Hey Survivors,
We are pleased to announce that 7 Days to Die V3.0 Dead Hot Summer Streamer Weekend Event will begin: THIS FRIDAY, June 12th at 12 PM CST. Fans will have a ton of great options to see all the new features & content of 3.0:
3 days of streaming
500+ streamers
48+ Countries
20+ 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. Read on for the Official Release Schedule, Official Release Notes Link and the Full List of Participating Streamers.
V3.0 Dead Hot Summer Release Schedule
Streamer Weekend – Friday June 12th – Sunday June 14th
Steam Experimental – Monday June 15th
Steam & Console Stable Release – Monday June 29th (Barring Show stopping Bugs or Cert Issues)
The apocalypse just got hotter. Amid the chaos of the Dead Hot Summer, we’re happy to deliver this ambitious systemic update. Built around a core philosophy of player agency, V3.0 gives survivors more freedom than ever to shape the apocalypse their way.
Version 3.0 introduces 150 sandbox customization options, giving players greater control over their survival experience. Survivors can fine-tune a wide range of settings to emphasize the parts of the game they enjoy most, or reduce and even disable systems they prefer to avoid, with the goal of letting players craft the survival experience they want. Player-made presets can also be shared with others, and we’ve created a selection of special preset modes of our own for players to experience.
Moment-to-moment survival is expanded through the introduction of Item Magnitude, a new system that reshapes how weapons and gear scale, alongside an optional Repair and Degradation settings that ensures every battle leaves a lasting impact. Together, these systems make loot more varied, meaningful, and rewarding to pursue, adding greater depth to progression and itemization.
The world itself has evolved. A full overhaul of POI signage powered by the new Sign-Tech system brings hundreds of new environmental signs to towns, compounds, businesses, and ruins, enhancing atmosphere, readability, and immersion across the wasteland.
Alongside these updates, Version 3.0 delivers a redesigned main menu, over 60 new POIs, and a customizable crosshair system. A new cosmetic outfit will also be available alongside the V3.0 Stable release.
A new scorched season of survival awaits. Read on to learn more:
Take Command of the Sandbox
A New Era of Control arrives. The V3.0 “Dead Hot Summer” update transforms the game into the ultimate survival simulator with 150 sandbox customization options. Whether reliving the tension of classic play styles with no magazines, turning off zombie digging, diving into a brand-new official preset like Undead Matinee, or forging entirely custom worlds through player-made presets, the power to define survival is now fully in your hands!
Your Rules. Your World. Your Survival Story. V3.0 introduces full sandbox preset creation and sharing, allowing players to build personalized survival experiences unlike anything before. Name your creations, fine-tune every setting, and unleash limitless gameplay permutations designed entirely around your vision of the apocalypse.
Along with the Classic Difficulty Presets, V3.0 comes with these brand-new Official Presets, including:
Undead Matinee – A melee-focused vintage movie-inspired mode with slower zombies, swarming numbers & scarce ammo. Includes the new headshot finisher setting.
Madmole’s Mayhem – Fewer supplies, harsher penalties, including the new item loss and item durability loss on death, along with constant pressure. Madmole… It smells good!
Almost Creative Mode – The apocalypse, minus the actual apocalypse. Because Dying Is Inconvenient.
Bite Club – Respawning is for cowards in this hardcore, perma-death mode. One life left; use it wisely.
Legacy Survival – Old-school survival with modern consequences. Play like it’s 2014.
7 Days Later – Modern movie-inspired with chaotic hordes of fast-moving zombies.
Caveman’s Life – Survive an apocalypse where tools peaked at sticks.
Dumpster Diver – Turning Garbage Into Greatness. It’s not hoarding if you use it.
Dying World – Resources are fading, and you’re not far behind.
Disaster Film – Catastrophes stack faster than you can fix them.
Chibi Mode – Not only are they cute… They’re fast, too! Good thing you have some speed of your own.
For notes about Sandbox server configurations, V2.6 server save game compatibility, and a complete list of all Sandbox Options, see those sections below.
The Arms Race Begins with Magnitude
Powerful new Magnitude variants are changing the face of survival in V3.0, bringing boosted stats to looted weapons, tools, workstation mods, and more. An orange star will highlight the special stats along with a % in teal. You might find a Pickaxe with boosted block damage, a Shotgun with boosted range, a Machete with increased damage, or a Cooking pot with faster cooking time. The permutations are endless!
All tools and weapons will have a chance to roll boosted stats when found in loot.
Tools and weapons still have a chance for random stats and may show a teal percentage, but they are not considered boosted stats unless the stat is marked orange. This could allow combined items to cross over into a boosted range.
A wide variety of mods for armor, tools, vehicles, weapons, and workstations will now have progressive quality levels.
Higher-quality mods provide stronger bonuses. A Quality 1 Grave Digger mod adds 5% dirt damage, while a Quality 6 version adds 30%.
Not every mod benefits from higher qualities. Mods with simple on/off effects, such as the Helmet Light, are still limited to a single version.
Survivors can now use the new Combine Station to merge attributes of similar items to incrementally increase their power until they reach their full potential! It also provides an alternative method for repairs! Traders will now carry Magnitude-enhanced equipment such as weapons with special boosted stats, creating a new high-end economy for serious survivors.
The highest percentage stats will be moved to the combined item regardless of quality.
When a boosted stat from a Quality 1 item shows 20%, combined with a Quality 6 item, it will have more impact on the Quality 6 item’s higher base stat.
With the various degradation and repair options available, players can now choose how punishing the apocalypse can be on items. Repair Method options include no repair, repair kits only, combine repair, or use both kits and combine. Permanent Repair Degradation can be set to 5, 10, 15, 20, or 25% of the item’s max durability per repair (the first repair is free). Death Degradation allows players to choose how much durability items will lose on death or even permanent max durability loss.
A new M60 turret has been added to help with those late game hordes. Uses all 7.62 ammo types.
Signs for the End of Times
A complete POI signage overhaul arrives in V3.0 thanks to the new Sign-Tech system delivering thousands of signs to the POIS in the game. This brings a richer atmosphere and deeper immersion to every corner of the world. Streets, shops, compounds, and ruins now feature dramatically improved environmental signage designed to make the wasteland feel authentic, coherent, and alive. POI creators will gain access to the Sign-Tech tools through the level design editor at launch.
Canvas & Decal signs of various dimensions (e.g. 1×1, 2×2, 3×3, etc.)
Add Text, Shapes and Noise
RGBA color picker
Layer Masking (Color Only, Color And Mask, Mask Only, Punch Out)
2 new RWG tile variants adding more spawning opportunities for 100×100 commercial and industrial themed POIs.
A Fresh Interface for a Brutal World
Survivors will be greeted by a newly redesigned Main Menu UI featuring upgraded visuals, improved presentation, and a darker post-apocalyptic aesthetic. While the front end has entered a new era in V3.0, the full in-game interface overhaul is still to come in a future release.
