The Fun Pimps are pleased to announce the 1.0 release of “7 Days to Die” is out on Steam, PS5, Xbox Series X/S and Windows platforms. Dive into the definitive zombie survival sandbox RPG that started it all. Navezgane awaits!
The retail price will be $44.99 USD on all store fronts.
Discounts for Xbox One Owners
For the faithful followers of 7 Days to Die on Xbox One, welcome back! Good news, we were able to work with Microsoft to secure a 25% Discount with proof of Digital Ownership of the Xbox One version of 7 Days to Die. This one time discount will only be available after Microsoft makes the discount live sometime during the business hours of the 25th, so be sure to time your purchase accordingly and check back later in the day if you do not see the discount!
Discounts for PlayStation 4 Owners
If you owned the original digital version of the 7 Days to Die Telltale published game on the PlayStation 4 you will be eligible to receive a 25% discount on your purchase of the new PS5 ‘7 Days to Die – Console Edition’. Discounts for PlayStation 4 legacy digital game owners should be available immediately at Product Launch. Discounts will be available for thirty days.
Console Ratings and Availability
The PS5, Xbox Series X/S are available in most regions but there are a few regions where the products availability is pending rating service approval:
Japan: We are still going through the process to get the game rated to sell in the Japan region however; This will require some work on our end. Stay tuned.
The Fun Pimps are pleased to announce after nearly twelve years of early access, the highly anticipated Version 1.0 release of “7 Days to Die” is here! Tomorrow on July 25th the 1.0 version will be available on Steam, PS5, Xbox Series X/S and Windows platforms. Check the Launch times for your region below.
This milestone release heralds a groundbreaking evolution in the survival horror genre, packed with new a wealth of new content, innovative new features, polish, transformative quality-of-life improvements, optimizations, and revolutionary gameplay systems. No other game offers a fully buildable, fully destructible, truly open world where every location can be explored inside and out without load screens and with unmatched random world generation. Dive into the definitive zombie survival sandbox RPG that started it all. Navezgane awaits!
Launch Times
The Steam, PlayStation 5, Xbox Series X|S and Windows versions of the game will be available to purchase and download at the following time and dates:
Los Angeles – July 25th – 10:00
Dallas – July 25th – 12:00
New York – July 25th – 13:00
London – July 25th – 18:00
Berlin – July 25th – 19:00
Shanghai – July 26th – 01:00
Tokyo – July 26th – 02:00
Pricing
The retail price will be $44.99 USD on all store fronts.
For the faithful followers of 7 Days to Die on Xbox One, welcome back! Good news, we were able to work with Microsoft to secure a 25% Discount with proof of Digital Ownership of the Xbox One version of 7 Days to Die. This one time discount will only be available after Microsoft makes the discount live sometime during the business hours of the 25th, so be sure to time your purchase accordingly and check back later in the day if you do not see the discount active! Discounts will be available for thirty days.
Discounts for PlayStation 4 Owners
If you owned the original digital version of the 7 Days to Die Telltale published game on the PlayStation 4 you will be eligible to receive a 25% discount on your purchase of the new PS5 ‘7 Days to Die – Console Edition’. Discounts for PlayStation 4 legacy digital game owners should be available immediately at Product Launch. Discounts will be available for thirty days.
Ratings
There are a few regions where the products availability is pending rating service approval which will impact the PlayStation 5, Xbox Series X|S availability in these regions:
Japan: We are still going through the process to get the game rated to sell in the Japan region however; This will require some work on our end. Stay tuned.
South Korea: Rating is pending
Taiwan: Rating is pending
Delisting
To avoid product confusion the old Telltale edition of 7 Days to Die game has been delisted on the PlayStation and Microsoft stores so there should be no product confusion. If you already owned the product you will still be able to play it.
Bugs and Patching
Our team is dedicated to delivering the best product we can and we always patch often. If you have a bug to report you can go here: Report a V1.0 Bug!
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
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
New setting “QuestProgressionDailyLimit”: Limits the number of quests that contribute to quest tier progression a player can complete each day. Quests after the limit can still be completed for rewards. Defaults to 3
Web Dashboard
Complete control over server permissions (user levels, command permissions, web permissions etc)
Lots of small fixes and improvements to the frontend
Internal cleanup and code improvements
Changelog including b333:
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
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
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
Updated bicycle slide and bounce sounds
Changed ShowQuestClearCount to 3 on base_military_01.
Increased the HP of player coolers
Updated flags, tags, harvest, xp, and max health of Dire Wolves
Increased damage, infection, and abrasion settings for meleeHandAnimalDireWolf
Updated several entity groups to include Dire Wolves
Dire Wolf behaves like a zombie
Increased graphics High/Ultra presets sharpening setting to 50% and 60% for FSR with Temporal AA scaling it down so they have similar sharpening .
Removed depth of field graphics setting which was not used
Messages that don’t come from players will not escape BBcodes (Mods, Server Messages etc.)
