Console News 10.16.19

Many are speculating as to the future of 7 Days to Die on consoles and The Fun Pimps wanted to be as transparent as possible so here is the reality of the situation…

After a long and tedious legal process in a closed auction, The Fun Pimps have re-acquired full console publishing rights on the current and all future versions of 7 Days to Die on PS4 and the Xbox One.

We know there still is a steady and healthy 7 Days console community, as we hear from them on our social media channels all the time and the game still has nearly 10,000 concurrent users playing the game on weekends.

As far as updates, the console has not gotten a meaningful update since July of 2017, which was content and features from the Alpha 15 PC version. 

The Fun Pimps are a PC game developer and publisher…and we do not have the resources or expertise to do ports/updates to the console, so we licensed the console publishing rights to Telltale Games who hired Iron Galaxy who have done the ports with minimal TFP assistance.

We all had a great thing going…a full Alpha 16 port was in the works, that is, until Telltale’s insolvency broke the cadence of builds, hurt our sales, reputation and created this unfortunate situation. Instead of investing in a new update, TFP spent a very large sum of money regaining the rights back in an auction, in addition to ongoing legal and auditing fees…

Now that we are the console publisher, as an operational business and out of obligation to our investors and our hard working team (who need to provide for their families too) we have to evaluate the expense and risk of porting any future versions of the game to consoles relative to the income it could generate. Full console ports cost into the millions of dollars, not to mention the restrictions the platform holders have on not breaking saved games which would be inevitable given our current framework and the technical challenges associated with porting a resource intensive game like 7 Days to consoles.

With Sony and Microsoft, no matter how small, any update has to go through a rigorous testing/submission process.

As you can see, this is not an easy problem to solve. We are exploring all options that would eventually deliver a new version of 7 Days to consoles but this would likely happen after the PC version has gone gold and could end up being an entirely new product or on the next console.

Please understand: Telltale going under has put the console version of 7 Days in this situation. TFP are just trying to lookout for the future of our company and the game we care about…

The Fun Pimps will keep you updated as more information becomes available or if things change.

We thank you for all of the continued support.

A18 Streamer Weekend 10.02.19

Hey Survivors,
We are proud to announce that the ‘Alpha 18 Streamer Weekend’ is finally here. We have partnered with over 130 streamers from 27 countries.

We will be running the Streamer Weekend event from Friday, October 4th starting at 12 pm CST through Sunday, October 6th. Expect a public experimental to follow sometime Monday afternoon October 7th.

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 18 Official Release Notes

America (USA)

Anthony_B1 USA West, English
AviaryLaw USA East, English
Ayreframer USA Central, English
Bacon Creepy USA, English
Banlish USA, English
Blitzfire911 USA, English
BeardedGuysGaming USA East, English
Capp00 USA Central, English
Casketman20 USA Central, English
Cbthagreat USA East, English
Chiefy USA West, English
Cuda87 USA, English
dasMEHDI USA East, English
DeamonMachine USA, English
Descender USA, English
Dragoness_ USA Central, English
Flip_Switch_ USA West, English
Galucia081 USA, English
Game Society USA, English
Glock9 USA, English
Grand Spartan USA, English
GunninGamerz USA, English
Headwound USA West, English
iJevin USA, English
iluvatar_402 USA Central, English
JadedzUzi USA Central, 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
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
Orangesherbet USA West, English
PapaNox USA East, English
PartiallyRoyal USA, English
PokketNinja USA Central, English
ShadowFox USA, 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


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


Danu Thuata Austria, German


Lhynns Gaming Belgium, French


2HandGaming Bosnia, English


Josepher Survivor Brazil, Portuguese
O Abel Joga Brazil, Portuguese


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


J.C.’s Channel Chile, English


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


Asrac_tv Germany, German
Coyaletsplay Germany, German
DerValiser Germany, German
Edes Lets Plays Germany, German
Gerrit Germany, German
Mr Helm Germany, German
RoLaBeKa Germany, German
Strong Company Germany, German
Zombyra Germany, German


Games4kickz Ireland, English


Gameplay Channel Italy, Italian


iihito jyanai Japan, Japanese
Isoroku Japan, Japanese
Matthew Japan, Japanese
Merci Games 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


Squal Kasakhstan, Russian


Kornelius Briedis Latvia, English


Qb1Junkie Mexico, English


Shinydo Moldova, Russian

New Zealand

Vechs New Zealand, English


Lokbatch Norway, English
SparkleGG Norway, English


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


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

South Africa

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


Buck Ferndandez Spain, Spanish
Krino Games Spain, Spanish
Menos Trece Spain, Spanish
Psiko 9000 Spain, Spanish
R4pela Games Spain, Spanish


Jonah Birch Sweden, English


2G Review Thailand, Thai


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


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

A18 Official Release Notes 10.02.19

Hey Survivors,

Alpha 18 Stable b155 is finally here, and Team TFP is extremely excited for this release. It’s bigger than Alpha 17 and is packed full of new content, bug fixes, optimizations, and game balancing.

To make Alpha 18 a great build we combed through hundreds of community reviews and forum posts to compile a large list of the most common Alpha 17 feedback. You spoke, we listened, and committed a ton of effort and resources to address what the Team and Community felt needed improving.

We think folks will notice this effort and believe Alpha 18 to be by far the most impressive version of the game to date. And if you haven’t played it for a while we suspect you’ll come back.

Official A18 Bug Reporting Forum Thread

Official A18 Balance Feedback Forum Thread

Alpha 18 Official Release Notes

XP Earning & Balance

We had a lot of feedback from Alpha 17 on how XP was was mostly earned by Zombie Kills, making play styles other than ‘Killers’ invalid as you could only level up by killing zombies. In Alpha 18 we streamlined and balanced the ways players earn XP to support multiple play styles and supporting rolls. These include XP for Killing Zombies, Completing Quests, Harvesting Resources, Mining, Upgrading Blocks, and more.

There are many ways to play the game, but we believe players primarily play as one or more play-style archetypes that we have identified as The Killer/Looter, The Quest/Builder, The Builder/Gatherer, and/or The Miner.

The testing team painstakingly played build after build purposely playing as these archetypes and collecting XP earning data, recording and analyzing the results, and working with the game designers to re-balance. We believe the game now supports all the current play-styles. We plan to collect telemetry data in the future to help us further improve this aspect of the game.

Stamina Balance

TFP also heard a lot of A17 feedback about how starting player stamina was too low, and player stamina drain made actions like harvesting, mining, and running a grind and a chore.

We’ve reduced stone axe stamina costs, so a new player can get started harvesting resources and not be interrupted with low stamina alerts. Many other primary attack stamina costs have been reduced. Power attacks still have a hefty cost, but also a reward. Armor perks and mods now reduce stamina and movement penalties as well. There are perk books in loot that reward stamina for kills.

We changed encumbrance so players start with a larger backpack in new games so the penalty is less when your inventory fills up. We also added deep pocket mods to allow you to carry more without being encumbered, which doesn’t require you to perk into pack mule.


We had a lot of feedback from Alpha 17 on how performance was lower than Alpha 16. We have made many changes to improve performance including:

  • Occlusion System – We engineered a proprietary new occlusion system that stops the rendering of chunks, block entities or trees that are onscreen, but not visible to the player. This will often greatly increase your FPS, especially in indoor areas. The new system does add some minor popping artifacts, where occluded objects may take a moment to appear. Occlusion can be disabled in the video options if desired.
  • Incremental Garbage Collection – We updated to Unity 2019.1, taking advantage of their new incremental garbage collection mode, which means the old hitching we all noticed has been greatly if not fully reduced for most users.
  • Collision Mesh Optimizations – We went through a lot of the models that had complex collision meshes and simplified them which reduces physics calculations and improves performance.
  • POI detail reduction – We engineered a proprietary tool in the level editor that shows vertices and triangle counts. With this we we’re able to optimize POIs in the game reducing unneeded and sometimes abusive details by as much as 40% in some locations.
  • Entity Ticking – Players, animals and zombies now update over multiple frames, which reduces the CPU load during any single frame, which reduces frame rate spikes.
  • AI – Has a new character controller that uses a bit less CPU.

With our changes the game runs a lot better for most users. However we do recommend learning how to use the game’s video options to lower detail, resolution, reflections and other options to get the best performance for your hardware. Keep in mind 7 Days is a fully dynamic game where you can add to, change or destroy everything in a huge open world, so it cannot be compared to games using smaller static level worlds with pre-baked lighting and visibility. This means that just because your hardware can run the latest Call of Duty at 4k, doesn’t mean you can run 7 Days at 4k with the same hardware.

Zombie Balance

We heard many comments about zombie amounts in POIs and biomes in Alpha 17, and we also heard about the lack of smaller POIs that were simple to explore with few or no zombies.

To resolve this we grouped POIs into questing Tiers and set their spawns to reasonable max counts/numbers for those Tiers and balanced enemy counts in every POI quest-able or not.

We also lowered biome spawning some so players could have a little more breathing room when just exploring the world.

On top of this, we created nearly 30 new, smaller POIs we call remnants much like the abandoned house in a variety of themes. These remnants are smaller, less populated and have a chance for 0-2 zombies giving players many less threatening explore-able spaces especially when they are starting a new game or when limited on how much daylight is left.

In future builds we plan to add more of these for every zone type.

Attribute Balance

We heard many comments in A17 about how we forced players to choose Strength and Intellect attributes as they had many must have perks under them. Making the playing of different player skill builds nearly impossible. To resolve this we made a number of changes.

First and foremost each attribute has been balanced and given melee and ranged weapons they govern so every build has a new unique feeling to it with specialized weapons they use. Secondly we removed level requirements , so a player can specialize very early game now and unlock any perk in the game once they meet the attribute requirements.

We have slowed leveling because a level 40 character is now very powerful if you specialize mostly under one attribute. This doesn’t mean you can’t grab a few perks from every attribute and we encourage people to experiment and make the right build that matches their play style and is the most fun. We have also lowered a lot of requirements for some perks, so you can get three ranks of quite a few perks with a fairly low attribute, making players adequate at say mining with just three ranks. The top rank attributes cost less, too, meaning less points needed to reach rank 10. We’ve also added schematics that unlock nearly every craftable item in the game, so players no longer need intellect to craft most items.

You gain 1 HP/Stamina per player level instead of increasing this value with attributes.

Gameplay Changes

  • Item changes – All item crafting is now governed by the perk tree its affected by. So rather than intellect controlling the quality of a shotgun you crafted, its governed by the Boomstick perk. Players can craft up to blue quality. Faulty and poor quality items have one mod slot, fair and good quality items have two mod slots, great quality items have three mod slots, and fine quality items have four mod slots. Items scrap to parts like shotgun parts, light armor parts, etc and are crafted from them. Higher quality items require more parts and materials to craft. For example a crude shotgun only requires 3 shotgun parts but a great shotgun requires 15 parts. Primitive items like stone and wood items do not require special parts and are crafted from common ingredients. Items’ quality now influences damage and armor ratings. All weapons and armor have random stats and a brown club can be better than an orange club, so check the stats. Mods still increase damage when installed but not as much since item quality influences damage.
  • Schematics – We’ve added classic item schematics back to the game that permanently teach the player how to craft specific items and sometimes an entire group of items. There are hundreds of schematics to find so if you don’t want to spend perks on intellect you can find schematics to unlock nearly everything in the game. There are even recipe cards for nearly every food item in the game as well. We have removed the perk books and ingredient based schematics from the game.
  • Armor Changes – Armor rating does not change based on perks. Armors offer great protection early game, even cloth and scrap armor is worth using. Cloth armor does not slow the player or cost any stamina to wear. Armor significantly reduces chance for bleeding and stun. Heavy armor is the best but has the heaviest penalties. Perks and mods can remove nearly all penalties from light armor and most from heavy armor.
  • Encumbrance – We’ve removed a whole row of encumbrance so early game is more forgiving. There are also pocket mods you craft for clothing to reduce encumbrance very early game. It is possible to have zero encumbrance with no pack mule perks now, you just have to get the right gear.

Death Loop Improvements

Many players complained about getting into death loops or cheap deaths in the game at times when they were not taking risks. Here are some of the things we have done to improve this.

  • The death debuff has been changed from lowering attributes health and stamina to losing XP resulting in less cheap back to back deaths.
  • After a player dies during a blood moon, zombies will no longer know where you are and normal stealth rules apply. If you re-engage an enemy, blood moon behaviors recommence.
  • We lowered the default difficulty from Nomad to Adventurer since A18 is a little harder with the new zombie rage speed boosting behavior.
  • We changed AI noise detection to play sense sounds and lowered hostile animals’ noise and sight detection ranges. Some animals now have a chance to flee when damaged in combat.
  • Bleeding does less damage per second and armor reduces the chance to bleed dramatically.

Melee hit Detection and Glancing Blows

Some folks gave us feedback about how you would swing and miss zombies too often. Melee was too binary, hit or miss. To remedy this, as well as make melee feel more impactful, we added a swing arc to detect hits along the path of the weapon. If you miss with the crosshairs, you will still hit enemies along the arc of the weapon swing, just for less damage. This allows melee users to do splash damage to crowds while primarily attacking one target. We will be improving on this new system as time goes on.

Melee Impact Audio Polish

To improve upon the existing melee sounds, we have gone through our melee weapons and added new crunchier impacts. We also added sounds for glancing blows and player power attacks sounds which makes melee feel much more immersive.

Animation Polish

We expanded our animation team and they have been kick-ass on polishing and making all first person animations more fluid, snappy and satisfying.

With this also came new item hide/show code which allows thrown or placed items to be hidden and shown on the right frames to make things like grenades, c4 and rocks look great.

Dynamic Music System

TFP has teamed up with Native Darkness Productions to bring a fully dynamic music system to Alpha 18. The system procedurally generates a complete musical arrangement from a set of interchangeable loops. As of now there, are over 750 unique combinations.

Our hope is that this feature will make Alpha 18 that much more immersive. We have set a default cap on the music, which will allow it to play for 30% of a given day, but you are in control of how much music you can hear through the ‘Daily Time Allotted’ property in the audio options menu. (Note that setting this property to 100% will not give you constant music, as that percentage is a daily cap and not a guarantee.)

At the moment, our system is designed to provide music while the player is exploring the world. We do however intend to broaden the system in the next Alpha with not only more content but to include suspense, combat, and trader music. That being said, for the time being, we hope you enjoy this new addition to the 7 Days soundscape.

New Infection, Dysentery, and Stun Changes

New infection system – Infection is easier to contract when you have low health than high health. 1% is barely infected, at 100% infection you die. Stage 1 lasts one (real time) hour and up to 14% and has no side effects. Stage 2 lasts 3 hours (up to 57%) and has -25% stamina recovery. Stage 3 lasts 3 hours and is -35% stamina recovery and -1 to all attributes. Getting hit by zombies can increase infection level. Take antibiotics to slowly cure infection, such as honey, herbal antibiotics or pharmacy grade antibiotics. Antibiotics lessen stamina recovery penalty by half while curing. Make sure to have a larger cure amount than your infection amount or you will get sick again when the cure buff runs out.

Dysentery and food poisoning – Dysentery and food poisoning are non-lethal but easier to contract. All foods except canned now have a chance to contract food poisoning. Food poisoning causes you to throw up and you lose most of the food you have consumed. Recover by eating. Dysentery causes diarrhea which will drain your water causing dehydration. Drink goldenrod tea to recover faster from dysentery. Boiled water still has a chance to contract dysentery so drink teas, coffee or the new mineral water to be exempt from dysentery. The perk slow metabolism has been renamed to Iron Gut which reduces chance for dysentery and food poisoning with each rank.

Stun System – Armor greatly reduces chances for being stunned.

HD Icons

We overhauled the icon Atlas to support power of 2 images and created new HD icons for all blocks and items. They are now much sharper and higher resolution.

New Books and Schematics

We have added 16 book sets to the game the game with 112 total unique books. Reading these books unlocks unique perks and skills and completing a set unlocks a book series perk. Book sets are:

  • The Fireman’s Almanac – gain perks based around fire fighting, heat resistance, harvest more coal from burnt embers and more.
  • The Great Heist – Gain perks that help you become a master thief. Gain new stealth abilities, craft timed charges to open safes quickly and more, damage land claimed areas 20% faster and more.
  • Lucky Looter – Each volume helps you find more specific items in loot.
  • Needle & Thread – Become a tailor and learn to craft clothing, coats, hats and even pocket mods for your clothing to reduce encumbrance without strength perks.
  • The Night Stalker – Become the ultimate assassin and gain stealth and combat bonuses at night.
  • Magnum Enforcer – Maximize the capabilities of the .44 Magnum.
  • Batter Up! – Learn to craft baseball bats and hit zombie heads out of the park!
  • Wasteland Treasures – Learn to to harvest new materials from various objects to become the ultimate junk collector of the apocalypse.
  • The Hunters Journal – Do more damage against different types of animals with each volume.
  • The Art of Mining – Enhance your life as a miner with new craftable equipment and mining tricks to one-shot ore!
  • Rangers Guide to Archery – Become the ultimate archer with this set of books. You can even craft exploding arrows.
  • Pistol Pete – Master the use of 9mm weapons with this set of books.
  • Shotgun Messiah – Become the action hero you always dreamed of with this complimentary set of books
  • Sniper – If exploding heads is your thing, look no further. Craft special ammunition, ghillie suits and more!
  • The automatic weapons handbook – Learn every trick in the book about machine guns.
  • Urban Combat – Become the ultimate commando with Urban combat and look like a sexual tyrannosaurus.

New Weapons

This is by far the biggest weapon update we’re ever had which includes 20 new weapons to play with.

