A20 Official Release Notes 11.30.21

Hey Survivors,

We are proud to announce that the ‘Alpha 20′ Stable Build is out!

Official Alpha 20 Forum Bug Reporting thread

Alpha 20 Official Release Notes

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:
    • Countrytown_business_05 – “Butcher Petes” (Overhauled Tier 4)
    • Factory_03 ( New Tier 5)
    • Apartment_brick_6_flr (Overhauled Tier 5)
    • Apartment_01 (New Tier 4)
    • Downtown_strip_05 (New Tier 4)
    • Downtown_strip_07 (New Tier 4)
    • Downtown_strip_09 (New Tier 3)
    • Downtown_strip_10 (New Tier 3)
    • Downtown_strip_11 (New Tier 4)
    • Warehouse_01 (New Tier 4)
    • Warehouse_03 (New Tier 4)
    • Skyscraper_01 (Overhauled Tier 5)
    • Skyscraper_02 (Overhauled Tier 5)
    • Skyscraper_03 (Overhauled Tier 5)
    • Skyscraper_04 (Overhauled Tier 4)
  • 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:

Basic, Square, Round, Wedge, Poles, Stairs, Catwalks, Trim, Windows, Destruction, Construction, Deco and Letters

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
  • ESC menu shows the quest tier of the current POI
  • Allow rebinding the keys to change block density
  • Added Paint Surface radial painting option to paint contiguous coplanar surfaces 

RWG Preview and rwgmixer.xml

  • 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 
  • Removed weather console command individual 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.

Video-Policy 04.21.21

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.

New Job Openings 02.23.21

2021 Job Openings

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!

Here are the current Job Openings

Alpha 19.3 Stable is out! 12.21.20

Alpha 19.3 Stable is out!

TFP wishes every single one of you Merry Christmas and a great start into 2021!

Here is the Official forum Release Thread

Added

  • Network layer encryption 
  • Connection rate limit 
  • More feedback on clients on why they are not allowed to connect 
  • Message on the client when they got disconnected because the server is shutting down 
  • Wandering horde zombies are not alert, so stealth attacks work on them 
  • Wandering horde 1 second delay between spawns 

Changed

  • Replaced static NetPackage list with runtime dynamically assigned IDs for more flexibility 
  • Deleted old player StealthScreenOverlay and goggle eyed effects 
  • Improved supply plane drawing 
  • Optimized MinEvents finding of tranforms 
  • Optimized MinEvent ActionRemoveParticleEffectFromEntity 
  • Enabled Christmas themed loot items 


Fixed

  • Can’t target, shoot or repair through Molotov Effects 
  • Set player made door stability support to false to prevent AI exploitable building 
  • Console command “water” hidden by console command “thirsty” 
  • DecoManager large FPS drops when saving to a slow drive 
  • DecoManager written log always having a count of 0 and added duration 
  • ZombieOldTimer has no flame particles 
  • Weighted Head can Still go into Machete/Knife/Bone Knife 
  • Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml 
  • ItemActionQuest now respects the current toolbelt size 
  • Large localization mods breaking client connects 

Alpha 19.2 Stable is out! 10.20.20

Alpha A19.2 Stable is out! Along with some great fixes we enabled Steel Series’s game sense feature, allowing Steel Series Mouse and keyboard users to have some ingame events tied to their hardware LED lights.

Official Forum Post

Game Sense Features include (default settings):

  • Time Progression: F1-F12
  • Ammo: 1-0
  • Health: Q-P
  • Bloodmoon Warning: A-L
  • Visibility Meter: CTRL – ~
  • Tool / Weapon Durability: Num – –
  • Player Facing Direction: numpad 1-9
  • Bleeding: Del-Pause
  • Being Hit: Mouse
  • Duke Amount: Display

Changelog A19.2 b4

Added

  • Console command “ai pathgrid”
  • Console command “gfx dti” to set distant terrain instancing
  • Console command “gfx dtpix” to set distant terrain pixel error
  • Trees are set to consistent LOD transition values by code
  • Support for Steel Series SDK
  • We also updated to a new version of microsplat, improving performance.

Changed

  • Renamed console command “ai path” to “ai pathlines”
  • Optimized path grid move buffer copy
  • Optimized path grid block checks and misc
  • Reduced the effect of High and Ultra Object Quality settings
  • Deleted WaterDepthRecorder that reduced FPS a bit
  • Updated terrain shaders
  • Improved terrain shader settings for better performance
  • Prefab editor to use same tree LOD bias as game
  • Our custom speed tree shader to Alpha Test queue

Fixed

  • Trees are not rotated correctly on the diagonal directions
  • Desert terrain normal textures not set as normals
  • FirMed01 tree popping in oddly
  • Two trees not instancing
  • 8 block entities not instance rendering
  • You could see under the water plane when camera was close to it
  • Unlit explosives can explode in hand after throwing a lit one
  • Electric fence wires drop to the bottom of the pole after unloading the chunk or FO point.

Alpha 19.1 Stable is out! 09.22.20

Hey Survivors,
We are proud to announce that the Alpha 19.1 Stable is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum bug reporting pool.

A19.1 Bug Reporting Pool

Alpha 19.1 Official Release Notes

Added

  • Player side stepping while on ladders 
  • Players falling onto ladders will be slowed until they reach a reasonable speed to attach 
  • Support defining POI zones in Prefab Editor 
  • Set entity rigid body drag to .25 when spawned with 0 
  • Death ragdoll physics set max velocities lower 
  • 20 Slot Toolbelt for Prefab Editor 
  • New Stripper, Utility, and Business zombies

Changed

  • Improved AI ladder use 
  • Ladder type blocks to only be climbable when vertical 
  • Increased player horizontal move speed on ladders and running boosts 
  • Jumping conflicts with starting to climb a ladder 
  • Console command replies on the Windows Dedicated Server terminal window same green as regular console output now 
  • Loot window of writable storage box shows custom text if assigned 
  • Reduced zombie flesh physics bounce and increased fat bounce 
  • Increased toolbelt size to 10 slots 
  • Increased value of cigars 
  • Reenabled docks_02 in Navezgane 

Fixed

  • Switch lights do not seem to be working when they are placed. 
  • Switches that are turned on will be white when logging back into the game 
  • Fixed light source on player industrial light 
  • First person hand animation for block placing is faster and doesn’t de sync with fast placed blocks 
  • Stone axe abledo brightness 
  • Trees are invisible from one side and not the other 
  • Object quality diminishes world object render distance too far 
  • Cops and Radiated Cops aim poorly (Increased vomit radius) 
  • Soldier zombie only shows head on fire 
  • Goldenrod seed uses full grown stage ghost when planting (and similar drawing bugs in other plants) 
  • Block placement would start rotated for certain blocks 
  • Broken glass looked white when holding 
  • AI jumping at you thinking the path to you was unreachable if you had moved 
  • AI could not jump while on a ladder 
  • AI obstacle check was disabled on ladder if not climbing 
  • AI pathing not making horizontal ladder connections 
  • AI pathing making unneeded inside drop connections 
  • “house_modern_03” has zombie trapped in tub if/when spawned 
  • Trader hughes poi has missing beam 
  • Terrain AirPocket in cave_04 
  • House_old_victorian_10 fire place paint looks out of place 
  • Player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block 
  • Player or AI moving down from air to a ladder would fall 1m 
  • Player moving down to ground while in a ladder block would keep you attached (slow) 
  • Holding jump after attaching to a ladder slowly slides you down 
  • Player does not use stamina when bunny hopping 
  • Ladder rung above hay bale negates hay bale protection 
  • Water makes moving dots effect 
  • HUD timers overlap icons with local language changes 
  • Prefab Editor nullref when toggling ‘Show Stability Glue’ 
  • “ERR Prefab loading failed” when clients join a world with a custom POI 
  • Toolbelt only remembers one slot per item type to return to (e.g. multiple spears) 
  • Controller unable to select player profile character 
  • onSelfEquip event consistency issues 
  • Harvest animation plays when out of range to harvest 
  • Healing other player is not working 
  • Food animation speeds up after firing any weapon 
  • Deployed robotic sledge animation doesn’t have firing sound(s) for clients 
  • Deployed robotic sledge animation doesn’t fire correctly for clients 
  • AP rounds not working as expected 
  • Robotic sledge placement can be rotated using reload key during placement process 
  • Junk Sledge dupe on 2 player pickup 
  • Auto turret and traps use mod of item held in hand. ie. burning shaft mod 
  • Spawning in a trader with ctrl  num* causes nre 
  • Error if anim pause (ctrl  num*) enabled when placing robotic turrets 
  • Dynamic resolution causes Z selection box issues 
  • Floating crawler stumble 
  • Zombies fall through floor/world when jumping over metalRailing blocks 
  • Knocked down Fat Cops play a weird ragdoll 
  • Bear corpse harvest ragdoll is excessive 
  • Bear ragdoll hips could keep moving and improved impact handling 
  • Lab and Hazmat zombie show no fire when burning 
  • Robotic Turret freezing game when shooting a block and having 0 BlockPenetrationFactor 

Farewell to a Mentor 08.20.20

Farewell to a Mentor

By Richard Huenink

It is not often that I get personnel on the internet or with our company ‘The Fun Pimps’ but the last couple weeks we’re hard and under the circumstances I felt compelled to write something. You see on August 6th my Uncle, Joel’s Uncle our Uncle Jim died unexpectedly.

Jim was only a few years older than me so having Jim in my life was like having another older brother. Growing up we spent many weekends, holidays, and summers at my Grandparents farm with our Uncle Jim.

We shot old cans with BB Guns, looked for arrow heads down at the Creek, played with the dogs and cats, built stick forts out of old tree branches, cut shatter cane together for money, helped Grandpa with a cow giving birth, and ate stacks of Grandma’s pancakes together.

We played Pinball and Pool before video games even existed at the local Tavern, drank Orange Crush and Grape Nehi sodas while Grandpa had a Hamm’s Beer.

The first car I got to drive was Grandpas’ old truck with Jim, the first R rated movie I saw was ‘Dirty Harry’ at a Drive-in with Jim.

He was a kind and gentle soul, a good friend, and loyal to his family. He would never hurt anyone, never lie, would always help when needed, and would give you the shirt off his back. The list goes on and on. We had so many great memories of times we spent with my Uncle Jim.

One would think having this kind of impact on another’s life would be plenty. But there is so much more.

Jim gave his Nephews a love of comic books, Science Fiction Movies, Horror Movies, Action Movies, Board Games, and Action Figures. He also by example showed us how to make our own action figures by welding and reshaping plastic army men and painting them to look like superheroes at least 40 years before anyone ever heard the words ‘Merchandising’. He inspired us to make up own comic books with pencil and paper and build our own boards games from cardboard, construction paper, glue, and markers.

You see Jim was a big time Nerd years before it was cool to be one. Jim gave his Nephews a love of all these things and giant imagination to go with it. Nearly 50 Years later we are still Nerds.

With a lifetime love of movies, comic books, board games, and video games and a creative spark about 7 years ago my brother Joel and I, influenced so much by our Uncle Jim took that passion and imagination and started up a Video Game Company ‘The Fun Pimps Entertainment’ and created the ‘7 Days to Die game’.

Today the company has sold over 10 million games, employs nearly 50 people, and has provided a good living for all of us and our families.

Surely this would not have been possible for a couple of small town boys from Nebraska to achieve without the major influence of our first mentor ‘Uncle Jim’ who showed us all how to love the Nerdy side of life, open our imaginations and Dream big. You could say Jim was the original Pimp.  His impact will not go unnoticed. So please go out and be a mentor to someone, and share what you love because you never know what impact you might have on them and what great things they may go off and achieve.

Farewell mentor you will be missed.

Richard Huenink (Co-founder The Fun Pimps)

Uncle Jim our first mentor

A19 Streamer Weekend 06.25.20

Hey Survivors,
We are proud to announce that the ‘Alpha 19 Streamer Weekend’ is finally here. We have partnered with over 170 streamers from 30 countries.

We will be running the Streamer Weekend event from Friday, June 26th starting at 12 pm CST through Sunday, June 28th. Expect a public experimental to follow sometime Monday afternoon June 29th.

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.

You can also read the release notes early here:

Alpha 19 Official Release Notes

America (USA)

Anthony_B1 USA West, English
Aungelecette USA East, English
AviaryLaw USA East, English
Ayreframer USA Central, English
Bacon Creepy USA, English
Banlish USA, English
BeardedGuysGaming USA East, English
Blitzfire911 USA, English
Capp00 USA Central, English
Casketman20 USA Central, English
Cbthagreat USA East, English
Chiefy USA West, English
Copendub USA East, English
Cuda87 USA, English
dasMEHDI USA East, English
DeamonMachine USA, English
Descender USA, English
Dragoness_ USA Central, English
EvanAndKatelyn USA Central, English
F1recrackr USA Central, English
Flip_Switch_ USA West, English
Galucia081 USA, English
Game Society USA, English
Glock9 USA, English
Grand Spartan USA, English
Grizzly_Ben USA Central, English
GunninGamerz USA, English
Headwound USA West, English
IAnthonyD USA East, English
iJevin USA, English
iluvatar_402 USA Central, English
JadedzUzi USA Central, English
JBMagic USA East, English
Jermanfu USA East, English
Justin Dion USA, English
Kage848 USA, English
kic Gaming USA West, English
Kismet USA EAST, English
KyleDempsterStudios USA EAST, English
LaurenTheShort USA West, English
Legendary_Qstor USA East, English
LMG USA, English
Loafy Molasses USA, English
Midnight Designer USA East, English
Mistermoose USA Central, English
MistrFister USA, English
Mountain Man USA West, English
MyUsualMe USA East, English
ONE_shot_Gurl USA East, English
Orangesherbet USA West, English
PapaNox USA East, English
PartiallyRoyal USA, English
PokketNinja USA Central, English
Rhinocrunch USA West, English
Salty Zombies USA Central, English
Savage Gaming USA, English
ShadowFox USA, English
SippyTango USA Central, English
Starsnipe USA Central, English
SunBunnie888 USA East, English
TacticalFriedRice USA, English
TexCubSF USA West, English
TomGirlGamer USA, English
uss_sully USA, English
xBCrafted USA Central, English
Xray_Blacksmith USA West, English
Zanthyst Gaming USA West, English

Argentina

WanchanPlay Argentina, Spanish

Australia

AzzaFortysix Australia, English
JaWoodle Australia, English
Patrol Gaming Australia, English

Austria

Danu Thuata Austria, German

Belgium

Lhynns Gaming Belgium, French

Bosnia

2HandGaming Bosnia, English

Brazil

Andarilhoo Brazil, Portuguese
Josepher Survivor Brazil, Portuguese
Medusa Geek Brazil, Portuguese
O Abel Joga Brazil, Portuguese
TellesGeek Brazil, Portuguese

Canada

Brae Lynnx Canada, English
CrypticFox Canada, English
GameEdged Canada, English
Skippy0330 Canada, English
Team Ryan Canada, English
xSgtPepperx Canada, English

Chile

J.C.’s Channel Chile, English

China

Lin Xiaotian China, Chinese

France

El Gui Gui France, French
Hardstyler France, French
JackPlay France, French
Ludum Fabula France, French
Staf_52 France, French

Germany

Asrac_tv Germany, German
Coyaletsplay Germany, German
DerValiser Germany, German
Edes Lets Plays Germany, German
Gerrit Germany, German
Hirnsturz Germany, German
Jack Fleischhammer Germany, German
Mr Helm Germany, German
RoLaBeKa Germany, German
Strong Company Germany, German
Walker10474 Germany, English
Wautscher Germany, German
Zombyra Germany, German

Ireland

Games4kickz Ireland, English

Italy

Gameplay Channel Italy, Italian

Japan

Aki Piyo Japan, Japanese
iihito jyanai Japan, Japanese
Isoroku Japan, Japanese
Matthew Japan, Japanese
Merci Games Japan, Japanese
Play Without Study Japan, Japanese
Rabi William Japan, Japanese
Rokugen san Japan, Japanese
ryo1 game Japan, Japanese
Sesika Japan, Japanese
TQQ 999 Japan, Japanese
Urakage Japan, Japanese
Yukkuri com san Japan, Japanese

Kasakhstan

Squal Kasakhstan, Russian

Latva

Kornelius Briedis Latvia, English

Mexico

Qb1Junkie Mexico, English

Moldova

Shinydo Moldova, Russian

New Zealand

Vechs New Zealand, English

Norway

KermitTFrog14 Norway, English
Lokbatch Norway, English
SparkleGG Norway, English

Poland

Kagaminium Poland, Polish
MarekMoowi Poland, Polish
Rizzer Poland, Polish
Stalker Poland, Polish

Russia

Cisternocefal Russia, Russian
FoxMurderPlay Russia, Russian
Kaktyc Russia, Russian
Knock-Knock Russia, Russian
Krabo Land Games Russia, Russian

Singapore

Vedui Singapore, English

South Africa

Reach Gaming South Africa, English
Zaffa Geek South Africa, English

Spain

Buck Ferndandez Spain, Spanish
Krino Games Spain, Spanish
JaviLeeYou Spain, Spanish
Menos Trece Spain, Spanish
Psiko 9000 Spain, Spanish
R4pela Games Spain, Spanish
Tekja Gameplays Spain, Spanish
Xacbert 00 Spain, Spanish

Sweden

Jonah Birch Sweden, English

Thailand

2G Review Thailand, Thai

UK

BoredGamer UK, English
DatFailGamur UK, English
DreadHeadEd UK, English
FuzzyFreaks UK, English
Grumbul UK, English
H3dsh0t UK, English
HixxyDubz UK, English
Jennyverse UK, English
Matrixis UK, English
Quagmire1428 UK, English
Reninsane UK, English
Max Fox UK, English
W92Baj UK, English
ZippyTurnip UK, English

Ukraine

Alex_D20 Ukraine, Ukrainian
Fresh Games Ukraine, Russian
Germanarih Games Ukraine, Russian
Slavik Odessit Ukraine, Russian
Survager Ukraine, Russian
Teror2 Ukraine, Russian

A19 Official Release Notes 06.25.20

Hey Survivors,
We are proud to announce that the Alpha 19 Stable is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum bug reporting pool.

Forum Bug Reporting Pool

Alpha 19 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advises you to delete you 7 Days save Game data folder before playing.

TFP is extremely excited for this release. It’s as big as the last couple alphas and is packed full of new content, bug fixes, optimizations, and game balancing. Read on for more information!