Load EntityClasses.xml on world load again, not program start
Increased HP on bear and zombie bear
Zombie dogs, dire wolves, Grace, and bears now drop loot bags
Grace now harvests for rotting flesh
Adjusted loot in dropped loot bags
Improved graphics reflection probe settings for Ultra
Allow respawn on/near backpack/bedroll even if it was removed after the spawn window was shown
Enabled graphics jobs on Windows
Improved screamer spawning rules to account for a wider range of player activity (ActivityLevelToSpawn 100>25, SpawnChance .7>.2, CooldownDelay 15>4, +CooldownLongDelay 22, CooldownNeighborDelay 4>3)
RWG trader minimum distance to others only applies to same trader type
Updated voice device audio options localization to make it clear that it is only for voice.
Improved when AI alert sounds can play again on same target
Improved AI random and alert sound delays
Updated material for POI switches to reduce the damage done by cop explosions
NpcTraderTest is now using Trader Hugh model and voice
Max Health reduced properly for sprains vs. breaks
Rearranged the props behind Trader Rekt to see the menus a little easier
RWG District to support alternate names like forest_rural
RWG DuplicateRepeatDistance default to 1000
RWG has reduced chance that duplicate POIs are near each other or for empty tiles
RWG mixer mintiles set to 0 does not increase the chance to get that tile
RWG preview only shows POI meshes on Highest setting
Improved RWG plains, hills and mountains terrain generation using smaller tiles, better blending and mountain grouping
Improved RWG street tile height smoothing to the surrounding terrain by using a box blend
Improved forge rendering performance when burning or crafting
Optimized electric shock effect. Added toggleable shock effect to character shaders.
Implemented shader variant for electric effect for shaders that used branching prior.
Updated the look of the land claim corners to look more like they used to.
Made the box shader showing land claim sky high beams instead.
ChunkTransparent material render queue changed from 2000 to 2500 (Fixes grass rendering over chunk glass)
Inconsistent block property “BuffsWhenWalkedOn”.
DeReverb Base Zombie Female Audio
Moved player, chest and trader spawn point in playtest 20m closer to POI
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
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
Inventory window is accessible for dropped loot bags that have disappeared.
Failing Steam Group validation can lock up the login process
Navezgane blem in road.
Changing display settings messes with UI sizing
Added workarounds and fixes for several POI reset issues.
Bicycle could play slide sound from forward motion when not sliding
Vehicles would often not play slide sound from breaking
Game crash related to EOS_Achievements_UnlockedAchievement_Release
Rolling NRE spam if upgrading block as zombie breaks it
Errant challenge hint for Place Door Challenge.
Wrong challenge hint for Place Land Claim Challenge.
Effects Textures do not refresh after quality settings change
Fixed Minifills should now use cylinders and spheres.
Pressing W to remove an armor piece doesn’t update the character
Vehicle, drone and turret placement could duplicate them
Light Array exception in chunk generation
Equipment Stack calling slot change twice when handling move to preferred location
Trader protection was removed for clients without data
rename_signs no longer worked with the new player containers.
Twitch GameEvent block buffs now give credit for kills correctly.
Electrical items that contain inventory lose all inventory on breakdown
BlockVendingMachine and BlockSleeper were not properly clearing their TileEntity counterparts
Consumables exploit using a charged bow.
The grenade pin reappears in grenade after it has been tossed
Fixed terrain blending with flat ground in rwg_tile_rural_corner_02
Fixed terrain density issue on rwg_tile_rural_corner_02
Fixed nonclimbable rope in abandoned_house_07
Store_gun_01 missed trigger volume.
Client Argument Null Exception when testing auto turrets
Fixed the ability to get incomplete quest on base_military_01 from bypassing switches
Fallback shader added in SpeedTreeStandard.shader.
ParticleSystemSpawnRateLimiter added to forge workstation, chemistry station, camp fire, fire barrel, and torches. The emission scaling is now governed by the particles video setting percentage.
Adjusted AlphaStart of SemiTransGlow material used by SMG and Shotgun turret cones.
Cabin_04 texture issue
Pants clipping on store_clothing_02
Fixed Neck sliding off body for Zombie Yo
Missing paint in house_modern_08
SI issues in docks_03
Inventory slot encumbrance not updating until you navigate away the UI and back.
Turned off ‘custom vertex streams’ of root particle system renderer of p_blockdestroy_earth.
Graphics reflections from probe being dull or flickering on rougher surfaces
Dead zombies still play their pain sounds when hit.
Vehicle Action Set not being removed when detaching from vehicle (e.g. from death) if the console window is open.
Display error with Tier Add showing 0
ADS with Reflex Sight on New AK47 Skin Issues
Windows 7 players that cannot load ControllerExt.dll no longer crashes during bootup of game
All shotguns have an ADS reload animation glitch
The Steam achievement “Dig Deep” can be completed by teleporting
AI played alert sounds randomly after first alert
Zfighting on the curtain rods
StoveElectricModern_01 and stoveElectricRetro_01 seethru glass
Store_book_01, did a pass on reducing how many books were in the store section of the POI, removed about 40%
Trader_bob, moved Bob back one meter, so when interacting with him, the camera isn’t so close to his face, other small lighting and prop optimizations
Fixed fur shader scaling issue that was causing small bear to flicker
Swapping toolbelt while throwing timed charge results in invisible weapon
Stun baton charge animation missing when moving it to a different toolbelt slot,
Disabled dynamic batching. Fixes cases where motion vectors for skinned mesh renderers such as zombies were being drawn through walls, causing visible distortion with TAA or FSR enabled.
