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.
Sponsor may prohibit any Entrant from participating in the Contest or winning a prize if, in its sole discretion, it determines Entrant is attempting to undermine the legitimate operation of the Contest by cheating, hacking, deception, or any other unfair practices or intending to annoy, abuse, threaten or harass any other Entrants or Released Parties representatives. CAUTION: ANY ATTEMPT TO DELIBERATELY DAMAGE THE TWITCH WEBSITE OR UNDERMINE THE LEGITIMATE OPERATION OF THE CONTEST MAY BE IN VIOLATION OF CRIMINAL AND CIVIL LAWS AND WILL RESULT IN DISQUALIFICATION FROM PARTICIPATION IN THE CONTEST. SHOULD SUCH AN ATTEMPT BE MADE, SPONSOR RESERVES THE RIGHT TO SEEK ANY AND ALL REMEDIES AVAILABLE.
CANCELLATIONSAND MODIFICATIONS.
Sponsor reserves the right, in its reasonable discretion, to adjust times and dates in these Official Rules at any time and/or to modify, suspend or cancel the Contest, TwitchCon San Diego at any time for any reason, including, without limitation, in the circumstances provided for under this Section 11, if a computer virus, bug or other technical problem corrupts the administration, security, or conduct of the Contest or TwitchCon events, strikes, lock- outs, acts of God, technical difficulties, pandemics or endemics (including, without limitation COVID-19 and its variants).
The Contest is fully intertwined with TwitchCon San Diego. In case this conference is cancelled, in accordance with this Section 11, the Contest will be also cancelled and no prizes (or substitute prizes) will be awarded. Sponsor may, in its sole discretion, decide not to cancel the Contest but instead to postpone the Contest to a later date, or to continue the Contest in a modified format, in which case the Sponsor shall relay alternate Contest details and rules to Entrants in a timely manner.
INTELLECTUAL PROPERTY RIGHTS. As between Sponsor and the Entrant, the Entrant retains ownership of all intellectual and industrial property rights (including moral rights) in and to their Submission. As a condition of entry, Entrant grants Sponsor and Released Parties a perpetual, irrevocable, worldwide, royalty-free, and non-exclusive license to use, reproduce, adapt, modify, publish, distribute, publicly perform, create a derivative work from (observing applicable statutory author’s moral rights, if any), and publicly display a Submission or any footage or visual reproduction thereof (1) for the purposes of allowing Sponsor and the Judges to evaluate the Submission for purposes of the Contest and live streaming; and (2) in connection with advertising and promotional materials via communication to the public or other groups, including, but not limited to, the right to make screenshots, animations and Submission clips available for advertising and promotional purposes.
EXCLUSION OF LIABILITY. To the extent required by local law, notwithstanding anything in these Official Rules, the Released Parties’ liability shall not be limited in any way for death or personal injury caused by its negligence, fraud, fraudulent misrepresentation or any other claim where liability may not as a matter of law be limited or excluded.
PROMISES/POTENTIAL LIABILITY. Each Entrant promises that: (i) the Submission is the Entrant’s own original, non-commercial, previously unpublished, and previously unproduced work; (ii) so far as the Entrant is aware, the Entry does not contain any computer virus and is otherwise uncorrupted, (iii) so far as the Entrant is aware, the Submission does not and will not violate any applicable laws, and is not and will not be defamatory or libelous; (iv) the Submission is in compliance with the Sponsor’s Terms of Service, Events Code of Conduct and Release, and Community Guidelines; (v) the Submission is not the subject of any threatened or pending litigation, claim or dispute that might give rise to litigation, which adversely affects or in any way prejudices, impairs or diminishes the rights granted hereunder or the value thereof; (vi) the Submission is free and clear of any liens or claims with respect to the use of the Entry in the manner authorized herein and will not give rise to any claims of infringement, invasion of privacy, or publicity claims, or infringe on any rights or interests of any third party, or give rise to any claims for any payment whatsoever, including but not limited to claims for re-use fees or residuals; (vii) for a period of twelve (12) months following the end of this Contest, Entrant will not use the Submission for any commercial purpose other than creation and submission in accordance with these Official Rules, including without limitation, use in or in connection with any commercial endeavor, including, without limitation, t-shirts, posters, or other merchandise. Subject to applicable law, Entrant hereby agrees to reimburse the Sponsor and the Released Parties in relation to any third party claims, actions or proceedings of any kind and from any and all damages, liabilities, costs and expenses relating to or arising out of any breach or alleged breach of any of the promises given by the Entrant above, Entrant’s participation in the Contest, or Entrant’s acceptance, possession, grant, or use of any prize, which are not as a result of Sponsor’s negligence or its breach of these Official Rules.
PRIVACY NOTICE. All information that you provide in connection with the Contest will be treated in accordance with Twitch’s Privacy Notice.
CHOICE OF LAW AND COMPETENT COURT. All issues and questions concerning the construction, validity, interpretation and enforceability of these Official Rules, or the rights and obligations of Entrant and Sponsor in connection with the Contest, shall be governed by, and construed in accordance with, the substantive laws of the State of Texas, USA, without reference to or giving effect to any conflict of laws rules or similar principles thereof. The Entrant agrees that the courts located in Collin County, Texas will have exclusive jurisdiction over any and all disputes arising out of, relating to or concerning these Official Rules. You hereby submit to the jurisdiction of such courts and waive any jurisdictional, venue or inconvenient forum objections to such courts.
WINNERS’ LIST/OFFICIAL RULES. To obtain the list of the winners or a copy of these Official Rules, go to thefunpimps.net/cosplaycontest_twitchcon2022. Winners will also be announced online on our social media platforms and can be freely reviewed there.
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.
Hey Survivors, TFP wanted to wish the team and all of you a very Merry Christmas. And to Celebrate 7 Days is now on sale for 70% Off for the duration of the Steam Winter Sale!
There is no better time to buy it as the feature rich Alpha 20 just dropped and is 70% Off. Find out why Alpha 20 has broken the games highest peak player record and highest review scores. Navezgane awaits!
We have had a great year and have some great plans for 7 Days and some big surprises we will be announcing in 2022. So for now we will wish you again Merry Christmas, a happy New-year and will leave you with the TFP Christmas poem of tradition.
Twas the night before Blood moon!
Twas the night before Blood moon, when all through the base. Not a walker was scratching, a weak wooden frame. The spike traps I set on the perimeter with care, In hopes that it kept the zombies out there.
The Survivors were nestled in the base by their beds, While visions of Minibikes danced in their heads. My Buddy clutched his ‘Bone Shiv, and I my Wood Club, As we just settled down for some good Shamway grub.
When out in the Wasteland there arose such a clatter, I sprang from the campfire to see what was the matter. Away to the guard tower I flew like a flash, I equipped my best weapon and opened the hatch.
The Blood moon shined red on the barbed wire below. As I waited in fear for my walking dead foes. When, what through the thick dark night fog should appear, But a miniature screamer and 8 dogs to the rear.
With a huge running horde, so lively and quick, I knew in a moment this game is so sick. More rapid than eagles from the wasteland they came, The Screamer she shouted as if to call them by name!
“Now Spiders! Now, Ferals! Now Corpses and Crawlers! On, Fat Cop! On, Nurse! On Cadavers and Maulers! To the top of the base! To the top of the wall! Now slash away! Thrash away! And devour them all!”
As the base walls shook and the particles would fly, They got through the spikes and the wire in no time. So up to the Base-top the Survivors we flew, With a turd in my pocket, and some Goldenrod too.
And then, a big Screeching, I heard on the roof A pack of Spiders had got up from the stoop. As I drew my Club, and was turning around, Down through the hatch came a Man with a bound.
He was dressed all in hide and leather and scrap, And armed to the teeth, ready to kick ass. A bundle of guns he had flung on his back, And he looked like Rick Grimes but with a bigger mustache.
His eyes—how they pierced! His stare was so scary! I thought he might kill me or quote Dirty Harry! He frowned and shushed me as he pointed due East, And his beard was so thick that he must be part beast.
He readied his Shotty as he gritted his teeth, With a ten gallon hat on his head like a wreath. He had a mean face and to the zombies was smelly, They followed him close like their very own deli!
He was fast, he was tough, the Duke would be proud, And I laughed when I saw him, take care of the hounds! With spit in his eye and a twist of his head, Soon gave me to know I had nothing to dread.
He spoke not a word, but went straight to his work, And filled with lead all the zeds that would lurk. And laying his finger on his trigger of steel. He killed one last Zed and sat down for a meal.
He looked at me close as he downed his meat stew. You look new here he said and you haven’t a clue. I will leave you now with this one piece of advice. Be ready for the Blood moon its one hell of a fight!
Hey Survivors,
We are proud to announce that the ‘Alpha 20 Streamer Weekend’ is finally here. We have partnered with over 200 streamers from 30 countries.
We will be running the Streamer Weekend event from Friday, December 3rd starting at 12 pm CST through Sunday, December 5th. Expect a public experimental to follow sometime Monday afternoon December 6th.
Many will be streaming all weekend and giving away Free Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours.
Alpha 20 is by far the largest content drop TFP has ever delivered. This is partly due to TFP nearly doubling the team size over the last two years and vastly improving our proprietary tools to improve the game and speed up new content creation.
Alpha 20 takes some big leaps towards Gold with these major improvements:
A brand-new version of Random Gen World creation with new cities, city tiles and a part system spawner. You will be blown away by it!
Over 200 new POI’s and updates to many of the older POI’s. Over 550 Explorable locations total
Navezgane has many city improvements, terrain improvements and new rural and wilderness communities
Nearly 25 new HD characters with a couple with improved shaders
6 New weapons and 13 HD remakes with the addition of new primitive pipe weapons
Overhauled shape menu with hundreds of new shapes organized and buildable from a simple frame with in-game, creative and level design support
Block Placement Improvements
We have added a Robotic Drone Companion to carry your extra gear, heal you and more
Dynamic Imposter System renders accurate changes to POI’s and player bases at far distances
Rendering improvements with 100s of new PBR models
Quest Improvements including new restore power night Quests
AI Enemy Improvements including city spawning, ducking, obstacle attacks, head tracking and burst attacks.
Feral Sense Game options for a completely new game experience
Vehicle Improvements with coop passenger support and mods to improve and customize your Vehicles
Loot Progression Improvements include a new Loot Stage System, Biome and Tiered POI loot bonuses and early game balance
Improved dynamic music and ambient audio system with added new content
Improved weather system with more distinct and varying weather
Video Options for Anti-Aliasing – Temporal (TAA) and AA Sharpening have been added along with an auto detection system that will set your game settings to better match your hardwares capabilities.
Animations have been improved from 1st person to 3rd person to provide a more immersive experience
A new Dismemberment system has been integrated with some of the zombies
Twitch Integration has been improved with many new commands, voting and more
Modding support has been improved with better world editing, level editing, RWG and Server.XML settings and tools
Alpha 20 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advise that you delete the 7 Days save Game data folder before playing.
TFP is extremely excited for this release. It’s by far the biggest Alpha ever and is jam packed with new content, bug fixes, optimizations, and game balancing. Read on for more information!