  • Spears – Spears have great range and can be thrown. From stone, iron and steel, there is a spear for you. Steel spears are loot or schematic craft only. They can be modified and are governed by the new perception perk “Javelin Master”. Primary attack jabs and secondary attack performs a power attack that charges up the spear and releasing throws it. Press E to reclaim your spear.
  • Junk Turret – Junk turrets are governed by the new intellect perk “Turrets Syndrome”. They are a hand held weapon that is fired with primary attack and reloaded like a normal weapon. Secondary attack deploys it in the world and it will target zombies and animals as long as the player is close enough to it. Turrets deactivate when the player is too far away and will stop making noise and the barrel will aim at the floor when they run out of ammo or are out of range.
  • Stun Baton – A new melee weapon governed by the new intellect perk “The Electrocutioner” gives intellect players a shock baton that charges with each attack. Each rank of Electrocutioner reduces the number of swings needed to achieve a charge.
  • Baseball Bat – The baseball bat is a top tier club that is loot or schematic craft only. Clubs and bats are governed by Pummel Pete under Strength.
  • New Sledgehammers – Want to be a sledgehammer guy early game? Craft a stone sledgehammer right away from basic ingredients like stone, wood and plant fibers. Later game you can find steel sledgehammers or craft them with a schematic. Sledgehammers are governed by Skull Crusher under Strength.
  • M60 – The M60 is a top tier machine gun class weapon that is loot or schematic craft only. It is governed by the Machine Gunner perk under Fortitude as well as the Ak47.
  • Knuckle Wraps, Brass Knuckles, Spiked Knuckles – Ever wanted to just punch a zombies head off but the old vanilla fists were just too weak? Well now you can perk into “The Brawler” under Fortitude and use leather knuckle wraps, Brass Knuckles and Spiked knuckles to punch their face into a pulp. “But won’t I get infected being so close to zombies?” you might ask? Fear not because they come with a special built in perk that removes a zombies ability to infect you by punching out their teeth (punch to head instantly neutralizes zombies infection ability).
  • Double Barrel Shotgun – Fires two shots, but you can double tap and basically shoot both at once. Shotguns are governed by the perk Boomstick which is under Strength.
  • New Explosives- Grenades and timed charges have been introduced to alpha 18. There are normal grenades that bounce and contact grenades which explode on contact. Timed Charges deal massive damage to safes and doors and are great for raids. They are governed by Demolitions expert under Perception.
  • New bows – The normal bow people are used to has been turned into a primitive bow so it will probably feel worse to experienced players. We’ve added a new wooden bow which behaves similar to the old bow, and the compound bow is still the top tier bow. We’ve added a new compound crossbow which is a top tier crossbow that is loot or schematic craft only. Both bows and crossbows alike, can use flaming and exploding ammunition. Bows are governed by Agility now.
  • New ammunition – All firearms can use regular ammo, HP ammo which does more damage, and AP ammo which pierces through enemies and low hit point structures like wood and glass. Shotguns have breaching ammo for wrecking safes and doors, bows have exploding arrows. Advanced ammunition requires a schematic to craft. Steel ammunition has been removed from the game, but there are many new ways to acquire brass including smelting dukes.

Thrown Items

In multiplayer games, thrown items were moved by the server, which means if your computer was not the server you would see a delay when you threw an item and see lag in its position updates and collisions with the world. In A18 we added a Physics Master system that lets the player’s computer that threw the item spawn and run the item’s physics, so you get the same lag free throwing as a single player game and they will accurately hit other players.

Many thrown items have been resized and had their colliders adjusted, so they are easier to use. Molotovs have a smaller radius and a more forgiving distance check to players, so it is harder to set yourself on fire.
Rocks and snowballs can be thrown much further now which is useful to lure zombies away from your backpack or a POI you want to sneak into.

New Terrain Blending, New Unity Distant Terrain & PBR Terrain Textures

We have integrated a new terrain shader that blends the terrain textures in a much more natural way. With it we can do interesting things like base the texture weight on slope angles (e.g. grass grows on relatively flat terrain only and steeper surfaces have eroded stone etc).

Along with this we have converted our old distant terrain to use Unity’s distant terrain giving us much more fidelity in the distance as you can now see details like erosion and higher resolution mountains and plateaus.

If that wasn’t enough we have overhauled all the terrain textures not only in a higher resolution but also to support the new PBR art pipeline.

New Random World Gen

Random World Generation has been overhauled to use a new custom in-house solution. This new system uses a combination of artist driven graph networks, and improved programmatic algorithms to distribute custom artist created height map stamps for the terrain geometry and unique biomes, along with smart systems that control placement of roads, bridges, towns, and designer built POIs. With each new seed generation, a new and exciting world is created for the player to explore.

The game now includes 3 8k generated worlds.

POI Locations

We’ve re-imagined dozens of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences. We optimized and re balanced all existing quest-able locations and re-balanced all locations in the game.

We have also created many brand-new locations. These locations are all setup to support a variety of quests of 5 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 101 new locations and counting. Some of the new or re-imagined locations include:

  • Modern houses
  • Burnt businesses
  • Burnt houses
  • Burnt remnant/abandoned
  • Old west businesses and business strips
  • Old west remnants/abandoned
  • More house remnants/abandoned
  • New lodge
  • Updated auto parts store
  • Trailer park
  • Trailers
  • Army camps
  • Army barracks
  • Fire Station
  • Funeral home
  • Diners
  • Fast food
  • Garages
  • Water towers


Reflections are shown using reflection probes. We added a new reflection manager that tracks multiple probes and blends between them to reduce hard transitions. Probes now update based on player movement or changes to the world, instead of all the time, which can give an increase in FPS.

AI, Animals and Zombies

We have made a variety of improvements to the game’s AI including:

  • A coyote and mountain lion were added. The mountain lion uses the new animal leap ability.
  • The demolition zombie was added. Beware his explosive charge!
  • Zombies have a new rage mode. There is a chance when damaging zombies, based on the game difficulty, that they will move faster for a short amount of time. This add more variety to combat.
  • Sense sounds have returned to the game. They are played when hostile AI investigates a noise.
  • Hostile AI no longer investigates player noise at the exact position of the player, but rather picks a spot somewhere on the player’s breadcrumb trail based on how well the AI can hear.
  • Some types of hostile animals may flee when injured.
  • Zombies will now fight bears or wolves that attack them.
  • Zombies can ragdoll when they fall.
  • Sleeper volume triggering was improved.


Vehicles have had several improvements done to them:

  • Steering, tire rotation, bicycle pedaling and the gyro rotor can now been seen moving when looking at other player’s vehicles.
  • Vehicles fall more accurately and riders can take falling damage.
  • Damage when colliding with the world is more accurately calculated and less land claim damage is done.
  • Using the hop action on two wheeled vehicles lifts the front tire more, so it is easier to drive over obstacles.
  • Vehicle UI, locking and passcode interaction was improved.

Mining Overhaul

Mining has been overhauled and made much easier to find the ore you need. Now there are brand new 3d surface boulders of each ore type identifying where matching ore can be found below. What you see is what you get. See Lead, mine it and below the boulder will be a new lead textured underground ore that matches the surface boulder. Each boulder has a unique look so they are easy to identify at a distance what type of ore it is. These boulders are uncommon so there are still many deposits close to the surface that can only be found by digging.

Server administration (config changes, console commands, etc)

  • Due to a change in Unity the -logfile argument now seems to require an absolute path passed in, otherwise no log is generated at all
  • Added serverconfig option “ServerMaxAllowedViewDistance”, allowing to limit the view distance clients can use to save memory and performance.
  • Added serverconfig option “ServerMaxWorldTransferSpeedKiBs”, allowing to override the data rate limit which is applied while transferring the world files to new clients.
  • Changed serverconfig option “DropOnDeath” values to now match the “DropOnQuit” values, thus also now allowing “nothing” as a valid setting and shifting all previous values by 1
  • Added serverconfig option “BedrollExpiryTime”, allowing to specify after how many days of owner inactivity a bedroll will no longer prevent zombie spawns / quest respawns
  • Added console command “gfx dt 0/1” to toggle the distant terrain rendering
  • Added console command “gfx pp ssrdist/ssrit/ssrq”
  • Added console commands to “mem” to control garbage collector (type “help mem” for info)
  • Updated console command “killall” ‘alive’ and ‘all’ parameters to work correctly and updated help
  • Added console command “spawnentityat” takes stepXYZ parameters
  • Updated console command “getoptions” now also allows filtering by substring
  • Updated console command “exportcurrentconfigs” now also exports rwgmixer when run from main menu

Modding Support

  • Support for localization from mods – not pushed from servers yet
  • Custom journal entries can be added
  • XUi: Reworked adding/overriding UI sprites. ItemIcons now go to “<mod>/UIAtlases/ItemIconAtlas”. The new system can also be used for the regular UIAtlas that is used with generic XUi sprites (“<mod>/UIAtlases/UIAtlas”) or completely new custom sprite atlases (any other folder name in UIAtlases). Added sprites can be any size (a sensible limit would be 1024×1024 though) and aspect ratio. Created atlases are dumped to disk for inspection when the game is ran with the argument “-exportcustomatlases”
  • Asset bundles from mods are now loaded on game startup instead of when contents of them are first used (e.g. due to spawning an enemy the first time)
  • Allow blocks to have particle effects from custom bundles
  • Mod XML method “removeattribute”
  • Fixed an interaction issue with custom multiblocks
  • XUi: Added support for stash-buttons to “windowBackpack”. Example usage is commented out within that window’s vanilla XML
  • XUi: Allow MaxSpawnedZombies/Animals to be added to the XUi XML for the new/continue game window
  • XUi: Applying a “style” attribute when using a control is now supported
  • XUi: Fixed texture file references not working on macOS


  • New reset_books parameter for ResetProgression action
  • Pathing will cross 1m ladder gaps
  • Log when the Origin changes
  • Player vomit sounds
  • VehicleManager signature error message, load message and counts to save message
  • Mark server admins (permission level 0) in player list
  • TGALoader grayscale image support
  • Advanced Engineering reduces material cost of forge recipes up to 20%
  • AudioSource for Alerts, senses, giveups
  • AI SetNearestEntityAsTarget max hear distance parameter and set on animals to be about 5m farther than max see distance
  • AI SetNearestEntityAsTarget plays sense sound when investigating noise
  • Wandering hordes are disabled in playtest mode
  • 4 second delay after world gen to ensure cleanup is done
  • Vehicle steering and tires sent to remotes and FixedUpdateMotors is run
  • Flag players that died during blood moon as invalid GPS
  • AI Director blood moon 1.5 sec update delay for targeting
  • Entity Physics Master system so clients can run physics
  • Occlusion video option
  • Bandages, First aid bandages, first aid kits and splints now give XP
  • Physician perk now gains 20% more xp per rank for using medical items
  • Gas can schematic recipe to loot and traders
  • Encumbrance journal entry after you get the buff for the first time
  • Grenade sound effects & explosions
  • Machete sounds with custom impact overrides.
  • Vultures will get battle fatigue and stop attacking for a while
  • Battle fatigued vultures will not circle toward far players
  • Air conditioners and new car radiators models drop radiators when destroyed.
  • Powered vault door & vault hatch
  • 3 new craftable player lights. Unlock via schematic or electrician perk
  • Electrical schematics to loot and traders
  • Craftable power doors and bridges. Unlocked via schematic or tier 4 of Advanced Engineering
  • 4 new modular pc models Modular Desktop PC
  • Basketball Hoop
  • Yeah Science offers a 20% crafting speed boost to all items crafted at chemistry stations
  • Advanced Engineering offers a 20% crafting speed boost to all items crafted at table saws
  • Empty cans can be forged
  • New icons for dyes that match the new colors
  • Garment Bag & Modular Closet Rods
  • Advanced engineering ranks 3 through 5 give you 20, 35 and 50% XP for kills electric based turrets make
  • Blacksmith and Tinkerer perks now give you faster crafting time on anvils and workbenches.
  • Master Chef now lets you cook 10% faster per rank
  • #HeldItemRoot for AddPart to be able to attach parts to held items
  • Advanced engineering grants a 20% crafting speed bonus to items crafted at workbenches, table saws and cement mixers
  • HitSound and GrazeSound overrides for melee weapons. Stone sledge as example
  • TrapIncomingDamage passive effect
  • CVars can now be displayed on buff popout and in buff list. See cold/hot temp buffs
  • Coal ore model
  • New 3d lead ore model to surface to easily spot lead ore mines
  • Iron ore surface boulders to distinguish iron ore mines
  • Zombies set short controller and physics heights when start as or turned into crawlers
  • Reflection Manager
  • ModMeleeClubMetalChain with 10% knockdown chance
  • MeleeKnucklesLeather as a T1 brawling weapon
  • Buried Supplies Tier 2 quest
  • Cargo storage pocket mods for clothing that reduce encumbrance by 2 that are unlocked with needle and thread book
  • Animal leap ability
  • Changing the held item during weapon reload cancels reload
  • Syncing of junk turret targets over the network
  • Entity ownership list
  • Demolition zombie
  • Sleeper volume trigger modes (Active, Passive, Attack)
  • Player breadcrumb system
  • AI SetNearestEntityAsTarget investigates player noise using random distance breadcrumb
  • Sleepers go active from moderate noise at .9m outside the volume
  • GenerationInfo.txt for host side only, contains various generation info and original seed
  • World Size ruleset switching
  • 4k biome and terrain to rwgmixer.xml
  • Urban combat book allows crafting of cigars
  • Forge schematic
  • Military stealth boots which have no stamina penalty and muffle movement sounds
  • Item random spin when thrown
  • Cosmetic dye slot to assemble window
  • Mountain lions spawn in the snow biome
  • Military fiber schematic and added to loot and traders
  • Coyote to desert spawns
  • AI RunawayWhenHurt param1 is chance to flee when hurt and a minimum health needed to trigger
  • Wolf type AI will RunawayWhenHurt 40% of time when below 10%40% health
  • New firearms plus ammo to loot groups
  • Occlusion whole chunk culling
  • Properties to control grazing hits
  • EntityPenetrationCount passive effect and hooked up to perk
  • Ability for ranged weapons to penetrate multiple targets
  • Logic to cause blocks to take away 1 penetration point for every 100 max block hp
  • Soft particles are enabled when water particle limiter is above .5
  • Traders now have vehicle parts for sale, and complete vehicles
  • Clean Densities button to level tools 2, setting all densities to default value, either within the current selection or if no selection in the whole prefab
  • Held items spawn with random stats. Crafted items are not random.
  • Clothing spawns with random stats. Crafted items are not random.
  • Duct tape and leather to most tool recipes to keep them from being mass produced for big profits at traders
  • Vehicle parts schematic items and added them to loot
  • Fireman’s almanac modification. Unlocks an axe mod that does 25% more block damage but 25% less entity damage
  • Pure mineral water, unlocked by Wasteland Treasures
  • Double barrel shotgun to loot and traders
  • AI attack motion estimation uses a random range
  • Zombies when damaged have a chance based on difficulty to get a move speed boost for 410 seconds
  • Zombies can ragdoll when falling more than 2m (spiders immune, ferals cap at 70%)
  • New block concretePlateCorner
  • Dismember chance is scaled by damage / max health
  • ConcretePlateBroke04
  • Added breaching slugs
  • Army Truck
  • Craftable storage pocket mods to modify clothing and decrease encumbrance, unlocked with needle and thread book.
  • Sewing kits, loot only, needed to craft non primitive clothing, armor and their mods
  • Blackstrap coffee, a super strong long lasting coffee unlocked by one of The Art of Mining books
  • Diamond blade tip modification that doubles tool durability that can be crafted when reading one of the
  • Lockpicks to loot and traders
  • Schematics for table saw, work bench, chemistry station, and cement mixer
  • Coyote prefab and adjusted xml
  • Mountain Lion
  • Art of Mining Bundles (allows players to craft bundles of ore to save inventory space)
  • Roughed in spear damage and power attack damage
  • Cardboard pallet prefab
  • Gun parts to shotgun messiah boxes
  • Dynamic recipe costs for all firearms and power tools
  • New materials for all new weapon and tool parts
  • All firearms can be scrapped into specific gun parts such as ak47 Parts, pistol parts, etc.
  • Fuel tank mods for motor tools
  • Craftable Ghille suit gated by the sniper book series.
  • Path start position motion estimation
  • AI slows down near end of path and won’t turn when close
  • New note to players inventory from the Duke of Navezgane when they start a new game
  • Block VehicleHitScale for vehicle collisions, removed heavy hit based on mesh tag and setup blocks (road debris and small cactus x999, signs x8, shopping cart x4)
  • Vehicle hopForce forward offset, so front tire lifts more on 2 wheelers and motorcycle does wheeliesPrefab instance name and volume count to sleeper console command
  • Modular Firewood Stacks
  • Janitor Cart
  • Cow Skull
  • Claw Foot Tub
  • Modular Rope & Noose
  • Sleeper Volume Grouping (added volume group ID and save/load, properties UI, selection box orange color, ] key to group with previous, shift ] key clears group id)
  • Toaster
  • Firefighter’s Helmet
  • Ice machine prefab
  • Modular Hoist Set
  • Wood Burning Stove
  • Entity minimum step/height (rabbits and chickens can step .5m)
  • Lockpicking for Locked containers
  • Explosions do crits if >10% of max health
  • Kneel stuns do ragdoll 25% of time and 100% on a crit
  • Left and right floating railings
  • Block IsCheckCollideWithEntity which CheckCollisionWithBlocks uses to only do bounds checks on blocks needing it (x2 performance)
  • Beer crafting to tier 4 of master chef
  • Add a way for buffs to play gender neutral sounds
  • Tier 1 questable oldwest_business_10
  • Optimization: Entity Ticking
  • Oldwest_strip_01 Tier 2 clear/fetch/cache ready for playtesting
  • Logging of time scale when changing with //enter keys
  • Household Coffee Maker
  • Chandelier
  • Commercial Coffee Maker
  • Soda Fountain
  • Spawn menu will spawn along a left to right line, 1m apart, when alt key down
  • Candelabra
  • Washing Machine Model
  • Domed Trash Can
  • Brute style trash can
  • Pool Table
  • Large Pet Cage
  • Hand Truck
  • Reptile Terrarium
  • Minimum zombie dismemberment chance on death of 50% (heads 30%) if killing damage is strong enough
  • New food piles
  • Utility Carts
  • Tilt Truck
  • Classic Dog House
  • Orange sunrise in the pine forest
  • 10% chance to harvest military fiber from barracks chairs
  • Ower attack vocalizations.
  • Sound effect for swarm of flies.
  • Custom recipe read sounds
  • Add xml setting onslopes=”true” to prefabs in biomes.xml
  • Dry fire sound
  • New town site selection function. Still needs some work but is functional asis
  • Trap block material creak warning.
  • Item Break sound
  • Vehicle turbo button toggles it when using a controller
  • 3 new pre-generated 8k random gen maps for those who don’t want to wait generating new custom maps PREGEN01, PREGEN02 and PREGEN03.
  • Remnant_house_10 to the project and rwgmixer
  • 3 new loading screen textures replacing the old ones
  • 13 missing POIS to the rwgmixer.xml file
  • Gfx tex command calls UnloadUnusedAssets
  • Gfx st budget/forceload console commands
  • Gfx tex console command to show texture usage info
  • Gfx dt console command help
  • Anisotropic filtering is disabled if 3 GB or less of VRAM
  • Biome feral night born zombies will be old and die at dawn
  • Zombie super rage
  • Streaming texture budget is set based on VRAM size
  • Gfx af console command
  • Pumpkin seeds that can be planted and grown into pumpkins to enjoy the fall build. Craft pumpkin bread, pumpkin pie and pumpkin cheesecake to feast on. Craft Jack O’ Lanterns to add a spooky night light and celebrate Halloween!