Replacing blocks does not reset number of upgrade hits.
Error when dew collector is destroyed while a player has its UI opened
The ‘RightArm’ and ‘BothArms’ animation masks were both missing the roll joints causing some really ugly deformation on the arms when poses were played through those masks
Controller cursor gets stuck off screen when the save confirmation dialog is shown on the world gen preview window
Default input for news screen set to relevant mode on consoles, not Keyboard.
Trader_hugh tree clipping
Missing texture in remnant_house_20
PC Xbl Online games freezing game on exit
Load audio creating source objects when beyond max distance
Ambient stinger sounds play too often
RWG sloped highways not smoothly blending height to street tiles
Forge did not update effects when crafting stopped until the window closed
Warnings logged about convex meshes
Effects Textures do not refresh after quality settings change
Punching while an item completes repairs and returns to that slot while punching fix has had a regression.
Player corpses play pain audio when struck.
A thrown rock does not make a sound when it strikes a target.
Fixed logfile argument passing in Linux dedicated server start scripts
Picking up empty workstations creates a loot backpack for a short moment
Increase after quest Twitch cooldown to 60 seconds.
Bikes pedals don’t animate and clip into feet
Remnant_house_01, added missing toilet to bathroom
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.
The Fun Pimps are happy to announce 7 Days is leaving Early Access! With the launch of the next update, we’re moving officially to 1.0 for 7 Days to Die.
TFP Co-Founder Richard Huenink details the move in this Video. He’ll talk about our decision to leave early access, the tentative launch dates for PC and Console Alpha 22 (Now 1.0), the roadmap of planned future updates and features ahead for all platforms, and the games new pricing.
Have more questions? Look at our comprehensive FAQ below!
ALPHA EXODUS FAQ
1.0 LAUNCH
Q: Why release now? A: We have been developing 7 Days fornearly 12 years and have had over twenty large scale early access releases that have brought the game to a significantly different place and quality than where it began. Our team feels satisfied with our efforts, especially with the significant overall progress, art quality and optimizations that have gone into the current release slated for all PC and Consoles and are ready for launch. We are now turning our focus to other ways we can support ALL versions of the game – through our planned roadmap, free updates, and beyond! The Fun Pimps have and will continue to support 7 Days to Die development with a majority of their resources.
Q: Why are some features in the road map? A: We have put significant work into these systems but some still have a ways to go to be ready for prime time. Rather than keep 7 Days to Die in further Alphas, we think it’s time to leave early access and officially announce our 1.0 launch, future plans and commit to the deadlines on these features. With that said, supporting and keeping parity with PC, PS5, and Xbox X/S Series will be our top priority.
Q: So what does this mean for A22 and other Alpha builds? A: Alpha build updates that were detailed or talked about prior to this news are going to become the major planned updates shown in the road map. The naming convention will reset to “Version 1.0” and so forth.
Q: Will there still be early release/experimental builds? A: Yes, we still release experimental builds on Steam before going stable. Stable releases will go to console and other PC markets after they are ready.
Q: Will I still be able to access older alphas of the game? A: Yes we will continue to support this on Steam as the Steam policies permit. This will not be a feature in other platforms.
Q: What about the Kickstarter stretch goals? A: We’re working on completing all stretch goals. As mentioned in the Kickstarter, some of these features will come post-launch. We are focused on ensuring all Kickstarter backers will receive the promised content.
Q: What was the 7 Days to Die “Apocalypse Edition”? A: This was a tentative name we were considering for the console 1.0 release of the game. But, after working with Microsoft and Sony, we thought the best way to avoid brand confusion was to call it the console edition. We are scrapping “Apocalypse Edition” at this time to hopefully avoid confusion.
Q: Is there a roadmap for post-release? A: Yes! You can view it below. Once 1.0 Launches, we’ll be updating the image with a more detailed look at what’s coming and when.
PRICE CHANGE
Q: Will there be a price raise? A: Yes, at launch of 1.0 stable the standard retail price of the game from that point forward will increase to $44.99 on all platforms and storefronts. We are offering a major Last Chance weeklong deal sale on Steam from April 22 to April 29, 2024 so that people will have one last chance to get the game before the price increases.
Q: What will the price increase mean for my current PC/Steam copy of 7 Days to Die? A: Absolutely nothing! Your PC/Steam copy of 7 Days to Die is still yours, and nothing will change besides it coming out of early access with a large free update and all future free updates. We appreciate your early and continued support of our title, and hope you enjoy the full launch.
Users who did not purchase the title before the pricing increase will, of course, have to buy the game at the new retail price point (or during any of our discount periods on Steam in the future!)
Q: Why increase the cost? A: We feel as though the quality standard of the game has gone up significantly from when the initial price was set over 8 years ago along with over a decade of content and improvements. We’ve looked at how others have handled leaving early access, and this is a common practice. We in particular want the price of the PC version to have parity with the Console version. We do not wish to force any current users to spend more money to play the game they’ve always supported. However, new users should see the value the game offers reflected in the cost, and we hope that continued support might fund future endeavors in expanding the 7 Days to Die game even further – DLCs, Expansions, and continued free updates (including everything listed in the Road Map)!