Random World Generation
TFP is very proud and excited to bring a brand new Random World Generation System to Alpha 20. The System has been re-engineered from the ground up with a focus on generation speed, flexibility, quality visuals, believability, replay-ability, POI dispersion, Trader positions, and so much more. We took a more content-driven approach for POI’s, City Tiles, and Stamps. Cities and roads are much more believable and detailed. Wilderness paths connect in a believable way to POI’s. There are really too many changes to list but here are some of the main features included:
New Districts which includes downtown, industrial, commercial, residential, rural, country town, wilderness, and country residential
New RWG Tiles support city and town construction which includes tile variants of: Intersection, straight, corner, caps and T-sections with nearly 50 unique tiles.
New stamps to improve and create unique terrain for every biome
New stamps to support rivers and canyons
New faster RWG creation supports 6k, 8k and 10k maps
New town types: City, Town, Country Town and Ghost town. Custom townships can also be added.
New Part Spawn Markers which add unique Prefab possibilities to tiles and POI’s
New Road exit markers that align POI driveways to the end of roads
POI distribution has been improved to better use the over 550 unique POI’s and nearly 50 city tiles that the game has to offer for nearly infinite replay value
POI’s except for wilderness have all been redone to to improve how they work with the new city tile system. Sizes include:
Small 25 X 25 meters
Medium 42 X 42 meters
Large 60 x 60 meters
Extra large 100 x 100 sizes
POI placement has been improved to account for each POI’s overall performance cost and as a result, very heavy POI’s will not be placed near each other which helps keep the game running better.
3 Brand new Pre-generated maps will be offered.
XML support for modding in your own tiles, parts, unique town types, and more see Server.XML and Modding section below for more detail.
New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including:
Frequency of Towns
Frequency of Wilderness POI’s
Frequency of Rivers, Craters, Cracks, and Lakes
Frequency of Plains, Hills, and Mountains
Global amount of Randomness
Locations
The TFP Level team doubled in size by late 2020. That paired with many improvements to the proprietary level tools, shape tools, and world tools have helped the POI team generate an enormous amount of new and updated content for Alpha 20.
Here are just a few of the great things coming to Alpha 20:
Over 175 Brand new explorable POI’s
Over 25 reimagined old POI’s
Over 550 Explorable locations
Many Tier 3 and 4s have been added with some new and updated tier 5s
Alpha 20 POI Tier breakdown includes:
Tier 5 POI’s – 7
Tier 4 POI’s – 29
Tier 3 POI’s – 52
Tier 2 POI’s – 102
Tier 1 and Remnant POI’s – 360
There are over 200 new and overhauled POI’s, too many to mention but some notable larger POI’s include:
Navezgane has gotten a little love with some new POI’s added. More to come in Alpha 21
Diersville, Departure, Gravestowne, and Perishton Updates.
New suburban, rural and wilderness communities were added.
Road and Terrain Updates.
Characters
Our character team has been busy overhauling and re-imagining all of the zombies and NPCs in HD. They may look better but they have less draw calls and are slightly better in performance due to a new physically based rendering shader that utilizes packed textures and improved emissive rendering. There are also some brand new zombies never yet seen before.
Nearly 25 new HD characters have been completed for Alpha 20 in fact all non player characters and enemies are now HD. There are also new improved character shaders for zombies, NPC’s, radiated zombies and burnt zombies. The New HD zombies include:
New HD Wight Zombie
New HD Thug Zombie
New HD Tom Clarke Zombie
New HD Worker Zombie
New HD Mechanic Zombie
New HD Hazmat Zombie
New HD Dog Zombie
New HD Biker Zombie
New HD Spider Zombie
New HD Soldier Zombie
New HD Lab Zombie
New HD Cop Zombie
New HD Tourist Zombie
New HD Nurse Zombie
New HD Lumberjack Zombie
New HD Businessman Zombie
New HD Mutant Zombie
New HD Screamer Zombie
New HD Stripper Zombie
New HD Burnt Zombie
New HD Trader Joel
New HD Trader Rekt
New HD Trader Hugh
New HD Trader Bob
Weapons
Alpha 20 introduces a new line of pipe weapons along with an overhaul of several current weapons for a total of 6 new weapons and 13 upgraded HD remakes to further the look and feel of an apocalyptic environment.
Pipe weapons are new early-game weapons easily crafted in your backpack, and only require basic ingredients like short iron pipes, wood, glue, and leather. Players will now have access to a Pipe Baton, Pipe Pistol, Pipe Shotgun, Pipe Rifle, and a Pipe Machine gun in earlier gameplay to be in tune with the new loot and level balancing. These weapons all have custom sounds and animations with variable mod slots similar to existing in-game weapons. Pipe weapons are easily repaired with short iron pipes. As part of weapon cleanup, the Blunderbuss was removed and replaced with the new Pipe Shotgun.
A new Lever Action Rifle was added to round out and complete the existing rifle tier. The Lever Action Rifle’s firing speed and range make it a great gun for outdoor survival. This rifle also uses 7.62 mm rounds and has variable mod slots similar to existing in-game weapons.
Existing weapon overhauls include new models, textures, and/or sounds for already favorite items like the AK-47, SMG, M60, .44 Magnum, Hunting Rifle, and the Rocket Launcher. These texture and model upgrades add some nice polish and align with the look and feel of other art upgrades throughout the game. In addition to model and texture updates, the Bows, Crossbows, and Compound Bow all received a damage increase. Arrow models received an update to complete the new look and feel of the bows.
Shape and Creative Menus
Building blocks have received a major overhaul. For starters, there are now over 1300 unique shapes to select from for every craftable material. Players can now craft 5 basic material helper blocks which are:
Frames (OSB/Weak Wood texture), Wood, Cobblestone, Concrete and Steel.
After crafting, equip them to the toolbelt and then use the radial menu (or shortcut keys Shift+R) to open the shape selection screen. This screen shows several shape categories that can then narrow down the search:
For you modders out there, the shape menu brings with it an easier way to add new shapes to the game as you no longer have to separately define each shape with each material. Simply add the new shape definitions to shapes.xml and let the game fill in the materials for that shape at runtime. The new shapes are then automatically added to the material shape helpers in game. This feature also greatly reduces the amount of crafting recipes needed.
The creative menu has also been overhauled with a new category system. Categories have been moved and expanded to the left hand side of the window. Pick a Main Category in the left column and then a Secondary Category in the right column.
Stability Preview
Placing blocks has had several changes. The block preview now animates smoothly through the world and the shading is improved. The preview will also change color to indicate the effect of adding the block. Colors Include:
Yellow – The block is stable. As the block becomes more yellow it means it is getting less stable
Red – Placing the block would cause some type of collapse. Adding blocks to reinforce other parts of the structure may allow this block to then be placed without collapse
Pink – Placing would cause this block to fall as it does not have sufficient support
Robotic Drone Companion
The new Robotic Drone is a companion that gives the player extra storage and some enhanced end game features. The drones abilities can be augmented and enhanced by the player’s intellect, but players can still acquire and use a Drone without perking into it.
The Robotic drone is modded in the player’s inventory. Dyes are added to the cosmetic slot and mods to the modifier slot(s).
Some of the Additional Mods and Enhancements to the Drone include:
Robotic Drone Armor Plating Mod – Increases the Drones Defenses
Robotic Drone Cargo Mod -Increases the Drones carrying capacity
Robotic Drone Medic Mod – Gives the Drone the ability to heal the player
Robotic Drone Moral Booster Mod – Player Stamina regen is increased by 10% when near the Drone
Robotic Drone Headlamp Mod – Gives the Drone a headlight
Dynamic Imposters
We have added a brand new Dynamic Imposter System to the game which renders changes to Distant chunk POI meshes caused by players or zombies. Changes such as destroying a building, building your own base or adding to or modifying an existing building can now be appropriately displayed by the Dynamic Imposter System. Updated imposter meshes are automatically shared with new players who join the game.
What does this mean for players? With this option turned on you can renovate existing POI’s, fortify a whole town or build a castle on a hill top and see the changes from anywhere in the world.
Depending on PC strength we have several game option settings that can be edited in serverconfig.xml
DynamicMeshEnabled
Setting to true will enable the system
DynamicMeshLandClaimOnly
Setting to true will make the system only active in player Land Claimed areas
DynamicMeshLandClaimBuffer
Dynamic Mesh Land Claim Base chunk radius size
DynamicMeshMaxItemCache
How many items can be processed concurrently, higher values use more RAM
Big Thanks to Danny Richardson from the 7 Days to Die modding community for working with TFP on this awesome new system!
Environment Art
The Environment Art and Shader Team have been improving much of the rendering tech and creating hundreds of new PBR environment models to enhance the world, POI’s and overall game immersion. Improvements include:
Terrain Shader – Updated for better quality and performance including improved roughness and specular shading modifications
Foliage Shader – Updated for improved rendering effects like subsurface scattering in addition to physically based rendering and packed textures for performance
Entity Tint Shader – This shader provides support for tinted color variations on models in addition to improving performance due to packed textures
New Terrain Textures
New Block Textures
Lighting and Sky Improvements
Meshes – Short plant meshes, like grass and cotton, have been greatly improved to generate more detail and much more variety of shapes with less mirroring. Mesh complexity now uses the grass quality setting which allows for less detail on lower end computers
Biomes – Plant distribution has been improved and the forest has a new short grass sub biome. Grass placement on slopes has been improved as well
Trees – Trees now have a root ball to seal holes at the base of the trunk
Clouds – Improved blending of cloud layers and we now can keep cross blends for much more variety and to better match the weather system
Lightning – Adjusted values, added a cloud area brightening effect and fixed a bug with the world not being lit
Wind – The weather system’s wind speed now changes the speed of plants blowing in the wind and we added wind gusts
Along with all of the new POI’s of alpha 20, there is plenty of new content to add to the visual immersion of the game.
Cities are detailed to a whole new level, with props such as newspaper stands, mailboxes, street lights, parking meters, planters, operational manhole covers, traffic signals, new street signs as well as business signs, ATM’s, Etc.
Industrial locations are enhanced by new assets like new conveyor belt systems, construction site material stacks. Tarp fencing, etc. All new functioning and destructible doors such as cellar doors and shutters.
More immersive destruction for the world you’ve come to love with a variety of new rubble piles.
A new Mesh tinting system and shader bring you more color variations of new art content to further customize your creations.
Hundreds of new and updated PBR meshes have been added to the game overall.
Quests
Questing improvements have been made all over the world in 7 Days To Die. Starter quests now have helpful on screen icons to show you where to find the required items. We’ve decided to retire the challenge notes to allow focus on new quest types. Buried Supplies have been updated to increase the challenge. We’ve also added a new tier 3 version of this quest type. Trader to Trader progression has changed. Each trader now has their own set of tiered quests that must be completed. Players can now navigate between those tiers when selecting a quest from the trader.
We’ve also added a new quest type, Restore Power. Restore Power quests are activated at night and require the player to re-establish power to the locations. Find the generators inside and activate them. Be careful as the generators may alert nearby zombies.
