Author Archives: Sascha Elzner

V1.0 Official Release Notes 06.20.24

7 Days to Die 1.0: Important Dates

Here is the current schedule. Note some dates are still subject to change.

  • June 21st – 7 Days to Die 1.0 Experimental – Streamer Weekend Steam
  • June 24th – 7 Days to Die 1.0 Experimental – Public Experimental Steam
  • June 28th  (Tentative Date) –  Console Edition 1.0 – Wishlisting PS5 & Xbox Series X/S
  • July 15th  (Tentative Date) –  Delisting the Legacy Console Game from digital stores
  • July 25th – 7 Days to Die 1.0 Official Stable – Steam and Microsoft PC
  • July 25th (Tentative Date) – Console Edition 1.0 – PS5 and Xbox Series X/S launch including a 25% Discount on the purchase of the new product for Legacy Digital owners of the PS4 and Xbox One Telltale Edition. (Discount Subject to Console Policies)

Version 1.0 Streamer Weekend

If you missed the News 7 Days to Die 1.0 Streamer Weekend Event will begin: THIS FRIDAY, June 21st at 12 PM CST. Fans will be able to see over 270 streamers from thirty countries, in sixteen different languages in this three day event.

7 Days to Die 1.0: Over a Decade in the Making

After nearly twelve years of early access, the highly anticipated Version 1.0 release of “7 Days to Die” is here!  This momentous milestone marks a significant evolution in the survival horror genre, paired with an updated release for current-gen consoles coming in just a few weeks. 

The 1.0 Edition brings more optimizations, polish, quality-of-life improvements, new content, new features, and new gameplay systems than ever before.

If you have never played 7 Days to Die or you have not played it for a while, you’re going to want to check out version 1.0. Building on an already amazing foundation, this update sets the bar even higher for the survival genre.

Post 1.0: Roadmap

For us 1.0 is a huge milestone and it will bring parity to the game on all platforms and sets us up with the tools and engine pipeline to deliver even more content, updates and new features faster and better to all formats including crossplay and so much more.

Here is a high level preview of our post 1.0 features Roadmap stay tuned:

7 Days to Die 1.0 Official Release Notes

New HD Character System

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

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

New Player Armor/Clothing System

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

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

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

New Animal Models

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

  • Deer, stag, wolf, and mountain lion.
  • Coming in a future patch: Bear, zombie bear, boar, Grace, vulture, rabbit, snake, and dire wolf, coyote and vulture

These updates will be released progressively in patches as animation and rigging are completed, adding more lifelike and detailed creatures to the survival experience.

New Challenge System

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

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

New Vehicle Models

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

The update has many improvements including:

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

Random World Generation Updates

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

RWG Game Improvements include :

  • Faster Creation Time: The time required to generate new worlds has been significantly reduced.
  • District Density Calculation: Improved calculations for better urban planning and layout.
  • Biome Distribution Variants: New variants to create more diverse and interesting world biomes.
  • Road Smoothing: Enhanced road generation for smoother and more realistic paths.
  • Bigger Cities and More POIs: Approximately 50% more Points of Interest, with larger cities and more wilderness locations.
  • Chunk Reset: Improved chunk management and resetting for a more seamless experience.
  • Performance POI Placement: A new POI placement algorithm has been implemented to keep cities more performant placing lighter weight POIS around more expensive heavier weight POIS
  • The Burnt Forest Biome is back in newly created and Pregen RWG maps

RWG Tool Improvements Include:

  • New biome distribution presets include:
    • Biome Layout
      • Center Forest – Default
      • Center Wasteland
      • Circle – Biomes arranged like a pie chart
      • Line – Biomes arranged like a layered cake with 90° rotations i.e. Forest to the South Wasteland to the North
  • Burnt Forest is back!
  • District Colors
    • Light Blue = Rural
    • Yellow = Industrial
    • Blue = Commercial
    • Grey = Downtown
    • Green = Residential
  • Darker Colors of each above are lower density POI’s like remnants
    • Red = Traders
    • White = Wilderness
  • Spawn Points in the forest can be seen when zoomed into the map. They are small X’s on the country roads and are near wilderness POI’s within 1km of a trader.

New Points of Interest

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

Notable additions, improvements and efforts include:

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

New Zombie Variants and Zombie Updates

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

Notable additions include:

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

World Lighting Graphics Update

The shader programming and technical art team have been busy adding in an overall improved lighting model that looks amazing. Improvements include:

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

Optimizations

We have worked hard to optimize the game for all SKUs. Efforts to make the game run on the consoles has paid off. Many optimizations have been done including:

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

Massive Progression Update

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

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

Legendary Crafting

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

Dew Collector Overhaul

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

Enhanced Gore System

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

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

Updated Road Decals

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

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

Twitch Integration Update

The latest update introduces exciting new features for Twitch integration:

  • Small Zombies: A new command that shrinks down the size of zombies, adding a fun and challenging twist to gameplay.
  • On Screen Extension: Interactive Twitch features are now displayed directly on screen, enhancing the viewer and streamer experience.

These features provide more interactive and engaging content for both players and their audiences.

New World Borders

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

New Upgradeable Player Chests

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

Environment Art Update

The environment team has been busy with many new art updates that will further immerse you for 1.0 experience including: 

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

Block Shape Updates

The environment Art team has been busy with many new block shapes to build with.
162 new shapes added to fill in missing shapes to roofs, railings, poles, stairs, and many more.
A few notable ones include:

  • Wedge Stairs Railing Left, Right, Tip Left, and Tip Right
  • Wedge Stairs Railing Metal Left, Right, Tip Left, and Tip Right
  • 6m and 8m long ramp sets
  • Wedge60 Windows set
  • Broken and Empty versions of all Bulletproof Windows (POI’s)
  • Also note the addition of a new Radial Menu option:
    • Copy Shape And Rotation

Enhanced Audio

Sharpen your ears, survivors! The latest update includes enhanced audio features:

  • Updated Ambient Stingers: More dynamic and immersive ambient sounds.
  • Variety of Bird Chirps: A larger variety of bird sounds to enrich the environment.
  • Inventory management sounds: Unique sounds for moving various item groups in your backpack

Enhanced Particle VFX

We have enhanced many of the particle effects to be better, more realistic and performant. The latest update includes:

  • All new blood and dismemberment VFX particles
  • New block destruction and block physics VFX particles
  • New Explosion VFX particles
  • New Shading system for smoke and fire
  • New Vehicle VFX including rigid body destruction

Trader VO overhaul

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

Don’t worry your favorites Trader Rekt and Trader Jen still have the same actors but all new lines and new functionality. New functionality includes:

  • All traders now have their own unique voice
  • Traders have more than 200 lines each with story bits and strong hints to relations between traders
  • Subtitles will be translated to all supported languages

Gamepad Improvements

A ton of work has gone into improving Gamepad Support to make it control better, more intuitive and have native console features including: 

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

Modding Notes

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

TFP News Screen

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

Server Administration

Changes to serverconfig.xml:

  • Setting “SaveGameFolder” has been removed. It is now always based on the “UserDataFolder”
  • New setting “IgnoreEOSSanctions”: Allows ignoring EOS sanctions when players want to join servers. Defaults to false

Changelog including b309:

Added 

  • RWG preview shows player spawn locations on terrain as + 
  • RWG big cities can have two gateways per side 
  • RWG big cities generate a highway bypass ring
  • RWG final log shows the total time 
  • RWG biome layout setting with Center Forest, Center Wasteland, Circle and Line options
  • RWG previewer will not save or allow a New Game and shows world name in red when a world of the same name exists
  • Rwgmixer township biomes property which restricts to the listed biomes 
  • Rwgmixer citybig for 8k+ maps and restrict to wasteland 
  • Rwgmixer <prefab_spawn_adjust> biomeTags which limits to one or more biomes 
  • RWG POI spawning limits based on surrounding density in world 
  • RWG preview coloring for districts and traders 
  • RWG trader types are each in their own biome
  • RWG Previewer cancels generation when a cancel input is pressed and shows the current state of the world 
  • RWG Previewer asks if you want to save the world when returning to Editing Tools
  • RWG random biome stamp scaling and small rotations 
  • RWG preview camera moves 10x speed with shift key and clamps near ground 
  • RWG preview left click resets camera 
  • RWG prefab loading skips prefabs without tags
  • RWG map_info.xml has seed number 
  • RWG logging of next random number at various steps
  • RWG township distance property to override default of 5
  • RWG forest and burnt forest specific mountain and town mixer values
  • RWG wasteland specific city mixer values
  • RWG UI message “Warning: Changing these settings may break trader progression”
  • RWG town planner uses a lower tile count minimum (5) of each township type until success
  • Vehicle hit bounce when destroying larger trees
  • Vehicle hits can cause ragdolls also from their base velocity and improved upward force
  • Vehicle seat “pose” property which sets VehiclePose in animator 
  • Vehicle max velocity setting adjusts faster when increasing
  • Vehicle wheel rotation speed smoothing and clamping
  • Vehicle part modRot property which sets rotation of modT if has a mod with tag else 0
  • Vehicle support for tail lights 
  • Setup vehicle truck 4×4 tail lights 
  • Vehicles have interaction prompt when looking at physics colliders
  • Vehicle truck headlight glow lights and dust 
  • Vehicle truck light bar shown based on light mod 
  • Vehicle truck light bar glows and dust 
  • Ability to copy block rotation and shape at the same time
  • Option to always use english cardinal directions on the compass independent of the game language selection
  • Block/item CreativeMode property choice of Console
  • Entity property ItemsOnEnterGame skips CreativeMode Console items if not
  • Min Script sound command
  • Items show as missing item if item data was removed
  • Quad Pocket Mod
  • Turning animations for 3rd person player
  • Spaces to all names in sleeper volume groups UI
  • Min Script spawn command
  • Min Script waitalive command
  • AI active sleepers will sometimes be awake and wander
  • AI wandering sleepers use spawn position as center of wander
  • Sleeper volume trigger type Wander
  • Localization for urinalCommercialMounted
  • Min event actions AddPartFPV and AddPartTPV 
  • Terrain decals clip where separated from terrain 
  • Land claim placement checks player world bounds 
  • Skybox Atmosphere shader makes a fogged brown ground plane 
  • Fog when near the world border 
  • Players are pushed back from world border and shows toolbelt message 
  • Players can’t place blocks near the world border 
  • Player backpack movement is stopped at the world border 
  • Animal and zombie fade in/out (Added dither fade to Game/Character and Game/Animal/Fur shaders. Merged visibility checks to EntityAlive which manages fade amount. Added EModelBase Fade which uses MaterialPropertyBlock on LOD/E_MESH tagged renderers).
  • Activity Localizations on UDS. 
  • Min Script lightweight scripting system 
  • Sleeper volume properties Min Script edit box, load/save to prefab xml 
  • Grass shader motion vectors 
  • FSR rendering (set AntiAliasing settings to FSR Low, FSR Medium or FSR High) 
  • Challenge UI SFX and updated sounds.xml
  • Consoles  Language Specific Keyboards. 
  • Add tier buttons to POI Teleporter 
  • Localization sync for POI Teleporter filter 
  • Lights lodviewdistance console command 
  • Gfx viewdist console command 
  • Automove console sub commands gototarget, settarget, clearlookat, setlookat, line and orbit 
  • Explosive and Molotov item stacks can’t be dropped when armed 
  • Localized playtest biome selector 
  • FacialHairMaskType to turn off facial hair with helmets. 
  • Cop and radiated vulture mouth vomit particles 
  • Generic FastTags 
  • Dedicated Servers can decline to enforce sanctions, console players can’t join P2P Sessions with a sanction 
  • Improve messaging to the player about when achievement unlock is available. 
  • First testable version of big mama dismemberment with masking.
  • Don’t allow “Creative Mode” option to be changed on the Continue Game screen. 
  • Launcher does not add graphics API argument when one is already passed in manually as argument 
  • Allow rebinding AI freeze button 
  • The host of a P2P game can now kick players from the Report Player UI, this is accessible with a controller 
  • Censor Dedi Server ‘Message of the Day’. 
  • OnSelfEquipUpdate to allow triggered effects to be performed on the item itself. 
  • ArmorGroupLowestQuality buff requirement for new armor set bonuses…for real. 
  • Effect Groups to challenges when completed. 
  • Error logging for gamestages.xml loading 
  • Avoid displaying ingame text from blocked users. 
  • Filter UGC text  Server Browser. 
  • Player Reporting Window for UGC. 
  • Xml, loc, and icons for Theater Seat set 
  • Gfx texbias console command 
  • Dismembered head feral eye variation support 
  • GameEventHandling of using CVars for values 
  • Filter UGC text. 
  • Animal, human, zombie and vehicle occlusion 
  • Holdtorepeat input added to list paging, combo boxes and other UI elements that use right stick left/right to navigate 
  • Add Switch / Trigger “Hint” for players 
  • Localization for house_old_ranch_12  The McStab Residence 
  • Disabled controller controlled cursor, swapped navigation input to left stick. Added restrictions on being able to select category buttons, paging elements, window selector, tab selector etc. Combo boxes can now be selected directly and value can be adjusted using the right stick. 
  • Tabs in the UI can no longer be selected directly using directional navigation 
  • Empty inspect window has alternate control instructions for controllers + adjusted formatting. Dynamically switches labels if input device changes. 
  • Consoles  Switching Languages. 
  • Default selectable attribute for XUi Window Groups. If using DPad navigation this allows window groups to select a view component the selection should snap to when the window group is opened. Applied default selectables to applicable window groups in XUI_Menu 
  • Sprint lock input option added to prevent sprint being disabled when the player stops moving. Added a sprint icon indicator next to the stamina bar to indicate when the sprint is active. 
  • Chunk reset protection added to player placed vending machines. 
  • Entity SwapMats property (new version of ReplaceMaterialx, shares material assets, requires LOD tag) 
  • Window Wedge60 shape set 
  • Plate Wedge60 half, half left, and half right variants 
  • Enforce EOS enabled for submission builds. 
  • New helmet mods for each attribute, looting, xp, treasure finding and night vision. 
  • VPHeadlight emissive control 
  • Cube Corner Beveled Outside Corner to the shape menu 
  • Setting to opt into blocking text and voice chat outright, which will act like the player has CommunicationAllowed set to False. Defaults to Not Blocked. 
  • Initial WIP version of DPad UI navigation for controllers 
  • Block CanBlocksReplace property which allows a block to be replaced when placing new blocks 
  • CanBlocksReplace to road paint 
  • New rebindable player action called Swap Item/Quick Select: Press to swap between your current and previously equipped item. Hold to bring up a radial menu to quick select an item from your toolbelt. Adjusted some of the default controller bindings to accommodate. 
  • AI activity area (heat) cooldown and neighbor cooldown when triggered 
  • F8 heat info shows cooldown, improved colors and better position below FPS box 
  • Ai activityclear (also ac) console command 
  • InAir animation bool   Toggle Crouch no longer acts as a toggle when held down, will continually go down in fly mode
  • JumpLand animation trigger 
  • Small inair/landing example in 3P animator under Jump layer for 2 hand rifle 
  • Controller rebinding functionality. Button rebinding pages added to the Options > Controller options screen.  Slider for UI cursor hover slowdown sensitivity and toggle for cursor snapping added to controller settings.
  • UDS / Activity System. 
  • Improvement  Add a PostProcess Method for XML Actions. 
  • Aim assist camera slowdown improvements. Covers interactive blocks including loot containers, wall switches etc. No camera slowdown for items and interactives while in combat. 
  • Aim assist aim snapping. Initial commit. Camera gets nudged in the direction of a target if it was the last entity passed over as the player starts zooming a weapon or aiming down sights 
  • Added  Expanded controller options list and enhanced controller look/aim controls. Includes: controller X/Y look sensitivity, Y invert, look acceleration, move/look axis deadzone percentage and joystick layout options. Each be adjusted in Options > Controls > Options 
  • Zombie dismemberment SFX
  • Linux version checks configured system limits for appropriate values and prints warnings to logs if too low (number of open files, max mapped file count)
  • Trailer_07
  • Trailer_08
  • Show localized names in POI teleporter and allow searching them
  • Twitch Hordestone SFX (loop start, end, UI start) and updated XML
  • Twitch UI SFX for crappy loot, glass cube, sinkhole, tiny zombies
  • Workstation mods and crafted items are lost if the workstation is destroyed
  • Allow ignoring chest locks when debug mode is enabled
  • Vehicle engine pitch variations
  • Vehicles play a turbo triggered sound
  • AddBuff Gameevent Action now allows overriding duration