CONSOLE VERSION
Q: What does 1.0 Mean for a Console Release? A: We are pleased to announce that 1.0 will be the version that the console launches on. While we currently are working out the exact release date, we’re aiming for it to release only a few weeks after the launch of PC 1.0 Stable.
Q: Will the Console Version have Crossplay? A: While it will not be ready for the 1.0 Release, we are pleased to report that Crossplay connections already work with PC, PS5 and Xbox Series S/X. However, we are waiting for certification approval with Microsoft and Sony. We intend to have more information in the future, and hope for it to be released with Update 1’s launch (tentatively scheduled for Q4 2024).
Q: What about the old Console version? A: Due to the significant technical differences between old and current console hardware, we will not be upgrading the legacy version. Legacy owners will have to buy the new title. However, we are working closely with Sony and Microsoft to provide a discount to digital legacy owners on their purchase of the new console edition.
We made the decision early on to focus on a ‘new’ version of the game that is unified with our PC version, and our efforts to update the game post-launch will be entirely focused on that version.
Q: What about the old Console version’s availability? A: Due to product and branding confusion, we will be delisting the legacy console version from digital storefronts when the new version releases. You will still be able to play your old copy if you own it, but no future purchases of the legacy edition will be possible.
Q: Will I be able to use my old saves on the new version? A: No. You will, of course, be able to continue to use your old saves on the Legacy version if it is installed, but saves will not carry over as they are not compatible with the numerous new changes.
Q: Will the new Console Edition get the same updates this time? A: Yes! Our plan is to give the console edition owners every free update that the PC version gets, keeping parity with PC for Crossplay. If a feature is not technically possible due to hardware restrictions, or is otherwise restricted by certification requirements set by Microsoft or Sony, it will not make it to the console edition. We will outline any future updates if they will be limited or not make it to the console edition.
Q: Will the Console Edition get modding support? A: We are discussing this, but there are no concrete plans yet. We are looking into how this might be achieved while maintaining performance on the console edition.
Q: Will the Console Edition support local splitscreen? A: No. Due to technical limitations and memory restrictions, this feature is not currently possible on the Console Edition.
Q: Are there any plans for future consoles/ports? A: We have no plans to announce at this time. We are still looking into other platforms.
Q: Will there be a physical edition of the game? A: At launch, the game will be digital only.We have no plans to announce at this time, but may look into this in the future.
Q: Will there be any limitations or differences between Console Edition and PC on launch? A: Console Edition will have some limitations, including:
Random Gen: The Console Edition will launch with a collection of pregenerated maps and the Navezgane experience. However, Random Gen will come in a patch soon after launch.
Level/Prefab Editor and World Editor: The console edition will not launch with the level or world editor..
Internet Connection/Server Connection: At launch, the console edition will be restricted to peer-to-peer games on the same platform. As mentioned in the Crossplay section above, we intend to release Crossplay in Update 1, barring any certification requirements or technical hurdles.
Other Differences: There will be a document in the future that details any other specific differences in performance, online capabilities, hosting features and more.
UPDATE (4/22):
Q: What does this mean for Gamepass? A: 7 Days to Die will be leaving Gamepass by the end of April. At this time, there are no plans to enter back into Gamepass. However, we are exploring all future avenues with Microsoft.
Q: Save incompatibility between console versions? Also, will there still be Save incompatibility between patches? A: Due to the technical architecture of 7 Days to Die’s game engine, users will have to start a new game with each major update. Eventually, this will not be the case.
Thank You from All The Fun Pimps
7 Days to Die has been an incredible journey for our Team over the last 12 years, and for our fans who have been with us since the beginning. This game would not be possible without the continued support of our incredible community who have stood by us for over a decade, and we thank you all for that.
We will continue to support 7 Days to Die, because this game is still our team’s greatest passion. TFP will continue to make content, add new features and grow this Franchise… because it’s our favorite game too! We look forward to a bright future with many exciting releases!
Thank you for all of the support you have given us over the years!
The Mischief Maker Twitch Extension has been monetized by Mischief Maker in a way that is non-compliant with our EULA and therefore results in a copyright infringement of 7 Days to Die by those who use the extension and by Mischief Maker.
Mischief Maker received written legal notice of the copyright infringement and EULA non-compliance several days before Fun Pimps took action to take down infringing streams using the Mischief Maker Extension.
Anyone who streams through Twitch using the illegal Mischief Maker Extension will be risking a DMCA takedown as well.
The Fun Pimps have always welcomed Mods to 7 Days to Die that do not illegally monetize the game and will continue to permit streaming or video creation on any platform that does not violate our EULA.
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.
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)
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”)
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
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
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
The Fun Pimps are happy to announce that we’ll be participating as an exhibitor at TwitchCon 2022 – San Diego!