In your Crosshairs
Survivors now have complete control over their combat visibility with the new customizable crosshair system. Adjust crosshair scale, opacity, and color to match your personal playstyle, while expanded display settings let you decide exactly when and how your reticle appears. All new customization options can be found in the dedicated Crosshair tab within the General Options menu.
Sun’s Out, Guns Out!
The new Beachwear Pack cosmetic DLC brings tropical chaos to the apocalypse with stylish new outfits built for survivors who refuse to let civilization’s collapse ruin their summer plans. From sandy shores to blood-soaked boardwalks, the wasteland has never looked this relaxed. And remember, when the world ends, the tan begins!
Modding
The WebDashboard code was integrated with the core game code, meaning it will always be up to date. For mods there is only two changes:
You no longer need to reference additional assemblies, but only the game’s core Assembly-CSharp.dll
Due to the code being run through the code publicizer process you might have to adapt some of your code that overrides vanilla methods to also be public
“Localization.txt” was renamed to “Localization.csv” to properly indicate its contents and make it easier to open it with spreadsheet tools
Changed entitygroups.xml format back to proper XML elements
Previous text based format is currently still supported for backwards compatibility
The XUi framework has received a massive internal overhaul and code cleanup
New binding system moving more control from code to XML. Documentation can be found on the official Wiki ( https://7daystodie.wiki.gg/wiki/XUi )
Heavily reworked XUi views to reduce code duplication, provide more common features (attributes) across different view types and increase compatibility
E.g. tables and grids have more similar attribute names, window anchor names and view pivot names use the same values
Removed unnecessary view attributes, rects now always have an underlying UI widget and panels always a UI panel. Rects should be used over panels wherever possible
Added new views video, scrollbar and scrollview
Removed “force_hide” attribute, visibility is now properly handled on each view element through the regular “visible” attribute
Tweens can be controlled from XML
Renamed folder “XUi” to “XUi_InGame” to make it clearer what each folder is for
Renamed “controls.xml” to “templates.xml” to get rid of confusion between XML templates and XUi controller classes
Removed unused “ruleset” XML element level from xui.xml
Support for using templates as windows
Lots of small bugfixes to different parts of views, controllers and the overall framework
Sandbox Options
Here is the complete list of the 150 sandbox options in our Dead Hot Summer release. Each setting includes at least two unique variables, resulting in billions of possible permutations of preset game modes in the 7 Days Universe. The complete list is as follows:
Player Settings
Ranged Damage
Melee Damage
Block Damage
Terrain Damage
Headshot Multiplier
Player Damage In
Walk Speed
Run Speed
Crouch Speed
Jump Strength
Stamina Regen
Stamina Usage
XP Multiplier
Show XP
Level Stat Bonus
Skill Gain Rate
Skill Gain Amount
Death Penalty
Lose On Death
Death Loss Count
Death Degradation
Death Degradation Amount
Drop On Death
Drop On Quit
Infection Rate
New Player Buff
Encumbrance Slots
Jar Refund
Entity Settings
Enemy Spawning
Max Enemy Tier
Enemy Density
Enemy Respawn
Biome Animal Respawn
Enemy Damage Dealt
Entity Damage In
Enemy Block Damage
BM Block Damage
Headshot Mode
Entity Health Bars
Show Entity Damage
Zombie Day Speed
Zombie Night Speed
Zombie Feral Speed
Zombie BM Speed
Zombie Feral Sense
AI Smell Mode
Zombie Rage
Zombie Digging
Zombies Eat Animals
World Settings
Global Game Stage
Biome Game Stage
Biome Progression
Temperature Survival
Max Tech Type
Workstations in the Wild
Blood Moon Frequency
Blood Moon Range
Blood Moon Count
Blood Moon Warning
Air Drops
Air Drop Variance
Storm Frequency
Storm Warning
Heat Map Sensitivity
24 Day Cycle
Daylight Length
Mark Air Drops
Allow Map
Allow Compass
Allow Screen Markers
Show Location Info
Show Day/Time
Resource Settings
Max Loot Tier
Global Loot Stage
Biome Loot Stage
POI Loot Stage
Loot Respawn Days
Loot Timer
Loot Bag Drop
Loot Abundance
Food Abundance
Drink Abundance
Medical Abundance
Ammo Abundance
Resource Abundance
Armor Abundance
Melee Abundance
Ranged Abundance
Currency Abundance
Magazine Abundance
Treasure Map Chance
Mining Yield
Crop Yield
Seed Drop
Resource Yield
Crop Growth
Crafting Settings
Crafting Progression
Crafting Max Tier
Magazine Progress
Backpack Crafting
Workstation Crafting
Smelter Type
Crafting Timer
Crafting Cost
Crafting Yield
Scrapping Yield
Dew Collector Time
Dew Collector Yield
Dew Collector Input
Apiary Time
Apiary Yield
Apiary Input
Item Degradation
Repair Method
Repair Degradation
Traders
Trading Enabled
Vending Enabled
Trader Hours
Trader Protection
Trading Dialog
Global Trader Stage
Trader Max Tier
Trader Item Count
Vending Item Count
Trader Reset
Vending Reset
Sell Price
Buy Price
Trader Buy Limit
Task Settings
Challenges
Quests
Intro Challenges
Intro Quest
Trade Routes
Buried Quests
POI Quests
Quests per Tier
Quests per Day
Base Skill Points
Miscellaneous Settings
Vehicle Fuel Usage
Vehicle Entity Damage
Vehicle Block Damage
Vehicle Self Damage
Electrical Output
Celebrate Kills
Big Heads
Tiny Zombies
Gravity
Silly Sounds
Black and White
Server Admin notes for Sandbox Options and legacy property removal
With the addition of over 150 Sandbox Options, some of the legacy options previously set in serverconfig.xml have been moved to a new SandboxCode XML property.
For server admins that wish to continue their V2.6 save game, you will need to recreate your legacy serverconfig.xml settings using the in-game Sandbox Options menu.
Copy the code, and then paste it as the SandboxCode property value in the updated V3.0 serverconfig.xml file.
Although we have done our best to communicate with server providers, you may need to work with your specific provider to help setup these options.
The name and default value for the new property is:
V2.6 Stable is here with a group of fixes, tweaks, and gameplay changes.
Here are some of the highlights:
We identified the reason for the severe hitches in cities and were able to address the issue. Dew Collectors now require jars as “fuel” to produce water. Jars no longer require the crucible to be crafted. The default jar refund chance is now set to 60%. Zombie XP has been re-balanced based on type, HP, and Damage. Added tougher biome spawn zombies to the snow and wasteland biomes.