Changed 

  • Reduced RWG world edge radiation min size to 1 
  • Improved RWG finding extra player spawn locations
  • RWG highway generation uses a new algorithm 
  • RWG highway generation allows double connections between towns
  • Removed RWG mountains from wasteland 
  • Removed rwgmixer city from forest and reduce count by 1 
  • Improved RWG city layout to use a square core
  • Improved RWG POI spawning fallback to use a smaller size but ignore name restriction 
  • Improved RWG preview POI descriptions and added score 
  • Improved icon baking lighting of block models 
  • Improved RWG player spawn locations 
  • Improved RWG town planning quality 
  • Adjusted RWG township counts and sizes 
  • Rwgmixer <streettile> settings to be global 
  • Condensed rwgmixer format to a count and tiles property 
  • Balanced RWG lakes, rivers, craters, canyons, township and wilderness settings
  • RWG generates and previews worlds separately from saving them 
  • RWG Previewer does not load prefabs and stamps after the first generation 
  • Stamina recovery delay for power attacks lowered from 3 to 1.5 seconds in buffPowerAttackStaminaStunt 
  • New RWG biome generation algorithm 
  • Moved RWG wasteland biome to the center 
  • Improved RWG biome default percents and limited min/max range 
  • Improved RWG biome filler stamp 
  • RWG biome tiles to 1/4 sized 
  • RWG preview camera move up/down to camera relative and C key also moves down 
  • Improved RWG Creation UI layout 
  • RWG prefab loading skips folders containing path /Prefabs/TestImproved RWG stamping speed and memory use
  • Improved RWG creation biome stamping speed
  • Optimized RWG path creation
  • Hide prefab editor and rwg options on console devices.
  • Improved RWG creation messaging and logging
  • Adjusted RWG desert/snow mountain and town mixer values
  • RWG UI mountains slider caps at 50%
  • RWG UI plains, hills and mountains sliders at zero will show 100% plains
  • Reduce vehicle hits on ragdolls to 30% self damage force
  • Improved vehicle movement limit at world border
  • Set vehicle seat poses (0 default (non drivers), 15 for bicycle, minibike, motorcycle, truck, gyro)
  • Improved vehicle torque, max velocity and turbo data handling and xml format 
  • Reduced vehicle hit entity velocity decay at high mass ratios
  • Vehicle mod property enables modT if installed 
  • Vehicle part mod property to a tag
  • Shrunk size of vehicle interact colliders 
  • Spikes Trap Collision from a flat plane lower on the block to a cube that is slightly smaller than a full block. 
  • Removed cloth harvest from quest satchels to prevent exploit 
  • Improved player rules for when they can drink from water in the world 
  • Improved falling tree physics/colliders and vary physics based on size 
  • Improved falling tree to allow multiple ground hits and more that one entity hit with damage based on mass 
  • Improved falling tree network sync quality  
  • Removed spider zombie neck jiggle 
  • Early game medical crafting unlocks Fort Bites, Plaster Casts, and Recog can now be crafted in the campfire with a beaker and double the recipe cost 
  • Reduced the chemistry station blood bag cost of Fort Bites from 5 to 2 as they are fairly rare and double the cost in campfire would be too expensive 
  • Updated campfire categories by adding medicine tab and splitting up medicine and chemical items to match chemistry station 
  • Updated the crafting and fuel timers in workstations for better visibility against some item icons 
  • Improved 4×4 and minibike light emissive/glass 
  • Implemented First version of Global Progression. 
  • 10 quests required per tier change. 
  • Pocket mods of different sizes can now be installed at the same time 
  • Adjusted LOD’s on serviceTruckGenericPrefab so the ladder fades before the truck 
  • Sleeper volume UI always shows trigger index list and does not clear on type change 
  • Improved player ragdoll and death cameras 
  • Gamestages group names to a short format with sort digit 
  • Adjusted the light position on work_lightPrefab to prevent the light sphere from showing 
  • Updated icons for cntCabinetBottom and cntCabinetBottomRandomLootHelper 
  • Barrel Extender mods can no longer be installed into shotguns 
  • Adjusted spawns for GS140 to help prevent hordes from ending too soon 
  • Improved “Update Prefab Thumbnail” to hide the player, disable the sky and set background color to blue gray 
  • Decreased font size of writable crates to suit all languages a bit better 
  • Set wasteland to use new wasteland spectrums 
  • Update supply plane crate with new art 
  • Paint Cost for all textures reduced to 1 paint each
  • Terrain falling blocks to boulders of random sizes 
  • Improved explosion and falling block physics 
  • Improved falling block lifetime, death, velocity and out of world checks 
  • Revised Mumble’s initialisation logic to avoid spamming GameObject.Find throughout the loading screen. 
  • Increased TAA jitter and blending settings 
  • Apply Filtering to Author’s Text on Consoles, and only Filter Visible text. 
  • Reduced entity physics Collider mass 
  • New Player Map Format that divides the map into regions that also get compressed. 
  • Adjusted dog ragdoll colliders 
  • Improved rocket visuals and physics 
  • Optimized progression ModifyValue 
  • Updated stun baton with additional requirements to prevent players from using traders as charging stations 
  • Reduced fog, rain and storm weather frequency 
  • BlockShapeNew triangle indices use less memory 
  • Optimized equipment to use less data for empty slots 
  • ItemValue none serializes less data (Servers and Clients have to each have this) 
  • Limit number of max players when hosting a game on console devices. 
  • Refactor ActivityStateManager into RichPresence. 
  • Remove “dev” items and icon from the creative menu in console build. 
  • POI Teleporter dialog highlights the last selected entry 
  • Disable the entering game spawn button for prefab editor and world editor 
  • ModifyCVar TriggeredEffect now can use tiers for comma delimited list of values. 
  • Quest objective setup happens before any objective states get checked 
  • Removed Wood and Metal Desks from OversizedConversionTargets.txt to allow them to stack and have stability 
  • Recipe for Dew Collector no longer requires a Water Filter to craft 
  • Replaced Water Filter craft item with Gatherer, Tarp, and Water Filter tools in Trader inventories and loot 
  • Apartments_05 (T2  clear/fetch/infestation questable) 
  • Night vision to a white phosphorus style (new algorithm) 
  • Treasure Map and Buried Supplies Quest chests now set to destroy on empty to help prevent issues with broken loot container backpack falling through the world or despawning too soon when player inventories are full 
  • Chemistry Stations can now be sold to traders 
  • Refactored football_stadium POI (T5  clear/fetch/infestation/restore power questable). 
  • Optimized Utils Cleanup Materials to not generate garbage 
  • Commented out Needle and Thread books from loot.xml 
  • Updated tag and layer settings for theaterSeatUpFullArmsUpPrefab for collision to work 
  • Recalculated bounds for other theater seat prefabs 
  • Log messages for executed/denied commands from clients 
  • Optimized Game Object Pool getting an existing object 
  • Optimized chunk block entity spawning rate 
  • Aaa_school_k6_01 removed. 
  • Optimized chunk cluster access 
  • Optimized Chunk OnDisplay 
  • Removed obsolete Block RandomTintColor 
  • Optimized World and ChunkCache access 
  • Optimized entity/prop UpdateLight handling 
  • Optimized BlockValue misc and BiomeDefinition small funcs 
  • Optimized WorldGridCompressedData 
  • Optimized Chunk, ChunkBlockChannel, ChunkClusterList 
  • Optimized World chunk/block coordinate conversion 
  • Common main menu flow for enable/disable multiplayer. 
  • Renamed POI’s that ended in Co. to prevent double periods in quest dialog 
  • Perplatform login flow customization. 
  • Combo for locking backpack item slots now visible by default and chosen value saved with the character 
  • Optimized stone ax texture sizes 
  • Optimized hammer texture sizes 
  • Optimized nail gun texture sizes 
  • Optimized steel ax texture sizes 
  • Optimized chainsaw texture sizes 
  • Optimized wrench texture sizes 
  • Optimized ratchet texture sizes 
  • Optimized impact driver texture sizes 
  • Optimized bone shiv texture sizes 
  • Optimized hunting knife texture sizes 
  • Optimized machete texture sizes 
  • Machete metalness balance 
  • Increased maximum block types to 64k (prefabs convert on load) 
  • BlockValue parent offsets are in a faster format 
  • Reduced maximum item types to 16k 
  • Localization for house_modern_11  from The McStab Residence to Casa Diaz 
  • Sky manager _DayPercent shader property is a global 
  • Controller binding screen updated to use XUI buttons in order to be compatible with DPad navigation. Improved resolution of new controller diagrams and updated atlases. 
  • Added more options for the demo. 
  • DPad navigation adjusted to prioritize neighbors closer and aligned with the current selected element
  • Restrict total number of Player Profiles (On console) (+changed ProfileSDF to a static class) (+added tooltip functionality when item is disabled). 
  • Updated aaa_all_glass with new Window Wedge60 shape set 
  • Updated destroy particles for various trap blocks 
  • Updated fbx and xml UV settings for pillar50CornerPlate 
  • Updated colliders on fenceBroken1 and 2 to allow projectiles to pass around them easier 
  • Startup refactor to delay loading of `GamePrefs` till after save data is ready (for future change that will have a player prefs wrapper for some platforms). 
  • Explosion Damage does not seem to be working properly. 
  • Explosion resistance (blocks) isn’t correct. 
  • Restored breaching slug use on locked safes and chests 
  • Remove SaveGameFolder GamePref. 
  • Updated the colliders on the destroyed chem station to allow projectiles to pass around them easier 
  • Material of ceilingLight01_player and lanternDecorLightBlockVariantHelper to allow them to be scrapped 
  • Updated snowy dead bush, shrubs, and hedges to be included in the starter quest nav icons 
  • Updated the collider on the land claim block that was sticking out too far causing issues 
  • Explode split into ExplodeTarget and ExplodePosition. 
  • Overhauled the region reset command: The default behavior now respects all normal rules of the chunk reset system, and acts as a quick, safe way to trigger a reset on all unprotected chunks. Alternate experimental modes have been added for use in debugging, allowing users to bypass certain protection statuses when desired. 
  • Fix fly mode controller bindings. 
  • UI cursor for controller updates. Adds acceleration and slows down when hovering over interactive items. Swaps dynamically between a sprite based controller cursor and the system mouse cursor when swapping between controller and mouse. 
  • Updated planters with LODCullScale property to prevent floating plants at a distance 
  • Quest Tech Debt. 
  • Integrated Mega Crush and Water Icons
  • Integrated Candy Icons 
  • Aim assist camera snapping revision. More reliable aim snapping that calculates when the player first starts aiming and is less likely to fail due to obstructions to EntityPlayerLocal’s world raycast. 
  • Player walk speed is now variable based on how far the movement joystick is pressed. 
  • Load `SimpleMeshFile` directly into Native Mesh memory. Saves managed memory by not requiring pooling or as many managed memory allocations. Slightly increases reserved native memory, but the increase is much less than the savings in managed memory. 
  • Reduced cloth needed to craft duct tape
  • Set ScrapTimeOverride property to 10 seconds for all tools, weapons, armor, and reading materials to allow users more time to cancel accidental scrapping
  • Steel fridge audio. Updated steel fridge prefab to use new audio loop. Updated sounds, blocks, loot xml. 
  • Old Interior & Exterior Wood Door Audio 
  • Two-wheeled vehicle grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio
  • Parts grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio
  • Acid bottle grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio
  • Spear grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio
  • Club grab and place sounds for inventory UI
  • Auger, chainsaw grab and place sounds for inventory UI
  • New thunderclaps audio and updated AudioSource_Thunder to 2D spatialization
  • Bird audio loops for forest biome
  • Bird audio loops for desert biome
  • Cricket audio loops for forest biome
  • Cricket audio loops for desert biome and updated EnvironmentAudioMaster.prefab to trigger bird and cricket sounds, removed unused biomes
  • Poop grab and place for inventory UI. Also updated .meta files for multiple item wavs to use correct settings
  • Inventory UI Audio – Armor, updated XML
  • Clutter Pile Pickup Sounds 
  • Inventory UI Audio: Various Weapons and Tools 
  • Audio for retro fridge and updated XMLs
  • Rollingtrashbin sounds 
  • Plasticdestroy sounds 
  • Door stall open and close SFX
  • Wood Fence Door open and close SFX
  • Trailer door open and close SFX
  • Single and double glass door open and close SFX 
  • Shared Quests no longer count towards Quest Progression
  • Improved falling block movement on clients
  • Adjusted minibike engine sound settings and added accel/decel sounds
  • Removed timeout for fetching news from storage as it would often not load on XBOX
  • Comment in serverconfig to include names for worlds that ship
  • New Minibike engine SFX