We will be promoting a brand new twitch extension with exciting new features, coming in Alpha 21. Some of you may have already seen in Prime’s Twitch.tv streams! Our new Twitch Extension for 7 Days to Die aims to make it easier than ever before to help or harass your favorite streamers. Viewers can spend free points (or even bits) to interact with their favorite streamer. They can help or hurt you with zombie spawns, debuffs (or buffs), and unique game events that you cannot experience outside of Twitch viewership including: homerun derby, bucket heads, and more!
Stop by the booth and say hello to our wonderful development team, get an early look at the Twitch extension in action, find out how to get some new 7 Days to Die swag, or win big with the cosplay contest!
Sign up for the Extension Demo Experience
We’re hosting signups for Twitch streamers to try out the extension at our booth! If selected, we’ll assist you in setting up your Twitch account to stream with the new extension. Each demo experience is projected to last anywhere from 20 minutes to 1 hour.
7 Days to Die Cosplay Contest
We’re hosting a large competition for all of the talented cosplayers out there in our community! Come show off your expertise in crafting the finest of costumes, and have a chance to win fantastic prizes! All participants will at least win a runner-up prize!
For official rules and details regarding the contest see the section below.
Rules:
Cosplay must be related to a character or enemy in 7 Days to Die.
Cosplay must match TwitchCon’s established guidelines on appropriate behavior.
You must be present to take a photo at the TwitchCon 2022 booth, and provide information so that we can reach out after judging. No entries from outside of TwitchCon San Diego will be accepted.
Prizes:
1st Place: MSI RTX 3090 TI (Approx. $1,339.99 Value)
2nd Place: Dream Stream Setup (1 x Elgato Stream Deck, 1 x Elgato FaceCam (Premium 1080p60 Webcam,1 x Elgato Wave:3 Microphone, 1 x Elgato Key Light; Approx. $729.93 Value)
All Runner Ups: 7 Days to Die Steam Key, and 7 Days to Die Key Art T-Shirt (Approx. $54.98 Value)
New Merchandise!
We’re debuting two new items that will soon be listed on our Amazon Store – a newly designed T-Shirt and branded lanyard! And as a special surprise, if you visit our booth, you might be able to win these items for free!*
*Visitors will be required to provide information and, if interested, engage in the “TFP Dance”. An example of the dance will be provided. Any and all free merchandise is only available while supplies last at our booth. One per visitor.
7 Days to Die – TwitchCon 2022 – San Diego Cosplay Contest Rules
NO PURCHASE OR PAYMENT NECESSARY TO ENTER OR WIN. MAKING A PURCHASE DOES NOT INCREASE CHANCES OF WINNING. The following contest is only intended for participants located in the United States of America who are 18 years of age or older and have reached the age of majority under the laws of the jurisdiction in which they reside. Further eligibility restrictions are set out in Section “3. ELIGIBILITY” below. Do not attempt to enter the contest unless you are eligible. This promotion shall be governed by the laws of the United States of America, to the extent permitted in each applicable jurisdiction, as further explained in Section “17. CHOICE OF LAW AND COMPETENT COURT” below.
DESCRIPTION. The “7 Days to Die TwitchCon San Diego 2022 Cosplay Contest” (the “Contest”) takes place onsite at TwitchCon San Diego, which is currently scheduled to take place between 7 and 9 of October 2022 in San Diego, California (“TwitchCon San Diego”). To enter, eligible Entrants (defined below) must be present at the booth during the aforementioned time that the convention is occurring. By participating in the Contest, each Entrant (as defined below) unconditionally accepts and agrees to comply with and abide by these Official Rules and the decisions of The Fun Pimps (the “Sponsor”), whose decisions shall be final and legally binding in all respects. The Contest will flow as follows:
SUBMISSION PERIOD. The Submission Period begins at 9:00 AM Pacific Time (“PST”) on 7 October 2022 and ends on 9 October 2022 at 5:00 PM PST (the “Submission Period”).
Submission Judging: Submissions will be judged on an on-going basis throughout the Submission Period and immediately following the Submission Period. Eligible Contest submissions will be evaluated by an independent Sponsor-selected judging panel according to the Judging Criteria set forth in Section 6. No formal announcement of winners will be made at TwitchCon San Diego.
Winner Announcement: Winners will be announced between 10 October 2022 and November 30, 2022. All winners will be privately contacted prior to announcement.
ELIGIBILITY. This Contest is open only to individuals located in the United States of America at the time of entry and who are at least eighteen (18) years old and have reached the age of majority in their respective jurisdiction of primary residence at the time of entry (“Entrants”). Entrants must possess valid identification to be eligible for this Contest. Entrants must travel to TwitchCon San Diego, and be present at the “7 Days to Die” booth, to be eligible to win this Contest. Each Entrant must have a valid Twitch account; Twitch accounts are free and may be obtained by logging on to www.Twitch.tv and following the onscreen prompts to create an account. In the event of a dispute as to the identity of a winner, the winner will be deemed the natural person who opened the Twitch account associated with the relevant entry, as long as such person is otherwise eligible.
Employees, shareholders, officers, directors, agents, and representatives of the Sponsor, any fulfillment coordinator, and each of their respective parent companies, affiliates, divisions, subsidiaries, agents, representatives and promotion and advertising agencies are not eligible to participate in the Contest. Immediate family and household members of such individuals are also not eligible to participate. For purposes of the Contest “household members” shall mean those people who share the same residence at least three months a year and “immediate family members” shall mean parents, step- parents, legal guardians, children, step-children, siblings, step-siblings, or spouses.