Changelog:
Added
Discord friends’ sessions now appear in server browser’s friends tab
Replaced properties list for zombie xp values at the top of entityclasses.xml
Added Roaming sounds for animalChicken and animalChickenHostile
RWG town planner removes some connections between pairs of districts to increase the amount of T, L and Cap tiles
Radiated, charged and infernal mutated zombie’s ranged attacks now have increased distance, speed and different patterns
Enemy AI now play an alert sound when they run away from either an entity or being hurt
RWG conversion of one L tile to a Cap per district group unless the group would split
Stag and Doe now have roam and alert SFX
Changed
Removed the Bone Knife requirement from the Harvest Animals Challenge
Updated loot list parameters to include ignore_loot_abundance=”true” for construction crate, hidden stash, and buried treasure
Adjusted spawn groups for the snow biome to include Radiated, Charged, and Infernal Chuck zombie variants
Adjusted spawn groups for the wasteland biome to include Radiated, Charged, and Infernal Mutated zombie variants
Increased the snow biome gamestage_modifier from 2 to 3 and gamestage_bonus from 20 to 30
Increased the wasteland biome gamestage_modifier from 3 to 5 and gamestage_modifier from 30 to 50
Adjusted the wasteland weather with new hot and cold events
Refactored zombie xp progression based on zombie HP and Damage
Reduced block damage on zombieSteveCrawler and zombieMaleHazmat hands to align better with other zombies in their group
Adjusted various zombie HP values to align better with other zombies in their group
Increased player kill XP
Removed legacy “Boss” EntityDamage passives from Radiated Utility Worker and Radiated Businessman
Updated chuck hand variants with new boulder projectiles that have progressive entity and block damage
Updated loadingTipApiary to warn about closing the Apiary instead of when opening it
Dew Collector requires jars as a “fuel type” to produce water
Crafting jars no longer requires the crucible
Updated the hit mask override on chuck zombie hands from arrow to rocket to prevent boulders from passing through bars
Gyrocopter can now have 5 mod slots (requires a new gyro to be crafted)
PC/Mac/Linux now use an uncompressed texture for the road splat map for higher quality blending
Increased dire wolf and zombie bear hearing and sight ranges
Increased mutated zombie ranged attack damage
Bears can now fit through 1x2m openings
Snakes now play footstep sounds
Improved terrain blending where topsoil is removed
Disabled allharvest HarvestCount penalty on several melee weapons to allow basic resource harvesting such as plant fibers, wood, and stone
Updated harvest tags on several blocks for perkJunkMiner
Updated oreWoodHarvest tag to only be applied to wood, stone, ore, clay, and sand
Updated localization for armor perks to describe their loot boosted items
Separated the dew collector and apiary fuel windows in code and XUI
Dew Collector output now has 3 rows for a total of 9 slots
Replaced old buff names used in logic for Stage 2 storm buffs
Reduced completion requirements of several medical challenges to 5 – If the challenge cannot be redeemed, one additional cure will trigger the completion
Updated comment for BiomeProgression property in serverconfig.xml
Fixed
Reasons for severe hitches in cities were identified and fixed
Paint rotation on baseboard in hospital_01
Switching Challenge tabs should no longer cause them to flicker
Large Quest Generators now display their smoke particles correctly
Localization keys for shapewedge60TipTrimQuarterLeft2Sided and shapewedge60TrimQuarterRight2Sided were flipped
Localization typo in some quest reward bundle descriptions
Removed debug logging of friend IDs
Vultures on a dedicated server would only attack once
ChangeBlocks could set the wrong neighbor block’s topsoil to broken
AI targeting range for nearest player was too short and inconsistent
Bear attack was hitting before animation hit
The spawner source was set after the entity was spawned in four cases
RWG mixer was using mountains instead of burntForest_mountains
Tagging issue that would prevent Legendary Parts from spawning when any armor perk was active
Apiary fuel is no longer lost when the apiary is picked up
Progression bar no longer resets if fuel is removed from collector class workstations
Shift-Click for “fuel” items in the collector class workstations is now working
Set the default jar refund rate to 60%
Floating platforms on growing trees are no longer possible
Issues with adding/removing vehicle storage mods and item loss
Large ragdoll forces no longer launches small animal corpses long distances
Sleepers had too short of a kill off timeout
Rogue Armor Set cowl would not show correctly
Road texture blending on low settings when a new world is first loaded
Third person character speed was affected by god mode speed modifier when it shouldn’t be
Improved quick swap slot assignment when scrolling through toolbelt on controller
We’re excited to share some big news. The Fun Pimps have officially joined Behaviour Interactive.
7 Days to Die started back in Thanksgiving 2012, when two brothers cooked up a game idea at the dinner table. Thirteen years later, that idea has grown into something far bigger than we ever imagined, with over 20 million copies sold and a community that’s been with us every step of the way.
There is still so much we want to do, and we’ve always believed the future of our game could be even greater than what we’ve shipped so far. This partnership means more support for 7 Days to Die moving forward. We’ll continue to lead development, just as we always have, but now, with Behaviour’s help, we’ll be able to grow the team and deliver even more for the game and our community.
Nothing about the heart of the game is changing. Our vision stays the same, our team stays the same, and our focus remains on the community that has carried 7 Days to Die for over a decade. This is simply the next step in a long journey, and we’re excited to take it with you.
More details are coming soon, including a Reddit AMA on 3/25/26. Feel free to submit your questions ahead of time at r/7daystodie and we’ll answer them live during the session.
In the meantime, check out this message from Richard about the new partnership!
The V2.5 Survival Revival Stable Update is out on all platforms! This feature-rich update focuses on community feedback and the return of some long awaited features. Xbox will be on V2.5 b20 until b23 passes cert.As a result of this you will need to empty vehicle storage before adding the new storage mods to vehicles until b23 is released. The update includes:
Improved Water Survival with Empty Jars
Vehicle storage improvements and mods
The new Lore Friendly Rancher Zombie (Replaces the Plague Spitter)
The new Lore Friendly Chuck Zombie (Replaces the Frost Claw)
A brand a new Smell System with some great surprises
Distant storm rendering
Updated Biome Hazards, Storms, Temperature & Protective Clothing
A new Apiary Station to produce Honey
New Honey inspired recipes
Third Person Camera support (Toggleable In-Game)
Turret Ammo Improvements
Quest Improvements
A new character window rendering
New Free Cosmetic Skins & DLC
New Trader Jen Model
New Food and Water Bars with Stats
New Server Config Settings
Warning to players before upgrading to V2.5 With changes made to the workstation progression, if a player is in the middle of crafting a workbench, the update may remove that recipe unlock and clear the crafting queue. This will NOT refund the crafting ingredients back to the player. Be sure to clear all crafting queues before updating to V2.5.
Please note that we have adjusted the default controller layout to accommodate some new and reworked controller inputs. The first time starting the game after updating all input bindings will be reset to their new defaults.
Although the build is compatible with 2.X save games we highly recommend starting a new game for the best experience. If you continue an old save game we recommend turning on storms as they are much improved.
2.5 Survival Revival Release Notes
Improved Water Survival (Empty Jars)
We know this is a topic of great interest to the community, and we have taken extra care to listen and read hundreds of posts and polls. What stood out the most is that people liked the old empty jar system for the immersive feeling of rummaging through loot to find an empty jar, locating a water source, filling the jar, and boiling it to drink it safely.
