RWG changes for hash getting from toString to toCultureInvariantString
RWG hub cell pregen blocks spawning the player and chunks until finished
RWG hub cell download blocks spawning the player and chunks until finished
Recipes for oil and paper
One level deep backup system for player data files
Added more stealth/debug introspection under F3 menu.
Changed
It is not possible to pick up blocks in other player's land claim area any more
Molotovs do less damage to players
Increased the drop chance of quests and treasure maps
Increased damage on auto turrets
Increased low end damage of the iron fireaxe
Lower resource cost for basic wood building blocks
Animals do not drop gore blocks
Increased shotgun damage, mostly on lower quality guns
Fixed
Animal gore blocks are not being cleaned up on servers
When you focus on the centre of a wood frame and try to place another, you loose the frame
water under navezgane mine
Offline players will have a bedroll icon if someone picks up their bed
Molotovs hit client players when walking/running backward
Electrical traps can be found in the traps crafting tab
Wrong open sound on eviscerated remains
Traders do not carry compound bows and parts
Wrong upgrade sounds on blocks upgrading to poured concrete
Dysentery description does not mention that it is lethal
Crafting/repair costs of sod and other dirt types are inconsistent
Crafting skills increase the repair amount by up to 20% instead of only 2% (on repair kits)
Blooddrawkit dupes if suicided by overuse in backpack.
Player ID text is blurry.
Waypoint search limited to active page.
Allow scrolling through waypoint pages.
Recipes aren't updating "live", ie missing last item and then gaining it.
Disappearing POI's
32 bit client crashes on RWG creation
Ram usage may be too high (, Alloc)
Zombies bounce off trader's outer walls or are being teleported upon approaching them
Game Unsticks player to the surface when underground
Minibike location icon will not show if missing the padlock
Insta health on medkit not applied when healing others
Not all drinks extinguish all kinds of fire buffs
Direwolf can still clip into player
Weathersurvival off does not deactivate on leaving a game
Players are unable to pick up small stones, plays land claim sound
Feral Radiated Spider has wrong limb damage and animation rules
Block ID 613 will suck player up into it
Fixed not being able to bind mouse scroll wheel
Blade traps not doing damage properly when placed on a wall
You can not shoot through security gates
Vultures fall through the world when killed high in the sky
Alpha 16.1 (b1)
20 July 2017
Changed
All storage crate signs look more worn out and match
Added some debug log for the stuck on creating player issue
Fixed
NRE picking up unconnected switches.
DayNightLength of default=60 making server go to modded
Vulture ignores Day 1 protection
Water under navezgane mine
Alpha 16 Experimental (B129)
1 July 2017
Added
New HD flagstone texture and replaced old one.
Wedge stairs with recipes and upgrade path.
Spawn position to player spawn message and mod API event
Launcher: Also delete UserOptions.ini on "clean settings"
Passthrough Triggering Journal tip.
Changed
Every Secret Stash perk level will improve the trader inventory.
Crawler zombies will not appear in scout or feral hordes.
Claim stones require forged iron, not steel.
Increased temperature insulation and armor on Animal hide clothing
Removed calipers from the game.
Removed spotlights from random construction loot crates.
Iron tools drain more stamina than stone tools. This can easily be covered with perks.
Everyone can repair a machete but only expert weaponsmiths can craft new ones.
A machete is a steel weapon.
Game Unsticks player to the surface when underground
Allow for case insensitive item name passed to giveself
Increased probability for finding silver/gold/diamond.
Making glue does not require a beaker.
The bio fuel item has been removed.
Message given and radial menu disabled when TE is in use by another player
Dart and blade trap are sturdier since they stand a high chance of being damaged.
Adjusted requirements for the Concrete perk.
Flaming arrows are still limited to the compound bow but every bow can now shoot the plain arrows.
Doubled the effectiveness of combining items.
Auto turrets are found in the secret stash of traders.
The ammunition formerly known as steel darts is now known as iron darts.
Increased experience gained from killing zombies, especially at higher levels.
Adjusted skill point costs, made less powerful perks considerably cheaper. Buying all perks costs about 100 points less.
Removed the Run Forest Run perk because it gave an unintentional multiplier to all stamina use.
Zombies drop more quest notes.
Better feedback when trying to combine parts out of your skill range.
Fixed
Merged burning barrel particle effect into barrel prefab.
Dropped molotovs explode on pickup when the pickup text isn't showing
Duplicate items inside dead zombie
breaking down loot crates in skyscrapers to the green dev block (forum)
Fixing rendering issue with molotovs appearing to levitate.
Client now creates a lobby when joining a dedicated server, thus allowing people outside the local LAN to connect to dedicated servers without port forwarding
New bears spinning in circles
Molotov's hit invisible NW to NE wall as a Client
Player can get stuck behind barb wire at trader Jimmy's
Misleading error message when not knowing a recipe.
Distant buildings are way too dark on Intel graphics cards
Error when using giveself with non-existing item name
Console not behaving properly when an executed command throws an error
Pressing Tab during Building Environment skips to the game while it is not yet ready
Vulture ignores Day 1 protection
in b126 water tower 3 floats in RG
Bears and wolves won't react to player's attacks, if far away
RWG Terrain Density Mismatch Issue
Added vault hatch icons and fixed broken XML name on wood hatch icons.
Missing BlockLoot file for
Workbench getting outdoor weather on it
Bear and Zombie Bear do not attack the player
Sleepers lose interest in player and return to sleep without fighting back
Shock particle effect not being removed on death
Vultures susceptible to bleed buffs.
Black goth pants are not scrap able (boots are)
Button info summary for gamepads does not refresh properly when switching between item stacks
RWG highway connection issues
RWG highway generation issues
Boar collision is more accurate
Yucca seeds are in the Science category
Localization needs to be fixed for smelly foods.
Full harvest event amount being paid out on the destroy event
Texture aliasing / mipping issues - surfaces viewed from an angle should appear more clear and more stable in the distance
Painted pictures, etc., on arrow slit blocks.
Reversed stats on healing bandages.
Reversed temperatures in biome settings.
Campfire and chemstation go unresponsive after client use
Recipes are not unlocking properly on P2P
Shotgun turret does not use ammo in manual mode
Game Unsticks player to the surface when underground
Camera preview upside down on Mac
Compound bow damage is assigned twice.
Adjusted Flag/Cobblestone harvest events to the new building costs.
Workstations with remaining fuel (burn time) can't be turned on again.
Wrong description on crafted spotlights.
Some sinks drop the wrong loot.
Block 1964 does not yield broken glass
Eviscerated Remains is spelled wrong
Auto Turrets now acknowledge PVP Settings.
Fixed multiple collision issues with water vs harvesting, attacking, etc..
Graphics appear on low settings after installing new versions of game
Work station journal is misleading
Burning barrel is craftable again. Descriptions and code cleaned up.
Concrete blocks do not upgrade to reinforced concrete.
OpaqueBusinessGlass can be picked up directly by destroying it.
AnimalZombieBear uses the hand for animalBear.
ZombieSkateboarder uses the wrong loot list.
Wrong XP values on several zombies.
Fixed smeared UV's on metal sheets
Hitboxes on boar, bear and wolves
ALREADY REPORTED ISSUES FOR b129(No more reports needed, thank you)
Too many fibers being harvested and too many experience points gained from hoeing grass
Blocks with low hit points (sand, cloth...) drop too many resources when harvested with high-damage tools.
Farming of crops other than yucca and hops affects performance
Camel perk is multiplying hydration loss as well as hydration gain
Zombies rotate on the ground before standing up
Zombies and animals clip into blocks
Vultures sometimes fall through the world when killed high in the air.
Vultures violate starter safe zone
Campfires not working in multiplayer games
Precipitation and cold temp going through windows, glass blocks, doors, and hatches
Game freezing on creating player
Missing traders and partial trader outposts
Important Server Config Info
There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.
enemysensememory also got completely removed
enemyspawnmode is now true/false and not a number
Alpha 16 Experimental (B119)
22 June 2017
Added
New boar sounds to boar.
Random break in crates and secret stash crates to some locations.
Changed
Sound is a bit more noticeable to zombies.
Creative Window changed to show the useful items for players outside of Dev blocks.
Slowed how fast player core temp changed from b113. It is still faster than A15.
Increased insulation of skull cap, hooded sweatshirt and sweatshirt.
Concrete blocks use the reinforced concrete icon.
Tightened up iron sight sway and bob. Now when iron sighting your weapon is in the "aimed" position faster.
Removed adobe recipes and blocks.
Reduced sloppy weapon sway when rotating camera and looking up and down, resulting in guns feeling tighter. This also reduces the stuttering feeling A15 had when mouse looking.
Clearer message for "unable to repair".
All stations found at traders now have a rare chance to be in working condition.
Calipers no longer drop in the game.
Crafting steel ingots or bulletproof glass in a forge requires a crucible upgrade.
The machete recipe is unlocked by a perk for better visibility.
First aid kits are made in a chem station.
First aid bandages heal more slowly.
Altered the Taza's Axe icon.
The burning barrel is not craftable.
The paint tool defaults to a texture that isn't locked.
Changed some minor improvements to 3 of the skyscrapers.
Dire wolves no longer chase zombies, and give up the chase after 30s instead of 45s.
Improved visuals for throwing (molotov + small stone): less lag after thrown away.
Slowed how fast players temperature changes in a negative way.
Slightly increased economic prices of heavy armor and steel items.
Reduced how many animals there are.
Rebalanced the requirements for main progression milestones like concrete mixing.
Painting the inside of the wood frame is now possible, it is attached to the bottom of the frame. Use paint all to reach them in most cases.
You can build on pressure plates.
Fixed
Replaced wrongly used bridge concrete and bridge wood that made some walls too strong.
Minibike chassis falls into misc skill group while all other parts are in science.
Wedge tip exploit from player able to shoot thru flat side of wedge.
It seems like it rains way too much in game - A rainy time slot is selected by the server each day now. It can only rain during these selected hours IF it is cloudy and a rainy weather dice is rolled. This possible rainy time can range from 8-12 hours per day and it can never rain outside those hours except on 7th days.
Wet concrete support (Items 403) places and dries incorrectly.
Snakes now move the same speed day and night.
UserOptions ini - fixed values that go above in-game dropdown settings.
Vulture was using dog attack. Vultures do less damage than dogs and less chance to bleed, but have a higher chance for infection.
Grammar in batteryBank description.
Once focused on a saved waypoint the icon does not revert.
Wet Concrete Ramp Corner is using the wrong model.
Missing localisation for animalBoar.
BladeTrap has no vendor price set.
Spawn zones are now safe again for first time spawns.
Wire tool can be used to find weak electrical traps on pvp.
Sleeper crawler standing when found and then drops to the floor.
Player does not lose sleeper aggro when hiding, always hunted.
Spider zombie does not attack all the time, and when it does it rarely hits you.
Playerbuilt remote control tower to open doors in lower level.
Progress bars always at 100% (Linux, non-english systems)
Woodframe has difficult focus targeting.
NRE on cancelling crafting of autoturret/shotgun turret.
Wrong description on the paint tool.
Limit combined item quality on workbenches.
Quality Joe is broken on relogging.
Boar has no head Collison.
Player can push inside of a bear.
Running zombies seem to stop following you and then run in circles.
NRE trying to harvest vulture with auger.
Block UV's bad at 45 degree angle pointing up.
NRE on hitting craft after clicking on the * for favorites.
Controller isn't allowing minibike to drive straight forward.
Block #728 upgrades into itself.
Pressure Plates 1x1 can be placed on offset terrain and are uneven.
Molotov Cocktail cannot be debuffed.
Sleeper crawler standing when spawning and then drops to the floor.
Distant Water Has Missing Texture.
Burning Barrels give no light again.
Broken bear material.
KNOWN ISSUES (No more reports needed, thank you)
Hunted Status not working properly
Clipping issues with bears, wolves, and spider zombies
Unintended harvest amounts on destroying boulders.
Too many Airdrop crates spawning and crates spawning underground
Road Issues
Gore pile dupe
Blade trap doesn't damage cops or irradiated cops (Might be intended)
Throwing rocks does not distract zombies
Trader Issues: Missing Trader, missing POI, odd hours, etc.
GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
Teleport to ground level when under doors, under certain blocks, or loading in after having quit from an underground location.
Issues with filling buckets and bottles with water
Wet concrete not drying
Animals and zeds don't aggro from being hit with a ranged attack after a certain distance
Sleeper spawning issues continue
Minibike steering issue using a gamepad controller
Important Server Config Info
There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.
enemysensememory also got completely removed
enemyspawnmode is now true/false and not a number
Alpha 16 Experimental (B113)
16 June 2017
Added
Recipes for glass ramps.
Changed
Updated wood, scrap and vault hatches to work with advanced rotations.
Snow and forest biomes are colder.
Players core temperature change faster.
Moved End Tables to the Decor group.
Reduced the amount of meat harvested from animals.
Wood cube frames are 3d again, but optimized so they don't cause errors.
Terrain ping pong to do one more check for "bounce ups" instead of clamping them.
Temporarily disabled wolf running attack to stop clipping through several voxels.
Slightly slowed wolf running speed.
Dire wolves are rarer.
Fixed
Double mouse cursor after using map.
Map not showing crosshair cursor while hovering waypoints.
Updated the description of Misc Crafting.
Wrong upgrade patch on concreteWedgeIncline.
Description for looseBoardsTrapBlock3x3.
Players can walk through the chem stations.
Wood spikes cost more to repair than to make. (this time for real)
Some upgrades are leading to the wrong kind of concrete.
Control binding tooltips stay if controls dialog is closed with ESC while tooltip is showing.
Pressing enter during sign editing causes random effects (reset key bindings to default to apply fix)
Quests refer to pigs, not boars.
RWG Index out of range error.
Snake death animation.
Delayed sleeper spawn.
Sleepers spawn instantly when active beroll is picked up.
Sleeper volumes with small pre-trigger area allow seeing spawn ins.
KNOWN ISSUES (No more reports needed, thank you)
Hunted Status not working properly
Clipping issues with bears, wolves, and spider zombies
Unintended harvest amounts on destroying boulders.
Aggressive animals violating safe zone.
Too many Airdrop crates spawning and crates spawning underground
Road Issues
Scavenger + Quality Joe not working
Gore pile dupe
Blade trap doesn't damage cops or irradiated cops (Might be intended)
Throwing rocks does not distract zombies
Trader Issues: Missing Trader, missing POI, odd hours, etc.
GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
Boar Head Hitbox not working
Teleport to ground level when under doors, under certain blocks, or loading in after having quit from an underground location.
Issues with filling buckets and bottles with water
Wet concrete not drying
Animals and zeds don't aggro from being hit with a ranged attack after a certain distance
Sleeper spawning issues continue
Minibike steering issue using a gamepad controller
Pink Water
Important Server Config Info
There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.
enemysensememory also got completely removed
enemyspawnmode is now true/false and not a number
Alpha 16 Experimental (B112)
16 June 2017
Added
Arch 2m blocks/recipes.
Changed
Skill screen allows purchase of multiple skills at once.
Skill screen now shows -- for cost of maxed out skills.
Skill screen now shows KNOWN for buy option when trying to purchase a known rank.
Skill info window now shows skill purchase cost.
Skill points gained per level have been increased to 6.
Slowed player leveling per level.
Replaced pigs with wild boars. They attack if provoked.
Reduced the wood cost of tools and weapons.
Cobblestone frames no longer exist. Flagstone can be upgraded to cobblestone.
More flagstone block recipes added.
The stone axe works better against wood and worse against stone. (it's an axe, not a pick)
The adobe material has been removed from the game. Flagstone has been fleshed out with new shapes.
Increased player outgoing damage on higher difficulty levels. On "Insane" it is now x0.5 instead of x0.25.
Gamestage increases much faster on higher difficulty levels making zombies big, bad, and bountiful.
Small adjustment to bacon & eggs to match the latest changes
The compound bow draws faster than the wooden bow.
Reduced probability of vultures in hordes because their AI makes them inefficient for that.
Vultures had too much fun swimming. The relevant AI task was removed.
Rebalanced wildlife so there are less larger mammal and more rabbits and chickens. Changed: There were too many wolves and too much meat as a result.
There are more zombies in the wild (and towns as a result), except in the snow biome which is still low population but made of harder zombies like lumberjacks.
Compound bow draw is faster, making it better than the wooden bow in every way.
Misc crafting is now a perk.
Added descriptions to Painting blocks.
Increased harvest amount on stone tools.
Increased the chance to occasionally find a house empty of zombies.
maxAlive in horde stages ramps up a little quicker.
Optimized cube frame.
Fixed
woodHalf has no vendor price set.
Allow shift clicking fuel in workstation.
Model error on harvestable potato plant.
Duke token amount is not updating correctly.
Wrong fall event on some doors and hatches.
Broken wooden bow gets stuck in zoom position.
Hitting any trader with a torch and setting them on fire awards player kills.
First Person Muzzle Flashes are out too far from the barrel at different FOV’s
Workstations output goes to first free slot - ignoring existing stacks.
Zombie corpses are not being cleaned up in unloaded chunks.
Player Editor has invalid character selections available.
Wolves don't lunge attack through the player and doors now.
Improved description for the paint tool.
Wood spikes are using A15 repair costs.
Debug menu: Cannot set speed slider to 1
Pressing ESC in SP during spawn/death anims freezes game.
Toolbar interaction possible with in-game menu open.
Reload/Take all cannot be rebound.
Closing 7dtd without having a game started causes NRE.
Binding ALT key to any action kills mouse control for that game session.
Mouse sensitivity limit lowered.
Adobe arch blocks in prefabs cannot be repaired.
Industrial Light is in the wrong crafting tab.
Electrical lights have no description.
Texture Picker now can only select unlocked textures.
Using noclip as client causes teleports.
Zombie crawler walks after being electrocuted (Note that crawlers and spiders still stand up when being electrocuted, we need a couple of more shock animations)
Adjusted burn times of chairs.
Floating POIs in RG
Fix missing -no shadows- option.
batterybankSchematic teaches the recipe, not the perk.
Bad grammar on the Trigger Delay and Duration journal.
Electricity skills/perks need their descriptions.
Craftable items missing descriptions.
Disappearing POIs in RG.
Steel smithing does not display required science skill.
Stats do not show for lvl 0 crafting skills.
Fixed: Wolf fur looks off [Hangs too low]
When in the paint picking menu, if you try to drop items they go to your backpack.
Added missing icon for loose floor 3x3 trap.
Switch in front of battery bank also turns it off.
Sounds turns off on bladetrap and solarpanel when a player leaves the area.
Opening dialogs while moving can cause action hotkeys to trigger.
Tooltip not showing for map waypoints.
Minibike lock locking out owners.
Name on Block 784 same as 786.
Supply crates now float above water.
Falling through the world on dedi.
Compound bow preview window is incorrect.
Rebinding actions can cause conflicts between local/gui and permanent actions.
Made all actions rebindable.
Trouble Looting or Destroying Zombie Ragdolls in Shallow Water.
Player Editor has invalid character selections available.
Bulletproof Glass has Concrete particles.
Increased Radial delay making it easier to use Tab/R/E without the radial popping up.
ERROR: VM.mesh[0].Vertices.Count (65248) has too many vertices! Reverted to an alpha cutout frame on a cube instead of a 3d cube.
KNOWN ISSUES (No more reports needed, thank you)
Hunted Status not working properly
Clipping issues with bears, wolves, and spider zombies
Important Server Config Info
There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.
enemysensememory also got completely removed
enemyspawnmode is now true/false and not a number
Alpha 16 Experimental (B105)
12 June 2017
Distant Location Rendering System
We’ve added a new distant location rendering system which renders low-polygon versions of locations in Navezgane and Random Gen worlds over a kilometer away. The system creates models of locations above a certain mass and height.
New Locations
We’ve have embellished many old locations with new loot and some custom painting. Too many to mention. We’ve also unlocked a new city in the south east Navezgane desert we call Departure. It’s the largest city so far. We have added over 30 new locations to the game including:
4 new skyscrapers have been added to the game. We’re calling these mega locations vertical dungeons because they play like a traditional game with a lot of thought put into the path, enemy spawning, surprises, even secrets.
3 fast-food restaurants (1 in Navezgane, all 3 in RG)
6 new modern houses (3 in Navezgane all in RG)
Daycare (Both)
Private School (RG only)
Laundromat (Navezgane and RG)
Hair Salon (Navezgane and RG)
2 fire stations (1 Navezgane, both RG)
2 Post Offices (1 Navezgane, both RG)
2 Court Houses (1 Navezgane, both RG)
2 Old business strips (Navezgane and RG)
4 new trailer lots (RG only)
Pawn Shop (Navezgane and RG)
Navezgane Hospital and Football Stadium (added to RG)
New Enemy Spawning and Gamestages
Sleeper Spawning – We’ve gutted the old static spawn system and added a new sleeper spawning system that embeds trigger volumes into locations which are set up by designers.
We’ve added sleeper volumes and spawn points to every location in the game.
Every location has unique spawning appropriate to the location or the area within a location. F.E. a maintenance area will spawn utility worker zombies and an office might spawn businessmen zombies
The amount of zombies spawned at a volume is determined by the spawn definition set by the designer and the definition set in the gamestages.xml regardless of the number of spawn points.
The type of zombies that spawn are determined by the spawn definition it’s set to and the parties game stage. The game will challenge you regardless of your level.
Zombies will spawn in different locations within a pois every play through for a new experience every time.
Zombies at locations are persistent meaning if you entered an area killed 1 of 5 guys and returned you would find the same 4 games alive.
Zombies will respawn in their volume if the volume has never been cleared or nobody has visited it in 5 days
Sleeper zombies have a chance to be a decoy meaning they are already dead. We added this so we could remove the old corpse loot block. Note: you have to damage them first before you can loot them.
Decoy zombies have a chance to not be dead so you can be surprised sometimes
Screamer Hordes
We’ve changed screamer hordes to use gamestages now so they will be dynamically set to the offending parties game stage
Game Stage Improvements
We’ve made many changes to make the challenge the advanced players including:
We’ve added feral and radiated zombies to the upper game stages to increase the longer game challenges
7 day horde stages use a larger pool of zombie types, 15 at gamestage 435+
Zombies killed by playerdeath will be added back to the pool
We’ve added a new menu and server config game option to set the number of zombies per player on Blood moon hordes. It defaults to 8 but can be set to 4, 8, 12, 16, 32 and 64 or any number for server admins. Game-stages are still determined by your party.
With the addition of blood-moon count we changed the Enemy Spawning game option to ON/Off as blood moon count and sleepers control the other spawning system counts
Electricity
We’ve added a complete functional electricity system with a wiring tool, power sources, lights, switches, triggers, traps and more. These items are gated by perks, loot found and trader only items you can buy. They include:
Wire Tool – Use a wire tool to wire electrical components. Focus on any electrical component and use the secondary action to add a wire to a parent and once again to complete the connection to a child component. Focus on any electrical component and use the primary action to remove or cut that components wire to its parent component. With the wire tool equipped you can see many useful things including: a components power usage and power status, the flow of power from parent to its child component and the aiming of objects with motion sensing.
Generator Bank – The Generator Bank allows you to power your electrical components. It requires at least one small engine, expandable up to six. The maximum energy output is determined by the number of small engines installed and their quality. The generator bank uses gas for fuel which can be found in loot and purchased at traders or crafted at chemical stations and campfires.
Solar Bank – The Solar Bank allows you to power your electrical components. It requires at least one solar cell, expandable up to six. The maximum energy output is determined by the number of solar cells installed and their quality. Solar banks produce power during the day when in direct sunlight. Solar Banks and cells can be purchased from traders or found in rare loot.
Battery Bank – The Battery Bank allows you to power your electrical components. It requires at least one battery, expandable up to six. The maximum energy output is determined by the number of batteries installed and their quality. An externally powered and turned on Battery Bank will recharge its batteries. If there are no batteries installed it acts as a relay pushing power down line.
Electric Wire Relay – The Electric wire relay allows extending your electrical network further with a small cost to power.
Switch – The Switch allows pausing the flow of power to children components.
Pressure Plate – The Pressure Plate triggers the flow of power to children components when stepped on.
Motion Sensor – The Motion Sensor triggers the flow of power to children components when a player or zed is in its view.
Trip Wire Post – The Trip Wire Post triggers the flow of power to children components when a player or zed moves between two connected posts.
Electric Timer Relay – The Electric Timer Relays allows the flow of power to children components during a specified time period in 30 minute increments.
Blade Trap – The Blade trap has three spinning blades that chops players and zeds alike. It does not discriminate.
Electric Fence Post – The Electric Fence Post shocks players and zeds who move between two connected posts.
Dart Trap – The Dart trap launches metal darts when powered.
Auto Turret – The Auto Turret senses targets in its view and fires 9mm rounds at them.
Shotgun Turret – The Shotgun Turret senses targets in its view and fires shotgun shells at them.
Speaker – The speaker plays an alarm sound when powered.
Lights – There are many lights that the player can now craft to illuminate their forts.
Spotlight – The player crafted Spotlight has changed to require power but can now be aimed be where light is needed.
Random Gen Beta Version
We’ve greatly improved Random Gen with many improvements and additions including:
POIs
New RG Distant POIs
Over 30 new locations
We’ve re-organized the rwgmixer.xml and it’s spawning groups and now have every POI spawning as intended
POI location size restrictions have been removed so every location will now be included in possible locations lists. F.e. the football stadium can spawn
POI Picker code improved, ensuring a more even distribution of POIs
POI location facing directions have been fixed so their fronts face roads
POI height is checked against it’s spawn height to ensure it’s not placed too high in the world
Hub Generation
New socket hubs added
City, town, and rural Hubs are now Socket Hubs and spawn based on terrain available
Socket hubs can not only be on hills now but they now have organic overall shapes and look. No more square cities.
Socket hub township type is decided by placed residential buildings using a scoring system
New socket streets to go with socket hubs
New socket street generation formula controllable via rwgmixer.xml
New zoning system to place POIs in certain parts of a town
Downtown zone area percentage parameter added to rules
Terrain Generation
Terrain generation improvements
Terrain generation now adjusts the heights to stay within the bounds without clamping
Biome Generation
Biome dispersion and elevations are improved and more natural.
Biome decoration generator now checks height of prefabs and blocks to ensure it’s not placed too high in the world
Highways
Highways are sexier and have smoother curves
Highways now all have gravel shoulders
Gravel Paths
Gravel paths now use more improved pathfinding
Gravel paths no longer eat out a chunk of the highways they connect to
World previewer
World preview window is now wider
World preview now has fly mode using movement keys when holding right mouse button down
World preview window fly mode speed can be controlled with the mouse wheel
World preview terrain height better reflects actual height
World preview shows random town name using town name generator
Other World Generation and Biome Changes
Biomes have undergone some changes, too.
The gravel spots in bio* mes are more reliable and will drop 1 unit of the ore they are leading you to.
Stone in the top soil of plains biomes has been replaced by gravel
Individual particle spawners (tree stumps) have been replaced by a biome particle manager so there is no random (and possibly extremely high) concentration of particle generators
Spawning of animals in all biomes has been reworked.
Darkened snow biome sun light a little to reduce whiteout.
You can find small patches of fertilised soil in burnt forest biomes.
You can harvest coal from ember piles and burnt trees.
Surface potassium nitrate in the snow biome is now replaced with oil shale and coal.
Nitrate, oil shale and coal can be found on the surface in the burnt forest.
Added dead trees to the plains.
New Enemies
We’ve added some new zombies and some boss variants to improve game stage challenge. Here they are:
Business man zombie – Often found in corporate locations like the new skyscrapers, these zombies are all about the business of eating you alive. They typically carry cash and paper.
Disturbed Tourist – Everyone loved the old fat Hawaiian shirt tourist zombie so he’s back in HD! Prior to his permanent vacation to the afterlife he was hoarding canned food. Perhaps that is why he was caught and turned into a flesh eater.
New feral zombies – Every zombie in the game now comes with its feral counterpart. Feral zombies always run and have glow in the dark yellow eyes, are much harder to kill and do more damage.
Radiated zombies – There are radiated variants of the fat cops, the spider zombies and the zombie wight ‘the artist formerly known as the feral.’ They have the physical attributes of feral zombies and always run, but also regenerate lost health! They glow with radiation making them unmistakable!
Reworked Enemies
In Alpha 15 we experimented with UMA procedural zombies but they ended up not looking as good as traditionally modeled zombies, and they did not perform as well either so we decided to replace the new UMA zombies with traditionally designed ones. We’ve also redone collision and ragdoll on all enemies for better combat and more believable deaths. The following have been remodeled and redesigned by hand from scratch resulting in scarier hordes and better performance.
Fallen Soldiers
Hazmat male zombie
Biker zombie
Stripper zombie
Utility worker zombie
Team Z Player Football zombie
Motivated Cheerleader zombie
Zombie Cowboy
Zombie Farmer
Zombie Skater punk
Hungry Fat Female zombie
Removed zombies – The miner zombie and the female hazmat zombie have been removed as they didn’t offer enough variance to earn a permanent job at team Z.
Animals
Along with adding new animals and reworking some of the old ones we have added a new fur system. All furry animals now utilize our new fur system which renders a furry coat of realistic looking fur on top of the texture. Here are the new or improved additions:
Grizzly bear – The grizzly bear has been redone from scratch with new meshes, textures and animations. They don’t mess with you unless you get too close to them. They like to habitat in the green forests and snow biomes.
Zombie bears – The zombie bear has been remodeled from the ground up and is meaner than ever. Don’t feed the zombie bears, they only eat human flesh. They are only found in the wasteland and burnt forests.
Wolves – Grey Wolves are a brand new threat to 7 Days. Like the bear, they attack if you get too close to them, and do more damage than zombie dogs but they give up easier. Wolves are found in the green forests, snow biomes and plains.
Dire Wolves – Black with glowing eyes, this wolf is much larger than the grey wolf and is to be feared as they are much more aggressive than any predator. They rarely spawn in the forests and snow biomes, but can roam in packs.
Zombie Vultures – The undead have taken to the skies! These nearly relentless pesky birds stalk the player from the skies and attack without warning. Luckily they don’t like to be indoors so players can find refuge indoors from them. They are common in all biomes except the green forests.
Rattlesnakes – Rattlesnakes are fairly defensive reptiles but will strike and defend their territory if you get too close to them.
Added: Wandering vulture hordes, wolves, and wolf packs
We’ve also redone collision and ragdoll on all animals for better combat and more believable deaths.
Painting
Use a paint brush and paint to give your base a custom look. Focus on any paintable block and use the secondary action to paint a surface and the primary action to erase the paint from a surface. Hold the reload key to see additional painting features and change the desired paint color. Unlock additional paint groups by finding and reading painting books. Many new textures have been added to use for painting.
There are many Radial paint options some of which are only available in cheat or creative mode. Radial Options include:
Materials – When this icon is selected the paint selection menu is displayed. Here you can select the paint you want, search for paints, see how much paint per face they cost and see what paints you have unlocked.
Paintbrush – When this icon is selected the primary action erases a painted block face and secondary action paints a block face.
Roller Icon – Paint or erase a larger area of faces.
Spray-gun – Paint or erase the massive area of faces.
All-sides – Paints all sides of a block face.
Texture Picker – When this icon is selected the paintbrush will be set to the paint that the cursor is focused on if it is unlocked.
Copy Block – Select this icon while focusing on the desired block to copy a stack of painted blocks to your belt.
Replace – Select this icon and the next face you paint in a location will be globally replaced within that location.
Experience, Progression and Skill Changes
Many improvements and changes have gone into the skill system for Alpha 16, including:
You can scroll through all levels of a skill or perk and find out what you will get from it.
You will get less experience for killing zombies but there are a lot more zombies in the world now. In some cases over 100 in a single POI.
You will gain XP from harvesting and farming and better tools or perks can increase that.
Crafting skills are now perks with 10 buy-able levels.
Higher levels of crafting perks require a certain player level.
Armor crafting skills merged into one skill. If it takes duct tape, leather or iron, it’s Armor Crafting. A simple bandana is Misc Crafting.
Low crafting skill tiers yield great benefits for repair degradation. Picking up some of the basics enables you to repair items efficiently. At max crafting skill you have trivial repair degradation.
Electricity recipes are unlocked with a series of Science-based perks.
Both the cost and effect of perks increase at higher tiers so that buying a perk tier gets you an increase proportional to the cost.
The Fixer perk is cheaper and reduces repair degradation by up to 1/3 for all crafting skills.
Crafting firearm ammo requires an anvil and workstation, not calipers. Bullet tips and similar materials do not require a perk.
The tutorial quest gives you enough skill points to actually buy a perk.
The bedroll newbie quest is #1 instead of #7 in the quest chain.
Bad Mechanic perk to increase construction (wrench) harvest amount
Ability to page through skill levels to see attributes and requirements for any skill level
Science and Painting skill categories
Upgrading farmland with fertilizer provides XP.
Repairing or upgrading a block now gives XP based on materials used multiplied by their count
Harvesting a block now gives xp based on item materials gained
Planting crops gives block material exp
Crafting skills are now buy-only. You still gain level XP for crafting and repairing
Master weaponsmiths can craft machetes
Most perk requirements lowered because players should never have skill points and nothing to buy with them
You can craft/scrap/repair with leather without buying a Leather Tanning perk
Crafting advanced workstations uses the science skill
The Knife Guy and Miner69er perks increase harvest amount at the higher tiers
Adjusted perk costs to reflect crafting and other skill changes
Both the cost and effect of perks increase at higher tiers so that buying a perk tier always gets you roughly the same proportional increase
The Fixer perk is cheaper and reduces repair degradation by up to 1/3 for all crafting skills
Low crafting skill tiers yield great benefits for repair degradation. Picking up some of the basics enables you to repair items efficiently. At max crafting skill you have zero repair degradation
The Secret Stash perk is the only way to see the highest trader stash level.
Full Gamepad/Controller Support
We’ve added full gamepad/controller support and tested for Xbox One, PS4 and Steam controllers. The controls are not definable but are the same as the console version defaults. They even have custom button icon prompts that display when using a controller. Note that on-screen keyboard for text fields will only be available when the game is started from Steam’s Big Picture Mode.
This also includes updated windows as well as keyboard hotkeys for actions on items.
New Recipes
There are new recipes for building blocks, traps, electric devices and resources.
Bulletproof glass is tough but can only be “repaired” with a completely new block
Several material tiers got expanded to new shapes.
Loose Boards Traps
Jail door
Wedge corners
Stairs corner
Rounded blocks and corners
Molotov cocktail
New Items (Lootable/Harvestable/For Sale)
We have added new items you can get by looting, harvesting or purchase from traders.
Paint magazines to unlock paint groups for the paint brush.
Said paint brush.
Compound bow, which is more accurate than a wooden bow or crossbow and fires faster than a crossbow.
New Creative Block Shapes
We have added new block shapes for the creative builders to use and improved the placement mechanics. Here are a few of the many highlights.
Frame blocks show proper backfaces which makes them easier to place correctly
Damaged concrete and wood blocks
Both centered and non-centered iron bars.
Cars automatically pick random colors based on their x/y position
I-beam blocks
Arch shape
Cube cutout backfaces shape
wedge60_corner
3D ladders
3D ramp frame shape
Cube eighth shape
billboard_centered shape
Box collision to ramp frame
Curved wall 3x3x1
Concrete destroyed 05,06,07
wedge60 inside corner set
Block Rotation and UV Improvements
In order to add painting and fix a lot of bad UVS we’ve unified block and model rotations.
Every building block can now be rotated to all 24 rotations some special model ones still have 28 for 45 degree ground rotations
Blocks can have a “handle face” orientation, defaulting to sticking a certain side of this block to whatever surface you are pointing at.
All place-able blocks now have radial options to improve placement including:
Simple Rotation – rotates the basic 4 on the ground plane
Advanced Rotation – rotates all 24-28 rotations
On Face – Rotates on the face your cursor is focused on
Auto – rotates away from you automatically. This tag is only on some blocks like ramps and stairs
Copy Rotation – Copies the rotation your focused on to the stack your holding.
Land Claim Improvements
We’ve increased the default size of land claims to 41 to work with electricity and coming Alpha 17 settlement features.
Our general block placement colors have been changed to following: Green inside your claim, Yellow inside your friends claim, White everywhere else, Red cannot place block.
Made block placement glow grid double sided so you can see it from underneath too
You can pickup and move electrical components and work stations inside your claim.
Electrical Items outside of your claim can be cut and wired by strangers
New Stealth System
Stealth 2.0 is more flexible and allows for more varied zombie behaviors.
Things that affect how a player is detected:
Player Light Level (world lighting and equipped items)
Player Stance (Standing or Crouched)
Player Motion
Noise
Smell (carrying fresh meat is not ideal for sneaking around zombies)
Distance
Zombies have varying stats both for the zombie type and individuals.
Some see better than others, some hear better than others, some smell be… actually they all smell bad but you get the idea.
A sleeping zombie may or may not growl a bit when it’s close to waking up.
Which way a sleeping zombie is looking does matter.
If you clear an area completely it will take several days to respawn. If you don’t and leave it will respawn quickly.
Placed (active) bedrolls prevent sleeper respawns in a… range
…now defined in serverconfig.xml (BedrollDeadZoneSize)
To zombies, held torches are the least noticeable light source. Then come gun lights, flashlights, and the mining helmet is the most noticeable.
New Weapons and Weapon Improvements
Molotov cocktail craftable by player. Be the life of the party and light zombies and players on fire. Player recipe included.
Compound bow with parts and loot list entries. Required to use steel and flaming arrows. Loot only.
Weapon Sight In & Out. Pistol, Mp5 and Ak47 have reworked iron sights for more accurate aiming, and have new fire sounds. All weapons have an aim in and aim out sound now too.
Added local impact sounds for distant shots scored. This allows you to know when you scored a distant hit.
Improved bow, crossbow aim and iron sighting no longer shows crosshair. Compound bow has range sights.
All weapons have hip fire accuracy now. Hip fire is less accurate than iron sights.
Accuracy overhaul for all ranged weapons.
Minibike Improvements
Minibikes now show an icon on the map and compass for the person who placed the chassis or attached the lock to it to avoid losing them in the wild.
How minibike parts are processed, decreasing processing time from 2ms to 0.5ms
Fix for minibike vanishing and falling through the world
Client will receive minibike NRE when someone in the game rides a bike
NRef in GUIHUDStealthInfo.cs when quitting while sitting on a minibike
Minibike NRE when leaving and reentering game from main menu
Minibike chassis placement dupe
Added
Broken girder beams in the wasteland are now a block shape instead of a model
New rusty texture for girder beams and rusty metal
New block rustyMetalWall
4 new beards to character selection menu
Iron bars and iron bars centered
Flannel shirt item, also used by arechtype MadMole
DOF for focussed views, like staring at a rock while you chop it
Concrete terrain block
Show password checkbox to password dialog, password hidden by default
A full spectrum of paintable drywall/concrete textures
Loose floorboards that break away when you walk over them
Ramp corner cutout shape
Grey and dark grey paints
Hit sound when hurting players, zombies or animals about 10 meters or further away
cube_glass shape that hides inside faces
Plywood texture for new construction and boarded up windows
improved fog performance
Washing machine and trash compactor loot containers
Added a bookstore and car parts shipping / loot crate
Added a Construction Site loot and random container
Security gate plate
Business glass plate and curved plate for counters and such
Commercial blinds shape and textures
New archetype Richie, a well groomed businessman
Several new random car colors: dark green, dark blue, beige and black
New character preset Roxy
Focus search fields in windows with “F”
Lockable, craftable wall drawer
New Destroyed bridges over forked river east of and leading to the new departure city
Broken workstation blocks (for prefabs) that can be looted or harvested for parts.
Hidden Stash (hero) shipping crate + loot container for prefabs
Lab equipment shipping crate + loot container for prefabs
new round ladder model for metal ladders.
burnt biome reference to the farming journal entry.
Workstation journal entries: added info on items having to be in your inventory
Broken workstation blocks (for prefabs) that can be looted or harvested for parts.
Helper blocks to randomly spawn a working or busted workstation.
Hidden Stash (hero) shipping crate + loot container for prefabs.
Lab equipment shipping crate + loot container for prefabs.
New round ladder model for metal ladders.
Added Broken Battery Bank, Broken Generator Bank.
Added recipe for Loose Boards Plate 1×1
Random stations spawners to some locations in the world which spawn a random station in working or destroyed condition.
Bookstore boxes to bookstores, lab boxes to pharmacies and auto parts boxes to auto locations.
Heat to wall torches
Business Glass Pane (Trap) + Business Glass Centered.
Changed
You can harvest plant fibers from grassy terrain blocks
Plant fibers can be harvested more efficiently with a hoe
Reduced crafting time on cottonPlant
Rebalanced harvest events of cars
Zombie limb dismemberment rebalanced
When digging up fertilized farmland there is a chance to harvest fertilizer
Making glue does not require cooked water
Multiple seeds can be planted by holding down the mouse button and moving down the row and the placement cursor is always on, making targeting easier
Increased hit points of vending machines
When a loot container is destroyed a bag with the content is dropped instead of individual items
Overbright mining helmet light set back to 1x intensity instead of 2x
Grate block removed
Moldy Bread is a science crafting item
Fat zombie cops are bigger
Zombie soldiers are less generous with the rocket launchers
Shotguns only have one schematic
Increased the amount of ammo that traders carry
Low quality weapon parts are more durable and effective
Maple Forest biome grass, added specular channel to grass. Adjusted spectrums, added sparse pine trees.
Grass normals now have a 10% direction to them in order to catch better specular lighting
Renamed assembly tip title from Gun Assembly to Item Assembly
Mass/SI values adjusted to be more consistent and easier to understand
Available gamestages increased by 50% to make the life of high level players more interesting
Corn plants are 3 blocks high at every growth stage. Every other farm crop (including mushrooms) is 2 blocks high
Updated glass to better high res texture
Replaced shower glass with new tiling gen glass
Sun angle is now SE to NW
Updated decayed b texture, redwood fence texture and scrap iron walls to HD versions
Auger and chainsaw parts are less rare
Increased chance to find forged iron and steel in loot
Reduced block damage of explosive bolts to be in line with pipe bombs
Poncho and bellows are made from leather
Poncho renamed to Leather Poncho because the animal hide armor is the “warm and furry” armor
There are 5 scrap armor schematics instead of one McDyver book
Quality level loss from repairs has been lowered
Slightly lower slowdown from barbed wire fences
Increased the availability of padlocks
Preview placement block is fully opaque
Burnt Frame used on roofs can be upgraded
Street light metal is less shiny and more rusty
Reduce light intensity on mining helmet and minibike to match flashlight
Some tool damage and block health values rebalanced
Most block destroy events moved to harvest events
Block/Entity Harvesting overkill now provides bonus resources
The tutorial quest gives you enough skill points to buy the cheapest perk
Stone in the top soil of plains biomes has been replaced by gravel
The gravel tendrils that lead down to ore veins spawn more consistently and they always drop 1 piece of the ore you would find below
Better tools (steel instead of iron tools) will harvest considerably more resources from the same block
Increased stack size of mass resources like rocks
You can place the claim block farther away so you can see the size of the affected area
Evenly distribute load for block ticking over multiple frames
Calipers are not required for crafting ammo. Bullet tips and similar materials do not require a perk
Improved sniper zoom animation
Expanded scout / sleeper group with the new radiated / feral zombies
Rebalanced and extended gamestage lists to allow higher difficulty for groups of players
Made sandstorm effect more grainy
Made the biome snow “smoke” a bit more noisy
Removed old treestump blocks that create snow, smoke and sandstorms now that we have procedurally placed particle effects
First round check for flat space, if no town area is found, use the more liberal per cell height diff check
Widened highways to 10 to match socket roads
Mirror texture has no black wood trim, but is now seamless for full length mirrors
Town/City street axioms to allow for more growth
Adjusted placement range of cars
You can scrap a blood draw kit into plastic
The car is now simply labeled “Sedan”
Redid low res creme drywall and creme drywall baseboard textures
Use game GUID for local save cache folder so it properly “resets” when another server with the same game name is joined or the server is reset but keeps the game name
Darkened moonlight in wasteland biome
Rain sky and fog when raining
Stainless steel texture is bigger and better
Updated stainless fridge top and bottom textures
Water textures
Improve a couple destroy shapes
Thickened fog and trees in burnt forest
Darkened snow biome sun light a little to reduce whiteout
Increased chance for spawning of bears
Shipping / loot crates use a standard texture now, allowing for more varied loot distribution
Better framerate reflections that include distant terrain
Requirements now reflect currently viewed level
Level text on requirements to “Player Level”
Attributes in locked levels, grey out just like req
Only show unlocked recipes for currently shown skill level
Wood/metal desks support blocks again
Rebalanced sensitivity of land mines and explosives to damage and other explosives
Now using “sack dropped” for each dropped block as model
Misc Crafting group icon now changed to match the misc crafting skill icon
Reairing a block is cheaper than building it new
Crafting skills have 10 buyable levels
Removed old hornet assets
Max camera control pitch is -80 to 80 instead of -90 to 90
Both concrete and reinforced concrete need time to harden after being placed
Handguns and shotguns are pretty accurate when fired from the hip and are more accurate if you aim
Rifles are less accurate when fired from the hip and very accurate when aimed
Less loot is found on zombies
Finding whole guns is more common than finding parts. Traders carry more guns and ammo.
Cars now angle with terrain
Socket town roads now use trimming to blend with the surrounding terrain
Bow weapons have wider crosshairs
Bows now sway unless iron sighted
Loose gun parts that you find are generally higher quality than whole guns
Shotgun wound buff slightly tweaked upwards
Increased fire rate of 9mm pistol and animation speed
Increased dead body hit points so corpses don’t turn to blocks before they hit the ground
Increased firearm durability by 25-40%
Mp5 and ak iron sighting is more snappy
Updated night vision effect
Feral zombies spawn at night in the wasteland Note that they can survive the night and be active during the day
Main building blocks, doors, and hatches use passthrough damage on downgrades
It is now not possible any more to place a plant seed if there is not enough light for this plant to grow
Corpse blocks now destroy to a torso instead of a backpack.
Dead zombie ragdolls last longer and have more hit points to destroy. When destroyed they downgrade to a block zombie corpse. The block zombie corpse will degrade to nothing over time instead of a rib cage. If the block zombie corpse has loot in it and is destroyed, it will spawn a rib cage model that contains the loot instead of a backpack.
Desaturated the plains sun a little, darkened the ground texture and grass.