  • 8k maps can have up to 10 total traders
  • Player activity drains less food/water. Added a base drain.
  • Broken item sounds now play when pressing the button instead of waiting for tooltip
  • All biomes have night time zombie spawns
  • How some items are shifted to check if there is a difference on AMD
  • Decouple bedrolls decaying from landclaim settings
  • Fire_station_01 refactored, tier two 15 guys
  • 4×4 has much larger inventory
  • Glass jars, drinks, windows, etc. scrap to broken glass. Sand or terrain blocks do not scrap but can be smelted in a forge
  • Thinned out harvestable crops in field prefabs
  • Reduced radius of car explosions to 3.5m
  • Vehicle reset does not center steering
  • Odd/even check back to bit check instead of mod
  • Audio lowest and highest pitch default to 1
  • Removed audio pitch down on entities that were not a local player
  • Added pitch tags to the appropriate sound nodes in sounds.xml
  • Updated shaders for Vulkan and removed DX9 support
  • Improved duration display on items that provide buffs
  • Optimized Vector2i by changing x and y to fields
  • Drowning displays the time left in seconds
  • Removed black dusters from the game since you can dye them black now
  • Duke’s Casino Token can be scrapped for brass
  • Reduced gas craft component time since gas is more granular now
  • VoxelMesh MeshCollider cooking options to none for less CPU use
  • Even Odd calculation to use modulus instead of bitshift
  • Thinned biome spawning of zombies in all biomes & increased zombies at night in the wasteland
  • Wolves have a higher chance to flee in combat
  • UI World Generation now clears data BEFORE starting to load game
  • Brand new infection system. Infection is easier to contract when you have low health than high health. 1% is barely infected, at 100% infection you die. Stage 1 lasts one (real time) hour and up to 14% and has no side effects. Stage 2 lasts 3 hours (up to 57%) and is25% stamina recovery. Stage 3 lasts 3 hours and is 35% stamina recovery and 1 to all attributes. You die if it reaches 100%. Getting may hit increases infection. Take antibiotics to cure infection, such as honey, herbal antibiotics or pharmacy grade antibiotics. Antibiotics lessen stamina recovery penalty by half while curing.
  • Crafting drinkJarBoiledWater does not require a cooking pot but is very slow without one
  • Empty cans are not used for drinking or boiling water
  • More mods work on more weapons
  • Have bedroll show its covering area just like the land claim when placing it down
  • College jackets boost run speed by 10%. Arms/letter stay white, the body part accepts dyes
  • Bedrock texture now appears the same as stone
  • Repair and harvest of blade traps is simplified
  • Attributes cost less at higher tiers now
  • Nerfed gas crafting again. Now you get 10k gas for 1k shale.
  • Burning shaft mod doesn’t use a torch in the recipe but oil and gas instead
  • Rebar frames require 20 concrete to be upgrades to reinforced concrete
  • Crucible costs much more and isn’t sellable to the trader
  • Crucible is now under rare tools group and secret stash
  • Buffed feral/radiated zombie block damage by 50%, except for cops
  • Burnt cripple zombies now do full damage
  • Moved physician perk from craftsmanship perks to influence perks since it no longer unlocks any crafting items
  • Iron reinforced club model no longer changes its icon when barbed or spiked mod is installed
  • Construct concrete bags now drop cement instead of concrete mix
  • Slow metabolism only reduces hunger 5 to 25% instead of 10 to 50%.
  • Slow metabolism Perk to Iron Gut perk. Iron gut reduces chance to get food poisoning and does the things slow metabolism. Iron Gut also increases consumable buff duration 10 to 50%.
  • Clamped player ragdoll time to .5 secs
  • All helmets allow eyewear. Some show visuals of eyewear but full faced ones do not.
  • Now using Autodesk Interactive shader also on transparent meshes (f.e. glass)
  • Vitamins do not heal but grant disease immunity
  • Zombie cop vomit does less damage to wood/iron bars
  • Removed perk charging bull Remove charging bull from perk list
  • Traps require oil instead of duct tape in their recipe
  • Gas costs more shale to produce.
  • Air drops have = chance for any loot group to spawn
  • Replaced dead shrub with dead branch texture to save draw calls
  • Removed hoes from the game. They might return in a future alpha as a landscaping tool. Farming no longer requires them, simply place a farm plot and plant a seed.
  • Command getoptions now also allows filtering by substring
  • Working stiffs crates and destroyed forges have a chance to drop bellows and crucibles
  • The encumbrance buff on the HUD shows how many slots you are overweight
  • Vehicles have a terminal Y velocity instead of clamping with max velocity
  • Increased vehicle xz drag when no driver
  • It now costs 1 paint per face to paint instead of two.
  • Grandpa’s learn’n Elixer is cheaper to craft
  • Renamed Brass car radiator to brass radiator since they are dropped by generic sources now
  • Traders have more forged steel
  • Optimized Progression calculated levels (localPlayer tick is 4.5 times faster)
  • Steel AP crossbow bolts are unlocked by Rangers guide to archery
  • Vault doors and hatches require mechanical parts to craft
  • Console command exportcurrentconfigs now also exports rwgmixer when run from main menu
  • Increased AI per ally block damage boost to 20%
  • Starting to sprint while zooming will unzoom and start sprinting
  • A zombie hit can increase the degree (counter) of an existing infection if the attack procs that and the proc makes it past the player’s infection buff resistance. Try a hazmat zombie.
  • Improved shadow transitions
  • Day time fog look, and darkened night time fog
  • Increased all gas harvest and crafting x10, increased fuel usage x10 so that chainsaws and augers were not gas hogs
  • Gyrocopter is faster and gets better mileage.
  • Limited the hit indicator sound to ONLY ranged
  • Reduced resource rocks they are not needed in abundance with new mining
  • Workstation prices have been increased and are all for sale at traders
  • Nerfed gas harvest from vehicles
  • Set all hand items and weapons to not be read/write enabled to save memory
  • Desaturated cowboy boots and icon so dyes show better. (note icon will appear updated after the next atlas bake)
  • Adjusted black dyes to appear more uniform
  • Sleeper volumes to not trigger from players standing on top of them
  • Updated abandoned_house_02 to use skinny eeeves
  • Turned off sound on p_electric_shock_small particle effect for now
  • Reduced thrown item drag and velocity
  • Deleted OnDisableLight and removed from prefabs
  • Small clean up and put skinny eaves on abandoned houses 38
  • Improved LightLOD init
  • Blue and green dyes to be less saturated and cartoony
  • Craftable gas barrel cannot be sold to traders
  • Networking handled in background threads
  • Shopping baskets are now plastic
  • Cigars scrap to plant fibers, mining hats and football helmets scrap to polymers
  • Removed storage crate recipe since its in the wooden furniture helper menu now
  • Removed legacy asset wood_painte2.
  • Lowered number of concurrent GPU threads to possibly help with device lost
  • Improved AI RunawayFromEntity
  • Timid animals run from hostile animals
  • Split logic up into server side and client side
  • All weapon and armor mods have the word mod at the end of the name and their schematics so it is clear it is a mod.
  • Improved boss Grace (AI aggressive to players, destroy area, territorial. Slightly smaller. Moves slower. Longer range and more damage)
  • Decreased wolf attack delay, range and damage, Increased for dire wolf
  • Decreased bear attack range/sphere values
  • Reduced bear, boar, canine and vulture hit check delays
  • Scrapped over 250 block recipes which will reduce lag in the crafting menus
  • All tier 2 and above weapon and tool recipes require parts and scale ingredient costs based on quality level
  • Lucky Looter to match new less granular loot table
  • Goggles that boost looting to match less granular loot table
  • Helmet light mods and gun light mods now use flashlights instead of headlights
  • Improved sleeper volume dialog
  • Lowered price of mining helmet
  • Loot lists overhauled to match the A18 setup of tiered item types. All T2 weapons and T2 armor and all Basic ammo types can be found in loot.
  • Shotguns one shot wood blocks
  • AI SetNearestEntityAsTarget investigate time to 3060 second range
  • Sleepers go active when player .3m inside the volume
  • Reduced number of spawned arrays for GPU driven stamp caching
  • Nests were too low in the snow biome
  • Adjusted thrown explosive colliders
  • Cloth is now made from one cotton istead of two (I thought it was klunky having one left over cotton taking up space in inventory and too grindy making bandages early game)
  • Armor does not come with random dyes
  • Vultures no longer spawn in the snow biome, slighty increased odds for bears and dire wolves to spawn in the snow
  • Install a bellows into a forge to smelt faster. Install an anvil into a forge to craft faster.
  • Unified all t1,t2 and t3 weapon prices.
  • Increased sell back price from 15% to 20% of value.
  • All armor recipes scale in ingredient costs, so it takes more mats to craft higher quality armor.
  • Recipe amounts for armor and some armor values
  • Military Fiber recipe creates 10 fibers since acid is so rare
  • Military clothing uses less military fiber to craft
  • Flagstone blocks craft faster
  • Iron Fireaxe and Claw hammer require leather and duct tape to craft
  • Unified common ammo supply counts at traders
  • Workbenches cost 2k at traders
  • Cement mixer costs 3k, chemistry stations cost 5k.
  • Removed one row of encumbrance by default. Changed pack mule perks to unlock 3,3,4,4 and 4 encumbrance slots.
  • Cleaned up default item mod spawning to use list of item names or tags
  • Mods no longer have a rarity, there is now cosmetic_mod_chance for things like dye
  • Creative window can now add dyes to clothing
  • Order of mod checking so that one can re dye a found dyed clothing/armor item
  • Buffed wolf and boar damage
  • Buffed boar hit points
  • Shotgun slug recipe was too expensive
  • Repair kits are now made with forged iron and duct tape
  • All food and drink stack sizes are now 10. Food resources (uncooked foods) are 125. Medicated bandages are 10 med kits 5. Pills are 20.
  • There are only 2 types of armor increasing mods and they can be installed in both light and heavy armor
  • Reinforced wood and metal reinforced wood blocks upgrade to cobblestone.
  • Block replace tool keeps density of replaced block if either replaced and replacement are both terrain or both nonterrain
  • Held items rebalanced on entity and block damage. Melee got about a 20% boost, arrows and firearms basically unchanged. Low end tools tend to have more block damage.
  • All weapons and armor now use repair kits to repair
  • Iron clubs now use iron, leather, duct tape and wood to craft
  • Stack limit on parts to 50
  • Furniture drops less leather when harvested
  • Ore piles are often found where ore veins exist close to the surface.
  • Improved zombie jump accuracy and added distance variation
  • Player gains stamina back 20% faster. This should result in not getting exhausted doing basic activities like mining. Power attacks and sprinting still drain stamina quickly
  • The stone axe upgrades blocks faster
  • Mining hat is now a tier 1 heavy armor.
  • Removed feathers from junk loot, and reduced feathers in nests
  • Mining helmets do not have an innate light feature but spawn with a helmet light mod preinstalled
  • Increased quality of player UI 3d model
  • SS Reflection video option to Off, Low, Medium, High and used for the 4 graphics quality presets
  • Sand that is smelted into forges will display as sand in the forge. Recipes will also list sand instead of glass.
  • Nerfed gas found in loot
  • Improved farming by changing tilled dirt terrain to a planter like block that is much easier to plant seeds in.
  • You gain 1 HP/Stamina per player level instead of increasing this value with attributes.
  • Boss grace to have 0% head dismember
  • Increase the default settings for claim duration
  • UseTimes is now a float to allow for more range in degradation
  • Optimized Light LOD code
  • All armor and most armor mod recipes require sewing kits
  • Plant fibers can be crafted into grass seeds for decoration purposes.
  • Recipes that you have not unlocked will default to telling you how to unlock them.
  • Improved player placed light shadow modes vs distance
  • Lights to decrease range instead of intensity with distance
  • Items have up to 4 mod slots. An installed mod increases weapon damage by 10%.
  • Weapon damage is increased by 10% per item quality tier.
  • Canned food has no chance of food poisoning
  • Farming rebalanced. Allows increased harvest of wild plants. Schematics allow crafting of seeds without a perk.
  • Reduced birds nests 50%
  • Tallow is no longer used in the game.
  • The wrench no longer repairs. It only harvests and has a power attack. It gains no benefit from Miner69er.
  • Thrown dynamite does more damage and costs more to craft.
  • The nailgun has no quality or mod slots
  • The anvil and tool&die set forge tools are not gating any recipes
  • Grease monkey requirements are now INT 2,4,6,8,10
  • Scrapped the T3 armor mods, increased base armor values.
  • Reading books/recipes does not have an eating animation and does not cause weapon switching.
  • Item mod schematics do not require perkYeahScience to craft.
  • Removed hammer and forge perk tree.
  • Added forge crafting to Advanced engineering and reordered each perk and its requirements
  • The quality that an item is crafted at is unlocked by the governing perk such as Shotgun Messiah.
  • Bullet tips, casings, gunpowder, and the 4 basic ammo type recipes are not gated by any perk.
  • Forges do not require an anvil or crucible to be installed.
  • Removed steel bullet casings and bullets. Added AP and JHP ammo types.
  • Many vehicle interactions to be server controlled and server owns that data
  • Vehicle Service and Storage access is allowed for non owners if unlocked or passcode entered and also when it has a driver
  • Vehicle Service and Storage UIs to not close if driven, but if vehicle moves away
  • Vehicles can’t be locked if being driven
  • Vehicle passcode button is hidden if not locked
  • Vehicle damage to update the Service UI instead of closing it
  • Nerfed bandages to only heal 5 health. Nerfed medicated bandages to heal 20, and large health kits heal 40
  • Pipe bombs, dynamite and molotovs have more velocity when thrown and reduced time to charge max
  • velocity
  • Decreased molotov radius damage
  • Increased HE rocket block damage
  • Deleted Ninja Movement perk and merged with from the shadows
  • Local player check if entities are render visible to use distance to camera not player
  • Removed player camera blend to 3rd person, since it would extend your hit range
  • Xml event triggers can no longer use name=eventType, only trigger=eventType
  • Cleaned up zooming to reduce camera clipping with sights
  • Reverb mix values for exploration
  • Moved Gunslinger to Agility.
  • Stay Down! is now called Pummel Pete
  • Heavy Metal is now called Skullcrusher. Removed old Skullcrusher perk tree and head shot damage is
  • now tied to each attribute
  • Master Chef Rank 3 perks are merged to rank 4 and rank 3 is now army cook which lets you bulk craft stews and certain foods
  • Moved Automatic Weapons to fortitude and renamed it Machine Gunner
  • Adjusted animal move/panic/turn speeds
  • Increased timid animal vision angle
  • Increased path point reached distance when sidestepping
  • Improved AI blocked distance, sidestepping and direct movement
  • AI returning home to use aggro speed (at 80%)
  • Deleted self medicated perk from Fortitude
  • Optimized EntityAlive updateCurrentBlockPosAndValue
  • Adjusted starter quest note from Noah about the Duke
  • Moved master chef perk to strength
  • Crossbows and Compound bows crafting is governed by archery
  • Optimized HUD target/crosshair update and reduced garbage gen
  • Dropped zombie loot bags stay in the game 1200 seconds instead of 300, or around 7.5 hours instead of under 2 with default game time.
  • Adjusted mass of 2 wheeled vehicles
  • Increased vehicle self damage
  • DropOnDeath options now match the DropOnQuit options
  • Shift left clicking item in modify window to make error sound if item can’t be installed instead of moving to toolbar or for vehicles it always moved to storage
  • Alt key in prefab editor to show all sleeper volumes in see through mode
  • Vehicles do not have quality tiers
  • Optimized entity events/effects
  • Writing decorations now only every minute (if changed)
  • Fixed problem that decoration save game file grew over time too much
  • Physics Auto Sync Transforms to off, which is faster
  • Kneel stun test (strength) to be x2 on crits
  • ApplyExplosionForce to be a single burst on rigid bodies, use a max BlastPower of 100, have much higher
  • force and use RadiusEntities
  • Ranged weapons other than crossbows do not fire underwater
  • Entity to not push if has root motion (AI, expensive) and not to push other if it can’t be pushedNPCs to can’t push
  • Triggering of player in water sounds and have a volume based on movement
  • Streamlined tutorial. Now you only have to craft plant fiber shirt and plants, 1 arrow instead of two, and only 1 frame instead of 3. Recipes for campire were changed from 8 stones to 5. Plant fiber pants and shirt now only need 5 fibers instead of 10. Bedrolls only need 10 fibers instead of 20. Wooden Clubs need 5 wood instead of 6. Stone axe needs two stones instead of 4.
  • Bones stack higher and are more granular so that harvesting perks scale better
  • It is possible to harvest bones from small animals
  • Set default on fluorescent light from 5 to 2.5
  • Spawn menu to spawn entities slightly closer and only .5m above look position
  • Removed old “free camera move” mode (alt key)
  • Stability calculations: pretty big performance optimization
  • Imposters: less white lines between triangles
  • Vending machines no longer have prepared food or raw ingredients, only canned food and drink
  • Optimized bookcase_full and concrete destroyed 05, pole.0125, pole.025, rebar, security gate centered, table, stairs_railing, stairs_railing_metal, table_pole.025, trap barbed fence, trussing, deco pole round quarter center, railing, trussing bent, trussing centered, window boarded, wood_debris03, wooden_rail
  • Duck Music when musical stingers play
  • Pack mule strength requirements are lower.
  • Removed legacy modern houses from the project added new modern house to random gen
  • Spikes no longer snap to terrain but flatten it out instead, like a wood frame
  • Pass n gas sealed crates now only drop good and relevant loot
  • Better Barter selling rates are nerfed to 5,10,15,20,30% discount.
  • Zombies respawn faster in the wild, aggressive animals respawn much slower, and prey respawns the slowest
  • Smelting stone and crafting cement were too slow
  • Increased rock/snowball throw distance
  • Allow Block Destroy properties to be scaled with the existing HarvestCount passive
  • Change harvesting payout structure
  • Removed 32 bit Windows support
  • Removed: Perk magazines that temporarily increased an attribute and a perk.
  • Removed: Placeable TNT block.
  • Change: QoL, Spear can now be thrown through broken windows and iron bars via bullet HM
  • Change: QoL, Spear can now melee attack through iron bars via bullet HM
  • Expose block repair xp to be modifiable
  • Nerd glasses no longer improve crafting quality. They increase XP by 10% and increase intellect by 1.
  • Traders do not sell QL6 weapons
  • Improved XP and cash reward on T5 quests
  • Increased backpack retries when falling out of world
  • Dye will scrap to paint
  • Reduced file size of the 3 loading screen images by 75% saving a couple of Meg of memory without compromising the quality
  • Give trader inventory a full reset.
  • Updated many POI xml tags with better zoning, and allowed townships
  • Added Name(s) to entity death logs