HOW TO ENTER. During the Submission Period, come to TwitchCon San Diego with your cosplay or costume and show up at booth #3213 (7 Days to Die/The Fun Pimps). Bring identification, your twitch.tv username, and an email and/or phone number suitable for contact. The exhibitors at the event will ask for your consent to having your photo taken for use in social media promotion, as well as for the purposes of the judgment period. All entries are limited to (1) per eligible person; you may not enter with multiple costumes.
SUBMISSION REQUIREMENTS. Submissions must adhere to the following requirements:
Cosplay must be, in some capacity, related to the 7 Days to Die videogame, to be judged at the discretion of the Sponsor.
Cosplay must be the original creation of the Entrant and the Entrant must personally create the majority of the Cosplay, in the Sponsor’s sole estimation.
Cosplay must have been created within the 12 months immediately prior to the Submission Period, and Sponsor reserves the right to require evidence to demonstrate this.
Submission must be in compliance with Twitch’s Terms of Service, Community Guidelines and Events Code of Conduct and Release. Failure to comply may result in disqualification from the Contest.
Submission must NOT contain material which is (or promote activities which are) sexually explicit, obscene, pornographic, unnecessarily violent, discriminatory (based on race, sex, religion, natural origin, physical disability, sexual orientation or age), cultural appropriation, illegal (e.g., underage drinking, substance abuse, computer hacking, etc.), offensive, threatening, profane, or harassing.
No functional weapons are allowed at TwitchCon. You must disclose to Twitch if your submission will include weapons to ensure your weapons comply with Twitch’s requirements.
Note that simulated or costume weapons that are composed of cardboard, foam, wood or other light materials are allowed as a part of your costume, subject to prior approval by one of the Costume Props Check Desks where it will be tagged. All costume weapons must conform to state and federal law.
Entrants must use only one (1) Twitch account throughout the Contest Period.
Entrants must provide upon request all appropriate clearances, permissions and releases for the Submission (in the event an Entrant cannot provide all required releases, Sponsor reserves the right, in Sponsor’s sole discretion, to disqualify the applicable Submission, or seek to secure the releases and clearances for Sponsor’s benefit, or otherwise allow the applicable Submission to remain in Contest). In particular, if any Submission contains any material or elements that are not owned by the Entrant, the Entrant is responsible for obtaining the necessary permissions to permit the use and exhibition of the Submission by Sponsor in the manner set forth in these Official Rules, including, without limitation, name and likeness permissions from any person who appears in or is identifiable in any part of the Submission. Sponsor reserves the right to request proof of these permissions in a form acceptable to Sponsor from any Entrant at any time. Failure to provide such proof may, if requested, render such Submission null and void. By entering a Submission, Entrants warrant and represent that they, along with any persons appearing or who are identifiable in the Submission, consent to the entry and use of the Submission in the Contest and to its use as otherwise set forth herein.
Submission must NOT include materials that violate or infringe another person’s rights, including, but not limited to, privacy, publicity or intellectual property rights.
Submission must not contain negative depictions or references to or disparaging remarks by or about any third party including but not limited to the Sponsor, the “Released Parties” (as defined below) or any of the products and/or services of any of the foregoing, Sponsors’ competitors, or any other people, media properties, businesses, corporations or trademarks.
SUBMISSION JUDGING. 3 Winners (1st, 2nd, and 3rd) will be selected by a panel of judges appointed by the Sponsor (the “Judging Panel”). The Judging Panel will score all eligible Submissions timely received during the Submission Period on the following criteria (“Judging Criteria”):
Choice of 7 Days to Die Character and Accuracy to Character
Overall Quality and Aesthetic Detail
Functionality of the Cosplay
Effective Use of Materials, Craftsmanship
The three (3) Submissions with the highest scores per Category will be placed accordingly to the agreed upon ranking set by The Judging Panel. If any potential Winner is found to be ineligible, or has not complied with these Official Rules or declines to be a Winner for any reason, such potential Winner will be disqualified and an alternate potential Winner may be selected. The decisions of the Sponsor and the Judging Panel are final and binding in all respects and are not subject to challenge or appeal and there will be no correspondence between the Entrants and the Sponsor/Judging Panel in relation to decisions.
PRIZES. 3 Winners (1st, 2nd, and 3rd) will each be rewarded the following prizes
corresponding to their placement, as well as runner ups for all eligible entrants:
Placement
Prize Description
Est. Value
1st Place
1 x MSI GeForce RTX 3090 Ti 24GB GDRR6X Graphics Card
$1,329.99
2nd Place
”Dream Stream Setup” 1x Elgato Stream Deck XL 1 x Elgato FaceCam (Premium 1080p60 Webcam) 1 x Elgato Wave:3 Microphone 1 x Elgato Key Light
$729.93
3rd Place
1x Elgato Stream Deck XL
$209.99
All Eligible Runner Ups
1x 7 Days to Die Steam Key 1 x 7 Days to Die Key Art T-Shirt
$54.98
Finalists will be subject to all rules and regulations of TwitchCon San Diego attendees as set forth by Sponsor. Failure to abide by them may result in forfeiture of the prize. Upon any prize forfeiture, no compensation will be given.