AI
The AI and spawning of enemies have gotten some great improvements including:
Biome Spawning – Zombie spawning in biomes is now based on the types of buildings in the area, so industrial, commercial and downtown areas are more populated. These areas also spawn more challenging enemies in the harder biomes
Ducking – Zombies can now duck down to help them not get stuck on obstacles
Obstacle Attacks – Zombies now stand more reliably at the point of attack without sliding around
Head Tracking – Added more variety with when and where they look
Burst Attack – Added a new AOE burst attack, which is used by the new mutant zombie
Feral Sense Game Option
With standard settings Zombies have limited distances that they can hear and see you. The feral sense option allows you to greatly increase their hearing and seeing, which makes the game more challenging. This also makes the world seem more populated as zombies you may not have noticed will find you. Features include:
Increases the range that all types of zombies can hear and see the player by over double the normal amounts
Stealth still works, the zombies will just detect you more easily
Game options are Off, Day, Night, All (Day and Night)
Vehicles
We have added mods, coloring and additional improvements and bug fixes to Vehicles. Mods improve different aspects of your vehicle like using less fuel. Any of the dyes you get during gameplay can be added to the cosmetic slot to tint the vehicle’s color.
Mods
Expanded Seating – Allows 2 riders on the minibike or motorcycle and 4 on the 4×4
Fuel Saver – Your engine uses less gas
Reserve Fuel Tank – Increases tank capacity
Off Road Headlights – Brighter lights
Super Charger – Increases acceleration
Colors – You can place dyes in the cosmetic slot to colorize parts of each vehicle
Camera
Tracking – Improved camera tracking and fixed some popping issues
Zoom – Camera can now be zoomed in and out using the mouse wheel or gamepad
Fixes – Vehicle duplication or getting relocated to a new position in the world has been addressed along with better out of bounds checks
Loot
Loot Progression has been separated from Game Stage with its own Loot Stage system. Players will increase their loot stage similar to their game stage, but there are many bonuses that can add to it. The biome the player is in, the POI the player is looting, and even the container they are looking at can have a loot stage bonus. Loot stage will then boost the quality and/or the tier of items found. For example, adventurous players that explore the more difficult biomes and POI’s will find iron tools or advanced weapons a little faster than those that stay in the pine forest.
When it comes to biome bonuses, the progression is as follows:
Pine Forest, Desert, Snow, and then Wasteland
(NOTE: Burnt Forest in Navezgane is the same as the Desert)
Loot has been adjusted to provide early game weapons and tools a chance to shine. This grants the player time to find and use a higher quality item before finding the next tier. Books have also been realigned to deliver players books like Spear Hunter and Archery earlier for the most benefit. Food, Drink, Medical, and Ammo Supplies have been adjusted to keep players on the hunt for more in places you would expect to find them. To bring back the fear of infection, items that cure it have been greatly reduced.
There are also 5 new Tiered Loot chests that are placed according to the POI Tiers
Music
For the Dynamic music system In previous Alphas, our goal was to maximize the uniqueness of content by leveraging the power of combinations. Working around a theme, we could build complex musical compositions by layering loops on and pulling them off. These layers function as individual instruments do in standard compositions. By defining how a given layer would be used in a given configuration, and by sorting a number of interchangeable loops into these layers, we were able to get a very high number of unique combinations across all of our configurations.
While this schema allows for a high degree of versatility in the way of content, it is not reactive to gameplay on the content level. That is where our new “vertical dynamism” comes into play.
As in previous Alphas, we have teamed up with Native Darkness Productions to bring this new dynamic to our music. This time we have turned our focus to our game’s core mechanic; The Bloodmoon Horde. Giving this feature the attention it deserves, we have created a theme just for Bloodmoon. There is an ebb and flow to the intensity of combat during Bloodmoon, and we have revamped our threat level system to tap into it. Our new theme accounts for this, and the music now reacts in real-time to the intensity of Combat as if a conductor is watching your every move. The lows and highs of The Blood Moon Horde are now reflected in the music, significantly improving the immersion factor of our core mechanic.
New Bloodmoon Music with threat-responsive layering system
Improved layering with added complexity for layered tracks
Improved randomization
Over 6.5 million combinations of tracks across all configurations
New Threat-Responsive Ambient Audio System
Audio
The game audio keeps improving and the audio team has kept up with the needs creating new custom sounds for all the new content including:
Twitch Sounds
Custom sounds for all new pipe weapons
New Door Sounds
New game vent activation sounds (keys, buttons, etc.)
Restore power quest sounds
Custom sounds for new loot chests
Weather
The world’s weather system continues to improve with weather now being more distinctive and varying. Improvements include:
Randomness – Improved calculations and shorter durations, so less likely to get stuck with the same weather
Weather groups – Added grouping of values like fog, clouds, and precipitation to allow distinctive types of weather like foggy, raining, snowing or storming. Each biome now uses these groups for their own weather
Video Options
Several quality settings have been changed to better control the game’s rendering. Auto detection was added, which looks at your GPU to determine what quality preset seems best for your computer. The first time A20 is run it will reset the video options and a preset will be chosen. New Options Include:
Anti-Aliasing – Temporal (TAA) is an added choice. It is an advanced rendering technique that smooths edges based on motion
AA Sharpening – With TAA on, you can use the sharpening option to increase how strong edges look in the game
Animation
The Animation Team has been busy improving the overall animation quality of the game. Some of the animation improvements that have gone into Alpha 20 Include:
Overall improvement of First and Third person Weapon hold, attack, power attack and idle animations
Overall improvement of First and Third person Tool hold, attack, power attack and idle animations
Better 3rd person blending of upper and lower body while walking, running, strafing and general movement while carrying weapons
New Zombie dog animations
New Jiggle Tech adds dynamic movement based motion for the following Zombies and Parts:
Bloated Tourist – Stomach and overall body fat
Cop – Stomach and overall body fat
Big Mama – Stomach and overall body fat
Lab Tech – Hair, body wounds, dangling hand
Soldier – Torso body wounds and torn uniform
Mutated Zombie – Acid bubbles on skin, including blended animation
Screamer – Clothing, hair and movement of jaw and tongue
Dismemberment
Alpha 20 includes a preview of a new dismemberment feature to eventually replace the original system first introduced in Alpha 13. The new feature will allow zombies to have better-looking dismemberment effects, as well as unique effects per zombie.
Visual damage on zombies will differ depending on the type of weapon used to damage them. Blunt weapons can cave in a zombie’s head, while a bladed weapon can slice off the head entirely. Heads and limbs can be chopped off and can be seen falling to the ground, as well as some damage instances displaying custom animations and particle effects.
The initial release will include support added to a small number of zombies, with subsequent updates expanding support to all zombies.
Twitch
Twitch Integration has been improved in A20 with balance, new commands and a new voting system. We’ve extended our point rewards for subscribing, gifting subs and raids. We’ve also added spam delay to help keep chat cleaner and support for custom events.
Voting introduces a new dynamic to the integration. Random polls are introduced, giving viewers options for new buffs and debuffs, attack hordes, and debuts brand new Boss Hordes! If the Vote Hordes eliminate the streamer, all voters receive a set reward.
Custom Events have been added to allow the streamer to customize their experience when viewers interact. These are based on bits, subscriptions, gift subs, raids and channel point redemptions. These are defined in the twitch_events.xml.
New features and commands include:
New Twitch Voting Mode
Progression mode has been improved with balance
Many new commands include:
#celebrate – It’s a party and everyone’s a pinata.
#dance_off – The Fun Pimps groove, and everyones invited.
#silly – A silly command sounds silly.
#reverse – Turns you around 180 degrees.
#confuse – Flips the movement controls.
#no_robo – No robotic help.
#no_explosives – No explosive use.
#no_vehicle – Vehicle use is painful.
#no_safe – Safe zones are painful.
#no_stealth – Bombs go off eliminating stealthy movement.
#painting – You see the apocalypse as a work of art.
#deafen – You cannot hear.
#spawn_mutated – Spawns a Mutated Zombie
#spawn_tourist – Spawns a Tourist Zombie
Custom Events based on:
Bit donation amounts
Subscriptions based on months
Number of gift subscriptions
Raiding with defined numbers of viewers.
Channel Point redemptions
Modding Tools
The Tools Team has been busy the past year improving proprietary tools to speed up internal development and continue to support the 7 Days thriving modding community. Here are just a few of the many tools and modding support improvements Alpha 20 has to offer.
World Editor Improvements
When placing a new prefab it is centered with its front side on the position you selected and are aligned with the ground level in that position
While moving prefabs around they show a preview of their contents
Moving prefabs becomes faster the farther the player is away from them, making it easier to move prefabs across bigger distances
Placing/removing prefabs is now managed from the prefab browser known from the POI Editor
Show prefab names on the POI selection boxes (can be toggled in the “World Tools” tab)
Show info about the selected POI in the ESC menu
Prefabs you are close to always show their orientation
POI Editor Improvements
Allow highlighting all blocks of a certain type from the “Level Tools 2” tab
Allow restricting paint brush operations to blocks within the current selection box
Add option to select the biome used for playtesting
Debug mode and creative mode are enabled in playtesting by default
XML support for modding in your own tiles, parts, unique town types, and more
New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including:
Frequency of Towns
Frequency of Wilderness POI’s
Frequency of Rivers, Craters, Cracks, and Lakes
Frequency of Plains, Hills, and Mountains
Global amount of Randomness
Blocks.xml
Added a command line argument “-debugshapes” to get output on which block material / shape combinations are created by the shape system
Added console command “placeblockshapes” to easily place all variants of the shape / helper block you are holding
Added property “PlaceAsRandomRotation” making blocks get placed in a random allowed rotation
Added console command “placeblockrotations” to place the currently held block in all supported rotations
Added property “AllowedRotations” to specify which rotations a block can be placed in
Modding
Clients now allow loading mod DLLs the same way as on the dedicated server – as long as EAC is disabled
HarmonyX is shipped with the game to allow patching game code at runtime. In combination with loading DLLs on clients patching game code files should no longer be necessary for almost all mods
The mod code initialization call IModApi.InitMod is now passed in its own instance e.g. to get the mod’s base path
Class names specified in XMLs now always support namespaces and not having to use any hard coded class name prefix (e.g. custom block classes do not have to start with “Block” in their name)
LootContainer references are now based on names instead of numeral IDs, making collisions between mods less likely
XUi controls and styles can be shared between the menu XUi and the in-game XUi XMLs
The XUi pager now supports showing the max page number
Added a new XUi dropdown box
XML patch type names (like “insertafter”, “set”) are no longer case-sensitive
XML loading and patching shows line numbers on most errors during loading/patching them
Added better error messages when using “set”-patches
Server Administration and Multiplayer
To future-proof our game, including allowing us to use the latest anti-cheat and expanding to other platforms later on for future crossplay capabilities, we added Epic Online Services (EOS) to the game. For regular players this should not have any noticeable effect, you do NOT need an account on Epics platforms. EOS only knows your SteamID which is public anyway and matches that to an ID for EOS that is only valid for 7 Days to Die.
The change for server administration is in the user IDs that are used to store data and reference players, i.e. the filenames of user files, IDs in the serveradmin.xml or console output / commands which now refer to the user’s EOS ID.