Alpha 19 Official Release Notes

Linear Color Space Lighting

Alpha 19 has gotten a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself.

The video option to adjust gamma has been changed to brightness, so it works with the new lighting. It also has a more balanced range of darker to lighter adjustment.

Lights now use a priority system, so close lights are updated rapidly to reduce visible jumps in their intensity and range.

Interactive Loading Screen

We added a brand new interactive loading screen with over 20 tool-tips on how to play the game from basic to advanced. The user can cycle back and forth through them and learn how to play the game better while it’s loading. It also looks better with new HD screenshot backgrounds.

Improved Game-pad Support

We have combed through all game-pad functions making sure everything is up to date and working and we also improved defaults like for driving. Additionally we added a new reverse directions for block rotation placement.

New Survival System & Critical Injuries

We gutted the old ISS or interactive survival system that blackened and clamped your health and stamina bars from filling because it was confusing to players. We replaced it with an all new critical system.
All critical injuries that blacken or clamp your max health or stamina will be caused by a new critical buff on the left of the screen. These new critical buffs are clickable, taking the player directly to the player status effect screen where you can read about the problem and its cure.

When you are at full health a zombie can never cause a critical on the first hit so we don’t want to hear about unfair crits! =) Once you take a few hits, or get reckless in close combat the chances increases. Being at low health also increases the chance of receiving a critical. Armor reduces this chance by a flat amount, creating a buffer that enemies must overcome before they can hit you with criticals.
Some criticals are incremental. A sprained arm makes you vulnerable to getting a broken arm.
Some injuries don’t take kindly to being ignored. Sprinting or jumping with a broken leg will not work in your favor. If an injury is affected by an action like that then the buff icon will blink briefly and you will know that something happened.

New and reworked critical injuries include:

  • Abrasions – The most common injury that you get in fights. They cause no additional problems.
  • Sprained or Broken Arm – Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it.
  • Sprained or Broken Leg – Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it.
  • Deep Lacerations – Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit.
  • Concussion – Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers.
  • Infections – Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless until it reaches 5%. At that point it starts getting worse and you need medication to cure it. While you have an infection any hit you take will make it worse.

Food and Water Bars

We’ve added food and water UI bars under the players belt inventory. The blue bar is for your water level and green for is for your food level. You will see them go up and down based on your current hunger and thirst levels.

HD Characters

We have overhauled and re-imagined many of the characters in HD. They may look better but they have less draw calls and are slightly better in performance. New HD zombies include:

  • Zombie Arlene
  • Zombie Darlene
  • Zombie Marlene
  • Zombie Boe
  • Zombie Joe
  • Zombie Moe
  • Zombie Yo
  • Zombie Steve
  • Big Mama Zombie
  • Crawler Zombie
  • Trader Jen
  • Trader Joel
  • Player arms – male and female

Dynamic Music System

TFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features.

The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player.

From this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader.

Exploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. As of Alpha 19 there, are 31,558 unique combinations of music.

Music volume, daily allotted probability and On/Off toggles are available in the audio menu.

We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape.

Loot Progression/Balance

Loot distribution has been smoothed out so that you do not find end game loot too soon and have no more upgrades to look forward to.

Loot has been balanced to provide a smooth progression from primitive, iron and steel items. This change provides a steady progression for the player and gives some incentive to craft, while slowing the economy a bit early game.

The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality.

There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals.

  • Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.
  • Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.
  • Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.
  • Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle.

Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest.

We will be continuing to fine tune loot progression in patches. In the future we plan on unifying loot progression, quest loot reward progression and trader for sale item progression more unified. We are planning on having biomes and/or POI with both harder enemies and better loot.

Enemy Progression/Balance

Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value and player parties accumulate roughly 2/3 of the combined game-stage that they used to. This makes the enemy difficulty grow slower you won’t see high end enemies on the 2nd blood moon.

On Screen Sprite System

We added a brand new Nav Objects On-Screen Sprite System to help players more easily locate important items in the world such as fetch quest containers, player backpacks, spears and more. We are using this system on many of the harder to find important items and events in the game.

The new Nav Objects On-Screen Sprite System, which govern the On Screen Icons, Compass Icons and Map Icons. These functions are easily configured in the XML and allow adding custom Nav Objects for Entities, Quest Objectives and Items for those who enjoy modding the game.

Some of the items that are using the new Nav Objects On-Screen Sprite System include:

  • Quest Rally Markers
  • Quest Fetch Objects
  • Dropped Player Backpacks
  • Player Bedrolls
  • Player owned vehicles
  • Traders
  • Thrown spears
  • Air Drops

Quest Improvements

We have improved many of the quest types and even added new quests here are some of the improvements

  • Quest Sprites – We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find.
  • Dig Quests – The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure.
  • Opening Routes – We have added new trader to trader quests that guide the player to the next closest trader after completing 10 quests. This continues until the player has delivered a package to all 5 traders.

World and Location updates

We added a ton of new locations to the game including remnants. These give the player easier low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge.

We have updated Navezgane significantly increasing the playable space into the radiated zone with new roads that lead to new developments adding many new POIS or locations that were never in Navezgane before or updating cities. Locations include:

  • New Desert business development
  • New Snow modern development
  • New Forest old housing development
  • New Desert modern housing development
  • New Desert old housing development
  • Desert City of Departure has been updated
  • Snowy city of Perishton has been updated
  • Wasteland City of Gravestowne has been updated
  • Some Trader locations in Navezgane have been moved to improve distances between traders

We have improved Random Gen in A19 to use every POI possible in the game so players will see the breadth of content like never before along with a lot of tagging updates and improvements. In fact an A19 Random Worlds can have over 500 unique POIS!

We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include:

  • 2 Grocery Stores
  • 2 Gun Stores
  • 2 Pharmacies
  • 2 Hardware Stores
  • 2 Clothing Stores
  • 2 Electronics Stores
  • 7 Ranger Stations
  • Carlot_01
  • New High School
  • sawmill_01
  • house_modern_12
  • house_modern_13
  • house_old_gambrel_04
  • 12 Remnants
  • departure_city_blk_plaza
  • park_basketball
  • park_plaza_01
  • park_plaza_02
  • red_mesa
  • celltower_01

Changed

  • Light intensity correction to all POIs to work better with the new linear lighting
  • Wasteland biome now spawns smaller but improved deco remnants
  • Removed un-needed random gen POIS
  • Improved naming conventions of some biome spawned poi remnants and deco piles. all will have the term deco first in their file names now
  • Renamed bank to store_bank_01
  • Removed un-used old tree piles
  • Deprecated old cover pile pois that were not being used anymore
  • Moved special totoz east of football stadium
  • Moved pawnshop from departure to rural pine forest where old small bookstore was
  • Removed all non forest and burnt forest player spawn locations to work with the new trader to trader quest progression in Navezgane. Will be adding more back to get variety
  • Adjusted pine forest biome to take over a small amount of the winter biome in Navezgane
  • Moved gas station 6 to outskirts of Perishton to make room for new plaza across from courthouse
  • Fixed over-sized trees in Persihton and improved city block performance
  • Deprecated old burnt pine cluster POIS as the are not needed
  • Removed alleys from Gravestowne blk improved Gravestownes overall look
  • Optimized Diersville city blk a little
  • Size and position of remnant mill so it fits to the alley in Perishton
  • Replaced many duplicate survivor sites with POIS never in Navezgane
  • Trader Hugh and Trader Joel can now spawn in any biome in RWG
  • Single bed & mattresses POI replacement
  • Optimized store_autoparts_01 from 487K verts/513K tris to 317K verts 315K tris

Fixed

  • Cabinets in Fastfood_04 are not lootable
  • Cemetery 02 torches that were not on
  • Wrong bookcases in bank POI
  • Boat docks 02 collapses
  • Boats Docks 3 collapses
  • Si issue bar_stripclub_01 
  • Fake cabinets in Berserker Bill’s 
  • Loot cover in abandoned_house_05 has an SI issue 
  • Trailer_01 prefab si issue when wrenching the car 
  • Missing support pillar in gas station 05 
  • Incorrectly rotated drinking fountain in factory 01
  • Survivor_site_05 has cobblestone clipping through tent 
  • Garage roof at house_old_pyramid_01 has si issue when stepped on 
  • Lights in front of the Bear Den are too bright 
  • CeilingLight04 spotlight was sideways and adjusted defaults 

Environment Art

The Art Team has grown much bigger and they have made some major improvements including:

  • Snow Trees – Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume.
  • Burnt Trees – Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest.
  • New skies – Updated sun and moon rendering, cloud blending and lighting, and horizon blending.
  • New fog – Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water.
  • Updated Textures – Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering.
  • Commercial Stores – All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs!
    Nearly 150 new commercial assets including:
    • Hardware store shelves
    • Grocery stores stocked with food, beverage items
    • Rotten produce bins
    • Trashed store shelves
    • Frozen food refrigerators
    • Beverage refrigerators
    • Pharmaceutical drug shelves
    • Clothing racks
    • Clothing shelves
    • Mannequins
    • Store display cases
    • Gun and ammo display cases
    • Gun racks
    • Shoe racks
    • Electronic store shelves
    • Book shelves
    • Shooting target
    • Square and round hay bales
    • Restroom signs

New Weapons & Items

We added several new tools and weapons:

Tech level 3 – we’ve added a whole new line of weapons to give you the firepower you will need to face future special infected, bandits and more!

  • Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.
  • Automatic shotgun – This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you.
  • Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.
  • Impact Driver – This tech level 3 tool is the fastest way to harvest mechanical items. Strip down cars and mechanical items down in seconds!

Tech level 2

  • Ratchet – This new tech level 2 harvesting tool is faster than a wrench and degrades slower.
  • Tactical Assault Rifle – This new tier 2 assault rifle is a step above the 762 in range, accuracy and fire rate.

Tech level 1

  • Robotic Sledge – This robotic weapon is a stationary turret with a large sledgehammer shaped pulverizing arm that punches enemies and can knock them down easier at higher quality levels. It is governed by robotics
  • Blunderbuss – Not a new weapon, but with the loot re-balance this weapon might save your skin early game and is craft-able from basic components.
    All existing tools and weapons have either been remade from scratch or had an art update to pbr textures for the new linear lighting.

New Candy

We have added candy to the vending machines, they allow players to have a short term modification to game-play and provide a few calories:

  • Atom Junkie – Atom sized candy and atomic sized power! Increase explosive damage 50%.
  • Covert Cats – Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage.
  • Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot.
  • Hackers – These tasty treats give you 20% more harvest when salvaging.
  • Health Bar – Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster.
  • Jail Breakers – Be the daddy to that stubborn lock. 100% success chance to pick a lock.
  • Nerd Tats – Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits.
  • Oh Shitz Drops – Be prepared for those Oh Shitz moments! Fall damage immunity.
  • Rock Busters – Jawbreakers got nuthin’ on us! Gain 20% more resources mining ores.
  • Skull Crushers – Rock hard candy that gives you a rock hard punch. Increases melee damage 50%.
  • Sugar Butts – If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Get a 10% better deal buying and selling.

New Perk Books

We’ve added three new book sets, Bar Brawler, Spear Hunter and Tech Junkie!

Bar Brawler

  • Basic moves – Adds 10% damage.
  • Drop a bomb – Sprinting power attacks can knock down your opponent.
  • Killer Instinct – Gain 5% damage with each kill up to 15%.
  • Finishing Moves -Do extra damage to knocked down opponents.
  • Adrenaline Healing – Recover extra health with each punch.
  • Rage mode – Attack and move faster after getting hit.
  • Boozed up – Drinking beer no longer blurs your vision and your buzz lasts twice as long.
  • The 7th Curse – The 7th unarmed strike in a short time deals 300% damage.

Spear Hunter

  • Damage – deal 10% more damage.
  • Maintenance – Spears degrade 20% slower.
  • Steel Spears – Craft steel spears.
  • Strong Arm – Spears travel faster and further.
  • Rapid Strike – Thrust spears 10% faster.
  • Punctured Lung – slows your target.
  • Deadly Combo – Hits scored in quick succession do 10% more damage up to 30%.
  • Kill Move – Power attacks to downed opponents do 50% more damage.

Tech Junkie

  • Robotic Damage – Robotics do 10% more damage.
  • Maintenance – Robotic weapons degrade 20% slower.
  • AP Ammo – Craft AP ammo for robotic weapons.
  • Robotic Turret Shells – Craft shotgun ammo for robotics.
  • Stun Repulsor – Craft this mod that sends enemies flying on charged hits.
  • Charged Strike – Increases chance to get an instant charged strike.
  • Hydraulics – Increase the fire rate of robotic weapons.
  • Bulk Crafting – Craft all robotic ammo in bulk.

Perk Balance

We have restructured existing perks and removed others so auxiliary perks don’t always have 5 ranks, as well as reduced some attribute requirements for auxiliary perks. This was changed to give less desirable perks more bang for the buck.

Perception Perks

  • Lockpicking, The Infiltrator, Animal Tracker now only have 3 ranks.
  • The Penetrator has 4 ranks instead of 5.
  • The treasure hunting ability of lucky looter that reduced dig radius has now been removed from Lucky looter and is its own 3 rank perk that reduces the new treasure hunting radius ring.

Strength Perks

  • Sexual Tyrannosaurus has 4 ranks instead of 5.
  • Heavy armor was moved from Fortitude to Strength and now only has 4 ranks.

Fortitude Perks

  • Well Insulated, Living off the Land, and Rule #1 Cardio now only have 3 ranks.
  • Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank.

Agility Perks

  • Run and Gun, Flurry of Blows now only have 3 ranks.
  • Light Armor and Parkour now only have 4 ranks.

Intellect Perks

  • The Daring Adventurer, Charismatic nature and Physician now have 4 ranks. Yeah Science is removed and its perks are merged with various other perks.

AI Improvements

Enemy Break-through System

  • We have added a new Enemy Break-through System that gives enemies random animation probabilities when enter the scene after breaking through a door, 2-meter opening or monster closet. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
    • Ragdoll Entrance – The enemy will ragdoll through the opening and then get up
    • Stubble Entrance – The enemy will stubble through the opening before pursuing the player
    • Lunge/Boost Entrance – The enemy will lunge and boost through the opening towards the player

Enemy Falldown System

  • We have added a new Enemy Falldown System that gives enemies random animation probabilities when enter the scene when falling from heights of 2 or more meters. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
    • Falldown Ragdoll Entrance – The enemy will ragdoll after landing and then get up
    • Stubble Entrance – The enemy will stubble after landing before pursuing the player
    • Lunge/Boost Entrance – The enemy will lunge and boost after landing towards the player

Enemy Pain Stun Lock

  • AI Pain resistance has been improved. It still builds up over time, but has been adjusted to be harder to stun lock enemies. We fixed pain reactions not always triggering. Pain now uses a new hit blending system, so different strengths and durations of pain are shown and can happen while AI is attacking.

Head Tracking

  • We have added head tracking to zombies, NPCs and animals. They will now turn their heads to look at their target.

Enemy and Animal Swimming

  • Zombies and animals are able to swim in water and at a faster speed than they moved before, so be careful in the water. Zombies and the bear now have swim animations. AI pathing still generally follows the bottom of a body of water, but when they near their destination, they can swim upwards.

Added

  • AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
  • AI partial path picking may choose lower paths if lower AI intelligence and less dumb AI will pick higher paths over time
  • Bear pain resistance, moved pain to an anim layer, so can still move and doubled health
  • Pain resistance on all animals and anim layer on boar, deer, mountain lion and wolf
  • Zombie Hit layer
  • Create Bear Swimming animations
  • Swim state to deer and wolf
  • Trader head tracking
  • Zombie random move speeds based on difficulty
  • Blood moon spawner will instead spawn a radiated vulture 50% of time if target is in a vehicle
  • Blood moon zombies will 50/50 teleport closer or die if target player is far away
  • Blood moon zombies have an increased loot drop rate after every x have spawned
  • Blood moon vultures always see and chase at any distance
  • Blood moon vultures chase vehicles at 250% speed
  • Vultures can now attack blocks when chasing their prey
  • Sleeper pose material and low res texture
  • Zombie rage chance scales based on hit damage
  • Zombie rage duration does not count down while stunned
  • Ai rage console command
  • Crawler’s climb will exit anim early at destination, moves same as anim motion, disables tilt to ground and reduced snap speed
  • Zombie normal/fat attacks are faster right handed and slower with left
  • Zombie hits are triggered by anim Hit events
  • Zombie random attack anim blending and additional anims
  • Zombie mirrored wall attack anims
  • Fat zombie attack anims


Changed

  • AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
  • Reduced AI rage chance base damage to 40
  • Zombies have more pain resistance and will attack even if playing pain animations more frequently
  • Lowered non bashing pain threshold to 6 damage
  • Removed bashing attacks randomly not causing pain
  • Reduced blood moon zombie corpse despawn time to ⅓
  • Increased radiated vulture damage to 150% entities and 400% blocks
  • Improved vulture attack reposition duration
  • Increased vulture attack anim speed
  • Greatly reduced zombie alert times when hurt or after chasing a seen target
  • Increased health of dire wolf and mountain lion dramatically, zombie dogs and wolves marginally
  • Increased boss Grace’s health
  • Aggressive animals in the forests only spawn at night
  • Direwolf now shares assets with regular wolf and uses new scale code instead of a scaled prefab
  • Removed all old direwolf assets
  • Removed start of crawler climb up anim

Fixed

  • Zombie attacks are triggered too early by charging towards and then back peddling quickly
  • Hostile animals attack while electrocuted
  • Spider zombies can still jump while being shocked (and mountain lions)
  • Zombie crawler shock effect displays as if walking
  • Rabbits are digging when idle
  • Wrong name for IsAnimalEntity property making AnimalCount stat always zero
  • GetMoveToLocation raycast not using origin and giving wrong height
  • PhysicsSetMaxHeight was adjusting the first animal large collider
  • Animal larger colliders would shift to wrong offset depending on facing direction
  • AI rage chance above the base damage
  • AI digging when blocked and above but only a short horizontal distance
  • AI sliding down steep slopes that player can use
  • Movement slowing when attacked was not removed with pain resistance
  • Jumping after a fall due to blocked time accumulating during fall
  • Vultures could wander instead of attacking
  • Vulture attack origin too high, gliding while attacking and excessive repositioning if blocked
  • Animal attack anims skipped when rapid attacks
  • Wandering horde zombies seen sliding and not walking on dedi and P2P
  • Zombie controller decreasing AttackAnimation, UseAnimation and SpecialAttack2 playing times when base already does

Random Gen Improvements

Random world generation has undergone a few changes to help improve generation.