Splint requires now requires cloth, wood and duct tape to craft
Shadow flickers at far locations – Adjusted shadow cascade distances, near clip plane, and fixed near/far shadow option values to reduce shadow flickering when you’re far from position (0,0).
Increased zombie dog health, they are too easy to kill now that the glitchy spinning is fixed and nerfed wolf health
Updated forest biome art
Updated sand texture
Farming: Partially grown crops can be harvested for 1 seed.
Suppress the impact sound on blocks if the hit also destroys the block
Torches are made with animal fat (no cooking pot required)
Torches and candles placed on walls will eventually attract zombies
Heat value (attracting screamer zombies) of forges and campfires reduced by 25%
Thinned amount of tree stumps in the snow biome
Adjusted Trader secret stash inventories
All ammo items have been labeled (Ammo) so they can be searched for
Moved drop toolbelt item to G, godmode to Q
all campsites and army locations to use camo and other paints for variety. Two large campsites are now army campsites
You can no longer invest skill points in the Misc Crafting skill
Overalls are now made from cloth
Slowed player leveling.
Some wood harvest amounts reduced and fuel value increased
Increased hit points of valuable workstations so they are not destroyed accidentally.
Cooking stews is more expensive but more rewarding.
Healing from eating food has been reduced in general.
You start with a claim stone in single player because it now enables the pick-up ability for certain blocks.
Updated the abandoned houses to use a variety of siding and roofing textures
Increased the cost of claim stones
All trader locations now have a working version of every station workbench, forge, chemistry station and cement mixer. All non trader locations stations have been replaced with a random station spawner where they have a small chance to be a good station and a greater chance to be a broken station which can be looted and harvested for parts.
Workstations can no longer be fully harvested with a wrench. Inside of a land claim area you can pick up workstations placed by a player.
Gave banks the new bullet proof glass.
Slower bloodmoon fade 6:00PM-10:00PM
Cooking stews is more expensive but more rewarding.
Healing from eating food has been reduced in general.
You start with a claim stone in single player because it now enables the pick-up ability for certain blocks.
Increased hit points of valuable workstations so they are not destroyed accidentally.
Slowed player leveling per level.
Fixed
Running shoes can be scrapped
Chrysanthemum seeds can not be found in loot
The pistol skill does not make clear that it also covers revolvers
Vending machines are limited to a x8 claim modifier
Removed stray vertex from shantywall collision
Underground caves cause blocks above them to collapse
Rain effects fixed on signs placed indoors
IOException when deleting a saved game
Cars misaligned on slopes
Open locked doors need abiltiy to be closed by all
Duplicate any item in zombie corpse
Screen flickering during daytime lightning
Vending machines covered in snow indoors
Block placement too opaque
Not ignited Dynamite does not blow up after nearby explosion
Window03 getting occluded by water
Glass windows in hospital outlining terrain behind them
Distance between players is not updated when user is in Players tab
Player can drop items into walls and be unable to retrieve them
Now playing interactive sounds at the position of the target block
Car windows not getting snow cover
The player is able to pick up items not focused in POI
Character has to be in water in order to drink from it
Crouching affects open/close volume levels
No “Collect item” prompt is displayed on dropped Stone Shovel
Increasing server heap by shooting rockets at ground of lake
Dupe items using full backpack and lootcontainer
Player is able to upgrade and destroy blocks simultaneously
Concrete mixers are 1 block high but require 2
Excessive journal tip links removed from items, missing ones added
Campfire Dupe from forum and youtube find
Audio getting cut off before finished
An MP5 would not normally use 10mm ammo
Concrete Mix bucket model looks the same as Bucket of Water after dropping
Consumable items can be substituted with another while being used
Container Sorting – Not functional in Minibike Storage
Container Sorting – Stacks of same blocks are not sorted together in Container or Backpack
Client in a multiplayer game does not receive Harvesting Resources note after killing an animal
Pistol cannot be picked up after being dropped
Auger falling through world
Iron Desk Stability is different than Wood Desk
Scrap metal log spike yields wood upon destruction
Dupe assembly items with sorting button
Crafting queue does not advance after slot is cancelled
Incorrect collision detection on Minibike
Ammo amount indicator does not appear after respawning while wielding a weapon
Death of the player’s character does not affect the number of spawned zombies during horde as intended
Missing Accuracy and Range stats for certain ranged weapons
Crosshair is visible for Rocket Launcher whilst aiming down sight
Rocket Launcher unaffected by Range and Accuracy stats listed
Placed decorative blocks may partially sink in the surface
Spending Skill Points Journal Entry added only after completing Basic Survival Quest
Zombiespawn is triggered in owned POI by players w/o bedroll in it
Mouse sensitivity can no longer be set to 0
The player may get stuck in the wall after dismounting minibike
DOF for distant terrain
More severe description of the thirst/hunger effect that actually does damage
Chunks may not stream for certain players, also affecting mobs
Terrain artifacts may appear after removing large portions of ground
Zombie moan playing when they’re knocked out or dead
Impact sounds not playing quieter when crouched
Disappearing eyelashes while wearing particular headgear
Jewelry disappearing when wearing a hat
Missing drowning audio
Animal Hide Leg Armor is not displayed on character model
Terrain mismatch causes blocks not to render ( A15 & A16 )
Explosion does not affect the roof correctly
Using a bow results in multiple arrows being visible from another Player’s perspective
Some errors and potential NREs in networking if disconnected during login phase
Doors and undamaged windows do not keep the rain out
Many objects not getting snow cover
Grass tips missing snow
Lightning & Thunder on Dedicated Servers
Thunder synced between clients in MP games
Player dropped Backpack cannot be looted in shallow water
SetTraderArea can now also be used to remove a trader area protection
DeathCam persists after getting kicked off MP games
Water reflections flickering when camera near water surface
Assigned the relevant crafting skills to weapon parts
Wrong sound on one of the blood bag actions
Terrain has missing textures and black areas
Signs cannot be picked up once dropped
Terrain clipping exploit
Cement description is misleading
Duping bug using facial piercings
Bypassing loot timer by aborting loot progress
treeDeadShrub has wrong hitbox
You can place a bedroll in spaces too small to spawn a player
Socket Road LSystems not properly returning to last save point
Haybale is not repairable
Gas can and fuel barrel are smeltable in forges
Bow descriptions show compatible arrow types
Bugs with trees and crops
Animals won’t die from land mines while playing on dedi or as client on P2P
Ramp / inside corner frames do not have backfaces
Chemistry station not getting correct indoor/outdoor weather values
Fridge audio playing after quitting game
Snow on glass fix
Sun/Moon pop in movement on clients of MP games
Raw but fresh food has a lower chance for food poisoning than rotten/moldy food
Flaming arrows are ineffective if the target is on fire already
Items can be thrown through hatch’s collision box
Metal railing downgrades to wood railing
Shooting through lower part of the frame may cause projectile to go under the ground texture
The player can loop use animation of specific consumables and delay correct use of them
For each out of sync in network writing of Chunk
Old Sofas has incorrect icon and different name in creative menu
No icon when you pick up seeds while harvesting trees
Added send-backoff on errors for Steam networking
Change Hazmat Shirt into a Hazmat Jacket to prevent clipping issues
Wrong side textures on windowPlug blocks
Assigned correct (new) cutout shapes to frame blocks
Disappearing faces on wedge60 cutout
Table doesn’t hide itself
Some windows or wooden window frames have the wrong material type
stairs_filled_quarter_vertical_uv collision and zombie pathing
Timing on zombie hand attacks
Chalkboard is spelled incorrectly
Player unable to pass through wedge corner railings
Terrain concrete is too white
Road lineup issues in towns
Prefab heights in towns
Various other regeneration related issues
Blend not working
Highways not lining up in some cases
Limited bumpiness and cliffs on upward and downward turns
Collision on resource rock ID# 630
Wood frames durability is unequal
Unintentional air gap in flooded basement
Highways no longer connecting to other highways
Highways going to center of hub by default
Water holes in RWG due to road ending
Incorrect/missing fall events on some doors and log spikes
(Most) Navezgane Bridges are having SI issues
Sandbags are missing repair/harvest properties
Secure Reinforced Door collapsing into iron debris
Secure Reinforced Door and Metal Reinforced door do not turn into debris
Reinforced Wood Metal Log Spike3 does not leave debris after collapsing
Food Poisoning debuff is not refreshed when reapplied
Using delete key in input fields on Linux causes malformed strings
Cleaned up old corpses. We now have decoys
Removed duplicate sight from shotgun mesh
Wrong sound when using a blood bag
Outdated hit point values on some blocks/materials
Improve map colors
Water bottle icon showing incorrectly in character tool belt after filling
Fridges had doors on both sides
Keep populating server list after sorting
No floating “crafted” HUD icon with CustomIcon
When leaving game with attachable wire in hand – on rejoin the wire runs to 0,0,0
Farming feature suffers from a number of issues
Player is able to place cooking tools when UI shows padlock
Death animation disabled when alt tabbing during death
Breaking down a car on the sloped road will create a hole in the world
Some clothes and armors are lacking Waterproof statistic
Skill requirements of perks do not display localised string
Info window level starting at 0
All explosive ammo and mines use the Science crafting skill
Concrete and steel blocks have reversed explosion resistance
Zombie gore causes a blockage on catwalk, prevents zombies from advancing
Snowberry poisoning is causing wellness number to be too lengthy
Skill menu search function does not cover localized strings
Stack overflow exception when starting a new seed
Hunting Rifle has small zoom available
Bear had no collision or ragdoll
3rd person clipping into main player camera when opening camera control window
Fix nightvision/miningLight double activate issue when holding a gun with no flashlight enabled
The UI shows incorrect weapon damage
Healing items can be used to identify decoy sleepers
Snowberry poison / blood draw kit buff lasts through player death
Audio – shotgun repeat rate fix
AK47 firing sounds
Many zombies material was set too dark
Exception in ItemValue Constructor
ArgumentOutOfRangeException on specific sign use
Cancelling bow and compound bow shots is now smooth and animates back to the idle position naturally instead of a lag and instant pop
Unisex Hair Raider rendering issues
Dev-flagged pickup frames and other “game mode” items like secure storage chests
Increased maxAlive scaling on gamestaged spawns. Both maxAlive and the max zombie / player menu setting act as max caps.
Distant terrain with holes in Navezgane
Raider hair overlay
Removed deprecated properties from sounds.xml
Zombie triggered car explosion doesn’t kill zombies
MP5 front sight is below the crosshair mark
Fix zombie run offset from dusk/dawn stinger
Issue where client skills wouldn’t clear out when joining a server
Fix glass icons transparency making them chopped up
Cannot shoot through certain Iron Bar (1126) rotations with guns – RWG
Session temp freezes when cancelling large recipe counts
INF Hub Cell does not exist at grid position 0, 1 for client
Incorrect values are shown in “Gun Smithing” skill
Large Welcome Sign Prefab seems to defy physics
Horde difficulty does not adjust correctly for a party with multiple players together
When new players join a dedi (day 77 ) the gamestage recalculates, gives only 1 zed each
Excessive harvest quantities
Block placement rotating when pausing the game.
Vehicle data saving on clients
Localization not working when game is not installed in Steam client
zombie transition from walk to idle and vise versa not smooth
Add zombies killed by playerdeath back to the pool
Marker not showing for clients when first placing minibike
Unmanned minibike triggers tripwire
Red paint showing on distant lod damaged cars
Secret Stash does not require Barter skill
Typo in cotton description, form should be from
un-needed railings in oil refinery
change color placement to red if the player blocks it
Decoration Replacing Light Pole Base in Nav a tp -1660 61 772
Fixed: Added burnt biome reference to the farming journal entry.
Fixed: Workstation journal entries: added info on items having to be in your inventory
Fixed: Audio clips not stopping upon leaving a game
Fixed: SDTD-6556 Audioloop possible on auto fire tools/weapons – when emptying a clip with no ammo
Game settings, command line, command console
Allow overriding the Steam language with the “-language=” command line argument
Launcher switch for exclusive fullscreen mode on Windows (“-window-mode exclusive”)
Allow EAC to be put in debug mode on servers with “-debugeac” flag
Console command “visitmap” to generate chunks and minimap contents
Console command “givequest” prints list of available quests if none given, also preventing an NRE when given an invalid quest name
Print IP of client to log on connect
ini support – location is in the same folder as Saves for your saved games. It will be auto-generated and filled once you exit the game, if it doesn’t exist. When hitting apply in the graphics options it should not overwrite your ini settings unless you specifically set those settings, or change Graphics Quality, in the graphics options menu. The default graphics options have been adjusted for better general performance.
Modding
Allow parameters to be passed to XUi controls as well as using them in simple calculations
Added “-debugxui” and “-debugxui=verbose” arguments to show XUi related warnings while loading, especially with control instantiation
Added a server side log entry “PlayerSpawnedInWorld” when a player actually spawned, as well as the according ModAPI event
Data/Config/Stealth.txt documents the stealth system and how to adjust it
Biome Particle Manager – Biomes.xml can now specify particle effects to play per biome with a few variables for count and placement. The BiomeParticleManager syncs all clients together and the particle effects are saved and loaded per game. Exact location of the effects is mostly “random”, but synced between clients, while still only playing the effects within its correct biome. More effects are spawned per biome a few seconds after players enter new biomes or every 5 minutes or so per client, but spawn count won’t go above the specified max in the biomes.xml file per effect, per biome, world-wide.
Reworked a bunch of the internal prefab editor features and UI to get closer to a prefab / world editor for public use
Servers / Config
“EnemySpawnMode” serverconfig setting is now true/false
“EnemySenseMemory” serverconfig setting has been removed
Added “BloodMoonEnemyCount” setting (Adjust this to get more enemies per player on blood-moons if your game stage is high enough. Game-stages are still determined by your party)
Added “BedrollDeadZoneSize” setting (This is a 3 dimensional unit in meters from bedrolls that blocks zombie spawning. Including zombies spawned from biomes, screamer hordes, blood moon hordes and even sleeper volumes that are within this distance.)
Allow overriding serverconfig settings via command line (“-settingname=value”)
Added “HideCommandExecutionLog” to disable printing of command execution to the server log
Limit of per player uncovered map area configurable with preference “MaxUncoveredMapChunksPerPlayer”, client side defaults to 4 times the area of before A16 (128 km² instead of 32 km²)
Support reserved slots (“ServerReservedSlots” and “ServerReservedSlotsPermission” settings) as well as admins joining the server even if already full (“ServerAdminSlots” and “ServerAdminSlotsPermission” settings)
Known Issues
Electric Fences do not have a unique buff yet this is coming in A17
On-screen keyboard is only available if you start the game from Steam’s Big Picture Mode
Smell is not working with the new stealth we will revisit it in a17
Once you are hunted, it takes along time for them to lose interest and your position.
Advanced rotations of doors and hatches are offset incorrectly.
Mac OS has a rendering overlay bug.
Mac OS distance building render too dark.
Linux OS distant water has missing texture.
Alpha 15[ | ]
Version
Release
Content
Alpha 15.2[ | ]
4 February, 2017
Fixes:
Horde difficulty does not adjust correctly for a party with multiple players together
Player planted corn disappears immediately
Using a bow results in multiple arrows being visible from another Player’s perspective
User login phase updated, including fixes for users of Steam’s family sharing as well as improved kick feedback
Cancelled arrow does not visually unload from bow
Custom modded UMA zombies not using external atlas
Known issues:
Several duping issues
Terrain clipping to see underground buildings and caves
UMA zombies are missing the HeadGore bone, this needs to be added to correctly show the flesh cap on the neck when the head is removed
Auger, chainsaw and nailgun use the Gun Smithing crafting skill and the blunderbuss Weapon Smithing.
Known Crashes
OSX: Game crashing on startup if multiple monitors are attached and not set to mirrored
Linux: Graphics corruption on some GPUs
Windows: Game crashing after entering a game on old NVIDIA drivers (34x series)
Possible solutions
Switch to the GLCore renderer in the game launcher (see below)
Windows only: Try the 32 Bit engine from the game launcher (see below)
Clean up old game data (e.g. from the “Tools” tab in the game launcher)
Show the game launcher
Open the Steam client
Switch to the Games Library
Right click “7 Days to Die” and select “Show Game Launcher”
If any of the above issues are fixed by one of the above options, please report in the PC Support Forum Section of the forum. If none of these help use the PC Bugs Forum Section and post your problems, make sure to read the sticky thread about bug reporting first though!
Added: Steam profile background support and content
Added: Steam emoticon support and content
Added: Logging of lost package count on UNET
Added RSS output to the “Time:” log entries on Win/Linux
Added: Wrote selected language to log
Added harvest event to wood spikes
Changes
Improved output of console command repairchunkdensity
Zombie limb dismemberment rebalanced
Player need more XP to reach the higher levels
Set Camera clipping near plane back to 0.1 (was 0.15) to avoid cheating by clipping camera through walls. Please check if you can clip terrain and look for z-fighting on road decor and distant terrain water in random gen
Slight audio pitch shift difference between entities and player + a tiny random shift for variation
AudioSource footsteps adjusted for better spacial awareness and close range zombies
AudioSource_Creatures tweak for better distance differences
Impact audio sources updated for better distances
Prop shaders spec updated to match Unity standard – better lighting
Damaged wood spikes only need to be repaired once
Zombie cops have a vulnerability
Increased hit points of vending machines
Fixes
Remove Player Spawns in the Wasteland
Duplicate any item in zombie corpse
When new players join a dedi the gamestage recalculates, gives only 1 zed each
Area protected by invisible land claim block
Viewing the map preview tool after creating a save game causes issues
Drowning Sounds Missing
Viewing the map preview tool after creating a save game causes issues
Weapon attached flashlights project a wrong shadow of part of the gun
Ammo amount indicator does not appear after respawning while wielding a weapon.
XInput spam on some dedicated servers
Spending Skill Points Journal Entry added only after completing Basic Survival Quest.
Zombiespawn is triggered in owned POI by players w/o bedroll in it
Crafting queue does not advance after slot is cancelled
Dupe assembly items with sorting button.
Several clothing pieces are missing their texture on Linux/Mac (Sheen)
Pickup of stone shovel
Pistol cannot be picked up after being dropped
Wrongfully closed/opened traders
Player interactions not alerting zombies MP,SP,Dedi
Dupe items using full backpack and lootcontainer
Zombie pathing not working right with catwalk stairs and catwalks
Clientside-NRE when shooting zombies with AK on dedi
Launcher gives error when the config is corrupted
Campfire Dupe from forum and youtube find
Zombie Miner invisible spots on face
Audio getting cut off before finished
Solve issue for CSC walking away unharmed from running zombies
Horde groups can spawn a wider selection of zombies (as intended)
High server load when Telnet connection is force closed by client
Burnt zombie audio attached to audio manager audio source instead of on the particle effect. Now has a better falloff range.
Smooth melting snow between biomes, SSAO between fog ranges, and smoothed fog shader updates.
Switch to 7DTD shader for workbench, chem station, and vending machines with update lighting added so AO, weather, and fog work on them.
Gravel paths (to ore veins) do not show in the snow biome.
Increase time between UMA zombie spawns during bloodmoon
Vending machines are limited to a x8 claim modifier
Zombiecorpses cause invisible collision pillars when moved
Mining helmet too bright fix (change intensity from 2 to 1)
Using kill me results in the gamne getting stuck in the death anim
Wrong burn value of hay bales
Updated some networking related messages
Corrected typo in gamestages so that the game now uses “8” instead of the default “8”
Not all arrows and bolts are using proper ballistic arcs
Minibike book pretends to teach wheels recipe
Fixed female long hair
Fix for POI spawner triggering immediate respawn when player left the area, comes back after 5 days and kills all zombies.
Traders sell wrench and claw hammer schematics
You can place a block inside a corn plant, overwriting it
You can plant a crop seed on top of the one you just planted, wasting it
Beer sign is missing economic value
Known Issues
Known issue: UMA zombies are missing the HeadGore bone, this needs to be added to correctly show the flesh cap on the neck when the head is removed
We’ve greatly improved random gen with many improvements and additions including:
New RG Distant Terrain
New road system that uses pathfinding for smoother transitions in height in all areas besides the hub entries.
Terrain generation is now in rwgmixer.xml: This allows for modification of the terrain
Biome generation is now also in rwgmixer.xml : This allows for modification of biomes
Hubcell data is generated and saved in the game’s save dir: This allows backward compatibility and prevents RWG from regenerating the hub each time it’s called when not cached.
Rwgmixer is saved to the game’s save dir: This ensures the same terrain generation and biome generation and prefab regardless of edits to the main file.
All new locations spawn except for the football stadium, canyon gift shop and canyon cliff dwellings.
We added a Random Gen Wolrd Previewer tool see the modding section below for more details.
Journal Tip System
A new journal tip system has been added to the main in game menu signified by a pen icon. The system writes all old tips and has over 20 new conditionally based in-game tips that pop out with a right screen notification. Players can at their leisure read these tips on advanced gameplay system teaching players everything from gun assembly when finding their first gun to harvesting with the best tool after killing their first animal.
Trader and Economy System
We have added NPC traders to the game at 5 unique White River settlements signified by a White River Flag and a Traitor Joel’s sign. These Settlements and NPCs appear in both Navezgane and Random Gen Worlds. NPCs include Trader Joel, Trader Rekt, Trader Bob, Trader Hugh and Trader Jimmy. The settlements are 100% land protected, players cannot build near them and players will be teleported out when the traders are closed so they cannot be exploited as a night time safe haven. Traders announce over loudspeakers when they are open, closed and about to close. When they close they lock their gate and turn off their open sign. When they open they unlock their gate and turn on their open sign. It is wise to close the gate behind you so you don’t let the zombies follow you into a settlement.
The in-game economy uses Duke coins and players can see how many they have in the upper right corner of their backpack. Traders will restock items periodically so check back often. They also have a secret stash category signified by a safe icon which offers special items based on your level and perks. Some items can only be bought or sold in bundles. Traders are open for business between dawn and dusk. Invest in the Barter skill and Secret the Stash perk to get better deals and see better items with traders.
We also added a new ‘White River Citizen’ quest to find Trader Outposts. The Quest is received when completing the ‘Basics of Survival’ quest chain.
Vending Machines
There are three types of vending machines: beverage vending machines found at stores, rentable trader protected vending machines found at Trader Settlements, and player owned vending machines which can only be acquired through a Trader’s Secret Stash. All vending Machines use Duke Coins which can be found in the world or acquired through selling items to Traders. You can see how much money you have in the upper right of your inventory.
NPCs can purchase from your rented vending machine so it’s wise to keep it well stocked and not mark up the items too high. If you buy your own vending machine it’s wise to put it in your land claim area as other players with effort can destroy them and steal your goods. Use these at your own risk as vending machine raiding ‘griefing’ will be possible. Note rented or player owned vending machines can be password shared if you want to let a friend use all of your vending machines functions.
Blood Moon Horde Party System
We have added a partying system that groups players together into parties of one or more players within a minimum distance. These parties will now each get their own blood moon horde.
Blood Moon Dynamic Difficulty
We have also added a Blood moon horde dynamic difficulty system. At runtime the game calculates the spawn game stage difficulty group for each party based on the criteria of number of players in the party, each player’s level in the party, each player’s current days survived ratio in the party and the hosts global difficulty setting. These things work together to output a game stage number or dynamic difficulty number for each party.
Higher game stage numbers have harder enemies F.E. Game stage 10 might only have base female and crawler zombies while game stage 20 might spawn those plus Dogs and Feral Zombies. Higher game stages will also have higher spawn limits meaning more total spawned not more alive at once to keep the games framerate consistent. New players can join the game just before the first Blood moon and only get a game stage 1 horde if they’re the only party member. The plan is to use the dynamic difficulty system for static spawned and screamer hordes in A16.
Improved Farming
We’ve improved the farming adding fertilizer and 5 new growable crops: Yucca, Mushrooms, Red Flowers, Aloe and Hops to make Beer. The soil can be improved and depending on it’s quality, grown crops will yield a greater harvest. Trees require regular dirt to grow to full size. Growing them in a desert or snow biome is less efficient.
We’ve added a new craftable Chemistry Station where both old and new advanced chemical and compound recipes can now be crafted. While some critical recipes can still be crafted with a beaker on a campfire, crafting them in a chemistry station is faster and requires fewer resources. Advanced recipes are limited to the chemistry station.
Station Searching
Recipe searches now show recipes that can only be made at any station signified by a special icon on the right of the recipe bar. This allows players to find and learn about recipes they cannot make at their current station or backpack.
New UMA Zombies
We’ve expanded on our general UMA system to use it to make custom zombies with unique loot, health and some with unique behaviors or abilities into the general spawning, special locations and blood moon spawning. The system is used for our NPCs like Traders too and will be used for Bandits in upcoming updates.
Fallen Soldier Zombie (Found at Army and Government Installations. Notable loot includes firearms and military gear)
Hazmat Male and Female Zombies (Found at Army and Government Installations. Notable loot includes hazmat gear and technical supplies)
Zombie Biker (Found at bars. Notable loot includes biker clothing, melee weapons and minibike parts)
Zombie Stripper (Found at bars. Notable loot includes cash and drugs)
Utility Worker Zombie (Found at Utility and Factory locations. Notable loot includes mining helmets, metal resources, calipers and more)
Team Z Player Football Zombie (Found at Football Stadiums. Notable loot includes football helmets, Mega Crush energy drink, drugs, treasure maps and challenge quests)
Motivated Cheerleader Zombie (Found at Football Stadiums. Notable loot includes treasure maps and challenge quests)
Miner Zombie (Found at Utility and Factory locations. Notable loot includes mining equipment and dynamite)
Zombie Cowboy (Found at Old West ghost town locations. Notable loot includes cowboy gear, gun parts and complete weapons)
Zombie Farmer (Found near Barns and crops. Notable loot includes tools crops and seeds)
Skater Punk Zombie (Found in general spawns. Notable loot includes hoody, mechanical parts and quest notes.)
The most notable difference is that you now gain level XP when killing zombies and animals. It will always be possible to reach level 200.
Weapon and armor skills will now increase faster.
Experience from action skills like mining is no longer capped when the skill reaches 100. It may not be much but you will always gain some XP while harvesting resources.
With a crafting skill of 100 you can craft Quality Level 500 items.
To get higher quality items you can use the combine feature of the workbench or go out and find better items in loot or on traders.
Before buying perks you can see which stats are going to be affected and what your base value for that stat currently is.
Concrete mix is now only crafted in a cement mixer. You may find cement mixers in the world now.
The Steel Smithing perk now has multiple (but pricey) levels where you can acquire recipes for items that are usually only found and harvested.
Sign Creation System
Players can craft, place and add custom text on small medium and large signs made of wood. Sizes are 1×1, 1×3 and 2×5
Localization
We now support 4 languages English, Spanish, French and German which can be set through your steam language selection Tab. In Steam Right click on 7 Days/properties/language select your language. Note: Some new or rectly changed text will only appear in English which will be updated in future releases.
Steam Achievements
We have added a ton of Steam achievements some of which are secret.
Improved Ore Veins and Mining
We have random underground mineral veins where you can find all the old ores plus new rare mineral deposits which can yield Diamonds, Gold, and Silver. These minerals can be sold at the Trader Stations.
We added a new combine items feature to the workbench where players can combine 2 similar items to produce one of better quality. We have also moved some advanced recipes exclusively to the workbench. Workbenches have been added to some locations like trader settlements and other areas. Workbenches can also be disassembled with a wrench.
Backpack and Container Sorting
We added a new backpack and loot container sorting system. Just click on the icon of your backpack and container and items will stack and sort properly.
New Recipes
There are over 80 new recipes including a Chemistry Station, Beer, Snowberry Juice, Player Made Signs, Draw Bridges, Garage Doors, Arrow Slits, Wooden and Metal Catwalks, Railings and Stairs and switchable lights. Note: Some recipes can only be crafted at the new Chemistry Station or improved Workbench and some are only unlocked by purchasing a related perk.
Added: To optimize framerate and give players a chance to loot zombie corpses. We added a new system where ragdoll zombies turn into a lootable corpse approximately 45 seconds after death.
Added: water_emerge sounds and entry in sounds.xml
Added: Launcher on Windows, allows switching 32/64 bit engine as well as a few other options
Added: Wood and glass items can be scrapped
Added: Workstations can be disassembled with a wrench
Added: Blood Draw Kit has a side-effect
Added: control keys to modify god mode and free camera speeds using keyboard -/+ keys
Added: heavy bandit armor items
Added: new male hairstyles
Added: weeds, cinder blocks, small rocks, cracks, and an occasional old tire to roads
Added: Heavy bandit armor is equal to iron armor, armor name keys and description added
Added: New eyeball specular texture
Added: Water Particle Limiter in Video Option
Added: sawing sound when placing wood frames
Added: Animation for climbing ladders
Added: Missing (new) stairs variant Added: so all upgrade paths are consistent.
Added: Items and schematic for nailgun parts and some advanced resources
Added: Cooking pot mines
Added: Console output can be scrolled with PageUp / PageDown
Added: Directional thunder & lightning
Added: You can scrap stone tools or leftover concrete/brick blocks
Added: Bleedout buff audio hookup to code, internalBleeding & bleeding
Added: Stunned buff audio code
Added: Stunned audio filter
Added: Blood moon lighting
Added: default eyebrow to male and female bases
Added: Player Exp from killing entities
Added: 6 new maple forest grasses to maple forest.
Added: new broken highway section to the wasteland decoration
Added: rough cut wood texture
Added: console commands GetGameStats and SetGameStat
Added: eyeliner, eyeshadow, blush, goth eyeshadow and lipstick to female characters
Added: land mines to the wasteland.
Added: commandline argument “-noeac” to disable EAC on Linux/OSX clients
Added: Gunpowder recipe for the workbench
Added: Any kind of food heals you now.
Added: library to school
Added: Command “teleport” which acts on the player issuing the command
Added: Launcher switches to disable EAC on Linux / OSX, disable NativeInput module on Windows.
Added: Console commands for weather indoorFogOff/On and the spectrum command.
Added: UMA texture quality option to video options.
Added: UMA Zombie Texture Caching system.
Added: Support for “required” field in entity spawn groups.
Added: Facial piercings item found in loot and on traders.
Added: Steel upgrade for log spikes.
Added: Launcher option to disable UNET networking.
Added: SystemInfo command to display your current running system info (Can be used to check which graphics device was being used, but there is other useful information in there about memory and CPU info )
Added: Running shoes can be found in loot and nerdy glasses can be found in loot.
Added: Enable glCore support and Launcher option for GLCore, tooltips for options.
Changed
Changed: Added dtx1 and 5 compression to all atlases as an optimization. Deleted unused water textures
Changed: Optimized lights so they look better and cause less overdraw which will give locations and player placed lights better performance
Changed: overlays may now use named colors such as skin, eye, hair
Changed: UMA creation refactored into one class for all UMA generation
Changed: Body sliders Changed/removed, now muscle and weight control the body proportions
Changed: Adjusted alpha cutout to reduce see through hair and baldness
Changed: Hide poncho now hides chest armors to fix flipping issues
Changed: Metal items and armor are more expensive making repair more viable.
Changed: Rockets now require fuel.
Changed: Default placement rotations of stairs, corners, etc. are now consistent.
Changed: Updated uma standard shader to look identical to standard (specular setup) the artists use so that in game art looks correct
Changed: Removed import animations flag from some clothing models
Changed: values of uma hair shader to match standard shader specular setup
Changed: Deleted old beard textures
Changed: Assigned new beard textures to bearded characters
Changed: Removed color from ball cap so it can be colored in game better and white hats are possible
Changed: Tribal tattoo is white so it can be colored now
Changed: Characters now use the standard shader for eyes which reduces draw calls
Changed: Hair now has working specular
Changed: Planted and decorative tree stages / resources cleaned up
Changed: TNT can be picked up
Changed: Adjusted some holster transitions to reduce sideways guns
Changed: Default color of jeans for male and female custom characters
Changed: Adjusted player editing menu probe intensity and color
Changed: Players eyes were too bloodshot
Changed: Removed stone-tipped crossbow bolts.
Changed: A workbench is required to craft steel tools, and other advanced items.
Changed: Clubs in general are very bad at harvesting but the sledgehammer has gotten a lot better at smashing things.
Changed: Damage on mining tools adjusted.
Changed: Iron ore is not as soft any more.
Changed: Auger and chainsaw do not break as quickly and are more competitive overall.
Changed: The claw hammer is the “iron” upgrade to the stone axe and only requires a forge.
Changed: The wrench is a steel tool, repairs faster than the hammer and can disassemble things.
Changed: Dirt and snow Changed: to granular drops.
Changed: The concrete mixer is made in the workbench but does not require a skill.
Changed: Item and block prices, second pass.
Changed: All red clothing items to a unified tone
Changed: Improved SpawnScouts command
Changed: Scaled characters to fit our new skinny weight.
Changed: Adjusted a few heights of characters.
Changed: Hoe attack rate is much faster, making the hoe much better for clearing grass
Changed: All blocks that used cutout moveable are now on the grass atlas, for less draw calls and a performance increase
Changed: Updated rope texture for cobblestone frames.
Changed: Gain level Exp on skill cap
Changed: Beer is now brewed with a brewery station. Beer is no longer another flavor of coffee, it prevents you from being stunned and gives you unlimited stamina for 60 seconds.
Changed: Zombies spawn from a sleeping position and stand up
Changed: All trees are now defined as multiblocks and support blocks up to likely heights
Changed: New stairs and catwalks have recipes, upgrade paths, repair cost, etc. (except for Board Stairs without railing)
Changed: The nailgun is now an assembled gun.
Changed: Small spikes redesigned
Changed: Updated snowy grass and wasteland brown grass
Changed: Land mines are more powerful, create no chain-reactions, and do almost no terrain damage
Changed: F-keys cannot be bound to actions
Changed: Console key is F2 now
Changed: The “burning” buff from stepping on a campfire ends quickly after stepping off the fire
Changed: Cacti do less damage than big mean spike traps
Changed: The bleeding effect from traps is more informative and does not linger as long
Changed: Cloth blocks like awnings will prevent fall damage
Changed: Log spikes brought in line with block upgrade costs and paths
Changed: CPU optimization on crop and tree growth timers
Changed: Cement mixers and workbenches do not emit heat
Changed: Trees do not grow to full size if planted on meager ground like in a desert or wasteland
Changed: Craftable biome-specific earth blocks unified and they grow appropriate grass types
Changed: Snow is no fertile ground
Changed: The burnt forest isn’t as hot
Changed: Water cools you down a lot more. Beware of getting wet in the cold areas. It should cool you off in the desert now though.
Changed: Dry temp cutoff based on outside temp not core temp.
Changed: More balancing of all explosives.
Changed: Ores and boulders drop iron fragments that need to be scrapped or smelted
Changed: All basic metal resources have a weight of 1. This means a lot of numbers Changed: so please keep an eye on crafting, harvest or upgrade amounts.
Changed: Crossbows require forgedIron to craft so this is also the repair material
Changed: Crafting stations (blocks) do not stack
Changed: Painkillers make you immune to stuns but cost more hydration
Changed: Beds and mattresses prevent falling damage
Changed: Updated mipmaps and textures art to reduce distant tiling of terrain textures
Changed: desert grass sun spectrum and pine forest sun spectrum
Changed: No longer “ending” horde spawns on logout after 30 zombies arrive. The 12 hour timeout will catch the case where people logoff and relog, also this punishes leaving during a horde since the horde starts over when you rejoin.
Changed: Avoiding too much memory allocations on dedi: clearing chunk pools when a player disconnectes
Changed: Armor skills increase much faster. This should be workable now.
Changed: Allow commands to have default permission levels
Changed: Following commands can be used by any user by default now: chunkcache, debugweather, getgameprefs, gettime, help, listplayerids, listthreads, memcl, settempunit
Changed: Hitmask properties for thrown items
Changed: Road decorations to fix multi texture blending problems.
Changed: Grass sub biome in pine forest to dirt sub biome, added hollowed out trees to them
Changed: Added wild grass growing to country dirt roads
Changed: Removed asphalt cracked textures as all asphalt is now cracked everywhere
Changed: The fog of war of 4 instead of 2 chunks are now uncovered around the player.
Changed: Updated green rusty metal, red rusty metal, brown and green tile floors.
Changed: Updated desert wall, wasteland rubble, and wasteland sky/fog/lighting
Changed: Updated curb wasteland textures
Changed: Sub biome in the forest blends better with main biome vegetation
Changed: Updated cotton flower art
Changed: Wooden club + shiv are not repairable and break after use. Repairable weapons or tool do not.
Changed: Updated plains biome art
Changed: Fixed the AudioSource the announcement sounds were pointing to.
Changed: Made garage door sounds louder.
Changed: Forest can randomly be a little colder.
Changed: Wasteland now has extreme temperatures.
Changed: Clothing rebalanced for temperature and wetness protection (details in XML.txt)
Changed: Zombie kill XP and level XP rebalanced. You can make level 2 by “only” killing 8 easy zombies. At level 60 you need 12.
Changed: Made vending sounds louder.
Changed: Made plant pick sfx louder.
Changed: Biome ore distribution rebalanced
Changed: Increased probability and value of precious ore blocks
Changed: Updated the chemistry station recipe to better reflect the block model
Changed: In loot or on traders you can find better items than what you can craft yourself
Changed: Separated “music” from sound effects in environment audio (stingers vs. natural sounds like owls hooting). The audio options slider for music should now affect these.
Changed: Smooth audio volume fade added for indoor/outdoor enclosure volumes (eg. hear rain quieter when you’re indoors)
Changed: If more than 50 items are dropped on a chunk, delete the oldest until there are only 50 again.
Changed: Improved snow shader, cobwebs blend with fog, lighting transitions and shadow transitions throughout the day/night, and increased moon’s sprite brightness
Changed: Rebalanced skill gain. Repairing items and using weapons gets you noticeable increases.
Changed: Assigned AudioSource_Default to the correct AudioSource per category.
Changed: Adjusted crafting perk costs like for concrete
Changed: Raised ambient in the mixer
Changed: Raised impacts and reduced menu sounds.
Changed: Made red and green maples more saturated
Changed: Footstep volumes increased when entity is running, including self
Changed: Blunderbuss is better early on but does not get that much better at high QL. Go get a shotgun.
Changed: Crossbow + Blunderbuss are “medieval era” weapons and require no workbench or wrench.
Changed: All biped corpses (excl chickens) decay in 45s. Others 300s. Their loot moves to the gore block.
Changed: Optimized tree texture compression
Changed: Optimized campfire and forge particles, added Light LOD cutoff for their light sources.
Changed: Reduced weapon switch time in third person. Masked gunjoint in idle animation to reduce guns rotating sideways when switching. Removed idle states in weapon switching so weapons transition without a “middle man” animation influencing them.
Changed: Make ladders stickier
Changed: Made density verification check a bit less hard (density < 0 and none terrain is now allowed). Was a request from the modder
Changed: Increased zombie cop and feral block damage
Changed: Updated blunderbuss, AK-47 and chainsaw art
Changed: Huge update to forest art
Changed: Updated stone texture
Changed: All terrain textures tile every 8 meters instead of every 4, this helps texture tiling on distant terrain
Changed: Buffs can play auto-gender pain or hit sounds
Changed: Updated curb grass and asphalt to match new terrain grass
Changed: Tweaked blood moon visuals
Changed: Adjusted plains fog/sky
Changed: Non threaded HubCellData pregeneration updated to work like the threaded version
Changed: Dedicated servers now use the non threaded HubCellData pregeneration
Changed: Improved cloudy spectrums and fog
Changed: Feral zombies have way less hit points but always run even during the day
Changed: Scrap Cable is no longer used. Mechanical Parts are being used instead.
Changed: Updated water normal map
Changed: Bellows and poncho can be crafted from either animal hide or leather
Changed: Treasure chests may have more actual treasure
Changed: Ore veins can be found by traces of gravel on the surface. Follow them down and you will find iron. Follow the iron and you find everything else.
Changed: Plant fiber garments are not better than cloth ones.
Changed: Removed 2 temporary recipes that are no longer needed.
Changed: A mining helmet is crafted from a football helmet, not a scrap one.
Changed: The hoe is not a very good repair tool.
Changed: Biker boots are the best leather boots you can get.
Changed: The wrench recipe no longer requires a schematic.
Changed: Gravel is a little more stable.
Changed: Added specific temperatures per biome for day 1 weather grace period. Pine Forest 60, Maple Forest 60, Snow 45 and all other biomes 70.
Changed: Removed audio from supply drop parachute opening in the sky.
Changed: Removed Calipers and ToolAndDieSet from treasure chests.
Changed: Recipe searches show results for all workstations with icons.
Changed: Removed un-used old resource deposit coal and nitrate prefabs will be changed to new ones.
Changed: Adjusted crafting time bonus on skills.
Changed: Ore distribution 2.0 + Updated surface ores. All biomes have iron ore and a rare chance for all ores. Each biome has a predominate ore which can be seen in small piles on the surface and found in that biome near bedrock. Special ores per biome are nitrate in snow and wasteland, lead in the maple and pine forests, coal in the plains and burnt forests, and oil shale in the desert. You can also look for light brown gravel spots on the ground or the map and dig down from there to find the resource veins. Clay can be seen as a medium brown spot on the surface.
Changed: Wood ladders can be upgraded to metal ladders
Changed: Flashlights are less common in backpacks.
Changed: Auger blades’ damage won’t degrade from repairs and you can upgrade them.
Changed: Console key is shown in controls menu and now defaults to F1 for compatibility with European keyboards.
Changed: Removed all player spawns from the Navezgane and Random Gen Wastelands.Changed: Reduced crafting time on wood items.
Changed: Traps rebalanced. Barbed wire fences slow enemies, spike traps kill them, log spikes are more durable.
Changed: POI zombies to not be territorial. Note that dogs and bears still give up the chase after a certain amount of time.
Changed: Made most of the corn at the Navezgane farm dead there are still some harvestable corn there to loot.
Changed: Reduced intensity of burning barrel light.
Changed: Gravity on arrows is more realistic.
Changed: The cheaper gunpowder recipe has been moved to the chemistry station.
Changed: The coal torch recipe has been removed.
Changed: Blunderbuss ammo made from iron has been removed.
Changed: The blade of an auger or chainsaw can be recrafted at a workbench.
Changed: Stone layer removed from the desert.
Changed: Updated water textures.
Changed: HubCellData now sent to clients from the server.
Changed: Update iron ore, and lead ore to be more distinguishable.
Changed: Water Particle Limiter is now Water Particle Count. 100% is 100% particles rendering, now, instead of the reverse. And re-organized/moved the slider in the graphics options menu.
Changed: Reduced mouse sensitivity when zoomed.
Changed: Explosives rebalanced (zombie damage not yet working correctly)
Changed: Weather transitions speed increased by 6.5x in order to make MP games more in sync.
Changed: Removed AudioPlayer.cs from p_impact prefabs per Favale request.
Changed: Coal and nitrate can be found in loot.
Changed: Explosion damage rebalanced.
Changed: There are new loading screen images that also reduce memory.
Changed: Updated Navezgane and RGW world thumbnail images.
Changed: Glass has more structural integrity so (small) glass ceilings can be built
Changed: Surface boulders can drop ores other than iron.
Fixed
Fixed: rendering issues on Linux/Mac
Fixed: A falling block’s “stick” event replaces any partial block
Fixed: Servers don’t save time on crash/improper shutdown
Fixed: Player cannot jump in shallow water during crouching
Fixed: Plantfiber and leather hood are rigged to eyes.
Fixed: SWAT helmet clips through female head
Fixed: Jumping animation is glitching when character is in idle state
Fixed: Moon alpha
Fixed: Client’s wellness resets to 100 when their character dies,
Fixed: Minibike horn too quiet
Fixed: Number defining Nailgun’s quality is not placed centrally.
Fixed: Minibike causing insane damage to players, once it was hit by spikes
Fixed: Queued tooltips and sounds display after quitting and starting a different game.
Fixed: Medicine skill effects do not show on items or buffs
Fixed: Tracking waypoint does not work properly.
Fixed: Debug string zombie name in description of “I’m a Lumberjack an I’m Okay” challenge.
Fixed: Removed blood splatter on respawn
Fixed: Perk level 0 so that a perk displays what it currently does before you buy it
Fixed: Ballcap uses faceted lighting
Fixed: Bad UV’s on vertical low quality water
Fixed: Sneaking status and hitpoints indicator appear on the black screen after death.
Fixed: Environment – Mining Helmet flashlight’s bulb is not bright when flashlight is on and player sits on the Minibike.
Fixed: Sounds pause when game is paused
Fixed: Wood Log Spike’s collider is too big
Fixed: Not able to jump on block while in water
Fixed: Changing music volume in settings is not smooth between 0-100%
Fixed: Underwater soundFX
Fixed: Ranged gunshot sound played when game starts if equipped
Fixed: Movement fade removed from non-weapon crosshair
Fixed: Unnecessary prompt when trying to disassemble weapon on reloading.
Fixed: Sneaking status and hitpoints indicator appear on the black screen after death.
Fixed: Yucca Plant have low quality textures and strange rotation problems.
Fixed: FP – UI – Buffwindow disappears when clicking on buff after inspecting item.
Fixed: Reentering session with active crafting causes crafted item SFX to be audible outside of crafting menu.
Fixed: Minibike’s name does not update
Fixed: Grammatical error in Raphael’s Treasure Map quest
Fixed: Misleading Buckshot description
Fixed: Breath Hold Attribute is not mentioned is Athletics Skill description
Fixed: Typo in “Nail some chicks” challenge description
Fixed: Typo in “Nurse you back to health” challenge description
Fixed: Missing space in “Nail some chicks” challenge description
Fixed: Missing skill in the Leather Tanning book description
Fixed: CORN BREAD and MOLDY BREAD float above character’s hand
Fixed: Redundant dot in Iron Leg Armor text
Fixed: Glow around player when fog is in transition
Fixed: Audio base volume on object types
Fixed: Moon cycle
Fixed: Wood Poles Can Block Zombies
Fixed: Player cannot jump in shallow water during crouching
Fixed: Zombies have a chance of walking on one leg
Fixed: Zombies have incorrect dismemberment animation while stunned and lying on the ground
Fixed: Iron Boots textures are black in the character preview menu
Fixed: Sounds repeating when hitting escape
Fixed: Missing last bullet sound on semi-autos
Fixed: Semi-auto empty clip sound playing when holding fire button down
Fixed: Medicine skill effects don’t show on items or buffs
Fixed: Swimming sounds added for all entities
Fixed: Player may have endless coal supplied by destroying and rebuilding burned blocks
Fixed: Minibike Chassis can be placed inside other objects
Fixed: Minibike Chassis may hover in the air when placed at the top of grass or other plants
Fixed: Damage amounts in UI for weapons not consistent
Fixed: Character – Iron Boots textures are black in the character preview menu
Fixed: Auger and chainsaw do not receive perk bonus
Fixed: Quick looting icon overlaps with names of some containers in Looting Tab
Fixed: Character’s hair has no shadow
Fixed: When Crawling Zombie gets hit with certain weapons, it stops moving along with animation reset
Fixed: Gun fire on swapping ak47 during reload, Rocket Launcher not playing sounds after a rocket reload, & fast weapon switch not playing first firing sound
Fixed: Red outline when placing object in invalid location
Fixed: Removed oversized flare from flashlight.