With that in mind, we combined the best of the old and new systems and made it balanced. Here’s how it works:
In the early game, you scavenge for jars and fill them with murky water from natural lakes, rivers and ditches, or from other man-made bodies of water. Murky water is boiled for use as normal. Toilets, sinks, and other water fixtures are all dried up.
Early to mid-game, you can choose to craft dew collectors or continue only to use the jars that you find.
To balance gameplay, jars are one-time use, not refunded by default (See Jar Refund Options Below). The dew collector unlocks at Workstation Crafting level 16, is now crafted on the workbench, and additional resources are required for crafting. Murky water and other drinks still have a chance to be found in loot.
Jars can be crafted once you have a forge and a crucible.
With no perks, the recipe will be 31 sand and 6 clay
With Advanced Engineering 5/5, the recipe gets reduced to 25 sand and 5 clay
A Jar Refund menu option has been added which can change the chance to get a Jar Refunded after use. The available settings are: 0% Default, 5%, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%
Vehicle Storage Improvements & Mods
Each vehicle by default will now support one additional storage column for more storage slots:
Bicycle: 1 extra storage slot
Minibike: 3 extra storage slots
Motorcycle: 4 extra storage slots
Gyrocopter: 5 extra storage slots
4X4 Truck : 9 extra storage slots
We are adding vehicle storage mods that will increase any vehicle’s storage capacity by 1 row which will increase a vehicle’s storage capacity by 10 slots. Each vehicle can hold up to two vehicle storage mods for a total increased storage capacity of 20 storage slots. When you install a vehicle storage mod you will see your vehicle visibly change. For example: you would see new saddlebags on a bicycle when a vehicle storage mod is installed.
The New Rancher Zombie
The 2.0 Plague Spitter model has been replaced with ‘The Rancher’ who looks more grounded to the Navezgane Arizona desert game lore. The Rancher still has the swarm spitting attack.
The New Chuck Zombie
The 2.0 Frost Claw model has been replaced with the new ‘Chuck’ zombie which looks more grounded to the Navezgane Arizona snowy mountains game lore. Chuck still has the boulder throwing attack.
Smell System
We have added a new smell system to the game with some great improvements from the classic smell system.
Having 5 or more Raw Meat in your inventory will create a smell.
There is a 10 second grace period before the smell begins to smell, giving the player an opportunity to store or package the raw meat.
Raw Meat smells have a distance in meters they travel which will be displayed on a left HUD buff popout with a Nose Icon on it. The distance number on the buff HUD will grow over time until it reaches a maximum distance. The more Raw Meat you’re carrying the longer the smell distance.
Once a smell has reached its maximum distance it will linger in the air for a short time period represented by a slowly decreasing HUD number until the smell dissipates and the number decreases at a faster rate.
There are several ways you can prevent Raw Meat from smelling including:
Packaging the Raw Meat in bundles of 5 using paper and plant fibers.
Storing the Raw Meat in a vehicle or storage container
Consuming food now causes smell so you need to be careful when and what you eat. Many consumables now have a Smell Distance stat.
Consuming multiple items in a row will cause a combined smell distance.
The flatulence the player makes from Dysentery will cause a smell.
Smells combined have a maximum cumulative distance of 100 meters.
Smells do not travel as far when indoors or sheltered and are reduced to 20% of their full distance and will dynamically shrink or grow when you go inside or outside.
Your current smell can be cleared by submerging yourself in water.
When smells reach zombies they will randomly detect the smell, move in that direction and at the desired smell run speed setting in the game options under smell mode which defaults to run.
Smells will also add to the Stealth Meter value.
Animal carcasses can now be smelled from farther away so you may have to defend the carcass from more zombies.
There is a new game option AI Smell Mode which can be set to Off, Walk, Jog, Run, Sprint and Nightmare, but defaults to Run. You can disable player smells by setting it to Off.
Distant Storm Rendering
A new system has been added that will render storm clouds in neighboring biomes. This early warning indicator will help players prepare before they enter the area. Each biome has its own unique VFX particle system.
Biome Hazards, Storms, Temperature & Protective Clothing
The Biome Hazards, Storms, Temperature and Protective Clothing now all act independently, creating a more dynamic and unpredictable struggle against the elements. Here are the changes and additions:
The Biome Hazards
The biome hazards and progression have been reworked with new belt messages, icons and item descriptions to reflect the more immersive face covering gear and the protection provide against airborne hazards including:
Burnt Biome – Smoke and Ash
Desert Biome – Sand and Dust
Snow Biome – Brutal cold air
Wasteland Biome – Toxic Fallout
Storms
Storms have been reworked to allow a longer grace period based on clothing worn
Without clothing, the player gets 30 seconds to leave the biome or take shelter
Gathering and wearing the protective clothing described below increases the players time to leave the biome or find shelter
Taking shelter starts a recovery timer that ramps up at 3x the rate of the grace timer
Reworked the storm buff icons to clearly show a difference between biome themes
Zombies become aggressive and will be more active during storms
Zombies have a higher chance of dropping loot during storms
Temperature
Added back a more intuitive implementation of the older temperature system
Time of day, shelter, shade, weather conditions, wetness, and other factors play a role in the player’s core temperature
Holding a torch, standing by a campfire, or consuming items will boost a player’s cold resistance
Gathering and wearing the protective clothing (described below) increases the player’s hot and cold resistance which absorbs the various conditions to offset the player’s core temperature
Hot debuffs have 2 levels of severity:
Hot
Increased water consumption to recover stamina by 300%
All movement types reduced by 10%
Sweltering
Increased water consumption to recover stamina by 600%
All movement types reduced by 20%
Cold debuffs have 2 levels of severity:
Cold
Increased food consumption over time by 100%
Increased food consumption to recover stamina by 30%
All movement types reduced by 10%
Freezing
Increased food consumption over time by 200%
Increased food consumption to recover stamina by 60%
All movement types reduced by 20%
Protective Clothing
There are four clothing insulation item groups that can be found and worn to increase the player’s hot and cold resistance and protection time against storms including: Socks, Cap liners, Long Underwear and Glove Liners
The clothing insulation items come in three tiers: Tattered (Tier 1), Patchwork (Tier 2) and ThermalCore (Tier 3).
Wearing all four of the highest tier insulated clothing items provides the longest protection time against storms and best hot and cold resistance against extreme temperatures
Clothing has quality, but no degradation so you can keep looting to get better gear.
We’ve added three levels of progressive armor insulation mods as well to augment your hot and cold resistance even further
New Apiary Workstation
We have added a new Apiary workstation to the game that will allow the player to produce honey and here’s how it works.
Apiary Workstation crafting is unlocked at Tier 3 workstations crafting level 30
Once unlocked, the player can craft the Apiary Workstation recipe by gathering the following ingredients
5 Beeswax (Harvested in tree stumps or found in loot drops from the new ‘Rancher Zombie’ formally the Plague Spitter.
100 Wood
50 nails
10 Forged Iron
8 Duct Tape
Once the player crafts the Apiary Workstation it needs to be fueled by 10 Chrysanthemum, 10 Goldenrod, or 10 Cotton.