  • RWG maps are not guaranteed to have traders
  • business_old_04 (cabinet shop) has roof si issue
  • Crafting workbench uses modded tools from your inventory in the recipe
  • GPU stamp caching wasn’t using the correct value for outputMultiplier
  • Client’s don’t benefit from perkLuckyLooterDukes
  • Zombies won’t attack hatches nor climb ladders if covered with a hatch
  • Typos in the rwgmixer.xml
  • Docks collapses when you pick up the barrel.
  • Minibike has a dead spot where player can’t interact
  • Sawed off double barrel reload animation not scaling with reload speed
  • Vehicle placement is getting difficult again (improved placement)
  • Improved UVs on iron bars to work with wood grains
  • Falling bridges in b122 After 4 years of fighting bridge bugs we finally got them fixed. Please test all Navezgane bridges again and remember these words of caution “You breakamybridge and I breakayourface!”
  • Quest reset randomizer code rerolls the same
  • Motorcycle interact dead spot around handlebars
  • All bridge railings so they are not turned around inside out
  • TGALoader not using 255 alpha for 24 bit images
  • Mining hat shading artifacts
  • Still proximity issue with dropped molotov (reduced sized)
  • Navezgane Bomb Shelter Missing faucet in kitchen
  • Player “damage taken sound” doesn’t play anymore
  • God Mode desync after teleporting
  • Broken harvesting
  • Molotov and flaming arrow ignore game difficulty damage rules
  • Crawler zombies can give you a sprained leg debuff when hitting your chest or head.
  • AI SetNearestEntityAsTarget calling SeekNoise twice
  • Bears and wolves attack zombies but zombies wont fight back
  • Zombie bears would target zombies and move to them
  • Quest Rewards would display invalid negative bonus.
  • Some textures are blurry when starting a new RWG game
  • Towns very often have duplicated poi’s
  • When another player is riding the bicycle the players legs do not move
  • Stunned zombies still connect hits
  • Newly created character joins during Blood Moon Event has no safety
  • Graze center entity check could sometimes hit self
  • Army trucks do not place flat
  • Green trees in Nav snow biome at gas_station4
  • Explosions can cause void holes in the terrain
  • AddPart action holding on to old references causing bat flames to show on other items
  • Player planting tree seed as soon as tree falls will lose the sapling when tree dissolves
  • Clients throwing items is buggy
  • Hand thrown items go straight through other players
  • College jacket shirt is red, but should be white
  • WoodDestroyed06 block placed side by side will render one side transparent
  • Hatches have “butterfly” physics enabled when they fall
  • Switching to melee while reloading a ranged when zoomed would cause an FOV of 0
  • Fixed empty food can rotation.
  • Buggy shadow casters on luggage
  • Scrap helmet doesn’t allow eyewear but other full head helmets do
  • Int glasses effect can be used twice via active toolbelt slot
  • Mod texture references in XUi not working on macOS
  • Hatch can be used to push your way through walls
  • Player can be catapulted/glitched thru CLOSED hatch doors like an elevator
  • Using poles to fool zombies
  • Batteries cannot be charged with repair kits
  • When planting corn, you can see the alpha? Texture
  • Dogs can still remain standing when killed
  • Landclaim block preview doesn’t represent the actual block placement
  • Custom journal entries cause errors
  • Blocks can not have particles from bundles
  • Make UIAtlas overridable with new multi atlas system
  • FoV setting can be set outside of valid range
  • Player does not take fall damage while mounted to a vehicle
  • TreeDistance exploit
  • Ragdoll NRE for client
  • XUi controls do not apply styles
  • Some files from mod bundles were only loaded on first access, causing long delays during gameplay
  • Trader lights are blown out
  • Seeded containers dont reset with quests
  • Bridges break when driving over them and are now smooth with a gradual ramp.
  • Pigs attack when you damage them unless you’re on/in a vehicle
  • ArrowHelper block left inside funeral_home_01 and updated its imposter
  • Search in journal now does a full title and description test
  • When loading alternate ammo on bows proper ammo type doesn’t show
  • Hitmask overrides were not working on melee weapons
  • Bow zoom does not remain after shot with rmb held down
  • Weapon zoom prevents basic game control
  • Sun and moon light shadow crawl
  • Female characters left buttock looks distorted
  • Female character has boob issues
  • Male and female UMA characters have chicken legs
  • Reloading when zoomed in doesn’t zoom out
  • Eating animation, activated from backpack, shows in hand item twice
  • Player feedback impact sound playing on non ranged weapons
  • Players having two UpdateLightOnPlayers and always force updating
  • Exploit: Open character menu while using a consumable
  • Burning shaft mod gfx is cancelled by wearing or changing clothing/armor
  • Campfire ui open and running will cause extreme lag and fps drop
  • Command smoothworldall not working with worlds outside of the game’s Worlds folder
  • Cabinet broken door had broken uvs causing a black spot
  • Area around paths was being flattened to far out via socket height
  • LightLOD global scale could scale itself when light reused
  • Held torch light clipping through world
  • Player and weapon controllers each calling reload events
  • Buried Supplies treasure radius reduced.
  • Buried Supplies distance reduced.
  • Zombie AI pathing issue when breaking blocks to get to the player
  • Sleeper volumes could spawn additional sleepers at respawn positions
  • Sleepers could be awakened at range but won’t attack
  • Explosions using wrong sound name to notify AI of noise
  • Heatmap activity from noise not reduced by stealth
  • Hunter mod is missing description part that tells you which weapon it is for
  • Explosions doing no block damage on radius 1 (radius and damage are now decimals. radius is fully used. explosion damage starts from actual position with falloff starting at .5m. optimized)
  • Favorited recipes shall ignore the categories when favorites are toggled.
  • Quest items should be anchored to the top of each crafting tab.
  • Pocket mod showing up in clothing
  • Player can walk over tree stump as if there was a ramp on it
  • AI entities can’t be hit by Items when they spawn until they move or attack
  • Throw action not throwing when looking down
  • Player’s wall torch leaking light and not using game’s shadow quality setting
  • Wall torch fire being misaligned
  • Most zeds spawn as Twins
  • Player can heal themselves when landing from small or bigger heights
  • AI high blocked range being too short, so trying to jump over
  • Long and compound bows, charge function is not working
  • NRE in SetVisible when deleting a sleeper volume and saving
  • Burnt zombies didn’t do as much block damage as other zombies
  • Feral cop puke did not do massive block damage like they are supposed to (1 damage instead of 240)
  • Jumping with JumpStrength of 0 would leave entity in a jump
  • UI scaling option not applied
  • Mem command errors if world is not loaded
  • Sawed off shotgun sound was not playing when using sawed off shotgun sound
  • Player placed lights not updating or disabling with distance from camera and added 60% distance increase
  • Zombies don’t remain in destruction mode long enough, prefer futile paths to player
  • Debug HUD “Spawning” not showing the last one (just 3)
  • Time stingers are controlled by music volume control
  • When wearing a mining helmet on a bicycle you cannot turn it off
  • Smelting times reset when chunk is reloaded
  • XP pop out value is not updated on second block when upgrading blocks.
  • EntityItems waiting 5 ticks to appear (visible check now uses camera distance, so sooner)
  • Removed unneeded import material from pipe bomb collider
  • Charismatic nature perk doesn’t buff other players as described
  • Buff stacking for buffs procced by other players was not working over network
  • Crafting timer doesn’t advance properly when the chunk is unloaded
  • Double swing with melee weapons
  • Weapon hold and camera breaks when switched when zoomed in
  • Crafting items finish nearly instantly after the first slot is cancelled
  • Matts in crafting queue are lost on relog
  • Holding shift key does opposite speed affect on a couple circumstances
  • Smelt in system of forge carries over time to dragged over items
  • Clients see bow hold animation of other clients holding a club
  • Hunting rifle reload animation
  • Smelt in system of forge carries over time to dragged over items.
  • XP gained shown when level up is reached is limited to amount required to level up.
  • Entity RotateToGround jittering on flat terrain, rewrote math and added springiness
  • UI ItemStack dirty flags (always updating) and optimized UI array access
  • Fleeing animals will get stuck in corners or run into walls (Bigger random angle. Shorter paths. A large
  • AIPathCostScale now makes paths that don’t go through blocks. Run away short paths switch to random escape direction)
  • CalcPositionInDirection not height testing correct position
  • Missing ambient stingers
  • Jacket (white one) when worn will render upper torso transparent
  • Smoking minibike when placed/spawned
  • Mushrooms can be damaged when run over by minibike
  • Wandering horde has too many duplicates side by side (Spawners, except biome, try 3 times for a different id)
  • Vehicles are a base wrecking machine (vehicles do half damage to land claimed blocks and make the
  • sound, use driver’s block damage scale)
  • Request for having bikes (2 wheelers) not do damage to blocks when they fall over after dismounting (increased minimum velocity required to damage and reduced damage amount)
  • Vehicle doing more damage on collision separation, block check could fail and block hits tended to undo the motion and repeat the damage
  • Restored sleepers roll on animal/zombie spots
  • 4×4 defies physics when parked on a drawbridge (added doors wake nearby vehicles when opened/closed)
  • NRE when server is shutdown via terminal window
  • Zombie crippling (Percent of health that a hit does is now the chance to cripple scaled by LegCrippleScale)
  • NRE when setting a door passcode in prefab editor (ignore if null)
  • Death anim is not playing for various deaths
  • ObjectiveZombieKill and ObjectiveAnimalKill now allow comma delimited target lists.
  • ObjectiveTime would never trigger complete.
  • Exception when using “Show Facing” before a prefab was loaded
  • Entity collision Rigidbody reducing fast movement of character controller (fixes )
  • Torches burn and warm you when underwater
  • Stepping off the top of a ladder or stepping down a 1m block does not generate a heavy fall/impact sound
  • Teleport using the map was moving you to the spawn position while editing or playtesting a prefab
  • Vending Machine auto buy time being 50% longer than a day and incorrectly scaling by DayNightLength
  • AI Manager errors on clients
  • AI SetAsTargetIfHurt ignore percent was too low
  • Deco pole round quarter was missing a polygon
  • Wood crown moulding now uses local uvs
  • Entity animateYaw applying time scale to delta time
  • Fix misalignment issue with TrackSet reader
  • Some bridge imposters not unloading as fast as other blocks on the bridge_wood1
  • Fix truncating issue with reader sample data
  • Optimized forge texture ram, deleted old spec and unneeded metallic texture
  • Hatches don’t always open on the first try
  • Allocations in AstarPath.Update (added a large LevelGridNode pool)
  • Trees relocate to surfacelevel for clients when grown in inactive chunk
  • Animal death anims not ragdolling when over
  • Deer not using death anim
  • Animal dismemberment (was never called, fixed finding bones, added bone alignment and scaling, made lower limbs remove upper too, fixed black streaks from scale of 0)
  • Upper leg gore prefab not having any mesh objects
  • Dismemberment was not allowed on dead entity legs
  • ERR Unknown particle effect: impact_bullet_on_resourceWood when shooting air supply crate
  • Lowered stamina cost for jumping is not mentioned in parkour description
  • Billboard shape preview rotation does not match placed block rotation
  • Spawn probability of radiated zombies is not scaling
  • Dynamite will not explode in player’s hand
  • Placeable blocks can disappear when placed where there is no preview
  • AI nightmare speed was barely faster than sprinting
  • Burning Barrel sound persists in pause menu
  • Ranged attacks defaulting to bashing damage, which caused huge ragdolls
  • Profiles.sdf player height exploit
  • Laser sight does not work until weapon is reactivated on toolbelt slot
  • Some outdoor decor model textures didn’t stream
  • NRE spam when radiated vulture lost its leg and survived

Known Issues

  • Terrain may appear grey. Changing any video option setting will correct this.
  • RWG has some road issues
  • RWG may cause blurry textures right after it is generated. Restarting the game will fix this.
  • Large FPS drops may occur if texture streaming is “OFF”
  • Repairing item results in using hands and item
  • Buried Supplies Quest may fail when arriving at location
  • Taking aim with night vision goggles show like you don’t have them turned on
  • Dropped time charges and molotovs are ARMED
  • Stealth goes to 100% when an ally/party member cuts down a tree
  • Game doesn’t shut down properly on PC and Linux after long play session
  • Trader Jen has a male voice
  • Backpacks may vanish if death is on a steep slope
  • Killing with auger & chainsaw does not reward any XP
  • No sound effect when refueling auger and chainsaw
  • Placing solid blocks under burnt wood 4 makes it go invisible
  • Rapid fire with the bow can break its animation
  • Hunting rifle reload can go out of sync
  • Bike continues sprint speed without stamina
  • Zombies can push the player into the void if they fall on top of the player while in a 1 wide hole
  • Zombies can still dig while doing their pain animation
  • Missing water in POI’s
  • Boats collapse at docks_03 Haulwell Freight Co.
  • Arrows/bolts appear to stick in air short of touching body (they still cause damage)
  • Anemia may not disappear on death
  • AMD 5k and 6k cards may have flashing triangles on the ground
  • Low VRAM GPUs may experience low frame-rates
  • Mac reflections may cause color issues in general or brightness issues on movement
  • Mac: Stun/Bleed may cause overly strong screen effects, please lower intensity of stun/bleed/knockdown in buffs.xml until we can fix it
  • Linux machines with 8 GB RAM may crash on generating RWG worlds or loading into RWG games
  • Linux machines using dynamic music may have an exception and crash

Alpha 17.4 Stable is out! 05.30.19

For A17.4 we have potential performance improvements for you all.

Several video options were fixed or added to allow players to e.g. disable SSR. A memory leak was identified and taken care of!

The GFX command is no longer locked behind admin power and can now be used by any client.

We fixed a problem that caused traders to be opened at night or closed during the day.

If you find issues, please report them here on our official 17.4 Bug reporting thread.

17.4 Bug Reporting Thread


  • Bloom and SS Reflections graphics options and reordered
  • Medium shadow distance option (closer than the old low) and reduced low to faster values
  • Ultra graphics preset (similar to old High) and reduced Medium and High settings a little
  • Automove console command


  • Gfx command default permission, so all clients can use


  • Explosion kills don’t yield experience
  • Molotov burning kills only giving xp for first enemy
  • Trader has problems with opening times
  • Launcher not supporting macOS < 10.14
  • SSAO graphics option, so not always on
  • Zombies don’t damage clients after they change their appearance on P2P games
  • It is very difficult to harvest pigs
  • Memory leak causing client game crashes

Known Issues

  • Tool damage localization is different than actual value
  • Trader Jen has a deep voice
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Client molotovs thrown down from an edge not working as good as Host
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • Some Linux users experience problems
  • Showbounds for landclaims shows a box instead of it actual infinite size for y
  • When kicked while in vehicle interaction window, vehicle may become unresponsive
  • If you are suffering from low FPS,please type “gfx pp enable 0” in console, to get a possible performance gain
  • Memory may not clear properly after leaving the server, please restart the game, if you run into this issue
  • cabin_11 not showing up in RWG
  • Weapons require unzooming before switching slots

Alpha 17.3 is out! 05.14.19

We’ve just released Alpha 17.3 B18 Stable

For A17.3 we have set focus on bug fixes and RWG.

We have fixed the issue which caused chunks to be reset to their original state, often affecting players’ bases.

To report bugs please go here: Alpha 17.3 B18 Bug Reporting Thread


  • For RWG we worked over to remove the POI replication spawns (radio tower cities), reworked the roads so be more vehicle-friendly, overworked the world layout and adjusted the placement of POIs and cities.
  • This framework we are backporting to 17.3 is part of a larger Alpha 18 plan to make it awesome.