Fixed: Grass shadows
Fixed: Particle distance size on flashlight being too large.
Fixed: Broken icons for vitamins and herbal antibiotics Fixed.
Fixed: End table furniture blocks having cloth particles.
Fixed: Removed car battery from damaged car frame model.
Fixed: Mined materials drop small fragment meshes instead of sacks.
Fixed: Lvl 1 Wooden Door clipping wall at open resting position on damage states.
Fixed: InvalidCastException, when another player has arrows in toolbelt and scrolls through them
Fixed: Minibike shakes in the water
Fixed: Chicken does not properly interact with the water surface
Fixed: Biome audio transitions are smoother & dusk/dawn stingers clipping when crossing biome borders
Fixed: Worn Boots clip into character’s model
Fixed: Player kills shown as “player died” in chat
Fixed: NRE at XuiC_TipWindow.OpenTipWindow.
Fixed: Some archetypes were of the wrong group
Fixed: Wood Frame Exploit from harvesting debris.
Fixed: clients not ragdolling after death animation.
Fixed: clients not animating after ragdoll on server.
Fixed: Misleading Buckshot description
Fixed: Missing space in “Nail some chicks” challenge description
Fixed: Basic clothes clip through each other and through armors
Fixed: Corrupted UMA body model after death
Fixed: [LOC] FR / DE /ES fix Placeholders displayed in blocks and items
Fixed: Possibility to kill a player in Creative Multiplayer
Fixed: After falling footsteps are not audible for a couple seconds
Fixed: Wood Window does not generate glass.
Fixed: Deprecated “scrapable” properties removed from recipes.
Fixed: Pressure Plate Resource Exploit – report from forum
Fixed: Water Cook Times Are Inconsistent
Fixed: Fix landing sound not playing when jumping in place.
Fixed: Moon lighting against bright skies
Fixed: Torch sound playing when under water
Fixed: Global temperatures, clouds, and precipitation now obey biome rules (eg. not ever cold in the desert & won’t snow… unless you climb extremely high )
Fixed: Set keystone impact overlay repeat rate to 3.0 seconds matching sound
Fixed: Synchronized skinning sfx.
Fixed: During Gameplay, Loot/Item Pickup Becomes Difficult Up Close
Fixed: Death Scene Camera can clip through zombies
Fixed: Wood Poles Can Block Zombies
Fixed: Single player thunder playing every time the game is unpaused after thunder has played at least once in gameplay.
Fixed: cactus damage infliction on MP client playing twice per hit.
Fixed: Attacking near border of ground tiles doesn’t show durability bar
Fixed: Destroyed loot containers never dropping their contents when destroyed
Fixed: Colored items are missing their color overlay in crafting menus.
Fixed: Tool Tips Disrupt Gameplay & Cause Player to Pause.
Fixed: Minibike IndexOutOfRangeException: Array index is out of range
Fixed: Selected item from inventory may persist in the location of crosshair.
Fixed: Bedroll and things around it are blurry when placing your bedroll
Fixed: Cobblestone ramps may change rotation when upgraded to concrete
Fixed: Leather tanning does not mention it is required to scrap leather items
Fixed: Repositioned hold for generic parcel item. (Ryan)
Fixed: Cotton Has No Description
Fixed: Conduit blocks give more IRON after being destroyed by an explosion
Fixed: Door frame blocks cannot be hit by ranged weapons
Fixed: Incorrect animation of breaking down Mushrooms and Mushroom02
Fixed: Supply crate may land out of the user’s reach
Fixed: Switching to bow from any slot in toolbelt causes the arrow to appear unattached to the weapon
Fixed: Metaltrussing LOD is too short, makes you believe certain blocks float
Fixed: Negative kill count on player list with kills > 32767
Fixed: Hide helmet was making male players cross-eyed.
Fixed: No console scrolling when manually scrolling up
Fixed: Treasure quest loot can fall through terrain
Fixed: When the Minibike has blocks above it, it flies up when player is coming back to its chunk
Fixed: Nailguns are treated like bows for collision purposes.
Fixed: Hold fire until weapon loops, hit escape, let go of fire button, press fire button, and hit escape again in a very rapid order causes looping audio on weapon forever until exit game
Fixed: Shadow clipping on gun flashlights
Fixed: Improved framerate when disrupting lots of water
Fixed: Short cutoff on sounds being played in world
Fixed: Hair shader missing specular values
Fixed: Servers don’t save time on crash/improper shutdown
Fixed: Wrong string displayed when harvesting / picking up blocks
Fixed: Character’s model is catapulted during death animation
Fixed: Forge tooltip shows up when anyone else near you discovers a forge.
Fixed: Using Eat/Read Function in Backpack Makes Craft Noise.
Fixed: Sneaking status is changing rapidly
Fixed: Pass N’ Gas Index Out Of Range Missing Chunk
Fixed: Player can be ejected in the air while climbing on the terrain
Fixed: Player is ejected in the air to a high altitude when jumping on the seat of Minibike
Fixed: Character is sent flying after jumping on another player
Fixed: Toolbelt transform duping for placeable items
Fixed: Added “Branch_legacy” shape to replace any blocks using the old voxel tree branch shape which did not tile and caused Z-fighting when stacked. (Ryan)
Fixed: Reset opaque atlas back to crunched texture format
Fixed: BlockTextureAtlases asset bundle has grown from 69mb to 393mb in latest merge.
Fixed: Wrong reference on the firstAidLarge buff info.
Fixed: Basic clothes clip through each other and through armors. *Note that there is no way to stop the iron gloves from clipping the hazmat shirt, and the hide armor clips too without some redesigns.
Fixed: Switching to bow from any slot in toolbelt causes the arrow to appear unattached to the weapon
Fixed: all new female hairs
Fixed: You Can Loot cntCabinetOldCNRRound In The Diner Even Though It Doesn’t Have Doors
Fixed: Placing a complete pistol in a lit forge eats the weapon
Fixed: Curb blocks had no destroy event
Fixed: Wooden Burnt roof panel uses square block
Fixed: Adjusted icon for the fertilizer.
Fixed: Low quality pistols are not quite so bad any more.
Fixed: Inconsistency inside Skills Tabs
Fixed: Nailgun has grey layer over it
Fixed: goggle spec and scrap iron spec overlay & deleted unused texture
Fixed: UMA Character standing on death and laying down on respawn
Fixed: Multiples of Day 49 do not spawn feral hordes
Fixed: Chat not scrolling
Fixed: Incorrect particles are displayed after hitting Yucca Plant and Aloe Vera Plant
Fixed: Player’s view is switched to 3rd person after respawn if character died by fall damage while being on Minibike
Fixed: Hornets can fly under the water
Fixed: Jump’s VO is audible even when falling
Fixed: Particles of waterfalls are visible only for host players
Fixed: Rework the friendly fire settings.
Fixed: Character crouch animation is desynchronized after reconnecting to session
Fixed: Football helmet lighting issue
Fixed: Rework the friendly fire settings.
Fixed: Low quality water z-fighting on steps
Fixed: Fire on zombies have no audio
Fixed: water stuck in hatches
Fixed: broken material on zombie arlene
Fixed: Not able to craft steel tools with workbench.
Fixed: Campfire / Forge Recipe List Index Requires Activation.
Fixed: Character’s standing up and crouching animations are looped after exiting the stealth mode and evoking any menu simultaneously
Fixed: Zombies’ bodies move slightly to the left when they fall down stunned
Fixed: Nitrate Powder disappears after placing it in smelting socket
Fixed: Rework the friendly fire settings.
Fixed: Auto-Tools don’t show block health bar when using on block you are standing on
Fixed: 3rd person item holster/unholster turn items sideways. Note: the magnum, pistol sack and smg were Fixed.
Fixed: Character standing after changing any piece of gear by other player
Fixed: Character’s Minibike pose persists after being hit and dismounting
Fixed: Character with Character tab open is seen standing when crouched
Fixed: Character may not hold handlebar when driving
Fixed: Character not ragdolling on death in some cases
Fixed: Minibike radial menu horn honked by client in MP game
Fixed: Player is able to turn with Minibike while its Handlebars are broken
Fixed: Crafting timer shows negative values
Fixed: blurry corn
Fixed: Grammatical error, “Collect 2 Ear of corn”
Fixed: Wood log spikes stage 1 cannot be repaired
Fixed: Wood Frame missing upgrade sound in 1st stage
Fixed: Sprained leg and broken leg buffs stack
Fixed: Potted plants drop dirt fragments on destruction
Fixed: Not able to craft a lot of items with workbench (again)
Fixed: Rain audio clipping up/down
Fixed: Dupe Exploit.
Fixed: Fix problem that zombies hit you from 20 meters away on dedis
Fixed: female shaggy hair 02 slot
Fixed: Removed references to non-existing damage types
Fixed: Texture references to non-existing materials
Fixed: Stacknumber property does not work for blocks.
Fixed: Male shaggy hair 02 and hat hair
Fixed: Updated long pomp hair so it works *note that it has bugs and is positioned incorrectly, I already have a bug for it.
Fixed: Character status becomes reset after quitting and rejoining the game session
Fixed: Removed obsolete item properties
Fixed: The antibiotics effect makes you immune to dysentery
Fixed: White-skinned characters have dark-skinned hands
Fixed: Iron Helmet corrupts characters face
Fixed: Bug where blood moon horde would be skipped entirely if the max zombie count was reached.
Fixed: Volume was too high for rain & thunder
Fixed: Mining Cap is way too Reflective
Fixed: Hide leg armor hides clothing so it doesn’t clip
Fixed: normals and tangents on male and female base mesh so normal maps are rendered properly.
Fixed: Grass cutout fade at distance
Fixed: Client’s trader window is not showing the proper list.
Fixed: Male asian face to have normal maps
Fixed: Gravel roads show patches of asphalt_crack
Fixed: Player will clip into ground when standing still for 10 seconds
Fixed: Wood Ramps disappear when logging out then back in to game (also reloading the chunk )
We’ve replaced the old create world main menu button with a new one called ‘Editor Tools’. Under it you will find a new utility we call the ‘Random Gen World Previewer’. You can use it to see what a seed may look like including:
The dispersion of the included biome types in the rgmixer.xml file
The dispersion of the included city, town, rural and wilderness locations in the rgmixer.xml file
The general topography of the world as set in the rgmixer.xml file
The Random Gen World Previewer’ has 2 input windows one for the game seed name and one for the preview size, 1 is the fastest. You can click the refresh button to see the current preview which reloads the most recent saved version of the rgmixer.xml. Note: It can take a little while to appear depending on your pc and the preview size. Once the preview appears the controls include:
Zoom in and out with the Mouse wheel.
Pan using Mouse 1 hold and drag.
Tilt to see the height with mouse 2 hold and drag.
Here is a color chart to help understand what color represents what biome.
Note: We have plans to improve and augment the controls and features of the this and add other modding tools in future updates.
Known Issues
Known issue: Auger, chainsaw and nailgun use the Gun Smithing crafting skill and the blunderbuss Weapon Smithing.
Known Issue: Sometimes trader protection volumes can be in the wrong location protecting a random poi or piece of land.
Known Issue: Duping using zombies
Known Issue: UMA zombies have incorrect hitbox when stunned on the ground.
Known Issue: Occasional drowning on land.
Known issue: UMA zombies are missing the HeadGore bone, this needs to be added to correctly show the flesh cap on the neck when the head is removed)
Known issue: Linux/Mac have black textures on several clothing items.
Known Crashes
OSX: Game crashing on startup if multiple monitors are attached and not set to mirrored
Linux: Graphics corruption on some GPUs
Windows: Game crashing after entering a game on old NVIDIA drivers (34x series)
Possible solutions
Switch to the GLCore renderer in the game launcher (see below)
Windows only: Try the 32 Bit engine from the game launcher (see below)
Clean up old game data (e.g. from the “Tools” tab in the game launcher)
Show the game launcher
Open the Steam client
Switch to the Games Library
Right click “7 Days to Die” and select “Show Game Launcher”
Navezgane World – Navezgane is nearly double the size, has a new sexy height map with higher mountains, deeper water and a new smoothing algorithm that makes the land and water much more natural looking.
Added
Added a multitude of new locations to Navezgane including the new largest city Perishton, a bandit like shanty town, hidden snow cabin, Indian ruins, a water works, cell towers, boat docks, banks, islands, handmade caves, car lots, diners, and cemeteries. Nearly 100 new locations to discover. You won’t recognize the world.
Added: Navezgane now has over 35 new player spawn points.
Random Gen World – Random Gen has also gotten improvements with more terrain variation, smaller biomes, better and more logical biome distribution, the return of the old cave systems, better rural hubs, and lakes!
Added
Added: New locations to the random gen mix xml including a bandit like shanty town, a water works, cell towers, banks, islands, car lots, diners, and cemeteries.
Changed
Changed: Returned to old caves, added an extra branch with grotto but made tunnels shorter.
Changed: World Terrain Generation has been altered, should see more variation.
Fixed
Fixed: RWG Shotgun Messiah floor tiles replaced with asphalt/gravel blocks.
Fixed: House can be spawned inside another in random gen.
Fixed: Floating buildings in Random Gen Worlds.
Skills and Perks – We’ve expanded and improved the skills system from 23 to nearly 50 skills and perk groups many of which have up to 3 to 5 tiers. Along with this has come balance, tuning and improvements to how you gain skill. Skills are gained faster now in the early game. Here are some more details on skills.
Added
Added: New Survivor perk that slows your metabolism.
Added: Slow Metabolism which slows how fast you burn calories, Run Forest Run which allows you to run longer before running out of stamina, The Human Camel which slows how fast you get thirsty, and The Health Nut which raises your minimum wellness and maximum wellness.
Added: Per level (other)skill requirements for skills.
Added: New perk Quick Hands. It allows for faster crafting. Has 5 tiers. (Joel)
Added: New perk “The Fixer”. The fixer allows you to repair faster, use less repair materials and diminish degradation amount with each tier. The final tier allows for no degradation.
Added: New perk “The Samuri” which has five tiers of increased blade damage. Requires blade skills of 1,25,50,75, and 100.
Added: New perk “Pummel Pete” which has five tiers of increased blunt damage. Requires blunt skills of 1,25,50,75, and 100.
Added: New perk “Black Bart” which has five tiers of increased mining tool damage. Requires mining tool skills of 1,25,50,75, and 100.
Added: New perk “Fast Eddie” which has three tiers of loot time reduction. Requires scavenging skills of 1,25 and 50.
Added The decapitator perk which has three tiers and increases a chance to decapitate with bladed weapons.
Added: Concrete Mixing perk that unlocks ability to craft a cement mixer and make concrete related items with construction level 20.
Added new perk “The Outlaw” for pistols which has 5 tiers and increases damage by 20,40,60,80 and 100%.
Added new perk “Better Lead Than Dead” for rifles which has 5 tiers and increases damage by 20,40,60,80 and 100%.
Added new perk “Boom Stick” for shotguns which has 5 tiers and increases damage by 20,40,60,80 and 100%.
Added: New perk “Splatter Gun” for shotguns which has 3 tiers and increases chance to dismember or decapitate.
Added: Added new Dead shot perk for pistols which gives them a chance to decapitate.
Added New perk to unlock 9mm round crafting under gunsmithing.
Added: Skill list now sorted.
Added: Skill Attributes are now listed.
Added: Localization for all skill/perk effects.
Changed
Changed: Skill gain rates and level gain rates.
Changed: Increased skill level req for quality joe
Changed: Skill points, you get 5 per level up now. Skills cost 1 point, perks cost 5.
Fixed
Fixed: The Camel skill is not functional.
Fixed: Health Nut skill has no effect.
Fixed: Repairing Mechanical items does not increase Science skill.
Fixed: Light Armor skill is not functional.
Fixed: Athletics is not increased by travelling by foot.
Fixed: Bug where Athletics skill was being raised by the total amount when rejoining a game.
Fixed: Medicine skill does not increase effectiveness of medicine items.
Fixed: Medicine skill cannot be increased by using medicine items.
Fixed: Medicine skill does not grant any bonus.
Fixed: Dismemberment chance does not increase on higher levels of Dead Shot perk.
Fixed: Inconsistency between description of Knife Guy perk and its Attributes.
Fixed: Inconsistency between description of Pummel Pete perk and its Attributes.
Spawning and Death Systems – We’ve added in a new sexy system for spawn in where the player awakens with blurred vision and wipes their brow before the UI is displayed. We’ve also added a new damage and death system where the screen becomes desaturated upon low health and returns to the vibrant look if you don’t die. If you die you get a cool 3rd person death cam and screen effect and you’ll see zombies feeding on your corpse which add a lot to the game’s immersion.
Quests – A basic survival quest has been added along with radiant treasure quests where you dig for treasure and repeatable quest challenge notes that give you skill points and other rewards for completing. Treasure and Challenge quests can be obtained from loot. This is just the beginning folks we have big plans for more.
Characters and Clothing – We’ve added in 16 pre-defined character presets you can choose from that use the old male or female base heads, a new older male head or older female head or a new Asian male or female head. Don’t worry you can still make your own custom one. We’ve also updated and improved a lot of the clothing and clothing fitting and clipping issues. Our Characters have never looked so good.
Added
Added: Preset Aiden, Male, Caucasian, 6ft 1 in, 24 years old, musician, who likes parkour. Signature feature: Red Mohawk.
Added: Preset Chang, Male, Asian, 5ft 9 in, 47 years old, Martial Arts Instructor, who likes Gardening. Signature feature: Shaved Head, Grey Goatee.
Added: Preset Charlotte, Female, Caucasian, 5ft 9 in, 36 years old, Nurse, who likes kickboxing. Signature feature: Piercing Eyes.
Added: Preset Clint, Male, Caucasian, 6ft 2 in, 35 years old, Bull rider, who likes cigars. Signature feature: 5 O’clock Shadow.
Added: Preset Emma, Female, Caucasian, 5ft 7 in, 54 years old, Nutritionist, who likes Yoga. Signature feature: Silver Hair.
Added: Preset Gabrielle, Female, Black, 5ft 6 in, 31 years old, Police Officer, who likes Martial Arts. Signature feature: Long Dreadlocks.
Added: Preset Grace, Female, Asian, 5ft 4 in, 26 years old, Jet Mechanic, who likes Cooking. Signature feature: Long Red Hair.
Added: Preset Hank, Male, Caucasian, 6ft 2 in, 59 years old, Cattle Rancher, who likes Hunting. Signature feature: Grey Beard.
Added: Preset Helen, Female, Caucasian, 5ft 5 in, 22 years old, Park Ranger, who likes Dog Breeding. Signature feature: Platinum Blonde Hair.
Added: Preset Jack, Male, Caucasian, 6ft 0 in, 48 years old, Miner, who likes Fishing. Signature feature: Long Brown Hair and Spaniard Goatee.
Added: Preset Jeff, Male, Indian, 5ft 11 in, 33 years old, Welder, who likes Computers. Signature feature: Shaved Head and Mustache.
Added: Preset Maria, Female, Hispanic, 5ft 4 in, 38 years old, Army Medic, who likes Hiking. Signature feature: Thick Black Hair.
Added: Preset Miguel, Male, Hispanic, 5ft 10 in, 35 years old, Shop Teacher, who likes Restoring Cars. Signature feature: Short Black Hair and Spaniard Goatee.
Added: Preset Rayah, Female, Arabic, 5ft 8 in, 32 years old, Electrical Engineer, who likes running Marathons. Signature feature: Long Thick Black Hair.
Added: Preset Vince, Male, Caucasian, 6ft 3 in, 44 years old, Football Coach, who likes Archery. Signature feature: Handlebar Mustache and Shaved Head.
Added: Preset Willie, Male, Black, 6ft 4 in, 42 years old, Corrections Officer, who likes Woodworking. Signature feature: Big Afro.
Added: Archetype framework.
Added: New Profile selection preview.
Added New short beard can only be used on the Clint Preset (for now)
Added: Male and female Asian faces used only by presets (for now).
Added: Animal hide poncho to game and loot.
Added: Male and female army clothes and Kevlar armor.
Added: Optional archetype expressions in archetypes xml files.
Added: Specular to male base hair. Deleted old duplicate hair textures.
Changed
Changed: Female tanktops now cover midriff.
Changed: Skin tone is now applied to first person hands.
Changed: Updated female scrap iron armor to fix clipping.
Changed: Updated female armor leather rig to fix clipping issues.
Changed: Updated female duster, plant fiber clothing and plaid shirt rigs to fix clipping.
Changed: Updated female puffer coat to fix clipping.
Changed: Updated female iron armor rigs to fix clipping issues.
Changed: Updated female army fatigues and military armor to fix clipping issues.
Changed: Female characters are now in sports wear not underwear.
Changed: Plaid Shirt to “Shirt”. Replaced mesh and textures to a new design that improves performance and doesn’t clip.
Changed: Deleted denim jackets.
Changed: Renamed animal hide jacket to animal hide shirt.
Changed: Renamed animal hide pants to animal hide leg armor & icons.
Changed: UMA clothing now has Mask0 – Mask9 that can be used to mask UMA slots.
Changed: UMA clothing now has Overlay0 – 4 for overlays.
Changed: UMA ShowHair changed to ShowAltHair.
Changed: UMA overlay colors are now r,g,b compatible.
Changed: Deleted old hat prefabs that were pre-UMA.
Changed: Tweaked colors of brown and red pants.
Changed: Deleted old steel armor assets.
Fixed
Fixed: Face, feet and eyes equipment slot items do not take any damage.
Fixed: Female cloth chest armor clipping issues.
Fixed: Male iron gloves clipping issues.
Fixed: Updated dreadlocks hair mesh slot to fix clipping issues.
Fixed: Updated goggles and shades to fix clipping issues.
Fixed: Clipping issues in leather armor feet and afro hat.
Fixed: UMA Afro hair not adjusting properly with hats.
Fixed: Character hair not returning correctly after taking off a hat.
Fixed: Kevlar Leg Armor not visible on male.
Fixed: Updated male base face rig to fix bugged eye problem.
Fixed: Tank tops are displayed incorrectly.
Fixed: Animal Hide Pants no longer go poof when equipped while wearing pants.
Fixed: Updated male plant fiber clothing to fix clipping issues.
Fixed: Updated male cloth armor pieces to fix clipping.
Fixed: Male scrap metal armor clipping issues.
Fixed: Male iron armor clipping issues.
Fixed: Clipping issues with male military armor and clothing.
Fixed: Updated male denim pants to fix clipping.
Fixed: Male hide poncho clipping issues.
Fixed: male leather armor clipping issues.
Fixed: Female character caving Issues with clothing.
Fixed: Hide Jacket (Armor) uses armor slot.
Fixed: Basic clothes clip through each other and through armors.
Fixed: Many character/UMA textures were not compressed causing more memory use than needed.
Fixed: Bandana normal map was not assigned.
Fixed: Deleted unused duplicate player body textures.
Fixed: Clipping issues with puffer coat and scaled it down to look natural.
Fixed: Skull caps were too shiny.
Fixed: Removed clothing is still displayed in multiplayer until the player runs or jumps.
Animations – Much work has gone into improving the animation themselves and the animation systems including a new fast holstering, a new weapon fov cam system and many animation bug fixes.
Added
Added: New instant snappy holster
Added: Zombie dog eat animation.
Added: Zombie door attack states to mechanim.
Added: new player ragdolls that take over when a death anim hits geometry.
Added: Players one handed items and weapons now only influence the left arm instead of the entire upper body resulting in much smoother walk and run animations when holding one handed items.
Added: Stamina sound to animation event.
Added: Animation driven footstep sounds to all the zombies and zombie walks & runs.
Changed
Changed: First person item animations holster nearly instantly.
Changed: Iron sighting animation out is faster.
Changed: Some animation properties of the dog and updated the avatar to fix jaw.
Changed: Hands and holding guns’ field of view is now 45 instead of 60.
Fixed
Fixed: SMG’s reload hold is not blowing back after each shot.
Fixed: Changing from bow after shot corrupts the way that character holds next chosen item. Changed logic on reloading so weapon switching wouldn’t get stuck.
Fixed: Corrupted bowstring draw animation. Changed logic to play draw only from bow hold, not the any state.
Fixed: Incorrect animation of changing a weapon while zooming.
Fixed: Melee weapons and tools are improperly held by characters viewed from another player’s perspective. Added wrench hold, attack and harvest animations.
Fixed: Updated first person animation on many smaller held items.
Fixed: Incorrect animation of Stone Shovel is displayed after fast swapping with Auger.
Fixed: Melee weapons and tools are improperly held by characters viewed from another player’s perspective.
Fixed: Use action anim times are off.
Fixed: Changing from bow after shot corrupts the way that character holds next chosen item. I set the reload time to match the reload so users cannot switch weapons during mid reload.
Fixed: Gaps in random logic for player idle deaths.
Fixed: Pipe Bomb and Stick of Dynamite are missing explosion animation when detonated in Character’s hand.
Fixed: Walking animation of Frozen Lumberjack stutters and loops incorrectly.
Fixed: The animation of holding a weapon is corrupted.
Fixed: Player’s hands temporarily reset to old 60 FOV after changing graphic settings.
Fixed: pistol and magnum fire rate aligned with their animations.
Fixed: Various weapon fire animation issues (shotgun and pistol), and mp5 would get stuck in reload/hold animation once reloaded in third person.
Fixed: No walk anim after respawn
Fixed: Animation – Character slides while crouching backwards or to the side.
Fixed: Incorrect Iron Bed Frame hit animation.
Fixed: Hornet is not displaying its death animation.
Fixed: Adjusted walk backwards and walk strafe animation playback rates to reduce skating.
Fixed: Crossbow has loading animation when there are no bolts in inventory and Player tries to change the bolt type.
Fixed: When Crawling Zombie gets hit with certain weapons, it stops moving along with animation reset. Hooked up 3 new crawler pain animations that play randomly.
Fixed: Burning animation disappears after zombie/animal death.
Fixed: Characters hand is missing during pulling bowstring animation.
Fixed: There is no animation when character receives a hit by melee or ranged weapon.
GUI – The look, scale, font size and font clarity of all in-game UI screens have been improved along with hundreds of new localization entries for item, blocks, stats and buffs. All craftable and lootable items should have helpful descriptions now. All item, buff, skills and recipe descriptions and stats are more organized and useful. Look for 7 Days in other languages in our next big update.
Balance and Tuning – We’ve fixed hundreds of xml bugs and completed a major rebalancing of block damage, leveling and XP the game is less of a grind and easier to build again.
Other
Added
Added: New cement mixer station where you can mix cement
Added: New workbench station which allows you to craft extra items.
Added: Many new cool block shapes to build better looking buildings in creative mode.
Added: memcl command that is executed on client side even when connected to a dedi.
Added: Bedrolls can be repaired with 10 plant fibers per section.
Added: Zombie bodies can now be harvested for rotten flesh. Their skeletons can be harvested for bones.
Added: Repair to secure and insecure storage chests.
Added: Plant fibers can be planted in dirt and will grow into tall grass.
Added: Full plate block upgrade path.
Added: Harvest to all fridges, and recipe for green old fridge.
Added: Angled support beams can now be repaired and upgraded. Replaced an old one so it will break save games or leave a black block where it was.
Added: Blue spruce seed item that allows you to plant and grow blue spruce trees.
Added: Growable blue spruce trees.
Added: Good Weather grace period on new games for first 24 hrs.
Added: 4 new rusty iron walls.
Added: Rusty green metal texture and new blocks to use it.
Added: New stairs shapes.
Added: New shape, corner round 1 meter with several textured variants of it.
Added: A peaceable, craftable alphabet to the game and to many locations as new signs.
Added: New naming convention to all blocks, models and items so they are easier to find in creative. See XML.txt in your data/config folder for more info. Big thanks to Gazz.
Added: White shanty metal sheets.
Added: Auto-personal self-light to see very close objects in the dark. (A sort of “touch” sensory).
Added: Recipes for clay shingle roofs.
Added: Sporadic dirt/grass to stone sub biomes.
Added: Curb plains block.
Added: Diagonal (centered and offset) shapes for support poles.
Added new curb shapes, straight and corner for wasteland, forest and plains texture sets.
Added: A new world lighting model
Added Rusty iron pillar.
Added: Rusty iron diagonal beam and crossbeam.
Added: New sandbag models to the game and to the army camps and police stations.
Added: Grunge to drop ceiling texture.
Added: Barbed wire sheet icon.
Added: New road side railings updated bridges and added them into Navezgane
Added: Missing specular to some hairs.
Added: New chain link icons.
Added: Radial now displays ammo count for ammo.
Added: New in menu music track to the game.
Added: New ambient Soundscapes from the music track to the game.
Added: New sexy Fun Pimps logo to game intro splash screen. It’s the bomb!
Added: Chainsaw revs for rapid button press.
Added: New plant mesh shape, applied it to goldenrod flower and potato plant crop.
Added: ItemActionUseOther. This allows the same things that ItemActionEat allows but is done to the target entity. General medical items are already set up.
Added: Unique crossbow bolt models per type.
Added: Created custom hatch sounds to address animation audio sync issues.
Changed
Changed: Weight of brass to stop scrap brass exploit.
Changed: Scrapping in the forge time to to 1 second, instead of .5, maybe it only showed numbers of 1 or greater.
Changed: Bedrolls are made from 20 plant fibers.
Changed: Increased fuel capacity of minibike.
Changed: Increased size of zombie bounds and offset to reduce clipping of thin blocks.
Changed: Animal gore no longer degrades to dirt but air instead
Changed: Femurs are now harvested from animal gore rather than the animal itself.
Changed: Animal fat is now harvested from corpses instead of looted.
Changed: plant02 decoration recipe to use clay instead of clay bowls.
Changed: Deleted clay bowls, assets and recipes from the game.
Changed: Increased how fast tools can destroy most blocks. Nerfed the yield of some blocks to compensate for the faster destruction.
Changed: Rebalanced all tools and weapon stamina use.
Changed: Increased the durability of all iron tools.
Changed: reduced cost of steel ingots.
Changed: Improved the plains biome sunset.
Changed: Land claims cannot be stacked in inventory.
Changed: Anti griefing: dropping now whole item stack when pressing Q.
Changed: Tweaked sunset colors and adjusted time so it’s obviously dark when the zombies start running.
Changed: Cleaned out old 2 block placed bedrolls adding new multi-block model ones
Changed: Plant fibers now drop two instead of one.
Changed: Improved player eye textures.
Changed: Recipe for all fridges.
Changed: Moved block id plateOldWood from 1100 to 164 so it can become a master plate block.
Changed: All workstations now drop their original recipe when destroyed.
Changed: removed clothing action skill and merged them with light armor action skill group.
Changed: Resolution of body textures.
Changed: Added new high res shoulder mesh for nude male players for better lighting and deformation.
Changed: Reduced movement and stamina penalties for cold and hot weather survival.
Changed: Church so it fits in all biomes.
Changed: FOV for running/sprinting.
Changed: Auger and chainsaw range are defined on their parts.
Changed: Auger weapon range equal to mining tools and entity damage minimal.
Changed: Chainsaw range equal to melee weapons.
Changed: Several buffs reset/extend durations instead of bouncing off an existing buff.
Changed: Clothing items have crafting skill assigned so repairs can increase skill.
Changed: Helmets like SWAT Helmet have action and crafting skill assigned.
Changed: Trees drop enough seeds to preserve the species.
Changed: Added missing attribute ranges to several weapon parts.
Changed: Shrunk some atlas textures to 32×32 pixels in unity since they don’t seem to be used.
Changed: Resized wrought iron metal and redid the texture.
Changed: Sunrise and sunset times optimized shadow rendering times.
Changed: Deleted iron wall textures.
Changed: AudioManager now supports playing one audio source for local sounds and a different audio source when played over the network.
Changed: Concrete and cobblestone no longer downgrade to cracked versions but instead have 4x as many hit points.
Changed: Removed redundant burnt tree04.
Changed: Optimized burnt forest/wasteland trees.
Changed: Reduced tree density in burnt forest.
Changed: Increased fog density and tweaked colors and sunset timing in burnt forest.
Changed: Renamed several blocks with a duplicate extension on the end until we have time to properly search and replace.
Changed: Optimized green maple trees.
Changed: Removed one tree variant, requires new save game.
Changed: Updated black letter font texture.
Changed: Deleted unused old tree materials.
Changed: Optimized red maple tree.
Changed: Better horizon rendering.
Changed: Optimized cacti to use one texture set.
Changed: Better grass animations.
Changed: Better flora lighting & better speedTree alpha over distance.
Changed: Tweaked grass brightness in plains to look good with better lighting.
Changed: Optimized stack panel layout code.
Changed: Removed gore blocks from the game for texture space optimization until they can be done properly.
Changed: RWG biome sizes made 50% smaller.
Changed: RWG Rules now load with other xmls.
Changed: Antibiotics no longer increase wellness.
Changed: Renamed several blocks with identical textures but differing / wrong names.
Changed: Markers are now LIFO sorted by priority – zombies should seek the most recent marker instead of meandering.
Changed: Horde zombies will break from horde and attack a player if they are seen. Animals are still ignored by zombies in a horde until they arrive.
Changed: Brightened eye sclera.
Changed: Some cave lighting tweaks to fit new texturing.
Changed: Flagged misc unfinished items (gasmask etc.) to dev-flagged.
Changed: Insecure storage/gun safes are now dev-flagged.
Changed: Brightened female hair 01 to match other hairs.
Changed: Brightened iris to support brighter eye colors.
Changed: Nerfed wasteland biome spawning now that we have city spawners working.
Changed: Localization to load from the Data/Config folder instead of Resources.
Changed: Deleted unused sky/cloud assets.
Changed: Darkened male specular textures because they were too shiny.
Changed: Updated male base rig to fix neck deformation issue.
Changed: Removed duplicate base specular texture used for various clothing items and assigned all items to use one.
Changed: Frame blocks no longer block sunlight from the MacroAO lighting values for enclosures.
Changed: Bow has recoil after shooting an arrow.
Changed: lowered Small Stone hit points for all the people who want to harvest them instead of picking up.
Changed: Crawling Zombies hit (those who got their legs cut off) does not break character’s legs.
Changed: Updated smoke behavior in flaming arrow particle effect.
Changed: Corpse blocks (loot containers) can be harvested for a bone.
Changed: Fixed materials on hornet to use unity 5 instead of legacy.
Changed: Deleted legacy zombie04 and legacy zombie controller.
Changed: Increased block range of stone axe.
Changed: Pine forests max random temperature modifier to be 10 degrees colder.
Changed: Navezgane campsites to use the small spawn and spillway lake cabins to use the small sapwn.
Changed: Updated Auger particle effect.
Changed: Car wrecks don’t spawn dogs.
Changed: Spawn triggers have been adjusted. Medium spawn triggers spawn 6 zombies, large spawn 10 and ex large spawn 12.
Changed: Armor damage reduction uses global average and equipment damage formula adjusted.
Changed: Rainy weather will occur within first 7 days.
Changed: All basic resources you harvest in bulk (sand, stone, clay…) have the same stack size of 1000.
Changed: Player can no longer get stun-locked by zombies.
Changed: Updated a few more holding items with incorrect rendering.
Changed: Fat/biofuel etc. have burn values, cigars are cool now, fridgeBottom is a loot container.
Changed: Icon buttons scale bigger a small amount when hovered over for better feedback.
Changed: Updated common shaders to equalize lighting between players, terrain, and block shapes.
Changed: Updated lights in game to match updated environment lighting.
Changed: Updated pathing\collision settings for table shapes.
Changed: Wearing a puffer coat or duster will visually hide your arm and chest armor for clipping issues, but you still have them equipped and they give you protection.
Changed: Deleted 4 old unused burnt pine tree texture assets.
Changed: Armor skills increase faster now.
Changed: Brightened wall torches.
Changed: Many world textures have been improved or entirely redone
Fixed
Fixed: Mountain man loot.
Fixed: Wrongly rotated door in new utility building.
Fixed: Allowed topsoil deco true on all abandoned houses.
Fixed: Wrongly rotated hatch by ladder at power station.
Fixed: Safe that feel through the dumpster by making it a desk safe.
Fixed: Sometimes you won’t receive damage when walking over wood spikes.
Fixed: Numpad Slow Motion/Pause Keys with Mocap Zombies.
Fixed: Pressing E in search box of campfire/forge closes workstation.
Fixed: Dupe with Exceeding Stack limit on full inventory.
Fixed: Players spawning in hubs and near POIs in RWG.
Fixed: POIs not spawning zombies in RWG.
Fixed: Various concrete recipes to use concrete mix.
Fixed: NullRef when inventory is full.
Fixed: Shale spawning.
Fixed: Lots of various community xml fix to blocks, missing repair entries, duplicate entries and more.
Fixed: Dogs no longer have 360-degree vision.
Fixed: Metal weak has more stability, this influences all rebar frames.
Fixed: Forged steel has repair time now.
Fixed: Pickaxe steel is now repaired with forged steel (Joel)
Fixed: All scrap iron armor is now repaired with scrap iron instead of forged steel.
Fixed: Rocket casings are now unlocked when reading the rocket launcher schematic.
Fixed: Paper now weighs 1 instead of 5.
Fixed: Server Spamming NRE.
Fixed: Bug where zombies would just stand still instead of attacking.
Fixed: Bulk items dropped in world bug.
Fixed: Audio object leak.
Fixed: Missing repair on cobblestone wedges.
Fixed: Player walk and run to match velocity.
Fixed: Corn now requires fertile dirt.
Fixed: platePanelingBurnt can be repaired.
Fixed naming on asphalt shingle.
Fixed: LOD on tree stump.
Fixed: Output items going to inventory instead of output slot.
Fixed: Local client skills not being cleaned up before loading server skills.
Fixed: Server browser zombie walk/run mode icon display inverted for always run and always walk.
Fixed: Cobblestone wedges upgrade to reinforced concrete instead of wet concrete.
Fixed: Hundreds of community fixes to the xml files.
Fixed: School so it has topsoil decorations.
Fixed: Players don’t have facing direction in Navezgane spawns.
Fixed: Dropped Blocks Damaging Terrain & Other Blocks, PVP Exploit.
Fixed: Weapons that loop audio when swapping – eg. Chainsaw, Auger, AK-47.
Fixed: Trees growing inside large resource rocks.
Fixed: Offset for waypoint icons.
Fixed: Bedroll placement helper shader.
Fixed: Cars go into inventory when you harvest them.
Fixed: Oven missing collision box on back.
Fixed: Moved wet concrete textures to opaque atlas to remove duplicate textures.
Fixed: Items and blocks spaz out after explosions dedi only.
Fixed: Removed unnecessary code for blocks to clean up the xml.
Fixed: Repair costs are not equal per tool.
Fixed: Crafting info time and recipe stack time not being the same.
Fixed: Campfire/forge duping – dedicated server.
Fixed: Craft timers wrong.
Fixed: Tool belt transform duping for placeable items.
Fixed: Items from aborted crafting queue spam server.
Fixed: NRef on dedi.
Fixed: Modifying XUI cfg to access cheat menu on remote games.
Fixed: Quality Joe can be purchased, requirements not met.
Fixed: Ammo crafting perk requirements had invalid levels.
Fixed: Reflection optimizations.
Fixed: Can’t split stack with right click drag in creative menu.
Fixed: Assembly parts won’t shift-click (auto load) from tool belt.
Fixed: Minibike radial menu sounds missing.
Fixed: Throwing rock just falls to ground.
Fixed: XUI stack panel alignment not aligning properly.
Fixed: XUI stack panel alignment jittering on some windows.
Fixed: Crafted item quality rising too fast.
Fixed: Skills can be purchased with LMB + RMB, allowing you to spend extra points.
Fixed: Shift-clicking items from backpack to minibike storage causes item loss.
Fixed: NRE on scrapping a now empty inventory slot.
Fixed: Recipes/Skill/Quest list have hover sounds, action buttons don’t.
Fixed: 7th day stinger not playing on day 14,21,28, etc.
Fixed: Workstations craft at reduced speed when they are closed.
Fixed: Missing texture and optimized shrubs to use wasteland textures.
Fixed: Cannot craft a recipe when it is not showing in the recipe list.
Fixed: Trash piles have wrong colliders.
Fixed: Screen text persists when you keep hitting the pick-up button.
Fixed: OutOfMemory on water particles.
Fixed: Banding in Sun Shafts.
Fixed: Blocks on dedicated servers do not act properly to explosives.
Fixed: Explosive Damage does remove door ownership when downgraded a tier.
Fixed: Machete and hunting knife do not break when out of durability.
Fixed: pufferCoat can now be repaired with cloth.
Fixed: Duplicate block entry.
Fixed: Abuse ladders to float in the air.
Fixed: Players appearing black on their unlit side.
Fixed: Rockets have a chance to not explode when hitting the ground.
Fixed: Blocks: some missing repair tags or wrong resource amounts.
Fixed: NREs when connecting to dedicated server.
Fixed: Obvious (or should have been) call issue.
Fixed: Throwables no longer distract zombies.
Fixed: Car battery and padlock (they have a QL) stacknumber=1
Fixed: Missing UI Slot for plantFiberShoes
Fixed: Flashlight is repairable.
Fixed: wrong repair material for houseFrontDoor.
Fixed: Zombies are walking right through closed doors.
Fixed: wrong/missing upgrade properties on several blocks.
Fixed: chainsaw and auger weapon range so they are in line with melee weapons.
Fixed: Small Stones can be picked up from street signs.
Fixed: Rockets explode when they hit Corn Plants.
Fixed: Wall Safe/Torch/Candle SI Collapse when stepped on.
Fixed: Duping with 2 people using lockable container.
Fixed: Flaming Arrow is burning underwater.
Fixed: The Block Durability option has a misleading description.
Fixed: Tooltips background is too small.
Fixed: Forge will not let you use the lower input slot.
Fixed: treePlainsTree2 still has glitched branch mesh.
Fixed: An additional cloudy weather and rain will roll in for a few days and roll out.
Fixed: Treemountainpine20m collision is too small, player can clip inside.
Fixed: Zombie gore can no longer stack vertically.
Fixed: Endless Gas Supply.
Fixed: Player marked as Hunted by sneak stance prompt is receiving sneak damage bonus.
Fixed: Items selected in character menu are deselected when any item is crafted.
Fixed: Increased collision mesh face count on store shelves.
Fixed: Multiblock to gas pump model to fix collision on upper parts.
Fixed: Air gap of mailbox and pole.
Fixed: Terrain turns into indestructible and textured blocks if a car is dropped on them.
Fixed: The user is able to throw away held item by putting it between grid in inventory.
Fixed: Dynamite and Pipe Bomb do not damage cars.
Fixed: Incorrect SFX may be produced when hitting various shingles with a melee weapon or tool.
Fixed: Radial menu not very responsive.
Fixed: Converting gas cans to oil barrels does not gain Science skill.
Fixed: Maximum number of schematics in crafting screen increases when other players are performing any action.
Fixed: Not all loot containers had the level-based template set.
Fixed: Crafting list icons do not reflect how the crafting knowledge was obtained.
Fixed: Name of effect in SMG’s and AK-47 Assault Rifle’s statistics is missing.
Fixed: Assemble Menu disappears after pressing an assemble button on another part of the weapon.
Fixed: The playable character is spawned before player can see the game world.
Fixed: Equipment tooltips do not dynamically update after switching.
Fixed: Books do not show if they were read already this info is now in the stats.
Fixed: Flashlight durability is not shown when assembled.
Fixed: Selecting icons with a tooltip causes tooltip’s font to briefly change.
Fixed: Eating two units of any kind of food raises Food stat for only one unit. Increased use time.
Fixed: Damage dealt to trees with shotguns.
Fixed: Removed random wood pole in small garage poi.
Fixed: Iron helmet cannot be properly equipped.
Fixed: Crafting queue carries over to new player hosted games.
Fixed: Woodlogs have no burn time.
Fixed: Queued tooltips and sounds display after quitting and starting a different game.
Fixed: Adjusted collision on gore blocks so if on top of a spike the person/zombie walking on it doesn’t take damage.
Fixed: Craft speed bonus is not consistent form 1-100 as lvl 100 is not the quickest.
Fixed: Auger does not damage zombies.
Fixed: Description of the First Aid effect is not visible after selecting it in Character Menu.
Fixed: When the player falls from great height on another player it does not deal damage.
Fixed: Output puts stacks in backpack when there is an existing stack on the tool belt.
Fixed: Armor durability can be reduced below zero.
Fixed: Player’s hands are shaking while holding a weapon.
Fixed: Incorrect icon in crafting queue during scrapping items from Hazmat set.
Fixed: Renamed all copyrighted terms “Kevlar” to “Military” and localized.
Fixed: Held in hand Stick ff Dynamite is not dealing damage correctly.
Fixed: Removed clothing is still displayed in multiplayer until the player runs or jumps.
Fixed: Cooking on campfire continues after necessary tool has been removed.
Fixed: Quality calculation is inconsistent during assembling a weapon or tool.
Fixed: Player can rotate Minibike even it does not have placed wheels.
Fixed: Aviator Goggles are displayed on Character in incorrect color.
Fixed: Crossbows and Bows heard from far on Client in MP games.
Fixed: Re-baked icons for TV you can pick up. Set other ones as developer blocks.
Fixed: Smoke particles from the minibike’s engine are present even if there is no fuel in the tank.
Fixed: LOD changes colors on car windows and rims.
Fixed: Blood splatter on screen on respawn.
Fixed: Updated cobblestone frame collision.
Fixed: No muzzle flash after quick scoping from Sniper Rifle.
Fixed: Letters in search bar turn upper case when switching through pages.
Fixed: Graphical artifacts are displayed in Minibike screen if the Minibike is set on fire.