  • Biome generation – We have made biomes random in placement and size to allow for less predictable layouts.
  • Trader World Placement – Trader world placement was separated from regular wilderness POI placement so it could be made more predictable.
  • Player Spawns – Initial player spawns were changed to make starting out easier for new players.
  • POI Distribution – We have improved Random Gen in to use every POI possible in the game so players will see the breadth of content like never before. Random Worlds can now have over 500 unique POIs that can spawn!
  • Pregen Maps – We re-created 3 brand new alpha 19 pregenerated maps to play

Animation Improvements

  • Added rigs and content created for support on new weapons and tools including: Impact Driver, Auto Shotgun, Desert Eagle, Sharpshooter Rifle, Double Barrel Shotgun (reworked model), Junk Drone, Junk Sledge, and Ratchet.
  • Added fall/land animations to support new fall-down system. Also added additional stumble animations when breaking through obstacles.
  • Added zombie swim animations to support new swimming system for zombies.
  • Updated 3rd person locomotion lower body update and upper-body update that supports up/down aiming and firing for new and existing melee weapons.
  • Updated various zombie characters and player arms with new models.

Dynamic Resolution

A dynamic resolution system has been added that allows the game to draw 3d graphics at a lower resolution than the main game window is running at. This can increase FPS while allowing the UI to run at full resolution.

Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings:

  • Dynamic Resolution Mode
    • Off – Disables
    • Auto – Enables it and will change resolution based on your FPS. This uses some video memory.
    • Scale – Enables it at a fixed resolution. Useful if you are trying to hit a specific FPS value like 60 and prefer a constant resolution. This uses less video memory than Auto.
  • Dynamic Resolution Min FPS – When Mode is Auto and running below this FPS value it will decrease the 3d resolution.
  • Dynamic Resolution Scale – The percentage to scale down 3d rendering when mode is Scale.

Lowering your screen resolution will only increase FPS if your video card (GPU) is the bottleneck. If your CPU is the bottleneck, a lower resolution will not increase FPS.

Vehicles

We have done a number of improvements to vehicles listed below.

Added

  • Vehicle collisions with entities uses their mass ratio and hit angle for damage, velocity reduction and ragdoll threshold/chance
  • Vehicle collisions with entities during blood moon slows vehicle and is harder to ragdoll
  • Vehicle damage by entities during blood moon slows and pushes vehicle
  • Vehicle cosmetic slot that accepts dye (this is not functional and will be used for some type of modding in the future)
  • Players exiting vehicles retain most velocity
  • Vehicles keep full velocity when driver exits and no wheel on ground
  • Vehicle driving increases food consumption

Changed

  • Increased vehicle damage from entity collisions
  • Removed vehicle parent_part from xml
  • Entities killed by vehicle hits would have little ragdoll force or play an anim and improved ragdoll hit force
  • Vehicles that are supposed to be up on blocks are in them
  • Vehicle damage amount to entities did not use actual relative motion
  • Vehicle ragdoll force on entities was inverted
  • Removing vehicle mods did not update item
  • Vehicle physics not transferred when client or server took control
  • Vehicle engine would not stop if broken
  • Controls break when hitting esc at the same time you enter a vehicle


Server administration and multiplayer

config changes, console commands, etc

  • Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”
  • Added optional “display names” to admin / ban / whitelist commands to make it easier to remember who the entries in the XML belong to
  • Added command “camera” to allow locking the camera in place or saving/loading exact camera positions, e.g. for screenshots
  • Added the ability to search for commands with “help * <searchstring>”
  • Added the command “getlogpath” to easily find location of the current log file
  • Available buff names are now listed when using the “buff”/”debuff” commands without arguments
  • Fixed the “buff” console command recognising all valid buffs
  • Changed the “debugshot” command to also save the list of currently bought perks as CSV next to the screenshot
  • Changed the “chunkreset” command to work when run by clients too
  • Changed the “chunkreset” command to take block coordinates instead of chunk coordinates
  • Fixed games hosted as “Friends only” could be joined by random people through the Steam profile page if you had not set your profile to private
  • Changed the “Terminal Window” window name to include the server name and port
  • Fixed the game logging errors when the executable was called with non-GamePref command line arguments
  • Client side cached map view no longer persist between different servers with the same world a player connects to
  • Added a note about port ranges for servers to show up on the LAN tab of the server browser to the serverconfig.xml template

In-Game Commands

  • Networkclient and networkserver console commands each with latencysim and packetlosssim commands to enable latency and packet loss simulation
  • Screenshots are saved as tga when pressing left shift + F9
  • Gfx graph #, cvar, pe and stat console commands
  • Gfx graph fps and gfx graph dr console commands (type gfx for help, example “gfx graph fps 200”) 
  • Chunkreset console command f parameter
  • Teleport to POI window, triggered by console command “tppoi”

Modding Support

  • (In game) Localization from mods now pushes to clients
  • Added: Support loading prefabs from mods
  • Added: EntityClasses can be hidden from spawn menu with the property “HideInSpawnMenu”
  • Added: Target health bar visibility can be configured from XML
  • Added: Support XUi binding of CVars with specified formatting
  • Added: XML driven on-screen icon system
  • Added: Worldglobal config file
  • Changed: World file processing is no longer based on file timestamps but rather actual content changes
  • Fixed: XPath insertAfter patches inserted elements in reverse order
  • Fixed: Multidim blocks were only interactible on one end

Level Editor Improvements

  • Added: editor only command “sleeperreset” to reset sleeper volumes for quicker testing without reloading level
  • Added: Disable biome spawns in playtest mode
  • Added: Screamers will not spawn in playtest mode
  • Changed: Light editor max range to 40 and step to .5
  • Changed: Light editor to remove tile data when saving with defaults
  • Changed: Increased light editor min/max spot angle
  • Changed: Updated default spectrums for POI editor
  • Changed: integrate standard localization handling for Light Editor properties
  • Fixed: Light editor Esc key cancelled, but left the visible changes
  • Fixed: Light editor changed tile entity color when only save should
  • Fixed: Light editor not removing all changes on cancel
  • Fixed: Reduced fog in POI editor
  • Fixed: Can not create a world using World Editor and receives an NRE
  • Fixed: DirectoryNotFoundException from Prefab Editor from non-existing maps

UI Improvements

  • Map popup for creating waypoints can now be dismissed by clicking on the map
  • Added UI scaling option
  • Added a refresh button to the server browser
  • Added support to paste “IP:port” combinations into the IP field in direct connect window and automatically extract the port to the port field
  • Added a warning on the New Game window when the selected world was created with a different major version of the game, mostly as the world’s prefab list could contain outdated entries
  • Fixed: Scoreboard admin star can no longer get covered by player names
  • Fixed: The last letter of some tooltips was below the tip box
  • Fixed: Hovering over a blank slot in a container showed item tooltips from items in another container
  • Fixed: Hovertext on lootable/harvestable items was displaying two messages
  • Fixed: XUi tool tip backgrounds ghost on main game screen
  • Fixed: Fog of war covered parts of the map were actually transparent
  • Fixed: Quite a bunch of missing localizations

Audio Improvements

  • All new weapons have supported audio
  • Lockpick sounds
  • New Trader Jen VO

Other Visual Improvements

  • Cloud moon glow and darkening at lower heights
  • Atmosphere ground plane below horizon
  • Sky color alpha scales outside ambient sky color
  • Clouds are darker at lower heights at night
  • Specific moon phases every 7 days
  • Separate moon size, color and phase when blood moon
  • Background cloud layer
  • Moon phase and color effect moon glow
  • Sun punch through of fog
  • Color spectrums blend between colors
  • Worldglobal ambient night values
  • Interior ambient light scaling
  • Antialiasing Low, High and Ultra options
  • Sun shafts on moon
  • Underwater fog 

Analytics and Telemetry

We have partnered with Super Nimbus and GameSparks to capture game analytics from Alpha 19 to Gold. We plan on capturing many things to help balance the game and improve the overall experience only generic game-play data all of which is already been covered in our EULA. For Alpha 19 we are capturing the most important data for balance and progression.

Some things we are capturing include:

  • Game simulation settings
  • How XP is earned
  • How players die
  • How players kill enemies
  • The speed of player leveling
  • Loot Progression at key points

We are not capturing and storing any personnel information from users such as

  • IP addresses
  • Names
  • Steam usernames
  • Device Names
  • Anything that can be used to identify any particular user

Alpha 19 b1-b180

Added

  • Buffs’ icons caused by an outside source, not by an item action triggered by the player, will blink for the first 3 seconds
  • Intersection block shapes
  • Added a Critical Hits journal entry
  • Block shapes that play nice with the new counter mounted sink mesh
  • Entity physics rigidbody uses the actual mass
  • Block model entity enables LOD fading
  • Trader to Trader quests at each quest tier.
  • Expand the LootQuantity passive to affect whole containers
  • Super corn can be used to craft glue
  • Current POI to player section of debug panel 
  • Biome node system
  • Trader Hugh now specializes in firearms, gun parts, and ammo
  • Trader Rekt specializes in food and seeds
  • OptionsGfxResetRevision to allow resetting on startup 
  • Hotzone settings for Nav Object Compass settings
  • Dimming of sun and moon light from high fog and moon phase
  • Worldglobal xml fogPower
  • Journal entry for stealth
  • New polished hardwood floors
  • EntityProjectile to allow syncing of spears between server and client as well as allow saving and loading of spears in chunks
  • Journal entry for the Activity Map
  • Anim controller SetFloat change threshold and idle time change threshold, but removed for zombies 
  • Stone axe hit organic sounds
  • Custom toolbox and toolchest sounds
  • Allow hay bales to scrap to plant fibers 
  • SetTransformActive updates reflection probe 
  • Console command gfx st budget 0 disables streaming and >0 enables
  • Writable Storage Box 
  • American Flag Version Flagpole 
  • Chair versions of plaid and leather sectional couches
  • Player stats UI shows values using tags if set 
  • Night is darker when the moon is not full 
  • Added POI name to dbs command screenshots 
  • Option to change size of FPS display 
  • Old Wild West Coffins 
  • Tough Guy Sunglasses that boost your fortitude. Found in loot and for sale at traders 
  • Allow XUi list ComboBoxes to be initialised with ints/floats from XML 
  • Allow enabling/disabling XUi SimpleButtons from XML/bindings 
  • Allow XUi controllers to react to binding changes at runtime 
  • Mem obj and mem objs console commands to list and shrink the object pool 
  • HD Biker Zombie  
  • Chainsaw/auger flesh impacts for melee & harvest.
  • Added hits/grazes to all 3 tiers knuckles. 
  • Visual clue for text orientation on player storage crate 
  • Radiated vulture vomit attack sfx. 
  • Gfx st discard console command
  • Setup xml, localization, and icons for Gas Pump Remake 
  • Updated localization for Wild West Coffin helper 
  • Setup xml and localization for Bleachers Set 
  • destroyed concrete material 
  • “gfx graph tex mem” and “gfx graph tex stream” console commands 
  • “gfx st reduction” console command 
  • “gfx st” b/d/f/r console command abbreviations 
  • woodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse) 
  • tppoi window can be opened from ESC menu, also autofocuses search box now 
  • HD Office Chair (no new icon yet)
  • Writable Storage Box Insecure to match textures when Writable Storage Box is downgraded
  • New gun fire effects for weapons that had been sharing with others
  • Missing tooltip for buffArmSplintedTooltip
  • Added new icons for new inventory management buttons
  • Create digging animation for crawlers
  • Rusted Metal Roof Material
  • “gfx texlimit” console command
  • Move items buttons for containers<>inventory
  • High quality water depth transparency and improved edge transparency, edge foam, waves and undulations
  • Utility_celltower_02
  • Allow the complete freezing of zombies within the game (ctrl-num* toggles)
  • Add chunk boundary markers that look like the land claim bounds box (Shift-num+ toggles)