The Apiary Workstation will output one honey every 2 game days
Opening the Apiary has a small chance of spawning an angry bee swarm.
The Apiary Workstation can be upgraded with three tool slot mod upgrades including:
Apiary Smoker: Removes the chance to spawn an angry bee swarm.
Apiary Brood Box: Doubles how much honey can be stored.
Apiary Extractor: Doubles how fast honey is produced.
New Recipes
Along with the Apiary Workstation that produces honey we have have added some new honey-centric recipes to the game that offer some honey healing benefits including:
Honey Tea. Not only does it hydrate, it cures infection!
Honey Glazed Sham. Your new favorite meat substitute just got better!
Honey Brisket. The ultimate survivor food offers a whopping 150 food points and heals your infections!
3rd Person Camera
Full third-person camera support has been added to the game! You can now seamlessly toggle between first-person and third-person views during gameplay using a quick-toggle keybind. This highly requested feature provides a new perspective on your character and surroundings, especially useful for appreciating your gear customization, navigating complex terrain, and experiencing combat from a different viewpoint.
A number of settings have been added to customize the 3rd person camera. These can be found in the Video > Display settings menu:
Default Camera Mode: Choose if you prefer to start games in 1st or 3rd person. You can also toggle this in game at any time, unless the server you’re playing is restricted to a specific camera mode.
3rd Person Field of View: Separated from the 1st person FOV slider.
3rd Person Camera Distance: Can be adjusted here or can be adjusted in game by holding the camera change or quick action menu buttons and using the mouse wheel or controller triggers.
3rd Person Camera Mode: Choose whether you want a freely orbiting camera or one that’s locked behind the character. A third option will only lock the camera when holding a ranged weapon.
A game setting and server config has been added allowing hosts to restrict the camera mode for all players in the game. This can be found in the Advanced tab of the game setting. By default all players are allowed to change their camera mode freely but this setting can be used to force all players to use either 1st or 3rd person camera modes.
Key Binding Changes & Improvements
Quick Actions Menu: Hold this button to bring up a radial menu of various actions, including changing the camera perspective, dropping your weapon, as well as a place to access all of your toggleable items and equipment attachments. You can also choose the default behaviour of tapping this button; changing camera mode or toggling your first attachment. Additionally, holding this button allows you to adjust the 3rd person camera distance, or zoom it right in to switch back to 1st person.
Swap Camera Side / Scope Zoom Level: Use this button in third person to swap which side of your character the camera is positioned over. Handy when peeking out of cover or over the side of a building. This button also provides an alternative method of adjusting a scope’s zoom level by cycling through the scope levels in steps.
Gamepad & Console Changes & Improvements
Additional bindings for individual toolbelt slots and menu shortcuts have been added. These are left unbound by default but are there should you want to use them in your custom controller layouts.You can find them in the “Toolbelt” and “Menus” tabs of the Controller Settings window.
The scope zoom in/ zoom out bindings have been removed in favor of the Swap Camera Side / Scope Zoom Level action. This cuts down on the number of inputs scope zooming takes up on a controller.
Please note that we have adjusted the default controller layout to accommodate these new and reworked inputs. The first time starting the game after updating all input bindings will be reset to their new defaults.
Turret Ammo Improvements
Turret systems have been significantly enhanced for more flexible base defense:
Universal Ammo Compatibility: Turrets now accept all ammunition tiers, giving you more flexibility in managing your defensive resources. Use standard ammo for regular threats and save premium ammunition for horde nights.
Entity Piercing: Advanced entity piercing mechanics for high-tier ammunition are currently work-in-progress and will be refined in upcoming updates.
Ammo Type Benefits: Different ammunition types now provide distinct advantages, armor-piercing rounds for tough enemies, hollow points for standard zombies, and more.
Quest Improvements
We have updated the quest system, improving which traders are selected in the world and the criteria for how their quest lists are selected.
The starter quest and the opening trader routes quests will only direct players to traders that have the highest number of nearby quest locations by them or near cites.
The traders will now show up to 7 Quests in each Tiers list and will offer them in a new algorithm that picks 3 near distance, 3 medium distance and 1 far distance giving more variety to the quest offerings and improving the odds for higher tier quest offerings.
New Character Window Rendering
We have added a new rendering system to the in-game character windows. The characters are now rendered in a perspective camera view with 4 point lighting and a rotatable character
New Free Cosmetic Skins & DLC
Free Original Survivors Pack: A free cosmetic content pack featuring the original male and female 7 Days Survivors. Note: You will be able to browse the in-game DLC menu to redeem it once 2.5 is stable this could happen later on some formats
Free Holiday Santa Hat: A free cosmetic Santa hat you can find in loot during the holidays
Jolly Raider Pack: Male and female pirate-themed character cosmetic sets
We added a brand new Trader Jen model coming to your Apocalypse.
New Food and Water Bars with Stats
We added new food and water bars under the health and stamina that display stat numbers so they are easier to gauge how much food or water you need.
New Server Config Settings
<property name=”CameraRestrictionMode” value=”0″/> <!– 0 = Players can freely swap between first and third person camera modes, 1 = Restricted to first person, 2 = Restricted to third person –>
<property name=”JarRefund” value=”0″/> <!– 0, 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100% The empty jar refund percentage after consuming an item. –>
XUi combobox: New binding “show_buttons” to hide back/forward buttons, Enum variant allows specifying listed enum values explicitly with the “values” attribute, List variant allows directly listing elements of arbitrary type as long as that type has a constructor that only takes a single string that can parse the listed values
XUi: Provide parent view outer size to controls
XUi textfield support for select_on_tab attribute
Create New Prefab window
XUi load time variables parentinnerwidth, parentinnerheight, parentouterwidth, parentouterheight
Distant storm clouds shown in nearby biomes with an active storm. Storm cloud materials fade by design
Third Person FOV slider and Third Person Camera Mode combo box in video settings
New crosshair state (Orange “X”) when in third person and weapon line of sight is obstructed
New bindable controller actions for quick action menu, swap third person shoulder side, individual toolbelt slots, and in-game menu shortcuts
New muzzle flashes / Materials, Textures, and prefabs for unique muzzle flash per weapon
ActivationTime for CustomCommands for Blocks / Entities.
BlockTriggerMines gameevent action.
PhaseOnDenied for game event sequences.
BlockPickup Gameevent action.