Fixed: The backpack is not visible on female character model.
Fixed: Character’s hands are shaking when using a Chainsaw.
Fixed: Mattress obstructs entrance to tents in campsites.
Fixed: Containers can be looted after destroying them.
Fixed: Cam shake after death.
Fixed: Weapon/tool models are not fully displayed in Assemble Window.
Fixed: Can’t hear swoosh sound when crouched.
Fixed: Exceeding stack limit on crafting material possible.
Fixed: Supply crate spawning above airplane.
Fixed: Increased volume falloff of explosion sounds.
Fixed: Placing Minibike Chassis on the ground is very inconvenient.
Fixed: Forge burning underwater.
Fixed: Can’t hear other players’ Cold/Hot exhaustion sounds.
Fixed: Torch can burn underwater.
Fixed: Crafting glass jars does not require hammer and anvil but crafting a cooking pot does.
Fixed: Flashlight toggle sound not played when switching it off.
Fixed: Player loses stack of consumable items when pressing right mouse suddenly after consuming an item.
Fixed: Character movement is affected after disabling sneaking mode on poured water.
Fixed: Getting stunned by a zombie while jumping causes character to fall slower.
Fixed: Player drowning on land.
Fixed: Clicking the track allies’ checkbox is difficult.
Fixed: Open doorways can have invisible collision.
Fixed: The swimming speed does not increase while sprinting.
Fixed: After death in Sneak Stance character is not returned to Default Stance.
Fixed: Infinite looping gun sounds when played same time in MP game.
Fixed: Internal bleeding inflicted by eating broken glass destroys items worn on chest slots.
Fixed: Player can circumvent penalties for dying by quitting immediately after death.
Fixed: Dead hornets disappear before they hit the ground.
Fixed: When going up from underwater you see a blank buff popout.
Fixed: Workstation headers not using localization.
Fixed: Avoid repair cost for items, exploiting the item repair logic.
Fixed: Lowered volume on minibike, auger, and chainsaw.
Fixed: Placeholder description for exploding crossbow bolts.
Fixed logic for one death animation.
Fixed: Eating two units of any kind of food raises Food stat for only one unit.
Fixed: Item armor stats not displaying on mouseover.
Fixed: Displayed Loot quantity in container is not updated after using Quick move.
Fixed: Disappearing items in Minibikes basket after removing the basket and putting it back on.
Fixed: Clothing does not display provided protection if that value is <10%.
Fixed: Items don’t indicate what temperature unit they display their modified in.
Fixed: Worn armor durability bar does not update correctly.
Fixed: Incorrect sfx is played when dysentery changes into advanced dysentery.
Fixed: When 2 players chop down a tree, the tree comes back/remains.
Fixed: Storage contents are displayed in all storage items.
Fixed: After respawn the animation of playable character is corrupted.
Fixed: Fall damage is not inflicted to character when player drives minibike.
Fixed: Armor pieces do not show current protection.
Fixed: Minibike storage rollback/deletion on leaving chunk/game.
Fixed: Several people can access the minibike radial at the same time.
Fixed: Disappearing items in Minibikes basket after removing the basket and putting it back on.
Fixed: Minibike duping utilizing the basket.
Fixed: DTD-1042 3/21 TL – Environment – Items – Candle – Item has drinking animation implemented. Created candle placement animation.
Fixed: DTD-1512 3/21 FP – Some characters are missing their feet in profile selection preview.
Fixed: Minibike playing constant impact sounds.
Fixed: Other player step sounds not heard in MP games.
Fixed: MacOS Monochrome.
Fixed: Shotgun with Shotgun Slugs is overpowered.
Fixed: Other players receiving unearned exp from workstations.
Fixed: Placeholder prompt displayed when emerging from water.
Fixed: Removed bullet spread (legacy feature) from auger and chainsaw.
Fixed: Category icons of several items are missing.
Fixed: Freshairtooltip prompt has no visible icon.
Fixed: Missing dot or comma in description of grain alcohol.
Fixed: Message displayed when submerging in water is a placeholder.
Fixed: Missing apostrophe in description of large beef ration.
Fixed: Missing apostrophe in description of bottled murky water.
Fixed: Missing dot in the description of the Flashlight.
Fixed: Glue recipe is missing in Chemicals tab in Campfire.
Fixed: Allow multiple clients with the same player name, appending increasing numbers to their name like “Name(1)”.
Fixed: Missing dot at the end of FORGE description.
Fixed: Heavy Armor’s description does not mention about Kevlar Armor.
Fixed: Leatherworking’s description is misleading.
Fixed: Placeholder names for items needed to craft DECAYED BRICK in crafting menu.
Fixed: Mining Helmet projects to the right from player when other players are looking.
Fixed: Minibike’s headlight is working without battery and handlebars.
Fixed: User receives basic Survival Quest in Creative Mode.
Fixed: Updated missing material on magnum prefab.
Fixed: Adjusted LOD distances on car prefabs to make the initial changes happen at a further distance.
Fixed: Golden rod Is sometimes spawning on the wrong axis.
Fixed: Redundant dot in description of chicken soup.
Fixed: Description of firearm ammo is wrong and misleading.
Fixed: Campfire/forge icon is shown as lit, when it runs out of fuel.
Fixed: AK47 and MP5 skip firing sound on a couple bullets when holding fire.
Fixed: Highlight persists on chosen waypoint icons.
Fixed: Secure storage chest’s header text is small.
Fixed: Minibike’s quality bar does not fill up after repairing it in Minibike tab.
Fixed: Stacking door SI exploit.
Fixed: Zombie decayed corpses stack on each other.
Fixed: Forged Steel’s description says it is learned by reading the riddle of steel.
Fixed: Set in concrete book is still mentioned in descriptions.
Fixed: Removed redundant stability data.
Fixed: Nailgun so it wouldn’t play bullethitmetal off the p_nailgunfire.prefab particle.
Fixed: After respawn the animation of playable character is corrupted.
Fixed: Fuel in minibike disappears after disassembling it and acquiring parts into inventory.
Fixed: Minibike 3D model’s position in the Assemble Menu is dependent on the position of the Minibike in-game.
Fixed: RWG freezes at common high elevations.
Fixed: Removed old soffit texture and replaced all in blocks with white wood.
Fixed Removed duplicate backpack textures.
Fixed: Minibike stops immediately after touching the water.
Fixed: Doppler on magnum.
Fixed: Assigned cement mixer an 3D audio source.
Fixed Max Distance on AudioSource_Interact from 25m to 20m.
Fixed: Auger volume.
Fixed: Cactus clips through the house in specific location.
Fixed: Corrected shiv/knife/machete damage on gore blocks to match behavior on entity corpses.
Fixed: TREEBURNTPINE01 – LOD pop is visible on the item.
Fixed: Clipping issues in male and female plant fiber shirt and pants.
Fixed: Clicking and dragging on an item being crafted causes red wrench icon to persist.
Fixed: SFX of shooting or using a weapon or tool continue to play after the item becomes broken and player holds multiple keys.
Fixed: Duplicate tags and illegal characters in blocks and items.
Fixed: Zombies of a horde partially slide/skate instead of playing walking anim.
Fixed: Graphic flickers when character sits on Minibike underwater.
Fixed: After respawn the animation of playable character is corrupted.
Fixed: Cannot disable voice chat option.
Fixed: No VFX of collapsing blocks can be seen if player is far from collapsing building.
Fixed: Buff function actions=”damage()” does not affect zombies.
Fixed: Candle hold animation was not working.
Fixed: Gamma is set to a default of 75% and can be reset now.
Fixed: We think we fixed layers can get NRE if they quit from a dedicated game and start up a new Navezgane game. You can fix this by leaving the game and coming back
Serverconfig.xml and Modding
Downloading dedicated server no longer requires login with Steam account it is free to use.
CraftTimer and LootTimer options in serverconfig.xml removed as these things are now changed in game through gaining skills.
Added: New set temperature unit type command that the host or server admin can set. In the console type ‘settempunit c’ or ‘settempunit f’ to set the game to use Celsius or Fahrenheit unit of temperature
Known Issues
Changing gamma in the game makes characters look chrome. Can be fixed by tabbing in and out of the game.
Players can get NRE if they quit from a dedicated game and start up a new Navezgane game. You can fix this by leaving the game and coming back.
Added: New video Tone Mapping options replacing the old Dynamic Contrast. Currently there are 5 options including Vibrant, Cold, Dark, Bright, and Vibrant DeSat. Vibrant is the default. Note: These are experimental and could be turned into 1 default with usage of these for biome or player type effects.
Added repair to various concrete blocks
Added: Some ambient one shots to burnt forest.
Added: VERY rough first draft of caves. Still more to do with the noise values yet.
Changed
Changed: RWG random world generation has a whole new algorithm.
Changed: Lowered sea level to 32 meters.
Changed: Replaced per biome terrain adjustment with single terrain generator
Changed: Biomes now spawned using perlin noise.
Changed: Biome distribution is more even per biome.
Changed: Hub layouts have changed slightly.
Changed: Hub Cell size increased to give hubs a little more room to generate.
Changed: Hub cell offset set to 0 for a more predictable grid like hub layout.
Changed: Did a slight optimization to pine forest decorations.
Changed: Increased stability of stable cloth material
Changed: Steel walls now have 4000 hit points instead of 2000.
Changed: Night time zombies are restructured like day time zombies. Dogs on day 5, with no spawning near day 7 so players have time for the night hordes.
Changed: Nerfed spike trap damage now that gore blocks are disabled.
Changed: cornbread hold type and added custom hold item.
Changed: Player surface walk slope max to 65 degrees (up from 60) to fix getting stuck on spike trunk tips.
Fixed
Fixed: New rbg colors to map markers.
Fixed: Damaged Wood spikes cannot always be repaired
Fixed: Dogs attacking rapidly.
Fixed: Limited voices on the minibike sounds.
Fixed: Downgraded cobblestone ramps stay rotated the correct way.
Fixed: Car harvest per tier is now the same.
Fixed: Null ref when filling lots of jars with water
Fixed: Several material bugs where hardness was not 1
Fixed: Spike trunk tips should take damage now
Fixed: Light bug on spotlight.
Fixed: Texture tiling error on stone block destroy particle effect.
Fixed: NRE on shooting an arrow and disconnecting.
Fixed: Issue where cities would stop rolling prefabs to place in the world.
Fixed: Issue where edges of hubs had a sharp bowl like cut.
Fixed: Issue where roads would be very steep due to hub bowl cuts.
Fixed: Y offset in utility building water works.
NOTE: This patch has some major reworked random generation code play old A13 saved games at your own risk.
Added: Repair to all the large secure storage crates.
Changed
Changed: Added new rbg colors to map markers backpacks are teal and you can have up to 7 friends of different preset colors.
Changed: Dogs no longer turn to animal gore.
Changed: Disabled all zombie gore blocks for now until we have time to implement them properly which would include zombies climbing them, zombies not knowing where the door is any more after a zombie dies in front of your door, and get them looking better and performing better. Every time a zombie dies it makes the server build a chunk, and when the gore degrades it does it again and again, causing server CPU usage and making the game look ugly in general with pyramids everywhere. We love the idea of gore blocks, but until we can polish it up and get it working right we have to turn it off for now. You can re-enable them by setting <property name=”CorpseBlockChance” value=”0″/> to 1.
Changed: Reduced ingredient craft time from wood, clay lumps and small rocks from 1 to 0.5. For example, making a frame would take 10s before now it will take 5s.
Changed: Scrapping now gives 75% instead of 100%.
Changed: Reduced stamina usage on the fire axe.
Changed: Stack size of small rocks and concrete mix to 1000.
Fixed
Fixed: One of the known memory leak within our new audio system.
Fixed: Pistol firing sound should no longer cut out.
Fixed: Torch sound quits playing after a short time.
Fixed: NRE spamming dedi output log.
Fixed: Shift click dupe as client over the network for loot containers.
Fixed: Fast pickup and drop dupe as client over the network for loot containers.
Fixed: Plant fiber hat now scraps to plant fibers.
Fixed: Added missing is enemy tag to dogs in xml
Fixed: NullReferenceException: Object reference not set to an instance of an object at ItemActionEntryRepair.RefreshEnabled
Fixed: Plant fiber hat is repaired with plant fibers.
Fixed: Shared waypoints not showing for other players.
Fixed: No way to remove offline people from your friends list.
Fixed: Camo net blocks now support entities and don’t collapse.
Fixed: Player dropped backpacks now have stability and won’t fall and break as much.
Fixed: Frig sounds hanging around after destroyed.
NOTE: This build is compatible with any Alpha 13 on up saved game. Merry Christmas to you all!
Added: Button XUI view component that handles hover/selection for clickable icons.
Added: Forge recipes for scrap iron, brass, lead, small stone, clay lumps and broken glass so the user can quickly get his materials out of the forge. Note that this does not give any XP.
Added: More gas to complete cars, partially damaged cars have a lower chance to find gas and in lower quantity.
Added new spawning definitions to summoned hordes day 28-60, 61-90 and 90 to infinity.
Changed
Changed: Hover color for skill rows to match all other list hovers.
Changed: Chainsaws now use chainsaw parts instead of auger parts to assemble.
Changed: Increased repair amount on forged iron and repair kits.
Changed: Crossbow bolts now assigned to archery and weapons skills.
Changed: OnPress is only fired by left mouse button throughout XUI.
Changed: Cobblestone now takes 5 cobblestones to repair.
Changed: Various recipe requirements to be more consistent.
Changed: Day 12 and 20 have less dogs.
Changed: Reduced screamers from 3 to 1
Changed: Doubled the resource requirements for bricks.
Changed: Rebar frames are now made in the forge and require an anvil. They take much less iron than before, but are not near as durable.
Changed: Everything smelts twice as fast in the forge.
Changed: Weight of broken glass to 5.
Changed: Glass only takes 10 units of glass and 1 clay instead of 100 and 10.
Changed: Entity spawning definition now support day ranges.
Fixed
Fixed: Forge now plays the ambient fire audio again.
Fixed: MaxVoices on footsteps set to 2 so a footstep doesn’t have to finish playing before allowing another.
Fixed: Gun repair equalizes part quality.
Fixed: Player loses ownership over his land claim blocks.
Fixed: Show “distance to friend” in score board instead of “walked distance”.
Fixed: Special ö opens up console when used in chat
Fixed: Loot containers are empty at some levels of scavenging.
Fixed: Improvement for high memory consumption in dedicated servers: pools are cleared when all players left a server.
Fixed: Skills can be purchased with LMB + RMB, allowing you to spend extra points.
Fixed: Various blocks that couldn’t be repaired.
Fixed: Mining helmet now has a range of attributes based on quality.
Fixed: Raised MaxVoices on rapid fire weapons to fix them from getting cut off.
Fixed: Could not scrap rebar frames
Fixed: Weights of casings, bullet tips and buckshot so it can’t be scrapped for infinite ammo resources.
NOTE: We are optimistic about our early reports of better performance, less memory and smoother play but longer testing is needed.
Added: Negative sound needed for “No room in Queue!”
Added: Honey to Shamway foods crates.
Changed
Changed: Reduced MaxVoices across footsteps and many other entries for audio perf improvement.
Changed: Removed fix for memory leak as it seems to have regressions
Changed: Zombie bears never give up the chase.
Changed: cornmeal is now made from 1 corn and you get 1 cornmeal.
Changed: corn seed recipe is now 2 seeds from 1 corn.
Changed: Reactivated object pools on dedicated servers, better clearing of pools when no players are connected.
Changed: Lowered insulation values of leather armor.
Changed: Bandanas are now craftable and provide cooling.
Changed: Plant fiber hat now craftable and provides cooling.
Changed: Wind cools you more when you are wet.
Changed: Running and walking heats you up less.
Changed: Azalea bushes can now be harvested like flowers for 1 wood on pickup, and punched/mined for 1 wood as well.
Changed; 44 Magnum Parts, 44 Magnum Cylinder, 44 Magnum Grip, 44 Magnum Frame, Hunting Rifle Barrel, Hunting Rifle Receiver, Hunting Rifle Parts, Auger Blade, Small Engine, Handlebars and Minibike Handlebars all use generic sack model now.
Changed: Blocked local sounds playing on Dedicated Server in AudioManager.
Changed: Shamway loot container to be wood instead of cardboard.
Changed: Army camps to spawn only in the snow biomes in random gen.
Changed: Cobblestone walls and ramps take 4 to upgrade instead of 10.
Changed: stone recipe to match new stone yield.
Changed: Cobblestone frames only take 5 wood and 1 plant fiber instead of 10 and 5.
Changed: Wandering hordes, extended them to day 21 then they loop. Reduced number of dogs in wandering hordes and none will spawn on day 6, 7 and 8 so that for sure the night 7 horde will come.
Changed: Small audio performance update – mostly for dedicated servers.
Changed: Stone drops more rocks, proportionate to the resource boulders.
Fixed
Fixed: Null ref in Audio stop call.
Fixed: Profile editor sex selection doesn’t enable correct options.
Fixed: Ability to have invalid character by having no profiles and pressing edit.
Fixed: Shade impacts core temp by -10 degrees F
Fixed: Denied resource sound isn’t playing.
Fixed: Dead zombies disappearing at certain viewing angles.
Fixed: Make workstations closable with “E”
Fixed: Dogs give up the chase after 25 seconds.
Fixed: NRe when damaging a minibike.
Fixed: Hitting Supply Drop Crate Caused An NRE
Fixed: One damaged wood spike could be picked up.
Fixed: Large trees now yield twice the wood as medium trees.
Fixed: Nails use auto weight calc.
Fixed: Shift click dupe between tool belt and inventory.
Fixed: Cobblestone walls can be repaired.
Fixed: Richwood stairs can be repaired.
Fixed: Garden Hoe mechanic exploit for easy expandable bedrock base.
Fixed: 7days memory hogs on mp games.
Fixed: Scavenger 10 unlocks Quality Joe for other players on dedi.
Fixed: Quality Joe not properly applying its bonus to items.
Fixed: Loot containers are empty for scavenging level 20 players.
Fixed: Various skill replication issues.
Fixed: Cloning of Skills wasn’t cloning all data.
Fixed: First level of unlocked perks were free.
Fixed: Players get stuck in loading screen. Delete profile required.
NOTE: We have some performance improvements but still have some things we can make better stay tuned.
Added: Notification when item is broken and needs repair.
Changed
Changed: Supply crates have less HP
Changed: Rebalanced all tools. Essentially all iron tools do the same base damage, but have penalties for what they aren’t good at. This resolves odd cases where a pickaxe might have been better at cutting wood than a fireaxe. Stone tools do half the damage iron tools do. Steel tools do 2x damage as iron
Changed: Dead animals stay in the world 2x as long
Changed: Sunglasses make you look cool and also cool you down in hot weather.
Changed: Rocket launcher cannot be assembled or repaired without reading the schematic first.
Changed: Horde zombies save with map when they reach destination.
Changed: Tools made from forged iron no longer break, but become unusable until repaired
Changed: Increased the amount of repair forged iron provides to degraded tools.
Changed: Buttons on the map now highlight whenever you hover over them.
Changed: Player stats refresh less per second.
Fixed
Fixed: Harvest HUD showing -1 to +2 when picking up an item dropped via mouse or drop action.
Fixed: Minibike screen text stays on screen after picking up chassis.
Fixed: Skills sometimes not able to be hovered or selected.
Fixed: Item degradation breaks not being used without degradation section.
Fixed: Items breaking after use when set not to.
Fixed: Added repair to ladders.
Fixed: Waterflow re-enabled. Water performance on deep lakes improved.
Note: water blocks under at least 6 water blocks/voxels will not reduce their emission count so as to keep large lakes from recalculating the entire lake. Blasting holes near the surface, or shoreline, of a lake will still cause some performance loss but much less than before and will NOT flatten out the entire lake, keeping performance light
Fixed: Drinking water with hands & NRE fix.
Fixed: Minibike parts not visible to others in MP.
NOTE: we are working on the mysterious bad framerate and high ram usage being reported on servers only and have some un-tested fixes in the works stay tuned.
New Zombies, High-Res Zombies and Animals – We have 5 new base male and 3 new base female high res zombies, a new high res nurse, a new high res frozen lumberjack, and a new hd crawler. Basically all zombies are high res now and the apocalypse never looked so sexy! If that wasn’t enough we’ve added a new Screamer Zombie that investigates world heat map locations that are too hot based on noise, smells and activity so the spider zombie has returned to a normal zombie in the spawning mix. We’ve also added zombie bears to the game be very careful with these guys they will fuck you and your fort up. Last of all we’ve added chickens to the game for another source of meat, feathers and eggs their finger licking good.
Motion Capture Zombie Animations – We’ve integrated a complete set of new motion capture animations for the zombies that are root motion driven. Meaning they are anchored to the world and their animations drive their motion and speed. The set includes per region pain animations, jumps, attacks, bites, dramatic deaths and a new death to ragdoll animation transition system. There are several variants of walk and run including fit, fat, convulsions, strong and crawl as well as a custom spider zombie moving on all 4s set.
Zombie Dismemberment System – We’ve added a brand new cutting edge dismemberment system. The system allows players under the right weapon conditions to lop-off with a melee weapon or shoot off with a firearm a zombie’s limb at the elbow, shoulder, knee or hip and take off their heads. Zombies keep coming until their head is taken off or the damage given meets the required damage threshold. Damage to zombie arms/legs cannot kill the zombie, only direct damage to head/chest can kill it now.
Dynamic Limping and Crippling System – In-conjunction with the new dismemberment system we’ve added a new dynamic limping and crippling. You can attack a zombie legs and their walk can change from normal to a hobbled walk and if you damage them enough they fall to the ground and become a crawling zombie. Spiked traps, landmines, pipe bombs, landmines and fire damage also interact with this system with similar results.
Knockdown Combat System – We also added a new knockdown combat system that allows player to knock down zombies into prone or kneeling stunned states and deal more damage during these states. With this change health of all zombies have been adjusted up. When a zombie is in the prone stunned state players deal 3X damage and while in the kneeling stunned state deal 2X damage. The system tracks accumulative damage to an upper body knockdown pool for prone knockdown and accumulative damage to a lower body knockdown pool for the kneeling knockdown. For each knockdown pool the damage is accumulative and must reach 0 in a limited time for a knockdown to occur as there is a constant refill rate.
World Temperature – The world has a global temperature in Fahrenheit Degrees and is displayed in the new map under map stats and can also be seen by hitting F8 in debug mode only. This world temperature fluctuates per biome, per time of day, and gets colder the higher you are and warmer the lower you are. Wind speed can also impact the temperature which is also shown in the map screen maps stats section.
Player Temperature – The player has a core temperature in Fahrenheit degrees which is the world temperature +/- how it feels to the player and is displayed in the new character menu in the player stats section next to the thermometer icon.This can also be seen by hitting F8 in debug mode only. When the player gets too cold a snowflake buff displays in the lower right corner of the screen with the players core temperature next to it warning the player of his current status. When the player gets too hot a sun buff displays in the lower right corner of the screen with the players core temperature next to it warning the player of his current status. These buffs can also be seen and examined in the new active buffs panel in the new character screen.
Player Wetness – The player can get wet by moving through water volumes in the world or by being exposed to rain or snow overtime. The more the player submerges himself in water or the longer he is exposed to rain or snow the higher the wetness % goes up to 100%. When the player gets wet an umbrella buff displays in the lower right corner of the screen with the players wetness % next to it warning the player of his current status.
Temperature and Wetness Defense – All clothing has a positive or negative insulation degree value which can be seen by left clicking an item and examining it which displays the stats in a new Item info window above the backpack. Most items have a positive insulation defense value but a few are special and have a negative value for hot weather survival. Some clothing have a waterproof defense % which can be seen by left clicking an item and examining it which displays the stats in a new Item info window above the backpack with full item stats. A players total summed Insulation and Waterproof values can be seen in the new character screen in the upper left of the character window next to the thermometer and umbrella icons.
Temperature Modifiers
Wearing clothing that has a negative insulation value will cool down the player and is desirable for hot weather survival. F.E. the cowboy hat keeps the player cooler in the desert.
Wearing clothing that has a positive insulation value will warm the player and is desirable for cold weather survival.
Getting wet by moving through lakes, rain, or snow will make the player wet and colder when he’s cold and cool the player down when he’s hot.
Activity that uses stamina, like running or swinging a pickax, will warm up the player.
Standing near a campfire or forge that is burning will warm up the player.
All clothing will have a waterproof % capping how wet the player can get.
Going indoors will warm you when you’re cold and cool you when you are hot.
Exposure to direct sunlight will warm, and shade will cool, the player.
Some foods and drinks have temporary core temp warming or cooling properties. F.E. drinking coffee warms you while water, goldenrod tea, red tea and yucca juice will cool you.
Wind speed can also cool the player down and will be seen in the new map screen under map stats.
Harvest System – We’ve overhauled block health so everything in the world from a wood wall to a deer carcass has a health and when attacked decreases and adds resources into the player’s inventory automatically showing both added and dropped inventory changes with a GUI informational pop-out on the bottom right corner! The system is global giving the player the right feedback and additionally allows the player to yield bonus items when using the right tool for the right job. For Example using a wrench to take apart a car or air conditioner or using a knife to harvest a deer can yield special bonus items or larger yields. The system also communicates resources removed or needed when attempting to repair or upgrade blocks. Note: With the introduction of harvest and crafting list we have had to majorly change the amount of resources the player receives from wood, stone, metal, clay basically everything and the costs for crafting them so a lot of re-balance has gone into this.
Universal Block Upgrading – We’ve added a universal block upgrading system. With it nearly every block in the game can be upgraded if the player has a construction class tool such as a Stone Ax, Wrench, Claw Hammer or Nail gun and the right resources such as wood or scrap iron on his person. The game knows what a blocks core materials are to start with such as wood or brick and takes it to the next higher tier in the games overall upgrade hierarchy. This allows players to take over locations easier and save them the trouble of tediously tearing out a block to upgrade it unless it’s part of a new floor-plan design. Not to worry we have maintained our old building system so you can still build and the old way. This includes every door, window, most full size wall blocks, roofing blocks and more.
Block Upgrade Hierarchy – So the overall upgrade system hierarchy is listed below including 1 meter blocks, stairs, roofs, poles, windows and doors. Building has never been more fun!
Wood blocks upgrades to reinforced wood blocks by right clicking with a repair tool and using wood resource
Reinforced wood blocks upgrade to metal reinforced wood by right clicking with a repair tool and using scrap iron.
Metal reinforced wood blocks upgrade to a scrap iron blocks by right clicking with a repair tool and using scrap iron.
Scrap iron blocks upgrade to a reinforced scrap iron blocks by right clicking with a repair tool and using scrap iron.
Reinforced scrap iron blocks upgrade to a reinforced concrete block by right clicking with a repair tool and using concrete mix.
Reinforced concrete walls upgrade to steel walls by right clicking with a repair tool and using forged steel.
New Inventory controls – Ok before you get on our case about changing inventory controls please try it and give it a chance. Your muscle memory will fight you at first but after you get use to the new controls we think you’ll like it. We had to change them to allow item inspection and actions to be done from a static window. So here are the new controls:
[Left Click] to inspect an item, recipe or active effect
[Left Click] hold and drag to take a stack
[Left Click] to drop or swap a stack
[Right Click] hold and drag to take a half stack
[Right Click] to drop one item at a time
New Clean GUI Design Framework – The first thing you’ll notice is the minimalistic new clean design. The minimalistic design is more immersive improving flow and conveying needed information better displaying it all in one large page not sub-pages under sub menus. Even veteran players will appreciate the new flow and ease of use. Our team members have even commented that they find themselves crafting items they never knew existed. The system will allow us to iterate much faster and add new stations quicker and provide a great framework for mod support. In the video options we’ve added UI background and UI foreground opacity with defaults of 50% for background and 100% for foreground which can be tweaked to your liking. Note: there are some minor issues and elements to be grouped with this.
Paging System – We have integrated a new global player inventory paging system accessed by hitting the ‘Tab’ key. The new paging navigation system is located at the top center of the screen and clicking on the icons switches between crafting, character, map, skills, players, and creative screens. The old short cuts still exist ‘m’ key for map, ‘I’ key for the scoreboard which is now the player’s screen, ‘U’ for the creative and new ones ‘B’ for character screen and lastly ‘N’ for skills all of which can be rebound to your liking.
Item info window – We have added an item info window that appears on every screen that the players backpack does right above it. With it you can read descriptions and stats for every item, recipe, skill or buff in the game and where applicable perform actions taking the place of the old right click menu. Note: We have done a first pass on descriptions buffs and skills all have descriptions and most items you can loot, or make have them except for some of the misc. décor type items.
Crafting System – The new crafting system can be accessed by hitting the ‘Tab’ key or the crafting icon in the new paging system header. The crafting system has been overhauled with a large generous recipe window on the left which includes a favorite’s button, search and page scrolling. We’ve also added a brand new info window over the backpack which allows item description information to be displayed with a left click. The info window also shows available actions per item such as scrap, drop or equip. When you click on a recipe the info window changes to a crafting window which displays in a table format the recipes required items, names, amounts needed and the amounts you have. In the crafting window action panel you can increment the amount you want up or down or hit the max count button and simply hit craft. The crafted items will go into the crafting queue under the recipe window with a timer and will dump into your backpack when they are done. Up to 4 recipes can be queued at once. You can cancel queued items by clicking on them. Inventory management has been changed to left click to view an item info, left click and drag to take an item , right click and drag to split a stack, right click to drop one item at a time and shift left click to move a stack between spaces.
Character System – The new character system can be accessed by clicking on the character icon in the new paging system header. The new system offers a generous new larger character window to see your character better than ever playing a cool animation with no sub-page clicking to see what you need. On the upper left of the character window you can see your characters total clothing defensive values displayed. We have streamlined these defensive clothing attributes into 7 core groups including: Concussive defense % by the hammer icon, puncture defense % by the knife icon, fire defense % by the fire icon, radiation defense % by the nuclear icon, insulation defense temperature by the thermometer icon, water defense % by the umbrella icon and clothing weight % by the weight icon. Worn clothing can also be individually inspected showing stats in the new info window. We’ve also added a new player stats window with many valuable player stats and a new buff window where active buffs can be viewed and inspected for more information.
Map System – The new map screen features everything the old one did and so much more including a full 3 kilometer zoom out. It can still be accessed by ‘M’ shortcut or by clicking on the map icon on the new paging system header. On the top left you’ll notice a new map stats window which displays time and day, outside temp, wind speed and your elevation. The central map window top bar has a row of buttons where you can see your player’s current position, show it on the map, see your bedrolls position and show it on the map, see your cursors position and remove your quick waypoints. When you right click on the map you can set a quick waypoint or save a waypoint picking an icon for it and naming it which adds it into the new waypoint window on the top right. In this way-point window you can click on a waypoint in the list and in the button bar track it on your compass, show it on your map, remove it from your saved waypoints or share it with allies or everyone on the server. These shared way-points will go out to others who will receive them in the new waypoint invites window on the lower right. Here you can add the waypoint to your waypoint list, show it on the map or remove it. Who needs google maps with a system like this?
Players System – We’ve decoupled the old player invite screen from the map and combined it with the scoreboard. It can still be accessed by the ‘I’ shortcut or by clicking on the players icon in the new paging system header. The new screen offers everything the old one did and a lot more. You can see all the player’s on a server and their important stats, invite them as allies, track multiple allies, show them on the map and see their distance from you in Km. Note players must be allies to track them or show them on the map.
Skill System – We’ve added a first version of skills which we have big plans to expand with a lot more skills, special perks and a way to choose your initial profession and hobby. The page can be accessed by clicking on the skills icon on the new paging header. The system divides a lot of the major items into both usage and crafting groups. F.E. you can level up your mining tools usage expertise by using a mining tool like a pickaxe to mine and level up your tool smithing expertise by crafting mining tools. Many of the weapons, tools and activities in the game are combined into skill groups including blades, blunts, construction, mining, fists, pistols, shotguns, rifles, cloth clothing and fur clothing, scrap clothing, iron clothing and more. There are 37 total in our first version. These skills level up to 100 and can be leveled up 2 ways: First by performing activities like attacking, firing, repairing or crafting with an item from a skill group and the second way to level up a skill is to purchase the next level up in the skill purchasing menu. Skill points to spend are awarded whenever you level up your player level. You can inspect an item to see what skill groups it belongs to and see what your level and progress is in that group. In this first version there is only one perk available we call Quality Joe which has 3 tiers adding 25, 50 and 100 quality to found looted items but we have lots more planned for this so stay tuned.
Creative Menu Page & System – The new creative menu can still be accessed by the ‘U’ hotkey or by the new paging system light bulb icon. The new GUI provides 3 main categories all, all items and all blocks. We’ve also added a quick select and a show dev blocks toggle for modding. You can mouse wheel scroll for pages of blocks or click on the paging arrows at the top as well as search. This new creative GUI has made building more fun than ever.
Campfire System – The overhauled campfire system has a large generous recipe window on the left which includes a favorite’s button, search and page scrolling. Just like the new crafting system the campfire has an info window over the backpack which allows item information to be displayed with a left click. The info window also shows available actions per item. When you click on a recipe the info window changes to a cooking window which displays in a table format the recipes required items, names, amounts needed and the amounts you have. Like crafting in the cooking window action panel you can increment the amount you want up, down or hit the max count button and simply hit cook. The cooked items will go into a queue under the recipe window with a timer and will dump into the campfires output overflow when they are done. Up to 4 recipes can be queued up at once. On the top right is the new 3 slot tool/utensil window for adding the cooking pot, cooking grill and beaker. Recipes that have utensil requirements will list the required tools on the cooking window header showing a green check if you have the right utensils and a red X if you do not. On the middle right is the 3 slot fuel window for adding burnable items which has a new button for turning on and off the fire to preserve fuel and control how much you alert zombie hordes. And lastly on the bottom right the campfire has a generous 6 slot output overflow for finished recipes. Like Emeril you’ll be saying ‘Bam’ before you know it.
Forge System – Like the crafting and campfire the new forge system has a recipe window on the left which includes a favorite’s button, search and page scrolling. Just like crafting and campfire the forge has an info window over the backpack which allows item information to be displayed with a left click. The info window also shows available actions per item. When you click on a forge recipe yes the forge now has recipes the info window changes to a smelting window which displays in a table format the recipes required materials, names, material amounts needed and the amounts you have. Like in the crafting window the in the forge window action panel you can increment the amount you want up, down or hit the max count button and simply hit smelt. The smelted items will go into a queue under the recipe window with a timer and will dump into the forges output overflow when they are done. Up to 4 recipes can be queued up at once. On the top right is the new 3 slot tool window for adding the new forging tools the anvil, the caliper and the tool and die kit which have replaced the molds. The anvil can be crafted in the forge but the calipers and tool and die set can only be found in rare loot. Recipes that have tool requirements will list the required tools on the smelting window header showing a green check if you have the right tools and a red X if you do not. On the middle right is the 3 slot fuel window for adding burnable items which has a new button for turning on and off the fire to preserve fuel and control how much you alert zombie hordes. Also on the middle right the new forge has a material input where players can process a huge amount of 6 raw material types including: iron, brass, lead, glass, tone and clay. Forge recipes can now require up to 5 material types and a tool. Lastly on the bottom right the forge has a generous 6 slot output overflow for finished recipes.
New Compass – We’ve added a new compass on the top center of the screen. The new wider compass allows more tracked icons to be seen easier. All saved way-points, player backpacks, bedrolls, tracked friends and way-points show on the compass. But now they scale and fade based on their distance and importance giving the player a sense of how far things are away on the compass.
New Buff and Inventory change pop outs – We’ve changed buffs to have a new semi-transparent gradient background behind the icons and they can pop-out as warnings or lasting problems. The pop-outs allow additional information to be displayed next to the icon such as the stage of the buff or the percentage it’s affecting you. In the lower right corner of the screen the same pop-outs are used to display ammo count and resources added, resources subtracted and finished recipes.
Health, Stamina, Food and Water – To reduce GUI clutter and improve the games immersion the food and water stats have been moved to the character screen but will show up as warning buffs to give the player the needed information. The Health and Stamina GUI have changed to larger horizontal bars. The bars now display 2 numbers each separated by a forward slash representing current level and maximum capacity governed by the players wellness.
Gun and Item Assembly System – We’ve changed guns, chainsaws and augers so they players can inspect them and change parts assembling them in a different way. Basically you can left click on any gun , chainsaw, auger or single part of one of these and you’ll see a preview of every part or attachment it has and the quality of those parts across the bottom of the info window. If you’ve read the right book or schematic for a gun, chainsaw or auger you can click on the new ‘Assemble’ action in the item actions pane. Once clicked a new assembly window will appear. Here you can add parts and drag them onto slots or the larger preview window just like the minibike or character screen. The system allows you to combine 2 or more parts to start making a gun, chainsaw or auger even if you don’t have enough parts to finish it. The partial gun will show up with no quality and a grey bar and cannot be fired. Note if a gun is locked by a book you have not read the part or gun will display a book next to the word assembly in a grayed out color letting you know you need to read the book before you can perform gun crafting with that gun.
Characters, Clothing and Items
UMA 2 – We’ve updated to latest version of UMA integrating the Unity 5 standard shader on players. We’ve clamped bad looking sliders in the character creation tool and fixed bad rigging on neck and shoulder bones and small gap in male players mouth.
Hair Styles – We’ve added a unisex afro and dreadlocks hair style to the game which allows players to make a convincing black character
Clothing – We’ve redone the leather clothing, iron armor, added a new early game craft-able plant fiber clothing set, added a new animal hide clothing set which can be crafted without leather knowledge, added a new long leather duster, added puffer coats for cold weather survival of several colors, added a new black cowboy hat, and a complete hazmat outfit for upcoming radiation survival. If that wasn’t enough we’ve added functional night vision goggles to the game that turn on with the flashlight key.
Player Animations – We’ve redone or added many player animations including: Death animations, place block, nailgun use, wrench harvest, animal harvest, Ak47, Machete and more.
New Items – we’ve added a bunch of new items including a new baddish makeshift rocket launcher, AK-47 Assault Rifle, Machete, Chainsaw and Auger are craft-able and improved and much more!
World and Blocks
Location Updates – We’ve added 8 old abandoned houses that don’t have zombies in them but don’t have much loot either. They work perfect for a starter for or a place to hold up for an early night. We’ve also added a new fenced in parking lot and a new Water works Utility complex to the game and 2 new ponds for random gen. On top of that we added a destruction pass and garbage debris pass to many of the old buildings making the apocalypse that much more gritty. If that wasn’t enough we have flooded some areas basements forcing players to swim to get loot and 2 new water towers.
Block Updates – We’ve added a new chain-link fence set, a new industrial pipes set, a new loot-able dumpster, new decal trash piles, new industrial control panel set, new duct-work, new vault doors, new vault hatches, new old sinks and cabinets and a new industrial pipe set that replaces the old one.
Random Gen – We ‘ve added all the new locations to random gen and fixed some previously overlooked locations such as vacant lots that weren’t spawning. Also added country housing to wilderness POIs, abandoned houses to town hubs and more. We’ve also added the first pass of randomized lakes.
Audio
Recording Session – We recorded our first pass professional voice over audio session at Okratron 5000 a popular Dallas based recording studio casting the talents of Ric Spiegel, Caitlin Glass and Mike McFarland who have combined credits in many projects including Borderlands, Duke Nukem Forever, Full Metal Alchemist and Dragon Ball Z to name a few . We captured both male and female player sounds, base and special infected zombie sounds and future audio for traders, quest givers and bandits so stay tuned.
New Audio Mixing System – We’ve added a brand new audio mixing system for mixing all game sounds and setting custom falloff, digital signal processing effects and so much more. We’re just scratching the surface of its capabilities but you’ll immediately notice a big improvement in footstep, zombie audio and general mixing right away.
Player Audio – Using source from our recording session we’ve added all new male and female player sounds replacing the old small pains, large pains, deaths and out of stamina sounds. On top of that we’ve added new jump, land soft, land hard, hot debuff, cold debuff, run cycle loops and more
Zombie Audio – We’ve also integrated a new screamer zombie sound set from our recording session source a new base male second set for Boe the Infected Survivor and Moe our new Bloated Walker. If that wasn’t enough we’ve added a second base female set we’re using on Marlene ‘The Decayed Mother’ and Darlene ‘The Departed Woman’.
Dynamic Fluids System
No more BLOCKS – Water now takes the shape of its surroundings more naturally, though still voxelized, it has a much smoother look.
Reduced viscosity – We’ve loosened up the water a bit to allow it to flow more; with weaker polar attractions between the voxels so the water will act less like sticky blobs of jello, yay!
Pathing – Water now takes on new paths, looking for the easiest path “down”, trying to find its way through openings, and slipping over itself and filling those caverns. It might feel a little different from what you’re used to in 7 Days to Die but we’re all about a dynamic world.
Water flow and Flooding – You can control where the water goes now by digging trenches for the water to flow through. Drop enough water into a hole and it will fill up. Dig a trench to your friend’s base and let the water flow and flood their belongings (Note: you will need a water source with enough water and elevation in order to flood other areas).
Wet loot – Get your lungs ready, because we’re putting some of the loot you may want deep under water. Swim through flooded basements or even lakes to find extra survivalist treasures.
Evaporation – Water must be kept in buckets, enclosed structures or holes in the ground or it will evaporate and soon be gone.
Buckets, Jars, Cans & Hands – Buckets pickup 3 water, lowering the waters density, while jars and cans pick up 1 water block, also lowering a water block’s density. Drinking water with hands does not lower the water density, but will still satiate your thirst a bit.
Added
Added: Car batteries can now be repaired with repair kits
Added: Potassium nitrate formations to the world
Added: Specular to female shaggy hair
Added: Kitchen sink harvesting
Added: Light to the new spot light.
Added: Clay harvesting, you now get clay lumps directly from harvesting clay. Changed all recipes using clay to use clay lumps.
Added: Destroyed stone harvesting
Added: Cinderblock harvesting
Added: Oven harvesting. They yield scrap metal and additionally scrap cables and short metal pipes if disassembled with a wrench.
Added: New player death animations, specific to being shot in the head, chest, each arm and leg
Added: Torch idle sound
Added: Oil mining and refining. You can find oil deposits in the desert and mine them to get oil shale. Oil shale is refined into gasoline in the beaker
Added: Random cars to roads, and replaced old wasteland voxel cars with new mineable prefab cars
Added: Ingredient based crafting time to all cooked items. Recipes are now calculated by how long each ingredient takes to cook rather than a generic time
Added: Car harvesting. Players need to use a wrench to get parts from it. Parts include small engine and batteries (30% chance), radiators and oil (50% chance), and springs, scrap metal, and cloth (100% chance)
Added: UNET networking
Added: Sand recipe from crushed sand
Added: Corn meal and honey to canned food loot group (Joel)
Added: Honey to tree stump loot
Added: harvest to planted trees and stumps
Added wood log recipe and wood log harvest (Joel)
Added: Sub biomes grass patches with cars in them to the wasteland biomes.
Added: Spider zombies are back in regular spawn groups
Added: scrap hatch, made from 10 scrap metal, upgrades take 5 scrap metal
Added: Vault hatch which is made from steel ingots, springs and is upgradeable
Added: Campfire harvest
Added: Insulation to skullcaps and unified them using extends feature
Added: Insulation to bandanas and unified with extends
Added: Shade and enclosure effects on core body temp added
Added: Chainsaw blade item to rare automotive parts group
Added sledgehammers and schematics to working stiff tools
Added: First aid schematic to rare medical
Added: Particle effect for first person breath in cold environments
Added: LODs for new zombie nurse model.
Added: All brick blocks (not ramps, stairs etc) are now repairable with cobblestones, and can upgrade to reinforced concrete with concrete mix and a repair tool. They are downgraded to solid wood frames
Added: All concrete (square) blocks can be upgraded to reinforced concrete and repaired with concrete mix
Added: Blue to the ambient of the snow biome and green to pine forest sky spectrums
Added: All new blocks and items to the english localization file
Added: unique footstep sounds for walking on trash
Added: Inside and outside corners made from concrete and steel
Added: Mocap puke anims to fat zombie cop
Added: Scrap stairs and reinforced scrap stairs
Added: Burnt wood can be upgraded
Added: Hooked up new block hold/fire animations
Added: Player made wooden outside corners can be upgraded all the way to steel
Added: Mobs can’t spawn on flag to all master blocks which means zombies can only spawn on terrain blocks
Added: Wooden pillar recipe
Added: Scrap iron pillars, concrete pillars and steel pillars
Added: All pillars can be upgraded to steel
Added: Rebar pillars that can be upgraded to concrete
Added: Lumberjack loot, they drop warm clothing and rare tools
Added: A new decapitation blood effect.
Added: Repair cost to player made doors
Added: 3rd person sack animation (Hold and Fire) to Player Controllers
Added: Poles drop wood debris
Added: New hd zombies to english localization
Added: Wedge 60 blocks that can be upgraded to steel
Added: New control board machines and ducts to factories and sawmill POIs
Added: Faster snappy iron sight transitions to all weapons
Added: All wood wedge 60’s can be upgraded to steel
Added: A new larger wilderness pond to rg
Added: A new mouse sensitivity algorithm that changes it based on normal and iron sighting
Added: New nail gun use animation
Added anvil, calipers, and tool and die set as new tools for the forge replacing molds
Added: Stone recipe made from 10 small rocks
Added: debugweather — will dump all weather data to console/log file. Please run this command when you encounter bugs with player temperature issue, and include your log file in bug reports.
Added: new decayed brick corrugated metal gable block
Added: Red tea to the game, made from Chrysanthemum plants which cools you down.
Added: Butcher to machete
Added: New bucket hold animation,
Added: Shit to the new toilet loot and you can throw it.
Added: Recipe for new large bed. Large beds give better resting bonuses.
Added: New a new ammo swapping radial menu just press and hold ‘R’ with the desired weapon equipped and you will see your ammo choices for that weapon.