Changed

  • Rough adjustment for loot drops. QL6 primitive items drop at GS 30. T1 start dropping at GS 12, T2 at GS 60, T3 at GS 105. You will always start seeing low qualities of a “new” tier first.
  • Auger no longer has a low priority to be for sale at traders
  • Cooking pot land mines cannot be picked up
  • Added dysentery chance when eating rotting flesh and raw meat
  • Radiator only drop radiators when harvested with a wrench
  • Reduced snow storm particle saturation and opacity
  • Hop seeds are now found in loot
  • Food poisoning is removed, but some foods can now cause dysentery. Cooked foods now buff your max stamina varying degrees based on the tier of the food, up to 40 max stamina
  • Acid barrels now have a chance to drop acid when harvested with the wasteland treasures perk 
  • Game credits are updated with new folks from the team added
  • Splints can not be used (wasted) when you don’t have a broken arm/leg. Plain bandages can not be used without bleeding. Sewing kits not without bleeding/laceration
  • Improved Light Manager light registration
  • PerkHealingFactor heals less regular health but heals critical hits up to 2x as fast
  • Put skinny eaves on Canyon Mine building
  • Replaced old flaming barrel effect
  • Replaced old charged baton effect
  • Updated bullet\metal impact effect
  • Adjusted some blood particles that were too bright
  • Replaced old first person pipe bomb fuse effect
  • Optimized Chunk OnDisplay
  • Improved lights console command
  • Improved dynamic light fading
  • Light view distance to larger of MaxDistance or 150% of range
  • Merged the rod&spring and auto trigger group mods
  • Removed old unused biomes: city wasteland, wasteland hub and city
  • Instead of starting the game with “over eaten” food/drink stats, stamina regen costs less food/water up to level 5
  • Gunpowder crafts much faster
  • Improved RandomPositionGenerator funcs to allow points in water if not found on land or are swimming
  • Healing factor now heals critical wounds 20% faster with each rank
  • Scaled existing weapon recipes to accommodate three tiers
  • Changed navezgane prefabs.xml and rwgmixer.xml to new names
  • Improved how in water, swimming and water level is updated
  • Improved water movement slowing and added slower turning
  • Burnt forest friendly animals are now identical to the pine forest
  • Burnt forest no longer spawns vultures and the burnt forest difficulty is on par with the pine forest 
  • Removed unused biome entries for legacy cities
  • Scaled chicken bigger so it’s easier to target and find
  • Optimized some chunk code
  • Improved pickup collider for dropped torches
  • Updated snow tree sizes and replaced second stage growth stage with prefab variant
  • Upgraded old plaid and leather couch models
  • Updated snow trees
  • Reduced sun saturation and intensity in snow biome spectrum
  • Buried treasure loot guarantees dukes and ammo
  • Armor items have less base durability. Armor perks increase durability more
  • 30% of the armor value of a piece of armor is generated by the quality level
  • Food/Water consumption converted to ISS v2.0. Both food and water stats increase up to 200 along with HP and stamina. There is no overeating/drinking but the first 20 points you eat above the cap will tick down more slowly
  • Backpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)
  • Books, schematics, and recipes show in Mods tab at trader
  • Added commercial sink proxies and fixed sleeper fall setups
  • Improved map rendering
  • Ammo piles, food piles and workstations to LOD fade
  • Dart trap placement orientation hard to see in dim light
  • Audio Sources for body impacts to a much smaller radius
  • Body impacts audio source to custom rolloff
  • Roll times and play probability are calculated from daily allotted
  • Snowstorm to GameParticleLit shader and increased particle transparency
  • PerkHeavyArmor moved to the strength attribute
  • Quest is now tracked before showing the toolbelt message about new quest
  • Smokestorm particle to GameParticleLit shader and improved color, emission, velocity
  • Updated Fir Large and Fir Medium with modern frond techniques
  • Lights are fully disabled when turned off
  • Updated flashlightDecor, lanternDecor and porchLight01 lights
  • Lens flares use less light intensity, dim with ranges less than 4 and disable at distance
  • Adjusted streetLamp_Classic defaults
  • Did a rough pass on Fall Behavior variables
  • Baseball bat is the T2 club, the steel club is T3
  • Increased BulbFlare size
  • Street_light01 to shadow casting point light and dimmed
  • LanternDecor to cast shadows
  • Improved GameObjectPool
  • Linear Color Space tree balance
  • Melee weapon 3rd person upperbody locomotion sets integrated
  • Linear Color Space balance
  • Turret camera view to normal color with a little static
  • Renamed water jars for consistency
  • Magnum ammo is cheaper and has increased stack size
  • .44 Magnum invoked the Rule of Cool and has increased range, damage and rate of fire
  • Graphic quality preset FOV values
  • Optimized BlockValue
  • Spears are armor piercing
  • Spears benefit from perkPenetrator
  • Increased sneak attack damage on blades and bows, lowered on sledgehammers
  • Video gamma option is now brightness
  • Improved default concrete material
  • Night clouds and fog now have a subtle blue tint
  • Moon to phong shading plus ambient lighting and supports all phases and new fog
  • Updated blood moon spectrum to correct fog density and color modifications
  • Shifted blood moon sprite color to fix the pink hue
  • Sun horizon light spreading and tinting
  • The table saw can not be crafted and is no longer needed to craft any recipes
  • Wood shape blocks like poles or stairs that were in odd places on the crafting menu are now found in the wood frame variant block
  • Biome affects player threat level
  • Modified spectrums to support new horizon fog gradient
  • Magnum model updated, points to new prefab, weapon anims, 1st person anims
  • Reduced player spawn in effect duration
  • Reduced global sky ambient saturation
  • Spawning screen effect starts brighter
  • Linear color space texture updates
  • Updated Pine, Snow, Desert, Burnt Forest, and Wasteland Spectrums
  • Improved cloud rendering
  • Linear color space texture updates
  • Material optimization and cleanup
  • Linear color space Post Processing updates
  • Cloud shader settings and source art
  • Height fog shader settings
  • World global ambient settings
  • Pine Forest spectrum updates
  • Reduced star frequency
  • Latest interior ambient balance
  • Adjusted Water Distant Surface shader to look like the near shader
  • Removed SSR due to visual artifacts
  • Ambient levels
  • Updated fog spectrums
  • Default sun saturation
  • Updated world global XML values 
  • Adjusted default interior light prefab values for linear color space 
  • Linear color space texture balance 
  • Chandelier prefab alignment to ceiling center for 2.5cm pillar compatibility
  • Yongha’s New Hunting Knife model integrated
  • Reduced ground ambient
  • Linear color space spectrum balance
  • Split destroyed concrete shape into N,S,E,W  segments for painting
  • New Stone Axe model integrated
  • Temp removal of fog to prepare for ‘s new exponential fog
  • Improved Reflection Manager fix for when probes refuse to render
  • First pass sun intensity adjustments and weather fog reduction prep for new fog
  • Updated post processing to v2
  • Lowered amounts of prepared food and drink at traders
  • Enabled linear color space
  • Disabled post processing options until we can get this swapped out with 2.0
  • Entity damage buffs store the damage remainder and use next tick
  • Optimized 15 avatar controller parameter names to use hashes
  • Optimized World GetEntity to do one dictionary lookup
  • TerrDesertGround has more hit points and clay harvest
  • Rotations are now working on doors
  • Consistent LOD distance on all player lights
  • Updating house_modern_06, small fix to sleepers in the master bathroom closet
  • PerkMasterChef, moved ingredient bonus to T4
  • Balancing and clarification on fore grip and bipod mods
  • Removed animator from steel sledgehammer and created new box collider
  • Chemistry station no longer uses wood or burning barrels in the recipe. Instead, they use forged iron, more short pipes, and 5 acid
  • Steel axe plays heavy woosh sounds
  • Moved chili dogs, beer and Yucca Smoothies to rank 3 of Master Chef
  • Removed tree seeds from seed loot and traders
  • Salvage Operations now affects ratchets and impact drivers as well as wrenches
  • Improved entity speed replication difference check
  • Ranged weapon AutoReload property to effect one shot weapon reload
  • Blunderbuss to not auto reload
  • Set hunting rifle and crossbows to not auto reload
  • Explosion resist is another random armor stat
  • No side effects on steroids/recog
  • Clothing and armor pocket mods are named differently
  • Increased base water drain. (was less than food) 
  • Fixed inconsistent rotation on metal railing
  • Updating streetLight01 mesh and textures
  • Changed army truck to mesh collider
  • Burning shaft mod adjustments, can only installed in weapons and tools with a long shaft or blade
  • Animal remains collider size increased
  • Working Stiffs crates drop a minimum of 1 tool
  • Removed harvest and craftable clutter from working stiff loot crates
  • Removed paper, polymer and junk from construction supply crates, buffed quantities of glue, duct tape and scrap iron
  • Updated beverage list in the game to include more drinks. Removed empty jars from beverage loot list
  • Chunkreset x1 z1 x2 z2 to not require last two parameters and check for huge area
  • Default daily allotted for dynamic music system
  • Removed item Sound_harvesting prop
  • Lab equipment piles drop gunpowder, not nitrate/coal
  • Bullet casings in “junk” loot drop as brass
  • Increased ammo count in loot groups, ammo piles and hero chests drop an additional, guaranteed “ammo” group
  • Cheap wooden chests or desk safes have less storage capacity, large storage boxes are tougher, gun safes have the same capacity as large boxes
  • Cube storages boxes show up in the “building” crafting tab with the other relevant crafted storage containers
  • Replaced particles on third person “on fire” effect 
  • Coal burns longer than wood
  • Added testosterone extract to cigar recipe
  • Price of paper is consistent with other ammo supply costs
  • Reduced chance for drink in refridgerators and increased chance for food. Increased quantity of eggs that spawn in fridges
  • Unlocked End reward chests in T1 and T2 POIs
  • Gamestage diminishing returns to a scale and set to .5 and difficulty bonus to a single number and set to 1.2
  • Lucky Looter adjusted to be in line with the loot quality distribution
  • Blunderbuss ammo only requires 2 gunpowder instead of 3
  • Adjusted steel hatch colliders to improve ladder climbing.
  • Reduced AI 1m jump distance 
  • Zombies have a faster/shorter jump land anim 
  • Decreased chance to find workstation schematics in destroyed workstations 
  • Reduced Blur shader samples by half 
  • Gas_station5 linear lighting and new art pass. 
  • Replaced flame effect on burning arrow & bolt 
  • Improved first person hands lighting when using burning arrows & bolts 
  • Reduced amount of painkillers in loot 
  • Quests per tier changed from 5 to 10. 
  • Removed unneeded small signs, street lights and trees from rwg poi list  
  • Linear color space balance on ammo display cases and gun racks 
  • Changed primative colliders to mesh collider on all cars 
  • Tier 1 quests no longer offer Armor, Weapons or tools as a reward 
  • Party size from 6 to 8. 
  • Store_clothing_02 new clothing wall racks.
  • Utility_celltower_01 remade
  • Replaced tree helper with dead tree & smoothed navazgane terrain
  • Sounds.xml better tactical AR fire sound playback with auto trigger mod
  • Utility_celltower_01 navazgane terrain painting  
  • Updated flame effect on first person and wall candles. 
  • Updating old barrel fire particle effect. 
  • Campfire and forge tools have a small icon to show that they belong to a workstation 
  • Barrels are containers. 
  • Removed Texture Streaming video option and made streaming always on 
  • Ammo drops are less abundant in the early game, blunderbuss ammo and iron arrows can be more common. 
  • Closet rod and clothing piles destroy on loot 
  • Neon “Open” sign emits light now 
  • Loot probability templates normalised to 1 to make them usable in more situations 
  • Demoted exception to error (no console popup) when country can not be retrieved 
  • Item Type Icon to workstation tools. 
  • Items that cure a condition show 100% instead of an unspecified amount 
  • Updating steel club icon to match mesh changes 
  • Zombie bears drop testosterone extract 
  • Yucca juice recipe no longer needs water but is boiled in a cooking pot 
  • The stamina buff from cooked food does not count down while your food bar is full. 
  • Put a small weapon bag in survivor_site_02 
  • Bullet casings now partially visible in iron sight aim for AK47
  • Reworked laser attachment effect for desert vulture 
  • Boiled water does not cause dysentery 
  • Reduced excessive food value on super corn 
  • Merged heavy/light armor, all melee weapon and all ranged weapon loot groups for better performance due to fewer probability table lookups 
  • Schematics scaled in loot. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages. 
  • Physics push to not angle down and if not on a ragdoll use x5 force 
  • Traders sell tech 3 weapons in the higher secret stash inventories
  • Robo sledge YawRange changed to 170°, making it easier to place in tight quarters. 
  • Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it. 
  • Loot abundance to effect each item in the container instead of the master count 
  • Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic. 
  • Chainsaw and auger are not unlocked by perkAdvancedEngineering 
  • Slower recovery of the dynamic crit resistance that occurs when taking multiple hits from zombies 
  • Added more friendly animals to all biomes 
  • Enemy animals can spawn during the day in forests 
  • Chickens can spawn in forests now 
  • All animals respawn much faster than before 
  • 10% less resistance against stun and bleeding 
  • Blade trap hits don’t prime the demolition zombie 
  • Food max stamina buffs will not overwrite if an existing higher value buff is above half duration. 
  • Stone block destruction doesn’t fire heat events like wood or iron blocks 
  • Auto shotgun cannot use scopes for now 
  • Improved sleeper volume noise response 
  • Boars, coyotes, dogs, mountain lions and wolves can attack while moving forward
  • Temporarily disabled reflex sight as a visible attachment on the auto shotgun
  • Increased amount of small animals spawning in the forests and decreased larger animals. 
  • All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.
  • Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night 
  • Shotgun damage and auto shotgun rate of fire reduced. 
  • Added floats so spawning of zombies and predators are less predictable. 
  • Reduced stamina cost on iron harvesting tools 
  • Bandolier mod increases reload speed by 15% 
  • Removed candy tins, hub caps and air filter items from the game. 
  • Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Hub cap mine uses a nail instead of a spring 
  • Deprecated candy tins and other redundant items 
  • Cooking pot mine is also crafted from basic resources 
  • Normal entities load their prefabs and meshes on demand instead of during world load 
  • Reduced distance to backpack after death if no respawn point is set 
  • Block entities to load on demand using the object pool 
  • The object pool large pools to active pools which will fully remove pool objects and non active prefabs over time 
  • Added various scales to zombies so they are different heights 
  • Texture streaming to only use the main camera
  • Store_autoparts_01 updated to commercial standards.
  • Updated lots of oldwest POIs with new art
  • Art and new block update for house_old_abandoned_07
  • Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day
  • Increased push up motion when player is stuck 
  • Increased chance of getting criticals on the 2nd hit 
  • Nerfed water cooler loot to drop 12 pure waters instead of 1 to 4. 
  • Player shader name to Game/UMA and removed 10 unused properties 
  • Increased chicken and rabbit run speed 
  • Command “killall alive” no longer kills turrets 
  • Biome generation now allows biomes other than pine forest to be in center 
  • Optimized Arlene texture sizes 
  • Optimized Big Momma texture sizes 
  • Optimized Biker texture sizes 
  • Renamed Arlene emissive to proper name and readded missing texture 
  • Blade trap repair cost reduced to not be more than its crafted cost 
  • Optimized Boe texture sizes 
  • Optimized Crawler texture sizes 
  • Optimized Darlene texture sizes 
  • Optimized Fat texture sizes 
  • Optimized player hand texture sizes (AO only) and fixed filtering 
  • Optimized Joe texture sizes 
  • Optimized Marlene texture sizes 
  • Optimized Mechanic texture sizes 
  • Optimized Moe texture sizes 
  • Optimized Steve texture sizes 
  • Optimized Yo texture sizes 
  • Optimized ammo piles texture sizes 
  • Optimized dropped backpack texture sizes 
  • Optimized Brute trash can texture sizes
  • Updated officeChair01 icon 
  • Optimized loot container texture sizes 
  • Optimized vehicle texture sizes 
  • Optimized non HD zombie textures 
  • Optimized animal texture sizes 
  • Optimized appliances texture sizes 
  • Optimized commercial texture sizes 
  • Optimized crafting texture sizes 
  • Optimized decor texture sizes 
  • Optimized door texture sizes 
  • Optimized electrical texture sizes 
  • Optimized furniture texture sizes 
  • Optimized gore texture sizes 
  • Optimized industrial texture sizes 
  • Optimized outdoor decor texture sizes 
  • Optimized plants texture sizes 
  • Optimized plumbing texture sizes 
  • Optimized resources texture sizes 
  • Optimized remaining entity texture sizes 
  • Optimized UMA texture sizes 
  • Updated existing weapon effects 
  • Light from gunfire now has smooth fade in\out rather than abrupt click on\off 
  • Gun fire light adjusted for the new brighter first person lighting 
  • Removed cntSuitcase from RandomLootHelpers
  • Sleepers always ragdoll on death 
  • Block ExcludeWalkType uses a name 
  • Bulk updated the POI imposters after concrete pass. 
  • Increased duration of the Charismatic Nature buff 
  • Improved sky fog sun punch through and to work with dark fog colors 
  • Console command “weather fogcolor” to use red for green and blue if those params not given 
  • “gfx st budget” to disable streaming before setting budget 
  • Separated sort button on inventory/containers from the window icon 
  • “Water Particles” video quality option to “Particles”, which now also decreases world particle count 
  • Deleted chunk water depth object creation, mat and shader 
  • Improved Low quality water transparency, waves and smoothness
  • Worlds’ splat maps support PNG again to reduce world sizes
  • Replaced collider and shadow caster on car parts ramp
  • 40 prefab materials to use the crossfade shader
  • 100+ block entities to consistent LOD culling heights
  • Top tier foods sell for more dukes, and no longer have economic bundles of 5 but 1, so single meals can be sold