Fixed 

  • RWG UI biome percents to add up to 100
  • RWG StreetTile OverlapsBiomes check failing sometimes 
  • RWG gateways would overlap biomes
  • RWG plains, hills and mountains defaults were equal and not 40%, 40%, 20% as UI has them
  • RWG world edge radiation east/south check off by 1 
  • Forum Report : NRE spam exiting game after executing “cr f” command on an rwg_tile 
  • RWG roadsides were excluded too far from map edge
  • RWG Advanced Generation biome key colors UI don’t match world
  • RWG biomes could be missing
  • RWG preview camera jittering when looking past down and move rate varying with FPS 
  • RWG border and biome stamp threads used same random generator 
  • RWG stamp lookups were not thread safe
  • RWG seeds having varying output based on thread timings
  • Forum Report : NRE spam exiting game after executing “cr f” command on an rwg_tile
  • Vehicle Seat stat does not update when adding expanded seating mod
  • Vehicles were not placeable when centered on some block types like road paint and plates 
  • Sprinting input behavior made consistent between keyboard and controller. The input can act as a toggle if it’s tapped or a hold and release if the button is held down. Turbo on vehicles has also been adjusted to match the keyboard input behaviour; it is now a hold input across all devices. 
  • Scopes and and reflex sights have red patterns on them 
  • Having the Trigger Properties for Keyracks set to Trigger Unlocks is making it so door will unlock but not open 
  • Traders now open at 4:05. 
  • Audio stuttering and poor performance when playing combat music and fighting many zombies 
  • Repeating words in perkUrbanCombatSneakingLongDesc. 
  • Player jump sound delayed from keypress 
  • Invincible trader noise sounds different if the player jumps during sound. 
  • PerkSniperCompleteLongDesc doesn’t have a title separated with a colon. 
  • Enemy network priority 2 was never used 
  • Localization for RunAndGunRank2 ‘twitch’ should read ‘twitchy’ 
  • Not able to heal other players abrasions with medicalAloeCream, medicalFirstAidBandage, and medicalFirstAidKit 
  • NRE when opening gun safe with timed charges 
  • Weapons sometimes require toggling mod twice to turn back on after repairing 
  • Sneaking and strafing has a small hiccup in the camera rotation. 
  • Robotic turret muzzle flash is sideways for clients. 
  • Prevent server from being hosted with an empty Region value which would cause the server to be unsearchable in the server browser 
  • Logging out right after activating a switch throws an NRE at the main menu 
  • Prevent cases that would cause the player to not jump to the full height when jumping and moving 
  • Trader Doors Not Locking
  • Falling trees no longer spin in place before falling for clients of dedicated servers. Adjusted client side movement of falling trees to closer match the server side speed. 
  • Recipe list not shown for ingredients if not used for lower quality. 
  • Block collapse animations are not showing on dedi servers 
  • Turrets could be placed near world bounds and inside traders 
  • Players could dig or explode past player world bounds 
  • Profile selection screen not shown if joining multiplayer from invite on a fresh account (Enforces a default profile if connecting without one). 
  • Text shifts with animated ellipses when downloading world (Improvements for Chinese). 
  • TRC R5034A failure (Added server search failure message). 
  • Doors animate when Locked or Unlocked 
  • Ragdoll mesh being rotated by non ragdoll bones 
  • Player ragdoll camera would jump to a new position 
  • Doors animate when Locked or Unlocked 
  • EndOfStreamException with player sign text in POI Prefabs
  • Text shifts with animated ellipses when downloading world (Text jumping between lines code solution). 
  • Sleeper volumes with min count of 0 always spawned 1 or more 
  • Issues with trap glass hiding faces and wrong texture 
  • Privilege Window Cancel but still starts the game. 
  • Compound, wooden, and primitive bow doesn’t always play draw animation 
  • Player locked doors automatically unlock when interacting with them 
  • Text shifts with animated ellipses when downloading world (Localization change recommitted after reversion). 
  • Take button enabled even when inventory is full 
  • Player locked doors automatically unlock when interacting with them 
  • TRC R5304 failure / Profanity Filter Bypass. 
  • Pressing ‘C’ while toggle crouching does not disable toggle 
  • Explosions often made underground falling blocks 
  • Player locked doors automatically unlock when interacting with them 
  • Large multiple explosions cause a lot of temp mem use 
  • Imposters clipping through chunk water 
  • Imposters drawing over and z fighting with chunks 
  • Text shifts with animated ellipses when downloading the world. 
  • Profile selection screen not shown if joining multiplayer from invite on a fresh account. 
  • Character Creation Window Suspend State (Entering Character Edit window would consume the OnClose action). 
  • General BBCode issues ([RGBA] BBcode sometimes appeared as [RGB][A] to players, and profile name not escaped in delete dialog). 
  • Ragdolls on entities scaled by xml have incorrect connected anchors 
  • Writable storage chests are blank on relog. 
  • Server Browser list no longer showing server names (+minor refactor to censor classes to handle edge cases). 
  • Crash on spider zombie decapitation. 
  • ChainlinkFenceDoorDouble now repairs with resourceForgedIron 
  • Road paint flickering on top of terrain 
  • Block placement preview of flat models like billboard drawing under surfaces like the ground or cubes 
  • Firing and swapping guns/rocket launcher/robotic turret leave various particle effect animations stuck running every time they’re equipped 
  • NRE exiting prefab editor after placing a candle 
  • Camera far clipping adjustment from fog was not working 
  • Rocket smoke disappears on detonation or life expire 
  • Rocket launcher muzzle flash colors 
  • Character Creation Window Suspend State. 
  • Persistent Profiles game setting is now On by default 
  • Some reloads when canceled occasionally still get ‘stuck’ 
  • Truck 4×4 hand/foot IK pos/rots for the 6 seats 
  • All weapons go through their reload animation when swapping during reload 
  • Death screen effect being too dark 
  • Time Bomb class items could be dropped as an active stack if activated on toolbelt, then moved or dragged to another place and dropped from there or dragged and dropped 
  • Player locked doors automatically unlock when interacting with them 
  • House_old_modular_05 has infested quest but no infested sleepers or cache. 
  • Missing material in IronBucketWaterPrefab 
  • Reload, weapon swap, aim down the sight audio has a ticking/overloaded sound, sometimes not playing the audio 
  • Audio source from shocked/electrified doesn’t update when the attached entity is pushed away, on fire has a delay 
  • Molotov rag emissive was on when unlit 
  • Active Molotov and Timed charges when thrown were not lit 
  • Canceling restart when changing language brings you back to the general options window instead of video options 
  • Limit number of max players when hosting a game on console devices (Properly applied default values to all platforms). 
  • Preacher Headgear now uses the Headgear morph system. 
  • Audio source from shocked/electrified doesn’t update when the attached entity is pushed away, on fire has a delay 
  • Office_03 texture issues 
  • Headlight pixels over the sky were erased 
  • Minibike and motorcycle does not stay upright with a passenger but no driver 
  • Generic message box dimmed itself with the full screen background 
  • Odd lighting effect with helmet light after interacting with auto turret 
  • Trying to change adv gen preview quality after backing out of adv gen results in an NRE 
  • Switch triggers not working if player has pending quest and switch has both “triggers” and “triggered by” set up 
  • ArgumentOutOfRangeException error attempting to dismember crawler head 
  • PowerManager state for a particular Chunk is not reset when chunks are reset by RegionFileManager. 
  • Audio source from shocked/electrified doesn’t update when the attached entity is pushed away, on fire has a delay 
  • Missing triggers for onSelfCrouchWalk and onSelfCrouchRun for buffCrouching and progression for perkAnimalTracker 
  • Rejoining an MP game with others causes Argument Exception. 
  • Added safeguards against possible NRE when removing a vending machine belonging to a player who has previously been removed from Persistent Player Data. 
  • Changing ammunition type on bow or crossbow to type that you do not have fails to visually unload the previously loaded ammunition type 
  • Deep Block Collisions 
  • As a client on a dedicated server, opening up the player’s screen causes a NullReference Exception and an Error. 
  • Reading UV coordinates of mesh “” failed. Texture coordinate channel “0” not found. 
  • Trigger / Sleeper Volume System Improvement #2 
  • ModifyCVar TriggeredEffect now can use progression tiers for comma delimited list of values. 
  • Renamed PlayerJournal to ChallengeJournal. 
  • Barbed Wire Sheet Slowing When Not Touching 
  • Issue with reversed logic for recovery time of sprained legs while steroids are active 
  • Ensure Text Censoring happens locally (including a large refactor to increase the usability and maintainability of Text Censoring classes). 
  • Removed exploit in harvest and repair functions of Dew Collectors gaining free polymers 
  • T0 POIs have the same lootstage at T1 POIs 
  • Fixed issue on dedicated servers where falling trees would teleport to world origin one frame after they are instantiated. 
  • Fixed POIowned trees sometimes spawning multiple conflicting tree models on clients. Fixed POIowned trees not respecting POI terrain modifications (holes or hills) the first time they’re visited by a client, thus appearing to clip into or float above modified terrain. 
  • The Character System now uses the correct location for body/head/hands materials. 
  • Navezgane terrain
  • AssetBundles fail to be loaded when used multiple times but with differently typed file names 
  • Trader Waypoint Duplication. 
  • Dedis on ServerBrowser causing exceptions 
  • Replace / Reimagine Departure_Bridge_01 / 02 pieces. (departure_bridge_1)
  • Consumables consumed without granting benefits under some conditions. 
  • Game launcher having issues creating data directories on Windows Store version 
  • Material cleanup for MeshDescription 
  • XUiV_Texture material leaks in 4 controllers 
  • All weapons go through their reload animation when swapping during reload 
  • Removed erroneous processing of vitamins and painkillers through the Physician perk treated crit healing rates 
  • Players can reload crossbow while still using scopes 
  • Fence Posts can transfer their damage states, sometimes becoming invulnerable. 
  • All weapons go through their reload animation when swapping during reload 
  • Exception when shutting the game down from the login failed dialog (e.g. no Steam running) 
  • Issue that would allow Spear Hunter Vol 6 penetration to work with Primary Attack 
  • Localization missing for POI Marker Editor
  • Farm_04 part of the wooden fence is missing 
  • Wandering Horde Game Event Spawning was not using Target correctly. 
  • Explosion resistance (blocks) isn’t correct
  • When joining through game invite on consoles from the home screen, player controls stopped working
  • GameEvent Requirements were not initialized in a mod friendly way. 
  • Always calculate Equipment apart from passive effect handling. 
  • UpdateLight was using target value on players 
  • Sawmill_01 floating barbed wire sheet 
  • POI: apartments_01 stability issue 
  • POI: downtown_filler_24 switch opens the wrong door 
  • Downtown_filler_24 SI with windows 
  • Block resistance values displayed incorrectly. 
  • Remnant_downtown_filler_09 floating grass. 
  • Loot crate textures below 1/2 are borderline illegible while other text arts are legible on the same settings 
  • Downtown_filler_11 floating grass. 
  • Gas_station_07 Sign SI collapse 
  • Errors if player is holding a missing block 
  • Several guns have the same equip and swap to animation bug 
  • Small stone and snowballs have animation issues in 3rd and 2nd person perspectives, hold position and animation isn’t right either  
  • Gas_station_06, stability issue 
  • School_01, stability issue 
  • House_old_ranch_04, fixed trigger issue 
  • House_old_ranch_10, terrain clipping 
  • House_old_ranch_04, fixed clipping curtains 
  • Part_driveway_gateway_checkpoint_01, stability issue 
  • Forum Report : store_discount_01 wrong texture 
  • Forum Report : office_06 mispainted cabinet 
  • House_modern_24  fixed terrain density issue. 
  • Toggle Crouch no longer acts as a toggle when held down, will continually go down in fly mode. 
  • Countrytown_business_07, chain linked poles don’t align with tarp fences. 
  • Countrytown_business_07, SI with curtain. 
  • News UI Index Out Of Range when any action to cycle news is done before the news is populated. Also locked access to `entries` and `currentIndex`. 
  • Multi block placement could overlap trader placing protection 
  • Dust stone particle was too faded near surfaces 
  • Item info panel blinks when selecting items in inventory 
  • Request: Animation Parameter(s), Player ‘Jumps’ 
  • Hidden stamina regen debuff when between 75 and 50 hydration 
  • BlockGameEvent DestroyOnEvent does not work for AddedEvent. 
  • PlaySound would not play for events based on position. 
  • POI previews in tiles are not cycling correctly on multiple key presses 
  • Using auger or chainsaw right before they’re done repairing breaks item/hand placement and hand animation. 
  • Removed code which allowed MultiBlock shapes to be placed in overlapping configurations when god mode was enabled (overlapping placements are still allowed in edit mode). Fixed code which was intended to bypass the MultiBlock placement player collider check when god mode is enabled. 
  • Added a new MultiBlockManager to resolve various cases where MultiBlock data could become inconsistent across chunk boundaries. The manager defers placement of POIowned MultiBlocks until all overlapped chunks are concurrently synced and have finished decorating. It also protects nonPOI MultiBlocks from being chopped in half by the chunk reset system, by grouping all overlapped chunks. 
  • Vehicles triggering full network updates when not in use 
  • If you swap ammo during reload, your gun becomes invisible
  • Cannot heal other player’s abrasions when both players are allied 
  • Cannot heal other player’s broken limbs when both player are allieDoors with trigger unlock do not relock on POI reset
  • Audio is failing to load when killing snake
  • Trader_jen, replaced juniper tree 4m with helper version
  • Stone Axes, Hammers, and Nailguns are taking more actions to upgrade blocks than they should, and you no longer receive XP from upgrading blocks
  • Pump shotgun particles
  • Vehicle turbo pitch was inconsistent
  • Hordestone now refunds if you let time run out
  • Hordestone now has longer timer
  • Sinkhole cannot be done on a vehicle
  • Sinkhole stops all movement
  • BlockReplace gameevent actions could remove bedrock

Version 1.0 Streamer Weekend 06.18.24

Hey Survivors,
We are pleased to announce that 7 Days to Die 1.0 Streamer Weekend Event will begin: THIS FRIDAY, June 21st at 12 PM CST. Fans will have a wealth of options to see all the new features & content of 1.0:

  • 3 days of streaming
  • Over 290 streamers
  • 30 countries represented
  • 16 languages spoken

Many will be streaming all weekend, and are even giving away free keys to the game! Check their channels for their upcoming weekend schedules.

Note: Thank you to everyone who applied. We are no longer accepting applications for Streamer Weekend.

Our thanks to everyone who will stream, everyone who will watch, and all fans of the game new and old. We appreciate your patience and support as we prepare to finally roll out 1.0!

V1.0 Experimental will be released to the public on June 24th.

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V1.0 Official Release Notes

Participating Streamers

Andorra

Nexxuz (Spanish)

Argentina

Indigente666 (Spanish)
Mr.G (Spanish)

Australia

ActualAzza (English)
CautiousPancake (English)
Frantic_Dan (English)
JaWoodle (English)
Life is a game (English)
micheal_risky (English)
Patrol Nation (English)
Pestily (English)
TheJoelSavage99 (English)
Viktoriahhh (English)

Austria

DanuThuata (German)
jakob0687 (German)

Belarus

Lt. Den Games (Russian)

Belgium

Azghaaar (French)
Manonolita (French)
patpatate (French)

Brazil

Andarilho (Portuguese)
Brasil Survival (Portuguese)
CamargoGames Oficial (Portuguese)
Leo Robert Games (Portuguese)
Medusa Geek (Portuguese)
O Abel Joga (Portuguese)
TellesGeek (Portuguese)
Zeca Sobrevivente (Portuguese)

Canada

Aiekillu (French)
CrypticFox (English)
Cuda87 (English)
GameEdged (English)
Genosis (English)
kephrentv (French/English)
Matthamatic (English)
Peachycoaster (English)
ReAnimateHer (English)
Skippy0330 (English)
ThatFoolishGrrl (English)
Thorgal006 (French)
XStarWake (English)

Chile

J.C. (English)

China

Mawaner (Chinese)
启东大人 (Chinese)
小树 (xiaoshu) (Chinese)
林小天丿 (Chinese)
灵雪宅在家 (Chinese)
生生存存 (Chinese)

Costa Rica

KenFlow_x (Spanish)

Czech Republic

RachtaZ (English)

Finland

KatsPurr (English)
Rasite (Finnish)

France

Chaniwo (French)
Cheatah (French)
elbe_poly (French)
EnFrancaisDansLeTexte (French)
Fireiice (French)
Franck_Miller (French)
Jackplay (French)
Krystlake (French)
Mathieu_6900 / Dealicoux (French)
Miss_Delight (French)
PyrooTv (French)
Raptors_Sigma (French)
Tatastrophe (French)
Timour (French)

Germany

Anhgezockt (German)
DerHauge (German)
DerValiser (German)
Doctendo (German)
EdesLetsPlays (German)
edopeh (German)
ELEKTROY (German)
Greifenberg (German)
GrumblesTheDwarf (English)
Grumpei (German)
HAKON (German)
haveoc (German)
jimpanse (German)
kaaaay (German)
KaddiCosplay (German/English)
MeYeR (German)
MomoMcLeod94 (German/English)
Oldgriefer (German)
Onkel_DD (German)
PorkyJones (German)
Recall (English)
RoLaBeKa (German)
ScheinheiligeSau (German/English)
STENGERTgaming (German)
Sukidingels (German)
Torro (German)
Walker #10474 / SolanumForte (German)
Wautscher (German)
yunakura (German)
ZargoZ (German)
ZombyraLive (German)
Zoochamp (German/English)

Greece

iliasGaming (Greek)

Japan

GOUMOU FUSAO (Japanese)
KRTkaruto (Japanese)
Luca黒蜜糖 (Japanese)
namifell (Japanese/English)
ryo1 (Japanese)
ShinChannel (Japanese)
ukkiina (Japanese)
Vi (Japanese)
あきピヨ (Akipiyo) (Japanese)
おうかみGames (oukami) (Japanese)
おおかみGAMES (Japanese)
クラウン (CRoWN) (Japanese)
サバイバル系ゲーマーのライダー (survival game rider) (Japanese)
セシカ-Sesika (Japanese)
ねこたあき (NEKOTA AKI) (Japanese)
ぺこP (Japanese)
まるのゲーム実況チャンネル (Japanese)
めるしーげーむず【Merci Games】 (Japanese)
もつくGames (Japanese)
ゆっくりこむさん (Japanese)
りえぺこ (ripeko) (Japanese)
ろくげんさん (Rokugen san) (Japanese)
夏梅ウルタ (@ulta3) (Japanese)
月波ナト (Nato Tsukinami) (Japanese/English)
裏影Projectチャンネル (Japanese)
飯田ぽち。【Iida Pochi.】 (Japanese/English)

Jordan

Malorydoto (Arabic/English)

Mexico

Tartaja (Spanish)

Netherlands

DD1GG (English)
Insym (English)
SerTachyon (Dutch)

Norway

SparkleGG (English)

Philippines

Estib PLAYZ (Filipino/English)

Poland

Banished Privateer (English/Polish/Russian)
Bizantyjski Borsuk (Polish/English)

Russia

BoJl4eHoK (Russian)
Camper (Russian)
Games’n’Grumble (Russian)
Krabo Land Games (Russian)
PavelKaktus (Russian)
Нед (Russian)

Singapore

Vedui42 (English)

South Africa

Jean’s Gaming (English)
MissFiefie (English)
Mon EvenStar (English)
Mr.Reach (English)
OtterLady (English)
zaffa_geek (English)

Spain

Almejita___ (Spanish)
Buck Fernandez (Spanish)
Duvries (Spanish/English)
killersamus (Spanish)
KuldaharDRG (Spanish)
Laxxuz (Spanish)
NefariusAP (Spanish)
Psiko9000 (Spanish)
Ruperto_xd2 (Spanish)
sargentocharli (Spanish)
TekjaGameplays (Spanish)
The other galaxy (Spanish)

Sweden

JonahBirch (English)
LimaZuluTango (English)

Thailand

Salty Zombies (English)

Turkey

Elraenn (Turkish)

Ukraine

Jeens (Russian)
Pragen_UA (Ukrainian)
Survager (Ukrainian)

United Kingdom

Becsters (English)
Grumbul (English)
Heller (English)
Jade PG (English)
Khaines Korner (English)
Kills4Thrills Gaming (English)
Kraken (English)
Maeda Miakoda (English)
poopernoodle (English)
Primate (English)
Quagmire1428 (English)
Strippin (English)
VirtualFarmer (English)
WIRED GAMING (English)

United States

0reoCakes (English)
2CentsPlus (English)
Atheenon (English)
Avelaitixa (English)
Aviarylaw (English)
ayreframer (English)
BabzyJae (English)
BeatinBuzzers (English)
BeetleBomb (English)
Biohazardrayne (English)
BlinkBlinkGames (English)
BurkeBlack (English)
Call me Pancake (English)
Capp00 (English)
Casketman20 (English)
CBThaGreat (English)
Circuitotv (Spanish)
Cj Stark (English)
Cletusbueford (English)
CoinFuryTV (English)
Colonel_Frosty (English)
Cringer (English)
CRREAM (English)
DarkShiva (English)
Disnof (English)
Ditch (English)
Duckman (English)
Eldergoosey (English)
Elfiasss (English)
Emilycc (English)
FalconRose (English)
Falloutgurl4 (English)
Flip_Switch (English)
Game Society Pimps (English)
Ging3rbomb (English)
Glock9 (English)
Gmart (English)
Gnarly (English)
Goochy (English)
GothieXO (English)
GranddaddyGamer (English)
GrandSpartan (English)
GunninGamerz (English)
Helreina (English)
HexAzrael (English)
HinukanYT (English)
Hologrunt (English)
iLLMATTICGAMES (English)
Iondis (English)
j0hnbane (English)
Jason Bulmahn (English)
JaxTheRipper (English)
Juicebags (English)
justkingdion (English)
Kage848 (English)
karebearxp (English)
Kattatonia (English)
Kehnara (English)
Kiitarie (English)
KilianMusic (English)
KillshotKitty (English)
Kimscraft (English)
KingGothalion (English)
Kismet (English)
Kodeations (English)
Konzetsu (English)
LadyMFNJenkins (English)
Laurentheshort (English)
LeksiW (English)
LizardSeagull (English)
LMG (English)
Lostgirls27 (English)
LuminariaRayne (English)
Luuva_ (English)
MikeNaiders (English)
Miz Tracey (English)
More2Me4Life (English)
Moto (English)
mshoboslayer (English)
MzFlexx (English)
Nangiii (Spanish)
NITNO (English)
ObiWannCoyote (English)
ONE_shot_GURL (English)
PakrNinja (English)
PartiallyRoyal (English)
pbmack36 (English)
Rakunvar (English)
Raptor (English)
Rev3rend816 (English)
Rybolt (English)
Saven (English)
shelBOO (English)
Sippytango (English)
Spartan-85 (English)
Spiritchill_ (English)
Squttnbear (English)
Streamerhouse (English)
SunBunnie888 (English)
Survival Elite (English)
TacticalFriedRice_ (English)
Tala Tora (English)
TBF Gaming (English)
Temreki (English)
TexCubSF (English)
thatGrandma (English)
The Narrator (English)
TheOrigamiGuru (English)
Tomato (English)
TomGirlGamer (English)
TripodGG (English)
Twoshotsgaming (English)
WaywardEko (English)
WhosGamingNow (English)
Zeuslair (English)

Uzbekistan

Kukijon (Uzbek)

A21 Streamer Weekend 06.05.23

Hey Survivors,
We are proud to announce that the ‘Alpha 21 Streamer Weekend’ is finally here. We have partnered with over 190 streamers from 34 countries.

We will be running the Streamer Weekend event from Friday, June 9th starting at 12 pm CST through Sunday, June 11th. Expect a public experimental to follow sometime Monday afternoon June 12th.