Add GunJammed passive effect
RWG highways keep a bit of space between them
Allow all ammo variations in gun turrets
Updated art for the empty jar icon
Zombies or animals can smell raw meat carried by players
Xml, icon, and localization for Raw Meat Bundle
BuffSmellGrace to give the player a 20 second grace period before raw meat begins to smell
BuffSmell that shows the smell distance that will attract zombies and hostile animals
Stairs Railing Split Incline Left and Right added to the shape menu
Player smell is greatly reduced when sheltered
Player smell is removed when underwater
Some food emits smell when consumed
Entity LootDropEntityClass can have “name, chance” pairs to randomly pick one based on the normalized chance
F3 Debug window can now copy the shape name (highlighted in green) or the prefab name (highlighted in blue) to the clipboard by holding the SHIFT key to focus on the shape/prop and then pressing RIGHT CTRL key
Player stamina regen from being thirsty will not go below 2 per second
Zombies move faster when affected by smell
Temperature is reduced by wind and shelter blocks wind
Honey Glazed Sham item, recipe, and progression
Cough effects for desert and wasteland
Honey Tea which cures infection, and Honey Brisket provides a satisfying meal and also cures infection.
Storms dim sunlight
Distant storms dim sunlight and add a little fog as you near their biome
Third Person animations for placing/repairing/upgrading blocks
Temperature decreases at higher altitudes
AI destroy area will often reuse positions from self or nearby AIs
AI destroy area search prefers taller columns and looks farther for best match
Destroy area does an initial short scan at the target’s position
Radiated barrels emit radiation
Add “hide” option to all cosmetic slots.
Dysentery flatulence causes a smell
XUi sprite attribute “keeporiginalspriteaspectratio” to always keep the displayed sprite’s aspect ratio
“givequest tieradd” console command and added help for quest testing
Serverconfig.xml change to include JarRefund options
Use_jar_refund property to all items that refund an empty jar
Loading screen tool tips for weather survival, seeds, dew collector, apiary, and additional info about collectors
Loading tool tips for weather survival, seeds, Dew Collector, Apiary, and additional info about collectors
Player smell from raw meat will be suppressed with a moderate amount of rain or snow fall
Changed
Load mod DLLs on Windows dedicated servers without locking the files
Extended NetPackage identifiers to allow for more custom package types
XUi controller SimpleButton can be used more freely on views
Character screen tab layout for new clothing and gears tabs
Food and Water statcurrentwithmax use current and max values instead of percentage
Food and Water HUD bars relocated to left side of the screen with icons and text values
Lowered position of the tool belt and toolbelt messages
Lowered position of the XP bar and slightly increased the size
Improved RWG district tile count accuracy from spawn weights and improved weights
Improved RWG downtown district checking of rural neighbors
Improved RWG town and city rural variety
RWG gateway preview to purple
Apply Platform-Specific Filtering depending on User (Don’t censor friends in XBL).
Change all XML systems that use requirements, to also use RequirementGroup.
Localization of Scope Lens to Lens for use in various recipes
Removed crosshair from Lens icon
Increased zombie loot drop rate when the player has any negative biome storm buff active (~1 bag for every 3-5 zombies killed. Risk it for the biscuit!
Optimized RWG FindDetailedPath functions
Decreased PC, Mac and Linux world load times from resource cleanup
Improved RWG world border size and variations
Wearing Armor/Clothes sound effects
Recovery time for storms is now 3 times faster
Improved RWG wilderness path accuracy connecting to highways
Improved RWG highway path costs for slopes and near start or end
Improved RWG rounding of path corners with none near highway start or end
Increased RWG wilderness tile path costs around edge
Replaced all murky water found in loot with empty jars
Toilets are all dried up and no longer have murky water or empty jars
Adjusted groupFoodTrashCommon, groupFoodTrashUncommon, and the groupCupboard loot lists
Empty Jars and Murky Water stack size is now 10
Lowered the lead cost of ammoJunkTurretRegular from 3 to 2 and adjusted the bundle from 2400 to 1600
Lowered the lead and iron cost of ammoJunkTurretAP from 3 to 2 and adjusted the bundle from 2400 to 1600
Removed the workbench requirement for ammoJunkTurretShell and ammoJunkTurretAP
Tree Stump game event now has a chance to give the player a Queen Bee IF bees spawn with the honey
Dew Collector recipe now has increased crafting requirements
Moved Cement Mixer to workstation crafting level 35
Work Bench moved to unlock at 9 Forge Ahead magazines
Lock Picks moved to unlock at 10 Forge Ahead magazines
Dew Collector moved to unlock at 15 Forge Ahead magazines
Updated localization to reflect changes to workstation progression
Increased starving and dehydration damage, reducing time to death to ~14:30 at 100HP
Tooltips for starving and dehydration are pinned to the tool belt while the buffs are active
New Rancher zombies has a chance to drop a special bag containing the beeswax crafting item
Updated colliders and xml settings on round and square clothing racks to make them easier to loot while allowing projectiles to pass through them
Adjusted StaminaMaxBlockage thirst and hunger buffs to reflect changes that will now allow stamina to regen without food and water. This addresses the issue of not being able to use any melee to harvest crops or open food crates. Max Stamina is clamped to 25% if the total of StaminaMaxBlockage is >75%.
Updated storm buff icons to use biome thematic icons such as burning tree, sun, snowflake, and radiation
Restored Wetness, Hot, and Cold buffs and adjusted logic
Hot and Cold buffs show the temperature in the buff pop out
Hot and Cold buffs slow movement and reload speeds
Adjusted temperatures for storms in all biomes
Campfires, Forges, and Chem Stations now warm the player when cold
Torches, Candles, Flaming projectiles, Molotov Cocktails, and the Burning Shaft Mod now warm the player when cold
Clothing now provides heat and cold resistance
Yucca Juice Smoothies provide heat resistance
Coffee and Black Strap Coffee provides cold resistance
Admin Tough Guy Shirt and mod provides 100% heat and cold resistance
Restored heat and cold resist stats on character stats screen
Restored heat and cold resist values for various burning buffs
Biome Hazards no longer show vignette screen effects
Adjusted rate at which temperature changes the core temp
Improved temperature adjustments from precipitation, day/night, shade and indoors
Ambient Lighting shaders
Most recipes use grilled meat instead of raw meat.
Increased AI corpse target distance
DepthBlend values to have the particles show up more near ground
UI temperature formats to one decimal place for Celsius and they show F or C
Increased prop ground align delay to catch possible delays in chunk generation
Single Books and Book Piles are now set to destroy when empty
Biome hazard and storm timers reset on player death to help prevent taking damage right away on respawn
Vehicle inventory square size reduced to accomodate vehicle mod
Optimized AI destroy area block scanning. AI destroy area has a shorter start delay and now checks 4 quadrants
Improved AI destroy area handling of end of path, what it targets and how it attacks
Increased Q6 Primitive armor to 2 mod slots
Non-Primitive armors now have 2,2,3,3,4,5 mod slots for Q1,Q2,Q3,Q4,Q5,Q6
Storm frequency default is set to 100%
Optimized player block radius effects ticking
All ammo types will now explode all metal barrels, gas pumps, and propane tanks in one shot
Reintroduced the Empty Water Jar recipe to the forge which requires a crucible to craft
Uncommented Create_item property for all items that refund an empty jar
Slightly increased the opacity on HUD stat bars
Added shift+click items into workstations to be consistent across workstations and collectors.