Fixed

  • Backfacing issue on road signs
  • DrugVitaminsDesc needs to be updated to reflect fatigue cure
  • Replanted missing ground under Rekt’s stairs
  • Added support to the waterwork’s fence, car  removal no longer makes it collapse
  • Wood Black Overwritten with Wood Painted 3
  • OnSelfDestroyedBlock && onSelfDamagedBlock were not yet functional with block tags
  • Add storage pocket mod and cargo storage pocket mod to inventory crafting clothing tab
  • Treasure quests no longer spawn underwater
  • ToolsB linear color space balance
  • Animals are not always removed after harvest
  • White lines on edges of UI graphics. 
  • Collider hinders player movement saw horse block shape
  • Impact particles have material color overwritten when spawned
  • Handheld torch no longer burns underwater
  • Unable to harvest animals and collide with zombie corpses
  • Chemstation emission light blinks in and out while moving around it 
  • AudioManager Play using wrong origin pos for SignalAI 
  • Trader Bob profile pic missing from UI Atlas. 
  • Handheld junk turret does not get the rate of fire increase from the perk 
  • Some objects have extremely small render distance 
  • Cars pop up when you harvest them 
  • God mode speed hotkeys not working for x and z movement 
  • If you catch a vulture on fire, the fire stays in one place while it flies around.
  • Fixed  don’t allow attacking while falling or while playing a forced root motion anim(landing behaviors) 
  • Particle scale on flaming zombies. 
  • ERR RemoveChunkTransforms !zone 
  • Stained glass albedo and transparency 
  • Incorrect shadow caster scale for Fir Medium 
  • Emissive light handling of block lights 
  • LightLOD overwriting original shadow strength 
  • Electrocuted zombies still attack while being electrocuted 
  • Fire anim is not seen when setting zombies on fire 
  • Destroyed blocks during join game process cause NRE on connecting client. 
  • Slow lens flare fade 
  • Street_light01 collider blocking flare 
  • List of glass blocks that are black 
  • Two paint textures are incorrect 
  • Solid plane showing in candle prefab. 
  • Upgraded wood planks seem to be too shiny 
  • Glass Pane is way too reflective including the frame 
  • Grass and trees not spawning on many sloped areas () 
  • Players could still be immune from a previous death at next blood moon 
  • Trees have some color issues since linear lighting update 
  • Trees change colours when falling. 
  • Removed 2 incorrectly placed blocks 
  • Global UVs, face hiding\collision on destroyed concrete set. 
  • Edge alignment on destroyed concrete set. 
  • Using turret inventory changed player camera when in 3rd person view 
  • Player model jumps forward of the player camera when accessing an auto turret inventory 
  • Shocked buff not following ragdolled bones 
  • You can have a splinted and sprained leg at the same time 
  • Collider tags using the same name for upper and lower arms 
  • Treasure quests now use Nav Objects. 
  • On perks like perkGunslinger you do not gain hit counters or benefits for hitting dead enemies 
  • Removed artifacts from plaster material 
  • The Iron Gut perk increases buff duration by 100%, not 50%, and the description on food/water is too vague. 
  • Sun shafts turning off early on sun 
  • Updated JoelRagdoll prefab with the new Joel2 model 
  • Fixing shadow casting error. 
  • Moon sprite distance so same as sky for correct perspective/horizon clipping 
  • Chandelier needs a bulb material
  • Moon has wrong orientation
  • Scale up basketball hoop
  • Set roughness, metalness, and ambient occlusion textures to sRGB off for Autodesk Interactive assets 
  • Missing faces on some placements of destroyed concrete. 
  • Rockets using car explosion particle effect 
  • PerkFromTheShadows updated, stealth rules explanation improved on perkHiddenStrike. May end up doing a Journal entry on it but it’s a lot more consistent now so may be overkill. 
  • Barbed Wire block has buff issues, too large area affected 
  • Damage based camera shakes now working again 
  • Moon light intensity staying decreased from lightning 
  • Removed large scratch texture artifact 
  • Multiple Black glass materials caused by incorrect texture settings 
  • Being able to look under a water plane when above 
  • Wall light prefab set to wrong mode 
  • Green ambient values 
  • Broken leg buff resets on relog. 
  • Listed water cost on drugs fortbites and recog is incorrect 
  • Black industrial glass 
  • Clients on mp games cannot turn weather survival off 
  • God mode enabled message shows on joining game when god mode is not enabled 
  • Kicked while in camera screen spams errors and warnings in console 
  • Reduced grass saturation 
  • Dark cotton and Chrysanthemum materials in shadow 
  • Create window store set that has unbroken full panes of glass 
  • Foliage brightness fix for linear color space 
  • Tree branch brightness fix for linear color space 
  • Fixed tree trunks using incorrect internal speed tree shader to use speed tree standard shader for linear 
  • Spear stuck in ground disappears when player dies or relogs 
  • Stone arrows showing as generic bag 
  • SMG turret clips into block above it. 
  • Bike digging/destroying terrain on horizontal path and loses hp (new wheel colliders)  
  • When in god mode and continuing game you are still in god mode 
  • Rotations on some car components. 
  • Distant gun sounds not working 
  • Replaced old supply crate landing effect with new one. 
  • Electric fence wire causing PhysX errors in console 
  • Several more weapons had no sound if modified to auto fire 
  • Missing explosion on cars. 
  • Offset car explosions. 
  • Wood particles getting stuck on surfaces. 
  • Changed Item Compare to use Base Values. 
  • Show colored values for modded values in ItemInfo when not comparing. 
  • Ranged damage not updated in modify window when mod is installed. 
  • Fixed incorrect sound effect and visual in acid impact effect. 
  • Fire particles appearing in acid puke particle. 
  • Forge tool slots arranged in a logical order 
  • Fixing broken import scale on farm_plot fbx 
  • Trees grow on dedicated servers while the server is empty 
  • Illumination issue with iron and steel spears. 
  • Another Junk Turret/Mod dupe 
  • Motor tools too prevalent in their quest loot group because there is no padding 
  • M60 now has a custom collider box 
  • Wooden Bow does not require string tension 
  • Burning shaft mod isn’t toggling emissive on materials of their weapons 
  • Microsplat bleed issue on garage_5 in the wasteland
  • Player getting stuck digging 
  • Zfighting on broken tile custom shape 
  • Player fall impact triggering on speeds of 0 
  • Steel harvest exploits on safes 
  • Changing spectate mode did not send the change to other players 
  • Artifact in charred meat icon 
  • Breaching slugs destroy blocks just as fast as doors 
  • Allow POIs from towngroup to spawn in wilderness, if they have that tag 
  • Increase transparency of turret and motion sensor vision cones. 
  • Better Barter works on player vending machines. 
  • Spear vanishes on dismemberment 
  • Skill screen and quest screen now both are fully localized
  • Stun Baton charge lost on missed attack 
  • Players can use flashlights to attack again
  • Redo dead grass texture (hay bale) 
  • Brick_destroyed03 custom shape doesn’t show bottom face 
  • Filled back faces on animal remains 
  • Skill point cost tooltip does not always use localisation keys. 
  • Corpses starting with damage by attacks that do multiple hits 
  • Buried supplies quest do not fail if another player destroys the chest. 
  • Traders can be affected by knockdowns 
  • Fixed items sticking through the other side of some shelves 
  • Corner_round_plate shape makes adjacent wall faces disappear. 
  • Steel exploit with broken vending machine 
  • Wrench doesn’t have any glancing blows on power attack 
  • Linear color space balance on remaining ore models and terrain textures 
  • Iron and Coal boulders and terrain textures updated for linear color space 
  • Fixed mismatched knobs on versions of white house door  
  • Reinforced wood is not as shiny anymore
  • Mac with AMD GPU has a chaotic screen blur effect 
  • Reflections on Mac cause wild issues 
  • Loot room sleepers don’t wake up until volume is triggered 
  • Zombies left standing after death for clients
  • Open/close radial option texts for doors are now properly worded
  • Some window header backgrounds not respecting background opacity 
  • Drawbridges are no longer suffering excessive amounts of explosion damage
  • Blade and turret traps causing standing AI on owner client 
  • Paint issue in treasure room of modular_06 
  • Corner cupboard incorrectly deleting faces 
  • Several inconsistencies with visible shotgun attachments 
  • Gamepad doesn’t index trader inventory pages using right joystick 
  • Disabled K menu when not in world or POI editor 
  • White River Citizen quest shows 0m and points to 0,0,0 if trader is not found. 
  • Nailgun reload sound doesn’t play. 
  • Backpack loot bypasses the progression scaling 
  • Player’s own turrets will shoot player’s own robotic drone 
  • Junk turrets fall through stairs and any solid blocks below them when placed from a distance 
  • Business_old_08 upside down bookshelves.
  • Prevent players from loading existing RWG worlds as they will be broken for A19 due to missing traders 
  • Business_old_05 upside down bookshelves. 
  • Corner cupboard culling faces incorrectly 
  • Prevent server DDoS
  • The perk HealingFactor works while player is supposed to die from hunger or thirst 
  • The Repulsor mod is now working 
  • Steroids add 50% run speed instead of the stated 10% 
  • Missing documentation for how the “soft cap” on overeating works. 
  • Wrong oven paint in apartment_brick_6_flr 
  • Falling window pieces in modular_03 
  • Replaced faucet with showerheads in fire_station_02 
  • BuffElementCold, buffElementFreezing, drinkJarRedTea, perkSlowMetabolism have no effect on food. 
  • Put proper shelving support in vic_13 
  • Removed windowsidings from vacant_lot_05 
  • perkTreasureHunter and/or Lucky Goggles are not speeding up treasure radius reduction 
  • Armor not resisting bleed buffs 
  • Factual and grammar errors in the Dysentery and Survival journals 
  • Wrong ingredient count on ammoBundleBlunderbuss 
  • Both robotic turrets/sledges jitter while aiming at their targets 
  • Trader setups have nonfunctional item quality parameters 
  • Robo sledge displays an ammo counter 
  • Several items state wrong recipe unlocks. 
  • Molotov now applying burning when entering the flames 
  • Fast Food 2 has suitcase poke through bathroom hiding spot 
  • Added missing bock to cemetery_02’s surface building’s ceiling 
  • Pure mineral water cures dysentery? 
  • Candle light not illuminating surfaces when standing too close to them 
  • wood texture seams on frames when upgraded are not lining up properly 
  • Better Barter 5 incorrect description 
  • False Max Stamina Buff from Healing Items 
  • Underground airpocket in Ranch03 
  • Collapsing railing in fire_station_01 
  • Z fighting with trimblocks and paint issue in modern_07 
  • Applied paint to block behind comfy chair in modular_05 
  • Adjustment to zombie footstep sound playback 
  • Knuckles harvest too quickly ( use attack speed ) 
  • Breaching rounds do not work on the Shamway safe 
  • Ratchet, ImpactDriver, SteelClub must now be crafted at a workbench 
  • Steel spear shows proper unlock info 
  • Scope mods are now visible on tactical assault rifle 
  • Robosledge does not display a ammo count anymore
  • Beer sign does not have a white line on texture 
  • Chest in funeral_home_01 now has loot 
  • Create world feature is functional again
  • Can now place blocks around all lockers 
  • Identical look for XP bar and food/water bars 
  • Shovel hold animation is no longer used for all weapons and tools
  • Upside down door frame in apartment_adobe_red_5_flr 
  • Bar_sm_01 no longer has false cabinets 
  • Animals can not die from infection anymore
  • Weighted head mod is not compatible with blade mods on machete. 
  • Food does not heal after you eat broken glass. Also, please reconsider your diet. 
  • Fixed chainsaw and auger reload sound playback. 
  • Some farm plots cannot be planted due to stability 
  • Crate_storePrefab renderer was in TerrainCollision layer 
  • Gas_station5 billboard SI issue. 
  • Carlot_01 has beams that block entities 
  • Graph value updating on non repaint events 
  • First person weapon brightness values don’t match third person 
  • Player hands brightness adjustment due to auto exposure fix 
  • Back side of both flags have an alpha issue 
  • Prefab editor Ctrl modifier shortcuts overlap with other shortcuts 
  • “Path node otherHeight bad” warnings by allowing a small overlap 
  • RWG only generating 1/4 maps on dedi 
  • Tree poking through in vic_03
  • SI issue with entertainment center in house_old_ranch_01 
  • Removed the cabinet texture from the backside of the wall oven 
  • House_pyrimid_05 has si issue with loot crate in garage 
  • House_old_modular_08 has an SI issue with trim around the farm plots 
  • House_old_modular_08 kitchen cabinet helper blocks facing wrong way 
  • Chair clipping in medium junkyard 
  • House_old_victorian_03 chandelier is floating  
  • Si issue house_old_bungalow_02 attic furnace loot cover 
  • Salvage operations harvest amount does not scale as stated. (removed salvage harvest if the same resource is also on general harvest) 
  • NRE when trash and car share the same space 
  • Missing loot timer on store freezers 
  • Prefab Editor  Able to place blocks above workbench helper block 
  • Marksman and Sniper aim to idle transition fixed 
  • Spear attack updated to prevent screen artifacts
  • Timed Charge goes to unholster anim if ammo is available
  • Prefab editor update imposter function causing NRE when prefab is loaded from mods folder 
  • Crits trigger differently for clients and hosts 
  • Misspelled credit fixed
  • Change right side header text info color to white 
  • Backpack disappears again 
  • Ratchet localization says wrong scrap material given 
  • Adjusted meshes on trim01.fbx for woodHalfPlate painting issues 
  • Molotovs no longer explode when dropped. 
  • Particle System is trying to spawn on player mesh with zero surface area (player arms) 
  • The description for Lucky Looter Volume 5 is very unclear,  
  • Remove magnification wording from reflex site 
  • Localization wrong for inventory on fill (middle choice) button 
  • CntStoreShelfElectronicsDoubleBottomGoods04 is not lootable and has no hitbox (missing TBlock Tag) 
  • Building floating base on rockResource block 
  • All 3 bows polished reload anims, blend times and weapon/player is in sync. 
  • Sniper, Tactical, .44, Desert Eagle, Pistol and M60 with fixed blends from ADS to reload. 
  • Crossbows default to a “no ammo” idle after fire. 
  • Particles in snow and desert cause major FPS drops 
  • Bombshelter_01 rwgmixer.xml update 
  • It is not possible to scrap yucca drink and coffee 
  • Copy sleeper volume’ misspelled in Prefab Editor Menu
  • Low quality water was drawn too high in the world
  • BurntWoodBlock4 wad unpaintable
  • Running, reloading or changing weapons would not zoom back in while holding the aim button
  • Aiming while running would briefly try to aim
  • Missing sign backface on street barricade
  • Client view distance setting ignored for player render distance 
  • Blocks with simple rotation enabled cannot be reversed with R key 
  • Prefab editor client does not render terrain sometimes 
  • Z-fighting and missing block in modern_01 
  • Z-fighting in modular 7 
  • Clipping tree in cabin_15 
  • Z-fighting on house_burnt_02 
  • Loot containers and store shelves aim\target fighting 
  • Zombies “popup” after knockdown stun while electrified 
  • Zombie electrocution anim starting late 
  • Zombie electrocution anim playing too long 
  • UpdateNPCStatsOverTime not playing damage effects (electrocution) if total health change was positive from regen 
  • POI Diner_01 shelving collider interrupts loot container 
  • Biker cannot fit under chain link pole in utility_waterworks_01 
  • Cigar on Hotbar Adds Extra Str and Bartering 
  • Blunderbuss animates a flare from the muzzle when equipped 
  • Hands invisible when wearing Military Gloves 
  • Sticky projectiles prevent hitting blocks/zombies 
  • Perks that increase fire rate do not work until modification screen is opened and closed 
  • Steel armor parts are using same description as weapons and tool parts 
  • Journal updated for Treasure Map Journal Entry 
  • Arrows and bolts are not showing in weapons and not sticking to zombies properly 
  • Spears do not follow the entities they are stuck in 
  • 3 zombies can’t go through cabin_11’s doorway 
  • Zombies get stuck on trapSpikesNew

Hey Survivors,
We are proud to announce that the ‘Alpha 19 B-180 Experimental’ is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum B-180 Release Notes and how to opt in.

B-180 Forum Release Notes

This is how you access the A19 Experimental build:

  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download.

Alpha 19 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advises you to delete you 7 Days save Game data folder before playing.

TFP is extremely excited for this release. It’s as big as the last couple alphas and is packed full of new content, bug fixes, optimizations, and game balancing. Read on for more information!

Alpha 19 Official Release Notes

Linear Color Space Lighting

Alpha 19 has gotten a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself.

The video option to adjust gamma has been changed to brightness, so it works with the new lighting. It also has a more balanced range of darker to lighter adjustment.

Lights now use a priority system, so close lights are updated rapidly to reduce visible jumps in their intensity and range.

Interactive Loading Screen

We added a brand new interactive loading screen with over 20 tool-tips on how to play the game from basic to advanced. The user can cycle back and forth through them and learn how to play the game better while it’s loading. It also looks better with new HD screenshot backgrounds.

Improved Game-pad Support

We have combed through all game-pad functions making sure everything is up to date and working and we also improved defaults like for driving. Additionally we added a new reverse directions for block rotation placement.

New Survival System & Critical Injuries

We gutted the old ISS or interactive survival system that blackened and clamped your health and stamina bars from filling because it was confusing to players. We replaced it with an all new critical system.
All critical injuries that blacken or clamp your max health or stamina will be caused by a new critical buff on the left of the screen. These new critical buffs are clickable, taking the player directly to the player status effect screen where you can read about the problem and its cure.

When you are at full health a zombie can never cause a critical on the first hit so we don’t want to hear about unfair crits! =) Once you take a few hits, or get reckless in close combat the chances increases. Being at low health also increases the chance of receiving a critical. Armor reduces this chance by a flat amount, creating a buffer that enemies must overcome before they can hit you with criticals.
Some criticals are incremental. A sprained arm makes you vulnerable to getting a broken arm.
Some injuries don’t take kindly to being ignored. Sprinting or jumping with a broken leg will not work in your favor. If an injury is affected by an action like that then the buff icon will blink briefly and you will know that something happened.

New and reworked critical injuries include:

  • Abrasions – The most common injury that you get in fights. They cause no additional problems.
  • Sprained or Broken Arm – Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it.
  • Sprained or Broken Leg – Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it.
  • Deep Lacerations – Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit.
  • Concussion – Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers.
  • Infections – Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless until it reaches 5%. At that point it starts getting worse and you need medication to cure it. While you have an infection any hit you take will make it worse.

Food and Water Bars

We’ve added food and water UI bars under the players belt inventory. The blue bar is for your water level and green for is for your food level. You will see them go up and down based on your current hunger and thirst levels.

HD Characters

We have overhauled and re-imagined many of the characters in HD. They may look better but they have less draw calls and are slightly better in performance. New HD zombies include:

  • Zombie Arlene
  • Zombie Darlene
  • Zombie Marlene
  • Zombie Boe
  • Zombie Joe
  • Zombie Moe
  • Zombie Yo
  • Zombie Steve
  • Big Mama Zombie
  • Crawler Zombie
  • Trader Jen
  • Trader Joel
  • Player arms – male and female

Dynamic Music System

TFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features.

The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player.

From this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader.

Exploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. As of Alpha 19 there, are 31,558 unique combinations of music.

Music volume, daily allotted probability and On/Off toggles are available in the audio menu.

We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape.

Loot Progression/Balance

Loot distribution has been smoothed out so that you do not find end game loot too soon and have no more upgrades to look forward to.

Loot has been balanced to provide a smooth progression from primitive, iron and steel items. This change provides a steady progression for the player and gives some incentive to craft, while slowing the economy a bit early game.

The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality.

There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals.

  • Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.
  • Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.
  • Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.
  • Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle.

Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest.

We will be continuing to fine tune loot progression in patches. In the future we plan on unifying loot progression, quest loot reward progression and trader for sale item progression more unified. We are planning on having biomes and/or POI with both harder enemies and better loot.

Enemy Progression/Balance

Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value and player parties accumulate roughly 2/3 of the combined game-stage that they used to. This makes the enemy difficulty grow slower you won’t see high end enemies on the 2nd blood moon.

On Screen Sprite System

We added a brand new Nav Objects On-Screen Sprite System to help players more easily locate important items in the world such as fetch quest containers, player backpacks, spears and more. We are using this system on many of the harder to find important items and events in the game.

The new Nav Objects On-Screen Sprite System, which govern the On Screen Icons, Compass Icons and Map Icons. These functions are easily configured in the XML and allow adding custom Nav Objects for Entities, Quest Objectives and Items for those who enjoy modding the game.

Some of the items that are using the new Nav Objects On-Screen Sprite System include:

  • Quest Rally Markers
  • Quest Fetch Objects
  • Dropped Player Backpacks
  • Player Bedrolls
  • Player owned vehicles
  • Traders
  • Thrown spears
  • Air Drops

Quest Improvements

We have improved many of the quest types and even added new quests here are some of the improvements

  • Quest Sprites – We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find.
  • Dig Quests – The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure.
  • Opening Routes – We have added new trader to trader quests that guide the player to the next closest trader after completing 10 quests. This continues until the player has delivered a package to all 5 traders.

World and Location updates

We added a ton of new locations to the game including remnants. These give the player easier low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge.

We have updated Navezgane significantly increasing the playable space into the radiated zone with new roads that lead to new developments adding many new POIS or locations that were never in Navezgane before or updating cities. Locations include:

  • New Desert business development
  • New Snow modern development
  • New Forest old housing development
  • New Desert modern housing development
  • New Desert old housing development
  • Desert City of Departure has been updated
  • Snowy city of Perishton has been updated
  • Wasteland City of Gravestowne has been updated
  • Some Trader locations in Navezgane have been moved to improve distances between traders

We have improved Random Gen in A19 to use every POI possible in the game so players will see the breadth of content like never before along with a lot of tagging updates and improvements. In fact an A19 Random Worlds can have over 500 unique POIS!

We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include:

  • 2 Grocery Stores
  • 2 Gun Stores
  • 2 Pharmacies
  • 2 Hardware Stores
  • 2 Clothing Stores
  • 2 Electronics Stores
  • 7 Ranger Stations
  • Carlot_01
  • New High School
  • sawmill_01
  • house_modern_12
  • house_modern_13
  • house_old_gambrel_04
  • 12 Remnants
  • departure_city_blk_plaza
  • park_basketball
  • park_plaza_01
  • park_plaza_02
  • red_mesa
  • celltower_01

Changed

  • Light intensity correction to all POIs to work better with the new linear lighting
  • Wasteland biome now spawns smaller but improved deco remnants
  • Removed un-needed random gen POIS
  • Improved naming conventions of some biome spawned poi remnants and deco piles. all will have the term deco first in their file names now
  • Renamed bank to store_bank_01
  • Removed un-used old tree piles
  • Deprecated old cover pile pois that were not being used anymore
  • Moved special totoz east of football stadium
  • Moved pawnshop from departure to rural pine forest where old small bookstore was
  • Removed all non forest and burnt forest player spawn locations to work with the new trader to trader quest progression in Navezgane. Will be adding more back to get variety
  • Adjusted pine forest biome to take over a small amount of the winter biome in Navezgane
  • Moved gas station 6 to outskirts of Perishton to make room for new plaza across from courthouse
  • Fixed over-sized trees in Persihton and improved city block performance
  • Deprecated old burnt pine cluster POIS as the are not needed
  • Removed alleys from Gravestowne blk improved Gravestownes overall look
  • Optimized Diersville city blk a little
  • Size and position of remnant mill so it fits to the alley in Perishton
  • Replaced many duplicate survivor sites with POIS never in Navezgane
  • Trader Hugh and Trader Joel can now spawn in any biome in RWG
  • Single bed & mattresses POI replacement
  • Optimized store_autoparts_01 from 487K verts/513K tris to 317K verts 315K tris

Fixed

  • Cabinets in Fastfood_04 are not lootable
  • Cemetery 02 torches that were not on
  • Wrong bookcases in bank POI
  • Boat docks 02 collapses
  • Boats Docks 3 collapses
  • Si issue bar_stripclub_01 
  • Fake cabinets in Berserker Bill’s 
  • Loot cover in abandoned_house_05 has an SI issue 
  • Trailer_01 prefab si issue when wrenching the car 
  • Missing support pillar in gas station 05 
  • Incorrectly rotated drinking fountain in factory 01
  • Survivor_site_05 has cobblestone clipping through tent 
  • Garage roof at house_old_pyramid_01 has si issue when stepped on 
  • Lights in front of the Bear Den are too bright 
  • CeilingLight04 spotlight was sideways and adjusted defaults 

Environment Art

The Art Team has grown much bigger and they have made some major improvements including:

  • Snow Trees – Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume.
  • Burnt Trees – Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest.
  • New skies – Updated sun and moon rendering, cloud blending and lighting, and horizon blending.
  • New fog – Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water.
  • Updated Textures – Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering.
  • Commercial Stores – All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs!
    Nearly 150 new commercial assets including:
    • Hardware store shelves
    • Grocery stores stocked with food, beverage items
    • Rotten produce bins
    • Trashed store shelves
    • Frozen food refrigerators
    • Beverage refrigerators
    • Pharmaceutical drug shelves
    • Clothing racks
    • Clothing shelves
    • Mannequins
    • Store display cases
    • Gun and ammo display cases
    • Gun racks
    • Shoe racks
    • Electronic store shelves
    • Book shelves
    • Shooting target
    • Square and round hay bales
    • Restroom signs

New Weapons & Items

We added several new tools and weapons:

Tech level 3 – we’ve added a whole new line of weapons to give you the firepower you will need to face future special infected, bandits and more!

  • Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.
  • Automatic shotgun – This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you.
  • Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.
  • Impact Driver – This tech level 3 tool is the fastest way to harvest mechanical items. Strip down cars and mechanical items down in seconds!

Tech level 2

  • Ratchet – This new tech level 2 harvesting tool is faster than a wrench and degrades slower.
  • Tactical Assault Rifle – This new tier 2 assault rifle is a step above the 762 in range, accuracy and fire rate.

Tech level 1

  • Robotic Sledge – This robotic weapon is a stationary turret with a large sledgehammer shaped pulverizing arm that punches enemies and can knock them down easier at higher quality levels. It is governed by robotics
  • Blunderbuss – Not a new weapon, but with the loot re-balance this weapon might save your skin early game and is craft-able from basic components.
    All existing tools and weapons have either been remade from scratch or had an art update to pbr textures for the new linear lighting.

New Candy

We have added candy to the vending machines, they allow players to have a short term modification to game-play and provide a few calories:

  • Atom Junkie – Atom sized candy and atomic sized power! Increase explosive damage 50%.
  • Covert Cats – Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage.
  • Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot.
  • Hackers – These tasty treats give you 20% more harvest when salvaging.
  • Health Bar – Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster.
  • Jail Breakers – Be the daddy to that stubborn lock. 100% success chance to pick a lock.
  • Nerd Tats – Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits.
  • Oh Shitz Drops – Be prepared for those Oh Shitz moments! Fall damage immunity.
  • Rock Busters – Jawbreakers got nuthin’ on us! Gain 20% more resources mining ores.
  • Skull Crushers – Rock hard candy that gives you a rock hard punch. Increases melee damage 50%.
  • Sugar Butts – If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Get a 10% better deal buying and selling.

New Perk Books

We’ve added three new book sets, Bar Brawler, Spear Hunter and Tech Junkie!

Bar Brawler

  • Basic moves – Adds 10% damage.
  • Drop a bomb – Sprinting power attacks can knock down your opponent.
  • Killer Instinct – Gain 5% damage with each kill up to 15%.
  • Finishing Moves -Do extra damage to knocked down opponents.
  • Adrenaline Healing – Recover extra health with each punch.
  • Rage mode – Attack and move faster after getting hit.
  • Boozed up – Drinking beer no longer blurs your vision and your buzz lasts twice as long.
  • The 7th Curse – The 7th unarmed strike in a short time deals 300% damage.

Spear Hunter

  • Damage – deal 10% more damage.
  • Maintenance – Spears degrade 20% slower.
  • Steel Spears – Craft steel spears.
  • Strong Arm – Spears travel faster and further.
  • Rapid Strike – Thrust spears 10% faster.
  • Punctured Lung – slows your target.
  • Deadly Combo – Hits scored in quick succession do 10% more damage up to 30%.
  • Kill Move – Power attacks to downed opponents do 50% more damage.

Tech Junkie

  • Robotic Damage – Robotics do 10% more damage.
  • Maintenance – Robotic weapons degrade 20% slower.
  • AP Ammo – Craft AP ammo for robotic weapons.
  • Robotic Turret Shells – Craft shotgun ammo for robotics.
  • Stun Repulsor – Craft this mod that sends enemies flying on charged hits.
  • Charged Strike – Increases chance to get an instant charged strike.
  • Hydraulics – Increase the fire rate of robotic weapons.
  • Bulk Crafting – Craft all robotic ammo in bulk.

Perk Balance

We have restructured existing perks and removed others so auxiliary perks don’t always have 5 ranks, as well as reduced some attribute requirements for auxiliary perks. This was changed to give less desirable perks more bang for the buck.

Perception Perks

  • Lockpicking, The Infiltrator, Animal Tracker now only have 3 ranks.
  • The Penetrator has 4 ranks instead of 5.
  • The treasure hunting ability of lucky looter that reduced dig radius has now been removed from Lucky looter and is its own 3 rank perk that reduces the new treasure hunting radius ring.

Strength Perks

  • Sexual Tyrannosaurus has 4 ranks instead of 5.
  • Heavy armor was moved from Fortitude to Strength and now only has 4 ranks.

Fortitude Perks

  • Well Insulated, Living off the Land, and Rule #1 Cardio now only have 3 ranks.
  • Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank.

Agility Perks

  • Run and Gun, Flurry of Blows now only have 3 ranks.
  • Light Armor and Parkour now only have 4 ranks.

Intellect Perks

  • The Daring Adventurer, Charismatic nature and Physician now have 4 ranks. Yeah Science is removed and its perks are merged with various other perks.

AI Improvements

Enemy Break-through System

  • We have added a new Enemy Break-through System that gives enemies random animation probabilities when enter the scene after breaking through a door, 2-meter opening or monster closet. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
    • Ragdoll Entrance – The enemy will ragdoll through the opening and then get up
    • Stubble Entrance – The enemy will stubble through the opening before pursuing the player
    • Lunge/Boost Entrance – The enemy will lunge and boost through the opening towards the player

Enemy Falldown System

  • We have added a new Enemy Falldown System that gives enemies random animation probabilities when enter the scene when falling from heights of 2 or more meters. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
    • Falldown Ragdoll Entrance – The enemy will ragdoll after landing and then get up
    • Stubble Entrance – The enemy will stubble after landing before pursuing the player
    • Lunge/Boost Entrance – The enemy will lunge and boost after landing towards the player

Enemy Pain Stun Lock

  • AI Pain resistance has been improved. It still builds up over time, but has been adjusted to be harder to stun lock enemies. We fixed pain reactions not always triggering. Pain now uses a new hit blending system, so different strengths and durations of pain are shown and can happen while AI is attacking.

Head Tracking

  • We have added head tracking to zombies, NPCs and animals. They will now turn their heads to look at their target.

Enemy and Animal Swimming

  • Zombies and animals are able to swim in water and at a faster speed than they moved before, so be careful in the water. Zombies and the bear now have swim animations. AI pathing still generally follows the bottom of a body of water, but when they near their destination, they can swim upwards.

Added

  • AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
  • AI partial path picking may choose lower paths if lower AI intelligence and less dumb AI will pick higher paths over time
  • Bear pain resistance, moved pain to an anim layer, so can still move and doubled health
  • Pain resistance on all animals and anim layer on boar, deer, mountain lion and wolf
  • Zombie Hit layer
  • Create Bear Swimming animations
  • Swim state to deer and wolf
  • Trader head tracking
  • Zombie random move speeds based on difficulty
  • Blood moon spawner will instead spawn a radiated vulture 50% of time if target is in a vehicle
  • Blood moon zombies will 50/50 teleport closer or die if target player is far away
  • Blood moon zombies have an increased loot drop rate after every x have spawned
  • Blood moon vultures always see and chase at any distance
  • Blood moon vultures chase vehicles at 250% speed
  • Vultures can now attack blocks when chasing their prey
  • Sleeper pose material and low res texture
  • Zombie rage chance scales based on hit damage
  • Zombie rage duration does not count down while stunned
  • Ai rage console command
  • Crawler’s climb will exit anim early at destination, moves same as anim motion, disables tilt to ground and reduced snap speed
  • Zombie normal/fat attacks are faster right handed and slower with left
  • Zombie hits are triggered by anim Hit events
  • Zombie random attack anim blending and additional anims
  • Zombie mirrored wall attack anims
  • Fat zombie attack anims


Changed

  • AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
  • Reduced AI rage chance base damage to 40
  • Zombies have more pain resistance and will attack even if playing pain animations more frequently
  • Lowered non bashing pain threshold to 6 damage
  • Removed bashing attacks randomly not causing pain
  • Reduced blood moon zombie corpse despawn time to ⅓
  • Increased radiated vulture damage to 150% entities and 400% blocks
  • Improved vulture attack reposition duration
  • Increased vulture attack anim speed
  • Greatly reduced zombie alert times when hurt or after chasing a seen target
  • Increased health of dire wolf and mountain lion dramatically, zombie dogs and wolves marginally
  • Increased boss Grace’s health
  • Aggressive animals in the forests only spawn at night
  • Direwolf now shares assets with regular wolf and uses new scale code instead of a scaled prefab
  • Removed all old direwolf assets
  • Removed start of crawler climb up anim

Fixed

  • Zombie attacks are triggered too early by charging towards and then back peddling quickly
  • Hostile animals attack while electrocuted
  • Spider zombies can still jump while being shocked (and mountain lions)
  • Zombie crawler shock effect displays as if walking
  • Rabbits are digging when idle
  • Wrong name for IsAnimalEntity property making AnimalCount stat always zero
  • GetMoveToLocation raycast not using origin and giving wrong height
  • PhysicsSetMaxHeight was adjusting the first animal large collider
  • Animal larger colliders would shift to wrong offset depending on facing direction
  • AI rage chance above the base damage
  • AI digging when blocked and above but only a short horizontal distance
  • AI sliding down steep slopes that player can use
  • Movement slowing when attacked was not removed with pain resistance
  • Jumping after a fall due to blocked time accumulating during fall
  • Vultures could wander instead of attacking
  • Vulture attack origin too high, gliding while attacking and excessive repositioning if blocked
  • Animal attack anims skipped when rapid attacks
  • Wandering horde zombies seen sliding and not walking on dedi and P2P
  • Zombie controller decreasing AttackAnimation, UseAnimation and SpecialAttack2 playing times when base already does

Random Gen Improvements

Random world generation has undergone a few changes to help improve generation.

  • Biome generation – We have made biomes random in placement and size to allow for less predictable layouts.
  • Trader World Placement – Trader world placement was separated from regular wilderness POI placement so it could be made more predictable.
  • Player Spawns – Initial player spawns were changed to make starting out easier for new players.
  • POI Distribution – We have improved Random Gen in to use every POI possible in the game so players will see the breadth of content like never before. Random Worlds can now have over 500 unique POIs that can spawn!
  • Pregen Maps – We re-created 3 brand new alpha 19 pregenerated maps to play

Animation Improvements

  • Added rigs and content created for support on new weapons and tools including: Impact Driver, Auto Shotgun, Desert Eagle, Sharpshooter Rifle, Double Barrel Shotgun (reworked model), Junk Drone, Junk Sledge, and Ratchet.
  • Added fall/land animations to support new fall-down system. Also added additional stumble animations when breaking through obstacles.
  • Added zombie swim animations to support new swimming system for zombies.
  • Updated 3rd person locomotion lower body update and upper-body update that supports up/down aiming and firing for new and existing melee weapons.
  • Updated various zombie characters and player arms with new models.

Dynamic Resolution

A dynamic resolution system has been added that allows the game to draw 3d graphics at a lower resolution than the main game window is running at. This can increase FPS while allowing the UI to run at full resolution.

Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings:

  • Dynamic Resolution Mode
    • Off – Disables
    • Auto – Enables it and will change resolution based on your FPS. This uses some video memory.
    • Scale – Enables it at a fixed resolution. Useful if you are trying to hit a specific FPS value like 60 and prefer a constant resolution. This uses less video memory than Auto.
  • Dynamic Resolution Min FPS – When Mode is Auto and running below this FPS value it will decrease the 3d resolution.
  • Dynamic Resolution Scale – The percentage to scale down 3d rendering when mode is Scale.

Lowering your screen resolution will only increase FPS if your video card (GPU) is the bottleneck. If your CPU is the bottleneck, a lower resolution will not increase FPS.

Vehicles

We have done a number of improvements to vehicles listed below.

Added

  • Vehicle collisions with entities uses their mass ratio and hit angle for damage, velocity reduction and ragdoll threshold/chance
  • Vehicle collisions with entities during blood moon slows vehicle and is harder to ragdoll
  • Vehicle damage by entities during blood moon slows and pushes vehicle
  • Vehicle cosmetic slot that accepts dye (this is not functional and will be used for some type of modding in the future)
  • Players exiting vehicles retain most velocity
  • Vehicles keep full velocity when driver exits and no wheel on ground
  • Vehicle driving increases food consumption

Changed

  • Increased vehicle damage from entity collisions
  • Removed vehicle parent_part from xml
  • Entities killed by vehicle hits would have little ragdoll force or play an anim and improved ragdoll hit force
  • Vehicles that are supposed to be up on blocks are in them
  • Vehicle damage amount to entities did not use actual relative motion
  • Vehicle ragdoll force on entities was inverted
  • Removing vehicle mods did not update item
  • Vehicle physics not transferred when client or server took control
  • Vehicle engine would not stop if broken
  • Controls break when hitting esc at the same time you enter a vehicle


Server administration and multiplayer

config changes, console commands, etc

  • Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”
  • Added optional “display names” to admin / ban / whitelist commands to make it easier to remember who the entries in the XML belong to
  • Added command “camera” to allow locking the camera in place or saving/loading exact camera positions, e.g. for screenshots
  • Added the ability to search for commands with “help * <searchstring>”
  • Added the command “getlogpath” to easily find location of the current log file
  • Available buff names are now listed when using the “buff”/”debuff” commands without arguments
  • Fixed the “buff” console command recognising all valid buffs
  • Changed the “debugshot” command to also save the list of currently bought perks as CSV next to the screenshot
  • Changed the “chunkreset” command to work when run by clients too
  • Changed the “chunkreset” command to take block coordinates instead of chunk coordinates
  • Fixed games hosted as “Friends only” could be joined by random people through the Steam profile page if you had not set your profile to private
  • Changed the “Terminal Window” window name to include the server name and port
  • Fixed the game logging errors when the executable was called with non-GamePref command line arguments
  • Client side cached map view no longer persist between different servers with the same world a player connects to
  • Added a note about port ranges for servers to show up on the LAN tab of the server browser to the serverconfig.xml template

In-Game Commands

  • Networkclient and networkserver console commands each with latencysim and packetlosssim commands to enable latency and packet loss simulation
  • Screenshots are saved as tga when pressing left shift + F9
  • Gfx graph #, cvar, pe and stat console commands
  • Gfx graph fps and gfx graph dr console commands (type gfx for help, example “gfx graph fps 200”) 
  • Chunkreset console command f parameter
  • Teleport to POI window, triggered by console command “tppoi”

Modding Support

  • (In game) Localization from mods now pushes to clients
  • Added: Support loading prefabs from mods
  • Added: EntityClasses can be hidden from spawn menu with the property “HideInSpawnMenu”
  • Added: Target health bar visibility can be configured from XML
  • Added: Support XUi binding of CVars with specified formatting
  • Added: XML driven on-screen icon system
  • Added: Worldglobal config file
  • Changed: World file processing is no longer based on file timestamps but rather actual content changes
  • Fixed: XPath insertAfter patches inserted elements in reverse order
  • Fixed: Multidim blocks were only interactible on one end

Level Editor Improvements

  • Added: editor only command “sleeperreset” to reset sleeper volumes for quicker testing without reloading level
  • Added: Disable biome spawns in playtest mode
  • Added: Screamers will not spawn in playtest mode
  • Changed: Light editor max range to 40 and step to .5
  • Changed: Light editor to remove tile data when saving with defaults
  • Changed: Increased light editor min/max spot angle
  • Changed: Updated default spectrums for POI editor
  • Changed: integrate standard localization handling for Light Editor properties
  • Fixed: Light editor Esc key cancelled, but left the visible changes
  • Fixed: Light editor changed tile entity color when only save should
  • Fixed: Light editor not removing all changes on cancel
  • Fixed: Reduced fog in POI editor
  • Fixed: Can not create a world using World Editor and receives an NRE
  • Fixed: DirectoryNotFoundException from Prefab Editor from non-existing maps

UI Improvements

  • Map popup for creating waypoints can now be dismissed by clicking on the map
  • Added UI scaling option
  • Added a refresh button to the server browser
  • Added support to paste “IP:port” combinations into the IP field in direct connect window and automatically extract the port to the port field
  • Added a warning on the New Game window when the selected world was created with a different major version of the game, mostly as the world’s prefab list could contain outdated entries
  • Fixed: Scoreboard admin star can no longer get covered by player names
  • Fixed: The last letter of some tooltips was below the tip box
  • Fixed: Hovering over a blank slot in a container showed item tooltips from items in another container
  • Fixed: Hovertext on lootable/harvestable items was displaying two messages
  • Fixed: XUi tool tip backgrounds ghost on main game screen
  • Fixed: Fog of war covered parts of the map were actually transparent
  • Fixed: Quite a bunch of missing localizations

Audio Improvements

  • All new weapons have supported audio
  • Lockpick sounds
  • New Trader Jen VO

Other Visual Improvements

  • Cloud moon glow and darkening at lower heights
  • Atmosphere ground plane below horizon
  • Sky color alpha scales outside ambient sky color
  • Clouds are darker at lower heights at night
  • Specific moon phases every 7 days
  • Separate moon size, color and phase when blood moon
  • Background cloud layer
  • Moon phase and color effect moon glow
  • Sun punch through of fog
  • Color spectrums blend between colors
  • Worldglobal ambient night values
  • Interior ambient light scaling
  • Antialiasing Low, High and Ultra options
  • Sun shafts on moon
  • Underwater fog 

Analytics and Telemetry

We have partnered with Super Nimbus and GameSparks to capture game analytics from Alpha 19 to Gold. We plan on capturing many things to help balance the game and improve the overall experience only generic game-play data all of which is already been covered in our EULA. For Alpha 19 we are capturing the most important data for balance and progression.