Serverconfig.xml changes
Changed default “WorldGenSize” from 4096 to 6144 to match in-game default
Added “ZombieFeralSense”
Changed default “LootRespawnDays” from 30 to 7 to match in-game default
Added DynamicMesh options – see section about Dynamic Imposters for details
Added Twitch options – see section about Twitch Integration Improvements for details (? Lathan)
Fixed the Server Terminal Window sometimes not showing any output
A20 Changelog b238
Added
Biome spawning supports disabling spawn types using POI tags in an area
Commercial, industrial and downtown biome spawning types
Debug menu chunk POI tags
Biped position transferred to model to allow shifting back to reduce wall clipping
Snow grass GOS textures
GOS (Gloss_Occlusion_SSS) texture maps for grass_brown, grass_greenbrown, and grass_greenbrown2
Desert_shrub GOS texture map
Path snapping for when roads run really close
Gyrocopter and motorcycle set player feet IK
Vehicle camera zoom in/out. Uses mouse wheel or controller dpad up/down
Open laptop deco block
Various wine bottle deco setups
Snow, stone, and gravel roughness/specular texture maps
Asphalt roughness/specular texture map
Auto select low quality graphics preset if low RAM/VRAM
Window Store Pane and Window Store Pane Bulletproof blocks
Tree Small Thin Helper
Worldglobal ambientSkyDesat
Wood, Iron, Steel version vor hatches and cellar doors
Fullscreen exclusive video option
Gfx res console command
Short grass block and it spawns in forest
Forest heavy short grass sub biome
Forest grass variation across sub biomes
Twitch Raid Events rewarding people who raid the streamer.
Bit, Sub, Gift Sub, Channel Point redemption events for Twitch.
Twitch Actions that can only be used by Mods, Subs, Broadcaster, or named viewers.
Subs and Gift subs now awards Special Points. Will add an option to configure the amount of points given.
Twitch Commands for Redeeming missed subs/gift subs/bits.
Terrain quality changes distant terrain base map distances
Rad and Feral zombies to radiated spawns
Wall Mirror, Wall Mirror Broken, and 50/50 Random Helper blocks
Emissive color properties to the Entity Tint Mask Shader so it will work properly with the lightLOD script
Vehicle expanded seat mod functionality
Block placement frame shows pink if zero stability
Animal rabbit sleeper
Office Chair Variant Helper
Old Chairs Variant Helper
Bar Stool Variant Helper
Planter with Dirt
Colorized fast food booths
Colorized restaurant booths
Colorized office chair
Parking Meter
Animal chicken sleeper
Weather simrand console command
Loading tip for read/unread recipe books.
AA Sharpening option
Auto setting of graphics quality preset
Temporal antialiasing (and AA Type video option to enable)
Gfx pp taa console command
Cooler update
New player bed roll
Heights vary for grass and plant planes
Grass shape for 4 plane
Offset version of tool box open, closed, and random helper
TrapWindowStoreCornerFull, One, Two, Three, and Four Sided blocks
Concrete and rubble overhang and ramp pieces
Grass distance quality setting also increases grass mesh detail
POI version of the bedroll (Only tan for now)
Loose Boards Block 3×3 Half and Half Offset traps
Loose Concrete Block 3×3 Half and Half Offset traps
Conveyor modular set
Apartment mailboxes
Diner Menu Board and Diner Menu Board Centered
Shopping Basket Set
Plant02 update
Street lights update
Bathtub Set
Gibs/Bones/Gore Decals
Block preview slide to position
Wind simulation speed changes grass and tree movement
Grass and tree wind gusts
POI aaa_5m_round_test to showcase many uses of 5m water tower block set
Weather wind console command and changed wind zone and plant shaders to reflect the speed
Fake Cabinet Door 1×1 and 1×3 Concrete blocks
Sleeper volume global spawn cap per tick
Editor density adjustment inputs are x50 the amount when ctrl key down
Zombies can crouch if low head clearance
Church Bells
#no_vehicle, #no_explosives, and #no_robo to the Twitch actions.
Manhole hatch
Random number helpers with and without zero
Post office signs
Block GndAlign which aligns the block model’s height and angle with a near ground collider
City Signage
Utility pole models
Restaurant table modular set
Add FeralSense option to serverconfig.xml
Post Office Mailbox
Newspaper vending machines
Block placement stability indication (yellow/red)
Modern Casket
Duct Control Panel set
Block preview fades in when block value or texture changes
New Bloodmoon Combat Music
AI head tracking variety
Min/Max size in blocks to rwg mixer xml
End Table Set
Control Panel Set
Fire Hydrant
Tree saplings are now placed with random rotations
New navezgane sign model and PBR textures, better collision
Starter Quests now show nav objects for stones, small trees and birds nests.
Shift + Reload to shapeMenuTip Journal Tip
Improved RWG water border stamp
Improved RWG crater stamps
“screeneffect clear” console command
Improved RWG lake stamps
MinEventActionAddOrRemoveBuff (player cold/hot now uses)
Improved RWG canyon stamp
BlockShapeNew ModelOffset support
Improved RWG hills stamps
Improved RWG river stamps
Safe Set
SDTD 11676 Tarp fences and free hanging tarps
Updated cooking pot, hubcap icons and their mine variants
Bathroom stalls
Laundry carts
Biome weather groups
Weather group fog adds to spectrum fog
Weather group spectrum
Weather console command “d” alias for default on all
“gfx skin” console command to set global skin bone weights
Vehicles are locked when placed
Vehicles will show if locked to you in the tooltip
Snow particle near swirling force
New weather rain calculation
First pass RWG desert biome land border stamps
Update Munitions box
11823 cooking pot update (also updated hubcap)
13561 Mine set
Ability to have biome specific world borders for both land and water
Item Explosion.Duration property (Sets life and adjusts particle duration)
Car helper with cars that are 3 wide for flatbed trailer and other places where they need to be centered
Terrain cluster spawning parameters to rwgmixer.xml
First step towards randomized biome support
Semi flatbed trailer
Player full body has E_Mesh tag so particles can attach there
AttachParticleEffectToEntity offsets mesh shape particles in front of player if first person view
Ability to have multiple variants of any named stamp
Randomized land border so maps are not always islands
More controls to the RWG Previewer to allow controlling terrain distribution
Generate Town option for checking heightmap output only
Default values and scaling control to rwg mixer
Vulture electrocution motion
Aluminum garbage pallet
Character screen mockup for old and new UI
Wood Bars Corner and Iron Bars Corner recipes
New Raised Bed style Farm Plot Block
Old Stove
Microwave
Toilet 01, Toilet 02, and Toilet 03
King Sized Bed updated
Modular restaurant booths
HD Nurse prefab setup, dismember, motion
Added xml, loc, icons, and enabled read/write for microwaves
Tier 3 Buried Supplies quests.
You can now navigate through the quest tiers at trader.
Can now loot seeds and other misc. items from produce containers
TreeStumpPOI that does not have the StabilitySupport flag (i.e. food pile on top of stump in lodge_01)
Ctrl + num period does a “killall all” command if debug menu is enabled
Retro and Stainless steel Refrigerators
Ambulance and Service Vehicles all models, LODs and Collision
Gamestage console command shows lootstage and biome
HD Screamer prefab setup
Stealth check when player enters an “Attack” trigger sleeper volume
Ctrl+shift+q god casts you backwards
Aaa_crown_test POI that showcases all of the crown molding shapes with examples
Aaa_plate_cladding that showcases all of the plate cladding shapes with examples
Cube 1/4 4Way Side Centered and Cube 1/4 5Way Centered to the same menu
Modular escalator set
Terrain quality setting adjusts mesh detail at distance
Sided Centered Water Cooler and Water Cooler Bottle
Centered Table Lamp
Traders now dance.
New wood, corrugated metal, and concrete trap blocks
Damaging a passive sleeper clears passive on their volume
Secondary motions to Screamer mouth and body
Localization call for New Random World
Entity tint mask emissive multiplier slider so artists can have more emissive intensity range
Player effect debug panel buffs show “From name/id”
Business Glass Pane 2×1 (Trap) blocks
Base_01.raw is a base image that is stretched over the map to have rolling plains
VehicleManager waits on current save before doing shutdown save
ZombiesForestDowntown, ZombiesDowntown and ZombiesWastelandDowntown biome spawn groups
Wooden Chair, Broken
Old Chair, Broken in various colors
Ground align to centered bird nest
Blue and Red Zpacks drop from tough and boss zombies with slightly better loot
POIMarker tagging to filter POI’s that can spawn in a given POI spawn marker
Custom shadow casters for Medical Cabinet, and Medical Cabinet Empty to prevent shadow holes on the walls behind
Color tinted versions of all 3 mailboxes
Recipes for mailbox variant helpers
Random helpers for all 3 mailboxes and all of their colors
Small Food Pile Random Helper with a 50/50 chance to spawn as air
Corner versions of Domed Trash Can Empty, Full, and helper blocks
New catwalk trap blocks and random helpers
Contiguous Surface Fill option to paint brush
New option to make aiming either hold only or tap/hold
Arrows for craft amount continuously increase when button is held
Close out of windows while any textinput is focused with TAB, as long as TAB is your inventory key
Localized compass directions
Allow using the DEL key to delete save games in the continue game screen
F11 triggers DebugShot
DebugShot allows toggling saving of perks on/off
UI Size option limited when running on narrow aspect ratios so the whole UI can still fit the screen
New slider for vehicle camera sensitivity
Twitch loading screen tip
Armor and misc helmet item tags for new armor category in the trader window
Ceiling and table top projector
Dog and wolf stand from ragdoll
“ai ragdoll” console command
Dog and wolf anim clips for knockdown/stand
gfx be console command
gfx lodbias console command
Chunks add LODGroup to window block entities when spawned
Block entity minimum cull for FPS boost
Held candle light visibility
VoteRequirements for buff and progression.
Random pitch support to sounds played at a position (like impacts) or in head
LighLODHeld flickerRadius which does algorithmic motion (added to candle)
Coffin/Casket open & close sounds.
Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values
Changed
Traders now sell thrown explosives
Adjusted rubbles piles in burnt and wasteland biomes based on ‘s feedback
Improved AI wall hit anim blending
Increased pine forest noontime fog from 10% to 15%
Set spider zombie large collider to a short height
Restructured book piles and book shelves loot to lower the amount of paper found
Reduced the chance of finding yucca juice in loot
Reduced the chance and quantity of murky water found in toilets
Balanced snow grass albedo and normal for new foliage shader
Wielded and worn items as well as ammo can no longer be used as fuel for campfires
Snowberry plants now give plant fibers
Removed snowberry plant hover text
Removed snowberries from trader loot
Movie posters changed to glass material like other posters and paintings
Corn on the Cob, Cornbread, and Baked Potatoes now give 10 Food, 5 Health, and 5 Water
Cat Food, Miso Soup and Chicken Soup now give 10 Food and 5 Health (no water changes)
Set Fir2 and Fir2Snow tree shadow casters to Nature/SpeedTree8 to avoid tree shadow clipping
Removed moldy bread from loot, recipes, and items
Replaced moldy bread with sham sandwiches in recipes
Crops no longer downgrade to seedlings when harvested
Player planted crops now give 2 fruit per harvest with a 50% chance of a seed
Reduced the number of POI crop helpers spawning a harvestable crop by half
All traders now have a dedicated 50% chance of having antibiotics for sale on inventory restock
Updated grass_brown, grass_greenbrown, and grass_greenbrown2 albedo and normal maps to work with new foliage shader
Rebalanced desert_shrub albedo and normal maps for new foliage shader
Readded pathing cost of changing directions
Matched terrain concrete specular/roughness to block concrete version for better blending when used together
Removed grain alcohol from loot, recipes, items, and traders
Replaced grain alcohol with beer in recipes
Replaced Chainsaw and Auger icons to reflect new models
Vehicle turn toward camera mode is shared across vehicles
Traders no longer offer quality 1 ranged weapons for sale
Reworked the loot list for cntShippingCrateConstructionSupplies to A20 format
Rebalanced snow albedo texture map
Improved forest ground albedo and roughness/specular texture maps
Updated upgrade path of legacy wood crown 1/2 blocks to use shapes
Removed upgrade path of legacy destroyed blocks and lowered HP for easier replacement
Lowered the HP of destroyed shapes for easier replacement
Removed the upgrade path of legacy IBeams
Burnt blocks now upgrade to wood shapes
Compound bow updated to new mesh
Removed a bunch of debug logging
Lowered 6k world wilderness POI count
Increased min/max tile count for old west
Improved stealth ambient light calculation
Added iron and steel cellar doors as upgrade items to all repair tools
CntConstructionSuppliesRandomLootHelper only downgrades to cntLootCrateConstructionSupplies
Replaced old conduits with new models, icons, and adjusted harvest
Increased sun/moon light angle clamping at dusk/dawn
Improved zombie eye rendering
Made forest lead sub biome more desolate
Set SunLight shadow bias to 0 to prevent sunlight leaks in POI’s, through blocks, and under character hats
Super Corn is worth 8x as much as before
Super Corn is now part of all grandpa’s recipes
Added the wasteland biome to the Fireman’s Almanac Completion perk
Updated the localization of the Fireman’s Almanac Completion perk to mention the addition of the wasteland biome
Rebalanced wasteland spawning to spawn harder zombies
Gateways force a min size of half the poi marker size to ensure all traders spawn
Updated lightLOD script to activate emission properties in Entity Tint Mask materials
Combined traffic light materials into one material and rebuilt prefab in an attempt to fix the lightLOD activation flicker only visible when a second traffic light is added to a scene
Updated endTableLampPrefab to work properly with the new lightLOD emission
Updated all street lights to work properly with the new lightLOD emission
Converted ShaderSwayingGrassSurface.shader to specular workflow, and cleaned out placeholder transition code
Converted microsplat shader to specular workflow and to use modified roughness map for specular to avoid an additional texture array
Updated forest_ground material to look thicker and blend better with the new foliage card assets
Updated deadpinebranch01 textures to be compatible with new shader and added packed GOS map
Updated snowberry textures to be compatible with new shader and added packed GOS map
Updated tallgrass textures to be compatible with new shader and added packed GOS map
Updated tallgrass2 textures to be compatible with new shader and added packed GOS map
Updated tallgrass3 textures to be compatible with new shader and added packed GOS map
Updated tallgrass4 textures to be compatible with new shader and added packed GOS map
LanternDecorLight now places on its bottom by default
Reworked the shapes, UV’s, and icons for the destroyed concrete block set
Standardized all stair shape UV’s and xml UV settings
Removed backpack from player models and preset archetypes.
Optimized BlockPlaceholderMap Replace and BlockValue GetHashCode
Increased forest grass percent
Old Chairs and Office Chairs now pick up as variant helper and stack
Bar Stool is now sold as a variant helper at the trader
Reduced weapon flashlight mod’s light and added shadows
Optimized WorldDecoratorBlocksFromBiome
Reduced the amount of honey harvested from stumps
Various small refactors
Updated Navezgane POI positions in prefabs.xml (Will)
Balanced spectrums and world global ambient values in all four biomes
Sky lerp values for shadow saturation reduction and improved contrast
Improved grass shader
Reduced amount and chance of acid found in loot
Added very low chance to find farming and cooking recipes in cupboard loot group
Added low chance to find farming and cooking recipes in mailbox loot group
Updated Navezgane POI positions in prefabs.xml (Will)
Removed Metal Letter helper from forge crafting list as these are now in the shape menu
Removed Thin Metal Rails from Metal Fences and Railings helper as these are now in the shape menu
AntiAliasing option Ultra to Temporal
Graphics revision so will reset options
Improved tree specular falloff
Balanced TAA motion blending and sharpness settings to reduce rendering artifacts
High and Ultra video quality presets to use temporal AA
Plants are smaller and have tri plane meshes and two plane aligned colliders like grass
Increased grass random rotations to 8
Grass 3 plane shape into 2 variations
Adjusted harvest events, items, and probabilities of decoCarMotorFlat
Reduced flashlight brightness
Optimized grass mesh generation
Optimized grass collider generation
Increased grass mesh variations to 192
Post Processing balance to improve consistency of darks between ingame and substance
Replaced window trim with new versions to prevent zfighting in house_old_tudor_06
Updated window trim in abandoned_house_08
Updated global UV xml setting to fix bad paint on cupboardCorner shape
Removed deprecated entries for stainless steel polish and resourceInsulator from items.xml
Added shovels to the descriptions of the Miner 69’er perk tiers
Shamway freezers and coolers now use the cooler open/close sounds until new ones are made
Updated localization to say Cooler instead of Freezer for Shamway beverage coolers
Updated shader type on until signs to Autodesk to look unlit
Optimized VoxelMesh (temperature lookup and AddRectangle)
Removed supply crate Graphics/Model objects and improved rotation handling
Removed supply plane Graphics/Model objects
Bed roll no longer giving more fibers back during harvest
Improved block preview frame visibility
Updated UV’s and paint issues with Catwalk Wedge Metal shape
Improved biome wind values
Zombies have their own common prefab without the box collider
Removed old box collider from deer, mlion, coyote, dog and wolf
Change loot respawn and sleeper/zombie respawn defaults to 7 days
Deprecated and removed/replaced old store shelving from all POI’s
Improved chicken, rabbit and snake prefabs
Removed several blocks from recipes.xml
Removed wood and rebar frame helpers from loot.xml
Removed rebar frame helper from traders.xml
Removed or replaced blocks in several POI’s
Increased block density clamping range to allow for a level terrain slope into adjacent blocks
Editor door damage adjustment inputs use +/ 1,10,50,500 like density
Adobe_white block textures update
Updated UV’s on Wedge Tip Half Tee
Replaced steelLogSpike6 with steelShapes:cone in skyscraper_03
Setup small generator with emissive material and light to support code functionality
Inventory to create InactiveItems object on demand
Optimized Entity to not need Graphics/Model objects
Removed prefabEntityNPC Graphics/Model and Physics CharacterController
Optimized BlockShapeNew renderFace
Updated 3×3 loose board and concrete traps to keep paint on outer face (Must paint WEST face of first block to transfer to downgrade block)
Set the writable storage box as the default block for the furniture variant helper
Added random rotations to biome deco plantedBlueberry3Harvest, plantedSnowberry3Harvest, plantedGoldenrod3Harvest, plantedCotton3Harvest, plantedChrysanthemum3Harvest, driftwood, driftwood2, decoCowSkull. Small stones, grasses, and bird nests are excluded as these are too small to notice or have variations already.
Updated default textures for wood and concrete 3×3 destroyed traps
Fixed mesh and UV issues with cube_3x3x1_destroyed_wood
Updated UV’s on farm plot blocks
Recipe for farmPlotBlockPlayer to farmPlotBlockVariantHelper
Removed txName_Drywall_orange (138)
CntModularClosetClosed now downgrades to cntModularClosetOpen after being looted
Beginning quest now using frameShapes:VariantHelpe
Moved metal update in from blue_rusty_metal to metal_base
Improved onFire smoke particles
Set default light and emissive values for traffic and crosswalk lights
Improved debug menu Show Stability
Enabled debug menu Show Stability on clients
Update paint ID 82 Metal Wrought Iron to match the texture on the newly updated streetLight01
Sleeper volume respawn days to use loot respawn days
Improved debug menu Recalc Stability
Optimized stability calculations
Added lighting sub category to creative menu and tagged POI lights accordingly
Adjusted collision on catwalks to allow shooting through the rails
Enemies have random base hit points. As a result a 1% damage increase from a perk will statistically reduce the number of hits needed to kill enemies.
Updated end table lamp with the new model icon
Doubled the amount of paint given from crafting
Improved block preview rendering
Increased block preview fade in speed and player speed threshold when it hides
Player crafted wood window glass is more transparent
Paint can now also be mixed in a campfire with a cooking pot, but uses more resources than at a chemistry station
Renamed all occurrences of gunRifleT2MarksmanRifle to gunRifleT2LeverActionRifle
Reduced map texture size to 2048
Doubled selling price on items at traders
Removed hardcoded Enemy Animal see distance
Moved Game Difficulty, Day Night Length and Day Light Length to General options
Ported HD biker zombie to new character shader
Optimized biker zombie ingame texture sizes
Setup radiated material for radiated prefab version
ZArleneRadiated.prefab to use radiated material
Optimized thug ingame texture sizes
Improved selection box axis selection to include length of line
Optimized chunk collider mesh baking
Car consolidation and cleanup
ConvertDTMtoHeightData to accept a color array to allow threading of the operation
Moved prefab spawning out of DistrictPlanner and into Township
Occlusion manager uses forceRenderingOff instead of enabled
To avoid confusion only the arrows with AP properties show this stat
Increased price of beaker at traders, increased value of chem station
You can install a silencer on a revolver but it’s not going to have the desired effect.
Designed/detailed rwg_tile_industrial_t
Utility_waterworks_01 for RWG.
Remnant_burnt_05 for RWG.
Utility_electric_co_01 updated questable to A20 standards.
Ported HD nurse zombie to new character shader
Optimized nurse zombie ingame texture sizes
Nail gun delay from .73 to .5
Generator now uses coroutines to allow showing progress window and messages
Ported HD business zombie to new character shader
Optimized business zombie ingame texture sizes
Optimized prefab decorator finding prefabs around player
Optimized prefab decorator updating display
Increased prefab decorator update rate and reduced max time per tick to start loading
Concrete Terrain texture remake
Increased sky night time exterior ambient due to post processing balance
Optimized how entity group skips spawning
Changed waterworks from 45×45 to 60×60 for RWG industrial tiles
Oneshot firearms do not display a rounds per minute stat
Updated glass mirror block material
Combined all stoves to one helper block
Combined all microwaves to one helper block
Updated POI’s with stove and microwave helpers
Improved vehicle camera height adjustment
New versions of some existing shape icons
Improved tree specular and roughness shading
Fixed carMixed using the wrong shader
Improved HD Fat ingame color space balance
Improved global indirect lighting and post processing
Updated screen overlay texture for Cold status effect
Updated screen overlay texture for Hot status effect
Adjusted screen overlay for Death event
Fixed shiny b pavers
Reduced copy chunks max time per frame and check time after each display
Updated remaining b materials
Reduced post processing saturation
Reduced desert sky saturation
Less fog when snowy spectrum is active
Adjusted nurse zombie albedo for ingame lighting
Trader prefabs renamed, moved to match ‘s zombie folder changes
Updated red b block material
Set correct eye visibility for feral and non feral burnt zombie prefabs
Set normal burnt zombie material emissive to black
Updated emissive texture channel for ember glow
Added fire particle effects to feral burnt zombie
Removed Cheerleader, Cowboy (Old Timer), and Farmer zombies from all xml files.