Many will be streaming all weekend and giving away Free Game Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours.

A21 Official Release Notes

Australia
ActualAzza Australia, English
AzzaFortysix Australia, English
JaWoodle Australia, English
Patrol Nation Australia, English
Viktoriahhh Australia, English

Austria
Danu Thuata Austria, German

Belgium
Azghaaar Belgium, French

Brazil
Andarilho Brazil, Portuguese
LeoRobertGames Brazil, Portuguese
Zeca Sobrevivente Brazil, Portuguese

Canada
CrypticFox Canada East, English
DaphyDuck91 (Not-A-Gamer-Gaming) Canada East, English
GameEdged Canada, English
Genosis Canada, English
KillClynton Canada, English
LittleMonstersTV Canada, English
Lumynestra Canada, English
Nakatron Canada, English
Ottomatik_Gaming Canada, English
Skippy0330 Canada, English
xSgtPepperx Canada, English

Chile
J.C.’s Channel Chile, English

China
Dove.K China, Chinese
huannan5300 China, Chinese
Kevin233 China, Chinese
Survive Survival (生生存存) China, Chinese

Croatia
CallunaSpitfire Croatia, English

Finland
KatsPurr Finland, English
Rasite Finland, Finnish

France
Franck Miller France, French
Hardstyler France, French
jackplay14 France, French
Tatastrophe France, French
Timour France, French

Germany
Cornelius Germany, German
DerValiser Germany, German
EdesLetsPlays Germany, German
Hirnsturz Germany, German
Jack Fleischhammer Germany, German
MrHelm Germany, German
RoyaleWithCheese Germany, English
SolanumForte Germany, English
STENGERTgaming Germany, German
Wautscher Germany, German
ZargoZ Germany, German
ZombyraLive Germany, German
Zoochamp Germany, German/English

Greece
iliasGaming Greece, Greek

Ireland
DerAva Ireland, English
Games4kickz Ireland, English

Japan
Aki Piyo (あきピヨ) Japan, Japanese
ibaken-GAMEチャンネル Japan, Japanese
Marugame (まるのゲーム実況チャンネル) Japan, Japanese
Merci Games (めるしーげーむず) Japan, Japanese
MisutoM (ミスト) Japan, English
oukami2929 (おうかみ) Japan, Japanese
Peko P (ぺこP) Japan, Japanese
Play Without Study (勉強ばっかりしてないで) Japan, Japanese
Rokugen san (ろくげんさん) Japan, Japanese
ryo1 game/ゲームチャンネル Japan, Japanese
sanocci_TV (さのっちTV) Japan, Japanese
Survival Gamer Rider (サバイバル系ゲーマーのライダー) Japan, Japanese
Urakage (裏影Projectチャンネル) Japan, Japanese
Yakkyo (やっきょう) Japan, Japanese
Yukkuri com san (ゆっくりこむさん) Japan, Japanese

Latvia
Kornelius Briedis (forger) Latvia, English

Mexico
Nadezhi Mexico, Spanish

Netherlands
DD1GG Netherlands, English

Norway
NordicRoad Norway, English
SparkleGG Norway, English

Poland
Sztakier Poland, Polish

Russia
Games’n’Grumble Russia, Russian
Krabo Land Games Russia, Russian
Mr Aleks JackSoN Russia, Russian
Novak1N (Новак) Russia, Russian

Singapore
Vedui42 Singapore, English

South Africa
JeansGaming South Africa, English
Mr.Reach South Africa, English
OtterLady South Africa, English
SnowBee South Africa, English
Zaffageek South Africa, English

Spain
BuckFerndandez Spain, Spanish
charlisin46 Spain, Spanish
Duvries Spain, Spanish
MenosTrece Spain, Spanish
Psiko9000 Spain, Spanish
TekjaGameplays Spain, Spanish
The other galaxy Spain, Spanish
Xacbert 00 Spain, Spanish

Sweden
Jonah Birch Sweden, English

Thailand
Namsaknoi (Salty Zombies) Thailand, English

UK
Gangsta Gamer UK, English
Grumbul UK, English
HixxyDubz UK, English
Khaines Korner UK, English
Kraken85 UK, English
Mother0fChickens UK, English
Primate UK, English
Quagmire1428 UK, English
Spanj UK, English
Virtual Farmer UK, English
ZippyTurnip UK, English

Ukraine
Survager Ukraine, Russian

USA
AQuinnie USA, English
Arrican USA, English
Atheenon USA West, English
Aungelecette USA West, English
AviaryLaw USA East, English
Ayreframer USA Central, English
Azillian USA, English
Babzyjae USA, English
BadAimAbby USA, English
Banlish USA, English
BeetleBomb USA West, English
Bittywood USA, English
BlinkBlinkGames USA, English
Blitzfire911 USA, English
BrandyNicole USA, English
CapCorgi USA, English
Capp00 USA Central, English
Casketman20 USA Central, English
CBThaGreat USA East, English
CoinFuryTV USA East, English
Colonel_Frosty USA, English
Combat Nursing USA, English
Copendub USA East, English
Cuda87 USA, English
Danny (TGG) USA, English
DeeSimsYT USA East, English
Ditch USA East, English
EvanAndKatelyn USA Central, English
FailChildJo USA, English
FatalSeductions USA, English
FknMiracles USA, English
Flip_Switch USA West, English
GameSocietyPimps USA, English
Girlthulhu_ USA East, English
Glock9 USA, English
Grabbys USA West, English
GranddaddyGamer USA, English
GrandSpartan USA, English
GunninGamerz USA, English
GunsNerdsSteel USA East, English
HinukanYT USA East, English
HolyXDD USA West, English
ItsEye USA, English
Jason Bulmahn USA West, English
JBMagic USA East, English
justkingdion USA, English
Kage848 USA, English
KardinalZyn USA East, English
kic Gaming USA West, English
KillJoyJessica USA, English
KillshotKitty USA, English
Kismet USA East, English
Kyoslilmonster USA, English
LaurenTheShort USA West, English
LeksiW USA Central, English
LMG USA, English
LuminariaRayne USA, English
Luuva USA Central, English
lyelye25 USA, English
MikeNaiders USA East, English
MistermooseGaming USA Central, English
Miz Tracey USA, English
Mockjay_ USA, English
More2Me4Life USA East, English
Mz_Flexx USA, English
Mz_KoNFliKTeD USA, English
Nerdlette Gaming USA, English
NikachuRay USA East, English
ONE_shot_GURL USA East, English
OwliesaurusRex USA, English
PakrNinja USA Central, English
Papa SmAXE USA, English
PapaNox USA East, English
Park_Jom USA, English
PartiallyRoyal USA, English
pbmack36 USA East, English
PokketNinja USA Central, English
ProLikeChro USA Central, English
Qb1Junkie USA West, English
Remedy89 USA, English
Saven’s World USA Central, English
Scarlett_Ivy_5 USA, English
ShadowFox USA, English
SippyTango USA Central, English
Spartan-85 USA, English
Starsnipe USA Central, English
SunBunnie888 USA East, English
TBFGaming USA, English
th3BeardedBaron USA, English
thatGrandma USA, English
TheLastSeahorse USA West, English
TheOrigamiGuru USA West, English
Trivia Rose USA, English
umshelby USA, English
USS_Sully USA, English
Venttex USA Central, English
WaywardEko USA, English
WhosGamingNow USA, English
Zanthyst Gaming USA West, English

A21 Official Release Notes 06.05.23

Hey Survivors,

It has been a while since our last major release, December 2021 to be exact. For a year and a half, our growing team has been working hard to bring you Alpha 21. This Alpha delivers more polish, optimizations, updates, quality-of-life improvements, new content, new features, and new gameplay systems than ever before. We say it every Alpha, and we will say it again, this is the biggest and baddest version of the game to date.

If you have never played 7 Days to Die or you have not played it for a while, you’re going to want to check out Alpha 21. Pushing hard towards the Gold Version, this impressive mountain of work could only be achieved by the lengthy, iterative, development style we have gone through. The Fun Pimps dream big and know that nothing of this magnitude comes overnight. Building on an already solid foundation, this update sets the bar even higher for the sandbox, survival, simulation, RPG game genre.


We are very proud of the work, passion, and dedication our team has poured into 7 Days to Die and we hope you enjoy Alpha 21 as much as we have.

Please find our Announcement for A21 Experimental and bug report instructions here.

The Fun Pimps Team


Environment Art

The environment team has been heavily focused on the design, production, and implementation of hundreds of new high definition and physically based assets to help the world feel more believable and immersive. Additionally, new and updated shaders add a finishing touch to the environments. Below are a few categories of props that have been updated.

  • Ramp Kits
  • Platform Kits
  • Wall Kits
  • Trader Location Props
  • Military Props
  • Biohazard Props
  • Nature Props
  • Doors
  • Signs
  • Industrial Props
  • Commercial Props
  • Church Props
  • Medical Props
  • Construction Props
  • Furniture
  • Lighting Props
  • Static Vehicle Props
  • Wall art
  • Player Vending Machine
  • Workbench Workstation
  • Forge Workstation
  • Chemistry Workstation
  • Campfire Workstation
  • Hero Loot Containers

Graphic Design Art

The graphic design team has been crafting a large amount of high quality graphical elements that breathe life and storytelling into the world. Keep and eye out for these graphic elements listed below.

  • Food Labels and Posters
  • Calendars
  • Wall Art
  • Schematics
  • Tractor Logo
  • Trader Flag
  • White River Flag
  • Liquor Packaging
  • Magazines
  • Workstation Elements

New Doors

Introducing an exciting range of new doors, including the much-anticipated double doors! These numerous additions bring a level of detail to in-game locations that were previously unimaginable. Moreover, players can now enjoy updated craftable door options, expanding their repertoire of door types to choose from. As an innovative feature, doors gradually deteriorate as they sustain damage, resulting in visible holes that can be utilized for shooting or melee attacks. Be cautious, though, as certain doors may develop holes large enough to pass through without being completely destroyed. Exercise caution and strategize accordingly!

Loot Container Changes

When emptied, smaller containers such as trash bags, backpacks, and bird nests will now be destroyed. On the other hand, larger containers like clothing racks, desks, filing cabinets, and gun safes will transition to an open state once they have been emptied. This update brings a more realistic and immersive experience, as players can observe the visual representation of empty containers while navigating the game world.

World Water

We’ve made visual improvements to prevent water from clipping through semi-solid block shapes, such as thin or rounded wall segments. Under the hood we’ve overhauled water simulation to improve performance, reduce networking traffic, and provide more consistent and natural flow behavior, particularly with respect to large bodies of water such as lakes and rivers.

Hazards

The game has received an exciting update with the addition of a hazard system. This latest release introduces flame hazards that must be deactivated within specific locations in order to advance on your path. While active, these hazards will unleash intense fire damage upon anyone or anything that dares to approach too closely.

Gore

More zombies now utilize the new gore system. 

New & Overhauled Locations

Every Point of Interest (POI) in the game has been improved with the massive amount of new art props and 692 new shapes added to Alpha 21. It is a complete overhaul of the art and gameplay experienced in each location.

  • All Trader locations have been entirely reworked with custom art
  • There are over 75+ pure new questable POIs
  • Most POIs (Nearly 400) now support the new Infestation Quest type
  • New parts & RWG features – Roadside POI spawns
  • Navezgane has gotten a quite a bit of updates
    • Terrain updates
    • New POIs added
    • perishton_city_blk_01 through 05 (Overhauled Tiles)
    • perishton_city_blk_06 (New Tile)
    • perishton_tunnel_01 & 02 (New Remnant)
    • departure_city_blk_plaza (Overhauled Remnant)
  • More than 200 POIs have been added or completely overhauled. And every POI in the game has been updated with new Art and Shapes: Some notable POIs include:
  • Tier 5 POI’s
    • apartments_02 – “Vanity Tower” (New)
    • factory_01 – “Shamway Factory” (Overhauled)
    • house_modern_23 “Dr. Karen Higashi Residence” (Overhauled to Tier 5)
    • hospital_01 (Overhauled)
    • installation_red_mesa (Overhauled to Tier 5)
    • nursing_home_01 – “The Last Sunset Nursing Home” (New)
    • prison_01 – “Navezgane Corrections” (New)
    • prison_02 – “Navezgane County Jail” (New)
  • Tier 4 POI’s
    • bowling_alley_01 “Pineballs Bowling” (New)
    • downtown_strip_04 – “Joe’s Junction” (Overhauled to Tier 4)
    • house_modern_24 “Jeffelon Zuckergates Estate” (New)
    • junkyard_01 “Ecotrash Recycling Center” (New)
    • roadside_checkpoint_01 “NDC Checkpoint One” (New)
    • roadside_checkpoint_03 “NDC Checkpoint Three” (New)
    • roadside_checkpoint_04 “NDC Checkpoint Four” (New)
    • roadside_checkpoint_05 “NDC Checkpoint Five” (New)
    • utility_electrical_co_02 – “Hybrid Energy” (New)
  • Tier 3 POI’s
    • apartments_03 – “The Bend Apartments” (New)
    • army_camp_04 – “Fort Razor” (New)
    • bowling_alley_02 “Ballzstrike Bowling” (New)
    • commercial_strip_03 – “Vick Garrison’s Pedipawn” (New)
    • countrytown_business_11 – “Midway Clinic” (New)
    • countrytown_business_12 – “Jim & Tim’s Bullets and Booze” (New)
    • country_junkyard_02 – “Atlas Metal Co.” (New)
    • commercial_strip_05 – “Elzner’s Emporium” (New)
    • downtown_strip_12 – “NFD Downtown HQ” (New)
    • fastfood_06 – “The Burgcaneer” (New)
    • gas_station_12 “Pass N Gass Plaza” (New)
    • house_modern_26 (New)
    • motel_04 “Greg’s Motel” (New)
    • office_05 – “Tri-Med Group” (New)
    • office_06 –  “Abandoned Office Building” (New)
    • police_station_03 “NPD 3rd Div.” (New)
    • post_office_02 “Post Office #2” (New)
    • radio_station_01 “KZL Radio Station” (New)
    • ranger_station_01 – “Ranger Station Alpha” (Overhauled)
    • ranger_station_07 “Ranger Station Golf” (Overhauled)
    • rest_area_05 “The Road Gentleman Truck Stop” (New)
    • roadside_checkpoint_02 “NDC Checkpoint Two” (New)
    • school_daycare_02 “Poopy Pants City Daycare” (New)
    • store_discount_01 “Three Dollar Store” (New)
    • utility_substation_01 “Hybrid Energy Substation #1 (New)
    • warehouse_08 “Johnson’s Warehouses” (New)
    • weigh_station_01 “Weston Weigh Station” (New)
    • house_modern_27 “Almeida Residence” (New)
    • Diner_07 “Navezgane Falls Diner” (New)
    • House_modern_28 “Pantelli Residence” (New)
    • House_construction_05 “Uninhabited Mansion” (New)
  • Tier 2 POI’s
    • apartments_04 – “The Budget Borrows” (New)
    • bank_01 – “Piggy Bank” (Overhauled)
    • cabin_13 “The Gladue Residence” (Overhauled)
    • cabin_17 “The Engall’s Residence” (New)
    • cabin_18 “Our Best Moments” (New)
    • commercial_strip_04 –  “Smorgasbord Square” (New)
    • downtown_building_04 – “Blaze & Burns Offices” (New)
    • downtown_building_05 – “Bombshell News” (New)
    • downtown_parking_lot_01 – “Downtown Evacuation Point” (New)
    • farm_14 – “Hersh Farm” (New Tier 2)
    • fastfood_07 – “NEW Mamma Pizza” (New)
    • house_burnt_02 (Overhauled)
    • house_modular_04 – “The Wagner Residence” (Overhauled)
    • house_old_tudor_04 – “R. Thornbury Residence” (Overhauled)
    • industrial_business_08 – “P&B Machining Co.” (Overhauled)
    • parking_lot_02 – “Mobile Field Hospital” (New)
    • radio_station_02 “ZMB Radio Station” (New)
    • ranger_station_06 – “Ranger Station Echo” (Overhauled)
    • rural_outdoor_wedding_01 “Bell Lake” (New)
    • roadside_restaurant_01 “The Wagon Diner” (New)
    • school_daycare_03 “Fun-Gi Daycare” (New)
    • store_bakery_01 “Ma Baker & Sons” (New)
    • utility_substation_02 “Hybrid Energy Substation #2 (New)
  • Tier 1 and Remnant POI’s
    • church_02 “Old Creepy Church” (New Tier 1)
    • countrytown_business_10 – “Bobcat Bar” (New Tier 1)
    • fastfood_05 – “Beavers” (New Tier 1)
    • fastfood_01 – “Prowlin Petes” (Overhauled Tier 1)
    • fastfood_02 – “Hurry Harrys” (Overhauled Tier 1)
    • fastfood_03 – “Blue Birdie” (Overhauled Tier 1)
    • house_construction_04 “Deracinated Domicile” (New Tier 1)
    • house_modern_25 “Rosilyn Residence” (New Tier 1)
    • house_modular_05 – “The Gilbert Residence” (Overhauled Tier 1)
    • house_modular_07 – “Spark’s Place” (Overhauled Tier 1)
    • motel_05 “Motel Eight” (New Tier 1)
    • park_02 – (Overhauled Remnant)
    • park_03 – (New Remnant)
    • parking_lot_03 – “ParKing Lot” (New filler)
    • park_basketball (Overhauled Remnant)
    • radio_station_03 “KZZ Radio Station” (New Tier 1)
    • ranger_station_02 – “Ranger Station Beta” (Overhauled Tier 1)
    • ranger_station_03 – “Ranger Station Charlie” (Overhauled Tier 1)
    • ranger_station_04 – “Ranger Station Delta” (Overhauled Tier 1)
    • ranger_station_05 – “Ranger Station Foxtrot” (Overhauled Tier 1)
    • remnant_burnt_09 (Overhauled Remnant)
    • remnant_burnt_10 (New Remnant)
    • remnant_downtown_filler_03 (New Remnant)
    • remnant_waste_18 “Pristine Health” (New Remnant)
    • remnant_waste_19 “Wasted Office Suites” (New Remnant)
    • rest_area_01 (New Remnant)
    • rest_area_02 (New Remnant)
    • rest_area_03 (New Tier 1)
    • rest_area_04 “Buy N’ Go Rest Stop” (New Tier 1)
    • store_grocery_04 – “Moe’s Grocery (New Tier 1)
    • store_grocery_05 – “Boe’s Market” (New Tier 1)
    • store_grocery_06 – “Joe’s USA (New Tier 1)
    • survivor_site_05 – “Mercy Point Camp” (Overhauled Tier 1)
    • survivor_site_06 – “Hog Foot Village” (Overhauled Tier 1)
    • survivor_site_07 – “Camp Carhwal” (Overhauled Tier 1)
    • survivor_site_08 – “The Simmons Shanty” (Overhauled Tier 1)
    • survivor_site_11 – “Cabin Retreat (New Tier 1)
    • utility_substation_03 “Hybrid Energy Substation #3 (New Tier 1)
    • wilderness_filler_01 “Shady Slaughter RV” (New Filler)
    • wilderness_filler_02 “Eerie Echoes Campsite” (New Filler)
    • wilderness_filler_03 “Hermit Hollow” (New Filler)
    • wilderness_filler_04 “Hunter’s Retreat” (New Filler)
    • wilderness_filler_05 “Hermit Hollow” (New Filler)
    • wilderness_filler_06 “Overturned Trailer” (New Filler)
    • wilderness_filler_07 “The Last Cook” (New Filler)
    • wilderness_filler_08 “Lost Soldiers” (New Filler)
    • wilderness_filler_09 “Flesh Feast Falls” (New Filler)
    • wilderness_filler_10 “The Mush Pit” (New Filler)
    • wilderness_filler_11 “Pump Substation” (New Filler)

POI and Biome Difficulty Improvements

When you enter a POI, a HUD pop up will display its name and difficulty tier which is represented by the number of red skulls. These POI names will also appear on the quest text at the trader. 

