius 1 (radius and damage are now decimals. radius is fully used. explosion damage starts from actual position with falloff starting at .5m. optimized) Favorited recipes shall ignore the categories when favorites are toggled. Quest items should be anchored to the top of each crafting tab. Pocket mod showing up in clothing Player can walk over tree stump as if there was a ramp on it AI entities can’t be hit by Items when they spawn until they move or attack Throw action not throwing when looking down Player’s wall torch leaking light and not using game’s shadow quality setting Wall torch fire being misaligned Most zeds spawn as Twins Player can heal themselves when landing from small or bigger heights AI high blocked range being too short, so trying to jump over Long and compound bows, charge function is not working NRE in SetVisible when deleting a sleeper volume and saving Burnt zombies didn’t do as much block damage as other zombies Feral cop puke did not do massive block damage like they are supposed to (1 damage instead of 240) Jumping with JumpStrength of 0 would leave entity in a jump UI scaling option not applied Mem command errors if world is not loaded Sawed off shotgun sound was not playing when using sawed off shotgun sound Player placed lights not updating or disabling with distance from camera and added 60% distance increase Zombies don’t remain in destruction mode long enough, prefer futile paths to player Debug HUD “Spawning” not showing the last one (just 3) Time stingers are controlled by music volume control When wearing a mining helmet on a bicycle you cannot turn it off Smelting times reset when chunk is reloaded XP pop out value is not updated on second block when upgrading blocks. EntityItems waiting 5 ticks to appear (visible check now uses camera distance, so sooner) Removed unneeded import material from pipe bomb collider Charismatic nature perk doesn’t buff other players as described Buff stacking for buffs procced by other players was not working over network Crafting timer doesn’t advance properly when the chunk is unloaded Double swing with melee weapons Weapon hold and camera breaks when switched when zoomed in Crafting items finish nearly instantly after the first slot is cancelled Matts in crafting queue are lost on relog Holding shift key does opposite speed affect on a couple circumstances Smelt in system of forge carries over time to dragged over items Clients see bow hold animation of other clients holding a club Hunting rifle reload animation Smelt in system of forge carries over time to dragged over items. XP gained shown when level up is reached is limited to amount required to level up. Entity RotateToGround jittering on flat terrain, rewrote math and added springiness UI ItemStack dirty flags (always updating) and optimized UI array access Fleeing animals will get stuck in corners or run into walls (Bigger random angle. Shorter paths. A large AIPathCostScale now makes paths that don’t go through blocks. Run away short paths switch to random escape direction. CalcPositionInDirection not height testing correct position. Missing ambient stingers. Jacket (white one) when worn will render upper torso transparent. Smoking minibike when placed/spawned. Mushrooms can be damaged when run over by minibike. Wandering horde has too many duplicates side by side (Spawners, except biome, try 3 times for a different id). Vehicles are a base wrecking machine (vehicles do half damage to land claimed blocks and make the sound, use driver’s block damage scale). Request for having bikes (2 wheelers) not do damage to blocks when they fall over after dismounting (increased minimum velocity required to damage and reduced damage amount). Vehicle doing more damage on collision separation, block check could fail and block hits tended to undo the motion and repeat the damage. Restored sleepers roll on animal/zombie spots. 4×4 defies physics when parked on a drawbridge (added doors wake nearby vehicles when opened/closed). NRE when server is shutdown via terminal window. Zombie crippling (Percent of health that a hit does is now the chance to cripple scaled by LegCrippleScale). NRE when setting a door passcode in prefab editor (ignore if null). Death anim is not playing for various deaths. ObjectiveZombieKill and ObjectiveAnimalKill now allow comma delimited target lists. ObjectiveTime would never trigger complete. Exception when using “Show Facing” before a prefab was loaded. Entity collision Rigidbody reducing fast movement of character controller (fixes). Torches burn and warm you when underwater. Stepping off the top of a ladder or stepping down a 1m block does not generate a heavy fall/impact sound. Teleport using the map was moving you to the spawn position while editing or playtesting a prefab. Vending Machine auto buy time being 50% longer than a day and incorrectly scaling by DayNightLength. AI Manager errors on clients. AI SetAsTargetIfHurt ignore percent was too low. Deco pole round quarter was missing a polygon. Wood crown moulding now uses local uvs. Entity animateYaw applying time scale to delta time. Fix misalignment issue with TrackSet reader. Some bridge imposters not unloading as fast as other blocks on the bridge_wood1. Fix truncating issue with reader sample data. Optimized forge texture ram, deleted old spec and unneeded metallic texture. Hatches don’t always open on the first try. Allocations in AstarPath.Update (added a large LevelGridNode pool). Trees relocate to surfacelevel for clients when grown in inactive chunk. Animal death anims not ragdolling when over. Deer not using death anim. Animal dismemberment (was never called, fixed finding bones, added bone alignment and scaling, made lower limbs remove upper too, fixed black streaks from scale of 0). Upper leg gore prefab not having any mesh objects. Dismemberment was not allowed on dead entity legs. ERR Unknown particle effect: impact_bullet_on_resourceWood when shooting air supply crate. Lowered stamina cost for jumping is not mentioned in parkour description. Billboard shape preview rotation does not match placed block rotation. Spawn probability of radiated zombies is not scaling. Dynamite will not explode in player’s hand. Placeable blocks can disappear when placed where there is no preview. AI nightmare speed was barely faster than sprinting. Burning Barrel sound persists in pause menu. Ranged attacks defaulting to bashing damage, which caused huge ragdolls. Profiles.sdf player height exploit. Laser sight does not work until weapon is reactivated on toolbelt slot. Some outdoor decor model textures didn’t stream. NRE spam when radiated vulture lost its leg and survived. Known Issues Terrain may appear grey. Changing any video option setting will correct this. RWG has some road issues. RWG may cause blurry textures right after it is generated. Restarting the game will fix this. Large FPS drops may occur if texture streaming is “OFF”. Repairing item results in using hands and item. Buried Supplies Quest may fail when arriving at location. Taking aim with night vision goggles show like you don’t have them turned on. Dropped time charges and molotovs are ARMED. Stealth goes to 100% when an ally/party member cuts down a tree. Game doesn’t shut down properly on PC and Linux after long play session. Trader Jen has a male voice. Backpacks may vanish if death is on a steep slope. Killing with auger & chainsaw does not reward any XP. No sound effect when refueling auger and chainsaw. Placing solid blocks under burnt wood 4 makes it go invisible. Rapid fire with the bow can break its animation. Hunting rifle reload can go out of sync. Bike continues sprint speed without stamina. Zombies can push the player into the void if they fall on top of the player while in a 1 wide hole. Zombies can still dig while doing their pain animation. Missing water in POI’s. Boats collapse at docks_03 Haulwell Freight Co. Arrows/bolts appear to stick in air short of touching body (they still cause damage). Anemia may not disappear on death. AMD 5k and 6k cards may have flashing triangles on the ground. Low VRAM GPUs may experience low frame-rates. Mac reflections may cause color issues in general or brightness issues on movement. Mac: Stun/Bleed may cause overly strong screen effects, please lower intensity of stun/bleed/knockdown in buffs.xml until we can fix it. Linux machines with 8 GB RAM may crash on generating RWG worlds or loading into RWG games. Linux machines using dynamic music may have an exception and crash.

Platforms:

PC (windows)


7 Days to Die Series

No Other Games in this Series