Deleted old zombie source art for cheerleader, old timer, and farmer
Cinderblock Wall Remake
Removed Entity Tint Mask color multiply for a more accurate color lerp result
Bar stool from block model to model entity
New custom collider for round table
New custom collider for bar stool
Updated shipping container tint colors due to shader update
Updated tarps tint colors due to shader update
Converted HD Burnt Zombie RMOS to RMOE
Updated HD Burnt Zombie Emissive texture channel for Irradiated and Ember glow
Updated HD Burnt Zombie Emissive color value in material
Optimized character shader by removing gamma to linear conversion
Modified HD Fat intensity of irradiated emissive alpha channel
Hill stamps cleanup
Reduced terrain rubble noise/frequency/saturation
Removed IsTerrainDecoration from tableDynamic due to geo issues
Updated harvest of several blocks that were missing a harvest/salvage/animation property
Optimized screen effect
Improved cold and hot screen effects
Adjusted microsplat procedural snow height values to prevent black terrain in deep canyons
Global skin quality from 2 to 4 and added animals/zombies set their quality to 2 if set to Auto
Improved block shape memory use
Player placed table candles can now be picked up as table candles. Destroy/Harvest will give a candle.
Improved mesh creation
Optimized parsing of world decorator water xml
Optimized parsing of world decorator water image
Hotel_01 new industrial washer, carts, rag piles, and half block crown.
Global rain to just add to weather group rain/clouds
Biome temperatures to be absolute values
Improved weather temperature ranges
Improved weather biome randomization
Improved biome weather settings
Optimized player weather stat update, stats and cvars
Weather console command values to neg for defaults
Improved snow particles (type distribution, lighting/blending (lit shader, Far uses near cam fade), rates, sizes, speeds, colliders)
Improved weather temperature variations
Allowed low rain particle counts
Improved weather console command help and info
Improved DMS content randomization
Improved Molotov splash to flame transition and lights
Set creative mode on missingBlock from Dev to None to prevent players from placing them
Removed plateaus as a terrain type as it is redundant
Small map size to 6k as 4k was a bit small once world borders were placed
Optimized and updated character Shader
Updated HD Fat irradiated emissive map
Renamed stamps to match new variant setup
Improved tree harvest fade out
Cull small trees a bit farther
Replaced molotov mesh with new skinned\animated version
Molotov textures replaced with redone PBR versions
Molotov fire effect redone, no longer uses custom shaders
Deleted old custom molotov shaders from project
Optimized MinEffect value calculations
Optimized Entity Stats update to spread work across ticks
Improved terrain block placement rendering
Lowered saturation on dirt impact dust
Adg spawn location of campfire particles
Disabled mesh generator old calculations for block lighting
Improved fallen tree fade out
Improved UMA emission shader
BlockUpgradeRated upgradeRate to clamp at 15
Block TintColor to a Color value (hex or R,G,B in xml) and BlockShapeModelEntity applies
Car blocks and black car prefab to use tinting and instancing
Optimized prefab decorate chunk loop
Bicycle, gyro and minibike to tint shader and textures
New icons for toilets
Block “MeshDamagex” to a combined “MeshDamage” with health values
Old 2D truss blocks now two sided
Particle behavior on AK47
Particle behavior on Sniper Rifle
Moved text in icon for Water POI block
Updated trader_rekt & trader_hugh
Replaced all treeStump blocks with treeStumpPOI in POI’s
4×4 to use to use tint mask and shader
Allow ParticleOnDeath to be assigned to any block to override material
Changed woodTrellisDiamond to nonclimbable and updated trellis ladder paths in POI’s with woodTrellisSquare
Set random rotation to false for large trees in med and large helpers to prevent clipping into POI’s
Removed treeMountainPine12m from the small tree helper
Updated cocktail waitress materials
Improved laser attachment beam visual
Dismemberment setup added to worker zombie
Updated laser attachment world dot
Updated assault rifle fire effect
Added 1 decimal digit to damage and armor displays
Admin paint brush set to auto fire
Increased armor piercing effect on spears, AP ammo and higher tier arrows. Increased armor piercing effect on perkPenetrator for spears, AP ammo and arrows
Hollow Point ammunition rebranded as HiPower ammunition that has no penalty against armored targets. Shotgun/turret shells have no penalty against armored targets. Recipes adjusted accordingly.
Buff bow and crossbow damage
Increased perkFromTheShadows max light level allowed to 65
Reduced snow biome mountain lion spawn chance
Increased the chance to find seeds in produce baskets
Deleted Tree Prefab POI’s that use to be hand placed in Navezgane and used in biomes.xml Some of these have been in since like alpha 5
Allow sleeper footsteps to make sounds
Ported foliage growth versions to new foliage shader
ModGunMeleeTheHunter adds +25% damage to all animals
Improved cloud blending and animation
Updated localization on store shelves to only display “shelf” on ingame prompts
Improved lightning brightness, timings, position and it updates every frame
Improved how lightning brightens clouds and added random bright areas
Testosterone can now be sold to the trader one at a time
Removed old Madmole Gravestone block texture
Removed old pill case block texture
Removed old drywall_orange block texture
Removed assets for old pole_top01 block
Ported coffee_plant, goldenrod, and chrysanthemum to new foliage shader
Player effect debug panel to only show BuffClass if missing
Rebalanced dye colors for vehicles, tools, and weapons
Modified how radiation areas are stamped out
Plains stamp entries in rwgmixer.xml to have 0 iterations
Cloth and scrap armor now repair with cloth and iron, like all other primitive items repair with their core material
Sleeper group S_Zom_Snow renamed to S_Zom_Lumber_Jack
Adjusted the railing colliders on stairs_railing_metal to allow projectiles to passthrough
Skyscraper_03 refactor complete.
Updated model atlas bakes for texture memory optimizations due to entity model conversions
Reduced pew saturation by 50%
Set all nonstreaming zombie textures to streaming
Updated the face assignment of bookcase_empty to allow the helpers to maintain the paint when it spawns empty
Reduced entity garbage gen
Reduced EnvironmentAudioManager garbage gen
Gas Can Stacks are now made with 800 oil shale and unpack to 10000 Gas Cans to make the stacks worth crafting
Updated the plastic barrels to loot for water and not explode
Rolled back all store crate shadow caster scaling due to shadow bias rollback
Steroids should help with broken/sprained/cast/splinted legs
Vultures should not sprain/break legs
Reduced chance for a critical hit to upgrade a sprained limb to a broken limb
Tiered ZPack loot bags now drop with different colors per zombie tier (yellow = regular, blue = strong, red = boss)
Removed treeDeadTree01 and treePlainsTree2 billboard LOD due to repeated blobby resolution issues when quality setting are set to anything other than Ultra
Tanb02 Remake
Adjusted wood/steel/scrap hatch colliders for less zombie head pop through
ZPack Loot Bag Drop Color Tint Shader Support
Player planted grass now uses the short grass when planted
PlantedtreeGrassSeedRandomHelper now uses treeDesertShrub if planted in the desert
Improved ScreenEffects Blur shader look and added less blurring on hands
Removed all items, loot, and quests relating to the quest challenge notes
Player Start Points Editor in World Editor moved to XUi
Added chunk locking optimization from ZehMatt
Default DifficultyTier on POI’s created in the editor is now 0
Made paint all sides option on paint brush available to regular game
Placing blocks in creative/editor does not decrease inventory stack size
Reduced frequency of warning about notrunning (but installed) SteelSeries client
Enabled holiday items in loot
HayBaleBlock recipe now crafts hayBaleSquare
Updated Large Pet Cage to a 1x1x2 multiblock to prevent clipping into other blocks/models
Rounded basic zombie kill xp down from 413 to 400.
Pushed back cull distance of forge and campfire
Adjusted fade distance of fire and smoke
Improved ragdoll blend out
Removed old PREGEN worlds and replaced with new versions too early
Increased Medium and decreased Ultra Object Quality
Increased player’s held light visibility when world darker
Improved wording on LandClaimExpiryTime and BedrollExpiryTime comments in serverconfig.xml
Increased sound clip randomness and don’t repeat the same clip
In A19 items got increased scrapping speed when scrapping to iron. Updated all other scrap actions to the same speed.
Rare or progression relevant items can not be scrapped or smelted. This includes crafted workstations, vehicles and their assembled parts, workstation tools like an anvil or beaker and sewing kits.
House_modern_05 updated
Clamped item stack counts to 65535 when saved
“DecorateChunkOverlapping biome null” warning to show chunk
Improved path node penalty clamp and added log
Updated metal hit metal and metal destroy sounds
Adjusted AI destroy area values
AI destroy area works on full paths
Fixed
File Cabinet interior is too dark
Vehicle tire smoke being barely visible and improved
Vehicle position stutter on clients if you were not the driver
Vehicle passenger camera started inside vehicle
Entering vehicles causing one frame of camera jump
Vehicle camera broken by flying mode
Chickens and rabbits not colliding with vehicles
Vehicle duplication/VehicleManager issues
Vehicle position/camera jitter
Vehicles ”out of world” accumulating velocity leading to block damage and large movement
Bicycle Stamina Exploit
AI moving forward/back, fishtailing and foot motion when breaking blocks
Zombie collider pushes player 2 meters in the air
Spider landing anims move it into blocks
Spider zombie head going into walls
Fat Cop (cop not in A19) and Fat Hawaiian zombie pathing issues
Sleepers will not update state on fall
More than 255 zombies in a sleeper volume breaks saved game
Sleepers stuck in air and bouncing when spawned on diagonal edges
Sleeper volume not spawning groups as intended
Dropped loot bags prevent you from being able to dig
Stealth was affected by brightness option
Player stealth light level was not set correctly for PassiveEffects LightMultiplier
ADS shaking when far from 0,0
Held torch self light illuminates other player’s held items from far
Held candle not having a light
Player shadows from torches in p2p are crazy
LightLOD could check wrong block position to see if on
LightLOD on held items tried to check blocks
Block damage modifiers for thrown explosives aren’t working
Buffs to entity damage for thrown explosives aren’t working
Explosion obstacle checks to entities had wrong location if origin not zero
Entity Stats Update skipping 1 in 11 ticks
PlayerApplied bleeding kills did not always give XP
Player’s feet floating off the ground
Camera turning getting broken from camera shake
Weapon zoom ignores release if pressed very briefly and other edge cases
Zoomed weapon model does not hide in time
Repeated 3rd person power tool phantom reload
Airdrop smoke plumes replicate and follow the player
World decorator placement check of single blocks could use wrong position if added radius outside the chunk
World decorator would skip subbiome’s prefabs if biome had no prefabs
Biome spawning areas can fail to update
Biome spawning area rect was offset by 2 chunks
Subbiome probabilities were not what was set in XML. Rebalanced
POI random block replacement did not change seeds across y positions
Block preview would continually update if position was shifted and gave CreateMesh original position
Block placement preview textures are not showing correctly
Green selection frame flickering
Delay updating distant POI’s
Terrain artifacts due to close vertices with different vertex normals
Difficult to see axis arrows with highlighted selection Added line color gradients and 3 pixel line thickness
Quest Event Manager not giving a zombie kill for vultures
Grass and other deco is not properly resetting with quest rally activation
POI resets lead to chunk save corruption from duplicate sleeper volume ids
Supply crate smoke/lights not stopping after landing or load and increased delay to 90 seconds
All turrets target supply crates
Cold and hot screen effects may not show
Small holes in shape geometry
SkyManager time could be out of sync (visual artifacts)
Snow particles jumping as you moved
WeatherManager temperature change freezing if you go back in time
Weather Manager error playing thunder if dedicated
“weather thunder” command to reliably trigger and set position at player
Weather Manager biome randomization pausing if you go back in time
Background cloud not blending with first cloud and raised position
Clear skies while raining at night
“weather clouds” console command not going above .01
Lightning is flickering darker
Lightning was not enabling directional light
Molotov Flame lasting longer than effect
Rotated glass blocks making wrong world space UVs
Possible to see invisible underground UI render with cameras
Chem station was bright in fog (glass) and added crossfade
GlassBulletproofPlateCurved texture issue
TreePineBurntFullMed billboard randomly disappearing
Azalea tree (and 3 other trees) disappears from view at 10+ meters
Trees off console command turning them on and on not turning back on
“stab clear” console command not removing StabilityViewer
Graphics resolution choices are clamped if below 1:1 aspect ratio
Server shutdown errors if world not created or partially loaded
Allocations in Inventory clearSlotByIndex
An audio item with the same key has already been added
ChangeBlocks null error if called by multiple threads
Collected Item List remove error if obj null and update would skip next item on removal
Zombie bear ingame pbr texture value balance, and set correct material properties
Suitcase Interiors are too dark
Exercise Bike is black
Coffee Maker is too dark
Washer Interior is too dark
Toolbox top is too dark
Certain lighting washes out tree LODs
Opaque glow around exit sign letters
Reduced ambulance AO in material due to multiplied texture AO and SSAO causing black interior
Incorrect shading on Soldier Zombie. Also removed feral eyes from radiated variant. ( B)
Texture/Lighting issue with zombie Lab Radiated also 4 variants. adjusted map and material values
Sometimes a quest at a POI too close to other POI’s can break tiles
Quest activation chunk resets can wipe out neighbor POI’s
TreeDeadTree01 and treePlainsTree2 have inconsistent LOD transitions compared to other trees.