  • gfx console command (key changes shader keywords, pp changes postprocessing, type gfx for help).
  • God casting to debug mode (shift+Q key moves you to where you are looking or 100m if nothing hit)
  • Giveselfxp should not be modified by XP multiplier (added help command)
  • Explosions wake sleepers even if no damage


  • Quests now will try to find closer POIs.
  • One repair kit will be sufficient to fully repair one item. Stack size reduced to 25.
  • Sun and moon to rise in east and set in west (sun has southerly track, moon northerly)
  • Stars to track east to west and is slower
  • Zombies don’t trigger infection right now
  • Wearable items no longer able to be activated when on toolbelt
  • Increased breath hold duration of Olympic Swimmer
  • Rebalanced stealth noise levels
  • Clarified the description of several stealth perks
  • Explosions on zombies to just damage closest collider like animals
  • Sledgehammer is paying out 25% harvest amount


  • Some fences upgrade to full sized blocks
  • Stag and Doe often stand after death
  • Mac rendering very bright and washed out
  • Burnt zombie sound radius is too large
  • World light levels are inconsistent with time of day (fixed moonlight jump at midnight, moonlight angle, redid horizon light angle clamping)
  • Harvest amount is paid out 2x
  • Rocket launcher explosions are no longer doing the damage listed in xml
  • Forges are never really off and waste fuel
  • Easy camera clipping exploit in A17 with e.g. ramps
  • Pistol silencer blocking iron sights
  • Jacket (white one) when worn will render upper torso transparent
  • Removed Christmas items from loot table
  • Small typo in rwgmixer.xml prop instead of prob
  • Smelt in system of forge carries over time to dragged over items
  • 3rd person anim delay when throwing molotov
  • XP pop out value is not updated on second block when upgrading blocks.
  • Mining helmet will not turn on if equipped from the tool belt
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Mats in crafting queue are lost on re-log
  • Holding shift key does decreases speed on ladder and in godmode
  • Night vision goggles no longer working
  • Mining helmet light doesn’t show for second players
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff on sp and mp (disabled Use in vehicles)
  • Game crash while in 4×4 inventory makes vehicle unusable
  • Zombies can walk between pillars size 50 and defeat players traps
  • Client Molotov doesn’t hurt other client
  • Crafting timer doesn’t advance properly when the chunk is unloaded
  • Double swing with melee weapons
  • Reflex sight + ak and 4x zoom break weapon hold and camera when switched when zoomed in
  • Clients see bow hold animation of other clients holding a club
  • Crafting items finish nearly instantly after another the item in the first slot is cancelled
  • Smelt in system of forge carries over time to dragged over items.
  • XP gained shown when level up is reached is limited to amount required to level up.
  • Changing equipment slots was usually not flagged as changed, so other players would only see your changes after you did another action
  • WRN Biome image contains unknown biome color
  • POIs in RWG not checking against biome for spawning
  • Charismatic nature perk doesn’t buff other players as described
  • Buff stacking for buffs procced by other players was not working over network
  • Hatches don’t always open on the first try
  • RWG replication POI spawns
  • Large stacks of material vanish when used in workstations
  • Dynamite will not explode in player’s hand
  • Bloodmoon stinger does not react to Bloodmoon range pref
  • Buy button for Attributes not showing the correct required points if the attribute is boosted by a buff
  • Gyrocopter floats in air if the pilot gets disconnected/logs out (vehicles will fall once their chunk loads)
  • Fixed LiteNetLib randomly disconnecting all players
  • The Arrow Rest Mod and schematic is not in loot table anywhere therefore un-obtainable
  • Cloth and wood are not fully defined as block repair materials
  • Retracting stock mod has no effect
  • Drugs do not display their water cost
  • Wrong description on the spiked knuckles schematic
  • Player can not provoke a dismemberment of zombies arms/legs but traps can (even when all perks are purchased)
  • Cigar bartering buff % is now only showing a zero
  • Pipe bombs are very weak against sleeper zombies
  • Illness indicator buff sticks around for too long
  • AI sometimes jumping for .5m heights by padding the step height
  • The noise reduction of perkFromTheShadows only works at night
  • Explosion damage decreasing per collider, so was mostly zero
  • Silencer doesn’t have much of an effect

Known Issues

  • Tool damage localization is different than actual value
  • Trader Jen has a deep voice
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Client molotovs thrown down from an edge not working as good as Host
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Crashes on Mac for a possible workaround, please look at
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • Some Linux users experience problems
  • Showbounds for landclaims shows a box instead of it actual infinite size for y
  • When kicked while in vehicle interaction window, vehicle may become unresponsive
  • If you are suffering from low FPS,please type “gfx pp enable 0” in console, to get a possible performance gain
  • Memory may not clear properly after leaving the server, please restart the game, if you run into this issue
  • cabin_11 not showing up in RWG
  • Weapons require unzooming before switching slots

A17.2 is out! 02.27.19

We’ve just released Alpha 17.2 B27 with many fixes, changes and some great new game options.

Blood Moon Frequency

  • This option allows the player to set a minimum amount of days for when the blood moon hordes appear. In the menu the player can disable them, have them daily, every 3 days, default weekly, once every two weeks and once every 30 days.

Blood Moon Range

  • Here the player can change how many days can the actual blood moon day randomly deviate from the frequency setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency


  • We added a property to the serverconfig.xml that allows server owners to change the maximum amount landclaims per player.

XP Multiplier

  • Players can increase or decrease the overall experience gained. To suit the XP speed for the length of game they desire.

Adjustable Block Damages

  • Players: Players can decrease or increase  their damage dealt to blocks
  • AI: The damage dealt to blocks by normal AI
  • Blood Moon AI: The damage dealt to blocks exclusively by AI during blood moon horde time

For serverowners:

Added: serverconfig property “UserDataFolder” to specify where all generated data on the server is stored, including generated RWG worlds

Added: new properties “XPMultiplier”, “BlockDamagePlayer”, “BlockDamageAI”, “BlockDamageAIBM”

Removed: old properties “BlockDurabilityModifier”, “ZombiesRun”

Changed: TerminalWindowEnabled default is set to true

Please be sure you are using these properties in your serverconfig.xml:

                <property name=”BloodMoonFrequency”                                                            value=”7″ />                                                       <!– What frequency (in days) should a blood moon take place –>

                <property name=”BloodMoonRange”                                                                     value=”0″ />                                                       <!– How many days can the actual blood moon day randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency –>

                <property name=”BloodMoonWarning”                                                value=”8″ />                                                       <!– The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show.  –>

                <property name=”LandClaimCount”                                                                        value=”1″/>                                                                       <!– Maximum allowed land claims per player. –>

                <property name=”BlockDamagePlayer”                                                 value=”25″ />                                                    <!– How much damage do players to blocks (percentage in whole numbers) –>

                <property name=”BlockDamageAI”                                                                         value=”100″ />                                                  <!– How much damage do AIs to blocks (percentage in whole numbers) –>

                <property name=”BlockDamageAIBM”                                                  value=”100″ />                                                  <!– How much damage do AIs during blood moons to blocks (percentage in whole numbers) –>

                <property name=”XPMultiplier”                                                                value=”100″ />                                                  <!– XP gain multiplier (percentage in whole numbers) –>


  • Option to disable texture streaming
  • Sleeper check if chunk ready for spawning
  • Launcher cleanup function for generated RWG worlds
  • Hits between animals of the same exact class are ignored
  • Log message for how much XP you got from different sources during your last level
  • AI FindDestroyPos far to close mode and randomized starting edge check
  • AI Destroy Area can randomly trigger when close but has a long path (higher % with lower intelligence)
  • AI Destroy Area will try far mode if normal unreachable
  • AI Destroy Area states, so seek time and attack time are separate
  • Landclaims now have a radial menu access to either show bounds to help building or remove them, if you dont want to destroy them by hand
  • Logging when player makes levels
  • Clamping to huge xp gains and changed giveselfxp to allow huge numbers
  • A “Blood Moon Warning” option.


  • Decreased sleeper despawn delay to 45 and added passive despawn delay of 10 seconds
  • Meat stew only uses 5 meat. Added animal fat to Recipe. Now it gives 50 max stamina and 25 health
  • Steak and potato meal now only use 5 meat but require 2 mushrooms. Now it gives 50 max stamina and 25 health
  • Increased chance for rare medicine at traders
  • Bartering now changes final price instead of reducing/increasing markup.
  • Gravel trails in the desert are more visible
  • Vehicles no longer collide with small rocks. Updated small rock texture.
  • Upgraded rock texture resolution to 512.
  • Added acid to traders
  • Increased the duke value of raw meat
  • Nerfed barter perk sell rates to half of what they were.
  • Cut sell rate from .2 to .15 value
  • Reduced amounts of food for sale at traders
  • Increased width of newContinueGame window, panels and gameoption control
  • Dropped usage of settings ini file, everything is controlled by Unity’s preferences system again
  • Increased chance to play power attack grunt sounds
  • Increased radius of dog and wolf controllers
  • Increased probability of bones on gore blocks and body bags
  • Gore blocks and body bags can drop nitrate
  • Increased probability of coal on burnt blocks
  • Reduced repair cost of claim blocks
  • Slightly reduced the depth of the topsoil to make finding ore easier
  • Optimized counter sink, cupboard corner, deco pole round, tile broken, metal rail.
  • Reduced “static” memory usage for map data, reduces amount of RAM required, more pronounced on bigger maps
  • Vending machines no longer have prepared food or raw ingredients, only canned food and drink
  • Increased quality tier of items found in loot
  • Renamed Bone Shiv to Bone Knife


  • Buried supplies show as empty when they’re not  should make same as satchels.
  • Placed landclaims are printed in the console for everyone to see.
  • Sleeper volume final room bungalow_06 (Eric)
  • ERR Unknown particle effect: impact_bullet_on_resourceWood when shooting air supply crate
  • Snowberry extract uses it’s instead of its in description
  • DismemberChance can not stack correctly between buffs, items, and perks
  • Lowered stamina cost for jumping is not mentioned in parkour description
  • Spawn probability of radiated zombies is not scaling
  • Sleeper despawn range to a tighter range
  • When in the prefab/world editor, then starting a game the party carries over
  • Dismemberment NRE spam
  • Scrapping paintbrush exploit to dupe paint.
  • Clients do not see the vulture death animation (dedicated)
  • Buff kills dont share XP.
  • NRE while holding “R” and fast mouse wheel scrolling to another slot with item in it. 
  • NRE when trying to remap with the number “9” key
  • Players torch ignores game settings.
  • Exploiting gun/auto turret and nailgun for free unlimited nails.
  • Nail gun nails dupe
  • Clear sleeper quests can’t be completed
  • Scrapping dupe exploit
  • Lower loot abundance may not be working
  • EntityAlive MinEventContext Tags not being updated
  • Duping thousands of gas cans (disabled equip when in a vehicle)
  • Invisible zombies for P2P and dedi clients
  • Animals are not displaying attack animation for clients
  • Issue with having 2 finding white river supplies quests.
  • Dupe exploit using task manager to close client when on a dedi.
  • Consumeable dupe via mouse and inventory use.
  • Vending machines dont add time to rented days.
  • VM dupe using partial stacks.
  • Clients cannot hear the running blade trap sound loop
  • When placed singly pallets placed on other will fly off, when base is removed
  • Chicken was using legacy shader ( Chicken texture is incorrect
  • Bicycle doesn’t fall over for clients, only the wheels do
  • Vehicles placed on a client face north and then rotate to placed rotation
  • Auto turret damages are not matching the damage of their ammo
  • Bicycle dismounting causes player movement to lock and lose toolbelt items
  • Small rocks, corn and dead corn were not using local uvs
  • Players always score sneak damage in pvp when crouched
  • Goth clothes are not in loot lists
  • Dupe items with destroying a container and using “E” key at same time its destroyed.
  • Score achievements replaced by gamestage based achievements
  • Fire axes did not play power attack grunt sounds
  • Dogs and vultures are not attacking properly
  • ModArmorMuffledConnectors should be a stealth class mod
  • Achievement Playing Doctor was not working
  • PerkHealingFactor is incompatible with some other forms of healing
  • Despite being turned off blade traps can still be herd spinning (faintly)
  • Wrong (repair) upgrade path and burn value on wood spikes
  • Wedge60 tip corner top was hiding adjacent faces when it shouldn’t
  • Descriptions for modArmorMuffledConnectorsSchematic and modArmorAdvancedMuffledConnectorsSchematic are switched
  • Ping doesn’t show correctly on the server browser
  • Wrong loot group assignment for vehicle parts in zombie loot drops
  • Exiting game after placing campfire cancels trader quest.
  • Vultures fly backwards (made SetState clear reverse if left on and force some upward motion in StartAttackReposition)
  • Dart traps require forged iron to build but forged steel to repair
  • Buildings and signs etc are popping in a short distance from the player
  • Glass placement preview is impossible to see on most none squared shapes
  • Clients can see entities when walls don’t render anymore
  • P2P connection issues, Skipping LiteNetLib connection attempt, no IP given
  • Landclaim “Show bounds”, also shows for inactive lcb’s
  • No Kill / Kill Allies only lead to some buff/features not working.
  • Worlds without any water source in XML fail to load
  • Quest rewards dont reflect changes to XP multiplier.
  • Puny GOD mode does not make you invulnerable
  • Error when changing female character’s hair
  • Airdrop in prefab editor
  • Chat font size to what it was before
  • Zeds get confused when spawned on top of shelves
  • Server browser errors after a dedi having issues
  • Hitting ESC during RWG previewer generation will cause NRE
  • Clear part for sleeper quests now also works on/for old savegames

Known Issues

  • RWG Generation is not in its final state. Work is currently being done to improve roads, towns, terrain, generation speed, and world size. These changes will come in a later A17.x patch once they are ready.
  • In some scenarios double swing may still occur
  • Tool damage localization is different than actual value
  • RWG: Floating POIs (Minimal occurrence now)
  • Trader Jen has a deep voice
  • Trader Rekt is nicer than usual
  • Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not
  • Scrapping items in crafting queue while re-logging may go lost
  • Crafting speed bonus and mod slots do not properly apply to workstations after being closed
  • Clipping into blocks to see through terrain
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Mining helmet light doesn’t show for other players
  • Client molotovs thrown down from an edge not working as good as Host
  • Hatches don’t always open on the first try
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff
  • Resolution does not always save when >1080p options are available
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Crashes on Mac for a possible workaround, please look at…106#post914106
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • White lines may occur on imposter POIs
  • Some Linux users experience problems
  • When using REALLY excessive amounts of resources they may vanish in cement mixer’s crafting queue
  • Chunk corruption errors
  • Showbounds for landclaims shows a box instead of it actual infinite size for y
  • Illness buff may not properly run out
  • Nightvision goggles are not very effective

Official Merchandise 01.19.19

Black T-Shirt

The Fun Pimps are happy to announce our officially licensed merchandise now available through AMAZON! After so many requests from you all about our official gear, we’re so excited to finally make it happen! We’re kicking it off by debuting our black short sleeve tees with our official logo and will be pimping out much more official merchandise to come in the near future, stay tuned and check out our shirts!

Alpha 17.1 is out! 01.18.19

Hey Survivalist,

We’ve just released Alpha 17.1 Stable and here are the official releases notes:

To improve stamina players now start with 150 food which is now shown in the hud and menu to communicate you can overeat and not waste food.

When players stamina is between 100 and 150, there are no detrimental stamina effects.

Strength requirements for the Sexual Tyrannosaurus perk have been lowered and we have made the description clear that it does reduce mining stamina costs as well as melee costs. We moved it from the combat perk section to a new section called general strength perks. We’ve reduced the stamina cost of all tools.  We’ve also reduced stone tool stamina penalties.

Water now goes to 150%, and until the water debuff comes on screen at 75% water, you will experience no stamina regeneration penalties.

For builders, we have bolstered XP for harvesting and mining substantially allowing for support roles to keep up with combat and scavenger roles.

If you have problems please visit our Alpha 17.1 Stable Bug Reporting Thread.

We will continue to fix bugs, balance the game, and optimize in 17.2 coming soon.

A17.1 b9


  • Entityclasses AIPathCostScale (min/max) and set a variety of values for different AI entities
  • Sleeper 20% bonus to AIPathCostScale
  • Vehicle manager saves when vehicles are added or removed
  • Added Cigars to trader wares
  • Added old cash to laundry and nightstands
  • AI will do destroy area 60% on a fall after unreachable side path
  • Traders now sell glue
  • When the PLY option is checked in the F3 debug screen, the cvar window with a new search box will be displayed on your right hand side. Ideal for searching xp related cvars.


  • Optimized catwalk rail metal corner, catwalk rail single, catwalk wedge rail, chair, coffee table
  • Separated pathing distance cost from break/jump cost and added per path scaling to allow path variations
  • Increased trader rewards
  • AI JumpMaxDistance to a random range, set zombie ranges and made heavier zombies jump shorter
  • Updated several buff descriptions and journal entries to reflect changes
  • Added a beaker to medical quest loot
  • Return of the ghosted block preview from A16
  • Added acid to lab equipment loot
  • Water and food to show the value of current water and food plus the consumed water and food amounts to be applied
  • Adjusted max water amounts in progression to reflect the food amounts
  • Updated chrysanthemum seed icon.
  • Show the water/food as actual value instead of percent.
  • Increased dog and wolf health
  • Death penalty cannot stack on repeated deaths
  • Increased block upgrade speed of nail gun and claw hammer
  • A wood pole can be crafted without the table saw
  • Updated vehicleWheels icon.
  • Increased amount of old cash found in containers and zombie loot.
  • ModMeleeStructuralBrace can be installed on bows and has fewer stacking issues
  • Increased size of snake colliders
  • Increased harvesting / upgrade XP
  • Increased AI range to attempt a gap jump
  • General Strength Perks have their own category.
  • Perks concerning harvesting, looting or carrying things require lower attribute scores to unlock
  • Increased the amount of food you can overeat to 50.
  • Increased stack count of buff magazines
  • Increased stack number of cash
  • Allowed 45° rotations on wood/iron bars
  • Added support for lumberjacks. Wood now sells for a reasonable amount at traders
  • Player sellback rate improved so selling items to traders is more profitable
  • Increased drop % of armor mods in loot
  • Vehicles can be assembled from parts without a perk
  • Glue requires only 1 bone now instead of 2.
  • Reduced price of glue it was more expensive than duct tape
  • Terrain in prefabs is now integrated into the height map and saved into a temporary file dtm_processed.raw on server side
  • Optimized the way imposter prefab are calculated (less network traffic)


  • Stat Current life does not reset upon death.
  • Craft timers not being loaded from saved data correctly
  • AI climb flag not set when temp move
  • LCB icon is still shown when LCB has been destroyed by another player.
  • Bedroll compass/map icon was still showing when destroyed by another player when out of chunk.
  • Crafting timer doesn’t advance properly when the chunk is unloaded
  • Fuel burn timer showing huge negative value in MP
  • Silencer does not actually silence all weapons
  • Tuned water message closer to actual in game effect
  • Increased quality of items for quest rewards
  • Vehicle out of world check using different positions for chunk and terrain tests, so vehicles could get killed and removed Kill
  • Zombies prefer to not path glass blocks
  • Player backpack can be pushed under the world
  • Dupe anything in a container.
  • If a server is restarted shortly after placing a vehicle, the vehicle will disappear
  • Fixed mismatched reinforced padding icon.
  • Any block that can be picked up, can be picked up in a lcb protected area.
  • Relogging on activate marker.
  • Quests sometimes require moving to corner/center of POI to show Rally Marker.
  • Wellness achievement updated to use fortitude
  • Relogging on fresh quest will break trigger area.
  • Tier5 does not give you a complete quest after requirements are met.
  • When blocks are placed where sleepers would spawn, they can turn yellow
  • Replaced cntmrandomloothelper in house_old_mansard with random store crate
  • Allow harvested decor plants to be scrapped
  • Weapon bags do not fall when POI’s fall
  • Clothing change can cause major lag spike/fps drop
  • Updated mining journal entry
  • Tree duping issue when hit by vehicles in LCB
  • Holding F is not mentioned on relevant item descriptions
  • Open\Close toggle issues with some hatches.
  • Strong zombies dropped less cash than weak zombies
  • Item is lost if left on the mouse when closing a container.
  • Toolbelt items being stuck after use.
  • Bleeding buff carries over to respawn
  • Sidewalk terrain will not allow placing blocks on it
  • Self medicated perk magazine is still in game
  • Command smoothworldall only working for 4k maps
  • Corrected more burn times
  • XBOX controller has not designated button/switch for making air vehicle point down (added controller action 2 to hop)
  • Fixed distant water not being flat as a client
  • Wrong stats displayed on some armor mods
  • Grandpa’s Awesome Sauce is too awesome
  • Water is not wet enough. Swimming / rain will now cool you down.
  • GunToolNailgun can use trigger group mods
  • ModArmorWaterPurifier collides with modArmorHelmetLight
  • Terrain decoration like trees and resource rocks would sometimes not be placed

Known Issues

  • Continued b240 savegames may have problems with food/water levels when a replenishing buff was active when game is continued in A17.1, character’s death restores functionality
  • Some tier 5 dungeons may not complete the clear quests
  • In some scenarios double swing may still occur
  • Tool damage localization is different than actual value
  • RWG: Floating POIs (Minimal occurrence now)
  • Trader Jen has a deep voice
  • Trader Rekt is nicer than usual
  • Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not
  • Scrapping items in crafting queue while re-logging may go lost
  • Re-logging when crafting usable items are in the crafting queue may have negative side effects
  • Crafting speed bonus and mod slots do not properly apply to workstations after being closed
  • Clipping into blocks to see through terrain
  • Vultures play their fly animation when dead for clients
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • Hitting ESC while generating a map preview will blank screen. Must use CTRL, ALT, DEL to exit game.
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Mining helmet light doesn’t show for other players
  • Client molotovs thrown down from an edge not working as good as Host
  • Hatches don’t always open on the first try
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff
  • Flames don’t move with zombie ragdolls
  • Resolution does not always save when >1080p options are available
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Crashes on Mac for a possible workaround, please look at
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • White lines may occur on imposter POIs
  • Some Linux users experience problems
  • When using REALLY excessive amounts of resources they may vanish in cement mixer’s crafting queue
  • Loot abundance setting needs another look
  • Placing a new landclaim may cause the icon to disappear
  • Some dupes/exploits we are looking into

The state of Alpha 17 12.28.18

Hey Folks,

We hope everyone had a Merry Christmas. The Fun Pimps are taking a long-needed development break through New Year’s.