When you enter a Biome, you will see the biome difficulty represented by the number of orange skulls.

  • Forest – 0
  • Burnt (Navezgane Only) – 0.5
  • Desert – 1
  • Snow – 1.5
  • Wasteland – 2

The overall difficulty of the POI and Biome is represented by the number of Red and Orange skulls combined.

With this in mind, the same POI in the wasteland will be more difficult and have higher game staged enemies and loot than the same POI in the forest.

We also have fixed a bug with party game staging. Parties now work as designed and have balanced game staging to provide a better scaled challenge.

POI Localization

Points of interest (POIs) have undergone localization, receiving easily understandable and relatable names. These new names are not only incorporated into the quest system, but are also displayed on the upper right corner of the screen, above the Quest and Recipe Tracker.

Furthermore, if you backed the Kickstarter campaign and pledged for location naming, you will now have the privilege of having a POI named after you.

Infestation Quests

We have added a new quest type we call Infestation which starts at Tier 2. The system takes a supported POI and adds a +1 to its Tier. In an Infestation Quest, the zombie counts are multiplied to create a greater challenge. At the end, it will reward you with a special loot box, almost always found in the loot room. This left Tier 5 POIs with infestation in a bit of a pickle. Tier 5 POIs as an Infestation Quest, can now be found as Tier 6 difficulty POIs.

Random World Generation Update

Random World Generation (RWG) has gone through the biggest iterative updates to date. We have learned something from every previous version we have done so far. It’s not easy to create something nobody has done before, but we are committed to creating Random Generated Worlds better than anyone on the planet and we think you will agree when you play the latest Alpha 21 Random Gen. 

The latest release focuses on improving RWG speed, visuals, POI placement, and adding new features to enhance the player experience and addressing several bugs.

Many notable improvements include:

  • RWG creation speed has been greatly improved. Generation speeds up to 4 to 5 times faster than before have been seen in some cases.
  • Merging highways between gateway tiles and township rural tiles has been added
  • A new scoring system for prefab pick ordering, xml entries to help control overall placement, spawn weights, and min max counts ensure POI’s don’t repeat too often.
  • Country Tiles have been added which give the rural areas more believable surrounds for POIS to spawn
  • Road smoothing has been greatly improved.
  • A new street tile system that uses an overworld grid to allow for more concise placement of wilderness, towns, and highways.
  • A “New Game” button has been added to the Advanced Generation screen to allow players to immediately play the map they have generated without having to remember the map name.

Chunk Reset System

We’ve added a new advanced game option called “Chunk Reset Time”. Enabling this setting will cause chunks to be reset to their original states when left unvisited for a specified in-game duration. Land claims, bedrolls, and other important player-owned objects such as backpacks and vehicles will prevent nearby chunks from being reset; so you don’t have to worry about your home base disappearing, or logging in to find your 4×4 exchanged for a tree which regrew in its place. However, loot containers and workstations which are not within a protected area can be reset, so players who use this feature must be mindful of where they store their valuables.

In effect, this feature allows previously-visited locations to respawn their loot and recover from destruction whilst the player is away. It also helps to reduce save sizes by clearing out stored data for the reset chunks until they’re revisited.

The setting is disabled by default, but can be configured at will in the Advanced tab of the New Game and Continue Game menus.

Survival Rebalance

  • To enhance the survival experience, water collection has been rebalanced by removing empty jars and cans.
  • Boiled water now requires a cooking pot to craft in the campfire.
  • Most “clean” water and drinks have been extremely lowered in loot.
  • A new Dew Collector workstation has been added to provide clean drinking water.
    • Crafted in the player backpack, players will need to visit a trader to obtain a key component: a water filter.
    • Water is slowly accumulated over time at a rate of approximately 3 jars every 24 game hours.
    • Players can place multiple Dew Collectors
    • DewCollectors must have a clear view of the sky.
      • Bars and other “see-through” shapes are acceptable to be placed above.
  • Drink Vending machines have had quantities increased including specialized drinks.
  • Due to water used in crafting, glue has been increased in loot, quest rewards, and trader inventories.

Crafting Skills System

Crafting unlocks have been moved out of the Perks System and into a new Crafting Skills System. Players will need to read various quantities of Crafting Skill Magazines in order to progress through the crafting tiers. These magazines are found in loot containers, zombie loot bags, air drops, given as quest rewards, or sold by the traders.


The Crafting Skills System solves two issues:
1. Players won’t be able to skip the progression of tool and weapon tiers.

  • Previously, players could max out a perk’s crafting quality unlock with primitive tools and weapons and then instantly craft higher tiers once the materials were found or unlocked. A good example of this would be a stone ax that could be crafted at quality 5, but then iron and steel pickaxes could be crafted at that same quality level.

2. Removes the crafting unlocks from perk classes

  • Players are no longer required to perk into various classes to obtain the unlocks. All crafting skills can be unlocked by all players.
  • The unlocks are removed from perks, however, each level of a perk will give a probability boost to certain magazines. An example would be the perk Boomstick giving a boost to finding more of the Shotgun Weekly magazines. Boomstick will also boost shotguns, shotgun parts, and the various types of shotgun ammo found in loot.

Perk Overhaul

With crafting unlocks moving to the new Crafting Skills System, perks have been overhauled to be more streamlined for each class.

  • Sexual Tyrannosaurus has been moved to each weapon perk. Players no longer have to perk into Strength to get the stamina benefits of ole Sexy T. Want better stamina with clubs? Put perk points into Pummel Pete and keep from getting winded too soon.
  • Flurry of Blows has been moved into each Attribute as a new perk.
    • Perception: Quick and Perceptive – Increases the attack speed of spears
    • Strength: Big and Fast – Increases the attack speed of clubs and sledges
    • Fortitude: Lightning Hands – Increases the attack speed of fists and fist weapons
    • Agility: Whirlwind –  Increases the attack speed of knives
    • Intellect: Calculated Attack – Increases the attack speed of batons
  • Physician perk has gained the ability to treat sprains and give more XP when using healing items. Dismemberment gets a boost with batons on level 4 while level 5 has a chance to instantly kill the target with a stun baton.
  • Master Chef allows players to cook faster with each level.
  • Lock Picking moved to Intellect
  • Grease Monkey grants the ability to use fewer repair kits when repairing vehicles
    • Zombies and animals are now killed nearly instantly when hit by a vehicle, but the vehicle takes more damage than previous versions.
    • Vehicles also take more damage when hitting objects or taking hard landings.

Perk Book Reworks

  • Spear Hunter Vol 3 changed from Steel Spear Unlock to Bleeding Damage
    • Spears have a 25% chance to cause bleeding damage.
  • Spear Hunter Vol 4 changed from Strong Arm to Kill Move
    • Power attacks do 50% more damage to downed targets.
  • Spear Hunter Vol 6 changed from Punctured Lung to Penetrating Shaft
    • Power attacks now penetrate and damage multiple enemies.
  • Spear Hunter Complete
    • Primal Kill: Kills with spears refill your stamina.
  • Automatic Weapons Vol 7 changed from M60 Unlock to Hip Fire
    • Aiming from the hip with greater accuracy can save your ass in close quarters situations.
  • Batter Up Vol 2 changed from Gear to Stealing Bases
    • Sprinting with a club drawn in combat uses 20% less stamina.
  • Batter Up Vol 6 changed from Bat Unlock to Foul Balls
    • Power attacks with clubs have a 20% chance to ragdoll enemies.
  • The Great Heist Vol 3 changed from Timed Charges Unlock to Gold Rush
    • Find 10% more dukes and old cash
  • The Great Heist Complete
    • Find 20% more lockpicks in loot
  • Art of Mining Vol 7 changed from Mining Helmet Unlock to Damage
    • Mining tools do 10% more block damage.

Perception and Spear Overhaul

It is mind blowing how powerful Rifles are now…literally. Pop zombie heads with ease with a boost to head shots when using the pipe, hunting, lever action, and sniper rifles.

The spear has gotten a rework. After much consideration, we decided to make it work like other weapons and exchanged the throw for a power attack. This makes the spear a much better sneak attack weapon and players do not have to worry about losing their fully modded spear when thrown. With the new door damage, spears are the best melee weapons for poking through the holes into pesky zombie heads.

Recipe Tracker

Having trouble remembering that recipe? Well, in Alpha 21, players can track recipes while out collecting resources. Items are tracked in a list shown in the upper right hand side of the screen. When the correct quantities are collected, the items will be highlighted in green. When all items are collected, a tool belt message will appear letting you know the item can be crafted.

Crafting Quality Selection

It’s likely that you’ve encountered a common problem: after gathering the necessary materials and components to craft your tool or weapon, you’ve invested additional points into the relevant skill, only to discover that the newly unlocked quality requires more materials than you currently possess. However, this predicament is no longer a concern, as you now have the ability to choose the desired quality of the crafted item, granting you control over the amount of materials invested.

Loot Balancing

Considerable attention has been devoted to achieving balance in various aspects of the game. This includes fine-tuning the availability of food and water, ensuring quest rewards are appropriately balanced, refining trader inventories to offer a fair selection of items, and the distribution of crafting skill magazines. 

Starter Quest 

The introductory quest has undergone simplification to provide a step-by-step breakdown of the initial stages of the game. Through user-friendly instructions and onscreen assistance, both novice players and seasoned veterans will be effortlessly guided to swiftly accomplish the initial milestones of their gaming experience.

HUD-less Mode

For those looking for a more immersive gameplay, players can now hide the HUD by pressing F7 one time. This mode will now allow players to remove the HUD, but still be able to interact with doors, loot containers, vehicles, and more. Pressing F7 again will change to “picture” mode that hides ALL HUD elements. Pressing F7 a third time will go back to default. 

Spawn Near Backpack

In this latest update, an exciting new feature has been introduced for respawning after death. With an active bedroll, players now have the choice to respawn in close proximity to the location where their backpack is found. This convenient option enables players to swiftly retrieve their lost loot without the need to place a new bedroll, as the primary purpose of bedrolls was not originally intended for this particular function.

Vehicle Damage

  • Vehicle collisions take more damage, but also cause more damage, so repair kits are more relevant to game play.
  • Repair kits repair a fixed amount of damage instead of all vehicle damage
  • New blood splatter when hitting entities
  • Improved ragdoll hits and can cause dismemberment on hit entities
  • Additional spark effects when hitting blocks
  • Improved block collision damage calculations

Wandering Hordes

To promote engagement and encourage players to confront wandering hordes, we have implemented an increase in the chances of loot bags dropping from these encounters. This adjustment aims to incentivize players to actively engage with wandering hordes instead of allowing them to pass by without engagement. Furthermore, an additional improvement ensures that wandering hordes will no longer occur just before the commencement of your blood moon event, providing a more balanced and predictable gameplay experience.

Twitch Extension

We’ve added a new Twitch extension to allow viewers to interact with the streamer without cluttering up the chat. This allowed for the addition of more advanced actions that cost Bits. We’ve also added Presets to customize your integration experience. Custom Events have also been added for Twitch events such as Subs, Gifting Subs, Raids, Hype Trains, and Channel Point Redeems.

Performance & Optimizations

  • Unity version update
  • Window block optimizations
    • All Windows have been converted to shapes which are more performant.
    • Full windows downgrade to broken.
    • Broken and Empty windows upgrade to Full.
    • Only Full windows can upgrade material.
  • Improved prop LOD transition values by adding LOD categories so similar props cross fade at the same distances. They also cull at more relevant distances which improves performance.
  • Trees (adjustments to meshes and settings for better performance)
  • AI can handle more zombies by throttling their activity based on distance to player
  • AI pathing can handle many more paths per second
  • Less memory use
  • A variety of other small performance optimizations

Networking Improvements

  • Greatly reduced network traffic
  • Entities have variable update rate based on distance

There have been a number of improvements and optimizations made for a smoother multiplayer experience. Character animations and ragdolls now sync smoothly while behind the scenes many optimizations have been made to create a more in-sync experience while also greatly reducing the overall network traffic while playing. This includes a new prioritization system that can increase the rate of server updates for specific entities based on their proximity to players.

Server Administration and Multiplayer

WebDashboard

The old Web control panel for the server has been removed in favor of a new Web Dashboard. This is the first step of bringing over what has previously been known as Allocs Server Fixes, providing Web based APIs for interacting with the server as well as a browser interface to those features. Compared to the old mod this interface currently lacks all of the APIs that provide information on players.

This new Web Dashboard is currently provided as a mod shipped with the dedicated server version in order to be able to speed up iteration times independently of the actual game releases when improvements are made or fixes integrated.

If you were previously using the control panel to automate server tasks you will need to switch over to the new API system:

  • Normally you define API tokens in the serveradmin.xml or via the ‘webtokens’ command, but you can also define one API token on the command line with the ‘-webapitokenname=x’ and ‘-webapitokensecret=y’ arguments which will define a single token with permission level 0
  • The API endpoint to issue commands is ‘/api/command’. The token name and secret need to be passed as HTTP headers ‘X-SDTD-API-TOKENNAME’ and ‘X-SDTD-API-SECRET’. The request needs to use the POST method and contain a JSON body consisting of ‘{“command”: “command to execute”}’

There are new config options related to the dashboard:

  • ‘WebDashboardEnabled’ toggles the whole system on or off
  • ‘WebDashboardPort’ specifies the TCP port to run the interface on
  • ‘WebDashboardUrl’ should contain the full URL that points to the dashboard, e.g. to a reverse proxy forwarding to the internal dashboard, like ‘https://proxydomain:8000/’. If the server can be reached with its public IP directly this value can be left empty
  • ‘EnableMapRendering’ decides whether the game renders the map tiles to corresponding images that can be seen on the Web Dashboard or used with other tools to get a full view of the discovered game map.

Mumble Positional Audio

Alpha 21 brings support for Mumble’s Positional Audio feature. This means once it is enabled in the game audio settings and in your Mumble client you can play with your friends and hear in which direction they are from your view and get to hear them louder or quieter depending on their distance. Detailed setup instructions can be found on this Wiki page.