Added: Male and female hide armor and recipes
Added zombie bears
Added: New player level up sound
Added: Burnt Forests now randomly appear outside of the desert and snow
Added: Lakes, these still need work
Added: Chainsaw schematic item and added it to loot
Added ak47 schematic item and loot
Added toilet open and close sounds
Added water source 8 as a block you can collect with buckets and jars
Added: New zombie screamer female zombie. She replaces the spider zombie who use to call the dynamic horde
Added: You can now scrap plant fiber clothing
Added: Military weapon schematics to military loot
Added: Rocket launcher schematic to rare books loot
Added: Gun jam sound to sniper rifle when it’s fully degraded
Added: A relax animation for when the player is idle
Added: Duct tape as an ingredient to more recipes
Changed
Changed: Potassium nitrate to coal material so it mines easier
Changed: Coal and potassium nitrate now drop coal lumps and nitrate powder directly when mined
Changed: Less chance for fog in all biomes
Changed: Create real physics and collision for thrown rock and thrown pipe bomb
Changed: Improved attack anims for all mocap characters
Changed: Barbed fences now slow down players and zombies
Changed: Players run slower up hill and faster downhill. Players run backwards slower
Changed: Tweaked walk and run speeds
Changed: Bears chase players longer before they give up, have more health, give more xp, and run faster.
Changed: Removed gunpowder charge from the game
Changed: All recipes that used gunpowder charges to use gunpowder instead
Changed: All blocks that dropped potassium to drop potassium nitrate powder
Changed: Trees now only drop wood planks
Changed: All recipes made from tree trunks now use wood
Changed: Nerfed Fire Ax damage to stone and metal
Changed: Players run and walk slower up hills and faster down hills, but only if the hills is > 25 degrees
Changed: Removed barnwood material from the game, barns now use standard wood (Joel)
Changed: Improved rock form 01 to look less flat
Changed: Lowered block damage on stone and fire axe
Changed: unified all shaggy hair and beards to use one texture
Changed: Beer dehydrates players
Changed: Increased damage on tnt to match new block damage health
Changed: If you are drunk you are immune to stun
Changed: Orange couches can now be harvested for cloth and planks. Leather couches can be harvested for leather and planks. They can no longer be picked up. They are harder to destroy.
Changed: Rebalanced repair on tools to fit new block health scheme
Changed: Renamed wood planks to “wood” and changed the icon
Changed: All recipes that used sticks now use wood
Changed: Condensed all meats to “Raw Meat”. Condensed pork, venison, rabbit and bear stews to just “Meat Stew”. Condensed all boiled grilled and charred rabbit, pork and venison to boiled, grilled and charred meat
Changed: Removed all legacy stew recipes and items
Changed: Reduced how common goldenrod is. It is now most common in the plains and rarely grows in the forests.
Changed: Boiled water has a 10% chance of giving you dysentery
Changed: Unified some wood frame recipes
Changed: Cannot pick up cinder blocks
Changed: 3rd person camera distance so death animations can be seen
Changed: Reduced specular on backpack so the buckles are shiny, but not like chrome
Changed: Now that blocks have density gore no longer downgrades to lower density versions when chopped up, but is a little harder to break
Changed: Stone now drops a few iron fragments when you harvest it
Changed: Stone axe and fire axe are now “butcher” tools
Changed: Increased minimum feather drops from nests
Changed: Storage crates all take 20 wood to make and no longer need unique items like crossbow bolts, stone etc to craft
Changed: Increased size of wasteland hubs and small cities
Changed: Ranger Stations and Cabins now spawn only 5 guys instead of 10 in random gen
Changed: Increased chance for it to rain
Changed: Set spring to stack 500, set stack limit on headlight to 50
Changed: block hold animation to same as idle
Changed: Unified all stalactites, stalagmites, coal and potassium nitrite blocks to drop the same amount of resources
Changed: Blunderbuss is the highest dealing shotgun now, pump shotgun second and long barrel shotgun third. Each has a narrower spread pattern
Changed: All block damage of all weapons. Materials are all now a hardness of one
Changed: Removed cornmeal listed individually from legacy loot system
Changed: Added a chance for clothing loot on zombies
Changed: Tree stumps can now drop any medicine group item instead of just painkillers
Changed: honey now cures infection stage 1, since honey is a natural antibiotic
Changed: Antibiotics no longer give wellness.
Changed: Increased vitamins wellness gain from 0.5 to 1
Changed: Sledgehammers have a chance to sprain legs
Changed: All cars in the world and in prefabs are the new cheaper versions that look just as good
Changed: Removed wasteland car from project
Changed: Introduce a radius for tree seed placement to prevent tree griefing or abuse
Changed: Door frames are made of weak wood and weak metal respectively
Changed: Small spike traps to be wood weak
Changed: Reinforced wood metal was too shiny
Changed: Removed all water gain from food
Changed: Grain alcohol lowers wellness
Changed: Increased chance for automotive loot in working stiffs crates
Changed: Tweaked auger damage for new block hit points
Changed: Spider zombies are no longer scout zombies, but a new female zombie is
Changed: wood upgrades to all cost 5 wood
Changed: Added random ore back to all biomes
Changed: Updated rocket launcher textures
Changed: Bacon and egg recipe uses meat and eggs
Changed: Harvesting crops via e or destroying them yields the same
Changed: Wood weak material is harder to destroy
Changed: Wooden desk to use wood weak material instead of cloth furniture group
Changed: Unified crop and plant harvesting. Plucking it or destroying it yields the same amount. However using a tool gives you xp
Changed: Crafting cotton seeds from cotton only gives you 2 seeds instead of 4
Changed: Adjusted material hardness for a wood weak and metals.
Changed: Moved all opaque textures to a single atlas for better performance
Changed: Updated medicine cabinet texture
Changed: Reduced chance of finding loot in cars
Changed: Increased cooking times of some items
Changed: Reduced block damage on knives
Changed: Reduced nail gun nail velocity
Changed: Removed santa hat
Changed: Updated green wallpaper textures to HD
Changed: Renamed hunting rifle bolt to hunting rifle receiver
Changed: All clothing now uses a sack for hand model instead of piece of leather (Joel)
Changed: beds and desks have been replaced with the new multi-block models allows zombies to path around them better
Changed: Renamed handlebars to be spelled correctly, and icons, etc
Changed: Reduced zombie counts in biomes except wasteland
Changed: Male denim jacket to look like denim instead of leather
Changed: Chainsaw is now made from parts that have quality range and can be crafted
Changed: Rebar frame recipe to 10 short metal pipes
Changed: Updated load screens with current recipes
Changed: Removed sticks from the game all things are crafted from wood
Changed: Removed hive blocks from game
Changed: Moved many block id’s for extending properties with the new inherit code
Changed: Many loot container sizes so the minimum is 4 wide and 2 high
Changed: Updated the blood effects for body impacts
Changed: Slowed auger fire rate, reduced rays and increased damage
Changed: Made most recipes use 5 or 10 items, not 3, 7 or 9.
Changed: Unified all railings with master blocks
Changed: Pine forest spectrums, its darker at night and more natural looking
Changed: Stack size of wood to 1000
Changed: Deleted old low res zombie assets including base males and base females, nurses, Hawaiian shirt fat zombies. RIP you served us well.
Changed: Hard metal door recipe to use 10 forged iron
Changed: Overhaul the repair, upgrade, damage loot and pickup gui
Changed: smaller text size of E text
Changed: Removed day & time moved it into the new map stats window
Changed: Removed item name that is held in hand it’s now visible only in inventory and in the new item inspection window
Changed: Removed old fat zombie from the game
Changed: Gas can hand model and world model is now the gunny sack
Changed: Deleted old gas can assets
Changed: Books now give item recipe instead of mold recipe
Changed: Increased clay yield per block as clay has become a core forging ingredient
Changed: wood frames are now weaker
Changed: Renamed leather hat schematic leather hood schematic
Changed: Removed leather strips from the game
Changed: Leather is now used for leather repair
Changed: Increased hide drop from animals to support leather at a more granular level
Changed: Increased leather count needed to craft leather armor
Changed: Reduced health on deer and pigs.
Changed: Removed all molds from the game
Changed: Toilets no longer fill water jars, but are loot containers.
Changed: Most player made loot containers are 10 x 9
Changed: Increased clay lump stack limit to 500
Changed: Wood weak has more block stability
Changed: Cobblestone frames take 10 wood and 5 plant fibers
Changed: Loot timer size to be closer to the upgrade/downgrade circle size
Changed: Updated plant fiber clothing meshes
Changed: Players do not collide with backpacks any more
Changed: Weight of leather to 1 so that the lightest of leather items could be scrapped. Removed weights from all leather pieces and let the game auto calc how many you get based on recipe, added gated recipe for duster so it could be scrapped
Changed: Increased cost to craft a stone axe.
Changed: Removed last of the moldy molds
Changed: With the addition of the new skills system we’re giving the player the ability to gain skills which reduce craft timers and loot timers. Thus we remove the craft timer and loot timer menu and server options from the game
Changed: Most item weights to be scrapable with the new system
Changed: Zombie bears attack you from the normal zombie range
Changed: Old level up sound is now new skill gained sound
Changed: Dirt is a little harder to destroy
Changed: Reduced chance for infection and stun on normal zombies
Changed: Reduced chance for infection on fat zombies
Changed: 32 bit builds are now forced to quarter resolution textures to save memory
Changed: Deleted old sniper rifle parts meshes including sniperRifle_barrel_2 model
Changed: Updated various world textures including concrete, asphalt, floor tiles, old cabinets and more.
Changed: Updated exploding zombie cop effect with a completely new one.
Changed: Removed filling jars from toilets
Changed: Old beds and mattresses can no longer be picked up
Changed: Gunpowder recipe now takes 1 coal and 1 nitrate to make 1gp instead of 10 and 10 to make 10. This way you don’t have to wait a long time and you can clean up your inventory of small remnants.
Changed: Recipe of bedroll to take 10 cloth
Changed: Ammo wording to rounds on ammo and ammo schematics
Changed: All ingots have been removed instead we now have forged iron and forged steel.
Changed: With the addition of the new recipe based forging system we have moved some recipes to the forge like buckshot, iron bars and brick based blocks stay tuned for more.
Changed: Updated loading screen with the proper recipes and tips
Changed: Brightened held flashlight, and flashlight on 9mm pistol to match other weapons.
Changed: Gas cans are now in tiny units, so about 200 units is equal to one old gas can.
Changed: Removed all mattress half blocks from all prefabs and the game
Changed: Updated physics settings on flying diamond blocks to be less jerky and bouncy
Changed: Old sinks to metal so they harvests faster
Changed: metal strips are removed from the game, now tools are repaired with forged iron
Changed: Set multi-block on store sign prefabs
Changed: Removed old snow zombies
Changed: Zombies can now be cleared out of the wasteland and city for 24 hours in small zones.
Fixed
Fixed: Placing Chair Rotation is Off
Fixed: City Hubs not randomly rolling their size
Fixed: When old rejoining a game you cannot track your friend
Fixed: Land claim does not protect the supposed area
Fixed: Block id 921 and 922 drop scrap metal when broken and leave girders when falling (Joel)
Fixed: Leveled loot not working properly on Multiplayer
Fixed: SpawnEntity playerid minibike does not work
Fixed: Typo in the sounds.xml related to hornet fly
Fixed: Tube drywall made of wood and now drops wood debris
Fixed: Some mushrooms are under rocks/invisible
Fixed: metal street lamp stores signposts break down into destroyed stone
Fixed: blocks that are supposed to slow players down like barbed wire
Fixed: Zombie cop loot container not big enough for all loot
Fixed: green metal roofs dropping wood debris
Fixed: Concrete trim now drops destroyed stone
Fixed: Dead shrub sounds like grass when hit, now it sounds like wood
Fixed: Torches attach to wall in a weird way
Fixed: Rockets exploding on water surface
Fixed: MaxGenerationDistance from center in RWG not working
Fixed: Goggles have no durability
Fixed: Pickaxe to do correct block damage
Fixed: hovering over landmine sets it off
Fixed: Log cabin recipe was broken
Fixed: Debug info carries over from sp to servers
Fixed: Wrench range
Fixed: Wrench losing durability when hitting air
Fixed: Creative Mode is only available in Navezgane
Fixed: All grass that was possibly dropping grass instead of plant fibers
Fixed: Spelling of caffeine in buffs
Fixed: Minibike moves on its own up hills
Fixed: Chopping down trees no longer damages player
Fixed: Using minibike to jump through a wall
Fixed: Player Kills awarded endlessly even though player killer is not involved
Fixed: Chat box closes when dying
Fixed: Zoom function stutters/snaps
Fixed: Recipe swapping when closing crafting and reopening
Fixed: Improved walk and run animation playback speeds on players so they skate less
Fixed: Run/walk playback speed so full speed runs are played correctly
Fixed: Specular on cowboy hat
Fixed: Some keybinds activate on releasing key
Fixed: Own explosions killing oneself count as kills
Fixed: Lighting pipe bomb doesn’t play sound
Fixed: Enabling voice ingame causes error when trying to talk
Fixed: Generic death animation
Fixed: Specular/Shiny animals at dusk/night/dawn
Fixed: Eye specularity now reflects the environment
Fixed: Auger Damaging Blocks Around Your Target Block
Fixed: Null reference when pressing escape while joining server
Fixed: Null reference error on new game menu
Fixed: Black spots and strange map tiles after reconnecting to dedicated server (Chris)
Fixed: Black skies on Mac/Linux
Fixed: Some mesh particles from digging dirt were spawning black in sunlight
Fixed animal harvest bug giving too much meat
Fixed: Dead mountain pine billboard bug
Fixed: Torch light so it’s on the torch instead of behind players
Fixed: Wrong ceiling blocks in modern cabins
Fixed: Random NRE on dedi
Fixed: Stairs in cinema are rotated wrong
Fixed: Wooden Bow could not be repaired
Fixed: scrap Iron Spike is upgraded with metal not wood
Changed: Crossbow now uses wood for repair
Fixed: Save Game gets broken after disconnect when server did not respond anymore
Fixed: Player data error on Dedi & MP
Fixed: smoothing on skullcap
Fixed specular on concrete textures
Fixed: Player names can be ceen through walls
Fixed: Animation for eating does not sync with item count
Fixed: Campfire sounds are different between game types
Changed: Added another stage to infection. The first version can be cured with honey or antibiotics and has no negative side effects. After 24 hours it transitions to the traditional infection, stage 1,2,3 and 4.
Fixed: Some icons having a white line around the corners
Fixed: Dropped doors fall through the world
Fixed: It is now possible to build a tree house
Fixed: Bear not affected by safe zones
Fixed: window03wood could be shot through
Fixed: Oversized lampshade in top floor of apartment building
Fixed: Bad block rotations in old west jail
Fixed: Lit pipebomb can be collected without exploding
Fixed: Can now shoot through frames
Fixed: Dedicated server checks for non-allowed characters in game name (Christian)
Fixed: Allowed characters for game names are now: “A” – “Z”, “a” – “z”, “0” – “9”, “.”, “-“, “_”
Fixed: Coffee and Chrysanthemum are now unified like other crops, they cannot be taken, but must be harvested
Fixed: Exception: Unrecognized stat modifier type
Fixed: Exploding arrow splash damage travels through blocks
Fixed: Water in buckets
Fixed: Fixed zombie stuns: bullet/explosion damage stun is not based on player stamina.
Fixed: Hornets and dogs turn into gore instead of a human looking carcass
Fixed: All hold types so items that use burlap sack for a hand item are held correctly
Fixed: Damage decal on some blocks going through too fast
Fixed: Tazas stone axe so it can harvest, and it now extends the regular stone axe so everything should be unified except for its unique attributes
Fixed: Lead and clay fall exploit
Fixed: Wood debris providing infinite resources
Fixed: RMB function for repair tools locks in when opening inventory/map while RMB is upgrading
Fixed: Duct tape cannot be scrapped
Fixed: Fast degradation of mp5
Fixed: Chainsaw harvest triggers multiple destroy events on e.g. trees
Fixed auger mining through two blocks
Fixed: Iron sights have recoil
Fixed: zombies cannot see through frames
Fixed: Candle table awarding torch when broken
Fixed: Azalea blocks tree seed placement
Fixed: Connecting to a server with steam://connect/ links
Fixed: Can’t join a coop game a friend is in if the host is not your friend
Fixed zombie crawler bite animation
Fixed: Null Ref – EModelZombieUMA.Update
Fixed: campfire giving too many stones on harvest. Now it gives half the recipe on destroy
Fixed: Recipe on log cabin being too cheap
Fixed repair on a bunch of blocks
Fixed: Plains Tree Blocks Wood Frame Placement
Fixed: State of hatches not properly saved on relogging
Fixed: Coffins making cloth sounds when destroyed
Fixed: Campfire dupe get 2 for 1
Fixed: Out of Memory ERR Dedicated MP
Fixed: Players spawn not exactly on their sleeping bag
Fixed: Splinting a sprained leg slowed you down
Fixed: Floating trees in new house backyard
Fixed: Falling blocks have no audio
Fixed: Place animation of minibike chassis was playing wrong animation
Fixed: Backpacks dropped by players should not support anything
Fixed: Updated collision on sleeping bag to prevent seeing through cave exploit
Fixed floating geometry on level 3 vault door
Fixed: Lines missing between server info in browser
Fixed: z fighting in afro hair
Fixed: Too many chunks in cache when dedicated server is empty
Fixed: UV error on house door LODs.
Fixed: Windowed mode won’t go to 1920 x 1080 without a restart
Fixed: Various headgears not hiding hair and enabling hair back when removed
Fixed: Applied splint is not modifying broken leg speed
Fixed: Air drop appears to levitate in place and not fall for a very long time
Fixed drinking fountains were incorrectly rotated in stores and the school
Fixed: Collapsing large gas station roof from bad stability
Server.Config
With the new skills system we’re giving the player the ability to gain skills which reduce craft timers and loot timers. That said we removed the craft timer and loot timer menu and server options from the game
Added: Console ListEntities shows item type on dropped items
Added: Server config value “ServerDisabledNetworkProtocols” which is a comma separated list of networking protocols not to be used. Possible values: unet, raknet, steamnetworking
Known Issues
Not all items and blocks have a descriptions
Lots of things we missed that’s why we need your help.
If you get an exception error when opening the character screen creating a new profile has been known to fix this issue
Unisex dreadlocks causes an index out of range error in the character window will be fixed in the next patch
Added check on minibike part loading to ensure partless bikes are destroyed over the net
Added bellows item and recipe.
Changed
Changed weight of cloth back to 1, and changed recipe of bandages to require 2 cloth, that way all cloth items can be right click scrapped yet there is no xp exploit
Changed weather forests have less chance to rain. All biomes have a chance to be overcast but not rain. Deserts have a rare chance of rain. Snow biomes have a chance to be clear.
Changed logs now burn for 3 minutes and planks burn for 10 seconds and wood debris burns for 30 seconds for easy math
Changed crossbow bolts have the same damage
Changed can now see exact damage on ammo if matching weapon is the currently selected belt slot
Changed forge ahead book no longer needed to make a forge
Changed removed forge ahead book from loot.xml The book still exists until A13 so we don’t break save games, but it is useless
Changed recipe of forge to use bellows, a short metal pipe, small stones and clay
Changed reduced amounts of hide you get from animals
Changed arrowheads to use sack model instead of ingot model
Fixed
Fixed spike traps upgraded to themselves
Fixed Crosshair animation when player moves
Fixed certain blocks(wood window & opened steel door) are too big and prevent placement of blocks
Fixed trap a zombie with a wood frame
Fixed spawn near my bedroll was broken
Fixed handheld item lost if you equip an item from a container (full backpack and toolbelt)
Fixed free instant XP without wasting material
Fixed crafting grid output bugged after inventory was full
Fixed all arrows are labeled as broken
Fixed flashlight swallowed when using attaching via crafting grid
Fixed enforcer magazine not stating it teaches the 44 magnum
Fixed drop on death delete all not working properly
Fixed rocket launcher mesh showing when it should only be showing the rocket mesh
Fixed crafting menu not updating real time
Fixed key mapping problematic in non-default cases
Fixed sawed off shotgun grip had no burn time
Fixed the minibike disappearing like a scared turtle
Fixed the minibike disappeared after taking tires off
Fixed save game does not save your minibike
Fixed Null Ref NGUI
Fixed trailer Park in Navezgane covered by sandrocks
Fixed trick key use to reuse eat/drink/use infinitely
Fixed fat zombie cop collision
Fixed Stealth A9.3 vs A12.1
Fixed steel and Iron arrow head now use sack model instead of ingot model
Fixed zombies show texts as loot containers (untouched, nothing and empty)
Fixed feral horde did not arrive
Fixed crafting uses too many resources at once
Fixed auger continues to idle without gas
Fixed zombies dying on fire (excluding torch fire) causing argument exception
New DayLight Length times – always sunset at 10:00PM so players always know when zombies will run
Fixed windows punching through fog in the distance
Fixed cutout wall lamp transparency against sky
Fixed screen blood left/right direction
Fixed a few env audio fade bugs and load hitch when crossing biomes
Fixed sniper rifle bugged super zoom on multiple right clicking
Fixed a rare error when shutting down a game server right after a player left who was connected through Steam Networking
Fixed the triple lindy flying hatch from the forums
Fixed mini bike headlight/horn react to their keybinds when they shouldn’t
Fixed confusing campfire – not sure about this one
Fixed console errors on rented dedi servers
Fixed exc array index is out of range
Fixed crafting delay on closing backpack at the wrong time
Fixed right click drop simultaneously press mouse buttons to dupe
Fixed stone crossbow bolts now get quality range from weapon
Added wrench schematic item, art and integrated into common book loot
Added new first person rock throw animation
Added Iron, Steel and exploding Crossbow bolts.
Added exploding crossbow bolt schematics.
Added Crossbow schematic which is found in common book loot.
Added exploding crossbow bolt schematic which is found in rare book loot.
Changed
Changed all parts can be obtained now when breaking apart bullets
Changed Change “Press Enter to join the world” to “Press any key to begin”
Changed Flashlights to not have negative shadows or black dots
Crossbows are no longer a default craft.
Changed Increased first time crafting bonus of XP given for gun and ammo crafting of bullets and shells. Removed XP given for additional ammo crafted, since it can be taken apart and put back together for free.
Changed desert spectrums; more blue at night and a tan colored fog during day
Changed increased rain/water effect on sloped surfaces
Changed Sound spam and lag when crafting more items at once
Fixed
Fixed High reflections on falling tree
Fixed Weather control is turned back off when changing games
Fixed Tree falling insides are no longer invisible *(partial fix for the issue – best fix would be to add a cap to the bottom of trees but this is not possible yet with speed tree)
Fixed Loottimer reappearing when opening chat and closing it (with esc) while in an opened lootcontainer
Fixed Ammo dupe with simple right clicking on the output window
Fixed FreeCameraMove + reload button force reload dupes ammo
Fixed Various issues with the crafting grid’s visual behavior and ammo dismantling
Fixed Removing an ingredient during crafting doesn’t reset the crafting timer
Fixed FPS drop when crafting more than 200 items
Fixed Crafting grid dupe as shown on the forums
Fixed killer tree saplings
Fixed Trap A Zombie With Wood Frame
Fixed Campfire/torch fire animation is off
Fixed Flashlight Icons Missing From The Gun Crafting Grid
Fixed console doesn’t work with map open
Fixed memory hogs on mp games
Fixed Bullet icon turns into 762 rounds icon
Fixed Added missing pistol grip to Loot
Fixed Crafted items need to be put into inventory if there is space
Fixed Auger crafting time differs from the preview
Fixed Revamped the crafting logic which improved the overall performance and smoothness, things like sound spam and “the rubberbanding effect” are gone
Fixed Crafted item not outputting to slot 8
Fixed Another Ammo dupe from the forums (for weapons with alternate ammo)
Fixed Fixed massive amount of crafting output when having the inventory closed for a long time
Fixed Bullet dupe on right click in the output window using the split function
Fixed make crafting window show anomalous output figures
Fixed Bullet component duping while dismantling with rightclick and split
Fixed stacked item with no right click option to split stack (report from forum)
Fixed Camp fire dupe exploit
Fixed Minibike gets stuck/slower in gore blocks
Fixed Too many chunks in cache when dedicated server is empty
Fixed weapons being rendered in front of other objects
Fixed weapon offsets on other players in multi player
Added a global soft wind intensity to avoid dead silence
Added wooden bows can now be repaired with sticks
Added flashlight attachment support for sniper rifle and hunting rifle
Added a little haze into depth of scene
Added snow sub biomes now contain birds nests
Changed
Changed reduced chance for bears to spawn
Changed increased club damage and tweaked all clubs
Changed increased stone arrows and tweaked all arrows
Changed slowed sky transitions for a more natural feel
Changed the minimum degradation of all clubs is now 100, like the stone axe
Changed new game starts now at 7am
Changed raised bottom wellness cap from 50 to 60
Changed adjusted rain specularity on surfaces and grass
Changed adjusted speedTree alpha cutouts with depth, AO, and diffuse lighting
Changed stack limit of many items from 64 to 250
Changed auger has no durability until we can resolve it properly, before it degraded too fast
Changed tuned each biome for proper amounts of bird nests
Changed health of minibike this may help to fix minibikes disappearing in some cases
Changed improved zombie hit collision, removed a gap between the head and upper torso which would allow for some arrows or bullets to pass through the neck area
Changed committed dead mountain pine billboard meta files – hopefully fixing the billboard outlines in radiated areas on low tree LOD’s
Changed randomized weather on new games
Changed brightened stormy weather to avoid confusion that it’s night time during the day
Changed reduced crafting time of grain alcohol in half (Joel)
Changed reduced crafting time of bio fuel in half (Joel)
Changed bio Fuel is now made from animal fat instead of tallow (Joel)
Changed rain spectrum
Fixed
Fixed loaded ammo changes type when swapping
Fixed shotgun shells disappearing when changing to slugs
Fixed FreeCameraMove + reload button force reload dupes ammo
Fixed craft timer resets to start when removing item out of the output window
Fixed auger in output slot gives 1 gas can per gas remaining
Fixed heavy rain on biome borders fixed
Fixed cursor moves by itself when game controller is attached. Game controller is now disabled by default
Fixed flash thunder and weather sounds on entering game fixed
Fixed mouse and gamepad axis movement could be bound to actions
Fixed game browser showing wrong game time
Fixed the Trade “blood for ammo” Bug
Fixed removed a syntax error from biomes.xml
Fixed global specular reflections in speedTree
Fixed indoor furniture getting rain
Fixed rain striped effect on surfaces
Fixed surface rain effect from popping
Fixed locked storage chest becomes empty after breaking lock
Fixed game not getting past loading screen with IndexOutOfRangeException
Fixed locale issues when loading on Linux / MacOS
Fixed load old save game with good gear, start new game and inherit all gear
Fixed Console commands GetTime and SetTime
Fixed timing of fireaxe, hoe and pickaxe. The animation no longer gets out of sync with the animation in first person
Fixed Null ref error when firing arrow into snowy sky
Fixed console doesn’t work with map open
Fixed save game does not save your minibike
Fixed improved fat zombie and fat zombie cop collision so neck shots work
Fixed minibike moves on its own after the player dismounts.
Fixed increased rain on surfaces angle
Fixed reload dupes ammo bug
Fixed dead tree02 and dead shrubs so zombies don’t spin on them and updated art. Dead tree02 now falls because it’s bigger.
Fixed black textures on linux/mac
Fixed Null ref causes chunks not to load
Fixed trees killing people immediately
Known Issues
Some players have experienced memory leaks
Linux / Mac OS builds still have black horizons (black models)
Some players are experiencing black chunks of the world
Added a new vehicle system with a craftable minibike. Players must first find and read the minibike book. Then craft a chassis and place it in the world. Next craft minibike handlebars, seat and find wheels, battery and small engine adding them to the chassis. The higher quality the parts the better gas milage, speed, protection the minibike offers. You can interact with the Chassis by pressing or holding <E> which displays available radial menu options. Drag parts into the chassis window to add them. Click on the parts names to remove them.Optionally you can find and add a shopping basket and padlock for storage and locking. Locks are invulnerable for the first version of vehicles. You can also activate the headlight with <F> and the horn with <X>. You can give zombie both large pains and ragdoll deaths if your going fast enough if you’re not they might stop you.
Added a new sky and weather system with rain, snow, dust storms and dynamic cloudy, clear and stormy skies even lunar cycles with 7th night full blood moons. The system also supports new weather sky spectrums. Coming soon cold and hot weather survival.
A brand new sexy humidity/height based random generation system with more natural elevations, improved poi placement, improved cave placement, improved biome border mixing and footpaths that beg to be explored. It comes with a new random gen mixer that gives players full control over custom hub creation, prefabs that spawn and their probabilities. Rivers, and more lakes will come in the next build.
Added a new dynamic ambient audio system with wind loops, gusts, ambient oneshots, ambient loops, daybreak, nightfall and bloodmoon stingers. The system adjusts the wind based on the weather and plays the daybreak stinger at 6 am, the nightfall stinger at dusk when zombies start running and the bloodmoon stinger on full moon 7th night.
Added a new physics system with new zombie ragdolls, tumbling blocks and explosion impulses that throw zombies in the air. The system also drops wood, stone and metal terrain debris piles which can be used to salvage resources from physics events.
Added a new right click action menu that includes craft, take, drop, equip, wear, heal, eat, drink, read, examine, attach, scrap and split. From it you can quickly do a lot of actions that use to be tedious or harder to learn for new players.
Added a new gun attachment system that supports flashlight attachments on all firearms except the blunderbuss.
Added a new alternate ammo system that supports stone tipped, iron tip, steel tip and flaming arrows as well as shotgun slugs and the supported recipes. Ammo can be loaded by right click loading new ammo type. (Alt+R) swaps to the next available ammo time in your current selected weapon.
Added a new leveled loot system that scales/multiples players loot chances based on their current player level, and yes, level 1 players can get flawless and rare items.
Added a new bear enemies that are in every biome except desert and in caves. Bears will attack both the player and zombies. Like Dogs bears have a give up time where they will only chase you so far. If you can kill one you can reap the benefits of bear meat and make charred bear, grilled bear, boiled bear and bear stew.
Added quality ranges on bows, crossbows, augers, chainsaws and all clothing.
Added the riddle of steel book which allows the player to craft steel molds in turn they can then craft new steel pickaxes, steel tipped arrows, flaming arrows and upgrade concrete blocks into steel reinforced concrete walls
Added a bunch of new Graphics options including motion blur, depth of field, dynamic contrast, tone mapping, sunshafts, grass view distance and improved controls allowing a wide range of flexibility for users to tune the game for the visual look and performance desired. The video options menu has mouseover tooltips to guide new players in optimizing the graphics for their system.
Added falling trees with physics that fall after damaging them dropping their wood and crushing zombies and players if they fall on them.
Added a new high-res acid puking hulk model.
Improved crafting with a new basics crafting category at the top of the recipe list to help new players and players who just died find the most used and most important recipes quickly. Items no longer need to be crafted or cooked once to quick craft and quick cook no more required drag and drop.
Added a bunch of new weapon animations including punch, drink water from hands, many tools and more. Also improving the unholster time so holstering and unholstering is much faster and more satisfying. We also changed some non-interactive hand and drop items to a burlap sack to reduce clutter and memory
Added new single player only game pause game feature simply hit the Escape key
You can now craft gravel or small rocks from destroyed stone depending on grid placement
Added “Set In Concrete” book to game and loot that unlocks cement molds, rebar frames, and buckets of concrete
Added new hidden bomb shelter location to random gen
Added new hidden mountain man cabin with the secret loot to the random gen snow biome
Added herbal antibiotics item and recipe that has to be found. Will cure dysentery and stage 1 infection
Added unique mountain man loot chests that contain herbal recipes
Added auger is now craftable from a small engine, handlebar, auger blade and auger parts unlocked by an auger schematic
Added realistic values to crossbow
Added aviator goggles to loot and protection to eyes from Aviator goggles
Added Loot Quality Templates to shorten time on balancing loot
Added damage decal to wood window and block models
Added pressure plate mines and recipe made from scrap metal and gunpowder
Added usage of ESC to go back in menu
Added Zombie Dog give up sound
Added Scrap metal armor and Iron armor can now be scrapped or melted down
Added blocks such as grass, furniture, and glass no longer provide stability and will not support the weight of anything
Added leather scrapping. Note you must know how to make leather by reading leather tanning
Added plant fibers can now repair plant fiber pants
Added Natural healing system where if the player has over 50% food he will slowly heal. A buff icon will show when you are healing.
Added new blue and orange concrete painted concrete pillars
Added tube pillars with orange stripes to the parking garage
Added new furniture tables to locations and wood, redwood, iron and scrap iron table recipes
Added ability to click on radial menu options as well as releasing <E>
Added recipe to make planks from wood debris
Added new block/item placement shader
Added glue and duct tape items and recipes
Added m136 rocket launcher back, needs anims and balance
Added disallowing rules for player spawning inside random gen towns
Added desert rock formations, and rock formations to forests and snow biomes
Added coal formations to snow, forests and burnt forests
Added crafting Icon Mouseover tooltip for icon category names
Added a new small yellow book icon above books the player has already read
Added print generic system information to log
Added new fog spectrums
Added bushes now have branch rustling sound when moving through them
Added glue and duct tape to the game. Glue can be made with the beaker from bones or found in loot. Duct Tape can be made from cloth and glue and also found in loot
Added on clients the save game folder is automatically moved to new location see new changes to saved games in the changed section
Added dropped, unlit version of torch
Added steel ingot mold
Added and changed hotkey shortcuts and inventory management controls
RMB - Opens the new right click action menu
LMB - Grabs a stack of items and stick it to the mouse
While holding a stack in the inventory, left click will place the full stack in the slot, and right click will place just one item.
Shift+LMB - Moves the single item or full stack of items between the belt, backpack or loot container
If there is no loot container open and you Shift+LMB on backpack items they move to the first empty belt slot
If there is no loot container open and you Shift+LMB on belt items they move to the first empty backpack slot
If a loot container is open and you Shift+LMB on belt or backpack items they move to the first empty loot container slot
If you Shift+LMB on items in a loot container they go to the first empty backpack slot first then the first empty belt second if the backpack is full
Shift+RMB - Splits a stack in half and sticks it to your mouse
If the stack is an odd quantity, then it will leave the smaller half (for example, a stack of 7 will leave 3 items in the slot and grab 4).
CTRL+RMB - Takes one item from a stack and sticks it to the mouse
LMB Add to stack
If you add a stack to another similar stack it will complete or fill the stack to its max capacity.
Changed
Changed all in game windows including player built ones are now unified to break out and plug up consistently
Changed degradation rate of most tools to be better on the low quality
Changed Day and night hordes do not spawn on day 7 blood moon intervals any more, only feral night hordes spawn on the seventh day
Changed Night hordes should always come at sundown and will never be delayed. Any current hordes will be disbanded
Changed new games at 6 am so players get maximum daylight their first day
Changed removed perct of night game option replacing it with Daylight length 12 hrs, 15, hrs and 18 hrs which is the new default
Changed Daybreak is locked to 6am always
Changed a lot of books have been converted into schematics that look like item with a small blueprint in the corner. Like iron armor leather armor pieces are now unlocked with individual schematics. The leather book now only locks leather creation. Many other books have been changed to individual schematics. All firearm unlocks have been converted into individual schematics. Gas cans now unlock as a schematic as well. Ammunition Nation has be removed and all individual ammo types except the 44 have been converted to schematics. The Claw hammer is now unlocked with a schematic as well as the new flaming arrows.
Changed increased hardness of steel
Changed stun rules so weapon damage and player stamina are considered
Changed deleted unused tree and bush assets
Changed updated Tree LOD distances
Changed low end of mp5 damage was too low
Changed dressers have a greater chance to drop clothing
Changed cobblestones are now made from small rocks and lumps of clay
Changed increased player run speed
Changed Animal spawning cap for better performance
Changed uvs on pole1m and replaced all poles with new pole
Changed shopping baskets with no loot can be picked up and used for a mini bike storage
Changed experience given for zombies
Changed replaced cutlog block with new smooth logs
Changed cleaned up old grouped bushes that looked bad
Changed Iron pickaxe does half the damage it did against stone and metal
Changed increased spawning of roaming hordes
Changed rebalancing pass for player xp
Changed switched bear, stag, pig and rabbit to use the standard shader
Changed thickened grass in forest, pine forest and plains
Changed Metal strips can now repair mining helmets
Changed increased probability of finding pants
Changed Gore blocks now take longer to degrade and visibly shrink as they degrade
Changed updated the terrain stone, forest ground and grass textures
Changed lowered cave count per biome, gravel path count per cave path, lowered ore path count per gravel path
Changed thirst stage 2 now causes health damage
Changed did a wooden frame 4 pane window pass adding broken variants to all the prefabs that used them
Changed menu buttons from Exit to Quit
Changed cleaned up spawning.xml
Changed removed burnt forest ground from rubble sides
Changed re-enabled dog hordes
Changed Gore blocks fall and have no stability. Gore blocks will stick on the ground if they fall.
Changed Gore has several stages of destruction now
Changed animals in all biomes except snow and desert respawn 3x slower. In snow and desert they spawn 1.5x slower
Changed removed meat on a stick raw and cooked
Changed all boiled foods give you 5 water
Changed all foods now give half as much food as they used to, to compensate for the slower metabolism in A11
Changed in random gen deserts are more common now, and forests less common
Changed ladders will now support things
Changed placement of wood stairs is now inverted
Changed garage doors to be wood instead of wood_weak
Changed nerfed axe damage to wood
Changed tweaked pine forest spectrums and mood
Changed optimized rendering of sky and water
Changed some blocks/structures have too much stability
Changed terrain doesn’t show density on downgrades
Changed green wallpaper blocks now downgrade to a wood frame
Changed improved sandstorm effect
Changed thinned cacti in desert a little
Changed deleted block ID 780 distorted concrete from game and prefabs
Changed disable cubemaps when not supported for linux. Disable cubemaps when reflections are turned off
Changed removed background color schemes from groups
Changed moved scrap recipe button to above the output tray
Changed info popup to display all groups an item/block belongs to
Changed localization text from “Group:” to “Group(s):”
Changed default inventory to tab key
Changed radial menu now supports up to 10 possible actions with auto placement
Changed antibiotics only give half the wellness over time as before
Changed driftwood now drops trunks & removed driftwood to planks recipe since you can no longer get driftwood
Changed removed plant fiber torch recipe to clean up crafting menu
Changed removed plank recipe from trunk tips
Changed renamed “Furniture/Decor” to just “Decor”
Changed renamed weapon repair kit to repair kit as its now used to repair the minibike as well as weapons
Changed updated all spectrums
Changed disabled shadows at very low angles (performance)
Changed improved Mouse Wheel Scrolling in menu and in game to be more universal
Changed unified made new Item Hover info and Examine windows
Changed Gas Pumps now contain gas can loot and do not explode when shot
Changed Removed Iron wall recipe
Changed tweaked third person camera, it is now to the right of the shoulder
Changed all safes are locked and have to be broken into now and loot timers are reduced to 1 second
Changed reordered terrain blocks, most likely save games will be borked
Changed increased depth of snow, forest ground and grass to reduce banding of textures on hills
Changed snowy biome has asphalt roads again now that we have real snow that covers roads
Changed removed snowy cabin variants from the game and added all cabins to snowy biomes
Changed removed all snow from prefabs and cleaned up old blocks and textures
Changed removed all icicles and snowy roof blocks from all prefabs as the new snow system snows on roofs
Changed unified all wooden upgrade costs to 4 planks so that you cannot profit from destroyed wood
Changed removed ability to attack with a stick
Changed thinned trees in snow biomes
Changed audio control needs to apply before hitting “apply”
Changed all zombie and animal collision to be more accurate for bodies, heads, arms, legs and ragdolling
Changed reduced max size of towns
Changed: ‘giveself’ and ‘giveselfxp’ can now be executed if the user has permission eg “giveself stoneAxe 600″ or “giveselfxp 10000″ this added to player xp or drops the item at the players feet
Changed clay texture and clay is now a sub biome and found in patches rather than on the side of cliffs
Changed crafting grid mouseover Item name tip should be a smaller box without an underline
Changed snowy bushes and grass on 2 gas stations to normal dead ones
Changed improved the Coal and Potassium nitrate texture textures and there tiling
Changed Increased probability of getting sporting gear from shotgun messiah and added green plaid shirt to loot
Changed increased chance of clothes in dressers
Changed created new high res art for yucca and aloe plants
Changed lowered stamina use of stone axe
Changed air drops drop more stuff
Changed updated selectable loot respawn game options: Disabled, 5, 10, 15, 20, 30, 40 and 50, default is 30 days
Changed mailboxes and lockers have readable books instead of just junk books & junk books are now mixed in with good book loot
Changed stack limit of clay lump to 250
Changed bookstore loot containers have 0-1 books, household book shelves have 0-2 books
Changed Screenshots (F9) now save out jpg’s
Changed rebalanced clubs, they are more effective at low quality levels but wear out faster
Changed lowered entity damage on lower quality stone axes
Changed renamed home maintenance book to hammer schematic and changed art
Changed wrench can no longer be crafted (Might add this back in later)
Changed changed weight of short shotgun barrel 8 oz
Changed Chat box and text no longer renders in front of other menus
Changed orange drywall texture less saturated
Changed the save game folder for the game
Old folders:
Windows: <User>/Documents/7 Days To Die
Linux/MacOS: <User>/7 Days To Die
New Folders:
Windows: <User>/AppData/Roaming/7DaysToDie (%APPDATA%/7DaysToDie in the Windows run dialog or explorer address bar)
Fixed repair on many misc clothing and armor items
Fixed tweaked loot of fat zombies and many items
Fixed problem with expanded char set
Fixed haybales have no sound when destroyed by pickaxe
Fixed bug where people could craft Shotgun Stocks without reading the book
Fixed dupe bug multiple people picking up item
Fixed single player games only saving data on quit now they save on regular intervals
Fixed final stage gore blocks are unable to be broken
Fixed buffs losing their effects on logout but staying ‘active’
Fixed rebar frames are now gated by set in concrete book
Fixed inside wood corner frames don’t drop scrap iron
Fixed video resolution selection texts overlapping
Fixed airdrops and crates not rendering at far distances
Fixed key assignment always fires the event for the key you want to assign AND mouse-directions as button
Fixed cutout objects (eg. WoodFrame) get damage decals now
Fixed God ray intensity matches fog now
Fixed Block’s Pickup Target not properly instantiating quality based items
Fixed recipes unlocked via book transfer from game to new game
Fixed Items in crafting grid lost on disconnect
Fixed breaking down now does not kick from output on inventory close
Fixed Gun Crafting exploit
Fixed server does not remember password in save game on p2p
Fixed Mining helmet light sways dramatically when you have a item in hand
Fixed Mining helmet has no flashlight
Fixed Character Creation Screen is bugged
Fixed exploit moving items from local game to server
Fixed exploit armor/clothing follows a player from SP to server, server to server and SP to
Fixed water destroys secure chests
Fixed Azalea plant from making wood footstep sounds
Fixed NRefs with food
Fixed buffs now seem to work properly
Fixed losing overflow items in campfires/forges
Fixed belt is accessible when hitting escape
Fixed another missing chunks problem
Fixed concreteReinforced doesn’t drop itself when downgraded
Fixed fall damage is too low
Fixed another Broken leg bug and breaking leg while swimming bugs
Fixed Bad billboard textures on MaintainPineDead trees
Fixed All hunting rifle parts can be scrapped
Fixed the UFPS bug that allowed the ability to crouch through 1 meter holes. Although it felt cool was not by design and counter to a true survivalist game
Fixed invisible ghost tree bug
Fixed the ability to open backpacks and other in game menu items while in the game menu
Fixed Null Ref when trying to fill damaged cobblestone frame with cobblestone(Robert)
Fixed bug where other players can hear you learning
Fixed missing home maintenance book
Fixed ladder placement in ranch style house so players can get up them
Fixed barn_01 from falling by moving hay bales
Fixed wrongly rotated light pole bases
Fixed lack of bird nests thinned grass and increased bird nest probability
Fixed small rocks/resource boulders appearing in Husker Avenue houses (Navezgane)
Fixed ‘P’ drops the camera and lets you control the character when in dev mode
Fixed car tooltip not showing vehicle as empty when looted
Fixed scroll wheel scrap Weapon/ammo dupe exploit
Fixed long item name text renders behind item icons
Fixed 1/4 and 1/8 concrete blocks behave like glass
Fixed wrongly rotated attic blocks in yellow house
Fixed planted mountain pine trees display A11 trees not a10 legacy trees
Fixed shotgun parts can be scrapped
Fixed spider zombie can now summon hordes again
Fixed AI can spin on broken resource rocks and gore rib cages
Fixed Disallow player spawning in towns
Fixed POI spawned too high and drops metal beams
Fixed returning to a game Toolbelt always reverts to slot 1 on rejoin
Fixed bear rug cabin floor so it doesn’t fall
Serverconfig.xml
Changed server executable name to 7DaysToDieServer(.exe, .app, .x86), 7DaysToDie_Data folder changed name accordingly
Changed Default save game folder (see changed section). If the current serveradmin.xml is to be kept make sure to move it over to the new location or explicitly specify a SaveGameFolder in the serverconfig.xml
Changed times in serveradmin.xml and players.xml are always saved in the fixed format “yyyy-mm-dd hh:mm:ss”
Fixed command execution without delays over command (“Telnet”) interface
Added custom item icon loading from mods
Changed 24 hour cycle menu options adding 50 minute default and removed 240 minute option
Changed removed NightPercentage game option replacing it with DayLightLength, menu options 12 hrs, 15 hrs and 18 hrs with 18 being the default
Modded server XMLs are now correctly transferred to clients (excluding those required server side only: biomes, rwgmixer, spawning)
Known Issues
Snow might appear in the desert/burnt_forest if you’re viewing it from a biome with snow; and may fade out when you enter the hotter biome.