But not to worry we will be back to work after New Years and onto patching Alpha 17.

Alpha 17 is not perfect by any means but a big step forward towards the vision we have had for the game for a long time.

We have heard some valid concerns of the community and will be making needed adjustments to the game in the coming weeks along with bug fixes, optimizations and balance.

We are gathering data on a case by case basis, balancing and addressing the true problem areas most of which so far center around optimizations, stamina, balancing XP for all play styles, land claims, increasing zombie loot drop chance, zombie block damage, skill/perk balance and gating and random world gen improvements.

The Fun Pimps

A17 Official Release Notes 12.22.18

Hey Survivors,
We just release Alpha 17 B240 stable. Check our forums for more information on reporting bugs. Forum Post

Hard to believe but it’s been nearly a year and a half since our last major update. That said, this has been our longest and largest update so far. On top of that, it’s the biggest content drop we’ve ever done. In the future, you can expect shorter 3 month build cycles as we have done all the heavy framework changes we wanted to do in this build.

Please remember that this is build is not without issues. See known issues at the bottom of this post. We will be patching the build after the holidays.  More optimizations are coming, so if you are not getting the performance you did in previous builds, we highly recommend you lower your resolution and view distance as the first steps. Our team has commented how much better the game looks than previous builds even with a lower resolution and view distance as the HD textures, PBR and distance trees have really changed the game. If you’re still not seeing enough performance, lower reflection quality and tree quality.

Problems aside, Alpha 17 is great and in the spirit of getting Alpha 17 it into the hands of our community for the holidays.

We are extremely excited and proud of this build which was a huge team effort and we believe it truly is a new game. Now without further ado, here is a complete list of Alpha 17 release notes!


Alpha 17 Official Release Notes (B240)


Art, Lighting, PBR Rendering and Texture Streaming

First off, we’ve updated Unity Engine versions to take advantage of physically based rendering features, as well as greatly improved scene lighting. We have also integrated Unity’s new Texture Streaming which lowers texture ram and provides support for crisp HD textures. This streaming allows us to add nearly unlimited art content in future updates.

  • Nearly all objects and surfaces in game have been improved to support the new lighting features.
  • Ambient lighting improved to show more natural scene lighting.
  • Many surfaces now light with natural subtle reflections to improve overall scene appearance.

Party System

Join up with friends to form a Party which allows you to play together much easier. Do this by simply inviting a player to your Party from the players menu tab. The system offers these benefits:

  • Share team XP with nearby party members of Zombie Kills
  • Share Quests.
  • Track Party members location, and health.


 Quest System

We’ve added a brand-new quest system. The player receives quests by simply talking to a Trader and looking at his offered jobs and accepting a quest. The player can progress through the ranks of 6 quest difficulty tiers receiving better reward choices for each quest and for graduating each Tier. With it comes a new quest reward system that gives the player XP, money and a growing choice of multiple rewards that can be modified by perking up into the new Daring Adventurer Perk. The system supports many new and old quest types including:

  • Clear Sleeper
  • Fetch
  • Hidden Cache
  • Buried Supplies
  • Clear and Fetch
  • Clear and Hidden Cache
  • Treasure (Old)
  • Challenge (Updated)

Navezgane Improvements

The Navezgane world grew from 16 square kilometers to 36 square kilometers in size making it over double the size. With that the terrain and the height have been given a full overhaul. The height is much more extreme and natural looking. You will not recognize the world.


We’ve re-imagined dozens of original A16 locations with a complete art and gameplay overhaul converting them to beautiful and quest-able dungeon experiences. We have also created many brand-new locations. These locations are all setup to support a variety of quests of 6 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 150 new locations and counting. Some of these include:

  • Shamway Factory
  • Shotgun Messiah Factory
  • Navezagne Hospital
  • Perishton Courthouse
  • 4 Skyscrapers in Departure
  • New giant Perishton Church
  • 4 new Business Strips
  • 9 Old Businesses
  • 8 Abandoned houses (Non Quest)
  • Apartment Building
  • 65 Houses of varying size and challenge
  • 8 Ramshackle Survivor Sites
  • Water Works Utility Company
  • 3 Army Camps
  • 3 Barns
  • Bus Stop (Non Quest)
  • Cemetery
  • Road Culvert (Navezgane Olny)
  • 7 New Garages
  • Red Mesa Installation
  • Vacant Lot
  • 9 Gas Stations
  • 5 Docks (Navezgane Only)
  • 15 Cabins
  • 4 Caves
  • 2 diners
  • 2 Fast food Restaurants


We’ve completely rewritten and overhauled the vehicle system with from the ground up making many new additions, improvements and changes include:

  • New real physics that make the vehicles feel like a real driving game
  • New Bicycle vehicle that consumes stamina when you pedal it
  • New Badass Motorbike vehicle
  • New 4×4 vehicle that allows a friend to ride shotgun as a passenger
  • New Gyrocopter vehicle allows players to own the skies
  • Updated minibike that uses the new systems
  • New vehicle placement system
  • New vehicle camera system with turning to where you are looking
  • New vehicle controls for hop and turbo. Vehicle control binds were added in a menu/controls/vehicle section
  • New vehicle sound system that handles gears and loops better
  • New ragdoll system so you can drive over zombies and they will realistically ragdoll react to vehicle impacts and go flying in the air taking damage. Surprisingly they can get up again if you didn’t kill them.
  • Improved vehicle storage so it’s on its own radial button with different storage amounts per vehicle
  • New Vehicle mod support. The system will allow players to install vehicle mods that can make vehicles perform better, have more storage and more. Note: Mod items are coming in a future version. This replaces changing of vehicle parts

AI and Pathing

We’ve completely overhauled the enemy AI and pathing, writing an entirely new A-Star pathing system that rocks. Enemies can do many things in this system including:

  • New path calculations based on distance vs destroying blocks and uses the block health including block downgrades
  • New movement, turning and target estimation
  • New obstacle detection to better path around or destroy
  • New jumping across gaps and up onto ledges (Spiders have a long jump)
  • Improved jumping onto obstacles
  • Updated jump animations with three separate parts
  • Improved handling of stairs
  • Improved ladder climbing, including skipping rungs
  • New digging down if their destination is below them and they can’t walk to it
  • New destroy area mode, when players can’t be reached
  • New group damage bonus, when AI are close together
  • New Vulture AI including circling, attacking the weak and re-positioning in combat. New Radiated Vulture
  • Improved sleeper spawning and tracking. New types of sleepers
  • All sleeper spawns are now game-staged to up the challenge as you level up or party in a group

Zombie Speed Options

We’ve changed the way zombie run speed options are handled decoupling them into 4 new settings of Zombie Day Speed, Zombie Night Speed, Zombie Feral Speed and Zombie Bloodmoon Speed. Each can be set to these 5 speeds; Walk, Jog, Run, Sprint or Nightmare.


We’ve added a couple new animal models including:

  • New Stag
  • New Doe

Modded Item System

We’ve added a new mod system that allows users to install mods into weapons, firearms, clothing, armor and vehicles. Basically, anything with a quality can be modded. We removed the old tedious weapon part system to make room for this. There are already over sixty mods to augment your items of quality. Here are a few item mod examples:

  • Attachments like a weapon, scopes,  flashlight, silencer or duck bill
  • Internal modifications like a trigger group for burst fire, increased damage, increased fire rate, improved accuracy, full auto, and increased magazine size
  • Adding barbed wire or a different grip to a club for improved damage or swing speed
  • Mods to make tools more efficient
  • Armor mods to help with encumbrance, heat, cold and stealth
  • Mods to dye items to unify your clans look.


New Items / Recipes

  • We’ve added dozens of new items, recipes, modes too many to list check out the creative menu for more information or play the game.
  • New foods, drinks and drugs to craft and use.
  • Magazines to grant you temporary attribute and perk levels.
  • Item mods, of course.
  • Schematics to craft mods yourself.
  • Dyes to personalize your weapons and armor.
  • Table saw for crafting furniture and advanced wooden blocks.
  • Grandpas Moonshine (Increases Melee damage for limited time)
  • Grandpas Learnin’ Elixir (Gives you 20% XP boost for limited time)
  • Grandpas Awesome Sauce (Increases your barter ability for limited time)
  • Recog Drug (Increases perception for increased ranged weapon damage)
  • Steroids (Increases strength attribute and removes all encumbrance penalties for a limited time)
  • Mega Crush now boosts your running speed to extreme levels for a limited time.

Physical Attribute Skill System and Progression

We gutted and rebuilt the skills system from the ground up to be more of a true skill tree.

This re-configuration of the skills system centers around five main physical attributes of the player:  Perception (PER), Strength (STR), Fortitude (FRT), Agility (AGI) and Intellect (INT),. Each of these attributes are tied to the player’s physical body, and can be affected by equipment, injuries, and illnesses, creating boons and banes to the player’s skills and abilities. Under this system, all skills and perks are governed by one of the five attributes, grouping the skills and perks into general areas of play, and allowing for players to more easily create “class” archetypes by focusing on one or more attributes.

The new system has endless possibilities.  For example the player might get a concussion which lowers his intellect attribute which has the side affect of not being bale to craft certain items until the concussion heals.

Perks grant you specific abilities and higher perk levels require certain attribute levels. Attributes have 10 levels and most perks have 5 levels. The governing attributes and child perks are as follows:

  • Perception Attribute (Perception is the measure of your sensory awareness. Increasing Perception raises damage with firearms)
    • Marksmanship Perks
      • Gunslinger
      • Shotgun Messiah
      • Automatic Weapons
      • Dead Eye
      • Archery
      • Explosive Weapons
      • Boom! Headshot!
      • Run and Gun
    • Scavenging Perks
      • Lucky Looter
      • Salvage Operations
  • Strength Attribute
    • Melee Combat Perks
      • Wrecking Ball
      • Sexual Tyrannosaurus
      • Flurry of Blows
      • Deep Cuts
      • Stay Down
      • Heavy Metal
      • Skull Crusher
    • Construction Perks
      • Miner 69’er
      • Pack Mule
      • Mother Lode
  • Fortitude Attribute
    • Survival Perks
      • Heavy Armor
      • The Huntsman
      • Intrinsic Immunity
      • Well Insulated
      • Living Off The Land
      • Pain Tolerance
    • Recovery Perks
      • Healing Factor
      • Fully Hydrated
      • Slow Metabolism
      • Self Medicated
  • Agility Attribute
    • Athletic Perks
      • Rule 1: Cardio
      • Light Armor
      • Charging Bull
      • Parkour
      • Olympic Swimmer
    • Stealth Perks
      • Ninja Movement
      • Hidden Strike
      • From The Shadows
  • Intellect Attribute
    • Influence Perks
      • Better Barter
      • The Daring Adventurer
      • Charismatic Nature
    • Craftsmanship Perks
      • Hammer and Forge
      • Grease Monkey
      • Advanced Engineering
      • Yeah, Science
      • Physician
      • Master Chef

Integrated Survival System ISS

We’ve thrown out the old wellness system and added the new Integrated Survival System. The core concept behind the ISS is the introduction of “hard damage” to the player’s Max Health and Max Stamina caps. This “hard damage” represents the cumulative wear and tear to the player’s physical condition through repeated injury or exertion, and is represented by reducing/capping the maximum portion of the health and stamina bar that is recoverable through normal means. Mechanically, the system requires the introduction of two new player stats: “Max Health” and “Max Stamina”. Here’s the breakdown:

  • Health
    • Your current health is displayed in red and max health is grey. Damaged health or your max health cap is displayed in black.
    • Eat food or use medicine to restore health. Use bandages or med kits to restore your max health cap.
  • Stamina
    • Your current stamina is displayed in blue and max stamina is grey. Damaged stamina or your max stamina cap is displayed in black.
    • Drink water to restore stamina. Eat food to restore your max stamina cap.
  • Recovery Rate
    • Health and stamina recovery rate is determined by your water level found in the character stats menu.

Buff Notification and new Buff System

Properly notifying the player of active status changes and their effects is a current problem with our system. The popout notifications are uniform, regardless of severity, and thus don’t draw enough attention to effects that are critical to the player. We aim to correct this with a new notification system design.Under this new system, each status effect is assigned a severity: Standard (White), Elevated (Amber), and Severe (Red). The notifications for each status effect are color coded accordingly and have additional behaviors based on the severity.

The entire legacy buff system has been rewritten for maximum flexibility and transparency between other systems. System designers can add buffs to anything in the game whether hidden or not allowing a multitude of buffs and debuffs. Some new or changed Buffs include:

  • Overhauled all legacy buffs to work with the new system.
  • Near Death Trauma (Lowers your master attributes for a day if you die)
  • Encumbrance and the handling of falling damage are driven by buffs
  • Buffs can play sounds and sound loops, activate screen effects or particle effects at any time.
  • Many new improvements, additions and buff changes too many to list.

Backpack Space and  Encumbrance System

We’ve increased the backpack space from 32 slots in previous builds to a generous 45 slots in alpha 16. Although we’ve given the player more back space we have added a new encumbrance system and here is how it works:

  • The player starts a new game with the bottom 3 rows of his back pack darkened with the encumbrance icon
  • These encumbered slots can be used but with a movement penalty.
  • When no encumbered slots are used there is no movement penalty.
  • The player can purchase 5 levels of the new Pack Mule perk to remove the encumbrance icons form the pack pack and the penalties
  • The can get buffs that cause slots to become encumbered from sickness and other things

Reworked Weather Survival

We have simplified and reworked weather survival system and here are a few key points:

  • Clothing can have both a hypo-thermal level for cold protection and hyper-thermal level for heat protection no more dressing and undressing constantly.
  • Armor can be modified to add further hypo and hyper thermal protection.
  • The player starts new games with a elemental protection that lasts for the first 5 levels.
  • Various items and blocks can change your protection values including campfires, forges and held torches.

New Loot Containers

We’ve done a lot of work to improve, balance and make a more guided loot experience. Here are a few of the notable changes:

  • Many common loot containers visibly have a “looted” state and the ones that are lootable are rarely empty.
  • We’ve added a lot of hidden loot to the POIS in hard to find places.
  • Added: Dozens of new loot containers too many to list.
  • Added: Store crates with logos so you can tell its good loot not just random construction loot.
  • Added: Large and Small Gun Bags.
  • Added: Reinforced chests and super chests.

Random Gen

Random gen has gotten some love and been sped up with these new features:

  • Common file formatting with Navezgane which allows distant trees,  pre-generated height for much better performance.
  • New improved Random Gen Previewer located in the main menu/editing tools/random gen previewer.
  • The previewer now has a legend key and the user can set the size of the generated map.
  • New maps can be generated from new game, dedi server and from the previewer.
  • Entire map is generated using tiles(sockets) which allows for future features to be added.
  • Generated maps are now able to be continued even if there are patches to random gen.
  • Terrain generator now has the ability to read in heightmap images for generation. This will be improved in a18.

Note: Generating 16k maps is currently disabled until we have time to speed it up.

Other World Generation and Biome Changes

Biomes have undergone some changes, too including:

  • The plains biome has been removed.
  • Distant decorations (trees) complement the distant terrain for a more realistic scenery
  • Boulders spawn in places where ore veins come close to the surface.
  • Clay does not litter biomes with small sub biomes but is found in all “dirt” topsoil.

Item Compare System

We added a new system that allows the player to compare items of quality of the same type in loot containers, inventory or worn to be compared. Here is how it works:

  • Click on and inspect item 1 and then mouse over item 2 to see how much better or worse item is than item 1.
  • Positive Stats will appear in Green with a + before the number.
  • Negative Stats will appear in Red with a – before the number.
  •  Green is Good and Red is Bad.
  • Worn clothing works the same way but takes into account your worn items. You can simple inspect a similar item in your inventory like an item you wearing and see the difference.