HP ammo does 0 dmg to demo zombies without a lot of perks
Dark camo canvas texture balance
Thug zombie has broken normals. Set Tangents to Calculate Mikktspace
Added caps to the bottom of the pallet bs broke, broke2, loose, and top variants
Balanced bear texture values to work with current scene lighting
Prevent deadpinebranch01 from mipmapping to black in the distance
Snow tree shadow clipping due to tree top LOD culling
Terrain is affected around small prefab in editor
Player lights default to on upon login to dedi servers even though they’re off
Applied correct emissive material to burnt feral zombie
Trader Rekt now remembers how to cuss the player for not buying anything
Rebalanced short grass values due to vertex normal fix
Updated plains stamps with pure black alpha edges for improved blending
In POI fastfood_01 concrete under booth instead of tile as elsewhere.
Loot chest in house_modern_05 a tier 3 POI is unlocked.
Enabling/Disabling twitch actions now saves to saved game.
Advanced wooden bow quickfire syncs weapon the hands
Procedural recoil reduced across all bows
Pipe MG reload sync between hands and gun fix
AK47 reload sync between hands and gun fix
Pistol blend fixes to prevent hands and weapon from not syncing
Iron Crossbow no longer defaults with reflex on
Pipe Rifle silencer model added to prefab
Pump Shotgun weapon model fire syncs with hands when fully buffed
Texture/Lighting Issue with Female Fat Zombie (B)
Cannot paint Letter Sign numbers from the front
Stun baton can be charged by striking anything during combat
Sticky arrows persisting through changing game modes
Fat Cop mesh stretching during rag doll
Heal Others Works on Vehicles and Zombies
In certain spots, player can receive stacking fall distance while not falling
Chainsaw chain speed sped up.
Assertion Failed during RWG generation
Forced material ID update for Trader in order to fix missing materials
Highways sometimes passing through the very corner edge of towns
Gateways only had one highway connection
Only trader hugh spawning
Some road exits not being registered
End table lamp casts no light
Zfighting on spiral stairs
Junk Turret laser clips through block/entities
Added a new loot list with nightstand open/close sounds to prevent wooden desks from sounding like metal/filing cabinets
Prefabs with more than one tag not spawning in RWG
Random integer rolls not returning expected results
Flashlight unholster pose match to hold
Flashlight hold/attack anims updated with new pose
Blown out clouds in snow biome
Changed sticker phone number to a fake “555” number and also optimized
Auto Shotgun no longer defaults with reflex attached.
Hunting Rifle bullet no longer lerps into gun during reload.
Bow and Crossbow controller cleanup to prevent breaking while weapon is drawn.
Magnum bullets no longer lerp into gun during reload.
Lever Action Rifle reloadspeed parameter is active for proper scaling of anim.
Tom Clarke can now murder you as part of zombie gen pop and hordes
Several new zombie variants added to spawn groups, the burnt zombie spawner is now gamestaged since that became possible
Oven parts are too dark
Possible to get dysentery well over 100%
Auto Shotgun reflex ADS fix.
Armor crit resist wrong comparison color
Ice machine LOD issues:
Brightened office chair color in material
Adjusted misaligned verts causing seam/marching ants on arch_window
Optimized and adjusted cement/b/wood rubble piles and added a few new smaller rubble pieces based on level design feedback
Wasteland Rubble Piles
Gas_station_10
Misaligned colliders causing painting issues on wooden catwalks on some rotations
Broken beer cooler emissive
Blobby billboard on treePlainsTree2
Window Trim Bottom had some bad verts causing a stray triangle
Indestructible terrBedrock mixed with rubble pile in carwash_1
Updated wooden catwalk set to fix collision and painting issues
Quick fixes for Zfighting on small pipe set until they can be remade
Fixed a collision issue with the railings on metal_rail_diagonal and stairs_railing_metal
Fixed odd shading on the top and bottom of catwalk_metal_bent
Seam/marching ants due to verts out of alignment on arch_window
Issues with colliders on floating railings making them difficult to paint
UV issues with pole_support_1m
Adjusted stars count on flag to 50
White oak 22 and 42 prefab need LOD update
Flashing Shotgun Messiah signs
Hunters Journal Vol 3 states that coyotes can be vicious in packs. They do not currently attack in packs
Stack of Lockpicks under wrong group
Incorrect list of attachments on the pipe shotgun
Hero chest in tier 2 POI storeautoparts_01 is locked
Robotic Sledge is too powerful *Before with default settings a player would be 100% with just a single perk purchase. Slowed fire rate so even with all 5 ranks, with 8 running zombies some of them will get past the sledge and reach the player.
ADS for reflex on Lever Action Rifle adjustments
Blend times updated for Lever Action 3rd Person fire/aimFire to hold/aim
Lever Action Fire anim no longer exhibits a bullet sucking back into gun
Hunting Rifle left shoulder clipping fix
Added aim into/out for Lever Action Rifle
Updated hunting rifle anim to hide stray bullet.
Fixed Hunting Rifle jitter during reload
Fixed Auto Shotgun ADS artifacts
Adjusted colliders on stairs hollow metal railing for a smoother transition
UV issues on quarter_t_centered
UV issues with cube_trim_half_split_4sided
Adjusted misaligned verts causing a small gap to be seen in arch_3m_window
Adjusted misaligned verts causing a warped UV issue on Pole0.5m_plate
New Torch use anim.
Made adjustments to office_03
Increased framerate of zoom in/out on M60.
Mailbox 02 is very dark
Spear added 3rd person stationary fire and adjusted blends on draw to idle for FP.
Pipe Baton Fire anim timing update.
Changed Twitch Action commands to be case insensitive.
Texture/Lighting issue with zombie Snow and no radiated variant
Sharp edges on standard terrain used in world editing tools
Demo Z normal map inside of metalness slot, incorrect material tint value, color space balance
Bad UV on treeDeadTree01
Reduced the number of quests needed to complete tier from 10 to 7.
Inconsistencies with eyes among all types of radiated zombies
Fixed UV issues with pillar50CornerSquareBottom and pillar50CenteredSquareTop
AmmoGasCanBundle recipe to use only 80 oil shale (was 800 which can cook 8000 regular ammoGasCan where the bundle is only 1000)
Moved engine harvest to destroy event on decoCarMotorFlat and decoCarMotorFlipped
National park sign can’t be hit by weapons
Added pipe pistol custom aim in/out.
Reworked pipe pistol animation to remove bullet lerping weirdness.
Adg timing on pipe pistol fire/aim fire.
Unable to paint faces of wedge steep shapes due to face assignments
Blend fixes for pipe rifle was causing bullet to get out of sync during reload.
Adding blends in M60 aim to prevent wrist flipping.
Hard to paint inside of awning ramp edge left/right shapes
CommercialBlindTop mesh issue
Moved back LOD cull on window prefabs
Thug zombie animations not working
LOD popping with “cntStoreElectronicsBookShelfSpeaker” block
Mod items in hand look like a piece of leather to other players
Some Advanced Engineering costs reduction aren’t as displayed
CntDryerOpen flicker during LOD change
Reworked all metal catwalk and railing mesh alignments and colliders to prevent player from popping on top of them
Reworked all metal catwalk and railing colliders to make them easier to paint
Fixed weighting issue on Pipe Revolver.
Lighting issue with Zombie Arlene, Nurse, Fat Hawaiian and Yo
Adjustments to Tactical AR aim in/out anims.
House_Modern_16 has a pathing issue (Hernan)
Missed destroyed concrete texture in diner_03
Fixed wrench loop on harvest
CntBusShuttle, cntBusSchool, cntBusSchool glass whiteout based on weather snow value
Bar stools wrong scale
BarrelGenPrefab was linked to hazardBarrelsAcidOil material instead of hazardBarrelsGeneral material
Removed wrong icon and baked a new one for the cntBarrelGenSingle00
Rocket launcher 3rd person reload retimed to match weapon anim
Spear cancel glitch blend fix
Radiated biker prefab showing feral eyes
Missing HD Suit radiated material, and updated prefab
Theater_01 missing carpet texture under few seats
Overuse of automatic triggers in POI fire_station_01
Missing texture in store_book_01 break room
Couches clipping into walls at POI “store_bank_01”
Changed material setup on book prefab
Set note item to use correct hold number for book mesh
Optimized the Sedans
Missing glass mesh references for master car prefab
Rotation=5 causes POI imposters to be incorrect
Wilderness spawns locking up when a terrain type position list is empty
RWG random issue
Spotlights and MotionSensors now move to their last known rotation when not powered on chunk reload
Rocket launcher does not show the block damage of loaded ammunition
Little to No Block damage when using rocket launcher (HE Ammo)
Hidden faces/face assignments on wedge60_incline_half_left
No Player Collision with new Gravestone blocks
Please bring cliffs back
Zfighting at barn_02 (window/loot container)
Zfighting at abandoned_house_01
Hidden faces on b_destroyed01 and 02 when adjacent
Street Tiles not aligning vertically
Street Tiles not aligning with terrain
Street Tiles having unintended deadends
Memory bloat when working with images
Country roads missing last point
Prefabs spawning differently even on same seed
Stamp bug with water
Size entry fields erroring on empty string
Null Ref when generating new map from Start Game window
Nail Some Chicks challenge can not be completed
No Player Collision with new Gravestone blocks
Converted HD Rekt from RMOS to RMOE
Enable HD Rekt albedo alpha channel for Subsurface Scattering
Cop cars and black cars using incorrect shader
Burnt Maple trees have bad LOD
SocketException after RWG generation finishes
Burnt zombie eyes not rendering at close range
Shoulder gib location on Hazmat zombie
Face painting issue on stairs_filled_quarter_vertical_uv
Tech Junkie 8 complete needs localization for recipe unlocks
Missing sack mesh for all arrows (handheld/dropped)
HD Burnt Zombie albedo boost for ingame lighting
New chain link fence material goes invisible at a distance
Set flag on RMOE texture to sRGB off
Clipped depth canyon stamp preventing foliage and map colors
Added offset to janitor cart to prevent it from clipping into other blocks/walls
Incorrect/Mismatch paint in POI Diner_02
Changed mesh and collider names from B to N for painting issues on metalRailing
Wrong number on the gas can bundle
Visible sparks on a charged stun baton disappear after switching items
Electrocutioner perk doesn’t add stun time
Inconsistencies in localization formatting for paint textures (i.e. Wood old vs Wood Old)
Blade mods can be used on knuckles
XML typos with item modifiers “modGunScopeMedium” and “modGunScopeLarge”
Hunter Mod description is incorrect in regards to tools
HP loss while upgrading blocks with a sprained/broken arm
Blue metal block texture saturation and roughness
Removed albedo multiply in character shader to rebalance ingame albedo intensity
Tier1_buried_supplies had the wrong chance to spawn zombies (from 1 to .25)
Desert Vulture sight raised up above silencer, flashlight/laser/reflex dot in the right spots now.