Other changes

  • Now allows changing gamepref ServerPassword during an active server session with the SetGamepref console command
  • Added “teleportpoirelative” / “tppr” command to teleport to relative coordinates inside the current POI
  • UserDataFolder and SaveGameFolder now allow paths relative to the game files root (like “MyData/Saves” would refer to the “<game root>/MyData/Saves”)
  • Serverconfig.xml changes
    • Removed options ‘ControlPanelEnabled’, ‘ControlPanelPort’, ‘ControlPanelPassword’
    • Added: ‘WebDashboardEnabled’, ‘WebDashboardPort’, ‘WebDashboardUrl’, ‘EnableMapRendering’ (see text above)
    • Added: ‘AllowSpawnNearBackpack’ – lets players choose to spawn near their backpack on death if enabled
    • Added: ‘MaxQueuedMeshLayers’ – Memory vs chunk generation time tradeoff
    • Changed: ‘AirDropMarker’ defaults to enabled now
    • Changed: ‘DynamicMeshLandClaimOnly’ defaults to true now
    • Added: ‘MaxChunkAge’ and ‘SaveDataLimit’ (see section on the new Chunk Reset System)

Modding Notes

  • Game updated to Unity 2021.3.19
  • Updated HarmonyX to 2.10.0
  • Added a popup to the main menu when mods with custom code were found during loading but EAC is active
  • Added support for ModInfo format v2. It is recommended to migrate mods to use that format as this will be a requirement later on. Format specification
  • Support for new XML patch operation “csv”:
    • Manipulate elements like tags
    • Requires attribute “op” being either “Add” or “Remove”
    • Optional attribute “delim” containing a single character. If not specified defaults to comma “,”. Has to match the delimiter used in the list you want to patch
    • Text of the element specifies the value(s) to add or remove, separated by the same delimiter specified
    • Remove supports wildcard in the beginning and/or end of the name, so a name can be e.g. “ammo*” to match all names starting with “ammo” instead of an exact match
    • Adding does skip names that are already in the patched list, e.g. patching “sight,movement,melee,bullet,arrow,rocket” with adding “player,bullet” would only add “player”, not “bullet” as it is already in the old list
  • Block class PlantGrowing with IsRandom set to true:
    • Now works in unloaded chunks
    • ‘PlantGrowing.GrowthRate’ property defines the mean value
    • New property ‘PlantGrowing.GrowthDeviation’ is a factor defining the min/max deviation from mean. Defaults to 0.25
  • XUi Credits controller now supports loading custom credits XMLs. Also supports multiple templates for categories/credit lines
  • News controller now supports loading custom newsXMLs. Also supports limiting to specific platforms or device types and entries that only show up once the date+time is met
  • Changed code loading:
    • A single DLL can now have multiple IModAPI implementations
    • Multiple DLLs are supported for IModAPI and game classes
    • All DLLs from all mods are loaded first before iterating classes so that mod load order does not affect resolving referenced types across multiple mods
  • Console command ‘exportcurrentconfigs’ now opens the dump folder in the explorer
  • New console command ‘damagereset’ to repair all blocks in a POI
  • Game command line argument ‘-quick-continue’ allows bypassing the main menu and directly continuing with the last played save
  • Game launcher now supports the new arguments ‘-logpath <folder>’ and ‘-forceeac <on|off>’
  • Game launcher now supports the new argument ‘-skip-launcher’ to not show it even if it would be shown by default (e.g. because of its “Show launcher everytime” option)
  • World’s prefabs.xml is now always saved with y-offset based positions when using the world editor so that changes to the ground level height in prefabs does not require changes to worlds using them
  • Quests above tier 5 no longer show as tier “I” but instead use the correct roman number
  • Localization files are tested for a valid header line and show appropriate errors
  • XUi texture view with local texture file no longer fails when the full path to the texture contains a ‘+’ or ‘#’
  • XUi detection of style references vs strings just starting with “[“ and ending in “]” was fixed so that e.g. an text attribute can have values like “[FF0000]Red text[-]”

Changes for mods with custom code doing custom I/O:

We’ve replaced direct usage of System.IO classes such as File and Directory throughout the codebase with custom classes named with an “Sd” prefix (shorthand for “save data” – and/or “seven days” if you prefer). The new classes are SdFile, SdDirectory, SdFileInfo, SdDirectoryInfo, and SdFileSystemInfo. Mods should also switch to using these when accessing any user data or save data (it is okay to use standard File IO for other data though). Also some guidelines:

  • Make sure to not hold the streams open for too long.
  • Keep file sizes small if possible.

Reasons for this change include:

  • To facilitate a future backup feature that is active during writing, which should assist with power loss during writes resulting in corrupted data, the trade off being additional writes to disk and higher memory usage. Persisting to disk will happen some time after closing the stream.
  • Support for saves on other platforms (e.g. consoles). Some platforms require writes to happen within a certain window and some platforms do not provide standard File IO for saves, but have key-value storage only, both of which we have to abstract over.

Changelog including b324:

Added 

  • Screenshots are automatically copied to clipboard in addition to saving to file (Windows only) 
  • Prop LOD group culling has 7 categories, each with a common distance and all props get this calculated 
  • Block LODCullScale which adjusts the calculated value 
  • Prop LOD groups are all set to crossfade 
  • Cement mixer rotates when crafting 
  • Biome entities will despawn when a close dead player respawns away and no living players are in the area 
  • Vehicle particleOn, particleDamaged, particleBroken properties 
  • Bicycle crank sparks at high damage and loses chain and smokes when broken 
  • Motorcycle on/damaged/broken particles 
  • 4×4 on/damaged/broken particles 
  • Players staying in the area of a tier1+ POI have reduced detection by biome spawned enemies 
  • Opening the shapes selection window the first time starts with the basic shapes filter selected 
  • Players can float up higher out of water if moving into a low slope or plate block 
  • Lower swim speed when exhausted 
  • Allowed sprint swim in all horizontal directions 
  • Players slide around while standing on AI entities 
  • Forge tools are shown based on tools in slots 
  • Forge flames are bigger and brighter when crafting
  • Added ability to override the upgrade of the new shape based windows 
  • Debug menu adjusts to screen resolution 
  • Debug menu adjusts with UI size 
  • Transparent broken glass for block shape windows 
  • Gfx resetrev console command 
  • GlassCracked.mat and textures for abandoned vehicles glass 
  • StoreGlassCracked.mat for props with broken glass 
  • Remove sound capability from action sequence block adds 
  • Twitch Creator Goal support for the Custom Events 
  • Property to disable the auto creation of channel point redemptions. 
  • Twitch Bit Price Discount option 
  • Parse Localized String option for DynamicProperties 
  • Streamer Only targeting for Twitch Actions 
  • Allow selecting offline mode when EOS servers give unexpected errors 
  • Roadside Tile Support 
  • Shapes menu supports favorite shapes 
  • Terrain Tool size adjust sensitivity changes with size 
  • Terrain Tool shrink mode (secondary action) 
  • Terrain Tool grow mode is 4x sensitive with shift key 
  • Terrain Tool grow (was add) will use a selected block by alt clicking, shows name on status bar and for non terrain blocks will simply add them 
  • Terrain Tool grow and shrink can be undone 
  • World entity activity throttling system 
  • AI spawn max allowed is increased for blood moon and sleeper volumes 
  • Wandering hordes have a bonus chance to get loot bags from a few of the enemies 
  • Option for no advanced RWG generation map preview 
  • Reworked Prefab Properties window. Now also covers PrefabTags, added QuestTags and DifficultyTier 
  • New Twitch Bit Actions 
  • Leaderboard Stats for Twitch 
  • More “Trolly” bit actions that streamers can opt into 
  • Explosion kills can trigger buff effects 
  • Network workaround option for rare MP disconnect / desynchronization issues related to routers with MTU issues 
  • Autoshare quests in parties 
  • Multiplayer Party UI Sounds 
  • ItemActionDynamic Range property instead of hardcoded 2 
  • Twitch Presets for Actions, Votes, and Events 
  • Reflection probe updates when camera turned 
  • Reduced reflection probe intensity when reflected shadows are off 
  • Prefab list shows localized POI names as tooltip, debugshot shows localized (english) POI names 
  • Inline water check with area on stamp creation 
  • AllIsWater check as opposed to OverlapsWater check for various logic 
  • Ability to turn on/off gateway spawns in a township 
  • Line breaks to Robotic Drone description for better formatting 
  • FallingBlock, fallingTree and item to entityclasses xml 
  • Entityclasses xml UserSpawnType  None, Console, Menu 
  • Warnings when prefabs in a world are placed outside the world bounds 
  • Mutated zombie projectile radiation pools cause brief radiation damage to player 
  • F3>Player now also shows coordinates relative to the currently surrounding POI 
  • Support for biomes.xml bloodMoon weather values and added values for the 5 biomes 
  • Ragdolls from death have a short time they can still collide with vehicles 
  • Vehicle hits can cause dismemberment 
  • The vehicle driver is awarded some XP for killing entities 
  • Vehicle blood splatter when doing high damage collisions with entities 
  • Vehicle sparks on bigger self damage hits 
  • Cabin_17 (T2  clear, fetch, infested) (Earl)
  • Vehicles are repaired 10% by repair kits and each level of Grease Monkey adds 10% 
  • Location UI anchored at top right above quest tracker 
  • New commercial door variants (Single/Double) with window and handles on both sides 
  • New perks to each tree that govern how fast your attack speed is 
  • Prefab Editor: Copying block to toolbelt copies damage state 
  • Updated lightLOD script with a toggleable option to match emissive material colors to the light color 
  • Gamestage modifier for Biomes and Quests 
  • Twitch Hype Train Custom Event Support 
  • Quest Hints for the Quest Tracker to help with the starter quests. 
  • ParticleEffect supports attaching to body parts 
  • AI corpse targeting randomly ignores corpses if an existing target 
  • Apply status buffs when disabling AI/Animations 
  • Trader “Reading Materials” category for books, magazines, and mod schematics 
  • Zombie corpse eating blood particles 
  • POI editor Sleeper XRay shows all sleeper blocks (dark) if no volume selected 
  • BlockSleeper SpawnMode and if infested then sleeper volumes ignore those when POI not infested 
  • Sleeper r <group name> sets override on all volumes 
  • EntityCoverManager, Update cover manager to reserve and then use cover positions. 
  • AI dodge task and anim controller support 
  • Dodge added to bandits 
  • Party SFX and Twitch SFX 
  • Control zoom sensitivity (mouse) decreases with the amount of camera zoom in 
  • Control zoom acceleration and control settings option 
  • Traders will automatically add custom waypoints to the map. NPCInfo modified to include a localizationID field that is used to fetch the localized name of the trader to label their waypoint (configured via npc.xml)
  • Graph console command and removed graph commands from gfx 
  • Zombies will eat animal corpses 
  • AI eating corpses does corpse damage 
  • The map and compass now support displaying your three previously dropped backpacks 
  • Twitch Donation Sound 
  • Player swimming exhaustion when stamina is zero 
  • Player swimming run increases stamina use 
  • Out of stamina message when stamina reaches zero 
  • Gyro Pitch Up and Down to the Brake and Hop control localization 
  • GameEntityTintMaskSSS double sided shader with tint mask subsurface scattering support 
  • Player swim up boost when feet on ground 
  • Missing xml file for part_logs_set POI that was causing an NRE in RWG generation 
  • Twitch Custom Events for charity donations for streamers 
  • Quest Objective for game event 
  • Player crouching makes you swim down 
  • Falling block starts with random angular velocity 
  • Explosions set falling block velocity and spin 
  • Creative Menu block/item xml name to tooltip 
  • Wait actions for game events based on Requirements. 
  • Prefab Editor Thumbnail Guide 
  • Street Tile system that uses an overworld grid to allow more concise placement of wilderness, towns, and highways 
  • GetHeight function to prefabs to get the height at a given position within the prefab 
  • Distance “runup” that will help control the direction that a highway connects to a township’s gateway  
  • Specific draw method for biome stamps 
  • More threading for more items to help keep the generation speeds down 
  • New game button to generation to allow players to immediately play the map they have generated without having to remember the map name 
  • Base code to have roadside intersections  
  • Occlusion tracks skinned renderers 
  • Props changing to a worse damage state will play sound and particle on an optional FX object 
  • Plate Counter Square Hole to the shape menu for use with Gas Stove 
  • End Twitch Cooldown action and spawning a flock of vultures 
  • Player hands can interact (E) with water in the world to drink murky water 
  • Added new “agemap” console command: outputs debug texture displaying chunk age/protection/save status 
  • World editor improvements for visual ease of use  no fog and no biome specific spectrums 
  • Clear button added to text fields 
  • Tiered infested loot containers to all POI’s flagged with the infested quest tag 
  • SquareSpiral console command that has the player traverse the world chunkbychunk in a square spiral in fly and godmode 
  • Simplified entitygroups xml format 
  • Added new “expiryinfo” console command; logs chunk coordinates and expiry day/time for the next [x] chunks set to expire 
  • Se console command has an optional count parameter, player id of 0 uses the local player and updated help 
  • Missing localization for buffEnforcerCriminalPursuit 
  • Kickstarter backer names to POI’s 
  • Added forced culling of saved chunk data on servers based on a configurable save data storage limit  disabled by default; can be enabled via a new “savedatalimit”/”sdl” console command 
  • Block xml “shapes” attribute if not “All” will only make shapes with a matching “tag” attribute 
  • Wall Volumes for level design to block areas they don’t want the player to move to 
  • Utility Store Crate random loot helper to be used in mechanical themed areas 
  • Ragdoll action scaleY param for vertical hit control 
  • Server browser now shows warning when results hit the search limit 
  • Sleeper Volumes can now be triggered by the BlockTrigger system 
  • BlockShapeNew can have transparent sides with opaque sides 
  • Preview mesh can show transparent part of combined block mesh 
  • Region reset console command. Allows resetting chunk data for individual regions or the entire map, with an option to include or skip chunks which are currently loaded/synced. 
  • Max chunk age console command. Allows specifying how long an unsynced chunk is allowed to remain dormant in save data (measured in ingame minutes) before it will be automatically reset/cleared. 
  • Trigger Volumes for the Block Trigger System 
  • Info Volumes for Entering POI Message System 
  • Volume tab to Level Design Tab 
  • Destroy_on_close option to not destroy container if not empty 
  • Block DowngradeFX property 
  • Allow to block incoming text/voice chat from individual players through the player list 
  • New button in console window to open the folder with the log files 
  • Blocks with MeshDamage can trigger the destroy event when entering and have another repair list for leaving the final damage state 
  • Block shape mesh data sharing 
  • Zombie dog electrocution animation 
  • Block xml command dropextendsoff 
  • Block MeshDamage entry of  allows for no damage mesh 
  • Block stage 2 health 
  • Sleeper draw console command
  • Item and block EconomicSellScale to adjust individual sell price 
  • Cooking pots and grills to trader inventories 
  • Crawler zombie move speeds for walk, run and feral 
  • Workbench and cement mixer makes activity heat when crafting
  • Workstations reset activity heat delay when moving back in time
  • FPS cap in the main menu so we don’t hit extreme rates