UI Changes and Improvements

We’ve done a ton of work to the main menu  with many improvements including:

  • Main Menu – Overhauled basic visual style.
  • Main Menu – Organized many screens making the information accessible by Tabs and Gamepads.
  • Main Menu – Added Gamepad controller bind diagrams.
  • Main Menu – Added an Editing Tools section where players can create POIS or Preview Random Gen worlds.
  • Main Menu – Streamlined the server browser to make it easier to find servers and your friends.
  • Main Menu – Made it possible to start a solo game and continue it in multiplayer with your friends.
  • Tools Menu – Using the Playtest button, you can launch a single POI as a playable map and immediately see the result of any changes.

These in-game UI changes have also been done:

  • We’ve overhauled the Item stats window with a new description and stats tab consolidating the more useful stats.
  • The character screen now has a new primary stats tab and a secondary stats tab to see even more information about your character and the buffs that are affecting him.
  • New Journal tips will be marked with an orange icon and flash when you unread journal tips.
  • The skills menu has been redone with major attributes, perk categories and nested perks underneath. It feels much more like a skill tree.

New Creative Block Shapes

  • Over 700 new blocks, shapes and decorations have been added. Don’t make us list them all!

Land Claim Improvements

  • You can only have one active land claim block but the claim area is much larger.
  • Claim blocks are cheap to craft and repair. Placing another will instantly deactivate but not destroy your previous one.
  • The claim area prevents zombie respawn.

New Stealth System

We’ve torn up our old stealth system and created Stealth 2.0. The new system is more player data focused and has less data to manage. Much like horde heat maps players have their own heat signature value that goes up and down over time represented in a new UI stat at the bottom left, colored yellow with an eyeball icon. This stealth UI stat bar is only shown when the player crouches. The fullness of the bar represents how un-stealthy the player currently is accumulating the player’s noise, lighting, movement and posture into one stat. The fuller the yellow bar the more un-stealthy the player is being.

Things that affect a players heat signature +/-

    • Player Light Level (Combination of world lighting and player equipped lights that are on)
    • Player Stance (Crouching improves your stealth)
    • Player Motion Level (Moving raises a player’s heat level stillness lowers it)
    • Player Noise Level (Noises raise a players heat level being quiet lowers it. Noises have decay so pounding repeatedly or repeatedly opening loot containers can build up the noise level)
    • Distance from an enemy determines how likely they are to see or hear you

New Weapons and Weapon Improvements

  • Weapons have a lot more individual stats.
  • Aiming a weapon will cost some stamina.
  • Reloading a gun or drawing a bow will somewhat slow down your movement speed.
  • Guns no longer auto-reload when the last bullet is fired.

World Precision System

  • We’ve re-engineered the center of world precision system so the player will not experience shaky animations and other precision issues when you are far out from the center of the world.

Foliage Improvements

  • We’ve added a system that automatically places the correct foliage on POI landscape depending on the biome it spawns in.
  • We added a brand-new distant tree rendering system that renders imposter trees outside of the chunk distance. This is an amazing change that makes the world look vast.
  • We’ve also redone all the pine trees and added a brand new live oak type which can be seen in the desert.
  • We’ve added tree helpers which make POIS spawn and use the native trees of the biome they are in. This change makes the POIs always look grounded to their environment.

Animation Improvements

  • We’ve updated all third person player animations with motion capture.
  • We’ve updated/tuned melee animations.
  • We’ve added custom animations for all heavy melees.
  • We’ve updated/tuned animal animations.
  • We’ve added blending from ragdolls back into prone and standing animations

Kickstarter Vain Survivalist Fulfilled

A big thanks to the vain survivalist below who now have the portraits in the game

  • Kickstarter backer Ben Brett
  • Kickstarter backer Lorien Green
  • Kickstarter backer Derek Med

Servers administration (serverconfig.xml etc)

  • Network: RakNet was removed by Unity, UNET removed due to its instability. Currently we use LiteNetLib and SteamNetworking – the latter has had a bunch of stability fixes.
  • Ports currently in use:
    • ServerPort+0/UDP and ServerPort+1/UDP for Steam
    • ServerPort+2/UDP for LiteNetLib
    • ServerPort+0/TCP for Server information
  • Thanks to the port switch Steam connect links on websites and adding servers in Steam’s own serverbrowser now use the ServerPort instead of ServerPort+1
  • Added a Terminal window if running the dedicated server on Windows which can be enabled by a new serverconfig.xml setting
  • New setting “ServerVisibility” to allow more fine grained control of the visibility of the server in the server browser
  • Setting a value to “ServerLoginConfirmationText” makes users see a window during login that they have to confirm to join
  • The Telnet command interface now allows defining limits for failed logins from a single IP
  • Servers create a copy of the save’s main.ttw automatically and try to revert to the backup if loading the main file fails
  • Passwords passed to the server on the command line are no longer shown in the log
  • Config options passed to the server on the command line no longer have to be case sensitive

Changes to serverconfig.xml:

  • Replaced “ServerIsPublic” with “ServerVisibility”
  • Added “WorldGenSeed” and “WorldGenSize” to be used with “GameWorld” = “RWG”
  • Changed “GameMode” to default to the currently only mode “GameModeSurvival”
  • Added “TelnetFailedLoginLimit” and “TelnetFailedLoginsBlocktime”
  • Added “TerminalWindowEnabled”
  • Added “PartySharedKillRange”
  • Added “ServerLoginConfirmationText”

Console commands

  • Added “xui” – List/open/close XUi windows
  • Added “debugshot” – Create a screenshot with additional info
  • Added “exportcurrentconfigs” – Export the all XMLs as they are currently used (i.e. with mod patches applied)
  • Added “exportprefab” – Export a given area of the world as a prefab
  • Added “getoptions” – Get all game options (as opposed to getgameprefs which returns server options)
  • Added “placeobserver” – Place a chunk observer on the map to make a certain (area) of chunks loaded
  • Added “prefabupdater” – Used to update old prefabs to the new format. See below in the modding section
  • Changed “teleport” and “teleportplayer” – Added variants that allow specifying the direction the player is supposed to look after the teleport

Modding support


  • Chat message logging includes SteamID and EntityID of sender as well as the target group

Mod DLLs:

  • Server code mods no longer use inheritance for events but rather register manually to events in the ModEvents class. The only required class from now on is inheriting IModAPI and with an parameterless InitMod method that can be used to register events etc.
  • Allow multiple DLLs in a single mod so that third party libraries can easily be included (still only one is allowed to contain an IModAPI descendant)
  • Renamed old event ChatMessage to GameMessage (no longer handles actual chat messages) and added a new event ChatMessage which handles global chat messages
  • PlayerLogin event signature changed to be able to disallow the client from connecting (return false and optionally specify a message string for the reason)
  • ConnectionManager methods to get ClientInfos were moved to ClientInfoCollection (e.g. ConnectionManager.GetClientInfoForEntityId -> ConnectionManager.Clients.ForEntityId)

Generic improvements:

  • XUi texture views no longer leak memory when using a texture with a @file or @http texture
  • Entity spawn menu uses a pageable list to accomodate large numbers of custom entities
  • Performance in recipe searches was fixed to allow large numbers of recipes

XML features:

  • Added support for config mods: Create a “config” folder in your mod folder and place XMLs with the name of the vanilla XML you want to patch. Uses XPath based patches similar to what SDX used. A tutorial by Sphereii can be found on the forum:
  • Added support for “CustomIconTint” in blocks.xml
  • Added support for “@modfolder:” prefixes in mod config XMLs – currently used for XUi texture views and everything that loads files from AssetBundles
  • Added support for files from AssetBundles like entity meshes
  • Added XUi controls support for “Defined(<identifier>)” function to test if a parameter was defined when using a control
  • items and blocks no longer have IDs in the XML
  • Added a XUi window template (“serverinfowindow”) that can be filled by a server admin to show server information like rules in ESC menu

Level/POI Editor

We’ve have improved our internal level editor tool and are shipping in with this build. Users can access it in from the main menu/editor tools/level editor. With it you can do many things including:

  • Browse the POIS that TFP has made.
  • Create a new POI from scratch from the ground up
  • Copy and Paste sections of POIS between levels
  • Multiplayer level edit (Host can save)
  • Add/Edit lights to have custom intensity, color, dynamic pulsing, fluctuating, blinking and more.
  • Playtest a POI by itself in a test world
  • Note:  There is a help section in the tools UI if you hit escape. Nearly all functions come from the right menu panels 4 categories and hot keys. The tool is pretty robust but as of now we don’t have any online tutorial or videos they will come in the near future. Until then interested folks should go to our forums modding section and ask questions. If you want to be able to save work you must launch it without EAC. Currently saved files are saved here: steamapps\common\7 Days To Die\Data\Prefabs. You can add you custom POIs to a random gen world by editing and adding a text entry in the rwgmixer.xml file located here: Steam\steamapps\common\7 Days To Die\Data\Config


  • Added an Export Prefab dialog (requires active selection box with DebugMenu enabled)
  • A16 prefabs can be converted to A17 ones with the “prefabupdater” console command. See instructions in blocksA16PrefabConversion.xml


  • Custom worlds can now be added by creating a heightmap etc. Just look at Navezgane for a full example. You don’t have to create a dtm.raw, this is automatically created from dtm.tga when not present.
  • We switched to Unity 2018.2.0f2. Make sure to adopt your custom assets


  • More robust settings for if the world generator should auto export data
  • Armor now makes noise. heavy armor is louder than light armor
  • Stats page to armor mods
  • Power attack block damage to item stats
  • Added grunt sounds to power attacks
  • Food, health, water and stamina stats to all food and drinks
  • Entities drop loot containers based on lootdropprob and lootdropentityclass
  • Added a temperature protection buff for when you first spawn into the game potency decreases the higher level you get
  • Armor degradation and armor rating to UI Stats
  • Vehicles can explode (20% of time when hit while broken and after 3% extra damage has been taken)
  • Honey harvest to tree stumps
  • World Generation to new game window
  • World Generation to dedicated server startup
  • Being on fire can warm you up
  • Level, days alive, difficulty and diff bonus to gamestage console command
  • New screen effects for buffs and status
  • Entity SizeScale property and made normal vulture smaller
  • Radiated vulture with vomit weapon
  • Console command spawnwh for spawnwanderinghorde
  • Debug output of temperature info under player debug info window
  • Sleeper volume timer 1 hour expire delay, so it won’t respawn with a player inside
  • Land claim check to sleeper volume is player home (bedroll) check
  • Sleeper console command to show volume info
  • JumpStrength passive effect is now implemented in the engine
  • Zombie pain resistance. Adds per hit and decreases 20% a second. At 100% shows hit, but quickly exits and attacks will continue. Cap is 300%
  • 3rd normal zombie attack anim
  • Entity armor hits can cause pain or stuns and uses “metal” hit effect if armor damaged more than health
  • Middle and Ultra reflection quality
  • Class name to SleeperVolume spawning log
  • Support for optional view direction on teleport commands
  • New menu music
  • Converted backpack loot containers to model entity.
  • Road barricade prefab *Note that the glow on the lights isn’t set up correctly yet
  • Vehicle sprint key sets turbo and setup vehicles to have a normal and turbo max speeds
  • 2nd higher block check for if on elevator/ladder
  • Low res textures for blocks and weapons
  • Passive Effect Mobility that will affect armor and environment based movement
  • Wasteland and burnt forest spectrum rework
  • Vulture circling mode
  • Vulture glide anim, which blends in/out depending on vertical motion and state
  • Vulture wander height check, so stays a nice random distance above terrain
  • Made vulture sight range long and added drifting toward closest visible player when in wander mode
  • Arrow item drops from stuck arrow when a zombiecorpse disappears
  • Rabbit and chicken anim crossfades
  • Export Prefab dialog (requires active selection box with DebugMenu enabled)
  • Sleeper passive mode (spawns on, keeps from waking, enter volume to turn off)
  • Ability to find random mod by tag
  • Sleeper spawn group for burnt zombies
  • HUD entity name min/max range for font size.
  • Trader Jen Lung NPC
  • DR damage resist thresholds based on durability
  • Buff proc chance based on defense values and BuffProcChance
  • New damage resistance system that does a flat subtraction of damage
  • Attacker side buff proc chance calculation based on damage resistance
  • BuffProcChance from both attacker and defender when doing damage
  • Chat target selection: global, friends, party members
  • New ModAPI method ChatMessage which handles global chat messages
  • Crafting recipes for firearms and nail gun
  • Crawler zombie pulls up to climb.
  • A16 prefabs can be converted to A17 ones. See instructions in blocksA16PrefabConversion.xml
  • Reload speed anim param for all ranged weapons
  • Made sleepers outside all volumes show (purple) when any volume selected.
  • Updating of what sleepers are shown when volume moved or sized.
  • Sleeper volume trigger y padding.
  • Vehicle turn towards look mode (default on), LMB to toggle and RMB for freelook.
  • Blimp (called jokeblimp in menu).
  • Melee attacks now have an impact frame on hit
  • New wooden and metal catwalk rail single for another catwalk block with only 1 railing is needed for special situations
  • Vehicle crouch ‘c’ to brake the wheels x2.
  • XUi window template (“serverinfowindow”) that can be filled by a server admin to show server information like rules in ESC menu
  • Option to select if a new journal entry is shown as a popup window or tooltip only
  • Controller layout view in Controls Dialog
  • Animal spawn and sleeper groups
  • Breath hold / aiming mechanic – Resets if you move.
  • XUi based version of controls menu
  • Showrangeddebug command
  • ReloadSpeed animation variable
  • Reload sound events to pump shotgun
  • Effect_group(s) can now be added to entity classes in entityclasses.xml
  • Female walk and run animations & blend tree
  • Female lab zombie
  • Level bar above tool belt.
  • Bloom and Heat distortion FX tied into weather (local-humidity,biome-temperature,time-of-day)
  • Region identifier added to F3 info window
  • Creative menu sorting
  • Old House paintable railing
  • Zombies turning into crawlers can receive a specific hand item.
  • Added a plaster cast that is more efficient than a splint.
  • Gore blocks that don’t decay and can be used as decorations
  • DX11 support to all shaders.
  • Feathers to chicken, fur to stag and rabbit.
  • Sticky arrows: arrows and bolts now stick into entities
  • Console command printobjectcount
  • Self light to stealth debug HUD
  • Player spawns now generated during world generation
  • Zoom sensitivity option
  • NightVision screen effect
  • New custom Tier 1 custom POI to Navezgane only
  • New Tier 1 gas station in Perishton, can also spawn in RandomGen
  • Some more detailed explanations in serverconfig.xml
  • ModMeleeClubBurningShaft is functional
  • Moonlight to and adjusted sunlight in stealth calculation
  • Animal gore to roads for an easy supply of bone shivs and bones for glue.
  • Gas_station7 in Navazgane.
  • Gamma Reset Button
  • Vehicle support for multiple lights, brightness is in xml
  • New Fast Food 04 Tier 1 dungeon
  • New diner 03 tier 1 dungeon
  • Move speeds to AI debug info (toggled by hitting 0 on numpad with dm enabled as host)
  • Zombie movement settings Nightmare speed
  • EntityAlive IsFeral from Entity Tags and tagged on all ferals in XML