Player placed lanterns now cast shadows
“house_old_modular_01” Fragile railings
Business_strip_old_03 trash compactor has wrong rotation
Abandoned_house_05 has mismatch in texture
Missing backfaces from depreciated doublesided shader
Missing backfaces from depreciated doublesided shader
Block model desks mesh holes
Changed voxel face culling behavior on window_trim_bottom
Drywall ceiling remake
Bleeding light on flashlight decor
Reworked the mesh and UV’s on Farm Plot Blocks to prevent zfighting
Reworked meshes and UV’s for trellis_diamond.FBX to prevent ZFighting
Prefab house_old_gambrel_01 missing paint on roof edge
Clipping monster closet in bungalow_11
House_ranch_07 spikes clipping through front door
Store_salon cntSmall& mediumMedicalPile clips through wall
House_old_modular_05 cntDumpster clipping through fence
Unintended air blocks in terrain of prefab “house_old_ranch_04”
Missing material on pallet boxes tile
Unintended/Missing Paint at “house_old_ranch_04”
Boarded window sheet_4 collapses when walked on (Cabin_08)
House modern 16, incorrectly painted box in attic
House old ranch 03, sleepers not activating
Missing Paint in “bombshelter_01” prefab
Some chimney top design has an si issue
Zfighting in Prefab cemetery_02
Adjusted meshes on fence_broken_1 and 2 to prevent ZFighting
Removed line about repairing flashlights with repair kits
2 objects clipping each other in carlot_02
Incorrect texture on ceiling at “fastfood_02”
Secured/Jammed drawers in factory_lg_01
House modular 04 window si issue
Church_01 missing paint on blocks
Abandoned_house_03 zfighting
Abandoned_house_03 cabinet clipping
Railings causes issue going thru doorway at abandoned_house_01
Nurse zombie not showing fire particles
Added missing bottom plane to collider mesh for Burnt Wood Block 01
Admin paintbrush playing animation 2x
Unclear message about a perk being disabled by a low attribute
Added xml, loc, and icons for woodRailingCNR to properly upgrade to new metalRailingCNR3d block
UVs on mortician drawer
Fixed geometry on window centered shape
WoodRailingCNR has different shader than other wood railings
Low resolution textures on electronics boxes
Issue with freezer and beverage loot list assignments
Set StabilitySupport to false on tree stumps to prevent placing blocks on them when the terrain is uneven
Fixed block UV for the solidScrapIronFrameCNRRampFiller for downgrades
Treasure chests immune to breaching charges
Fixed scrapIronFrameCNRRampFiller UV and Icon issues
Changed Buried Supplies quest to use Rally Marker.
Spears stutter in flight and when stuck to moving objects for clients
Explosions and fire cause spears to disappear
Some ammo types show +0% Target Armor
AOMv3 book and coffee have no effect on stone axe for the 10% increase
Town tiles can overlap one another, including/cutting in half POI’s
XML for Hazmat zombie feral variant
Fixed arrow position on steel arrow
Town tiles can overlap one another, including/cutting in half POI’s
Starvation/dehydration are not doing much to the player and are inconsistent
Across the board buff to all firearms. HP ammo has no drawbacks, AP is the best ammo type.
Remove durability penalty from AP rounds
Hazmat Zombie missing feral/radiated variant, now spawns ingame
Wood/Steel shutter frame geo no longer drops on use.
Skyscraper 01 is not spawning in random gen
Plains trees look out of place in all biomes except snow
Rebuilt wire tool mesh to accommodate procedural wiring setup.
Manhole anim frame ranges updated.
Compound Crossbow updated to orient laser mod correctly.
Adjusted Compound Crossbow ADS to not obstruct view.
Wasteland terrain shows black around bedrock
Hunting Rifle hand no longer clips on reload with scope mod equipped.
T1 Loot Rotations
Crossbows now show bolt loaded upon first pickup.
Seeds can bug out and stop the game
Different machines generate different roads/POI layouts
Missing POI’s in downtown tiles
Blade traps attached vertically don’t always show as pink when they should
Adjusted animation on roll up doors
Water anomalies in RWG; memory and bedrock related issues
Generating a second world would not show any prefab previews
RWG generation times still a bit slow, get stuck on 98% generating towns a lot and sometimes fail to generate
Town tiles can overlap one another, including/cutting in half POI’s
Towns still spawning in radiated areas
The part_farm60 used in many farms does not respawn when a quest is done at the POI but disappears completely
Bed headboard and base is too dark
Zombie Joe is too dark
Twitch Window would stop showing while in dialog system.
Some biomes don’t have wilderness paths
Some biomes don’t have townships
In an RWG map if no town in a biome, there will be no roads in that biome
In current RWG, POI’s and towns can spawn in radiated areas
Remove all non forest spawn points
Adjusted wood pallet stack, b stacks, can pallets, and cardboard pallets to avoid vertical clipping
Burnt Zombie Radiated now has green glowing eyes
Texture/Lighting issue with zombie Skateboarder
RWG to differentiate between paths and roads for large wilderness POI’s
RWG is generating Wasteland spawnpoints
Dig quest is using ScoutGSList
In current RWG, POI’s and towns can spawn in radiated areas
Car damage0 versions have shadow issues
Store crates have shadow issues
Bird nest shadow issues
Downtown_filler_plaza_04 Height issue with POI
Pallet blocks are clipping through shipping container blocks
Investigate the tiling texture issue of the shader being used in the prefab/playtest editor
Crash loading XUi control with unclosed parameter reference
Exception when there is no ‘attFortitude’ defined
Unloading XUi textures from files causes errors
Player sometimes spawns within cars on new games
Falling Debris Entities Cause Rapid Damage during FallDuration
Concrete doesn’t dry unless the area is active
Bedroll range only partially protect from quest resets
Items crafted not tracked properly
Cut Gamestage achievements in half
Robotic Sledge scrapping inside causes NRE
Moving prefab up/down too far in prefab editor stretches and breaks prefab
Playtest can not be loaded on exceptionally big POI’s
Prefab editor playtesting saves merging POI’s
World Editor does not show a “SAVED” message when saving
“Save Prefab” message is shown behind the 2nd toolbelt instead of above
Prefab editor playtest button does not ask to save changes before loading the playtest session
Can not start playtest on a newly created prefab without reloading it first
Selection box borders vanishing on move
Selection boxes starting with wrong box color in some cases
Do not allow resizing placed POI’s in World Editor
“Show Unpaintable” setting in Prefab Editor gives undesired effects
Prefab Editor shows old positions after switching POI’s with “Show Quest Loot” on
Rejoining the same Prefab Editor session does not auto party and causes exception spam on client
Trees not spawning correctly with prefab in playtesting
SHIFT+CTRL+V previews are offset if origin point changes in the prefab editor
Exception when trying to run console commands during connect to server
IO error while trying to load serveradmins.xml breaks main menu loading
Error when starting games about invalid country code
Proper log output when reading a distant mesh fails
Quick marker obscured on compass
Text overlapping in generator stats
Search does not retain results in workstations
Dropping something in the middle of Tools/Fuel slots causes the item to be dropped in the world
Using ‘Wear’ command in player inventory resets block preview rotation
Radial menu controller pop up tip displays LS instead of RS for flashlight radial
Radial menus not giving proper visual/audio feedback when using controllers
Category hotkeys (triggers on controllers) can not be used to get back to the ALL category on the creative menu
Errors when switching from one toolbelt slot to another while opening radial
Opening the DebugShot or console windows while an input box has focus makes you enter text in both places
Game preferences carry over from server host files to client single player
Focus search field hotkey (default ‘F’) now working in main menus
Clicking on two different UI elements too quickly is considered a doubleclick on the second one
Loading screen backgrounds are not random on New or Continue game
Server browser showing colors in world names
NRE when clicking on an empty continue game slot
NRE on continue game screen when coming back from a very old version of the game
“Server closed the connection” prompt after player exits game normally
Ragdoll blend out could find self as ground level
Using a camera window would make interaction ray collide with self
UpdateLightOnAllMaterials running unneeded Update
Clients do not see zombies on fire unless facing them
Mutated Feral and Radiation versions are spawned at the same gamestage as the standard
Molotov and Timed Charge now have proper use anims
Heavy FPS drop in city centers
Hammer of Sledge Turrets disappears when it touches the screen edge
Exception when trying to bind cursor up/down/right to any action in the controls UI section
Teleporting from the boss horde fails the event.
Running from the boss hordes no longer rewards you a crate.
Boss hordes should stay focused on the target player.
Boss hordes could fail if someone leaves the party.
If any of the boss horde despawns, despawn the rest.
Incorrect wording in twitch settings for custom events.
User created map waypoints do not display text
Rain can be seen inside POIs
fixed remnant_oldwest_07 z fighting
docks_03 in navezgane is almost full of water now.
No flame on candle when equipped
Block preview displays wrong rotation for cupboards
Explosions still destroy water and drop the block
Car block can throw error when exploded
AI not attacking when blocked above a ladder
AI path grid has missing ladder nodes from origin shift
Docks_02 has an SI issue with the bridge sign area.
The Fun Pimps have updated thier Video-Policy for monezation of Videos and steams.
Streamers can monetize their streams on services such as Twitch and YouTube, and other similar livestreaming or video upload services and programs. Please see our Official Video Policy at https://thefunpimps.com/video-policy/ for more information and for further details on what these mean and whether you are eligible for either model.
The Fun Pimps have been busy not only working to go Gold on 7 Days and port it but to ramp up teams for 2 new exciting unannounced projects that are in early development. Join the team that started the Survival RPG genre.
‘7 Days to Die’ a Steam all time top 100 seller has sold over 12 million copies. Navezgane awaits!