Changed 

  • Wrench, ratchet and impact driver don’t play harvest hit effect 
  • Sleeper volumes skip past spawning when max server sleepers reached 
  • Adjusted video object quality setting to have less variation 
  • Removed extra wood damage boost from normal shotgun shells. Use breaching slugs for this purpose. 
  • Disabled trader’s controller so it won’t move them 
  • Disabled traders being hit 
  • Turned on Airdrop markers by default 
  • Increased supply crate smoke on ground to 4 minutes 
  • Debug menu starting position to not overlap menu buttons and adjusts to screen resolution 
  • Debug menu dynamic music lines to start with DM 
  • Debug menu World Entities to show local animal, bandit and zombies counts 
  • Optimized mesh tangent calculation 
  • Updated graphics default preset detection for recent GPUs 
  • Optimized terrain voxel mesh array handling 
  • Optimized water voxel mesh default array sizes and the adding of mesh data 
  • Updated BlockUpdates.csv with conversion of many props and shapes for the POI modding community. This should catch a large portion of use cases, but there may have been issues such as new size or rotation that didn’t allow for a 1:1 replacement. These items will have to be hand swapped by modders.
  • Updated damage decal normal map and albedo textures 
  • Modified Game/Overlayed_TA shader to multiply decal albedo instead of overlay 
  • Improved chunk opaque shader to overlay blend the damage texture and use correct tangents for damage normal map 
  • Sleeper volume spawning includes game stage of other players in the POI 
  • Improved terrain decal mesh gen to process less data 
  • Improved voxel mesh array handling 
  • Improved car block ground alignment 
  • World global ambient balance to prevent strong upward ambient lighting in Burnt Forest biome 
  • Updated toolTerrainModelerAdminDesc with new control tips 
  • Switched graphics SSR reflections to a new system and added Ultra setting 
  • Switched graphics SSAO effect to Multi Scale Volumetric Obscurance which performs and looks better 
  • Marking an item as favorite in the creative window no longer switches back to page 1 
  • Improved Terrain Tool sphere to be rim lit, brighten the terrain overlap area and show a yellow ring around overlap 
  • Terrain Tool shows green for grow and red when shrinking 
  • Terrain Tool works at longer distance 
  • Command getlogpath now runs on the client and has a default permission level of 1000 
  • Terrain Tool remove mode to shift + secondary action 
  • Set PoliceCar.mat Emissive Multiplier to 0 until this is wired up in code 
  • Updated player skin shader with SSS translucency and emissive for improved skin shading 
  • Improved distant terrain info memory handling 
  • Setup all random loot helpers with Loot Class so they are counted properly as loot containers for balancing POI’s 
  • Improved jiggle performance 
  • Prefab Editor POI Browser list is now left justified for easier reading 
  • Updated all bladed tools/weapons with a damage boost to zombie corpses for easier removal. If they are NOT alive and have the tag walker or crawler, they will get the boost. Animal and gore harvest does NOT receive the boost. 
  • Tweaked DMS to allow combat music to bypass the “daily time allotted” frequency limit and play immediately in threatening situations.
  • Moved spawn menu camera raycast 2 meters higher when player is in vehicle 
  • Lowered spawn menu destination y offset to .25 
  • Moved MicroSplat shaders, mat and data to TerrainTextures bundle so build is smaller 
  • Updated the Console Window to use the UGUI framework for improved memory performance 
  • Memory optimisation; rotated prefab instances now share cell data rather than holding unique copies. 
  • Standardized player door HP values and crafting recipes 
  • Improved Grace material and texture settings 
  • Master Chef Level 1  Use 20% less of a recipe’s main ingredients and cook 40% faster 
  • Master Chef Level 2  Adds a chance to find meat in dumpsters and cook 60% faster 
  • Master Chef Level 3  Use 40% less of a recipe’s main ingredients and cook 80% faster 
  • Physician Level 1  Splints and Casts cure sprains instantly 
  • Physician Level 1  Treated Critical injuries heal 15% faster 
  • Physician Level 2  Treated Critical injuries heal 25% faster 
  • Physician Level 3  Treated Critical injuries heal 50% faster 
  • GetStreetTile uses random order pick for prefabs that do not have a min/max count 
  • StreetTile Wilderness POI spawn now retries a few times when it runs into an issue 
  • Cleaned up UsedPrefabsWorld order of operations 
  • Order of operations on wilderness poi spawning and path/terrain smoothing 
  • Master Chef reduced from 5 levels to 3 and unlocked at Strength levels 1, 4, and 7 
  • All food related crafting recipe times increased 400% (i.e. Meat Stew 1:15 is now 6:15 without perks, 0:47 with perk maxed) 
  • Removed acid ingredient from Can of Sham recipe 
  • Can of Sham recipe is now only 1 craft at a time with a much lower craft time 
  • Charismatic Nature increased from 4 levels to 5 and unlocked at Intellect levels 5, 7, 8, 9, and 10 
  • Charismatic Nature level 1  Allies/Party members naturally regenerate 50% faster (cannot be starved or dehydrated) 
  • Charismatic Nature level 4  Allies/Party members find 10% better loot 
  • Charismatic Nature level 5  Allies/Party members find 20% better loot and receive +1 to all attributes 
  • Vehicle hit damage from entities to be the inverse mass ratio 
  • Adjusted vehicle health (decreased except for 4×4) 
  • Increased vehicle collider bounciness 
  • Improved vehicle hit forces on ragdolls 
  • Repair kits restore a fixed amount of vehicle heath 
  • Greatly increased vehicle block damage and self damage 
  • Improved vehicle block collision damage calculations 
  • Reduced the probability of zombie bears that can spawn during the Game Stage 38 zombie animal wandering horde 
  • Increased vehicle block, terrain and entity damage given and received by various amounts 
  • Optimized RWG stamp drawing 
  • Optimized RWG water map cleanup 
  • Optimized RWG SmoothStreetTiles 
  • Optimized RWG water map creation time 
  • Recipes for regular robotic turret ammo use lead instead of iron. AP uses half iron and half lead. 
  • Optimized RWG smooth road terrain, improved smoothing method and does many more passes 
  • Revised DynamicMesh system to operate on individual chunks instead of whole prefab clusters. Improves performance, reduces memory and disk space usage, and should improve stability.
  • Optimized imposter generation speed 
  • Improved prefab bulk console command 
  • Improved AI finding screamer spawn position 
  • Reduced the price of Grandpas Forgetting Elixir and made them sellable to traders 
  • Grandpas Forgetting Elixir has a low chance to be found in T5 loot chests 
  • Rabbits, Chickens, and Snakes now give 5 bones with axes, knives, and steel knuckles 
  • Localization and display values of Grandpas Moonshine to better align with buffs received 
  • Updated the colliders on stairs.fbx to prevent players and zombies from snagging on them when passing through doorways 
  • Players now start with 2 jars of water 
  • Improved blood moon, screamer and wandering AI finding spawn locations 
  • Basic light bulb recipe now requires a headlight in the recipe 
  • Improved AI corpse eating positioning 
  • AI corpse targeting to have less range and last longer 
  • Removed Reading Materials from the Mods category in trader inventory 
  • Removed Traps from the Tools category and moved active traps to Science and passive traps to (NonTrader) Building 
  • Removed “Building” category in trader inventory and moved items/blocks to Science or Decor 
  • Removed “Chemicals” category in trader inventory and moved items/blocks to Science 
  • Reworked trader inventories to provide a better mix of items for sale 
  • Removed resourceCobblestones from the basics tab of the crafting menu to showcase the dew collector on page one 
  • Removed wire tool from science category so it only shows in tools category and to prevent duplicates showing in trader inventories 
  • Removed legacy save migration code that moved saves from documents to appdata. 
  • Hunter’s Journal vol 7 now refers to humanoids and zombies 
  • Improved zombie corpse eating to target belly and move smoother 
  • Reworked all tool and weapon tier bonus and random stats to prevent crafting overlap between quality tiers  
  • Improved PassiveEffect xml parsing 
  • Improved White River and Trader flag albedo and alpha clip 
  • Removed attacks per minute penalty from melee tools and weapons 
  • Removed random attacks per minute from melee tools and weapons 
  • Removed random stamina loss from melee tools and weapons 
  • Removed random magazine sizes from ranged weapons 
  • Removed random rounds per minute from ranged weapons 
  • Sleeper volume counts allow decimal scaling 
  • Sleeper console command to have list/listp parameters and help 
  • Moved sleeperreset console command to sleeper r 
  • T3 chests are now 5000 HP and T4 chests are now 7500 HP 
  • Moved Lock Picking skill to Intellect 
  • Craftsmanship Perks renamed to General Intellect Perks 
  • Updated White River Flag with new design 
  • Updated cloth shader with alpha clip for frayed flag edges 
  • Control sensitivity UI increments to .01 
  • Spear Master Power Attacks have a 20,40,60,80 and 100% chance to slow enemies. 
  • Strong Arm: Renamed to Primal Kill: Kills with spears refill your stamina. 
  • AI being hurt always switch if current target is dead 
  • Adjusted AI target/corpse settings 
  • Increased mutated zombie damage 
  • Mutated zombie ranged attack is a higher priority and triggers at a longer range if target unreachable 
  • Implemented LandClaimExpiryTime check in GameUtils.CheckForAnyPlayerHome (used for triggering SleeperVolumes and checking POI lockouts). This makes land claim expiry behavior more consistent across all systems. 
  • Spawner gamestage xml will spawn nothing if current GS less than first GS 
  • Renamed spawnwanderinghorde console command to spawnwandering (spawnw) with b for bandits and h for horde 
  • Wandering enemies do not spawn near or just after a blood moon 
  • Moved backpack position tracking from PlayerDataFile to PersistentPlayerData and allowed tracking of up to three backpacks. Navigation UI still points to the most recently dropped backpack, but can now fall back to the next in line after the most recent one has been collected or destroyed. The tracked position is also now updated when a backpack moves from its original location. Note: Tracking will not be maintained for any existing backpacks in save data created prior to this commit. 
  • Rule One Cardio affects swimming run 
  • Adjusted Grace’s attack range/damage, health and experience 
  • Updated localization for cloth shape description 
  • Set ignore_loot_abundance to true for several important loot containers such as loot room chests, store crates, safes, air drops, mailboxes, and more to prevent empty loot when playing with lowered loot settings 
  • Improved road asphalt textures 
  • Boosted the headshot damage of all rifles in a tiered zombie fashion (i.e. A headshot with a no perk no mod pipe rifle will 1 shot 1 kill an Arlene, but not a Thug, Soldier or Biker) 
  • Cleaned up swimming and head in water handling 
  • Separated handling of player camera and head in water 
  • Rewrote entity and camera in water checks 
  • Improved water shader to show surface when under water 
  • Adjusted player water height that starts swimming 
  • Improved player swim movement (speed based drag) 
  • Increased player swim speeds 
  • Mutated Zombie xp is now 400, 750, and 1200 for regular, feral, and radiated 
  • Recipe for green drawer now crafts Steel Wall Cabinet and requires more ingredients 
  • Optimized Chunk SetBlock 
  • Improved Block “has child parent” error logs 
  • Re-added the missing Shamway safe to factory_lg_01 
  • Removed brewery safe and associated loot lists as they were not used. The schematic that was found in this safe is now part of the A21 crafting progression unlocks as well. 
  • Explosion falling block spawning rate to every x instead of random 
  • Falling block mass, drag and cube collider scale 
  • World global ambient balance 
  • Creative menu sorts when no filter set 
  • Reduced boar and dog large collider lengths, so they get stuck less 
  • Cleaned up AI stopping pathing 
  • Reworded perkGreatHeistGemsLongDesc to reflect the actual loot items that can be found 
  • SpawnTrader block is now using the female mannequin model and icon for easier placement 
  • Localization for spawnTraderDesc now shows the keyboard shortcut for selecting the trader 
  • Hooked up waterPurifier mod with a buff to prevent losing health when drinking murky water or with hands 
  • DescriptionKey of Candelabras since they are no longer setup as lights 
  • Tile objects are now selected based on the exits set on individual street tiles 
  • Order of operations when creating the world to enable ability to make the most of out of the free space by doing terrain features AFTER townships 
  • District layout is now more accurate 
  • Wilderness POI spawning is now controlled on a per tile basis allowing us to keep wilderness prefabs a decent distance from each other 
  • Cleaned up animal anim controller sleeper handling 
  • Item actions with Hitmask_override support all values and combinations 
  • Added missing water stat to sham chowder 
  • Improved occlusion settings 
  • Increased occlusion render precision 
  • Improved occlusion depth culling 
  • Improved explosion dismemberment to handle multiple body parts and corpses 
  • Updated garbage_decor1 harvest from paper to cloth to better match the new artwork visuals 
  • Updated garbage_decor2 harvest from paper to polymers to better match the new artwork visuals 
  • Corn on the Cob is now Grilled Corn, requires the cooking grill, but no longer requires boiled water 
  • Yucca Juice is now unlocked with the food crafting skill magazines and requires a cooking pot to craft 
  • Murky water does 5 health 
  • Boiled water requires a cooking pot 
  • Prices at food/candy vending machines are now the same as base trader prices (markup changed from 1 to 3 to match trader) 
  • Traders no longer sell seeds, bones, meat, vegetables and other food crafting ingredients in bundles of 5 
  • Removed 5 water stat from Corn Bread 
  • Concrete Mix sold by traders is now governed by trader stage (unlocked at TS20 with the workbench and cement mixer) 
  • Added MaterialHitpointMultiplier to the broken sidewalk shapes to match other broken/destroyed shape hit points 
  • POI safes now downgrade to open versions when empty  
  • Removed BlockShape IsTransparent so only the Block’s Collide “sight” matters 
  • Prefab inside data to smaller memory format 
  • Removed plant class from treeAzalea since they are just deco, don’t have a growth cycle, and to prevent IOOR errors when they are used in POI’s 
  • Yucca juice now requires 1 water and 1 yucca 
  • Removed drinks from cabinets and cupboards 
  • Removed “clean” water from most loot 
  • Tea, coffee, and yucca drinks are now very rare in most loot groups 
  • Removed drinkJarPureMineralWater from water coolers and jugs 
  • Blue “water” barrels are no longer lootable 
  • Adjusted vehicle loot to no longer skip T0 tools and weapons 
  • Reduced the amount of gas found in loot 
  • Removed obsolete blocksA16PrefabConversion.xml from the project 
  • Lockpicking is the default action for pickable chests 
  • Reduced all drinks found in loot by 50% 
  • Reduced all clothing found in store loot 
  • Optimized block rotation calculations 
  • Converted Speed Tree 8 shader from metallic to specular to prevent backlit sun luminance due to close range shadow clip 
  • Updated book bundles with new book names 
  • Optimized occlusion shadow caster handling by skipping when initially added 
  • Heavy armor UI template to show new armor values 
  • Removed <property name=”Stairs”/> from shapes.xml as it is no longer needed
  • Se console command spawns .3 higher 
  • Kill console command will not kill entities spawned during the kill loop 
  • Updated Window Store shape set to prevent Z-fighting 
  • The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting. 
  • Set Culling Mode to Always Animate on chainlinkFenceDoorPrefab 
  • Removed path grid drop down not connecting if solid block 
  • The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting. 
  • The Great Heist vol 3 Timed Charge to Gold rush: Find 10% more dukes and cash in safes 
  • Disabled the extension of the IsTerrainDecoration property on bookshelves to prevent Z-fighting when placed on terrain 
  • Block upgrade/downgrade names created from shapes to only add :shapeName if no : in name 
  • Volume 3 Steel spears now adds a 25% chance to cause bleeding damage.
  • Added Position field to PersistentPlayerData. Existing save data is not compatible after these changes. 
  • Adjusted ragdoll min/max angles 
  • Art of Mining completion perk now grants 20% more ore instead of 20% more damage. 
  • Art of mining vol 7: Mining tools do 10% more damage instead of unlocking mining helmet crafting 
  • Book perk Batter Up Gear is now Batter up Stealing Bases: Sprinting with clubs in combat uses 20% less stamina 
  • Modified save data format for decorations (trees) to differentiate between those which are generated or dynamically placed. Existing save data is not compatible after these changes. 
  • Timestamp data in region files is now stored as total in-game minutes that have passed since world creation. Existing save data is not compatible after these changes. 
  • Laundry, store shelves/coolers/freezers/produce/gun rack, coffins, caskets, file cabinets, shoe/pant/shirt/book piles, medical cabinets, medicine cabinets, utility carts, and ammo displays are now using destroy_on_close=”empty” and DowngradeFX 
  • MaxRepeatRate set to 0 for refrigerator running sounds 
  • CntCoffinWildWestStack and cntCoffinWildWestLeaning are now non-lootable props 
  • Removed the audio component from the Street Lamp Classic Prefab (was using the FridgeLP sound) 
  • Improved ragdoll to animation blending 
  • Reduced delay between a chunk being changed and those changes propagating to the visual mesh 
  • Reworked quest reward vehicle bundles to guarantee one of the major vehicle components 
  • Adjusted EnemyAnimalsForest night spawn to reduce nightly meat delivery 
  • Optimized zombie animation state transitions 
  • Removed empty jars, empty cans, fishing weights, trophies, candle sticks, and door knobs from loot 
  • Removed the action of getting a jar or can back after eating/drinking 
  • Removed the ability to scrap food items 
  • Doors now give scrap brass instead of door knobs with Wasteland Treasures Vol 5 
  • Most recipes now use water instead of murky water 
  • Removed jars and cans from recipes 
  • Removed snowball murky water recipe 
  • First Aid Bandages use Bandages instead of cloth 
  • Removed xml settings for projectile collisions on candelabra 
  • Adjusted colliders on all sectional furniture block prefabs to help prevent projectile issues 
  • Adjusted colliders on coffee table shape to help prevent projectile issues 
  • Cleaned up zombie anim sleeper transitions and cripple/leg triggers 
  • “Boiled Water” to “Water” and updated other references to the boiled version 
  • Updated xml for all perk books to fire the 7/7 completion event sound only once 
  • Updated all mushroom variants with new art and icons 
  • Wires now hide when you are not holding the wire too 
  • Water purifier mod description is more accurate 
  • Updated pipeSmallBlockVariantHelper with new small pipe color variants 
  • Improved BlockShapeNew rotation conversions 
  • Removed BlockShapeNew unused rotations from mesh arrays and get mesh functions 
  • Updated the old tv recipes into one tv block variant helper recipe 
  • Workbench recipe now uses duct tape and nails instead of the hammer and wrench 
  • Reduced spare tire shine 
  • Removed medicalBandage, medicalAloeCream, and medicalSplint from the medical crafting skill as they are unlocked by progression
  • Rebalanced mailbox loot to give a better mix of the “day 1” perk books and skill magazines 
  • Added stability support to 5×4 door to allow building on top (Raner)
  • Updated perkArtOfMiningLanternLongDesc to say mining helmets instead of mining hats 
  • Added movement tag to collide property for both weapon bags 
  • Updated some localization mistakes that were confusing Japanese players 
  • Removed tags that allowed ranged weapon mods to be installed into the Robotic Drone 
  • Updated the collider on endTableLamp to allow harvesting while aiming at the lamp itself 
  • Updated several blocks to use dropextendsoff to exclude the harvest and destroy drop event parameters of an extended block 
  • Removed admin pistol kick and spread 
  • Removed camera shake from actions if kick is zero 
  • Wood door to use a single AudioPlayer 
  • Updated adobe_tan block material 
  • Secure wood door to have a  state and stage 2 health of 1, so frame is left 
  • Updated adobe_peach block material 
  • Animation polish pass for vulture, slightly adjusted skinning on lod0 
  • Updated drywall_creme block material 
  • Updated granite block material 
  • Updated granite_black block material 
  • Reworked survivor_site_01 with new layout and artwork 
  • Updated block plaster material 
  • Updated business glass, bulletproof glass, and glass opaque to support new transparent shader 
  • Updated materials and properties to support new transparent shader 
  • TextureAtlasBlocks to support GMER texture porting to specular when baking transparent atlas 
  • Updated blocktextures.xml to use glass opaque 2, and removed glass opaque due to legacy formats and locked meta’s 
  • Added alpha cutoff support to Entity Tint Mask shader 
  • Removed Legacy ControlPanel 
  • Description of snowballs to reflect they can be thrown to distract zombies 
  • Refactored XmlPatcher to allow adding new patch types easily 
  • Network prioritization now applies to players in close proximity 
  • Canceling the quest accept screen from the trader takes you back to the quest list 
  • Add property to exclude players from nearby targeting for game events 
  • PerkLivingOffTheLandCrafting recipe and progression boosts now properly setup for 3 levels instead of 5 
  • Added a Take All option for output on workstations 
  • Sleeper volumes to respawn regardless of current count and only be cleared when nothing to respawn
  • Renamed sleeper list console commands to list/listall
  • Improved player progression handling of received network data
  • Adjust default land claim count to 3
  • Zombie eyes with E_BP_Eye tag have SkinnedMeshRenderer rootBone set to the head so bounds follow
  • Lowered the stack size of cooking pots and grills to 3 
  • Reduced AI attack position estimation 
  • Reduced attack range and damage of short zombies 
  • Reduced attack range of crawler and spider zombies 
  • Ask user for confirmation before opening URLs in the browser
  • Armor crafting Tier 3 now uses the military fiber icon since Tiers 1 and 2 use cloth and leather
  • Increased vehicle transition time between max speeds
  • Increased bicycle, minibike, motorcycle and 4×4 coasting
  • Adjusted bicycle, minibike, motorcycle and 4×4 max speeds and torque and turbo now increases torque
  • Lowered bicycle, minibike, motorcycle and 4×4 reverse speed and torque
  • Disabled bicycle and minibike reverse turbo
  • Adjusted mod slot counts on all tools and weapons to allow a standard linear progression between tech tiers
  • Adjusted all tool and weapon entity and block damage values to allow a standard linear progression between quality levels and tech tiers