Some things we are capturing include:

  • Game simulation settings
  • How XP is earned
  • How players die
  • How players kill enemies
  • The speed of player leveling
  • Loot Progression at key points

We are not capturing and storing any personnel information from users such as

  • IP addresses
  • Names
  • Steam usernames
  • Device Names
  • Anything that can be used to identify any particular user

Alpha 19 b1-b180

Added

  • Buffs’ icons caused by an outside source, not by an item action triggered by the player, will blink for the first 3 seconds
  • Intersection block shapes
  • Added a Critical Hits journal entry
  • Block shapes that play nice with the new counter mounted sink mesh
  • Entity physics rigidbody uses the actual mass
  • Block model entity enables LOD fading
  • Trader to Trader quests at each quest tier.
  • Expand the LootQuantity passive to affect whole containers
  • Super corn can be used to craft glue
  • Current POI to player section of debug panel 
  • Biome node system
  • Trader Hugh now specializes in firearms, gun parts, and ammo
  • Trader Rekt specializes in food and seeds
  • OptionsGfxResetRevision to allow resetting on startup 
  • Hotzone settings for Nav Object Compass settings
  • Dimming of sun and moon light from high fog and moon phase
  • Worldglobal xml fogPower
  • Journal entry for stealth
  • New polished hardwood floors
  • EntityProjectile to allow syncing of spears between server and client as well as allow saving and loading of spears in chunks
  • Journal entry for the Activity Map
  • Anim controller SetFloat change threshold and idle time change threshold, but removed for zombies 
  • Stone axe hit organic sounds
  • Custom toolbox and toolchest sounds
  • Allow hay bales to scrap to plant fibers 
  • SetTransformActive updates reflection probe 
  • Console command gfx st budget 0 disables streaming and >0 enables
  • Writable Storage Box 
  • American Flag Version Flagpole 
  • Chair versions of plaid and leather sectional couches
  • Player stats UI shows values using tags if set 
  • Night is darker when the moon is not full 
  • Added POI name to dbs command screenshots 
  • Option to change size of FPS display 
  • Old Wild West Coffins 
  • Tough Guy Sunglasses that boost your fortitude. Found in loot and for sale at traders 
  • Allow XUi list ComboBoxes to be initialised with ints/floats from XML 
  • Allow enabling/disabling XUi SimpleButtons from XML/bindings 
  • Allow XUi controllers to react to binding changes at runtime 
  • Mem obj and mem objs console commands to list and shrink the object pool 
  • HD Biker Zombie  
  • Chainsaw/auger flesh impacts for melee & harvest.
  • Added hits/grazes to all 3 tiers knuckles. 
  • Visual clue for text orientation on player storage crate 
  • Radiated vulture vomit attack sfx. 
  • Gfx st discard console command
  • Setup xml, localization, and icons for Gas Pump Remake 
  • Updated localization for Wild West Coffin helper 
  • Setup xml and localization for Bleachers Set 
  • destroyed concrete material 
  • “gfx graph tex mem” and “gfx graph tex stream” console commands 
  • “gfx st reduction” console command 
  • “gfx st” b/d/f/r console command abbreviations 
  • woodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse) 
  • tppoi window can be opened from ESC menu, also autofocuses search box now 
  • HD Office Chair (no new icon yet)
  • Writable Storage Box Insecure to match textures when Writable Storage Box is downgraded
  • New gun fire effects for weapons that had been sharing with others
  • Missing tooltip for buffArmSplintedTooltip
  • Added new icons for new inventory management buttons
  • Create digging animation for crawlers
  • Rusted Metal Roof Material
  • “gfx texlimit” console command
  • Move items buttons for containers<>inventory
  • High quality water depth transparency and improved edge transparency, edge foam, waves and undulations
  • Utility_celltower_02
  • Allow the complete freezing of zombies within the game (ctrl-num* toggles)
  • Add chunk boundary markers that look like the land claim bounds box (Shift-num+ toggles)

Changed

  • Rough adjustment for loot drops. QL6 primitive items drop at GS 30. T1 start dropping at GS 12, T2 at GS 60, T3 at GS 105. You will always start seeing low qualities of a “new” tier first.
  • Auger no longer has a low priority to be for sale at traders
  • Cooking pot land mines cannot be picked up
  • Added dysentery chance when eating rotting flesh and raw meat
  • Radiator only drop radiators when harvested with a wrench
  • Reduced snow storm particle saturation and opacity
  • Hop seeds are now found in loot
  • Food poisoning is removed, but some foods can now cause dysentery. Cooked foods now buff your max stamina varying degrees based on the tier of the food, up to 40 max stamina
  • Acid barrels now have a chance to drop acid when harvested with the wasteland treasures perk 
  • Game credits are updated with new folks from the team added
  • Splints can not be used (wasted) when you don’t have a broken arm/leg. Plain bandages can not be used without bleeding. Sewing kits not without bleeding/laceration
  • Improved Light Manager light registration
  • PerkHealingFactor heals less regular health but heals critical hits up to 2x as fast
  • Put skinny eaves on Canyon Mine building
  • Replaced old flaming barrel effect
  • Replaced old charged baton effect
  • Updated bullet\metal impact effect
  • Adjusted some blood particles that were too bright
  • Replaced old first person pipe bomb fuse effect
  • Optimized Chunk OnDisplay
  • Improved lights console command
  • Improved dynamic light fading
  • Light view distance to larger of MaxDistance or 150% of range
  • Merged the rod&spring and auto trigger group mods
  • Removed old unused biomes: city wasteland, wasteland hub and city
  • Instead of starting the game with “over eaten” food/drink stats, stamina regen costs less food/water up to level 5
  • Gunpowder crafts much faster
  • Improved RandomPositionGenerator funcs to allow points in water if not found on land or are swimming
  • Healing factor now heals critical wounds 20% faster with each rank
  • Scaled existing weapon recipes to accommodate three tiers
  • Changed navezgane prefabs.xml and rwgmixer.xml to new names
  • Improved how in water, swimming and water level is updated
  • Improved water movement slowing and added slower turning
  • Burnt forest friendly animals are now identical to the pine forest
  • Burnt forest no longer spawns vultures and the burnt forest difficulty is on par with the pine forest 
  • Removed unused biome entries for legacy cities
  • Scaled chicken bigger so it’s easier to target and find
  • Optimized some chunk code
  • Improved pickup collider for dropped torches
  • Updated snow tree sizes and replaced second stage growth stage with prefab variant
  • Upgraded old plaid and leather couch models
  • Updated snow trees
  • Reduced sun saturation and intensity in snow biome spectrum
  • Buried treasure loot guarantees dukes and ammo
  • Armor items have less base durability. Armor perks increase durability more
  • 30% of the armor value of a piece of armor is generated by the quality level
  • Food/Water consumption converted to ISS v2.0. Both food and water stats increase up to 200 along with HP and stamina. There is no overeating/drinking but the first 20 points you eat above the cap will tick down more slowly
  • Backpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)
  • Books, schematics, and recipes show in Mods tab at trader
  • Added commercial sink proxies and fixed sleeper fall setups
  • Improved map rendering
  • Ammo piles, food piles and workstations to LOD fade
  • Dart trap placement orientation hard to see in dim light
  • Audio Sources for body impacts to a much smaller radius
  • Body impacts audio source to custom rolloff
  • Roll times and play probability are calculated from daily allotted
  • Snowstorm to GameParticleLit shader and increased particle transparency
  • PerkHeavyArmor moved to the strength attribute
  • Quest is now tracked before showing the toolbelt message about new quest
  • Smokestorm particle to GameParticleLit shader and improved color, emission, velocity
  • Updated Fir Large and Fir Medium with modern frond techniques
  • Lights are fully disabled when turned off
  • Updated flashlightDecor, lanternDecor and porchLight01 lights
  • Lens flares use less light intensity, dim with ranges less than 4 and disable at distance
  • Adjusted streetLamp_Classic defaults
  • Did a rough pass on Fall Behavior variables
  • Baseball bat is the T2 club, the steel club is T3
  • Increased BulbFlare size
  • Street_light01 to shadow casting point light and dimmed
  • LanternDecor to cast shadows
  • Improved GameObjectPool
  • Linear Color Space tree balance
  • Melee weapon 3rd person upperbody locomotion sets integrated
  • Linear Color Space balance
  • Turret camera view to normal color with a little static
  • Renamed water jars for consistency
  • Magnum ammo is cheaper and has increased stack size
  • .44 Magnum invoked the Rule of Cool and has increased range, damage and rate of fire
  • Graphic quality preset FOV values
  • Optimized BlockValue
  • Spears are armor piercing
  • Spears benefit from perkPenetrator
  • Increased sneak attack damage on blades and bows, lowered on sledgehammers
  • Video gamma option is now brightness
  • Improved default concrete material
  • Night clouds and fog now have a subtle blue tint
  • Moon to phong shading plus ambient lighting and supports all phases and new fog
  • Updated blood moon spectrum to correct fog density and color modifications
  • Shifted blood moon sprite color to fix the pink hue
  • Sun horizon light spreading and tinting
  • The table saw can not be crafted and is no longer needed to craft any recipes
  • Wood shape blocks like poles or stairs that were in odd places on the crafting menu are now found in the wood frame variant block
  • Biome affects player threat level
  • Modified spectrums to support new horizon fog gradient
  • Magnum model updated, points to new prefab, weapon anims, 1st person anims
  • Reduced player spawn in effect duration
  • Reduced global sky ambient saturation
  • Spawning screen effect starts brighter
  • Linear color space texture updates
  • Updated Pine, Snow, Desert, Burnt Forest, and Wasteland Spectrums
  • Improved cloud rendering
  • Linear color space texture updates
  • Material optimization and cleanup
  • Linear color space Post Processing updates
  • Cloud shader settings and source art
  • Height fog shader settings
  • World global ambient settings
  • Pine Forest spectrum updates
  • Reduced star frequency
  • Latest interior ambient balance
  • Adjusted Water Distant Surface shader to look like the near shader
  • Removed SSR due to visual artifacts
  • Ambient levels
  • Updated fog spectrums
  • Default sun saturation
  • Updated world global XML values 
  • Adjusted default interior light prefab values for linear color space 
  • Linear color space texture balance 
  • Chandelier prefab alignment to ceiling center for 2.5cm pillar compatibility
  • Yongha’s New Hunting Knife model integrated
  • Reduced ground ambient
  • Linear color space spectrum balance
  • Split destroyed concrete shape into N,S,E,W  segments for painting
  • New Stone Axe model integrated
  • Temp removal of fog to prepare for ‘s new exponential fog
  • Improved Reflection Manager fix for when probes refuse to render
  • First pass sun intensity adjustments and weather fog reduction prep for new fog
  • Updated post processing to v2
  • Lowered amounts of prepared food and drink at traders
  • Enabled linear color space
  • Disabled post processing options until we can get this swapped out with 2.0
  • Entity damage buffs store the damage remainder and use next tick
  • Optimized 15 avatar controller parameter names to use hashes
  • Optimized World GetEntity to do one dictionary lookup
  • TerrDesertGround has more hit points and clay harvest
  • Rotations are now working on doors
  • Consistent LOD distance on all player lights
  • Updating house_modern_06, small fix to sleepers in the master bathroom closet
  • PerkMasterChef, moved ingredient bonus to T4
  • Balancing and clarification on fore grip and bipod mods
  • Removed animator from steel sledgehammer and created new box collider
  • Chemistry station no longer uses wood or burning barrels in the recipe. Instead, they use forged iron, more short pipes, and 5 acid
  • Steel axe plays heavy woosh sounds
  • Moved chili dogs, beer and Yucca Smoothies to rank 3 of Master Chef
  • Removed tree seeds from seed loot and traders
  • Salvage Operations now affects ratchets and impact drivers as well as wrenches
  • Improved entity speed replication difference check
  • Ranged weapon AutoReload property to effect one shot weapon reload
  • Blunderbuss to not auto reload
  • Set hunting rifle and crossbows to not auto reload
  • Explosion resist is another random armor stat
  • No side effects on steroids/recog
  • Clothing and armor pocket mods are named differently
  • Increased base water drain. (was less than food) 
  • Fixed inconsistent rotation on metal railing
  • Updating streetLight01 mesh and textures
  • Changed army truck to mesh collider
  • Burning shaft mod adjustments, can only installed in weapons and tools with a long shaft or blade
  • Animal remains collider size increased
  • Working Stiffs crates drop a minimum of 1 tool
  • Removed harvest and craftable clutter from working stiff loot crates
  • Removed paper, polymer and junk from construction supply crates, buffed quantities of glue, duct tape and scrap iron
  • Updated beverage list in the game to include more drinks. Removed empty jars from beverage loot list
  • Chunkreset x1 z1 x2 z2 to not require last two parameters and check for huge area
  • Default daily allotted for dynamic music system
  • Removed item Sound_harvesting prop
  • Lab equipment piles drop gunpowder, not nitrate/coal
  • Bullet casings in “junk” loot drop as brass
  • Increased ammo count in loot groups, ammo piles and hero chests drop an additional, guaranteed “ammo” group
  • Cheap wooden chests or desk safes have less storage capacity, large storage boxes are tougher, gun safes have the same capacity as large boxes
  • Cube storages boxes show up in the “building” crafting tab with the other relevant crafted storage containers
  • Replaced particles on third person “on fire” effect 
  • Coal burns longer than wood
  • Added testosterone extract to cigar recipe
  • Price of paper is consistent with other ammo supply costs
  • Reduced chance for drink in refridgerators and increased chance for food. Increased quantity of eggs that spawn in fridges
  • Unlocked End reward chests in T1 and T2 POIs
  • Gamestage diminishing returns to a scale and set to .5 and difficulty bonus to a single number and set to 1.2
  • Lucky Looter adjusted to be in line with the loot quality distribution
  • Blunderbuss ammo only requires 2 gunpowder instead of 3
  • Adjusted steel hatch colliders to improve ladder climbing.
  • Reduced AI 1m jump distance 
  • Zombies have a faster/shorter jump land anim 
  • Decreased chance to find workstation schematics in destroyed workstations 
  • Reduced Blur shader samples by half 
  • Gas_station5 linear lighting and new art pass. 
  • Replaced flame effect on burning arrow & bolt 
  • Improved first person hands lighting when using burning arrows & bolts 
  • Reduced amount of painkillers in loot 
  • Quests per tier changed from 5 to 10. 
  • Removed unneeded small signs, street lights and trees from rwg poi list  
  • Linear color space balance on ammo display cases and gun racks 
  • Changed primative colliders to mesh collider on all cars 
  • Tier 1 quests no longer offer Armor, Weapons or tools as a reward 
  • Party size from 6 to 8. 
  • Store_clothing_02 new clothing wall racks.
  • Utility_celltower_01 remade
  • Replaced tree helper with dead tree & smoothed navazgane terrain
  • Sounds.xml better tactical AR fire sound playback with auto trigger mod
  • Utility_celltower_01 navazgane terrain painting  
  • Updated flame effect on first person and wall candles. 
  • Updating old barrel fire particle effect. 
  • Campfire and forge tools have a small icon to show that they belong to a workstation 
  • Barrels are containers. 
  • Removed Texture Streaming video option and made streaming always on 
  • Ammo drops are less abundant in the early game, blunderbuss ammo and iron arrows can be more common. 
  • Closet rod and clothing piles destroy on loot 
  • Neon “Open” sign emits light now 
  • Loot probability templates normalised to 1 to make them usable in more situations 
  • Demoted exception to error (no console popup) when country can not be retrieved 
  • Item Type Icon to workstation tools. 
  • Items that cure a condition show 100% instead of an unspecified amount 
  • Updating steel club icon to match mesh changes 
  • Zombie bears drop testosterone extract 
  • Yucca juice recipe no longer needs water but is boiled in a cooking pot 
  • The stamina buff from cooked food does not count down while your food bar is full. 
  • Put a small weapon bag in survivor_site_02 
  • Bullet casings now partially visible in iron sight aim for AK47
  • Reworked laser attachment effect for desert vulture 
  • Boiled water does not cause dysentery 
  • Reduced excessive food value on super corn 
  • Merged heavy/light armor, all melee weapon and all ranged weapon loot groups for better performance due to fewer probability table lookups 
  • Schematics scaled in loot. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages. 
  • Physics push to not angle down and if not on a ragdoll use x5 force 
  • Traders sell tech 3 weapons in the higher secret stash inventories
  • Robo sledge YawRange changed to 170°, making it easier to place in tight quarters. 
  • Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it. 
  • Loot abundance to effect each item in the container instead of the master count 
  • Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic. 
  • Chainsaw and auger are not unlocked by perkAdvancedEngineering 
  • Slower recovery of the dynamic crit resistance that occurs when taking multiple hits from zombies 
  • Added more friendly animals to all biomes 
  • Enemy animals can spawn during the day in forests 
  • Chickens can spawn in forests now 
  • All animals respawn much faster than before 
  • 10% less resistance against stun and bleeding 
  • Blade trap hits don’t prime the demolition zombie 
  • Food max stamina buffs will not overwrite if an existing higher value buff is above half duration. 
  • Stone block destruction doesn’t fire heat events like wood or iron blocks 
  • Auto shotgun cannot use scopes for now 
  • Improved sleeper volume noise response 
  • Boars, coyotes, dogs, mountain lions and wolves can attack while moving forward
  • Temporarily disabled reflex sight as a visible attachment on the auto shotgun
  • Increased amount of small animals spawning in the forests and decreased larger animals. 
  • All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.
  • Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night 
  • Shotgun damage and auto shotgun rate of fire reduced. 
  • Added floats so spawning of zombies and predators are less predictable. 
  • Reduced stamina cost on iron harvesting tools 
  • Bandolier mod increases reload speed by 15% 
  • Removed candy tins, hub caps and air filter items from the game. 
  • Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Hub cap mine uses a nail instead of a spring 
  • Deprecated candy tins and other redundant items 
  • Cooking pot mine is also crafted from basic resources 
  • Normal entities load their prefabs and meshes on demand instead of during world load 
  • Reduced distance to backpack after death if no respawn point is set 
  • Block entities to load on demand using the object pool 
  • The object pool large pools to active pools which will fully remove pool objects and non active prefabs over time 
  • Added various scales to zombies so they are different heights 
  • Texture streaming to only use the main camera
  • Store_autoparts_01 updated to commercial standards.
  • Updated lots of oldwest POIs with new art
  • Art and new block update for house_old_abandoned_07
  • Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day
  • Increased push up motion when player is stuck 
  • Increased chance of getting criticals on the 2nd hit 
  • Nerfed water cooler loot to drop 12 pure waters instead of 1 to 4. 
  • Player shader name to Game/UMA and removed 10 unused properties 
  • Increased chicken and rabbit run speed 
  • Command “killall alive” no longer kills turrets 
  • Biome generation now allows biomes other than pine forest to be in center 
  • Optimized Arlene texture sizes 
  • Optimized Big Momma texture sizes 
  • Optimized Biker texture sizes 
  • Renamed Arlene emissive to proper name and readded missing texture 
  • Blade trap repair cost reduced to not be more than its crafted cost 
  • Optimized Boe texture sizes 
  • Optimized Crawler texture sizes 
  • Optimized Darlene texture sizes 
  • Optimized Fat texture sizes 
  • Optimized player hand texture sizes (AO only) and fixed filtering 
  • Optimized Joe texture sizes 
  • Optimized Marlene texture sizes 
  • Optimized Mechanic texture sizes 
  • Optimized Moe texture sizes 
  • Optimized Steve texture sizes 
  • Optimized Yo texture sizes 
  • Optimized ammo piles texture sizes 
  • Optimized dropped backpack texture sizes 
  • Optimized Brute trash can texture sizes
  • Updated officeChair01 icon 
  • Optimized loot container texture sizes 
  • Optimized vehicle texture sizes 
  • Optimized non HD zombie textures 
  • Optimized animal texture sizes 
  • Optimized appliances texture sizes 
  • Optimized commercial texture sizes 
  • Optimized crafting texture sizes 
  • Optimized decor texture sizes 
  • Optimized door texture sizes 
  • Optimized electrical texture sizes 
  • Optimized furniture texture sizes 
  • Optimized gore texture sizes 
  • Optimized industrial texture sizes 
  • Optimized outdoor decor texture sizes 
  • Optimized plants texture sizes 
  • Optimized plumbing texture sizes 
  • Optimized resources texture sizes 
  • Optimized remaining entity texture sizes 
  • Optimized UMA texture sizes 
  • Updated existing weapon effects 
  • Light from gunfire now has smooth fade in\out rather than abrupt click on\off 
  • Gun fire light adjusted for the new brighter first person lighting 
  • Removed cntSuitcase from RandomLootHelpers
  • Sleepers always ragdoll on death 
  • Block ExcludeWalkType uses a name 
  • Bulk updated the POI imposters after concrete pass. 
  • Increased duration of the Charismatic Nature buff 
  • Improved sky fog sun punch through and to work with dark fog colors 
  • Console command “weather fogcolor” to use red for green and blue if those params not given 
  • “gfx st budget” to disable streaming before setting budget 
  • Separated sort button on inventory/containers from the window icon 
  • “Water Particles” video quality option to “Particles”, which now also decreases world particle count 
  • Deleted chunk water depth object creation, mat and shader 
  • Improved Low quality water transparency, waves and smoothness
  • Worlds’ splat maps support PNG again to reduce world sizes
  • Replaced collider and shadow caster on car parts ramp
  • 40 prefab materials to use the crossfade shader
  • 100+ block entities to consistent LOD culling heights
  • Top tier foods sell for more dukes, and no longer have economic bundles of 5 but 1, so single meals can be sold