  • Blood moon does 360 check for best spawn directions and randomly picks one
  • Put in new day/night/bloodmoon/death/respawn stingers
  • Vehicles have a built in lock and whoever locks becomes owner
  • Blood moon adds a small path grid where zombies spawn
  • Default head shot damage of 1.5
  • Shades boost your perception by 2 points
  • Planted crops revert back to seeds when harvested.
  • Wandering hordes have 30% chance to skip for 12 hours if targeting a single player
  • Replaced minibike horn part with vehicle hornsound property and added to all vehicles
  • Flashlight key now has a radial for all activatable held and worn items
  • A falling block will do a maximum of 40 damage and armor protects against that
  • The blunderbuss repairs with forged iron.
  • Wandering hordes to start and end on a line 30-45m to the side of the targeted players
  • Aviator goggles now make you find better loot and reduce the radius for buried treasures
  • Cigars make you stronger and get better deals at traders
  • Goggles are renamed to ski goggles and now boost your agility
  • Simplify zombie limb dismemberment (changed dismemberment calculations, hooked up tags for primary/secondary/head/arm/leg)
  • Hasbuff and nothasbuff now use the buff name instead of hashcode
  • Spider zombies run faster
  • Barbed wire fences now do one damage but trigger pain animations on zombies making them effective at slowing them down and they no longer jump in slow motion over the trap
  • Improved zombie jumping (variable air time based on distance and height diff) and added different heights for different types of jumps
  • You should harvest animal corpses with knife-like tools
  • Harvesting an animal corpse with a “mining” tool can only get you a femur
  • Improved placement of middle position of torch
  • Zombies only take 50% fall damage with a max of 33% of their full health
  • The level cap is 300 so you get 299 + the tutorial quest in skill points
  • You no longer pick up farm crop blocks to harvest. Fertiliser has been removed.
  • Sneak x2 UI to show actual bonus amount
  • Removed action xp from items
  • Iron Armor is now called Steel Armor. Bandit Armor is craftable and now called Iron Armor.
  • Increased stack count for bandages and aloe cream, lowered for splints
  • Skill exp gain now pointed to Level exp gain
  • Zombies get up faster when knocked down to avoid confusing is he dead or not scenarios
  • Cold weather to debuff fortitude and strength
  • Hot weather to debuff strength and perception
  • Fists are now faster
  • Removed “eyeglasses”
  • Cigars boost your barter by 10%
  • Player slows down while reloading
  • Bleeding and other directly harmful buffs have blinking icons
  • Wood spike traps are redesigned from the ground up with new game play and meshes.
  • Decreased blood moon spawn distance to 40 and radius to 10, increased angle to 90
  • Core Temp is adjusted at one degree per EntityStats update [~0.5s]
  • Improved zombie jumping to support greater than 1m distances
  • The radiation zone around the map border (Navezgane) is now lethal
  • The bleeding effect can stack up to 3 times, increasing its severity
  • Sleepers/hordes adjusted to the current gamestage function
  • Mining hat intensity from 2 to 1
  • All skills that improve by performing actions have been removed
  • Concrete blocks are only craftable in the concrete mixer
  • Player spotlight has less intensity so its not washing out pixels so much
  • Decreased wandering horde spawn distance to 100
  • Scrap iron frames are only craftable in the forge
  • Adjusted flames on molotov explosion.
  • Loot now uses gamestage to calculate what probabilities are
  • Moved bedroll position from player data file to persistent data ( Offline owner bedrolls do not count towards protection for sleepers) (offline player bedrolls show name as unknown)
  • Femurs are no longer usable as weapons
  • RWG now uses multithreading to further speed up world generation
  • Changed removed sleepers from player start car wrecks
  • Changed pine forest sun and default sun to be less orange
  • Off reflections to a reflection of just dim sky at a 3 FPS update
  • Reflection quality values for refresh rate, far clip plane, shadow distance, time mode, intensity and culling
  • Bridge open speed to x2 and removed bridge anim delays
  • Spikes use a box collider and at a lower position
  • Removed all uma zombies, bandits and their baked textures
  • Removed fur from animals
  • ItemUse changed to now use trigger “UseItem”
  • Supply crate has a low LOD smoke particle instead of cloud sprite
  • Thinned resource rocks and junipers
  • Default spectrums now match pine forest
  • Block models atlas reduced to 4096×4096 size due to entity conversions.
  • New snake attack anim
  • Sleeper volumes with all spawn points visible spawn farthest from players until minimum number is reached
  • Color corrected forest grass, cotton and goldenrod to look better with new lighting
  • Feather drops reduced due to arrows being recoverable
  • Containers with an empty state model do not drop 0 items when looted
  • Zombie corpses are hard to destroy with bullets
  • Optimized all metal catwalk collision
  • Beer crafting no longer requires a schematic
  • Optimized all block shapes by ensuring import animation is off and rig set to none
  • Sun Intensity x1.5
  • No shadow option disables shadows
  • Far shadow option uses high resolution shadows
  • Uppdated desert sand, desert wall, bush and spectrums
  • Removed chainsaw and auger parts from loot and traders
  • Updated the player gamestage settings to a new function and documented what they do
  • Chat message logging includes SteamID and EntityID of sender as well as the target group
  • Chest and back stun anims to be selected from hit direction
  • Replaced stun getup timer with a check for an anim stun tag
  • Switched game network port and Steam query port. Steam connect links and adding entries in Steam’s server browser now will use the port specified in ServerPort directly instead of ServerPort+1
  • Deleted maple forest ground texture
  • Removed all custom topsoils from sub biomes.
  • Removed clay as a separate block from biomes.
  • Ore distribution in the desert aligned with how other biomes are structured
  • Ores only use 2 textures now, regular and shiny
  • Deleted plains ground textures
  • Target bar now only shows when needed for gameplay without making it too easy
  • Reloading a scoped gun will wait 1/3 second after the shot to see the shot happen
  • F3 debug menu open is not showing npc names anymore. Enabled AI info HUD in normal builds. With debug menu enabled, use keypad-0 to show names
  • Increased entity walk anim blend out rate
  • Removed bookcase texture from a paintable texture
  • Player noise adds sorted/weighted volume levels instead of range/clamp
  • Increased gun firing volume levels. Decreased overall levels
  • Boulders and ore piles on the surface designate underground ore veins and their type
  • The SMG and Sniper Rifle have been renamed to SMG-5 and MR-10
  • Shifted values of snow biome to more of a cold blue and increased ambient intensity. Changed snowing to match
  • Snow doesn’t blow out in the sunlight any more
  • Removed scope and silencer from Sniper Rifle base mesh.
  • QuestRandomLootHelper object for previewing hidden backpack loot locations changed to display new satchel instead of block model backpack.
  • Animator parameters are now synced over the network when they change
  • Non local 3rd person entities will immediately update holding item
  • Fire sound on the ak to the hunting rifle fire sound
  • Hunting rifle fire sound to use the sniper rifle sound
  • Buffs proc chance controls buff application from weapons on both attacker and defender side (DamagePostArmor / MaxHealth) + BuffProcChance
  • Recipes are now unlocked with passive effect RecipeTagUnlocked and the recipe tag
  • Stat bars now have a solid border and a vertical line indicating the modified cap
  • ItemActionSpawnMinibike is now ItemActionSpawnVehicle
  • Renamed old ModAPI method ChatMessage to GameMessage (no longer handles actual chat messages)
  • Changed ceilingLight07 to use a light mask instead of shadows, and cut number of light emitters from 2 to 1.
  • Updated older decor light prefabs with new light masks.
  • Reimagined wasteland skies spectrums
  • Intensified sunset in pine forest
  • ModAPI PlayerLogin signature to disallow the client from connecting (return false and optionally specify a message string for the reason)
  • Blocks and items.xml no longer use num item IDs
  • Pressing E on trader now starts dialog instead of opening shop.
  • Vehicle keys. Space to brake and C for hop.
  • Item holster and unholster times now controlled by first person anim
  • Removed GameModes SurvivalMP and SurvivalSP in favor of a single combined mode Survival. Pause is supported as long as no other clients are connected to the game
  • Reorganised ammo types and descriptions
  • Modifiers for passives are now base_set, base_add, base_subtract, perc_set, perc_add, perc_subtract, perc is applied to base after all base operations
  • AK47 and MP5 fire sounds now use single fire sounds and the “fire_start” audio clips
  • Crosshair now express the circluar area on screen that the gun will fire in
  • Removed references to player specific food stat
  • Cabinets will randomly spawn as an open or closed (lootable) version.
  • Changed fists to be a two handed weapon so more bones can animate in new punches
  • Made ragdoll blend happen across ground anim and into stand anim.
  • Slowed player walk down slightly to look good with new walk animations.
  • Entity spawn menu uses a pageable list to accomodate further entity additions
  • Hold type simplification. Everything that can not be used on the hotbar will now show as a sack model
  • Forge input now has a timer indicating how long until the current item is finished
  • UFPS to have smoother/snappier animations while also not making players seasick
  • Tuned in weapon bob when running and walking for new smooth bob code
  • Added a note on fire to the water tooltip
  • Optimized all door controllers
  • Bullets use the bag model as a drop mesh
  • Shortened some material/block names and made the descriptions more detailed
  • Default renderer set to DX11
  • Drink items provide stamina regen over a longer duration
  • Water is twice as hydrating now, and reduced recipes to use one jar of water
  • All decorative and advanced wooden building shapes are now crafted at a table saw which is unlocked with advanced engineering tier 1.
  • A hoe is needed to start a farm
  • Increased streaming priority of block moels atlas
  • Stealth so move speed (not state) increases your light level
  • Stealth so crouching has an increasing effect (curve) at lower light levels
  • Stealth so the self to world light ratio adjusts your self light, so your light will be more detectable in darkness
  • Added movement collision to work light.
  • Replaced curtain textures with higher resolution source.
  • Cleaned up NetPackagePlayerStats data, changed bools to flags and don’t send player data to non players
  • Adjusted death penalty
  • Take arrow prompt no longer shows on living entities
  • Removed trickle zombies from 7 day hordes
  • Improved BloodMoonParty logging
  • Hobo stew takes 10 rotting flesh
  • Decreased player noise distance by 8%
  • Removed cinder blocks from country roads and removed small rocks from the main roads
  • Console command “debugshot” can also be executed by the short hand “dbs”
  • Added buff resistance to armor
  • Decreased player path grid size from 80 to 76
  • Increased sleeper volume padding xz to 8 and despawn delay to 60 seconds
  • Lower volume on auger/chainsaw prefab
  • Rain max volume for environment audio to more reasonable level
  • Video option reflection off to actually disable the probe and specular part of Overlayed_TA shader
  • NVG now will still light up in pitch black, vignette enabled
  • Removed old MedicineCabinet
  • Normalized zombie anim blends, so 1.35 move speed is a full run for all
  • Entity speed properties to MoveSpeed, MoveSpeedNight, MoveSpeedAggro, MoveSpeedPanic
  • Feral MoveSpeedAggro minimum to 37% of max value in XML
  • Removed AIDirector checking run for some distances and increased day distances
  • Optimized world entity is visible to local player check (stop animal/zombies from always setting, get player AimingGun once)
  • Removed trickle zombies from 7 day hordes
  • Improved BloodMoonParty logging


  • Zombie dogs have a chance of remaining standing on death (possibly from fatal hit bug)
  • Capping holes on ac unit bottom.
  • Added custom stats to show for blocks for item info window.
  • Reinforced concrete has less support than rebar frames and could collapse when switching
  • Issue with day elapse on tracking cooldown/lock times
  • Waypoint tracking checkmark is blocking name.
  • PlayerDataFile handling of time born and new player having a born time of 0
  • Decreasing world time could underflow the player time alive causing a max gamestage bonus
  • Player party level calc used when opening loot container
  • Particle emission for smoke and fire for minibike
  • All Wood Window Trims have UV issue when placed horizontally
  • Weather Ranges to be more realistic. Internally 70 degrees F is added at parse time
  • Sleeper count/reset bugs with entities or volumes despawning and cops exploding ( Cop explosion causes Sleeper Volume to respawn)
  • MaxVoicesPerEntity name changed to maxVoicesPerEntity value on entity sounds
  • Bridge disappearing when looking at top
  • EntityAlive not updating block standing on when it changes (like when spikes destroyed)
  • Exiting a vehicle not checking for glass, tree, large entity and vehicle obstacles
  • Door colliders hitting player as they move by disabling during anim swing. Partially fixes standing at door hinge side will open and propel player upwards
  • Passwords passed on the command line showing in the log
  • Config options passed on the command line had to be case sensitive
  • Various black player facial hair styles and hair
  • Rabbit and chicken idle 2 anims instantly jumping to idle 1 when played
  • Sg OptionsFieldOfView exploit allows players to shoot through terrain
  • AI Approach Distraction not resetting if had a path value
  • Darker skinned characters have white eyes when wearing the nerdy glasses
  • Missing harvest on Wood and Metal Door Frames
  • Raycasting ignoring transparent (went through trap walls and pallets).
  • StartRagdoll forcing 2 seconds when a living player.
  • InitRigidBodies mass for non 11 bones and added alternate spine names.
  • Vulture “hip” bone error.
  • SmallRocks should now distract zombies if they don’t have an active target
  • Vending machine’s rent duration does not update upon changing 24 hour cycle.
  • Game time and real time in rentable vending machine’s description differ from their true values.
  • Paint tool: paint full block mode now also paints block if faced side has texture, replace paint mode is switched off when any other paint mode is chosen
  • DamageSource damageType not being set.
  • Change Loot volume text in sleeper K menu to read as Priority Volume
  • Stop allowing turrets/traps to be placed on the door itself
  • Burnt wood block textures don’t move with the mesh when falling
  • Stacked doors do not grant ownership
  • Symtype in hierarchy causing branch_legacy not to render
  • IronBarCentered #558 in certain orientations can not be painted
  • Velocity input parameter on players is noisy
  • Adjusted LOD distance on vault doors to make swap less noticable.
  • Small blocks like poles or landmines do not blocks sight for zombies.
  • Controllers cant easily close windows with an already active searchbar
  • Re-enabled menu while on vehicles.
  • Removed movement collision from aloe vera plants
  • The more you move away from 0,0 the more the models flicker
  • Sounds intermittently go quiet and/or don’t play at all
  • Drawbridges can be used to make floating platforms
  • Player obtains coal and farming journal tip is triggered
  • Trader selling cue interrupted by finished crafting items.
  • Fixed Character’s sitting animation may persist after leaving minibike
  • When on a slope both bears have difficulty in attacking the player
  • All XUi ItemStacks using the same background / highlight color
  • Wrench harvest distance is way too close
  • Possible dupe method “destroying container”
  • Duping with 2 people using containers
  • Radiator doesn’t show up in harvest icons when you harvest cars.
  • Being stuck in 1*1 holes and then be catapulted
  • Client player can clone items/resources to destination processing stations and block source stations/containers from accessing.
  • Roads generating as Clay, Dirt, Gravel and Sand
  • All food items give improper amount of Fullness and Hydration.
  • Missing Accuracy and Range stats for certain ranged weapons.
  • Solar cells won’t show on trader refresh.
  • Adjusted head decapitation gib effect on Zombie steve to hide skinning issue
  • Water visuals disappear when Character aims through Sniper Rifle scope underwater
  • Adjusted bed02 collision to stop players head stuck in low ceilings upon spawn
  • SI Exploit for Rock Prefab
  • Player’s character keeps upgrading block after death if killed during said action
  • Clubs will not gather any resources at all
  • Open garage doors create a barrier zombies cannot cross.
  • Scrapping car may cause ground deformation and leave a hole in the world
  • Supply Crates do not drop any items when destroyed
  • Bumpier terrain needed for low res texturing, modified normal/albedo/AO based on normal map edges
  • Rain can be heard clearly a bedrock level
  • Surface of the water is not visible underwater
  • Jumping on active Forge does not set the player’s character on fire
  • Flashlightfunctionality remains after swaping guns of the same kind.
  • Redundant sound when breaking glass with mining tools and weapons
  • Throwables clip through trees
  • Fixed incorrect pieces displaying on LOD levels of Stage 2 Vault Door
  • Wrong sound on metal reinf. wooden blocks
  • Vultures and Chickens artifact when rag doll rolling down a slope
  • Sack disappears for another player, when is observed from 6 meters or above
  • Slanted blocks going bad when painted by 1×2 textures
  • No text is displayed in placeof Sell Price when an item cannot be sold
  • View distance 5 exchanges imposter very late
  • Corrected several fuel values to match the burn time change of wood.
  • Container Sorting – Same items of the same quality are not sorted by durability.
  • Fur now renders correctly and against/in water and just goes flat wet when foggy
  • Fur lighting, tonemapping, gamma, color matched, and wet specular values
  • Water in fog rendering
  • Vultures can fly under water
  • No ricocheting bullets effect can be observed when shooting at Vendor POI blocks
  • Smelted forge materials not registering in the recipe “HAVE” column
  • Last item in forge not smelted
  • Chance to spawn mods along with weapons not working
  • Mushrooms not growing when the player leaves the chunk and seem to grow slower than other plants
  • Flashing journal button when tips are available.
  • Scrapping guns does not return the loaded ammo.
  • Taking arrow from player holding bow
  • Wandering hordes can contain screamers
  • Tops of the cacti are not giving damage as they should
  • Kills from buffs do not reward any xp
  • 2 bridges in navezgane wasteland collapse when walking over them
  • RWG floating poi issues
  • RWG floating/half floating POIs
  • POI’s are floating or partially floating in RWG and unstable
  • Health is random value on respawn
  • Sometimes you die and respawn only to die again
  • Mp sound looping for auto tools
  • Turrets can target zombies through wall
  • A bunch of mixing, zone tags to POIS for Random Gen. More things should spawn now
  • Fixed particle effects of destroyed terrain blocks were always black
  • Light fixtures showing up dark.
  • It is not possible to pick up or destroy deco items outside a trader
  • Client see trees that have no hitbox



  • Renamed Hypo/Hyperthermal to Heat/Cold Resist
  • Updated forest ground to match grass better, whitened fog at sunset to help black back lit trees look better. Thickened fog in pine forest
  • Removed: UNET networking
  • Animal Hide (the resource) has been removed
  • Animal Hide Armor has been removed
  • Removed quality from paint brush / wiring tool
  • Removed old paintings and rebaked atlas
  • Updated game art for Create a portrait for kickstarter backer Ken Lau
  • Set shadow distance to 150 (near mode) and 300 meters (far mode)
  • Removed: Old percentage based damage resistance system
  • Removed: items.xml entries for iron, barbed, and spiked club, these are now mods
  • Replaced old radiated terrain with new sidewalk texture in POIS
  • Removed old radiated blocks from POIs and biomes
  • This also allows us to give each mod a specific icon of their own.
  • Added satellite dish.
  • Added table lamp and tipped over variant.
  • Updated orange metal roof texture to hd and redid
  • TerrainFiller is not “translated” but that should only be one number changed.
  • Investigated/Debugging tree hit sounds – added debug info found to ticket, might be something for so I passed the ticket to him.
  • Modified: ConnectionManager to include event handling for client join and client disconnect
  • Modified: AIDirectorZombieManagementComponent to cue threat level tracker that the world zombie profile has changed
  • Wired up ak47 iron sight aim blend tree
  • Removed: old and strange loop code, will readdress if we ever need to use looping and end sounds on an item
  • Removed: AutoFire property as it’s determined by BurstRoundCount and MagazineSize
  • Removed: old staminaUsage property as it’s no longer needed
  • Removed: CrosshairMinArea and CrosshairMaxArea and default to 20 for anything that might actually still use the old crosshair setup
  • Adjusted maple tree art
  • Navezgane: Moved biomes.png + poi.png into file system
  • Removed legacy green wallpaper, baseboard and crown texture
  • Updated all tree billboards to match new tree art
  • Updated forest flower to match new forest fall look to the biome
  • Updated: Grass in snow
  • Power attack stat is listed on repair tools
  • Redundant metal trussing recipe
  • Beer does not have the listed effect
  • Corrected several item stat displays
  • Some light armor descriptions said decrease instead of increase
  • Some greae monkey requirements were not localized.
  • pine forest fog transition from night to morning
  • It as impossible to rain in the burnt forest
  • Toolbelt item swap delay to 0.3 seconds when scrolling the mousewheel
  • Several drinks had improper amounts of water.


Known Issues

  • Some tier 5 dungeons may not complete the clear quests
  • You can potentially get a buff like bleeding after the moment of death
  • In some scenarios double swing may still occur
  • Tool damage localization is different than actual value
  • RWG: Floating POIs (Minimal occurrence now)
  • Trader Jen has a deep voice
  • Ammo count of nail gun goes broke, when equipped with full auto receiver
  • Trader Rekt is nicer than usual
  • Some achievements can not be obtained at the moment
  • Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not
  • Scrapping items in crafting queue while re-logging may go lost
  • Re-logging when crafting usable items are in the crafting queue may have negative side effects
  • Crafting speed bonus and mod slots do not properly apply to workstations after being closed
  • Clipping into blocks to see through terrain
  • Vultures play their fly animation when dead for clients
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • Hitting ESC while generating a map preview will blank screen. Must use CTRL, ALT, DEL to exit game.
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Mining helmet light doesn’t show for other players
  • Client molotovs thrown down from an edge not working as good as Host
  • Hatches don’t always open on the first try
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • LCB icon is still shown when LCB has been destroyed by another player
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff
  • Flames don’t move with zombie ragdolls
  • Resolution does not always save when >1080p options are available
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Debuffs on respawn
  • Crashes on Mac
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • White lines may occur on imposter POIs
  • Some Linux users experience problems
  • Sometimes items get locked on the toolbelt, use shift LMB or the action button when item is highlighted to solve some sightings
  • When using REALLY excessive amounts of resources they may vanish in cement mixer’s crafting queue
  • Loot abundance setting needs another look