Adjusted Chuck’s movement speeds a little
Increased Chuck’s boulder pickup animation speed, throw attack start range and AOE damage range
Player smell to clear from wetness increasing past a threshold so you don’t have to be submerged and rain or snow will also clear it
HP of all Chuck zombie variants increased by 100
HP of all Mutated zombie variants increased by 200
Increased the gamestage_modifier of the desert, snow, and wasteland biomes from .5,1,1.5 to 1,2,3
Adjusted windowEntering to prevent large POI names from overlapping the tier indicator
Trader Jen model updated
Fixed
Block health not shown for child blocks of non-staged multi blocks
Icons on the toolbelt not growing on hover
Allow larger mod localizations to be transferred to clients
XUi: Properly handle style values in template defaults
Discord errors when trying to set biome icon for modded biome
Removed log output of EOS TickTracker delays
Allow selecting offline mode when EOS login fails due to service outage with invalid response
Hopefully stops breaking save games on equipment
Drone can’t heal player while on vehicle
Controller – prevent right stick input from paging the waypoint list and scrolling the map at the same time. The virtual cursor is now required to be hovering over the map to scroll.
Quest sharing sometimes fail when players log in at the same time
POI’s close to the edge of the map border on Navezgane are not being given as quests by Traders
RWG street tiles could disconnect from too many neighbors
RWG roadways often being deleted and leaving dead end town exits due to highway connections being too restrictive
Bow crosshair does not refocus when underwater
Switch cannot or doesn’t need to be activated by other switch/switches.
Player containers or doors below ground level are still visually present when resetting POI
RWG town tiles could be near the world edge blocking roads from fitting around the town
RWG paths would occasionally fail to find a destination
RWG path travelled cost was wrong and rebalanced the height and distance costs
RWG very short paths would fail
Wearing Armor/Clothes SFX.
Updated face assignment on plate_destroyed to prevent invisible faces
Missing model offset for player version of the short file cabinets
Updated Pack Mule buff logic to prevent perk sound on death screen
Consumables have a timing issue between animation and use sound
Updated all AP ammo with missing level 5 Penetrator perk logic
Zombie storm speed was not used if alerted which is slower
Player held torch light could become brighter and/or cast odd player shadows
Timid animals don’t run away when injured
Clicking buttons on the spawn window cycles loading screen tips
Block_tree_stump_bees game event does not work properly as client
Player food stat server sync was sending the health value instead
AI destroy area could fail to find a position if player is too high
AI not reliably jumping onto blocks with open centers when following a path over them
Cosmetics has a selectable empty slot that resets head regardless of tab selection.
Lights were not fading in and out smoothly
Nerd Outfit skill point chance was being applied while held on the toolbelt
Navezgane valid teleport area was too small for the map size
Steam friend invites can only be accepted once per game instance
The TP to POI menu does not allow you to teleport the same location twice in a row
Brief red X icons when modifying an item
Next trader quest can still send you to a wilderness trader.
Send player to nearest CITY trader
Trader quests not picking POIs near Navezgane world border
Player shelter upward checks from side checks could go through walls
Broken morph on Athletic hat
Trader Names on Pregen go through text filter.
WebDashboard Steam OpenID sign-in
No backpack drop for armor if inventory is empty.
Vehicle burning sound persists during pause
Using item from backpack or repairing item in toolbelt overwrites quick swap.
House_old_bungalow_02 texture issues
House_old_mansard_02 garage door replacement
House_old_bungalow_05 texture issues
House_old_mansard_02 light bleed
House_old_pyramid_01 loot collapse
Lot_industrial_01 gate opens wrong way
House_old_bungalow_02 missing textures
Abandoned_house_10 missing paint
Business_burnt_01 texture issues
House_burnt_05 texture issues
Lot_country_01 missing paint
House_old_bungalow_02 pathing issues
Cemetery_02 jail door placement
Water simulation is not working in Prefab Editor.
Water physics not working when a quest is started in Editor’s playtest.
Sprint icon not updating on gas powered vehicles
SI issue harvesting corpse, rwg_tile_rural_straight
House_old_mansard_07 curtain SI issue
Cosmetic window flickering. Hide cloth renderers during first frame init
Biome Badge to Biome Gear conversion from old save games no longer causes an instant debuff after update
Short animals were not just walking through 1m openings
Dogs and wolves were too tall to walk through 1m openings
Spawn menu would spawn entities on the player’s head if looking downward
Hey Survivors! From October 3rd 12pm CST until October 31st 12:00 pm CST you can watch your favorite 7 Days to Die streamer to unlock two unique cosmetic gear pieces.
Hello Survivors! Today we have V2.3 b9 Stable for you.
This update covers several points we talked about in the Town Hall Stream. There are more changes to come down the line in later releases. We have made all attempts to prevent the need for a new save game. We have tested on all platforms and have not seen any issues with existing save games.
TFP wishes everyone a ton of fun with the V2.3 update.
Note: Storm frequency setting defaults to 0
This does not change the setting for current save games. As we are still working to improve the player experience with the storm system, we want new players to start with our upcoming version instead of the current version. We hope to get the new version out as soon as possible. Thanks for your patience!