If you’re having framerate issues drop your reflection quality to low or off and turn off reflected shadows
Occasionally roads will go on unexpected paths under buildings
Changed default back project to DX9 as some clients experienced problems with DX11
Changed Networking we now use both Unity and Steam in parallel. Clients try to connect with directly to IP/port with Unity Networking first and only fall back to Steam Networking if it failed. This improves networking when connecting to dedicated or for those who have port forwarding properly setup
Changed improved startup time by about 2.5s
Changed Windows dedicated server now uses its own registry key so it does not change the client’s resolution settings
Changed if all players disconnected the dedi clears the chunk caches
Changed lowered Cave count for performance
Changed lowered Gravel path count for performance
Changed lowered Ore path count for performance
Changed we now Allow admin/ban/kick by partial usernames
Fixed
Fixed GUIWindowMessageBox from PlayerDenied closed when dropping to main menu
Fixed several dupe bugs associated with the forge and campfire
Fixed made a slight dedi performance improvement
Fixed new forge dupe bug
Fixed supply Crates falling through world
Fixed clients not showing ban message
Fixed Server browser would stop refreshing before connecting to server
Fixed kicking player on invalid arguments with Ban command
Fixed potential memory leak on dedi by clearing all caches when all players disconnect
Fixed problem where admins we’re unable to give admin rights to ex-banned users
Fixed Cobblestone has no downgrade textures
Fixed another crafting dupe bug
Fixed disassemble ammo exploit
Fixed some console command’s output going to log file instead of console
Fixed Check for player placed output item in crafting grid causing items to vanish
Serverconfig.xml
Serverconfig: No Telnet password by default -> connections only accepted from localhost
Console: Register vanilla commands first so Mods can’t break them
Known Issues
Linux builds: Only 32 bit engine supported (has been this way since Linux has been introduced
We’ve been troubleshooting the issues with Mac and Linux not loading and have fixed the issue. We used a new loading function in the first set of builds and it causes the program to crash on many Mac systems. We have not tested this on Linux because the systems we have loaded the first set on worked fine. If you are on Linux and are still having issues, please let me know in this thread. We reverted to the old (11.1) loading system until we can get in and debug it fully. This change will not affect anyone’s saves or what have you, it’s a simple pre-game change. However, there was a small change to the RWGmixer XML that got added from yesterdays patch, so you MAY have some generation issues. I highly doubt it, but just covering the bases here gents.
Please go ahead and download it and get back into the game!
Added new video options mouse over tooltips to explain the various rendering options and their impact on performance
Added RWG draw time optimizations
Added new Exposed BiomeCacheSize property to rwgmixer.xml
Changed
Changed increased shotgun block damage and reduced blunderbuss block damage to match
Changed fixed biome masking so zombies don’t spawn at night if you have cleared the area during the day or vise versa
Changed reduced assets loading at game start fixes 32 bit users crashing at start bug
Changed scrap metal block into scrap metal pile
Changed Navezgane’s “city” spectrums to use the forest spectrum
Changed deleted unused spectrums
Changed lessened plains fog
Changed improved granite specular
Changed increased damage on mp5
Changed Video options defaults to a lower setting to support new players with low to mid range systems. Default Video options are as follows: view distance of 7, 50% LOD, FOV 60, textures on quarter, trees on medium, and everything else on low/off.
Changed set new patches or newly downloaded games to launch in minimal deafault graphic settings
Changed: Infection stage 1 doesn’t lower your stamina as much
Changed: Food poisoning doesn’t lower wellness so much
Changed loading screen is now faster
Changed reduced leaning/swaying while crouched
Changed deserts to be slightly (5%) more common (Robert)
Changed standardized the options menu buttons video, audio and control options to have 4 buttons ok, cancel apply and default
Changed improved client rendering performance with camera code
Fixed
Fixed single Player inventory migrating to Server bug
Fixed town block/biome edge distance check causing them to not spawn. You should see more towns and roadside rural locations in the random gen world
Fixed explosion damage not working
Fixed Voice Chat debugging output in a release build
Fixed “Inventory full” Duplication bug
Fixed large wood log spike’s collider size and player damage
Fixed dedi stops spawning zombies bug
Fixed weights on various items using new auto calc weight feature
Fixed Auto calc weight for rebar frames and blunderbuss
Fixed zombies spawning with negative y-coords
Fixed spawning and breaking your legs bugs
Known Issues
Option menu changes have reset all settings including graphics, audio and key bindings are now default
Added Unity 5 with many of its newer bells and whistles
Added new Steam networking and server browser enhancements
Added new Speedtree system with brand new gorgeous trees and bushes. The fidelity of the trees can be adjusted for quality and performance in menu/options/video/tree quality.
Added Unity 5’s global physical based shader system and refined all the art to take advantage of it. The fidelity of the system can be adjusted for quality and performance in the menu/options/video under reflection quality and reflection distance.
Added our own Screen Space ambient occlusion system that gives everything better shadows and weight and darkens caves and interiors
Added our own new water reflection that interacts with the standard shader
Added our own new custom high res better looking fog
Added new high res sky system with stars that can appear on clearer nights
Added a new quality range system for guns. The system allows players to find gun parts of varying quality ranges. The parts have 7 quality ranges with colored degradation bars including grey broken, brown faulty, orange poor, yellow good, green fine, blue great, and magenta flawless. Once the player collects enough parts and has read the right gun book unlocking a recipe he can assemble a working gun. The average quality of all the parts determines the quality of the assembled weapon. The parts themselves govern attributes like damage, accuracy, degradation rate, penetration, falloff range and in the future zoom level and knockback strength. This will allow for thousands of permutations of guns like a realistic Borderlands
Added the new item quality range system for tools, melee weapons and armor. Bow, crossbow, wrench, hammer nail gun, chainsaw, auger and clothing will come in a future update.
Added new player leveling system. The system increase your chances to craft higher quality ranged items at higher levels with +/- 50 degree of random quality. The system is basic a precursor to skill trees. The player currently will earn XP for activities like killing zombies, unlocking new recipes and crafting new recipes for the first time.
Added new locations including a huge hospital, 2 new grocery stores, a new larger bookstore, new larger hardware store, 2 new luxury cabins and an indian burial ground. Note some of these are Navezgane only and some are random gen only
Added new random gen underground cave system, new random gen roads on hills, new random gen biome transition dithering, improved random gen rivers, improved bridges over rivers
Added new high res first person hands and first person animations
Added new first person procedural camera system with procedurally based physics and inertia
Added new player safe zones set in the serverconfig.xml. The safe zones disable zombies in chunks for 5 in game hours if you don’t have a sleeping bag and are level 5 or under
Added new smoother iron sights system
Added new craftable primitive blunderbuss single shot primitive muzzle loader gun and blunderbuss ammo
Added new craftable new primitive bow and arrows
Added rare Tazas Stone Axe weapon which can be found in new rare Apache Artifacts Chests in caves and in indian burial grounds
Added new feral zombie to the game which has a chance for gun loot if you kill him
Added new on fire burnt zombie to the game. He has a chance to catch you on fire if he hits you
Added Fire Buff icon to Game which can happen from players hitting you with a torch, walking on lit campfires, walking on large ember piles and from on fire zombies striking you. Submerge yourself in water to douse the fire.
Added new high res spider zombie to the game
Added new Zombie Gore Block System: corpses decompose into a bloody terrain pile which can grow if more zombies die near or on top of each other eventually live zombies will use the gore blocks to cross over your spiked pits or jump over your fort walls. If the gore blocks are left alone the will eventually biodegrade.
Added Items made from cloth such as clothing can now be scrapped into cloth
Added cobblestone ramps that upgrade and downgrade like cobblestone blocks, and recipe to make them.
Added wood railing recipe
Added health storage crate and recipe
Added paper scrapping from skill books
Added Sniper rifle schematic
Added Hunting Rifle book
Added new plains ground texture
Added cash register loot containers to the stores and businesses
Added stone shovel and recipe to the game
Added new primitive sod recipe used to make sod houses
Added unattainable books to gate all weapon part molds. Weapon part forging may appear in a future update.
Added insecure downgrade path to player made storage crates
Added recipe for flagstone and wedge flagstone
Added dynamite held item and new dynamite bundle placed block models
Added shopping cart and shopping basket loot containers found in stores and businesses
Added flagstone stairs and recipe
Added small engine and auger blade to loot
Added snow roads and green metal 60’s and tip blocks to the game
Added green metal roof gable and inside corner wedge green metal roof
Added snow roads to snow biomes in RWG
Added auger recipe
Added handlebars to automotive loot
Added tooltips to category icons in server browser
Added new Steam voice proximity chat please test push <v>to talk
Added new flashlight model replacing the old one
Added snow blowing/drifting effect to snow biome
Added blowing sand/dust to desert biomes
Added casino token to the loot
Added shamway foods cardboard box loot containers and shamway crates that require breaking
Added wood stairs filled block shape WIP
Added new pill case looting sounds
Added window plug centered block shapes and unified boarding up existing windows and plywood filled windows in the world using a hammer and planks they now upgrade to one board, two boards, 3 boards and sheet metal
Added sportings good loot to shotgun messiah crates and reduced chance for full weapons to be found
Added new stalactites, moss and mushrooms to new caves
Added Generic Attribute system now usable on ANY item
Added snow zombie female sound set to the game
Added spider zombie sense sounds never had these in before
Added new iron shovel model
Added new sledgehammer
Added new system for arrows to fall with gravity
Added new custom burnt zombie sound set and added missing zombie sounds to the sounds mix xml
Added new audio mixers for impact bullet, impact general and block destroys to help with the overall mix. Note: this doesn’t fix shotguns shooting trees or chainsaw impacts overloading channels but it helps
Added recipe for bolts and arrows from femurs
Added burnt embers to burnt forest
Added hot embers to burnt forest terrain texture
Added you can now mine burnt embers and get bits of coal
Added zoom to player preview
Added new stun rules for zombies. (If your stamina is over 50 you have a 100% chance to stun a zombie and if your stamina is 50 or below it is your stamina level x 2.
Added edible mushrooms found in caves
Added all new firearm reload sounds
Added new give up time for static spawned and biome spawned dogs. They will chase you for about 20 seconds and give up unless they damage you or you damage them which results in thier give up time resetting. Note horde spawned dogs will not give up.
Added new Steam Voice Chat integration works only in proximity of other players press<v> to talk
Added english.txt entries for all camel cased missing items
Added a mouse-over ToolTip for the level progress in the character menu
Changed
Changed improved wellness feedback so the size of health stamina bars reflect your current top capacity along with sounds, screen fx, tooltips and character screen info to give proper feedback
Changed lowest wellness bottom capacity to 50
Changed respawning players should have full meters of health and stamina
Changed stack limit on weapon repair kits increased to 50
Changed driftwood can no longer be picked up, but has to be chopped like a tree. It cuts down much faster though
Changed recipe for aloe cream now requires four aloe plants instead of one
Changed antibiotics only raise your wellness by 1 on consumption instead of two. They still add wellness over time
Changed player made concrete and cobblestone walls drop destroyed stone when broken
Changed sped up making plant fibers from grass
Changed slowed down making plant fibers from yucca
Changed sped up crafting of metal trussing
Changed sped up stick crafting and increased yield
Changed increased stack limit of paper to 250
Changed sped up gravel crafting time
Changed updated normal maps for storage crates
Changed roaming hordes now are small on day 1 and get bigger and nastier up until day 7 then the cycle restarts. On day 6 there are roaming dogs, to help cue the player that the next day will have the feral hordes coming. Day 7 roaming hordes are now full nasty ones containing cops, dogs and hornets, like the wasteland spawns use. Day 8 should restart the cycle, with roaming hordes being very small and easy
Changed Integrated menu into one game scene which speeds up game load times and allows video and audio options to be changed from in game now
Changed corpses now carry “junk” loot and gun parts and ammo
Changed nerfed food found in purses
Changed all firearms now require a book or schematic to craft
Changed all firearm part molds can no longer be crafted but are still in the game. They might be exposed later when skill trees are implemented.
Changed aligned sniper barrel icon to look better when on the crafting table
Changed optimized pine forest and changed spectrum
Changed removed spider zombies from general spawning. Now when you see them they will always be scout zombies which can summon a horde if not killed quickly
Changed thickened grass textures
Changed added new chrysanthemum texture
Changed pine forest has its own color spectrum
Changed metal shovels dig faster
Changed increased how much a small rock repairs a stone tool
Changed improved plains grass and color spectrum, adding red dawn
Changed optimized distance checks in all areas of random gen
Changed removed grass blocks from all barns so they display native terrain
Changed all roads in random gen snow biome use snowy road texture
Changed Dynamite no longer adds structural stability when placed and does not stick to walls or ceilings
Changed all non item data is removed from items.xml and put into the newly created misc.xml
Changed all of the spectrums
Changed the focus box on torches/candles to no longer show
Changed recipe of stone axe to use small stones instead of sharp stones.
Changed crossbow bolts use small stones instead of sharp stones
Changed removed sharp stone recipe, they are no longer used in the game, use small rocks instead
Changed all recipes using grass to use plant fibers
Changed removed rocket launcher from game until it can be better integrated
Changed now the sun now orbits realistically based on the local latitude and time of year
Changed made new Bookstore Bookcase thats a little less generous with book loot and thinned bookcases in both bookstores
Changed crossbow now requires forged metal and leather strips in its recipe
Changed added all ranged weapon fires to the sounds.xml and gave them full volume
Changed rivers to no longer have their own biome
Changed biome water levels to match river
Changed rivers now sometimes feed into biome lakes
Changed lowered the footstep overlay volume for the feral, snow and burnt zombies
Changed STATS is only written of a connection is successful
Changed improved wellness feedback health and stamina meters are the size of their capacity, meter added to character screen with current amount and full capacity, sound effects, gui gow and new messaging for state changes
Changed iron pickaxe recipe to use only 3 ingots
Changed riverbeds to dirt
Changed removed coal spots from burnt forest
Changed femurs have no degradation and can now be stacked to 10
Changed nerfed feathers in loot since you can craft more from one feather now
Changed removed degradation from torches and you can now stack 50 of them
Changed tweaked damage of stick and femur
Changed stone doesn’t break when falling
Changed hub spawn chances
Changed added new shotgun and sawed off shotgun sound fx. They also now play random variants
Changed removed tungsten from mining until we can find a good use for it
Changed potassium Nitrate ore only gives you 5 Potassium Nitrate Powder instead of 10
Changed coal ore only gives you 5 coal pieces instead of 10
Changed junk loot now has more stuff in it, and trash now uses junk loot so there is a greater chance of finding something good in garbage
Changed default spectrums have no purple and less fog
Changed updated light intensities for prefab lamps brighter
Changed players can use the f key to toggle on one at a time mining helmet or equipped flashlights. Note: This will work with upcoming weapon flashlight attachments in A12
Changed Zombies now run based on sunAngle rather than “time”
Changed removed unused inventory tab removed from the characters inventory GUI
Changed reduced dogs and stags FOV from 330 to 180 they shouldn’t see you as easy now
Changed increased spawning in forests and desert biomes
Changed: Increased distance of player spawn from wasteland biome edge
Changed: Decreased non central wasteland hub spawning to 5%
Changed gun crafting times to 5 seconds since the player takes them apart frequently to do upgrades
Changed Stamina use for all tools and weapons is now 8 per swing
Changed stone axe and fire axe are worse weapons and better tools
Changed protection value scale to be more easily readable
Changed protection values to drop trailing decimal points
Changed logic on bow
Changed Reduced degradation on mp5
Changed reduced frequency of hungry and starving penalties and reduced how fast you die when starving
Changed liquids can no longer debuff players while burning. First aid kits and bandages do though.
Changed unified all guns now have 4 parts to recipes to work with the new gun quality system
Changed spike trap damage bounds and amounts for players and zombies
Fixed
Fixed burn time on wooden stairs
Fixed Dog plays death animation immediately when killed, not delayed after the attack animation completes
Fixed Diersville Trees Drop Multiple bundles of wood
Fixed enforcer magazine can be converted to paper or burnt
Fixed zombies will now follow you down a shaft up to 20 meters deep, they should be better about finding you underground
Fixed reworked network communication for forge to decrease item loss and dupe bugs
Fixed a campfire exploit bug
Fixed bug where biome deco random Loot containers were rotated wrong
Fixed bug where sometimes if you were hit while looting: Loot timer stops but can’t move
Fixed various clothing items that could not be scrapped into cloth
Fixed spelling on vegetable stew english.txt
Fixed backpacks dropped in doorways cause nullref when attempting pickup
Fixed save games should now always match their original game mode
Fixed dedicated servers now default to drop nothing on quit to match default settings
Fixed feral mode icon in server browser at wrong position
Fixed servers not properly receiving client data
Fixed Server browser: Feral mode active icon at correct position
Fixed game server not shutting down when switching to main menu
Fixed entity draw distance to match chunk draw distance
Fixed Server Browser page buttons displaying wrong state when filtering for server name
Fixed relooting empty containers rolls loot
Fixed auger duplicating items on MP game
Fixed exception when dying/respawning
Fixed campfire repair exploit
Fixed bug if inventory full, items get lost on pickup
Fixed crops vanish on pickup if only free space in toolbelt
Fixed auto-equip destroying items
Fixed the seam between the curtain top and bottom halves
Fixed timing on zombie crawler attack
Fixed background of item names in recipe preview is too small
Fixed splitting a stack after crafting makes you lose half
Fixed smells work, but tooltip is wonky
Fixed decayed brick block models drop nothing
Fixed some UI textures are influenced by texture resolution settings
Fixed character rotation bug in Inventory UI
Fixed camera track offsets for both mirror and character creation
Fixed barbed wire does nothing
Fixed wood spikes don’t work most of the time
Fixed server pushed config files remaining loaded
Fixed food items with negative hydration allow for going over the hunger cap
Fixed can’t break down bullets
Fixed scrapping dupes items
Fixed disappearing gun part bug
Fixed can’t scrap cooking pots
Fixed learn on craft isn’t working correctly
Fixed Cook Button resets progress of cooking
Fixed canned water still superstacks
Fixed Campfire shift click item loss
Fixed similar recipes (output) cloning ingredients when using craft list
Fixed Navezgane and random gen map info descriptions
Fixed persistent profile game menu description
Fixed iron armor can be repaired
Fixed floating decals
Fixed persistent profile game menu description
Fixed replacing parts in a gun loses all ammo
Fixed player dropped backpacks are breaking from zombies
Happy New Year Survivalists,
We fixed a problem where some mesh instances were set improperly to static resulting in framerate loss and lag. From our testing this fix has improved framerate for everyone.
This patch is save game, network and backward compatible with A10.4 b9
Fixed KeyNotFoundException error for bald players when wearing hea
Fixed new player built named storage crates crashing old save games with already built storage crates
Fixed a problem with the Unity NAT facilitator so peer to peer connections work again. We’re looking into a longer term solution for this.
PersistentPlayerProfiles changed to default to false for dedicated servers. Persistent player profiles: TRUE means that when you log into a server for the first time, whatever character you are playing as (a big black woman with long hair) will always be what you look like, even if you change it to another profile (to a bald, fat white guy). FALSE means that you will change looks depending on what your current character looks like each time you log in.
Added system where you can now see hair that makes sense to see when wearing hats, helmets still fully cover hair
Added beverages to coolers
Added a new place cobblestone sound
Added damage\upgrade particle effect to steel door and old wooden door
Added damage stage sound effect to steel door and old wooden door
Added street_light_02 to towns
Changed
Changed made kicks by EAC/Steam more robust
Changed public game is now the default option in the multiplayer game options menu tab
Changed the Server browser history to no longer show private games and other games which cluttered up the history
Changed improved player swimming physics
Changed increased how much cloth repairs clothing
Changed sped up cobblestone use animation
Changed hammer is now unlocked in home maintenance book
Changed all storage crate recipes so they are centered
Changed output.log to give give more precise information when loading TextureAtlasBlocks fails
Changed reduced frequency of resource rocks found in biomes
Changed corn is less frequent in the grasslands
Blueberries are restricted to sub biomes in the snow biome. (Joel)
Changed skill books can be stacked to 50
Changed loot chances in book cases which now drop 0-2 books instead of or 1-3 as well as Shotgun Messiah crates and Working Stiff crates lowered chances for items
Changed making cobblestone now yields 4 from 1 stone and 1 cement, or 1 destroyed stone
Changed slowed crop growing speed down
Changed players take no health damage from food poisoning but more wellness damage
Changed placement of candles to be flat on the ground when placed
Changed 7th day hordes may be postponed if other hordes are active
Changed Reintegrated random wandering hordes
Changed in debug mode when you teleport the player using the coordinates the player is now set to the ground on spawning
Changed torches to not have burn time any more
Changed Yucca juice no longer provides any food
Changed Yucca fruit no longer provides any water. Increased food from 3 to 5
Changed torch now stores degradation when placed
Changed Town sizes to be a little smaller [103×103 min to 412×412 max]
Fixed
Fixed ServerMaxPlayerCount offset by -1 since 10.3 hotfix
Fixed problem that some blocks like ladder are not visible on Linux computers
Fixed problem that some corn bottom parts could not be harvested
Fixed prefab xml static spawners were working in random gen cities when they should not. Cities in random gen are currently handled by biome spawners
Fixed prefabs set to max in hub 1 would spawn more in the same city block. You should not see 2 of the same special buildings like gun stores close to each other now
Fixed nref on supply crate spawns
Changed zombie/animal pathing so it is a projected path onto the terrain, should fix most remaining cases of spinning zombies with a few exceptions that can be fixed on a case by case block item collision basis
Fixed mis-rotated window in old west building
Fixed a few bad english entries like cobblestone frame in English.txt
Fixed one of the missing chunk problems
Fixed skull cap icon colors
Fixed problem that removed blocks from blocks.xml caused saved games to corrupt if they were dropped
Fixed glass appearing opaque blue on one of the commercial doors
Fixed Sound doubling/networking bug clients would hear an echo of impacts sometimes
Fixed handling of players with invalid SteamIDs
Fixed NullRef in ServerBrowser after entering wrong password
Fixed various barn blocks to the correct material and they don’t drop metal or stone anymore
Fixed sign_slow and sign_speed_25 signs to face properly in towns
Fixed null reference error when right clicking while all container windows were closed
Fixed prefabs sometimes spawning at y position 0 or less causing errors
Fixed NullRef on shutdown with multiple clients still connected
Fixed player permanently holding nail in his hand after loading nailgun
Fixed IndexOutOfBoundsException if player builds terrain higher than 254 meters
Fixed Pillcases now have medicine loot not book loot
Fixed NullReferenceException in EntityFallingBlock
Fixed setting PersistentCustomCharacters makes server non-stock
Known Issues
Some rare occurrences of zombies and enemies spinning
Some buildings will occasional overlap in town hubs
A very small amount of icons have improper tinting or a missing icon
Clients may still occasionally see missing world chunks. This can be fixed by quitting and rejoining a server
Added to the character customization system several new hair stlyes both male and female, many facial hair variants for the male, and new hair, eye and skin color selection
Added red, blue green, brown and black clothing variants to plaid shirts, skull caps, bandanas and pants
Added new pharmacies, book stores and hardware stores with custom signs,decor and special loot to Navezgane and Random Gen
Added new cobblestone upgrade system. Cobblestone walls are now made by first creating a cobblestone frame which is made from 5 sticks and some plant fiber to “stake” out the area where you will build the cobblestone wall. Once you place the frame you take cobblestones (made from cement and small rocks) and you right click the frame to upgrade it to a ¼ high cobblestone wall. Repeat several times to complete the wall. The cobblestone frames have very little structural integrity so you might need to support your cobblestone outward structures until they are completed with another supporting block.
Added a new Wellness curve, It’s easier to earn wellness when your wellness is lower than it is when its is higher.
Added a new unique snow zombie sound set and icey footstep overlays
Added Vitamins to the loot which boost wellness and cure Dysentery.
Added rigidbody to animals to have better hit detection
Added “bullet material name” to override bullet sound for chainsaw/auger
Added beer item, beer to loot, and beverage cooler loot containers which appear in gas stations, old businesses, pharmacies, gun stores, hardware stores, movie theaters and ski lodges. With beer you can now get both a positive Beer buff and a negative hangover debuff
Added Game option to allow overwriting the saved character looks in a game with the currently selected profile
Added PersistentPlayerProfiles to server options
Added Persistent Profile to new/continue game
Added orange and green metal roofs used on the new hardware store and book stores
Added ability to edit player profiles
Added new craftable and placeable candles
Changed
Changed improved town code to allow larger buildings you’ll see a much larger variety of different buildings in towns now
Changed towns now use random block sizes and shapes
Changed male and female uma dna converter clamps for legs and some others
Changed entities now consider y position of the terrain for spawning
Changed removed cobblestone metal from blocks and blocktextures
Changed reduced time to craft plant fibers
Changed random will now choose random hair and skin colors from the available colors
Changed reduced wellness from antibiotics from 5 to 2
Changed tweaked footstep attenuation settings to be a little louder
Changed the terrain is now also lowered if needed when a block is placed
Changed PersistentCustomCharacters to PersistentPlayerProfile to match internal code
Changed PersistentPlayerProfile default to false on peer to peer MP games
Changed grain alcohol gets you drunk now
Changed school to use terrain filler so its grass is native to the biome its in
Changed removed regular zombies from snow biomes
Changed removed dogs from burnt forest. Dogs should now only appear in the wasteland and at barns
Changed getting stunned has a chance to lower your wellness
Changed brightened wall torches
Changed the server time is now only advanced if a player is connected to the server
Changed torches now have a random burn time of about 20 minutes. After this they will disappear.
Changed Cleaner log output
Changed non-stock values give more precise log output
Changed only grass and dirt can be hoed
Fixed
Fixed dog attack animations and spastic spinning dogs. Dogs are now easier to kill
Fixed Reinforced Concrete Ramps now downgrade to broke01,02 and 03 versions like reinforced concrete does
Fixed breaking reinforced concrete drops nothing
Fixed removed old reinforced concrete recipe
Fixed players can spawn on trees and then fall and break their leg
Fixed no hordes after day 49
Fixed buffs not checking friendly fire
Fixed critical blunt buff chance on clubs
Fixed trees disappearing in last growing stage if player is not at the location of the tree
Fixed fat zombies hawaiian shirt ones cannot navigate through an open new model door
Fixed general pathing through doors
Fixed Sniper rifle reload animation doesn’t move the players camera and head around
Fixed IndexOutOfRangeException sometimes crashing random gen servers
Fixed nref in PlayerProfile save
Fixed digging down problem
Fixed various xml errors and cleaned up unused spawn groups and entities
Fixed reworked low level connection to fix reported network problems with some systems
Fixed negative effects of buffs do not apply when God mode is on
Fixed clicking on stuff with bare hands when not thirsty shows warning
Fixed neon texture issue “junk textures” when changing screen sizes or alt-tabbing
Fixed Hair/Beard desync when changing tabs after using Random button
Fixed problem that some models floated in the air when placing it on terrain
Fixed blueberries are found in coolers, not blueberry bushes
Fixed spikes should snap the ground to them
Fixed dogs play attack anim when moving
Fixed zombies spawn with zombiespawning=0
Fixed a bunch of new item and blocks English.txt entries
Fixed player count in serverbrowser resets to 0 after loading details
Fixed server browser stops refreshing when window is closed
Fixed server rules query returns current player count
Serverconfig.xml
Added <property name=”PersistentPlayerProfiles” value=”true” /> <!– If disabled a player can join with any selected profile. If true they will join with the last profile they joined with –>
Changed server won’t continue to start if no config file or errors within with a proper message in the log
Changed server will show proper log messages when reading entries in admin.xml or players.xml fails
Also due to an upcoming change in our EAC Anti-cheat all servers must update to our 10.3 Dedi or turn off EAC by Monday Evening or they will no longer accept connections
Known Issues
Some buildings will occasional overlap in town hubs
A very small amount of icons have improper tinting or a missing icon
Added Custom icon color tinting property for item icons
Added murky water can now be collected in old empty cans you find everywhere.
Added canned murky water can be boiled on a stick in the campfire. Canned water has a stack limit of one since there is no lid to the container and it is meant for basic survival in the wild with primitive means until a cooking pot can be obtained
Added canned water can be turned into scrap metal
Added Forge Ahead Book icon
Added items and icons for red, brown, and black denim pants
Changed
Changed it so torches can be placed anywhere like before
Changed it so breaking a wall torch drops nothing
Changed log to not contain any passwords
Changed log on startup when parsing serverconfig fails
Changed concrete dries slower
Changed log to not contain any passwords
Changed log on startup when parsing serverconfig fails
Changed removed recipe for wall bracket, it is no longer needed
Changed the forge is now gated by an easy to find book called “Forge Ahead”. So you won’t be able to make a forge until you find this book.
Changed planted trees now only grow on ground with a fertile level > 0
Changed updated EAC files
Changed prefab menu is now only accessible in edit or debug mode
Changed increased heat map settings for animal gore
Changed the particle effects on the forge, campfire and torches for better performance
Changed the forest biome decorations for better performance
Changed UMA-based screen checking for dedicated servers to disabled
Changed removed command “spawnwanderinghorde”
Changed ranger station prefab xml so it can appear in random gen in the wilderness in all biomes
Changed air drops now drop military weapons and parts, rare books and valued medicines
Changed lowered weight of reinforced metal siding
Changed torches so they can be picked up once placed on a wall and fixed translation
Fixed
Fixed player texture rebuilding when swapping resolution and/or fullscreen
Fixed tallow recipe, 1 animal fat makes 1 tallow in 10 seconds
Fixed reading doubles from files independent of locale
Fixed error when opening creative menu when there are no group files
Fix map not loading bug
Fixed Null ref in HandleDirtyUpdate
Fixed texture rebuild was happening when window was not in focus instead of waiting
Fixed EAC was not used on dedicated servers since 10.1
Fixed server browser does not show favorites + history servers if they are not public
Fixed 3rd person body colliders for better hit detection of projectile weapons
Fixed NullRefException in GameManager.RequestToSpawnPlayer()
Fixed problem that zombie dog was hard to hit
Fixed problems with Navezgane Diersville basements and overlapping light poles at gas stations
Fixed the prefab menu is longer accessible in normal game modes
Fixed forge producing NullRef when first firing up
Fixed zombie cop attacking and animation broken
Fixed Alpha channel for crafting output was being overridden by custom tint
Fixed Alpha channel for crafting preview was being overridden by custom tint
Fixed Alpha channel for campfire output preview was being overridden by custom tint
Fixed Alpha channel for forge output preview was being overridden by custom tint
Fixed splint buff never goes away
Fixed icons and translations for all pants and tanktops
Known Issues
Some clients may experience connection problems while playing which can result in the world chunks not drawing and zombies not moving. This can be fixed by disconnecting and reconnecting
When loading a previous saved game Weapons can sometimes load rotated incorrectly. This can be fixed by switching hold items
Impact sounds for chainsaws/augers still use bullet impact sounds which is why they are too loud which will be fixed in the next build
Animals and zombies will occasionally spawn and fall through the world
Cars are sometimes sunk down into the world
Mac clients cannot connect to EAC protected servers this will be resolved hopefully tomorrow
Added red denim pants, brown denim pants, and plant fiber plants
Added recipe for plant fiber pants
Changed
Fixed vegetable stew recipe
Changed Burning can now be debuffed by drinking any water or juice
Changed coffee is always drinkable for an energy buff, but now offers negative hydration of -1
Changed torches can no longer be stacked and cannot be placed on a wall by themselves. To place one on a wall, first place a “Torch Holder” on the wall, then right click the torch holder with a torch to upgrade the empty torch holder to one that has a lit torch in it. Punch the lit torch to make the torch holder drop the torch. Torches degrade now when used as a weapon
Changed removed recipe to make the item “coal torch”. The same recipe now makes a regular torch
Changed updated to latest EAC SDK, should fix problems for some users using the launcher on Windows
Changed renamed cloth and leather pants to cloth leg armor and leather leg armor
Changed renamed cloth shirt to cloth chest armor, and leather jacket to cloth chest armor
Fixed
Fixed ammo crate recipe
Fixed poured concrete never dried
Fixed reenabled “saveworld” console command
Fixed “Err” exception spamming the console and corrupting save games
Fixed loading XMLs when clients connect
Fixed server browser not showing details for peer2peer entries
Fixed server browser name filter would add newline on enter
Fixed server browser showing non-feral servers as feral
Fixed exception System.InvalidCastException: Cannot cast from source type to destination type
Fixed zombies not attacking client players unless they are close to player running server
Fixed antibiotics don’t expire (neither did an entire class of buffs)
Fixed you should be able to drink coffee even if you are full (negative thirst)
Fixed missing SteamAPI leads to exceptions instead of proper ingame error message
Fixed buffs can kill people with friendly fire, like light someone on fire with a torch who is your friend.
Fixed startdedicated.bat makes sure the steam_appid.txt contains the clients AppID
Fixed alt tabbing would cause UI artifacts on player model
Fixed pressing random many times would cause the textures to start offsetting
Fixed joining game through steam was skipping player profile check
Fixed planted trees go invisible after growing
Fixed the Iron armor and scrap armor sets now have their materials and textures working
Known Issues
Changing screen resolution/fullscreen causes weird character texture rendering. Changing clothes of any kind will fix the problem
New Fire debuff icon looks blank
4 new pants have blank icons and need english translations
2 new tank tops have icons and need english translations
Some clients may experience connection problems while playing which can result in the world chunks not drawing and zombies not moving. This can be fixed by disconnecting and reconnecting
When loading a previous saved game Weapons can sometimes load rotated incorrectly. This can be fixed by switching hold items
Impact sounds for chainsaws/augers still use bullet impact sounds which is why they are too loud which will be fixed in the next build
Added a brand new Character Creation System complete with custom face, body morphing and fully visible clothing and armor on your character. With it you can make customize your character and make him or her look like you’d like. Future versions will include custom skin, eye color and hair style choices. Also included in this build are a shit ton of new lootable or craftable clothing including: Kevlar helmets, swat helmets, bandanas, goggles, sun glasses, denim jacket, pants, worn boots and tank tops. You can also remove, make a favorite outfit and put it back on quickly using the -, star and + buttons below the new character mirror in the inventory menu as well as rotating around your character in the mirror. Profile Creation has been added to the game options menu where you can create your custom charters as well as zoom in and pan around them.
Added a new zombie horde world heat map system that tracks how much noise and smells have added up in a zone. Over time the zone will cool down, but if it heats up too fast spider zombies will come and investigate the area. If they find something and start screeching a horde will soon follow. Campfires, forges, smells and dead animal gore also contribute to the heat maps intensity.
Added a new Wellness System that can go up and down based upon your eating habits, disease and death. Your wellness influences your stamina and health cap and can go from 0 to 200 over boosting these caps. Note: 100 is your base starting wellness. If you live well you’ll benefit from it with more stamina and health potential. If you live poorly you’ll suffer with less stamina and health. You can check this stat in your character screen. Remember that dying is bad so you have to play the game a little more cautious. It is possible to live well for several days and raise your wellness level quite high and reap the benefits of boosted stamina and health.
Added a new model based destructible/upgradable door system provides elegant door animations, multistage destruction and upgrades to all player built and intact world doors. Now you know when a door is going to break open with physical model changes, particle effects and impact sounds. Also replaced all world doors with new model ones
Added our enhanced buff system which controls the new debuff hunger and thirst states with multiple stages. Dehydration will kill you faster than starving and both lower your wellness. Also the broken leg system has been reworked to a more intuitive healing system with a splint icon. The new system allows buffs to affect other buffs, buffs to affect zombies and animals and even apply critical and timed damage. With it clubs have a chance to do criticals on heads, arrows cause bleed out on other players and animals and torches can light zombies on fire. Zombies are immune to bleeding, sickness, and disease.
Added a brand new server browser with a completely overhauled GUI. The new browser spools pages of servers better and has a large row of top buttons providing options to sort servers by Standard, Modded, Peer to Peer, Friends, History/Favorites, LAN and more. The main left panel has a sub header with icons for easily digesting server information and sort by many categories including ping. The browser also includes a new vertical server stats page on the right with a custom server message, and server address link
Added a township system that creates small towns in random gen can appear in every biome type with a greater probability than cities but less probable than rural locations along roads. They are smaller than cities but can have between 2-8 blocks with each block having anywhere from 4 to 8 buildings.
Added Linux 32 bit client and the Linux dedicated server 32 bit only. Future versions will include 64 bit.
Added Steam offline mode support. now you can play Survival SP or Survival MP by yourself or continue your client hosted games offline
Added a post apocalypse world destruction art pass. Every structure has been upgraded with boarded windows, cracked windows, broken windows, partially broken doors, locked doors, old blinds and more.
Added new random gen locations with custom signs including Shotgun Messiah’s gun stores and Pass-n-Gas gas stations as well as several new wasteland city buildings, rubble piles, parking lots, 4 farm shed variants and 4 vacant junk filled lot variants to the world
Added new concrete fort building path. You start with a rebar frame and place it. Then you upgrade that with wood planks which places the concrete forms. Then you take a bucket of concrete mix and pour it on the wood form and when it dries the wood pops off and you have hard reinforced concrete. Also added a new broken concrete texture
Added new better ladder physics so players can stay on ladders easier and fight from ladders
Added 5 new craftable containers that are labeled with symbols for player crafted storage to keep your items organized including guns, ammo, supplies, food and explosives
Added new search by ingredient that shows uses of an item
Added mouse over ingredient name tooltip to crafting tarp
Major efforts put into server performance which should support more players in multiplayer than before. Optimized mesh building of chunks so that this should take less CPU power
Added new improved wood hit set for using wooden weapons to hit zombies and objects in the world of varying material types
Added scrap armor recipes
Added bio-fuel. It is made from animal fat in the beaker
Added pigs, stags drop animal fat and animal fat to fat zombie loot
Added new nail gun to loot which can be used to upgrade forts really fast or used as a weapon requires new nail ammo which can be found in loot or forged
Added recipe for concrete mix
Added new recipe for gravel using small stones. Note the old two recipes are still there as well
Added a baby cotton plant that grows into the existing cotton plant
Added lead and tungsten trophies to the loot
Added reinforced concrete ramps
Added a texture quality option to Options->Video to allow to down sample textures to half and quarter resolution. This will lead to memory and speed improvements on lower end hardware
Added tallow made from animal fat in a cooking pot
Added Animal Stealth and sneak damage (must be crouched and they must be unaware). NOTE: animals do not affect player stealth state
Added new hard to get loot stash in each apartment building which include a munitions crate and Shotgun Messiah crate
Added animal gore block which spawns after looting an animal or after an animal dies. These contribute to the horde heat map
Added vegetable stew
Added mold time to forge
Added shipping crates which must be broken to expose a lootable interior crate
Added new shotgun messiah loot containers
Added spawnDeadChance to biome spawning to allow the simulation of ambient ecosystem heat and the potential to spawn scout hordes not directly due to player interaction
Added both good and bad wellness attributes to all foods
Added goldenrod seed recipe
Added slight animated wobble to campfire and forge lights to create natural bouncing shadow effect, as a followup to the disabled flicker that caused headaches previously
Added MacDyvers guide to scrap metal crafting which unlocks scrap iron armor recipes
Added new craftable Wooden Hatch Doors which can be placed to fill a ladder hole. Note the top ladder block must be placed first
Added zoom function to sniper rifle scope part for a makeshift telescope
Added: Hard coded backpack for the player, this will always be on the player. Note: future version will include crafting backpacks
Added gravel to mining and added stability to coal and potassium nitrate
Added to Navezgane the new small gun store in the snow biome and the large gun store to the wasteland biome
Changed
Changed Overhauled clubs. They use more stamina now and have a slower animation but do more damage. Barbed and spiked clubs have a chance to do bleeding damage
Changed farming with a complete overhaul. The hoe now raises dirt and makes the dirt it raises fertile (along with a new fertile dirt texture) and the ground adjacent to it gets flattened out and it clears out the grass and turns it to regular dirt. So you can make these nice pretty looking farm fields now and its easy to tell where to plant as well. Seeds will project where the plant will be planted when you focus on a spot. Also crops won’t break if walked on any more and grass doesn’t grow under your crops or on the dirt adjacent to it that was hoed. If you want to grow grass just place a dirt block. Also we added goldenrod farming
Changed Bone breaking. Now there are two stages. A sprain or break. Both can be splinted. Splints are still applied like before but when you splint your leg it replaces the broken leg icon with a splint icon. When the leg heals the splint icon is removed. If you fall while splinted the splint will break off and a new one will be needed
Changed removed planks block and many other old blocks that used its textures
Changed replaced old wood planks with new plank counterparts
Changed updated fertile farm ground texture
Changed farming grass no longer will grow on hoed earth. Crops will not grow on placed dirt only on hoed dirt. Grass grows on placed dirt blocks. The hoe turns dirt into fertile farm ground now
Changed icon for lead trophy
Changed removed deprecated material metal_no_distortion
Changed wasteland cars are easier to mine for resources
Changed updated white brick and decayed brick textures
Changed updated adobe peach and white textures and clay roof texture
Changed all sidewalks to be cracked with a new sidewalk texture
Changed corn crops to new growing concept
Changed Antibiotics and grain alcohol cook twice as fast
Changed gas cans are now made from grain alcohol and bio fuel
Changed: Reduced the health of pigs to match stags
Changed cloth and plant fiber torches now require animal fat
Changed yucca juice now takes 4 yucca
Changed removed recipes for concrete blocks replaced by new upgradable concrete forms
Changed dirt to grow grass in at a random time interval
Changed you can’t eat or drink if you are full or not thirsty
Changed If you eat or drink excess food or water increases your meter more than 100% (but it still shows as 100%). (i.e. this means food/water can be over saturated)
Changed lowered airdrop medicine quantities a bit
Changed moving in water slows you down
Changed now plants continue growing, even if no player is around
Changed Forge and Campfire now operate if no player is nearby
Changed Creative menu can now also be enabled per client with the “cm” / “creativemenu” command
Changed almost all prefabs to use a new Terrain Filler block. This allows these prefabs with allow topsoil decorations true flag to fit into nearly all biomes for better locational variety
Changed fuel values and weight values of many objects
Changed resource rocks no longer drop coal or potassium nitrate powder
Changed fire should debuff if in water
Changed hay bales can now be picked up and negate all fall damage
Changed Air Drop from hours to Days and changed the Default to Every 3 Days and change the options to Disabled, 1 Day, 3 Days, 7 Days
Changed in game option main categories to Stock, Modded and Multiplayer reorganizing the options under these 3 new fields and reordered the options under them to better match our new server browser structure.
Changed removed Difficulty Presets, Damage Given and Damage received and rolled them into one new category called Difficulty with 6 levels 1. Scavenger, 2. Adventurer, 3. Nomad, 4. Warrior, 5. Survivalist and 6. Insane
Changed updated particle system on wall torch, campfire and forge
Changed updated shader on sniper rifle
Changed increase zombie dogs pain-hit pause to make dogs better
Changed increased chance for rare books to appear
Changed random gen spawning to limit the largest buildings in the cities with the new MaxPerHub function. F.E you should only see one movie theater or 1 of the same large apartment building
Changed updated English.txt with all new in-game items, blocks and clothing
Changed optimized resource boulders to use less draw calls
Changed recipes learned from books will now show on the tooltip above the toolbelt
Changed improved locker loot, added clothes and football helmets
Changed disabled BB Colors on server names and chat window
Changed lowered volume of frig, chainsaw and auger
Changed: Zombies respawn immediately in wasteland. 4 days in other biomes. Animals respawn every 5 days
Fixed
Fixed bug in spawn algorithm that led zombies spawn in player’s view cone
Fixed prefabs and roads overlapping sometimes causing an asphalt block with air density
Fixed Terrain decoration flag on small trees in burnt forest
Fixed dysentery so it advances and lasts forever until cured
Fixed Goldenrod doesn’t break when you walk on it
Fixed wrong popup “Player was kicked by server” if a player was kicked and disconnected from another server after being kicked
Fixed with Unity 4.5.4: game window always on top
Fixed with Unity 4.5.4: Mac full screen sometimes shows texture garbage
Fixed flickering between up/downgrades of block entities
Fixed not being able to eat food that increases hydration when full. Food is discarded in this case but hydration is consumed
Fixed improperly rotated cabinets in the apartments
Fix airdrop crates showing smoke if they are in unloaded chunks
Fixed culling distance on wall torch, campfire and forge
Fixed scope aim location on sniper rifle, added muzzle origin
Fixed Dropped items like grass should not clip into terrain any more
Fixed dupe bug that allowed you to copy your inventory on exiting the game with Alt-F4 or killing the game process
Fixed game speed exploit when moving from single player to a multiplayer server
Fixed zombie pain-hit pause
Fixed weight of scrap lead so that single trophies can be scrapped
Fixed bug that ambient sound volume was also controlled by music volume slider
Fixed joining a password protected server through steam://connect/ links or the friend list while the game is not running
Fixed console commands issuing exceptions will not spawn in the server log any more
Fixed (Mac/Linux only): problem that some float values were read wrong on non-english locales
Fixed nullref in buffs
Fixed password for a door or chest was using a header font
Fixed replaying a saved game you can reread the books again
Fixed ambient loops to not use 3d position
Fixed repair wrench should not be allowed to upgrade concrete
ServerConfig.xml and Dedicated Servers
Added Linux Dedicated Server Support
Changed in game options to Standard, Modded and Multiplayer reorganizing the options under these 3 new fields. Changing Modded options or XML files will make a server sort into the modded server list
Removed serverconfig options PlayerDamageGiven and PlayerDamageReceived. Those are integrated with the GameDifficulty (0 = 200% given, 50% received, 1 = 150% / 75%, 2 = 100% / 100%, 3 = 75% / 150%, 4 = 50% / 200%, 5 = 25% / 250%)
Removed horde mode and death match parameters (DayCount, FragLimit, MatchLength, RebuildMap) from serverconfig.xml
Renamed VACEnabled to EACEnabled
For servers to show up in the new “standard” category in the server browser the following settings have to be at their default values: DayNightLength = 40, DropOnDeath = 0, DropOnQuit = 1, CraftTimer = 1, LootTimer = 1, EnemySenseMemory = 60, EnemySpawnMode = 3, NightPercentage = 20 – 50, BlockDurabilityModifier = 100, LootRespawnDays = 7, LootAbundance = 100, AirDropFrequency = 72, BuildCreate = false. Also the XML files in Data/Config/ may not be modified
Changed default port to 26900. If this port is used and the server set to public it will be found in the local LAN in the LAN tab of the server browser
Tools and Modding
Folks we’re not really officially supporting modding yet but we’re working on some of the proper framework to do so. That said here are some things that have been done or are in the works.
Changed Xml configuration files reside now in Data/Config for modding
Because we changed our Block IDS dramatically for organizational and performance benefits we have asked Hal 9000 to create a prefab conversion utility which thankfully he agreed. The Utility converts your previously built user prefabs to our new block IDs so you can use them with Alpha 10. More info and download here: http://www.vendocode.com/SDTD/SDTD.asmx/GetPrefabConverter
Some clients may experience connection problems while playing which can result in the world chunks not drawing and zombies not moving. This can be fixed by disconnecting and reconnecting
When loading a previous saved game Weapons can sometimes load rotated incorrectly. This can be fixed by switching hold items
Impact sounds for chainsaws/augers still use bullet impact sounds which is why they are too loud which will be fixed in the next build
The Iron armor and scrap armor sets are missing their materials and appear to be chrome. This will be fixed in the next patch
Playing Old Versions
We’re also making the last stable Alpha 9 build and older builds available to re download so here’s how you do it.