Fixed 

  • Exception in thread ChunkCalc with IOOR WorldDecoratorBlocksFromBiome 
  • Mods can be used from toolbelt 
  • Exploit with turret camera view can be used as an xray machine 
  • Vehicle audio transitions play multiple at once, overlap and don’t play audio for terrain collision for passengers 
  • Code was using lowercase Bullet_material property making auger, chainsaw and junk sledge use wrong hit effects 
  • Colors for party members are now applied to their map marker on clients 
  • DecoManager GetDecorationsOnChunk DecoObject NRE 
  • Terrain mesh generation could reuse old vertices or invalid indices 
  • Vehicle placement preview has headlights on 
  • Game crash while riding on a vehicle can pull players towards the vehicle 
  • Docks_04 collapses when you or a zombie walks on it 
  • Wall hugging on traders causes teleport 
  • Burning barrel has lighter smoke particles now 
  • ShiftClicking Items Into TileEntity and Disconnecting Causes Item to be Lost 
  • Various vehicle item dupes 
  • Getting kicked, disconnecting, crashing, force closing, or a P2P game session Exit while a player is in a vehicle inventory with freshly placed items in it, the items will be lost. 
  • TileEntityPoweredBlock cast error if missing 
  • Closing workstation UI triggered 5 modifies which each sent a network update 
  • Each workstation update was sending network data while idle 
  • Apply rare ragdoll velocities rigidbody NRE 
  • Hostile animals run forward while electrocuted from stun baton 
  • Left hand knuckle weapon disappears if camera is locked while in 3rd person 
  • Too many Frame Shapes in one chunk breaks it 
  • Zombie loot bag drop attempts are triggered on chunk load 
  • Bloodmoon zombies spawn too slow with multiple parties 
  • Sounds not playing through Game Event Belt Tip action 
  • Game Event Variables not handled correctly for Loops and Decision statements 
  • BlockHealth Action can now remove custom amounts of health 
  • TeleportToTarget action now can teleport others to the target instead 
  • Client can not join a Prefab Editor session when the loaded prefab is too small 
  • Large custom made prefabs can overlap other POI’s 
  • Part spawning always picks the same part 
  • Two people lockpicking the same container can cause a bug 
  • Player names were still showing above their heads with GUI disabled 
  • Potentially unnecessarily high traffic from AutoTurretFireController audio broadcasting 
  • Disappearing trees on quest POI reset 
  • “Assertion failed” Error when activating Rally Point Marker 
  • Reflex sight for the Tactical Assault Rifle doesn’t work 
  • Fixed performance spikes when layered music plays in the dynamic music system 
  • Parts with different casing in name won’t spawn in RWG 
  • Falling trees did not remove occlusion tracking it 
  • No Item Passive Effect should include placing blocks 
  • Screamers shouldn’t spawn during Boss Hordes 
  • Optimized the twitch teleporting 
  • Twitch Boss horde icons not showing for clients correctly 
  • Large custom prefabs in RWG wilderness throws AOOR 
  • Advanced RWG with Pine Forest set to 0% causes no spawn points 
  • Spacing on Twitch “Do not allow” entries 
  • Passive_effect match_all_tags comparing tags in reverse order 
  • Japanese localization mistakes for Robotics Inventor perk descriptions level 25 
  • All turrets target supply crates 
  • Blocks stacked very high on top of POI’s are partially immune to quest resets 
  • Inactive bedrolls are not removing from quest POI’s 
  • Pressing Tab+Escape at the same time breaks the GUI 
  • Some zombies used old feral eye material/shader 
  • Japanese localization uses gigolo points 
  • Japanese localization mistakes for Robotics Inventor perk descriptions 
  • Black lines and dots on shiney materials 
  • WorldBlockTicker dropping scheduled ticks for blocks in loaded chunks where the neighbor chunks are not loaded 
  • If a 4×4 or gyrocopter is reduced to 0hp by zombies, they can’t be blown up and grant XP per hit 
  • Credits already scrolled up the first time opening them 
  • Players could interact with sliding door frames 
  • Chainsaw/auger not restarting idle sounds after refueling 
  • Motorcycle back wheel sphere colliding and bouncing off curbs excessively 
  • Sometimes Blood Moon fog density is too thick 
  • Some “unlit” store signs are brighter than others 
  • Zombies who die from walking through a fire from a molotov now awards EXP for the kill 
  • Second player harvest blood splatter sound and effect is delayed 
  • Several firearms have an issue with the left hand pinky 
  • RWG biome image saved multiple times while waiting 
  • Punching arms are flipped from 1st to 3rd person 
  • Pain Tolerance lvl 1 prevents bleed damage
  • File path exception after Dynamic Meshes folder is manually deleted on standalone platforms whilst the server is running. 
  • Changing ammo types while reloading weapons desyncs animation 
  • Visual duplication to chickens and rabbits while a sleeper volume is highlighted 
  • Supply crates can be killed by falling trees 
  • Player feet poke through the 4X4 
  • Block stick chance should be zero in trader protected areas to prevent griefing of falling blocks 
  • Blank menu after backing out of password prompt in server browser with ESC 
  • Mod Attachment Indicator icon doesn’t update in real time when switching between items 
  • Player isn’t always seated properly on gyrocopter 
  • UMACharacterBodyAnimator assignLayerWeights calling Animator many times 
  • Mod Attachment Indicator icon doesn’t update in real time when switching between items 
  • Imposters having stray terrain geometry 
  • AI pathing may fail if large height difference to target 
  • LightLOD script now updates all emissive materials instead of just one 
  • If a client passenger is killed in a vehicle, they fail to respawn (P2P) 
  • Item bundle Random_item_count property not giving the proper count 
  • Wandering AI would often not spawn due to end position being too far 
  • Water can be exploited to avoid blood moon hordes entirely 
  • It is possible to receive Tier Complete rewards twice.
  • Can no longer accept a new quest without turning in the previous one 
  • Block destroy and impact particle prefabs having some bad life times 
  • Armor functions at 0 durability 
  • Turning in quests at trader closure Null Ref/game break 
  • Placing sleeper blocks did not apply volume color 
  • Sleeper selection boxes color issues after save/load 
  • Pressing escape after using the radial menu to select Trader on a trader with a completed quest breaks the trader GUI 
  • Dedi : Issues with having 2 fetch or clear quests at the same time 
  • DropallOnQuit doesn’t cancel Crafting Queue on Exit 
  • Turning in quests at trader closure Null Ref/game break 
  • Double consumables usage 
  • Armor functions at 0 durability 
  • Chainsaw issues with harvesting rabbit/chickens 
  • Buried supply quest does not show circle on GLCore 
  • You would not attach to ladders while swimming and feet off ground 
  • Issue that wouldn’t allow Treasure Hunter perk from increasing quantities in treasure chests 
  • Issue that wouldn’t allow the barbed wire mod to apply the bleeding buff to other players 
  • Sexual Tyrannosaurus killing blow stamina bonus not granted 
  • (Retroactive)  Weather spectrum visuals now properly syncs to clients in networked games 
  • (Retroactive) Various animation blends have been smoothed out for network clients 
  • Set decal normal map texture type to normal 
  • Player trying to crouch walk up a ladder usually did not attach to ladder 
  • Player swimming up with jump was very slow 
  • Adjusted collider on tire_stackPrefab to allow projectiles to pass around them better 
  • Adjusted collider on monitorKeyboardMousePCPrefab to allow projectiles to pass around them better 
  • Reloadentityclasses console command being unrecognized 
  • Falling block rotation was not set to match source block 
  • Falling block would sometimes appear after a delay 
  • Falling block used wrong height check for skipping damage when below entity head 
  • Player can camera clip underground 
  • POI remains locked when client activates quest then disconnects prior to completion 
  • Error when trying to edit a world shipped with the game on the Xbox release 
  • Added a collider to the front of the motorcycle to prevent them from getting stuck in/on other objects 
  • End table lamps can be used to x-ray exploit
  • Wood particle effects cause lag 
  • Added destroying the block game event when the event fires 
  • Block Game Event did not know who triggered it 
  • Adjusted the vault hatch door collider to prevent players from getting stuck 
  • Water is only visible from a medium distance while in underwater bases 
  • Player can’t loot anything after POI reset while in loot container 
  • Several mods were missing materials that wouldn’t allow them to be scrapped 
  • Adjusted colliders on old chair to allow projectiles to pass under them 
  • Adjusted colliders on several duct prefabs to allow projectiles to pass by them easier 
  • AI animals could get stuck moving when trying to jump at something above them and switching to look task 
  • Fixed bug that caused dedicated servers to process updates more frequently than desired 
  • Level Tools 2 tab in the prefab editor doesn’t show correctly the the first time after loading the editor 
  • Gameevents can now target any entity instead of only players 
  • Harvest bar stops decreasing after power attack 
  • Workstation overflow into inventory halves output quantity 
  • Adjusted face assignments to prevent hiding faces and other shape cleanup of the wedge narrow shape set 
  • Vending machine does not shock with Robotic Sledge 
  • Shocking vending machine and spear problem 
  • Typo for ductStraightSideCentered localization 
  • Typo in questRewardBonusArmorBundleDesc 
  • Falling block models spawned without block tint color 
  • Player spectators triggered sleeper volumes 
  • Adjusted the colliders on signNoParking and signHandicapParking to prevent odd behaviors 
  • Adjusted the y by .07 on pickupTruckPrefab and suvPrefab to prevent the tires from clipping too much into the ground/blocks 
  • Animals not using sleeper pose 
  • Entities visually turning when spawned 
  • Zombie sleepers visually sliding upwards when spawned 
  • ProjectileMoveScript collision forcing NotMoveable when overriding 
  • Vehicle preview gets stuck at end of placement range 
  • Vehicle placement motion was not smooth 
  • Vehicle placement could show as red when initially at a good location 
  • Several glass blocks are visible in fog 
  • Cleaned up Z-fighting on picture_frame and picture_frame_filled 
  • Renamed all references to stripper zombie to party girl in gameevents.xml 
  • Crippled legs would prevent dismemberment 
  • Dev terrain tools’ sphere can get locked into origin repositioning in other game sessions 
  • Twitch repair buffs do not work while on a vehicle 
  • Adjusted the colliders on the pool table prefabs to allow projectiles to pass over/under 
  • No more using Twitch Bloodmoon right before night time 
  • ItemActionEat detection of water, renamed Condition_raycast_block to BlocksAllowed and use block names 
  • Added <property name=”WaterFlow” value=”permitted”/> to several ladder type blocks and shapes to prevent them from acting as air underwater when falling 
  • Players with non latin characters in their Windows user profile are unable to start game through the game launcher 
  • Gun impact particles shown on lakebed instead of surface 
  • Removed upper case from text electrical trap kills in advanced engineering rank 5 to be consistent with other ranks. 
  • God mode doesn’t prevent death in MP (client) 
  • Issue with wedge narrow rail shapes hiding faces on some rotations 
  • Tier 2 chest in Tier 1 fastfood_01 
  • Tier 2 chest in Tier 1 diner_03 
  • Sawmill_01 quest loot visibly clipping into vent 
  • Spot on the roadside in Navezgane that isn’t finished
  • Zpacks root y position was not at bottom 
  • Path grid drop down connections now ignore checking of lower block’s sides
  • EAC crashing the game on macOS Monterey 
  • Using Grandpa’s Fergit’n Elixir will no longer reset character level to 1
  • Using mousewheel to cancel hunting rifle reload skips reload timer 
  • AI pathing issue in house_old_victorian_01 by replacing the Stairs Filled 1/4 blocks on the right side of the pantry door with Cube 1/2 Corner blocks 
  • School Bus (short/regular) models have stretched 2d textures on the inside of the doors 
  • Melee hit ragdolls moving in an old direction 
  • XUi FilledSprite view not properly updating on position changes 
  • PartSpawn in POI Marker doesn’t pull parts from mod folders 
  • Block placement overlay frame was drawn under the block’s transparency 
  • Decoration placement logic behaved differently between the first load of a map versus subsequent loads. 
  • Voice comms fail for player who was voiced in multiplayer party who then leaves game to main menu then rejoins game and party 
  • Voice chat fails to initiate for latest joiner to the party 
  • EAC error after entering server password 
  • Reenabled player reporting 
  • Removed Volumes from F6 Spawn Menu 
  • Reorganized buttons in Level Design Tab 
  • Updated collider on tilt trucks to allow projectiles to pass through the sides 
  • Updated collider on Dog House to allow projectiles to pass over the roof 
  • Updated collider on concrete_destroyed06 and concrete_half_destroyed06 to allow projectiles to pass over destruction 
  • Updated colliders on several fence shapes to allow projectiles to pass through them 
  • Crawler and spider zombies standing when getting up from ragdoll 
  • FormatException error when party invite is sent to a player with ‘{‘ or ‘}’ in name 
  • Missing comma in gameevents.xml for action_sequence “buff_greyscale” 
  • Crawler and spider ragdolls shift back when blending out 
  • EntityAlive updating which block it is in could use a child block value 
  • Zombie attack animation hit timing and improved blend choices 
  • Consumables used but not granting benefits when quickly switching tool belt selection and opening/closing inventory 
  • SI issue with shipping container in gas_station_11
  • SI issue with shipping container in store_hardware_01
  • Adjusted colliders and added xml movement to prevent player clipping into candelabra 
  • Added missing radiated tag on zombieBusinessManRadiated and zombieUtilityWorkerRadiated 
  • Potted plants can now be repaired with clay 
  • Sleepers spawning on blocks that exclude their walk type would create then unload it 
  • Zombie dance anim state delay and early loop 
  • Removed clipping mesh on back side of 45 MPH Speed Limit Sign 
  • Laser dot does not show when zoomed with a scope 
  • AI long pathing in complex POIs can hang all pathing 
  • Floating anomaly high above canyon in navezgane 
  • Using mousewheel to cancel magnum reload skips reload timer 
  • Missing paint in house_old_tudor_04 
  • Z fighting on a door trim in house_old_modular_02 
  • House_old_modular_04 is in need of a quick exit 
  • Remnant_house_16  mispainted texture behind chimney’s painting / Updated w/ new props 
  • Loot windows will take all items (‘R’) even if an input field is focused 
  • House_old_gambrel_04  mispainted textures in “kids” bedroom’s shelves. Replaced front door foor red front door, set some sleeper volumes  to active 
  • Corrected some Japanese localization typos 
  • The treeDeadPineLeaf looks too white when the brightness setting is turned up high 
  • Turned off normal flipping in Speedtree 8 shader causing incorrect vertex normal lighting 
  • Optimize Oak Trees for Improved Performance 
  • Set all trees to LOD shadow casting and remove shadow casters to improve performance 
  • Server configs allowing different size maps other than the supported ones 
  • Zombie dogs not shocked by electric fences 
  • Cleaned up Book perk logic 
  • Updated colliders and meshes on several stairs with railings to help AI navigation 
  • Adjusted the colliders on road railings to allow crawlers to crawl/path under them 
  • Adjusted meshes on siding_burnt03 and siding_burnt04 to prevent Z-fighting 
  • Adjusted meshes on siding_burnt05 to prevent Z-fighting 
  • Added missing comma to Penetrator perk to allow it to work with spears 
  • Adjusted the collider on Pole1m_open to allow projectiles to pass through them 
  • Updated the mesh on concreteDestroyed01 to prevent gaps when adjacent faces are hidden 
  • Smoothed sharp edges on inside of plate_corner_round_1m 
  • The albedo on the material for signRoadDestinationsWest was pointing to the wrong texture (was Albuquerque instead of Phoenix) 
  • Adjusted colliders on drawbridge hydraulic arms preventing placement of blocks across the top while in the closed position 
  • Traders now generate items based on the supplied list, not the amount of items needed 
  • ActionTimeChange now uses a start point to base the offset on 
  • Fixed the rotation on newspaper dispenser 
  • Updated rubble cement pile to not clip through blocks below 
  • Zombie dog is running too slow  adjusted blend tree so the animation plays at full play rate 
  • The wrench, ratchet, and impact driver are using the incorrect animation for harvesting.
  • Not all bleed debuff have the bleed particle effects 
  • AudioPlayer Play adding RootTransformRefEntity when not an entity 
  • Second player harvest blood splatter sound and effect is delayed 
  • A typo that allowed the open variant of apartment mailboxes to be lootable (param vs param1) 
  • Knife harvest can easily hurt other players if they are standing within a block and 1/2 of you 
  • Unable to complete achievement Handy Man 
  • Replaced ZombieDog with updated skinned mesh, animations, animator controller 
  • Updated description of Cooking Pot 
  • As a client on P2P or Dedi, if a Trader or vending machine has 2 copies of a magazine for sale, you can buy 3 using the W key.
  • Selling less items than the bundle size will no longer give you a negative amount.
  • Pipe Rifle laser sight is invisible
  • Excessive SS reflections on blue selection zblock
  • Heavy lag for the host when a P2P client starts downloading the world
  • Excessive Player spawn distance from trader
  • Default Difficulty settings are different for SP/P2P and Dedicated servers
  • Workstations can be picked up while smelting or crafting items losing all materials involved when doing so
  • Zombie attack can break after receiving fall damage
  • Changing prefab properties in Prefab Editor does not add save indication asterisk