Here is what changed since V2.2:
Added
Bee Swarm entity variant for tree stump game event
Bee Swarm hand item with non critical debuffs
Updated icons for Biome Survival Gear
WornItemMods min effect requirement
HonkEvent for vehicles to allow game events to fire based on honking the horn
AI wander and look are more active while alert
AI randomly turns during look while alert
Second column of icons to use for custom map waypoints
Launcher cleanup features “local prefabs” and “mods”
Game launcher now supports argument “selfconfined” (with optional path as next argument) so that it will automatically use its setting file, logs and UserDataFolder from its own location (or the specified path)
HarvestByTag Challenge objective
Nav Object Tracking to ChallengeStatAwarded
Localization for challengeBiomeRewardTooltip for biome challenge rewards
Grab and Place SFX for Biome Survival Gear
GameEvent Requirement for InTraderArea
Custom Radial events for blocks through xml for modders
GameEvent action to get all players in game
Rubble_wasteland_filler_10
Changed
Removed erroneous second set of tags from ammoCrossbowBoltExploding
Disabled biome Wear, Loot, and Time challenges
Biome Badges are now separate weather items per biome
Removed RepairItemsMeshDamage property from jail doors since they don’t have a door frame stage
Taking shelter without survival gear will recover biome hazard effects
All biome hazards now have 3 minutes of survival time without gear
Survival gear is now dropped on death with drop on death settings
Updated icons for biome hazard reducers
Removed food and water stats from Black Lung Serum and Fallout Flush
Increased food, water, and health stat on Scorcher Stew to be inline with other stew stats
Increased water stat on Sunstroke Tonic
Updated the recipe for Scorcher Stew
Tree stumps now roll once for honey, then again for bees. Bees always come with honey, but not all honey comes with bees
Reworked buff weights for a lower chance of infection from Plague Spitter Insect Swarm
Reduced dew collector activity value
Replaced plague spitter fade with a low rate of wandering
Storm messages will no longer say to leave biome
Biome Hazards recover in any other biome
Improved AI wander position variety
Increased AI alert time after investigation point reached
Increased rate AI interest distance returns to the default value
Updated shotgun shell icon to match other shotgun ammo icons
Improved behaviour related to console crossplay when server config is nonstandard: Added extra ranges to handle ‘disabled’ values as valid for AirDropFrequency and LootRespawnDays
Improved behaviour related to console crossplay when dedicated server config is nonstandard: Added startup error when crossplay incompatible server config is detected and crossplay is enabled
Storm buff descriptions no longer instruct players to leave the biome
Stealth Boots Mod can now be installed into Assassin Boots for the stamina reduction
Reverted change to challengeRewardTooltip in Localization for basic and advanced challenge rewards
Increased the probability boost of Armored Up magazines when perked into Light, Medium, or Heavy Armor
Updated Honey Harvest challenge to track the location of stumps
Agility Mastery level 3 Bleeding Hearts now includes bows and crossbows
Increased TimeStayAfterDeath of all zombie loot bags and dropped container bags for consistency and for those playing with longer day and night length settings
Updated wilderness tree stumps with hole model variant
Increased the total number to spawn in the last group of all blood moon horde game stages to 999 with no duration to allow spawns until morning
Removed wind drift effect from 4×4 when driving through storms
Storm frequency setting defaults to 0 (Does not change setting for current games)
Increased delay between thunder during storms
Optimized Chunk SetBlock check of DeviceFlags
Optimized SpawnGroup memory use
Autorun starts only if run action was pressed for less than .2 seconds
Canned Food mesh so the main part of the label faces the player
Updated localization for 2.3 changes
POI sleeper volumes use a random seed in playtest
Fixed
AI ranged projectile attacks would start when the target was dead
Frostclaw, plague spitter, spider, cop, mutated and demolition zombies would not eat animal corpses
Water is not visible through glass
Distant water seam if near water is to the side
Underwater distortion could be clipped at certain angles
Trader Bob VO Trade 17 line cuts off
Air drop marker still shows when setting has it off
NRE when spawning insects after destroying tree stump using vehicle
Icon background textures not cleared when switching between containers – second issue
AI wander random range was 1m too short and only used 1m increments
Biome spawned AI move speed increase from storms did not happen at night
Launcher cleanup feature “old remote maps” working again
Apartments_06 placed trees on flat ground to avoid bugs
On Navezgane Completing Basics of Survival Quest While in Trader Rekts causes an error saying No Trader for the Journey to Settlement Quest
Updated Honey Harvest challenge to receive credit via a game event triggered buff (NOTE: This will reset the challenge for old save games whether they are completed or still in progress)
Issue with challenge reward tooltip using the same text_key in two game events
PlayerDataFile failed to load (mismatched read/write in WaypointCollection).
Black screen when crouching, entering biomes, accepting quests
Weeds and debris appear inside trader bounds
Fire and smoke effect not visible through glass blocks
Red quest bounds are rotated during quests
Updated biome max timers to reset when entering the game if not set to 180
OnSelfPlaceBlock not working correctly for placing blocks.
Trader UI header icon overlap
Thunder sounds would leak an object if played too often
Hello Survivors! 2.2 Stable is out with a bunch of great fixes including the requested removal of loot stage caps, lowered chance for plague spitter and frost claw spawns. Stay tuned for 2.3 which will be even more community requested changes.
Added
Instantiated XUi templates will inherit parent template parameters
Add lockable slots to containers and vehicles
Allow unlinking Discord account directly from the game
Rubble_burnt_filler_10
Sprint Mode Autorun
AI activity map sets a long delay on neighbors if a screamer spawns
Changed
Rubble_wasteland_filler_01 adapted to composition grid and zombies guarding loot added
Updated passive values for both Muffled Connector mods to match the display values
Updated localization for modArmorAdvancedMuffledConnectorsDesc and modArmorMuffledConnectorsDesc to include the install restrictions for Assassin Armor
Pack Mule sound to only play in the player’s head
Lowered the chance of Plague Spitter and Frostclaw biome spawns by ~50%
Updated all zombies and zombie animals with new tags for biome zombie kill challenges
Updated all biome zombie kill challenges to 5 themed zombie kills per biome
Updated all biome zombie kill challenges to include other undead kills per biome. Each biome increases 5,10,15,20. The themed zombie in each biome does NOT count toward the other undead kills. For example, Frostclaw kills in the snow biome don’t count toward the other kills, but they do count in other biomes.
Cleaned up legacy leg armor buff, tags, and item logic for the Bandolier Mod
Updated damage stat localization on Nomad Gloves to reflect its use on the Radiated, Charged, and Infernal “Elite” zombie class
BlockSpawnEntity UI is shown with shift+ctrl+rmb
Updated spawnTraderDesc with the updated trader select menu shortcut keys SHIFT + CTRL + RMB
Removed player “not found for hair color” warning
Sprint Lock to Sprint Mode and renamed No/Yes to Hold/Toggle
Optimized prop shadows by disabling on last LOD when Shadow Distance setting is lower than Ultra
AI activity map neighbor delay includes the diagonals
Regular screamer spawning to choose 1 or 2 based on GS
Removed “Loot Stage Caps” from all biomes
Removed lootstage_max from all biomes
Biome Badges no longer boost LootStageMax
Updated localization for goBiomeProgressionDesc
Disabled visible_loot_max icons from showing in on location windows
Disabled buffs related to Loot Stage Cap
Fixed
Do not show Discord friend requests that are marked as Spam by Discord
Discord button on main menu will show pending invites on first open. Discord friend requests will show their avatars
Rally Marker SFX loop heard after starting quest.
Corpse Hanging Rope no longer downgrades to the hanging log
Missing tags on Nomad Gloves for charged and infernal
Rubble_burnt_filler_04 QA issues addressed
Rubble_wasteland_filler_01 missing texture
TileEntity.CopyFrom NotImplementedException when triggering a POI reset
Missing quest location by committing house_modern_27
Burnt forest biome shows pine forest when switching during playtest
Glock9’s beloved cornmeal is now spelled the same in foodCropCornDesc
“Occlusion: RemoveEntity x missing” warning on dedicated servers
Demolition zombie’s feet were partially in the ground
Player camera turning a large amount from controller input after a big frame rate spike
Hey Survivors! We’ve been listening to your feedback and wanted to chat about some of the changes we plan to make to address it. Tune in Friday July 25th at 9 PM CT as Richard and Joel Huenink discuss the upcoming changes.
Tune in July 15th, 4 PM ET to our first 7 Days Blood Moons Dev Stream to receive our first ever 7 Days to Die Twitch Drops! Show off your survivor’s style with this new Purple Pimp Hat!