1. Open your steam client.
2. Click on Games/View Games Library
3. Right click ‘7 Days to Die’ and select properties
4. From the new popup dialogue box select the ‘BETAS’ Tab
5. Under ‘Select the beta you would like to opt into’ – select ‘Alpha 9.3 Stable’
6. The game will then update and download Alpha 9.3
7. Switching back to the latest version is as easy as repeating steps 1-4 and on step 5 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest version
Controller support using 3rd party mapping tools is now compatible with EAC. Note: We will be officially supporting native USB controllers in the future.
Support of the latest versions of the 3rd party capture programs like Fraps, Dxtory, Shadowplay and others are now supported with EAC
Changed crops to grow faster (every 40 minutes they advance to the next stage) but yield a little less food.
Changed it so crops no longer break when walked on
Changed renamed all VACs to EAC in anticheat load screen
Changed console command “set time” so it sets directly the specified time, without adding offset any more
Fixed
Fixed 7th Night Feral horde from spawning on subsequent nights. Note: they will still spawn on nights divisible by 7.
Fixed army camp burnt forest allowed biomes tag spelling in the xml
Fixed “time warp bug” on client dedis
Field of view is now only applied to the game camera, the gun camera stays at 60
Fixed prefab/road overlap block type bug
Fixed problem that client sometimes jumped back one second esp. during nights
Fixed cotton so it doesn’t grow instantly
Fixed player spawning in wasteland hub so players don’t spawn in the city
Fixed shift clicking with left and right mouse button dupe
Fixed buff chance percentage display
Fixed ArgumentNullException on dedicated servers when a player logs off
Known Issues
32 bit Operating Systems can run out of memory sometimes. We’re still optimizing this.
Zombies and animals will still occasionally spin in circles but not as often we are still working on this
Playing Older Versions
We’re also making the last stable older builds available to re download so here’s how you do it.
1. Open your steam client.
2. Click on Games/View Games Library
3. Right click ‘7 Days to Die’ and select properties
4. From the new popup dialogue box select the ‘BETAS’ Tab
5. Under ‘Select the beta you would like to opt into’ – select ‘Alpha 9.2 Stable’
6. The game will then update and download Alpha 9.2
7. Switching back to the latest version is as easy as repeating steps 1-4 and on step 5 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest version
We updated the dedicated server only build (appid 294420). It uses the same version number (A9.2 b14) to be compatible with the existing clients. The update was due to a change in Unity 4.5.3 that obviously handles the VBlank different then in previous version. This caused a dedi server to take full CPU time of a single core even if no user was connected. :This problem should be fixed with the latest update (steam buildid 373581)
Added new early version of Easy Anti-Cheat system that is a server option. If server has anti-cheat Vac enabled you cannot connect to it with a modified DLL. If you want to use your modified DLL as a client the server must have anti-cheat disabled. Modified DLLs on servers are possible with anti-cheats on. If you want to join anti-cheat enabled servers you will need to use stock DLLs only as a client. Hopefully no more TNT fists of fury!
Added Biome Zombie Spawning masks. Clear an area of zombies and that area will not spawn zombies again for about 5 days. This gives the player time to build a fort. It is not a free pass from wandering hordes or noise triggered hordes. It also forces the player to travel to hunt as you clean an area from animals.
Added new zombie pathing system. It’s just an early start to a grander scheme but zombies don’t weave back and forth as much and path straighter, they will only walk off a ledge from a certain height and can get through doors easily now. We still need to improve staircase and long distance pathing and they will occasionally spin but not as often.
Added feral night hordes. Once per week or every 7th night zombies get really hungry and become feral. These feral night hordes can sense players and will find them regardless of how well they are hiding. Every week the horde grows in numbers until the 7th week.
Added new grasslands biome formerly the plains with 4 new grasses, new sky spectrum, ground texture and tree and changed plains decorations to look more like Arizona and less like Kansas
Added a new large hotel never before seen to the random gen spawn list. You can find it in desert, plains, forest and pine forest biomes along roads
Added new large hotel to Navezgane Desert
Added sham sandwich
Added new 9mm Pistol
Added new random gen map thumbnail and description
Added coffee farming
Added english.txt entry for Sham Sandwich
Added sparse corn plants to the plains
Added hwy_overpass_sign prefab
Added billboard trussing
Added recipe to make books from paper
Add weights to various metal objects so they can be melted down or they drop scrap iron when destroyed
Changed
Changed the walk speed of one walk type, the cripple looking walk with the long stride. These guys and gals are annoyingly fast now so you have no time to loot any more
Changed automotive loot now guarantees auto loot, with a chance to find one tool, and a chance to find one junk item
Changed added stone axe to tool group list and moved claw hammer to rare tools list
Changed added wood planks to junk loot list
Changed reduced chance of finding random biome loot like trash or backpacks
Changed food poisoning does damage over time and more stamina damage
Changed moldy Bread and rotten flesh have a chance to cause food poisoning
Changed rotten flesh has a chance of causing infection if you eat it
Changed zombies no longer drop cans of food but possibly rotten food or flesh
Changed reduced chance of finding complete firearms in backpacks. Backpacks now guarantee a food item, with a chance for weapons or parts, a chance for melee weapon and a chance for an armor or clothing item
Changed cars now guarantee one auto part and have a chance to drop a tool and a junk item
Changed zombies no longer drop cans of food but possibly rotten food or flesh
Changed reduced chance of finding complete firearms in backpacks. Backpacks now guarantee a food item, with a chance for weapons or parts, a chance for melee weapon and a chance for an armor or clothing item
Changed cars now guarantee one auto part and have a chance to drop a tool and a junk item
Changed scaled coal texture to be smaller
Changed stone and potassium nitrate textures
Changed Random Gen Description in English.txt
Changed farming. You no longer have to plant near water. Crops also grow at a consistent speed which is in seconds. They still require sunlight and fertile soil (hoe’d or recently placed)
Changed Less aggressive “snap to terrain” code to avoid doubling of terrain blocks
Changed sledgehammer is now gated by the home maintenance book vol II
Changed moved hunting rifle parts from misc to resources group
Changed redid metal pole texture
Fixed
&Fixed typo of army camps so Wilderness is spelled correctly and should show up in Random Gen
&Fixed shotguns are not triggering death animations on zombies if it was a one shot kill when connected to a dedicated server
&Fixed over 40 prefabs that had the wrong township flag or type in the random gen prefabs.xml. This was causing some of them not to show up in Random Gen
&Fixed army camps xmls so wilderness was spelled correctly causing them to not show up in random gen
&Fixed housetanpyrmid2 name removing space causing it to not show in random gen
&Fixed problem that the “snap to terrain” changes have not been transferred to a connected server
&Fixed static spawner y offset being incorrect so prefabs with ground or basement were not spawning zombies in random gen
&Fixed It is no longer possible to contract dysentery when you have advanced dysentery
&Fixed can burn trunk tips and wood pillars
&Fixed Stability of roof in Barn_03 prefab
&Fixed shortened english.txt longer recipe names to fit and got rid of Camel Cased words
&Fixed Gave coolers terrain decoration flag
ServerConfig.xml
EAC will be on if the serverconfig.xml file has VACEnabled set to True like the line below
<property name=”VACEnabled” value=”true”/> <!– Enables/Disables Valve Anti Cheat –>
Known Issues
32 bit Operating Systems can run out of memory sometimes. We’re still optimizing this.
Zombies and animals will still occasionally spin in circles but not as often we are still working on this
Playing Older Versions
We’re also making the last stable older builds available to re download so here’s how you do it.
1. Open your steam client.
2. Click on Games/View Games Library
3. Right click ‘7 Days to Die’ and select properties
4. From the new popup dialogue box select the ‘BETAS’ Tab
5. Under ‘Select the beta you would like to opt into’ like – select ‘Alpha 9.1 Stable’
6. The game will then update and download Alpha 9.1 Stable
7. Switching back to the latest version is as easy as repeating steps 1-4 and on step 5 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest version
Added “Search…” default text to recipe search field
Added pickup items in the game now show item name
Added about 35 new locations to the random gen spawn list including army camps, all old businesses, ghost town and factory locations
Added claw hammer and recipe. It upgrades faster than a stone axe or wrench
Added home maintenance volume II which unlocks the hammer to rare book loot
Added military munitions crate to the police station prefab and made military munitions loot crates harder to get to at the army camps
Changed
Changed spawning so zombies and animals re-spawn faster in biomes
Changed compass so it never hides and adjusted Tooltip messages and backpack so they never overlap and shrank tooltip text size
Changed recipe search to now search across all categories
Changed made the player map icons about 1.5 to 2 times bigger
Changed increased max zoom out on map
Changed added new sleeping bag house icon that’s easier to see on the map and compass
Changed increased chance to find rural hubs from 70% to 85% in random gen
Changed increased possible max rural lots to 4 locations in random gen
Changed slightly increased chance to find Wilderness POIs in random gen
Changed inhaling sound is now only played after you are under water for a minimum number of seconds or take drowning damage
Changed background color for offline friends to a darker gray to be visible on friends list
Changed stack limit on sticks from 64 to 250
Changed stack limit on trophies from 10 to 64
Changed doorknob stack limit from 10 to 64
Changed stack limit on shotgun shells to 128
Changed stack limit on feathers to 250
Changed stack limit on buckshot to 250
Changed increased stack limit on all jarred items to 15
Changed scrap lead to be in the junk category, reducing its chance to spawn in trash
Changed redwood planks no longer downgrade to a frame that was never built in the first place
Changed and removed some underwater messages that were redundant or self-evident
Changed all recipe colors for known, unknown, craft-able and un-craftable and the recipe header color
Changed removed fuel “Burn Time” text and moved the header and timer for campfire
Changed removed show friends icons game option it’s now hard-coded true
Changed chainsaw is now able to attack also frame blocks
Changed reduced probability of getting the Iron helmet schematic was too common
Changed Improved dogs play pain animation functions
Changed Increased the weight of pistol parts to be divisible by scrap iron
Changed improved mip mapping setting for decals atlas so that street lines render at greater distances
Fixed
Fixed grass blocking collision when hunting or fighting zombies also improves looting of zombies in the grass
Fixed Spawning/re-spawning on top of buildings/above ground.
Fixed all known friends list and invite problems
Fixed displaying friends or other players sleeping bags on the compass
Fixed not being able to see all screen resolutions, now uses scrolling drop down
Fixed game options list getting cut off sometimes
Fixed drowning buff was sometimes not removed when leaving the water
Fixed all bedrolls showing on compass
Fixed bedrock not spawning under some places in map
Fixed land mines and trunk tips not giving damage when on top of them
Fixed server browser search to no longer be case sensitive
Fixed server browser sort header clicking
Fixed favorites server list column headers
Fixed explosion resistance on player armor
Fixed random gen wilderness POI placement
Fixed random gen wilderness POI terrain trimming
Fixed random gen floating wilderness prefabs
Fixed random gen wilderness prefabs not being set at the correct y Offset
Fixed random gen rural lot spacing so one prefab will not cut off another
Fixed cloth gloves values to be consistent with cloth items
Fixed wasteland car04 now drops scrap iron
Fixed textures on wooden upgradable inside corner wedges and ramps to be correct
Fixed player placed dirt self-breaking. Seems to be when dirt is placed on top of more dirt
Fixed sawmill rotation to 0 for facing the road and set proper y offset
Fixed terrain in random gen around wilderness POIs being cut down to dirt and clay
Fixed backpacks on slopes, stairs and sometimes terrain are swallowed up, elevated to the next open Y coordinate, or simply just not appearing
Fixed decayed brick recipe uses fertile dirt instead of dirt
Fixed debuff items showing wrong description
Fixed Inventory Menu render order
Fixed planted maple seeds now grow maple trees instead of pines
Fixed supply crates have a chance drop keystones in MP games
Fixed english.txt for Pickup items
Fixed bug in code that snaps terrain to cubed blocks
Fixed bug where crafting search box would stay active after closing inventory
Fixed possible ArrayOutOfBoundsException in the context of random terrain generation
Fixed augers so they can impact surfaces you can shoot through like frames
Fixed improved Stag in water. Pig is too low, rabbit still seems to run atop the surface. Needs more work still. Bounding box issues most likely.
Fixed grid spacing collision for drag and drop on belt, backpack and crafting grid so accidental item drops are not possible
Fixed bug where dog death animation didn’t play right away
Fixed cook button being off center
Fixed server browser not filtering by server version
Fixed problem that cars could not be opened again after looting
ServerConfig.xml
There are no changes to the serverconfig.xml
Known Issues
32 bit Operating Systems can run out of memory sometimes. We’re still optimizing this.
Playing Older Versions
We’re also making the last stable Alpha 9 build and older builds available to re download so here’s how you do it.
1. Open your steam client.
2. Click on Games/View Games Library
3. Right click ‘7 Days to Die’ and select properties
4. From the new popup dialogue box select the ‘BETAS’ Tab
5. Under ‘Select the beta you would like to opt into’ – select ‘Alpha 9 Stable’
6. The game will then update and download Alpha 9
7. Switching back to the latest version is as easy as repeating steps 1-4 and on step 5 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest version
Added new game map option ‘Random Gen’ which creates a randomly generated world seed based on the name you give the world. The random world generation includes all biomes, a full random sized central city, random in the wild cities, roads, rivers, lakes and random roadside and wilderness locations. Simply select Random Gen as the Game World and the name you give it will be the seed.
Added new sexier data driven ‘M’ map that renders based on where the player has visited with ‘Fog of War’ functionality. The new map shows, current position, cursor position, has waypoint functionality, recenter view to player, track friends on compass, mouse wheel scroll to zoom and left click drag to pan.
Added new biome type wasteland hub with custom spawning definition for random gen cities
Added overhauled most of the GUI including the new belt, backpack, compass, map, freinds list, character screen, loot container and more as well as new gui functionality and Truetype fonts
Added many new locations never before seen that appear only in the randomly generated worlds including, city blocks, movie theaters, several apartment buildings, parking garages, parking lots, new destroyed buildings and giant sewer holes.
Added a Debuff system for sprained, and broken legs that work with a new craftable splint that accelerates the healing time. Legs can also be re-injured more easily while on the mend and the more severe the injury the longer the recovery time.
Added Dysentery Debuff contracted from drinking river or murky water. Dysentery is cured by drinking goldenrod tea or taking antibiotics.
Added new stunned concussion debuff which slows the player down for a few seconds and has a chance to happen with zombie hits.
Added soft shadows to moon and sunlight
Added Simple drowning Debuff system that detects when the player is underwater and displays the icon. Going above water removes the icon. staying underwater for too long causes drowning pain damage and drowning death
Added Underwater visual effects, sound effects & leaving water effects with refract & screen particle effects
Added new tooltip loading screens
Added craftable Cloth jacket, pants, shoes, hat and gloves
Added cotton, cotton growing and cloth recipes from cotton
Added new scrap metal frame, ramp recipes and upgrade path for more fort building options
Added scrap metal inside corner wedges for scrap metal upgrade path
Added outside corners for scrap metal forts
Added recipe for scrap metal inside corner frames
Added Apartment building, Parking Garage, Movie Theater and new destroyed buildings to Navezgane Gravestown
Added eat glass for suicide option
Added empty jars added to inventory when using water, coffee, murky water, yucca juice, and goldenrod tea
Added recipe for adobe tan made from sand or sandstone and cement
Added paper to trash loot
Added cabinet filler pieces and cabinet top plate blocks for counters replacing some of the cabinet loot in the world
Added green plaster wallpaper full blocks
Added, blood bags, blood draw kits and first aid kits to the world. First aid kits heal 50 hit points immediately plus an additional 50 over 10 seconds. It is made from a bandage, grain alcohol, and a blood bag. Blood draw kits can be reused to make blood bags.
Added “gunpowder charge” item & recipe which is made of 9 gunpowder
Added inside corner wedge and wedged corner for oldwood for attics
Added seeds to garbage and backpack loot
Added icons for leg splint, blood bag, blood draw kit, first aid kit, gun powder charge\bottle, cloth hat, cloth pants, cloth jacket, cloth shoes and cloth gloves.
Added slowed movement speed in sand, water and web for player and entities
Added weapon parts to loot lists, reduced chance of finding complete weapons
Added a new water biome sound loop plays on rivers in random gen only
Added Reduced damage from crawling zombies but gave them a chance give the player a sprained leg
Added new blocks creme wall with backsplash block, wood floor with drywall ceiling block
Added city street painted lines
Added random rotation to loot on roads
Added Player placed dirt now grows grass
Added bookcase blocks, textures and recipes to craft them and bookcase loot containers to the world
Added updated english.txt random gen description and new items
Added MovementState to hornet controller to stop error msgs
Added a few pigs to pine forest biome
Added smell debuff code support and buff note: smell blips still show up on the main map
Added upgradable inside and outside wood corners useful for building mitered roof corners
Added scrap Lead to garbage loot
Added recipes for wooden inside and outside corners
Changed
Changed removed old minimap compass and replaced with new sleek minimalist compass that shows player sleeping bag position, set waypoints and tracked friends
Changed Hordes are smaller in general but except every 7th day they are super nasty.
Changed thinned the total amount of loot containers in all world prefabs and moved the best prefabs to harder to reach areas
Changed Drinking river water doesn’t damage your health and you get some stamina now just like drinking pure water, but there is a chance of catching the new Dysentery Debuff from drinking it. Dysentery is cured by drinking goldenrod tea or taking antibiotics. If untreated it becomes advanced dysentery which damages stamina and health which is only curable with antibiotics
Changed credits adding all Kickstarter Backers and made it scroll faster
Changed cupboards to have 0-1 cans of food instead of 0-2
Changed increased amount of food you get from canned Lamb and Chicken
Changed decreased weight of candy tins, hub caps and air filters
Changed slowed crop growth
Changed spiked club recipe to require ingots instead of scrap metal
Changed white flowers are now cotton plants
Changed lowered zombie player damage to work with the new stun system
Changed awnings are made from cloth instead of plant fibers
Changed most all interior house walls are a full block thick improves lighting and enemy pathing
Changed pipe bombs are now made from gunpowder charge instead of gunpowder
Changed TNT now uses loads of gunpowder instead of gunpowder
Changed replaced all plate block and plate block corner thin walls in old houses and ranch houses
Changed new default spectrum (used in plains and Diersville) with magenta sunset and bluer nights
Changed craft time of sandbags from 30 seconds to 5 seconds
Changed all blocks that use the shape of the pine tip are now only 1m height.
Changed backpacks so you have equal chance of finding the items they contain
Changed pistol book so it gates pistol part mold crafting instead of pistol crafting.
Changed removed shotguns from the book so they can be assembled by anyone who has the parts. Molds still require the book to learn how to craft them
Changed Sandbags can be picked up
Changed made both mattresses work as player bedrolls when placed
Changed Fog, Sunlight and Sky in forest
Changed when placing a regular block on the terrain, the terrain now “snaps” to this block
Changed Zombies are no longer slowed by forge or campfire light at night, and never run in dark places during the day
Changed increased chance of clay deposits in earth. Removed chance of getting clay when digging dirt
Changed increased chainsaw wood damage
Changed removed flicker from wall mounted torches
Changed plains terrain grass is a little greener
Changed resources underground so there are only 3 minerals per layer. There is stone and iron ore in every layer. The third mineral changes every twenty layers down starting with coal, then potassium nitrate, then lead, and finally tungsten.
Changed radiated terrain texture, added more loot to cupboards
Changed Added peeling paint and grunge to Diersville houses and white door
Changed reduced cars in Diersville and gravestown for performance
Changed the way chunks are build in background threads to optimize them
Changed scrap metal wall and reinforced scrap metal wall art
Changed dirt grows into grass, grass grows into tallgrass
Changed ramp trussing textures to use new scrap metal textures
Changed redwood cabinets plain on sides and bottom
Changed removed blob shadows on all entities (zombies, animals, players, etc)
Changed Biome intensity fading now also over time
Changed winter biomes have less fog and brighter midday
Changed dirt to sides of burnt forest blocks and burnt forest dirt on the sides of the wasteland blocks
Changed tweaked cupboard loot. Added empty cans and coffee beans are now in the seed group
Changed Reduced decal litter on roads
Changed increased weight of fishing weights from 1 to 4 ounces
Changed cars now only have automotive loot
Changed crafted doors to be unlocked by default
Changed Serverconfig.xml defaults to zombies normal 3
Changed: Moved VAC window to the top
Fixed
Fixed scrap timer not updating when adding more scrap while it’s in progress
Fixed problem that other players HUD text was flashing
Fixed elevator to surface bug
Fixed all backpacks and purses have terrain decoration flag so they don’t clip terrain
Fixed animals should avoid water > 1m deep unless they are forced in via physics somehow.
Fixed player should be push out of ground correctly
Fixed: Gave wasteland scrap metal block terrain decoration flag so it doesn’t float
Fixed drinking from river not being the same as drinking murky water
Fixed the VAC warning dialog
Fixed problem with animated doors on a client and also open/close state of a door can be saved in a prefab
Fixed regression: god mode wasn’t enabled in Cheat mod
Fixed bug where Mouse Sensitivity was not adjustable
Fixed horizon colors flickering a single time when time turns from about 13:50 to 14:10
Fixed Spinning rabbits and deers
Fixed the rotation of the preview of a door before placing is now correct
Fixed loot not spawning the right amount of items
Fixed severe problem that sometimes the collider for a newly placed block wasn’t generated
Fixed: Fat Cop Zombie Vomit Projectile disappears before it hits anything
Fixed old window upgrade path showing wrong model
Fixed old window upgrade path to include scrap metal reinforced version
Fixed window01white to require scrap metal to reach the metal reinforced version
Fixed walking in shallow water plays footsteps from ground below
Fixed playing “fall into water” sound now only if the fall distance is > 1m
Fixed hovering over item in campfire and closing causing item names to stay
Fixed Removed muzzle flash & smoke from crossbow
Fixed problem that client player in a Coop game was not seen by enemies if far away from the server
ServerConfig.xml
Renamed GamePref ShowAllPlayersOnMap to ShowFriendPlayerOnMap
Server config file option “ShowAllPlayersOnMap” has been renamed to “ShowFriendPlayerOnMap”
Known Issues
32 bit Operating Systems can run out of memory sometimes. We’re still optimizing this.
Some users have trouble setting the video to higher resolutions like 1920×1080 or 1920×1200 as the list appears to long. The work around is to use your keyboard up and down arrow to reach these.
New Free Tool
Also we are pleased to announce that our friends at www.blackboxservers.net have released the 1st Visual Rcon tool (7DTDCC Alpha 0.1) for 7 Days to Die. The Rcon tool enable Server admins to:
Control and administrate multiple servers live
Chat with players and add MOTD’s when players join
Kick Ban/unban players ( select player name and kick/ban )
Live Navezgane Map – View player location, msg players , kick and ban
Change Server settings on the fly (without server Restart)
View and log / search game server console.
Create server banners for websites and forums using www.bbtracker.net
No need to download any additional software it is all web base interface
One Year Ago Today
Coincidentally today is our 1 year anniversary of getting funded on Kickstarter. Thanks folks for funding us! We all remember “where’s my Key Bro… where’s my Key!” Thank god that’s behind us. And for all of you waiting on tangible goods don’t worry we’re working on getting the T-shirts, Map and Zombie poster designs done and out. We can’t finish them until the world and characters are done so thank you for your patience.
Playing Older Versions
We’re also making the last stable Alpha 8.8 build and older builds available to re download so here’s how you do it.
1. Open your steam client.
2. Click on Games/View Games Library
3. Right click ‘7 Days to Die’ and select properties
4. From the new popup dialogue box select the ‘BETAS’ Tab
5. Under ‘Select the beta you would like to opt into’ – select ‘Alpha 8.8 Stable’
6. The game will then update and download Alpha 8.8
7. Switching back to the latest version is as easy as repeating steps 1-4 and on step 5 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest version
We fixed a bug in the dedicated server only build (app id 294420) that did not allow any explosion. For being compatible with all other builds we did not change the version number but kept it at 8.8 b1. We would like to ask all server providers to update their servers.
Added several new measures to deter cheaters including turning on Valve Anti Cheat and have begun processing cheaters. Servers have the option to run VAC true or false.
Added a new standalone Dedicated server software accessible to anyone who has purchased the game. You can find it in your steam client under Library/Tools/7 Days to Die Dedicated Server. Note: Client run coop will always be supported but Client run Dedicated servers will only be supported for a few weeks.. Server providers should run, test and migrate over to the new standalone server as soon as possible.
Added integrated NGUI 3 to the game in preparation for vector fonts in the next release.
Added new southwest adobe wall blocks and wedges in white, peach and tan wall. They also include variants with interior walls and trims
Added: Loot group “seeds” so as we add more plantable crops to the game it’s easy to implement them into the loot system
Added upgradable trunk tips and trunks
Added Drop Ceiling02 black ceiling for clubs and theaters
Added Ban now allows using steam ID to ban, does not require them to be on the server
Added If banned steam id is on the server it will kick them when banned
Added VAC Warning when joining a server with VAC Enabled
Changes
Changed: Removed ‘Suicide’ button
Changed: Chainsaws and augers are easier to find
Changed removed the suicide button in the normal game mode. It’s now a debug mode option only
Changed distribution of “low probability” ores like lead and potassium nitrate to occur more often in the ground
Changed the terrain textures now use the asset bundles
Changed moved some textures into external bundles. The dedi only build doesn’t include these textures now
Changed removed old block cacti
Changed stability glue of cloth so it’s more stable
Changed improved performance on dropped items (simpler collision checks)
Changed English.txt updating all new items
Changed Bush1 the green bush that yields sticks in the plains is now a bit bigger to allow it to be seen better
Changed removed old redundant “lit campfire” block id 856
Changed femur has durability and breaks
Changed increased durability of all wooden clubs
Changed increased chance of finding garbage in houses instead of hero loot containers
Changed increased chance to find empty jars than food in cupboards
Changed greater chance to find garbage on roads instead of backpacks
Changed added more deer and rabbits to the biomes but slowed the re-spawn delay significantly
Changed: Improved water art
Changed: over 96 blocks now drop scrap Iron when destroyed
Changed: Decreased lower cupboard and stove loot from 1-2 to 0 to 2 items
Changed: Increased spawn time for deer to re-spawn to approximately 8 days
Changed Sped up daytime zombie alerted approach speed
Bug Fixes
Fixed height collision on cacti
Fixed zombies descending on hills don’t pirouette anymore
Fixed Dogs should not clip through player
Fixed cactuses don’t do damage
Fixed can’t pick up some small rocks
Fixed Window01 white and window02 collision
Fixed bird nests and small trash being hard to loot
Fixed bug where ammo and gasoline get consumed from your inventory by other people in MP
Fixed bug when player is dehydrated and eats an item that lowers hydration further the stamina drain sound loops forever
Fixed sound fade in on planes
Fixed Can’t walk up a player placed dirt slope
Fixed bug where TNT explodes twices
Fixed placing a sleeping bag at some rotations allows half of it to be picked up
Fixed trigger radius of landmines we’re too small
Fixed in SP the DropOnQuit option was taken from the last MP game
Fixed a lot of sounds issues when joining dedicated server
Fixed Lumber Jack Digging, was broken
Fixed bug that trunk blocks were not destroyable
Fixed crash when flying in and out of police station
Fixed players and crates are not affected by View Distance
Fixed Terrain decoration on dead shrub so it doesn’t float on hills sometimes
Fixed Terrain decoration on trash so it doesn’t float on hills sometimes
Fixed pole blocks can now be burned for firewood
Fixed other player names render on top of the crafting tarp
Fixed bug where using water buckets you can break doors
Fixed BannedUntil wasn’t being properly checked against server time
ServerConfig.xml
Added a console “saveworld” command for dedis to be able to save the current state of a world
Added a simple Zombie Performance Limiter as a GamePref so server providers can set this limit manually setup the default to 60 Added: VACEnabled GamePref Valve Anti-Cheat defaults to enabled. This will start tracking for any trainers or cheats that a client might be using when playing on a VAC enabled server.
Added pine and maple tree farming. Tree seeds can be planted on dirt or forest ground and do not need to be watered or near water using seeds dropped from pine and maple trees
Added rebar ramp recipe
Added cobblestone upgrade path to include ramps and require forged iron (Joel)
Added rotting flesh, femur and hide to zombie dog loot
Added military weapons and ammo loot groups
Added melee weapons loot group
Added Hard Metal Door recipe & two upgraded versions. They are upgraded with forged metal.
Added furniture material that has no stability (couches and chairs can no longer be stuck to walls)
Added a weight to small rocks so they can be smelted into cement (Joel)
Added cobblestones to airdrops
Added new icons glass pane, cement mold, forged iron, goldenrod flower, goldenrod tea, dirt, sand, and clay
Changes
Changed recipe crafting system overhaul includes: new recipe group tags to items and blocks so recipes are now sorted by groups. New color backgrounds for matching groups F.E. ammo and weapons are read, semi-transparent item icons appear in recipe grid, new recipe text colors bright green quick craft, dark green known, white unknown but have ingredients, grey unknown and don’t have ingredients, new alphabetical recipe sorting and sorting based on text color
Changed cut down memory consumption by clearing refs on chunks
Changed the limit on the number of chunks that are generated at the same time. Also to reduce memory consumption
Changed optimized chunk memory consumption once again
Changed internal handling of all normal maps to save memory. On a client this will bring about 300MB of system memory
Changed the game uses now a different texture compression that leads to a 300MB memory saving on clients
Changed the voice chat is now disabled per default! If a server switches voice chat off, no client can do voice chat! Note the voice chat bug is not fixed but this allows folks with this problem to play
Changed biome resources underground to have no gravel and more small deposits of ore for better mining
Changed mismatching versions cannot connect message is shown “Incompatible versions”
Changed improved suitcase loot
Changed increased drop scale of metal fragments, lumps of coal, and small rocks
Changed selectable max player value in game options, limited to 8
Changed removed Rusty Metal Door recipe
Changed all recipes using thin metal plates or forging iron (a block) to use forged iron (an item)
Changed hunting knife and bone shiv to have more durability and damage
Changed lightened dead shrub texture
Changed new high res cacti
Changed default spectrum to be desert blue sky
Changed went through menu descriptions and fixed inaccurate or incorrect wording and updated new options english.txt
Shortened names of the recipes that are too long in the english.txt
Changed ammunition nation book now unlocks bullet tip mold and bullet casing mold
Changed cobblestone recipe now yields 2 cobblestones instead of 1
Changed Sleeping bags now drop cloth when destroyed
Changed increased stack limit on coal and potassium nitrate to 250
Changed dirt is now at least 3 meters deep before hitting stone
Changed increased stack limit of aloe cream to 10
Changed weight of scrap brass to 8 oz so smaller items can be scrapped like trophies
Changed updated icons for yucca juice, small rock, coffee, and stone
Changed decreased fog in the plains
Changed resource rock prefabs to more optimized sphere colliders, fixed excessively large collision area boxes had previously had
Changed updated grass texture, curbs and curb corners
Changed tuned zombie loot
Changed Mp5’s, rocket launchers and sniper rifles are only found in military munitions crates
Changed corrugated metal textures
Bug Fixes
Fixed players can’t fall through terrain or get stuck inside blocks
Fixed problem that wrong blocks were hit when digging
Fixed zombies can’t hit doors & heads clip through doors and can attack things behind doors
Fixed grass should be easier to hit from every angle
Fixed colliders on melee weapons. Gave each weapon appropriate sized colliders. For example its much easier to hit a zombie with a sledgehammer than with a stick
Fixed campfire output not clearing when changing recipes (putting in bag)
Fixed issue with oven not being able to loot from certain angles
Fixed stability problem in Diersville homes with basements
Fixed the lighting on zombies & animals black at night except dog
Fixed glass panes forging bug
Fixed you can’t crouch while iron sighted
Fixed the bad lighting on the ski lodge roof
Fixed cobblestone so doors can be placed in it
Fixed Sledgehammer not playing all the time
Fixed supply crate bgs Airplanes animate smoothly on clients, parachute not showing, supply crates appearing black, supply crates despawning after landing
Fixed manoeuvring through open door doorways is bad
Fixed burnt wooden frames to be made of wood instead of stone
Fixed use of don’t not use texture in several prefabs
Fixed use of thin grass only in many prefabs f.e the grass in Diersville is now thicker
Fixed hole in the plains that went down to the bedrock
Fixed fall damage not working since introduction of smooth terrain
Fixed player keeps walking/running when opening chat window
ServerConfig.xml
<!– 0 = Normal, 1 = Feral →
Known Issues
You have to hit Shift+Tab twice to bring up the steam overlay
64 bit is known to unstable run it at your own risk
Sometimes players might bounce up and down from certain collision situations
Some users have reported a possible problem with Windows 8. A possible fix is to run the executable in windows 7 compatibility mode.
Added repair wrench can now upgrade blocks like the stone axe can. It takes three hits instead of four. Also it repairs faster than a stone axe.
Added new holster and unholster sounds
Added all lights now have a self illumination texture when turned on
Added dirt under snow in snow biomes. Note you may need to start a new game to get this change
Added window tag to windows so in future builds Zombies target windows
Changes
Changed stone axe now takes 4 hits to upgrade ramps instead of three
Changed scroll wheel timeout is changed now 800ms (old: 300ms). Changed hot key timeout to 0ms (old: 300ms) this helps with holster/unholstering problems
Changed river water so it adds 15 hydration instead of 10
Changed Entities are spawning now 0.5 to 1m higher to adjust to the smooth terrain fixes zombies and animals falling through the world on spawn
Changed updated window reflections to correctly change brightness at night
Changed updated window models to allow proper alignment
Changed stone axe to dig dirt with 9 hits
Changed shovel to dig dirt with 3 hits
Changed doubled land protection of dirt to reflect new easier digging of non-land protected dirt
Changed snow no longer drops dirt or clay, but just snow.
Changed chat log buffer size to 50 lines to fix chat breaking
Changed shotguns to do 120 damage instead of 96
Changed Stamina now it only uses 75% of the stamina it used to so you can run a little further
Changed street lights are turned on
Bug Fixes
Fixed a memory leak on dedicated servers
Fixed Skylight windows in known prefabs
Fixed connecting to friends directly from the steam friends list
Fixed block entities do not show up in the preview window so windows cannot be seen before you place them
Fixed players no longer get stuck in a 1×1 hole
Fixed equipped like items like hats now go into your backpack when you die
Fixed deprecated server issues. Should only show servers running the same version as client.
Fixed some servers showing A8 and PVP
Fixed resource rocks to drop resources every time you break them
Fixed broken doors in the school from not opening
Fix stamina so running uses stamina.
Known Issues
You have to hit Shift+Tab twice to bring up the steam overlay
64 bit is known to unstable run it at your own risk
Added full smooth terrain RIP minecraft looking world
Added new per poly colliders for improved thrown objects
Added air plane supply drops with configurable drop frequency
Added new weapon holster and unholster system and sounds
Added animation controller to rock resources so they can have break animations
Added new sub biomes into most of the main biomes for variety
Added lens flares to house lights, mining helmets and flash lights
Added ability to break secure containers down into non-secure containers
Added Delete All option to Drop On Death
Added gascan recipe from grain alcohol
Added “forged metal” item
Added new model window blocks with environment mapping to all the Navezgane prefabs 3 of which support the new window upgrade/downgrade path
Added reinforced hard metal door
Changes
Changed made high res old window frame, transparent glass, garage door, old shingles, painted wood textures used on world prefabs
Changed wood frames so you can pick them up (useful for re-arranging your house) until they are upgraded. Once upgraded to a solid wood wall, if you tear down the old wood wall the frame remaining can never be picked up
Changed FPVFemaleMagnumHold so iron sites aim with the magnum
Changed pickaxe animations to have more weight
Changed FPVFemalePickaxeFire Blending
Changed wood ramp frames so you can pick them up (useful for re-arranging your house) until they are upgraded. Once upgraded to a solid wood ramp, if you tear down the old wood ramp the frame remaining can never be picked up
Changed frames and ramps so they drop nothing when destroyed now that there are frames that can be picked up and used for scaffolding
Changed cobblestone walls to be upgraded to the third tier using cobblestones instead of cement
Changed art for cobblestone reinforced and cobblestone reinforced with metal
Changed Sped up crafting of sharp stones
Increased probability of finding iron ore
Decreased weight of lead ore
Changed block downgrade to drop items just like block destroy
Changed various stack limits
Changed zombies path on smooth terrain (dogs/animals are very bad right now)
Changed dirt to only be two layers deep so players only have to dig down two layers to make a strong foundation
Changed dirt and stone have a 2x additional hardness underneath land claims
Changed dirt and stone are harder to dig or mine
Changed “New” and “Continue” game options to use categories and accordion style lists
Changed removed boarded windows recipe. Windows can now be boarded up by repairing them with a stone axe as long as you have planks in your inventory
Changed mining helmet light to be more of a blue tone and lowered the intensity a little so it doesn’t blind the player as much
Changed dying will now re-spawn you with 50% health, food, and water
Changed removed Survival Mode (for non dedicated servers) and replaced with Survival SP and Survival MP
Changed sticks burn only half as long
Changed “wood framework” to “wood frame”
Changed wood based ramp blocks to downgrade to a ramp frame
Changed hard metal door texture
Changed hard metal door recipe to use forged metal item instead of forging metal block
Changed removed Dm and Horde maps. Horde like game play will be supported in Navezgane, Future new maps and the random generated worlds with game options in a coming builds
Changed rebalanced wood cutting and wood base blocks
Changed player names only shows if a player is closer than 3m
Changed updated rock shader and glass shader to properly change lighting level at night
Changed Increased durability of tools to compensate for harder wood and earth
Changed increased block damage on zombies to compensate for much stronger forts
Changed turned down volume of hornets flying
Changed did Some dedicated server speed optimizations
Changed rebalanced all loot containers
Changed Steam authentication port from 8766 to GamePort + 2 for scalability
Added new medicine loot group for zombie nurses and medicine cabinets
Changed
Changed reduced chance for finding firearms in cars and increased chance to find them in backpacks
Changed increased zoom on all weapons except sniper rifle
Changed cobblestone stairs recipe to use cobblestones instead of blocks
Changed removed cloth strips from the game and added more cloth fragments. All recipes that used to use cloth strips now use cloth fragments
Changed barbed, iron reinforced clubs to use scrap metal.
Changed animal hide only yields 2 leather now instead of 3
Changed metal trussing recipe so it doesn’t conflict with grill
Changed barn wood recipe to use wood plank instead of the now obsolete old wood
Changed driftwood to create wood planks instead of old wood blocks
Changed trees now give wood amounts relative to their size
Bug Fixes
Fixed car and zombie cop death explosions not showing particles
Fixed voice chat not working on steam build
Fixed problem that on dedicated servers some block changes were swallowed by lp
Fixed frame rate problem
Fixed problem that some bushes did not show but slowed down the player
Fixed pig loot to always drop meat hide and bone
Known Issues
The 64 bit version has been somewhat unstable. If your running into crashes try running the 32bit version by double clicking the “Install_32bit” in your SteamApps\common\7 Days To Die folder
Currently there are no upgrade/downgrade path for concrete, reinforced concrete or metal doors.
New Systems Guide
Alpha 7.10 came with upgradable downgradable blocks, land claims, friends list and locking doors and chests. Here is a little more information on how these systems work.
Upgradable and Downgradable blocks
Players can build wood frames and while holding a stone axe with wood planks in their inventory right click on a wood frame block and upgrade it to a wood block and repeat action to upgrade it to a reinforced wood block. Then if you have scrap metal you can upgrade it once again to metal reinforced wood block. These same blocks can be damaged and downgraded to their previous states and then repaired and upgraded again.
There is also a higher grade cobblestone path that upgrades form metal rebar to cobblestone to fortified to reinforced metal concrete
Land Claims
New players are awarded 1 land claim keystone block in their starting inventory if a server is running Survival PvP. Ways to earn more will be added in future updates.
You can kill players and loot their land claim blocks if they haven’t been placed or mine up a land claim block and steal it for your own so its wise to protect your land claim blocks
The keystone block is a special looking block that when carried by the player shows a 7×7 or server set protection grid rendered as a transparent green protected grid.
The keystone block offers durability protection 7×7 all the way vertically
Keystone blocks can be destroyed by other players removing their durability modifier of the fort
Only the owner and friends in your group can build blocks in your land claimed areas
Land claims have a no claim zone outside of their perimeter where only the land claim owner and friends in his group can stake additional neighboring claims. Default could be 30 meters measuring keystone to keystone (This could be an optional owner permission setting)
Only the owner of a land claim and friends in his group can add new neighboring land claims right next to an existing land claim but not overlapping
Zombies and owners/friends of the claim owner are not affected by claim durability
Players must revisit claim once a real-time day to prevent Claim Decay
Land Claim Game Options include
Claim Size – Sets the size of the protected area around a land claim block. Default is 7×7 all the way vertically.
Claim Deadzone – Sets the distance neighboring non friended players can place their land claims. Default is 30 blocks/meters away.
Claim Duration – The number of days a player can be offline before their land claims expire. Default is 3 real-time days
Claim Decay Mode – How a land claim’s hardness modifier decays over time that the claim owner is not on the server. Default is Slow
Claim Health Online – The hardness modifier applied to land claims for players who are currently online. Default is 32x harder to destroy.
Claim Health Offline – The hardness modifier applied to land claims for players who are currently offline. Default is 32x harder to destroy.
Friends list
The new friends list can be found if click on the friends tab in the main inventory menu accessed by hitting ‘I’ in-game. From there you can invite players on the server to friend, see invites, accept invites and remove friends. Friends have advantages like sharing buildable areas, seeing each other player icons and turning on friendly fire if these options are set on the server.
Locking Doors and Chests
Players who craft doors can lock them, unlock them and set passwords which can be shared with other players. Note the player who owns the door or chest never has to unlock it or enter a code to open the door. Friends who know the password only have to enter it once.
Added new Survival Pvp mode featuring Land Claim Blocks that bolster your forts protection. Many options accessible from the game options menu. One is given on player starting inventory options for more will be added in coming builds.
Added new upgradable and downgradable player built wood and cobblestone block sets. Build frameworks blocks and upgrade them to solid and reinforced blocks
Added new in-game push to talk voice chat system bound to the ‘V’ key by default with mic gain and voice volume controls in the sound options menu.
Added new higher resolution old kitchen cabinets
Added new sub-biomes like thick tree patches in the plains or flowered areas to the pine forest
Added new large resource boulders that be broken down to acquire metal and underground resources above ground
Added radial icons for doors and chests, locked, unlocked and keypad
Added cement recipe and item
Added resource rocks which drop minerals and small rocks when destroyed
Added Disable option for loot respawn. (-1 in config file)
Added woodPlanks recipe from pine trunks
Added wood frame recipe from wood planks
Added reinforcedWood block
Added reinforcedWood Item
Added new door locked, locking and unlocking sounds for new door features
Added a new door and chest password sound set to sounds/misc
Added metal reinforced Wood
Added drinking water from stream animation
Added contextual action menu system
Added lockable containers and doors
Added new prefab style rock boulder resources to biomes which can provide some above ground minerals
Added upgradable wood frame for new construction of wood player bases
Added assigned new icons to buffs for medicine and first aid for bandages
Added bandage recipe from cloth strips. Bandages stop bleeding but do not offer healing like the first aid bandage does
Added regular bandages that provide no healing but stop bleeding
Added reinforced wooden door textures
Added Right click when unarmed to drink water from a body of water like a lake or river. Same as drinking murky water.
Added icon for iron fragments, bucket of cement, cement mix. newobblestones, SMG Schematics. and cell phone
Added wooden door upgrade and downgrade path
Added wood ramp frames and wood ramps
Added reinforced metal wooden door
Changes
Changed wood door texture
Changed cement recipe to need cement
Changed reduced hardness of wood planks. It is twice as strong as barn wood, old wood, and trees.
Changed increased hardness of barn wood, it is the same as a tree
Changed explosion damage now hurts other players even if friendly fire is set to off
Changed all rocks now become small rocks when picked up
Changed forge is made from small rocks instead of stone
Changed crossbow bolt is are made using sharp stones instead of small rocks
Changed toilets to break easier
Changed block radius damage of pipebombs
Changed Rabbits are now a little bigger and move a little slower
Changed Moved the /Saves/Default/Region folder to /Region in preparation of having a separate save folder
Changed increased durability to stone axe from 125 to 150
Changed stack limit on crossbow bolts, small rocks and sharp stones to 250
Changed all recipes using old block planks to new item planks
Changed all textures like curtains, shutters and one of the windows to not need uvs and corrected them in the prefabs
Changed the default save game folder is now “/7 Days To Die/Saves/” and can be overridden by specifying a SaveGameFolder=”xxx” in serverconfig.xml
Changed renamed small rock to small stone
Changed wooden steps recipe to use new wood planks item
Changed wooden ladder texture to match new wood set
Changed the decorator to not place decorations on steeper slopes in preparation for smooth terrain
Changed trees will now drop only one trunk block but with a stack to improve performance
Changed cleaned out old unused tree leave textures and xml entries
Changed cleaned up and got rid of extra rubble and radiated blocks, textures and xml entries
Changed cleaned up and got rid of extra grass blocks, textures and xml entries
Changed cleaned up and got rid of extra dirt blocks, forest ground blocks textures and xml entries
Changed cleaned up and got rid of extra stone blocks, blocks textures and xml entries
Changed Replaced all recipes using thin plank blocks to use wood plank item.
Changed yield of farm fence and privacy fence.
Changed removed stairs planks recipe and added old wood stairs recipe
Changed default Audio settings overall volume to 100, default ambient volume 20, default music volume 10 and default mic gain volume to 75
Changed reduced chance to find a weapon in a car
Changed spawning rules if player has a bed he can choose to spawn on it or near it, if he doesn’t have a bed he spawns randomly on one of the world start points.
Changed Game setting SaveGameFolder is not persistent any more
Changed reduced amount of cloth strips you get from cloth from 5 to 4
Changed removed thin plank recipe and fixed stick recipe
Changed bandage recipe to use cloth strips
Changed grass decorations now more randomly placed and randomly scaled
Changed first aid bandage that heals to heal over time rather than to heal instantly
Changed spike traps to use sticks in the recipe and shortened craft time to 5s
Changed removed sharp sticks from the game to reduce crafting redundancy
Changed: Forge/Campfire output tray: Right click picks up single item from output tray, Shift+Right click auto moves single item to bag
Changed updated torch to have new texture and self illumination material.