Fixed

  • Backfacing issue on road signs
  • DrugVitaminsDesc needs to be updated to reflect fatigue cure
  • Replanted missing ground under Rekt’s stairs
  • Added support to the waterwork’s fence, car  removal no longer makes it collapse
  • Wood Black Overwritten with Wood Painted 3
  • OnSelfDestroyedBlock && onSelfDamagedBlock were not yet functional with block tags
  • Add storage pocket mod and cargo storage pocket mod to inventory crafting clothing tab
  • Treasure quests no longer spawn underwater
  • ToolsB linear color space balance
  • Animals are not always removed after harvest
  • White lines on edges of UI graphics. 
  • Collider hinders player movement saw horse block shape
  • Impact particles have material color overwritten when spawned
  • Handheld torch no longer burns underwater
  • Unable to harvest animals and collide with zombie corpses
  • Chemstation emission light blinks in and out while moving around it 
  • AudioManager Play using wrong origin pos for SignalAI 
  • Trader Bob profile pic missing from UI Atlas. 
  • Handheld junk turret does not get the rate of fire increase from the perk 
  • Some objects have extremely small render distance 
  • Cars pop up when you harvest them 
  • God mode speed hotkeys not working for x and z movement 
  • If you catch a vulture on fire, the fire stays in one place while it flies around.
  • Fixed  don’t allow attacking while falling or while playing a forced root motion anim(landing behaviors) 
  • Particle scale on flaming zombies. 
  • ERR RemoveChunkTransforms !zone 
  • Stained glass albedo and transparency 
  • Incorrect shadow caster scale for Fir Medium 
  • Emissive light handling of block lights 
  • LightLOD overwriting original shadow strength 
  • Electrocuted zombies still attack while being electrocuted 
  • Fire anim is not seen when setting zombies on fire 
  • Destroyed blocks during join game process cause NRE on connecting client. 
  • Slow lens flare fade 
  • Street_light01 collider blocking flare 
  • List of glass blocks that are black 
  • Two paint textures are incorrect 
  • Solid plane showing in candle prefab. 
  • Upgraded wood planks seem to be too shiny 
  • Glass Pane is way too reflective including the frame 
  • Grass and trees not spawning on many sloped areas () 
  • Players could still be immune from a previous death at next blood moon 
  • Trees have some color issues since linear lighting update 
  • Trees change colours when falling. 
  • Removed 2 incorrectly placed blocks 
  • Global UVs, face hiding\collision on destroyed concrete set. 
  • Edge alignment on destroyed concrete set. 
  • Using turret inventory changed player camera when in 3rd person view 
  • Player model jumps forward of the player camera when accessing an auto turret inventory 
  • Shocked buff not following ragdolled bones 
  • You can have a splinted and sprained leg at the same time 
  • Collider tags using the same name for upper and lower arms 
  • Treasure quests now use Nav Objects. 
  • On perks like perkGunslinger you do not gain hit counters or benefits for hitting dead enemies 
  • Removed artifacts from plaster material 
  • The Iron Gut perk increases buff duration by 100%, not 50%, and the description on food/water is too vague. 
  • Sun shafts turning off early on sun 
  • Updated JoelRagdoll prefab with the new Joel2 model 
  • Fixing shadow casting error. 
  • Moon sprite distance so same as sky for correct perspective/horizon clipping 
  • Chandelier needs a bulb material
  • Moon has wrong orientation
  • Scale up basketball hoop
  • Set roughness, metalness, and ambient occlusion textures to sRGB off for Autodesk Interactive assets 
  • Missing faces on some placements of destroyed concrete. 
  • Rockets using car explosion particle effect 
  • PerkFromTheShadows updated, stealth rules explanation improved on perkHiddenStrike. May end up doing a Journal entry on it but it’s a lot more consistent now so may be overkill. 
  • Barbed Wire block has buff issues, too large area affected 
  • Damage based camera shakes now working again 
  • Moon light intensity staying decreased from lightning 
  • Removed large scratch texture artifact 
  • Multiple Black glass materials caused by incorrect texture settings 
  • Being able to look under a water plane when above 
  • Wall light prefab set to wrong mode 
  • Green ambient values 
  • Broken leg buff resets on relog. 
  • Listed water cost on drugs fortbites and recog is incorrect 
  • Black industrial glass 
  • Clients on mp games cannot turn weather survival off 
  • God mode enabled message shows on joining game when god mode is not enabled 
  • Kicked while in camera screen spams errors and warnings in console 
  • Reduced grass saturation 
  • Dark cotton and Chrysanthemum materials in shadow 
  • Create window store set that has unbroken full panes of glass 
  • Foliage brightness fix for linear color space 
  • Tree branch brightness fix for linear color space 
  • Fixed tree trunks using incorrect internal speed tree shader to use speed tree standard shader for linear 
  • Spear stuck in ground disappears when player dies or relogs 
  • Stone arrows showing as generic bag 
  • SMG turret clips into block above it. 
  • Bike digging/destroying terrain on horizontal path and loses hp (new wheel colliders)  
  • When in god mode and continuing game you are still in god mode 
  • Rotations on some car components. 
  • Distant gun sounds not working 
  • Replaced old supply crate landing effect with new one. 
  • Electric fence wire causing PhysX errors in console 
  • Several more weapons had no sound if modified to auto fire 
  • Missing explosion on cars. 
  • Offset car explosions. 
  • Wood particles getting stuck on surfaces. 
  • Changed Item Compare to use Base Values. 
  • Show colored values for modded values in ItemInfo when not comparing. 
  • Ranged damage not updated in modify window when mod is installed. 
  • Fixed incorrect sound effect and visual in acid impact effect. 
  • Fire particles appearing in acid puke particle. 
  • Forge tool slots arranged in a logical order 
  • Fixing broken import scale on farm_plot fbx 
  • Trees grow on dedicated servers while the server is empty 
  • Illumination issue with iron and steel spears. 
  • Another Junk Turret/Mod dupe 
  • Motor tools too prevalent in their quest loot group because there is no padding 
  • M60 now has a custom collider box 
  • Wooden Bow does not require string tension 
  • Burning shaft mod isn’t toggling emissive on materials of their weapons 
  • Microsplat bleed issue on garage_5 in the wasteland
  • Player getting stuck digging 
  • Zfighting on broken tile custom shape 
  • Player fall impact triggering on speeds of 0 
  • Steel harvest exploits on safes 
  • Changing spectate mode did not send the change to other players 
  • Artifact in charred meat icon 
  • Breaching slugs destroy blocks just as fast as doors 
  • Allow POIs from towngroup to spawn in wilderness, if they have that tag 
  • Increase transparency of turret and motion sensor vision cones. 
  • Better Barter works on player vending machines. 
  • Spear vanishes on dismemberment 
  • Skill screen and quest screen now both are fully localized
  • Stun Baton charge lost on missed attack 
  • Players can use flashlights to attack again
  • Redo dead grass texture (hay bale) 
  • Brick_destroyed03 custom shape doesn’t show bottom face 
  • Filled back faces on animal remains 
  • Skill point cost tooltip does not always use localisation keys. 
  • Corpses starting with damage by attacks that do multiple hits 
  • Buried supplies quest do not fail if another player destroys the chest. 
  • Traders can be affected by knockdowns 
  • Fixed items sticking through the other side of some shelves 
  • Corner_round_plate shape makes adjacent wall faces disappear. 
  • Steel exploit with broken vending machine 
  • Wrench doesn’t have any glancing blows on power attack 
  • Linear color space balance on remaining ore models and terrain textures 
  • Iron and Coal boulders and terrain textures updated for linear color space 
  • Fixed mismatched knobs on versions of white house door  
  • Reinforced wood is not as shiny anymore
  • Mac with AMD GPU has a chaotic screen blur effect 
  • Reflections on Mac cause wild issues 
  • Loot room sleepers don’t wake up until volume is triggered 
  • Zombies left standing after death for clients
  • Open/close radial option texts for doors are now properly worded
  • Some window header backgrounds not respecting background opacity 
  • Drawbridges are no longer suffering excessive amounts of explosion damage
  • Blade and turret traps causing standing AI on owner client 
  • Paint issue in treasure room of modular_06 
  • Corner cupboard incorrectly deleting faces 
  • Several inconsistencies with visible shotgun attachments 
  • Gamepad doesn’t index trader inventory pages using right joystick 
  • Disabled K menu when not in world or POI editor 
  • White River Citizen quest shows 0m and points to 0,0,0 if trader is not found. 
  • Nailgun reload sound doesn’t play. 
  • Backpack loot bypasses the progression scaling 
  • Player’s own turrets will shoot player’s own robotic drone 
  • Junk turrets fall through stairs and any solid blocks below them when placed from a distance 
  • Business_old_08 upside down bookshelves.
  • Prevent players from loading existing RWG worlds as they will be broken for A19 due to missing traders 
  • Business_old_05 upside down bookshelves. 
  • Corner cupboard culling faces incorrectly 
  • Prevent server DDoS
  • The perk HealingFactor works while player is supposed to die from hunger or thirst 
  • The Repulsor mod is now working 
  • Steroids add 50% run speed instead of the stated 10% 
  • Missing documentation for how the “soft cap” on overeating works. 
  • Wrong oven paint in apartment_brick_6_flr 
  • Falling window pieces in modular_03 
  • Replaced faucet with showerheads in fire_station_02 
  • BuffElementCold, buffElementFreezing, drinkJarRedTea, perkSlowMetabolism have no effect on food. 
  • Put proper shelving support in vic_13 
  • Removed windowsidings from vacant_lot_05 
  • perkTreasureHunter and/or Lucky Goggles are not speeding up treasure radius reduction 
  • Armor not resisting bleed buffs 
  • Factual and grammar errors in the Dysentery and Survival journals 
  • Wrong ingredient count on ammoBundleBlunderbuss 
  • Both robotic turrets/sledges jitter while aiming at their targets 
  • Trader setups have nonfunctional item quality parameters 
  • Robo sledge displays an ammo counter 
  • Several items state wrong recipe unlocks. 
  • Molotov now applying burning when entering the flames 
  • Fast Food 2 has suitcase poke through bathroom hiding spot 
  • Added missing bock to cemetery_02’s surface building’s ceiling 
  • Pure mineral water cures dysentery? 
  • Candle light not illuminating surfaces when standing too close to them 
  • wood texture seams on frames when upgraded are not lining up properly 
  • Better Barter 5 incorrect description 
  • False Max Stamina Buff from Healing Items 
  • Underground airpocket in Ranch03 
  • Collapsing railing in fire_station_01 
  • Z fighting with trimblocks and paint issue in modern_07 
  • Applied paint to block behind comfy chair in modular_05 
  • Adjustment to zombie footstep sound playback 
  • Knuckles harvest too quickly ( use attack speed ) 
  • Breaching rounds do not work on the Shamway safe 
  • Ratchet, ImpactDriver, SteelClub must now be crafted at a workbench 
  • Steel spear shows proper unlock info 
  • Scope mods are now visible on tactical assault rifle 
  • Robosledge does not display a ammo count anymore
  • Beer sign does not have a white line on texture 
  • Chest in funeral_home_01 now has loot 
  • Create world feature is functional again
  • Can now place blocks around all lockers 
  • Identical look for XP bar and food/water bars 
  • Shovel hold animation is no longer used for all weapons and tools
  • Upside down door frame in apartment_adobe_red_5_flr 
  • Bar_sm_01 no longer has false cabinets 
  • Animals can not die from infection anymore
  • Weighted head mod is not compatible with blade mods on machete. 
  • Food does not heal after you eat broken glass. Also, please reconsider your diet. 
  • Fixed chainsaw and auger reload sound playback. 
  • Some farm plots cannot be planted due to stability 
  • Crate_storePrefab renderer was in TerrainCollision layer 
  • Gas_station5 billboard SI issue. 
  • Carlot_01 has beams that block entities 
  • Graph value updating on non repaint events 
  • First person weapon brightness values don’t match third person 
  • Player hands brightness adjustment due to auto exposure fix 
  • Back side of both flags have an alpha issue 
  • Prefab editor Ctrl modifier shortcuts overlap with other shortcuts 
  • “Path node otherHeight bad” warnings by allowing a small overlap 
  • RWG only generating 1/4 maps on dedi 
  • Tree poking through in vic_03
  • SI issue with entertainment center in house_old_ranch_01 
  • Removed the cabinet texture from the backside of the wall oven 
  • House_pyrimid_05 has si issue with loot crate in garage 
  • House_old_modular_08 has an SI issue with trim around the farm plots 
  • House_old_modular_08 kitchen cabinet helper blocks facing wrong way 
  • Chair clipping in medium junkyard 
  • House_old_victorian_03 chandelier is floating  
  • Si issue house_old_bungalow_02 attic furnace loot cover 
  • Salvage operations harvest amount does not scale as stated. (removed salvage harvest if the same resource is also on general harvest) 
  • NRE when trash and car share the same space 
  • Missing loot timer on store freezers 
  • Prefab Editor  Able to place blocks above workbench helper block 
  • Marksman and Sniper aim to idle transition fixed 
  • Spear attack updated to prevent screen artifacts
  • Timed Charge goes to unholster anim if ammo is available
  • Prefab editor update imposter function causing NRE when prefab is loaded from mods folder 
  • Crits trigger differently for clients and hosts 
  • Misspelled credit fixed
  • Change right side header text info color to white 
  • Backpack disappears again 
  • Ratchet localization says wrong scrap material given 
  • Adjusted meshes on trim01.fbx for woodHalfPlate painting issues 
  • Molotovs no longer explode when dropped. 
  • Particle System is trying to spawn on player mesh with zero surface area (player arms) 
  • The description for Lucky Looter Volume 5 is very unclear,  
  • Remove magnification wording from reflex site 
  • Localization wrong for inventory on fill (middle choice) button 
  • CntStoreShelfElectronicsDoubleBottomGoods04 is not lootable and has no hitbox (missing TBlock Tag) 
  • Building floating base on rockResource block 
  • All 3 bows polished reload anims, blend times and weapon/player is in sync. 
  • Sniper, Tactical, .44, Desert Eagle, Pistol and M60 with fixed blends from ADS to reload. 
  • Crossbows default to a “no ammo” idle after fire. 
  • Particles in snow and desert cause major FPS drops 
  • Bombshelter_01 rwgmixer.xml update 
  • It is not possible to scrap yucca drink and coffee 
  • Copy sleeper volume’ misspelled in Prefab Editor Menu
  • Low quality water was drawn too high in the world
  • BurntWoodBlock4 wad unpaintable
  • Running, reloading or changing weapons would not zoom back in while holding the aim button
  • Aiming while running would briefly try to aim
  • Missing sign backface on street barricade
  • Client view distance setting ignored for player render distance 
  • Blocks with simple rotation enabled cannot be reversed with R key 
  • Prefab editor client does not render terrain sometimes 
  • Z-fighting and missing block in modern_01 
  • Z-fighting in modular 7 
  • Clipping tree in cabin_15 
  • Z-fighting on house_burnt_02 
  • Loot containers and store shelves aim\target fighting 
  • Zombies “popup” after knockdown stun while electrified 
  • Zombie electrocution anim starting late 
  • Zombie electrocution anim playing too long 
  • UpdateNPCStatsOverTime not playing damage effects (electrocution) if total health change was positive from regen 
  • POI Diner_01 shelving collider interrupts loot container 
  • Biker cannot fit under chain link pole in utility_waterworks_01 
  • Cigar on Hotbar Adds Extra Str and Bartering 
  • Blunderbuss animates a flare from the muzzle when equipped 
  • Hands invisible when wearing Military Gloves 
  • Sticky projectiles prevent hitting blocks/zombies 
  • Perks that increase fire rate do not work until modification screen is opened and closed 
  • Steel armor parts are using same description as weapons and tool parts 
  • Journal updated for Treasure Map Journal Entry 
  • Arrows and bolts are not showing in weapons and not sticking to zombies properly 
  • Spears do not follow the entities they are stuck in 
  • 3 zombies can’t go through cabin_11’s doorway 
  • Zombies get stuck on trapSpikesNew

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