Winners will be contacted via the information they provided at TwitchCon San Diego, and will have three (3) business days to respond.
If a prize goes unclaimed or a potential Winner is ineligible, does not comply with the requirements in these Official Rules and/or declines the prize for any reason prior to award, such potential Winner will be disqualified and a new Winner will be decided in accordance with Section 7.
PRIZE LIMITATIONS. The approximate retail value for any prize represents Sponsor’s good faith determination thereof and is final and binding and cannot be appealed. Each prize recipient is solely responsible for all federal, state, provincial, territorial and/or local taxes and withholdings, and for any other fees or costs associated with the redemption of a prize. All prize details are at the reasonable discretion of the Sponsor. Prize winners cannot assign or transfer a prize to another person. Except as specified otherwise in the Official Rules, if a prize cannot be awarded, a substitute prize of comparable or greater retail value may be awarded. The value of the prize represents Sponsor’s good faith determination of the maximum retail value thereof. No refunds or credits for changes are allowed. Other restrictions may apply. No refunds or credits for changes are allowed. Other restrictions may apply. Sponsor has discretion as to the means of payment for cash prizes.
CONDITIONS OF PARTICIPATION/RELEASES. All federal, state, provincial, territorial and local laws and regulations apply. By participating, each Entrant agrees to be bound by these Official Rules and the decisions of the Sponsor, which shall be final in all respects. By participating in this Contest and/or by accepting any prize, each Entrant agrees to release the Sponsor, any fulfillment coordinator, and each of their respective parents, affiliates and subsidiaries, and their respective successors, employees, agents, representatives and assigns (collectively, the “Released Parties”) from any and all actions, claims, or damages arising in any manner, directly or indirectly, from participation in this Contest and/or acceptance or use of a prize. Winners may be asked to participate in select publicity activities, as determined at the sole discretion of the Sponsor. Sponsor is not obligated to use any of the above-mentioned information or publicity materials, but may do so and may edit such information or materials, at the Sponsor’s sole discretion, without further obligation or compensation.
The Released Parties shall not be liable for: (i) telephone system, telephone or computer hardware, software or other technical or computer malfunctions, lost connections, disconnections, delays or transmission errors; (ii) data corruption, theft, destruction, unauthorized access to or alteration of Submissions or other materials; (iii) late, lost, delayed, stolen, misdirected, incomplete, unreadable, inaccurate, garbled or unintelligible Submissions, communications or affidavits, regardless of the method of transmission; (iv) any inability of winner to accept or use any prize (or portion thereof) for any reason and such prize or portion thereof shall be forfeited; (v) any printing, typographical, human administrative or technological errors in any materials or activities associated with the Contest. Released Parties disclaim any liability for damage to any computer system resulting from participating in, or accessing or downloading information in connection with this Contest or use of a prize. Where these Official Rules provide for discretion exercisable by Sponsor that could otherwise cause a significant imbalance in the parties’ rights and obligations hereunder to the detriment of a consumer and contrary to the requirement of good faith, such discretion shall be exercised reasonably and in good faith.
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The update comes with many fixes and small balance improvements including fixes to POIs, a fix for the drone dupe, a fix to make achievements work again, balance changes and much more.
Save games should be compatible with A20 b238.
We hope everyone enjoys A20.1 b6! Have a good day!
A20.1 b6 changelog:
Added
Show Stability makes a clearly different green for max and darkens colors every 1m of world space
Changed
AI destroy area is canceled when damaged by an entity
Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
Updated to house_modern_18 based on YT player feedback. (made path more obvious, added torches, added triggers so sleepers arent’ left behind, etc.)
Updates to remnant_skyscraper_01 based on feedback.
Updated house_construction_01 and house_construction_02 with new art props
Updated remnant_business_0205, updated with new art and shapes
Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes
House_modern_23 (TIER4) Changes made based on feedback
Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback.
Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen’s floor, replaced shelfs to prevent zfight.
Updated downtown_strip_10 based on player feedback.
Downtown_filler_27 (TIER3, search, clear) removed door frame simulating door that was permanently closed to avoid confusion
House_modern_23: changes made after level designers meeting feedback
Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest
Slightly increased the probability of books found in book piles and crackabook shelves
Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door.
Updated loot probability and quality templates to better align with the new loot stage system
Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available
Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books early game
Reworked tiered chest loot to better reflect POI difficulty
Reduced the amount of aloe cream found in backpacks
Increased the chance to find acid in sinks and chemical sets
Added another low chance to find vehicle wheels in PassNGas crates
Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimetral wall
Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties
Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before)
Moved the storage crate and writable storage crate to their own recipes (same recipe as before)
Moved the old chair out of the furniture helper and gave it its own new recipe
Added produce baskets, pallets, and empty clothes shelves to furniture helper
Updated preview thumbnail JPGs for part_loot_t1 through t5.
Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle
Updated Localization for furniture helper blocks
Drone description no longer references the ability to fight
Reduced ammo loot counts by ~15 to 30%
Reduced amount of ammo found in yellow zombie loot bags from large to medium group
Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1
Updated colliders and xml on all arrow slits to work like iron bars
Yes Arlene, it’s time to take the Christmas tree down! Removed Christmas themed items from loot.
Improved AI destroy area trigger percents/distances, stun handling and capped spread to allies
TerrDestroyedWoodDebris now harvests 1,2 wood instead of 3 to be better aligned with the cost of frame shape blocks
Mmetal_weak to Mmetal on stoves to match other appliance HP pools
Increased the max HP from 5 to 100 on lootable backpacks, duffle bags, sports bags, and purses to help prevent premature loot loss
Added quick exit keyrack to POI oldwest_business_13.
Large_park_01 moved kiosk 1 block to the back, added extra floor under it
Farm_04 made changes so it’s no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door.
Farm_08 locked front door. Added light pointing at the quest’s entrance.
Removed restore power quest from lot_downtown_filler_01
Clean up and rename junk drone console commands to jd for local player data and jd clear for clearing.
House_old_tudor_06 to new RWG standards.
House_old_bungalow_08 for new RWG country residential.
Fixed
Remnant_downtown_12, mispainted textures
Terrain density covers satchel in warehouse_04
Missing paint behind curtains in house_old_ranch_01.
Missing paint in gas_station_07.
In body_shop_01, loot room sleepers on rooftop spawn within players view
Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds.
Distant and/or low resolution reflections/lighting on arrows are pink
Inaccessible cabinets in house_old_ranch_06.
In POI oldwest_business_12 sleeper stuck between 2 bookshelves.
In POI house_old_victorian_05 nightstand and bed clipping into window ledges.
House_old_modular_06 z fighting on exterior.
Diner_03 density issue on roof.
Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.)
House_old_modular_08 zfighting on exterior windows
POI canyon_gift_shop has extra blocks.
Survivor_site_09 zfighting on watch tower.
Fastfood_04 terrain hole under car.
Treasure maps calculate location from 0,0
Confuse does not affect vehicle controls.
Active drones can duplicate
Drone manager duplication
Drone can fall under bedrock and get stuck
JunkDrone stay command sync error with clients that could cause multiple drones.
Remove the “and fight” from the Robotic Drone’s information localization
JunkDrone case where teleporting away was not creating a nav object for the unloaded chunk.
Handled a case where picking up the junk drone was not fully cleaned up from the player data.
NRE caused by highlighted text in inventory search field
UI button hover scale effect only playing once per button per game session
Playtest and give feedback on countrytown_business_13 The Dead Rooster
HUDStatBar not working with “statcurrent” for “ActiveItem” when holding a paintbrush
Playtest and give feedback on countrytown_business_06 Ruby’s
Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning
Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory.
Workbench duplication bug
Can not shoot through bunkBedFrame
Pathing incorrect ladder height check if open to sky
SMG and Desert Eagle holosight location update.
Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them
Inconsistent resources and scaling on military armor recipes
AK47 and Pump Shotgun holosight location update.
Tactical AR holosight scope offset for dot alignment.
Holosight dot position updates for Iron Crossbow and Compound Crossbow
Holosight dot position updates for Lever Action Rifle and AutoShotgun
Structural Integrity is not recalculating when block pillar is recreated
Fixed Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun
Playtest and give feedback on countrytown_business_13 The Dead Rooster
Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback.
Sniper Rifle holosight dot update.
Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException
Scrolling too fast in part selector causes NREs
Show Stability could show old colors
Playtest and give feedback on commercial_strip_01
Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception
Cellar door and shutter open/close issue
Explosion of water fix would cause chunk regen to never resume
ChangeBlocks handling of clusters with recursion
Farm_07 mispainted texture in kitchen cabinet next to stove
Achievements aren’t working
Fixed not tied to build : Cut Gamestage Achievements in half
Switching between Steam offline mode and online within one savegame results in different player profiles/saves
Restore power host melee desync
Fixed zfighting on exterior windows at house_old_bungalow_11.
In POI motel_01 sleepers in final room do not spawn until after player is inside room
Door unlocked in house_old_victorian_01
House_mansard_06 unstable cellar door
Zfighting and missing paint at POI bank_01
Exit sign in courthouse_med_01 is too low.
Floating TV’s in bank_01.
Bank_01 zfighting
Action_time_shift index out of range.
Using Twitch teleports while in a workstation UI does not close the UI.
Added missing IndexName property for chandelierLight to work with restore power quests
Origin shift could cause objects to fall through world
Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD
Path node otherheight bad in cabin_11
Arrow slit AI exploit (“Zombie Forcefield”. Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient)
Falling ragdoll ground hits did not do damage or AI handling
Imposter issues on rwg_tile_downtown_t
Updated missing paint on attic ceiling corners in house_burnt_01
Updated missing paint on attic ceiling corners in house_old_bungalow_06
Having a full inventory and equipping a tool or weapon deletes currently selected hotbar item
Player bedroll and vehicle locations are displayed in the console
Deleted two utility poles in the trader tile to remove an exploit
Occasional NullRef’s when decapitating wolves, mountain lions and deer as client on dedicated server
Door near loot room was unlocked in POI oldwest_business_13.