Changed Resized all small pickup rocks to be 50% original size and are small stones in your inventory
Changed renamed pole block power pole segment to Wood Fence Post
Changed aged wood now both pick up as a single object and are craftable into planks (Joel)
Changed increased weight of metal fragments from 1oz to 4oz
Changed made storage chests harder to break
Changed turned down the chainsaw and auger volume
Changed stone to make 5 small rocks instead of one
Changed metal trussing recipe to not conflict with metal rebar recipe
Changed wood stairs can burn
Changed Shift+LClick on crafting recipe loads crafting sheet with maximum number of items you can craft.
Changed cobblestone recipe to be one stone and one cement
Changed Lowered weapon probability on backpacks and gave them new canned food group
Bug Fixes
Fixed long recipes in the beaker reset their time
Fixed crafting antibiotics does not give the item
Fixed entity looting not working
Fixed deleting of save games
Fixed rabbit and deer to always drop hide & meat
Fixed cooking, crafting, forging output overflow -> backpack transfer stacking
Fixed crafting time estimate being wrong before starting to craft.
Fixed problem after using a door the bottom block is replaced by the top block
Fixed block use animation
Fixed water drink animation from playing at the wrong time
Fixed male and female block use animation
Fixed male and female third person drink animation
Fixed infection
Fixed for collision IndexOutOfRangeException problem
Fixed some NRE fixes
Fixed existing buffs not displaying on HUD after loading a save game
Known Issues
The 64 bit version has been somewhat unstable. If your running into crashes try running the 32bit version by double clicking the “Install_32bit” in your SteamApps\common\7 Days To Die folder
Currently there are no upgrade/downgrade path for concrete, reinforced concrete or metal doors.
Changed improved performance optimizations including: Removed legs colliders on zombies but not players. This will be added back when optimizations come. UpdateLight script is called less often, not on a dedicated servers at all and does not animate color on static objects. Optimized shadows, Improved batching of billboard objects and fixed leak on materials
Changed block name and player name are now displayed when focusing another player’s bed
Changed improved Magnum reload
Changed Increased repair amount on stones
Changed stage three of infection can now be lethal
Changed adjusted wasteland junkyard spawner count and definition
Changed collision on light fixtures, tvs and faucets so players don’t get caught on them
Changed TV’s now drop scrap metal when destroyed
Bug Fixes
Fixed Stealth where zombies can’t see you at all when you are crouched
Fixed ceiling lights in ski lodge that used the wrong fixture
Fixed Medicine Cabinets to the English Localization
Fixed chat wrapping in output window and in chat input
Fixed player names with coloring overriding the chat color
Fixed chat scrolling issue when there is very little text in the history
Fixed bug where you would lose an item if shift clicking with a full toolbelt
Fixed repairs eating repair items and returning a tool/weapon in worse condition
Fixed zombies feet clipping into the ground
Fixed Admin Tools bug with commands being executed anyway when player not found in any list
Added new higher fidelity first person hands and removed legs in the view
Added HDR Lighting, Bloom and Adaptive Exposure for greatly improved visuals
Added loot abundancy and loot respawn time configurable game options
Added new 44 magnum handgun, parts and bullets to loot. The gun can only be made from parts and recipe learned/unlocked from finding and reading a book however the bullets can be crafted.
Added a new burnt forest town in the middle of the world with several new burnt houses and a garage and a new burnt forest spawning definition
Added metal strips, leather strips, cloth strips, oil and weapon repair kit items and icons for repairing all weapons in the new weapon repair system. Note: Weapon combining for repair is no longer used
Added recipe Books for learning and unlocking some of the more powerful and unique recipes in the game like the new 44 Magnum. Recipes are learned by using/reading the book
Added new zombie infection debuff cured with antibiotics and critical damage debuff cured with bandages
Added new HD 2048 Mp5, Shotguns and Magnums kins and Metal Shader
Added new System to make all picked up rocks turn into the same rock in your inventory and be a random rock if placed
Added new chat window with colored server messages, bigger text, and a chat history of up to 500 lines. This replaces the old chat window.
Added short metal pipe to zombie loot
Added all new items to the english localization
Added filing cabinet and cooler loot containers to the world
Added bandages as a start item
Added automotive loot group for cars
Added tungsten, coal, lead, potassium nitrate ore back under the ground
Added tungsten door recipe & reduced door crafting times
Added recipes for antibiotics, moldy bread items, weapon repair kit & plank stairs, concrete pillars, wood pillars, pine pillars, redwood pillars, stainless steel fridge top and bottom, desk safes, cabinet and cabinet top, bacon and eggs and the house plant
Added a new Spider Zombie Pain animations
Added new open and close sounds for doors, lockers, file cabinets coolers and medicine cabinets and stealth noise
Added new beretta pistol fire sound
Added tree fall sound to a tree is chopped down
Added new icons for the Swat Helmet, Goggles, Kevlar Helmet, Night Vision Goggles, Cigarette, Cigar, Shades, Aloe cream, Short Metal Pipe, Potato sprout, Tungsten Ingot icon, Tungsten Ingot Mold, Moldy Bread, Painkillers, Antibiotics and Enforcer Magazine
Added LODs to all modular cactus pieces, driftwood, toilets, office chairs, all rocks, and the store shelves
Added permissions system, admin/mod system, and remote command system using in-game console with serveradmin.xml file for setting up and storing the newly added admin system and telnet password to server config
Terminology:
Permission level – Any whole number. These operate in reverse order, the lower the number the more access the player has to commands. A player may execute any command equal to or above their permission level.
Partial Name or ID – The name of the player in game or the session id (3 digit number listed in lp)
New Console Commands: *all commands are without the ‘[' or ']‘ these are for readability only.
admin add [Partial name or ID] [permission level] – Will add the player to the admin list.
admin update [Partial name or ID] [permission level] – Will update the player, used to change permission level.
admin remove [Partial name or ID] – Will remove the player from the admin list.
mod add [Partial name or ID] [permission level] – Will add the player to the moderator list.
mod update [Partial name or ID] [permission level] – Will update the player, used to change permission level.
mod remove [Partial name or ID] – Will remove the player from the moderator list.
whitelist add [Partial name or ID] [permission level] – Will add the player to the moderator list. Use a high number if no command permission desired. eg; 999
If there are any players in this list whitelist only mode is automatically activated, preventing anyone not in the list from entering the game.
whitelist update [Partial name or ID] [permission level] – Will update the player, used to change permission level.
whitelist remove [Partial name or ID] – Will remove the player from the moderator list.
cp add [command] [permission level] - Will add a command to the permission list.
cp update [command] [permission level] - Will update the command, used to change permission level.
cp remove [command] - Will remove the command the command permissions list.
Changes
Changed All items fill the backpack not the belt when you pick them up. They go to the belt only if the backpack is full
Changed it so ammo does not need to be in your belt to use it. It can be in your backpack
Changed replaced BanFileName with AdminFileName in serverconfig.xml
Changed to new loot balancing system more to come
Changed telnet to require password for login
Changed focus cube art and color for easier building
Changed increased cost of TNT recipe to make TNT
Changed HUD Buff icons to now last until they expire or are debuffed
Changed Animals are harder to find, and doubled respawn time for animals
Changed lowered the number of zombies spawning on Husker Avenue
Changed tweaked campfires and torches to look better with HDR
Changed made all character lighting a little brighter
Changed spike traps can no longer be picked up they must be destroyed
Changed slowed down pig
Changed removed snowy rocks from some wasteland prefabs that had them
Changed Blueberries are now only found in the snow biome
Changed lowered weight of iron girders in wasteland but made them easier to mine
Changed gun safes to be made of metal_hard and they are now craftable
Changed gun and desk safes have a larger inventory
Changed stability of weak wood and items to not support heavy loads like fridges, furniture, and cloth will no longer add structural stability to houses as a whole
Changed Iron ore no longer drops coal, lead or potassium nitrate ore
Changed reduced shotgun shell craft time from 5 to 2 seconds
Changed reenabled LODs on block models (like trash pile)
Changed did a chaos pass to the school rooms with desks pushed up against doors hallways barricaded
Changed Beaker now has 4 ingredient slots
Changed Zombies don’t spawn in player visible area
Changed converted top/bottom fridge blocks into single piece model entity with LOD
Changed cleaned up various prefabs that were using the wrong corrugated thin metal
Changed optimized memory consumption on chunk loading
Changed death messages to not show zombie or animals, only for players.
Changed snow to have trilinear filtering
Changed First Person, male, and female club fire anims to be more weighted
Changed console commands can now also be locally executed on a client, like debug menu. So you don’t need a debug.dll any more
Changed third person is now only available in debugmode. 3rd person will not be officially supported
Changed other players are not be able to pick up your placed Sleeping bags or beds only destroy them
Changed updated old wood texture and stone texture
Changed axe animations to show more weight
Changed Reduced ammo found
Changed weight of scrap iron from 16 oz. to 8 oz. so more little items can be easily converted to scrap
Changed desert shrub to block models to reduce biome draw calls
Changed bush to block models to reduce biome draw call
Changed reduced number of trees in burnt forest to improve performance
Changed updated all block entities to use the new lighting script to fix brightness in dark settings
Bug Fixes
Fixed knife so it breaks glass easily
Fixed school stability
Fixed school scale and added roof access
Fixed church cupboards rotation
Fixed log cabin wood so it can be burned
Fixed crash of dedicated server that came in b3 or b5
Fixed stick and sharp stick to have the correct delay for impact to match animation
Fixed a black block in one of the houses
Fixed debug cheat where players can speed up and slow down time in the game
Fixed problem that fall damage was duplicated when connected to a server
Fixed problem where oil barrels do not disappear on explosions
Fixed problem that sometimes when you connected as a client you were playing in creative mode
Fix block wireframe guide to show as far as the block preview does
Fixed console not closing when pressing the console key again
Fixed non reflective water not working
Fixed old frig glowing in the dark
Fixed private games still listing on the master server in some cases
Fixed when a buff is debuffed the character UI image does not clear
Fixed coffee requires specific sqaure placement of ingredients to cook side by side not anywhere
Fixed problem that wooden railings that had full block collison
Fixed punching tallgrass has now particles
Fixed stone texture to have filtering
Fixed repair wrench delay
Fixed crouch punch
Fixed male zombie shader to use the right one and adjusted specular color
Fixed an incorrect rotation of forge particles prefab
Fixed take all so it considers existing stacks
Fixed campfire eating wood without starting
Fixed time sync on client side campfire. Now works like the forge, fuel wise
Fixed campfire keeps playing the animated texture and lit without fuel
Fixed sectional couches so they can be used as firewood
Fixed server messages being hard to read, they are now a light yellow
Fixed mouse click take all does not work on a dropped player backpack
Fixed sometimes take all key does not work
Fixed repair not working correctly if repair_time was not set on repair item, will now default to 1 second
Fixed usage of multiple repair tools in multiple spaces causing incorrect repair amount
Fixed drinking fountain to have collision
Fireaxe does more base damage and equal head damage
Changed the new roaming hordes that won’t destroy player structures unless they sense the player
Changed returned to 7.0 terrain and improved the performance. The change was made for visuals, alpha 8 performance and player feedback. Note full smooth terrain will come with Alpha 8 as well as new solutions to mining and ladder placement
Changed removed Bucket of Water recipe that used a bottle of water, buckets of water must be obtained from lakes or rivers
Changed Bucket recipe to only create 1 bucket not four
Added new buff and debuff system that can do damage and healing and other effects over time. The system shows a temporary icon over the compass and icon and stats in the character screen. Coffee and food poisoning are the first offerings with many more to come.
Added new roaming hordes watch out for them. This is in addition to the existing noise spawned horde system.
Added viewable item stat system where you can mouse over anything in your inventory
Added new double resolution terrain mesh to allow cubed terrain blocks making mining and building with organic terrain materials much more enjoyable
Added new huge high school location and new road in the plains
Added new wearable icons and items for a skullcap, cowboy hat icon and baseball cap
Added new lootable, gun safe, school lockers and sinks to the world
Added hats to dresser loot
Added recipe, icons and items for coffee and coffee beans
Added breakable faucets that yield iron and brass to the world
Added brown grass to burnt forest
Added new concrete recipe from stone and gravel
Added gas recipe
Added new corn on the cob recipe, items and icons
Added new car wreck at the intersection of Riedel and Jordan
Changes
Changed caching of terrain values lead to better performance
Changed made percentage of night 35% as a default for all game modes
Changed increased weight of tin cans and candy tins so they can be scrapped better
Changed optimized collision testing thus performance on servers with many players and zombies is improved
Changed the seed of the all world randomization is now taken from the game name
Changed all the chunks are set to static now that might improve the performance
Changed hitting water with bullets or items now hits the blocks below water. The particle effect is still played on the water. So you can mine now under water
Changed particles for water impact are updated and working for all materials vs water
Changed increased delay and player cluster range for sound meter based hordes
Changed zombies can run in water
Changed car wrecks to have less dogs and more crawlers
Changed horde meter to not play warning and spawn sounds
Change horde triggering noise sensitivity to have some randomness
Changed exact collision on projectiles crossbow, rocket and trees
Changed lowered ladder structural integrity so they don’t support houses any more
Changed made brass easier to destroy
Changed wooden ladder texture to not clip the new terrain
Changed forge recipe to require a short metal pipe in addition to the stones
Changed air conditioners to give more short metal pipes
Changed zombies can now path through water
Changed improved stealth state logic
Bug Fixes
Fixed cloth stability
Fixed player cameras can clip into trees
Fixed bullet impacts only seem to register to the 1m volume area of a block entity model (Gun Safe), but not the
Fixed all LOD levels on forge was switched on
Fixed can now destroy the small dead animated bush
Fixed you can now destroy the desert shrub & get plant fibers
Fixed moon jumping problem in games with smaller night length
Fixed trees growing through bridges
Fixed sham and other canned foods from disappearing instantly before actually eating them.
Fixed winter pines to use colliders instead of blocky collision
Fixed name on potassium nitrate powder
Fixed crash on startup
Fixed various cooking recipe bugs
Fixed icons that were stone
Fixed desert shrub to have shorter collision
Fixed truck stop so mechanics pits are not full of dirt
Fixed zombies can see through doors when closed
Fixed hole in map in the north plains
Fixed problem that when attacking a block with the fist the full density was set
Fix various model import settings to not include animations to stop console spam
Fixed repairing fully repairs items
Fixed Metal Scrapping dupe bug.
Fixed Item dragging, players can no longer drag stacks larger than the max stack size for that item, remainder will be left in the slot. This prevents going over stack size for water and many other items in all interfaces
Fixed item loss with containers in multiplayer
Fixed an old west building closet that could not be entered
Added new basic Character Armor System accessed through the inventory crafting menu. Here the player can put on new found and crafted clothing for protection including hats/helmets, leg armor, chest armor, gloves, shoes and more. The character page also shows the players level and game stats. Note: The only clothing that’s tracked to the player model currently is the mining helmet more will come with the full character system in future builds.
Added a new Police Station, Truck Stop and 8 new campsites locations to the world
Added new smell icons that show on minimap that measures and show the players current smell level when he’s carrying smelly foods on his belt or backpack
Added new day/night percentage game options
Added new block durability game options as part of a larger plan for land protection
Added basic character sickness and gassiness from eating raw meat and eggs
Added gun crafting models and molds for the separate hunting rifle pieces
Added icons for the new clothing/protection system for a Leather Hat, Boots, Gloves, Jacket and Pants
Added icons for the new clothing/protection system for an Iron Helmet, Gloves, Chest Armor, Boots and Leg Armor
Added recipes for leather and iron armor
Added Bandana icon and Sunglasses icon
Added a boiled Egg Recipe and Icon
Changes
Changed sawed off shotgun fire to add more recoil to first person and third person female
Changed stags and rabbits flee in straight line away
Changed Zombies attacking blocks in proximity of player now show on minimap
Changed Reduced crafting time of spike traps from 30 to 10
Changed improved stealth & zombie sense detection logic
Changed raw uncooked foods to damage attributes
Changed increased chance for iron ore to drop lead
Changed increased chance to find beaker and added them to medicine cabinets
Bug Fixes
Fixed zombies attacking animals marking players as sensed
Fixed redid torch flicker
Fixed clients not hearing sounds
Fixed spider zombies to not crouch down to attack when they are not running on all four legs
Fixed collision on trees, now it is much more accurate and will not block bullets in the air
Fixed bug where hordes wouldn’t spawn after day 10
Fixed black missing blocks in a couple of the old houses where light fixtures were supposed to go
Fixed a bug of storage chests loosing inventory when player opened them while starving
Added new ‘Difficulty Presets’ game option that will allow the player to set the general Difficulty of the game. All options here are configurable separately.
Added new ‘Craft Timer’ game option that will allow the player to set the craft timer to Normal, fast or none
Added new ‘Loot Timer’ game option that will allow the player to set the craft timer to Normal, fast or none
Added new ‘Enemy Spawning’ game option that allows the player to set the amount of enemies that will spawn in the world
Added new ‘Damage Given’ and ‘Damage Recieved’ game options allowing the player to set how much damage he gives out or receives from enemies
Added new ‘Enemy Memory’ game option that allows the player to set how many real world minutes that a zombie will pursue something he has sensed in the world.
Changed Zombies will not spawn in a diameter of 30 blocks around your Sleeping Bag
Changed Slowed biome day time zombie respawning to 2400 seconds
Changed Increased damage to Bone Shiv and Hunting Knife to compensate for slow animations
Changed it so loot containers that have been opened already will open without a timer a second time
Changed removed Difficulty menu options as these are now rolled into ‘Damage Given’, ‘Damage Received’ and new ‘Enemy Spawning’ and ‘Enemy Memory’ options
Changed lowered brightness of wall torches
Changed lowered loot times on longer items like cars, safes, animals and air conditioners.
Changed increased time for animals to respawn
Changed some tools to take less time to craft
Changed crouch loot time to 1.5 times slower instead of 2
Changed so already searched or empty loot containers require no time to open
Changed looting a touched or empty container now takes no time.
Bugs
- decoration problem on servers in a peer to peer game
- a client connecting to a multiplayer server now also gets a lunch pack
- stealth undetected and sensed screen fx
- flashlight cookie showing a square cutout
- item duplication bug when moving items to inventory.
- selected recipe background highlight stays up unless another recipe selected, you click craft or exit the crafting menu
Added new smooth terrain imported from the old world. The full terrain smoothing pass will come in the next big release
Added new high res ground terrain textures, new model trees, bushes, cactus, grass and destroyed building block pieces. Who says the apocalypse can’t be a beautiful place.
Added new sun shaft and brighter moon
Added regular zombie, fat zombie and snow zombie idle, walk and pain animations
Added ‘Destruction’ group in the creative menu and icons which contains all destruction sets
Added preview icons for all existing building destruction sets modular sets
Added impact particle effects for various materials vs snow terrain and block destroy effect for snow
Added impact particle effects for stone vs various materials
Game mechanics
Added a new Stealth system with minimap noise blips, zombie color aggression icons and an object throwing distraction system which currently works with Small Rocks and Pipe Bombs. The system also uses food smells. Meats smell the most, then charred, grilled and boiled smelling the least. Carbs smell the least, raw or cooked, at least to zombies, so things like corn bread and blueberry pie that do not increase your health but can fill you up smell very little. You can now run away in the dark and crouch and lose enemies. No more zombie GPS!
Added a new horde spawning system where player’s noises contribute to the possibility of a horde spawning. Zombies no longer no exactly where you are day or night.
Added a new loot opening timer system. Crouching will take longer to open a loot container but make less noise. Take all gathers items quicker but makes more noise.
Added crafting time for crafting which improves the survival experience.
Lighting
Added a new lighting model which allows point lights in the world and flashlights and torches to look better.
Added LOD for trees and large bushes and a slider in the video options that can be tuned to boost performance
Added new player spawn rules: New players in coop spawn near other players. Solo players spawn at start points. New players in PVP spawn at the nearest spawn 100 meters away from other players. If you quit and rejoin it spawns you where you were at. When you die if you don’t have a Bedroll its spawn you randomly 75 meters away from your death location. If you a bedroll and dies a selection comes 1. Spawn at bedroll 2. Spawn near from bedroll (75 meters away)
Added new drop on death and quit options drop nothing, everything, Tool Belt and Backpack only.
Added new player dropped backpack model and map icon so you can find your loot. The system only displays your last dropped backpack and the backpack stays in the world until it’s emptied.
Added start inventory of one Water bottle and one can of chili
Items
Added Glass Jar forging & Glass Jar Mold, windows now have a chance to drop Broken Glass items that can be collected and melted into glass objects
Added in an Industrial Wall Light and Fluorescent Ceiling Light
- naked zombies not always playing their attack animations
- hunting rifle ammo icon based on bug report
- problem that chunks were not drawn any more
- crouch punch for male
- feet clipping on the zombie dog
- crouch punch for female
- wasteland having concrete layer under it
+ Upgrading to Alpha 7 will sometimes cause players to lose key bindings go into options/controls/restore defaults and hit apply then close the game and start again to fix the problem
+ Augers and Chainsaw make idle sounds when they are out of gas
+ Sometimes trees are not rendered but their collision is there. The work around is to restart your server and restart your game. We will work on this for a patch.
Changed Kicking and banning to search if name contains than input instead of starting with the input. Also added player id as a fallback. Player id can be seen by using the “lp” command.
Bugs
- player hosted game servers were not showing in the game browser.
- game Info player counts were showing incorrect numbers
- favorite servers list would break if you had no other favorites and added a manual favorite entry.
- unable to remap reload/take-all key, should now map correctly.
- bug when mining less than 16 blocks above bedrock pressing E brings up a console error IndexArrayOutOfBounds
- Crafting Grid Item Loss when quick crafting using known recipes if you switch from recipe to recipe you will lose the items on crafting grid.
- Add an ounces and burn time for gas cans for the auger and chainsaw.
- Multiplayer\Client de-sync all containers de-sync between server and client resulting in loss of items, item duplication, and in some containers which have randomly generated loot multiple different instances of that loot.
Added new server info panel for the server browser window showing all game options
Added game options to Disable/Enable NAT for player hosted games
Added a new “suck nearby items” function: when you press E all items on the ground in a 4m radius get moved towards the player and auto-collected
Added new Take All loot container hot key which shares the players reload binding
Added new DaysToRespawnIfPlayerLeft option to spawners so zombies won’t spawn inside locations that have been cleared unless abandoned by players for several days cities are excluded
Added tooltip line sound and gui that shows help for some special recipes, weapon repair, weapon breakdown and new forge functions
Added paging for game options panels to accommodate the growing number of game options
Added Forge GUI backdrop, animation and Forge particle system
Added new tooltip hints when placing items in the forge
Added weight to tools so all sensible items can be melted down or turned to scrap for forging
Added text entries for new enemies, items and molds
Added Clay drop chance to desert ground and forest
Models and Icons
Added icons for bullet casings
Added icon for bullet tip item
Added icons for trophies
Added mold icons for lead, iron, brass, aluminum and copper ingots
Added icons for bullet casings, bullet tip, 9mm, 10mm and 7.62mm bullets
Added icon for stone axe, sharp stone and iron bars
Added new scrap iron, brass and lead models and icons
Sound
Added full sound sets for crafting, forging, map and build menus
Changes
Changed the size of Navezgane increasing it by 33%
Changed client inventory is now saved every 30s to the server or when the client quits.
Changed spawn rules to be governed by the hosts Friendly Fire settings. With FF on new players will spawn away from each other at a random spawn point as this option supports PVP play with FF off new players will spawn near each other as this option supports cooperative play.
Changed sleeping bag rules so the game remembers your last placed sleeping bag or bed only and auto spawns you here without selecting it.
Changed fat zombie cop puke attack range 33% shorter and half damage to players
Changed all firearms to use bullets instead of magazines to work better with forging of bullets
Changed all metal objects now have weight so they can be scrapped into metal for the forge
Changed removed iron ingot recipes, they must be forged now
Changed zombie spawning in major cities during day to have more zombies and respawn faster
Changed biome spawning so that min distance is 16 was 32
Changed removed iron ingot recipes from Iron wall and iron ore now you must melt them
Changed metal_medium and metal_hard to have more durability
Changed Game Info to use key value pairs instead of a : separated list w/backwards compatibility
Changed paintings, modern couches, end tables and small televisions so they can be picked up
Changed removed Fat zombie cops from Diersville, they will be limited to night spawning
Changed City Biome to have more day walkers
Changed chance to find painkillers in garbage and other loot now that there are medicine cabinets
Changed key bind window to NGUI
Changed Sun movement is now from east (morning) to the west (evening)
Changed Snow zombies to use fat zombie hand attack
Changed removed m136 rocket launchers and rockets from wall safes
Changed removed old recipes for scrap metal from tin cans, candy tins, hub caps and air filters to prepare for the forging system
Changed garage loot to exclude painkillers and include shovels, pickaxes and fire axes
Changed spawn locations marked by stars are no longer shown on the map
Changed snow blocks now have a chance to drop dirt, snow and clay
Changed reduced shotgun ammo from loot
Changed camp fire recipe to use a log circled with small rocks
Changed bullets so they can be broken down to retrieve ingredients
Changed coming next load screen image for next release
Changed throworganichitstone1.wav to sound more like flesh hitting stone
Changed all ammo pieces and individual bullets to stack 500 per item
Changed recipe so you get more gunpowder from coal and potassium nitrate
Changed increased chance for clay drop on all top ground layers
Changed cinder blocks so they can be picked up
Changed ladders so they burn as fuel in the forge
Changed buckshot to get eight from one lead ingot
Changed corpses so they gib easier
Changed brass lights to drop scrap brass
Bugs
- bug that would not pop up an error window upon finding out the server is not connected to NAT during connection.
- bug when selecting a server in the server browser, ones with similar information would also be highlighted
- bug when starting a private game, you were unable to invite friends to join via steam friend invite system
- bug causing bottled water to show up too much in cupboards and not enough food
- small business buildings that had light fixtures blocking the players path
- black block in desert junkyard
- looting nurse zombie sound to play looting corpse sound
- mp5 reload scale problem
- missing material on clay lump
- coal ore blocks to burn & increased coal piece burn value
- the zombie noise system that was broken
- deer so they cannot climb ladders
- chopped logs to drop pine trunks
- bug where 2 players can now activate the forge at the same time
- bug where clients can breakdown weapons in coop now
- world “cut lines”
- short metal pipes so they can be scrapped
- pipe bomb throw animation stuck glitch
- Crossbow now has a bolt when taking in the hand
- pickaxe hold loop problem
+ Mac builds need to quit via the task manager
+ Rocket Launchers and Hunting Rifles cannot be broken down yet or crafted
+ Upgrading to Alpha 6 will sometimes cause players to lose their key bindings. If this happens go into options/controls/restore defaults and hit apply then close the game and start again to fix the problem
+ Alpha 6 has some unresolved animation issues caused from the Unity 4.3 upgrade including the cross bow animation and zoom
- Input string was not in correct format console hijacking bug.
- Password popup screen to hold proper game information to connect to upon entering password.
- Game Name and Game Host max length are both now 25 characters to stop dedicated servers from having too long of a gameinfo string.
- bug that would cause the menu to not show for 5-10 minutes at startup while authorizing with steam; also fixes bug that would say a player doesn’t own a copy of the game and locks them out, when they do own it.
- bug where players would get a blank screen when clicking start after manually typing in an IP/Port.
Fixed memory management on dedicated servers: now if players disconnect their memory is freed and not cached any more.
Added new destroy organic sound set so destroying corpses makes the right sounds
Added new footstep organic sound set so walking over corpses sounds squishy
Added new loot safe, loot stump, loot suitcase and loot corpse sounds and Integrated new loot sounds
Added new organic material so corpses play the correct impact sounds
Bugs
Some player hosted games still have incompatible NAT routers preventing other players from joining. A quick solution is try and let your friend host instead
- Runaway console and browser join issues
- Input string was not in correct format console hijacking bug
- Password popup screen to hold proper game information to connect to upon entering password
- Game Name and Game Host max length are both now 25 characters to stop dedicated servers from having too long of a gameinfo string
Added new feature for preview position and rotation for placing blocks. Before placing a block a semi-transparent preview of the block is displayed and player can rotate it using LMB
When pressing the ALT key in 3rd person the camera can be moved freely around the player. Old state was: when shooting it was shot through the screen middle. New state: the crosshair is removed and shooting is done along the players view
When the Z menu is opened, the full text search is auto selected and the old entered text is cleared
Increased block damage on explosions to allow better TNT chain reactions
The turn speed of entities (like zombies or stag) is now dependent on their speed: the faster they move the faster they turn
Increased colliders for inventory slots so that horizontally there is no space any more. Vertically there is still a small gap in the bag
Wood Spikes can now be placed only on a solid cube. So stacking of spikes isn’t possible
Bugs
Added delay to food items so they don’t disappear until used
- chunk could not be saved when building a column > 190 blocks
- “left shift” and “right shift” were not selectable
- when placing a bedroll/bed the other block was removed without a check. This could be abused for fast mining. Also set the orientation of a bed correctly
- when running a server for a long time and the entity ids get greater than 16 bit, no player was able to connect to the server any more
- Glass Panes so they can be placed on any wall the correct angle
- Hulk vomits at any angle out of the back of his head. Now if you happen to get behind the zombie when he started his vomit attack, his head isn’t rotated in an unnatural angle any more
- control panel so that it also works when the next (and overnext, etc) round started
- Fat Zombie cop vomits and attacks blocks at the same time sometimes
- tree tips to drop tree tip blocks
- lowered volume of overdriven chainsaw fire sound
- Hopefully - the problem that sometimes polygons shown invisible
- crash when ending the game on server browser screen
- NAT punchthrough sometimes doesn’t work as it should for some users
New Menu Theme with new background, options and layout
Added customization for game modes including: game difficulty with 5 levels to choose from, user defined 24 Hour cycle, friendly fire toggle, enemies spawn toggle, public/private game options, cheats toggle, password setting and more
Added new List box for levels with scrolling with 5 new levels and 2 new game modes
Added scoreboard which can be shown by holding the TAB key (You can set the key bindings for this to something else if you like)
Added a FOV (Field of View) slider to graphics options for our players who get nausea (sorry it took so long!)
Added Credits Screen
Miscellaneous
Added cabinet side texture for new houses and integrated into modern house art key
Added glass shower texture for new houses and integrated into modern house art key
Added new end tables, end tables with lamps to modern house
Added Created range top texture and implemented into new houses
Added soffit to modern shingle blocks
Added bird nest loot, eggs and feathers to desert biome
Added bird nest to certain trees, barns, roofs and other hidden areas
Added new museum/bank building and textures
Added New chunk region format with less chunk files
New file format for chunks – Old worlds can be converted to the new format [We recommend just starting a new world]
Multiplayer
Added new game Server Browser for finding and connecting to games which shows game name, host, world, mode and more. Can also kick and ban users
Implemented a day 9 and beyond in hoard mode
Added new multiplayer mode – Horde Mode – Added first pass on hoard mode
Added new multiplayer mode – Deathmatch
Added new MP Forest Horde map
Added new MP Forest Skirmish map
Added MP Wasteland Skirmish map
Added MP Wasteland War map
Added MP Wasteland Horde map
Created Various supply crate entities and texture assets for MP maps
Added Server side recipe list download for connected clients.
Added web based control panel access for dedicated servers
Added master server list and server registration for server browser
Switched network communication protocol to Unity’s RPC mechanism. Now hopefully more than 8 players should be running smoothly
NAT Punchthrough for player ran servers as well as dedicated servers.
Added new deathmatch airdrop supply volumes to wasteland war and skirmish maps
Added a new serverconfig.xml for the dedicated server that uses all game options
Server Controls (dedicated
ServerPort – specifies the port used to connect to the server
ServerIsPublic – If true, the game will show up in the server browser
ServerName – The name of your server
ServerPassword – Specifies required password to connect to a server. Leave blank for no pass
ServerMaxPlayerCount – Specifies the maximum amount of players (max 64)
GameWorld – The game map you wish to use for the server (usually Navezgane)
GameName – The name of your game/who hosts
GameDifficulty – Specifies the difficulty for the game. 0 = easiest. 4 = hardest
GameMode – Specifiy the game mode type. : GameModeSurvival, GameModeDeathmatch, GameModeZombieHorde)
EnemySpawning – If true, enemies will spawn in the game
ShowAllPlayersOnMap – If true, players will show up on the map
BuildCreate – If true, creative mode will be enabled to use
DayNightLength – Sets the 24 hour time in minutes. Default is 40 minutes for 24 hours
DayCount – Specifies the amount of days for hordemode( only for horde mode, use 0 for unlimited)
FragLimit – specifies amount of frags/kills to reach before game ends in deathmatch(only for deathmatch, use 0 for disabled)
MatchLength – specifies the length of the match that will end the game if the fraglimit isn’t reached(only for deathmatch, use 0 for unlimited)
RebuildMap – If true, when the round ends for a full game the map will be reset to it’s original state
ControlPanelPort – Specifies the port to access the web control-panel
ControlPanelPassword – Specifies the password to access the web control-panel
Changes General
Changed barbed wire fences recipe to use sticks instead of power poles
Changed barbed wire recipe to use forging metal
Added concrete to general supplies
Added general supplies to hoard drops
Changed hardness of “leaves” material so pine tree & dead tree branches can easily be destroyed and they now have a 100% chance of dropping a stick so players can make clubs easily pretty much anywhere.
Torch and car fire have now burning sounds
If you drop a torch, now it doesn’t continue burning (the particles are switched off
Added m136 rocket launcher reloads to both controllers
Added hunting rifle to fire sounds so zombies can hear it, lowered sniper rifle volume
When reloading a weapon, the ammo is instantly consumed now. If the player switches to another hotkey slot while the reload animation is playing, the gun is not reloaded and the ammo consumed is restored.
Increased rocket entity damage
Made it so anything stone destroyed drops destroyed stone, and then you can create cobblestone from 4 pieces of it.
Removed thin corrugated metal recipe because it was redundant with thinmetalplate
Added crossbow reload sound
Weapons found in loot containers will now have a random chance of having between 25%-75% durability left to use.
Tree leaves don’t fall any more when hit with a single shot (f.e. pistol / axe)
Rewrote game mode, difficulty and level descriptions
Added Ladder Climbing animations for female player
Removed a bunch of First Person Male animations and now share with female
Added Rocket Launcher reload animation – New rocket particle effect – New rocket ammo model and texture
There is now a small delay between dropping items. You cannot spam the Q button anymore.
Improved reload animations for all weapons
Rocks can be picked up and crafted into stone, and then stone can be crafted into throwing rocks. – Throwing rocks will make a noise and should attract nearby zombies that don’t see the player
The “loot label” in the game on loot containers is now hidden by the bag again
Added new beds to modern houses
Metal trussing is easier to destroy
Game Options now saved with the save game
Fixed problem that sleeping bag icon wasn’t removed when sleeping bag fell down
When picking up a torch now you get the item and not the block torch
Added a delay of 0.8s to throwing rocks
Changes Items
Barbed wire fences now do less damage
Wooden spikes now do less damage
Animated Wrench / Repair tool and added repair sound
Some items now have new and better models and icons
You now need to use paper instead of sticks to create a campfire
Increased iron ingots in supply crates and how much you get from ore
Blocks involved in an explosion now drop its destroyed block with a chance of 50%
Blocks involved in falling now drop its destroyed block with a chance of 70%
Reduced the amount of metal trussing you get from short metal pipes and amount of short metal pipes you get from forging metal
Changes Multiplayer
Removed port setting in options (Networking) and moved to single player creation on the create new game screen.
Raised all supply drop volumes in the Dm and Horde levels to 150
Added a temp sound + text for the zombie horde mode whenever a wave starts
Changed logic for “rebuild map: never”. Old: player inventory was cleared, new: player keeps his inventory
In horde mode the state of the dynamic spawner is now saved too. Now there is not always a “New horde” on continuing a saved horde mode game
Delete Save game button added to Continue Game screen
Kick/Ban functionality added to console commands
Game Browser now has search input at the top, searches game name and game host
Ping added to server entries on Game Browser
Climb animation is now also shown on clients
Increased chance of getting water in horde supply crate drops
Supply crates are also saved in DM and horde games
Changes HUD/Menu
Added new Coming Next features background to the game
Game mode options now have a default and a restore defaults so you can get back to the original settings
Updated all map menu thumbnails so they are new and unique
Messages now show up by default and the F2 Menu has been removed and replaced with the (default) TAB key that brings up the scoreboard
Player icon now blinks on map (M)
Made pressing TAB in the username field, jump into the password field at the login screen
Added game options description to right hand panel
Added a default “no image” for levels without a set image
Added background music. Made background music fade in on menu and fade out on game play
Game browser now has a column text limitation
All Main menus changed to follow new theme
Redid the server login of a client to better fit the lobby concept
“Version is not valid any more” is only shown once on startup now instead of every quit to the main menu
Added drop down box for the max number of allowed players on the create new game screen.
Added game option that allows the player to set 24 hour cycle length in minutes.
Removed background shadow sprites from game scene escape UI.
Added new layout list of saved games on Continue Game Screen
New menu sounds and music added
HUD tweaks to switch locations of status bars
Changes AI /Enemies
Zombies don’t attack meaningless blocks anymore
Zombies navigate fencing and other oddly shaped blocks properly
Improved collision performance
Implemented fat zombie special run anim
Zombies will now climb ladders to get to you
Increased Zombie spawning time for general biome zombies to address mass spawning
Gave regular fat zombies fat zombie cop melee attack
Added despawn rules: Zombies that are not spawned from a static POI spawner get despawned when they dont have a target any more
Zombies now only run when there is a target/something they’re interested in
Hornets will have honey on them on death
Hulk’s vomit lightened in color
Hulk explosion particles improved
Changes Other
Added placeholder sounds for all thrown or dropped objects
Replaced window_paned01.png with smaller tiling tga version
Special characters are no longer allowed in game names
Internal change of saving of chunks: file handle is now kept open so that should lead to better save performance
New water texture for game for non reflective water setting
Add 0 to game options as infinite value
Remappable keys added for Scoreboard and Console.
In order to show certain MP maps, you must now have the gamemode selected
Disabled Debug feature NUMPAD – (minus) and NUMPAD + (plus) and NUMPAD ENTER for release builds
Darkened Supply Crate texture.
New cobweb textures
Removed all old cars from the game clearing up new texture space
Removed model tree stump and leaves texture. Visit camp sites and make sure they don’t have a stone tree stump block in place
Added xml file for level information – xml has allowed game name, game modes and description.
Updated Navezgane bridges with central middle metal support for improved stability
Made special bridge materials/blocks asphalt, metal, concrete and wood which helped the strength of the bridges. They still have a few blocks that sometimes fall in the center from the players weight but they are much better
Updated inventory icons (GUI) for food, weapons and tools
Added modern style furniture to Block model sets modular leather couch, end tables, lamp big screen TV
Removed sticks dropping from leaves except for dead bushes
Day/Night Length now deafaults to 30 minutes rather than a minute if registry key does not exist
Several GameOptions set to not be persistent, these should no longer save in registry but instead use the default value if not set in new game or continue game
Fixed preview image for small rock
Bugs
- (Should be) a server bug where items dropped on a server could not be picked up, and zombies were invincible – If this bug occurs again, please let us know.
- a bug that sounds of a breaking tree was too loud
- crash with NullReferenceException
- a problem that dynamic spawners weren’t spawning regularly
- a bug where the player could spam rockets, and other general gun shots by switching to another hotkey slot and back quickly
- a bug where the player could bypass the reloading animation to shoot again.
- a bug where general biome zombies and animals despawned too quickly
- all trees so stability works properly with them
- Zombie console error problem
- streetlight prefabs so stability works with them
- a bug where a dedicated server would not start a new round
- a bug where the Back button was not working in Options menu
- a problem where the player would take damage in cornfields with 0 damage from falling plant pieces
- issue where Option widths on new dropdown menu were not wide enough and now highlight when mousing over the options
- a bug where capital letters in a game name would count as special characters
- a bug where the Music volume slider did not work
- swung club to pistol transition
- held block to weapon transition
- pistol reload animation
- bug where zombies sometimes spawned below earth level or in a wall
- a bug where the player could place certain items that have low durability points into the crafting table to restore durability points back without using a second item to repair.
- a bug where the player could fall between 6-10 blocks high and take fall damage but get healed instead of losing health
- a bug with the metal to dirt impact particles
- a bug where pressing escape while the inventory/loot container was open would not close it properly.
- MP5 rotation bug when zoomed in
- a bug where the inventory would stay open when opening the sniper scope zoom
- 64bit Installer installs the game in the wrong location
- problem that Overall Audio Sound Level was not working (due to a Unity 4.2 bug)
- weird sounds on entering a level any more
- big dupe bug where a player could press Q on certain items and not lose any from inventory
- male first person not crouching and some transition issues.
- stick attack for third person
- trunk breaks after 4 hits for client player
- “some sounds are not played correctly” in multiplayer
- the screen tilt problem when aiming down a weapon’s sights
- a bug where if the player was aiming down their gun sights and placed a weapon over it, the game would freeze up/spam console errors
- a bug where right clicking to split an output item in the crafting table would cause the unsplit items in the output block to vanish
- some duplication bugs
- a bug where the player could hit enemies and blocks from far away
- bug where popup menus would be covered by other things
- stability problem on explosions
- bug that plants did not grow any more
- Hornets attacking not yet spawned client players
- crash stack overflow on tall grass dying
- bug where adding a favorite would overwrite the last favorite
- bug where changing game options on continue game screen would not save
- explosion sound was played locally. Now the distance is also taken into consideration
- bug that the 2nd lit pipe bomb in a row wasn’t shown on the other clients. Please also retest the torches
- flicker of sunlight during early morning/evening
- bug where any player was able to call kick/ban, even if client. Now set to server only
- Car Entities collision is messed up
- All 4 chests in the game are now rotated right when placed: with the side facing the player
- mantis bug: Torch can be placed “into” a chest
- bug that when throwing a small rock very quickly (indeed it was with dropping all items) they were not subtracted from the client after a while
- meat on a stick and hunting rifle bullet to not have animation warnings
+ Animals get knocked back quite far when hit
+ If you light a pipebomb and don’t throw it, it will explode but the pipebomb is not “deleted”/removed from your inventory. If you die, all of them are dropped, including the one that exploded.
+ Stability on Bridges are still a little weak in the middle
+ Dogs climb ladders sometimes
+ Animals sometimes run in circles due to zombie ai improvements
+ Auger is rendered smaller in player’s hands
+ Multiplayer servers sometime don’t show up in server browser
+ Spanish, French and German translations are not done use English for now
+ Large structures falling from stability cause poor performance on lower end systems
+ Rocket Launcher does not have a degradation stat bar
+ Switching languages multiple times in a row can cause broken wording in continued game
+ Continue game screen titles not updating when re-entering.
+ The NAT punchthrough sometimes doesn’t work as it should for some users and usually results in server hosting connection issues. Use the disable nat option in the server config to work around this for now.
Zombies tend to bug in presence of water. Either they don't even go into water or they register water as darkness and start running into it and towards the player.
Zombies will sprint towards the player during daytime for a second or two when walking onto the road.
Zombies sometimes glitch where they will attack something and will stay there forever until they are interacted with (Note that this sometimes causes huge FPS lag).
Closing the game while respawning sets your spawn point to where you died.
Versions of Cinder Blocks make different sounds and take different time to destroy.
TNT shows as a block in the inventory but goes to its texture when placed.
When reloading the Sawed off Pump Shotgun and switching inventory slots, you still hear the Sawed off Pump Shotgun sound and be required to fully reload the shotgun, but it doesn't reload.
The Shotgun must reload all shells before using it again.
When mining blocks, the drops may be stuck inside a solid block, which makes it to be difficult to pick up.
When crafting items from your front inventory bar and exiting out of it, your items will stack and duplicate, doubling the amount.
Placing a nearly destroyed pickaxe in the crafting table gives a pickaxe with nearly full durability.
When breaking the Refrigerator with a pickaxe and then placing it again, loot will spawn inside it.
Sometimes the industry factory towers will not fall from gravity once the bottoms are taken off of it (Normally when you use barrels to explode the tower).
When placing a wood Spikes next to a wall, you can place more wood Spikes on top of each other depending on the wall size.
When you die from Radiation in the Rad zone, you will still hear the Radiation sound when respawning for several seconds, and until you click 'ENTER' to spawn.
Items and Blocks of any kind when crafted can be stacked to any amount, but when using the item, or dropping, it will not restack back onto its original stack, as the limit is 64 for most items (For example, making 700 Sticks, dropping 10 sticks, the sticks will stack into a new stack until its limit '64' is reached).
When refueling the Chainsaw or Auger, there is no sound effect to it? (Bug or not added to the game?)
Some blocks and items around the map act as a storage container and can be looted.
When clicking your mouse onto an item or block in your inventory, for a slight second, you will notice a different name saying something like 'pistol' other than 'Pistol'. When clicking an item for a slight second you will notice it uses the items 'code' name for the coding files of the game. In addition to this, sometimes your inventory will glitch out where you hover your mouse over an item such as the 'Pistol', but the name will show as 'Paper'.
When your underground and the sun is going down or up, you will notice a 'Lighting' changing effect. When its daytime it will be lighter than normal in the underground. When it's night, it will be darker.
The Torch and Flashlight don't effect the lighting level. You can walk into a pitch black area and use the Torch or Flashlight in your hand and it will not change the lighting level, it only shows as an animation effect.
Sleeping Bags will show up on the outside part of your map. It will show the arrow of your Sleeping Bag spawn point in the bars of Hunger, Health and the others.
In Multiplayer, when a player leaves the game, it will delete the inventory of anyone that leaves and rejoins the game, but not the player who is hosting the server.
When farming with corn, you will sometimes receive Candy Tin Cans as loot and also some other items.
When underwater, you do not have a water breathing bar, so therefore you cannot die underwater. (?)
You cannot place blocks in or on water, and water cannot be destroyed as zombies cannot attack it and doesn't indicate as a 'Source' block. (?)
When sprinting towards a solid block or wall, and walking towards it while being right next to it, you can see though the wall, acting as a transparent block.
When attempting to join a server, and the Server fails, the mouse will be disabled until you either exit the window by closing it or by pressing Alt + Tab and re-entering the window.