7DaysToDie-Servers.com Blog Feed en https://7daystodie-servers.com/ Mon, 22 Jan 2024 19:12 CET 7DaysToDie-Servers.com is a 7 Days To Die servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 7 Days to Die 76% Off https://7daystodie-servers.com/blog/261/7-days-to-die-76-off/ https://7daystodie-servers.com/blog/261/7-days-to-die-76-off/ Mon, 22 Jan 2024 19:12 CET
https://store.steampowered.com/app/251570/7_Days_to_Die/
]]>
A21.3 b37 hotfix patch https://7daystodie-servers.com/blog/260/a213-b37-hotfix-patch/ https://7daystodie-servers.com/blog/260/a213-b37-hotfix-patch/ Thu, 18 Jan 2024 23:59 CET
We have a small hotfix patch for you all that solves an issue for Microsoft Store users being unable to start the game and some other small adjustments making life easier for our modders.
There should not be any impact on your savegame or currently used mods.

Changelog for A21.2 b37

Changes:
  • Allow descendants for fetch quest objectives to not require the quest code as meta value on the item
  • Log messages for executed/denied commands from clients

Fixes:
  • Inconsistency in XUi stamina reporting
  • Game launcher having issues creating data directories on Windows Store version
]]>
7 Days on sale now for 76% Off https://7daystodie-servers.com/blog/259/7-days-on-sale-now-for-76-off/ https://7daystodie-servers.com/blog/259/7-days-on-sale-now-for-76-off/ Thu, 21 Dec 2023 19:27 CET 7 Days 10 Year Anniversary https://7daystodie-servers.com/blog/258/7-days-10-year-anniversary/ https://7daystodie-servers.com/blog/258/7-days-10-year-anniversary/ Thu, 14 Dec 2023 01:31 CET 7 Days to Die Original Soundtrack available now! https://7daystodie-servers.com/blog/257/7-days-to-die-original-soundtrack-available-now/ https://7daystodie-servers.com/blog/257/7-days-to-die-original-soundtrack-available-now/ Fri, 08 Dec 2023 19:43 CET
https://store.steampowered.com/app/2721510
]]>
Steam Autumn Sale https://7daystodie-servers.com/blog/255/steam-autumn-sale/ https://7daystodie-servers.com/blog/255/steam-autumn-sale/ Tue, 21 Nov 2023 19:04 CET

https://store.steampowered.com/app/251570/7_Days_to_Die/
]]>
7 Days Labor of Love 2023 https://7daystodie-servers.com/blog/256/7-days-labor-of-love-2023/ https://7daystodie-servers.com/blog/256/7-days-labor-of-love-2023/ Tue, 21 Nov 2023 19:02 CET
As we approach December 13th, we're excited to celebrate the 10th anniversary of this game. This Thanksgiving not only marks a time of gratitude but also commemorates the 11th anniversary since the game's conception. Currently, our dedicated team is diligently working on the 22nd major release.

It's incredible to reflect on our journey as The Fun Pimps, growing from a team of 3 to a robust group of over 60 individuals. Throughout this decade, we've consistently invested 90% of our resources into our passion project, 7 Days to Die, and this commitment remains unwavering. If this isn't a labor of love, we're not sure what is.

We invite you to show your support by voting for your favorite deserving survival game. Thank you for being part of this incredible journey!

Sincerely,
The Fun Pimps]]>
A21.2 b30 Stable https://7daystodie-servers.com/blog/254/a212-b30-stable/ https://7daystodie-servers.com/blog/254/a212-b30-stable/ Mon, 20 Nov 2023 19:53 CET
Just in time for the extended Thanksgiving Weekend, TFP is proud to present A21.2 Stable! With the entire 7 Days to Die team working tirelessly to roll out A22 as soon as possible, we've implemented numerous fixes and changes that we know you'll love!

This latest release adds a much anticipated feature: Death penalty options! You can now choose from Nothing, Classic, Injured (respawn with most debuffs still active), and Perma-death (your entire profile is wiped, and you start fresh in the same savegame).

We've also added the ability to lock inventory slots. Click the arrow buttons to indicate how many slots to lock, starting from the top left-most slot in the Player Inventory. Those locked slots will be unaffected by the Sort Inventory, Fill Stacks, and Move all buttons. This is a great way to ensure you have your required Ammo, Food and Water, or Medical Supplies on you at all times to fully augment your playstyle.

The drone also got some love, with emphasis on several fixes for lost drones and improve pathing in certain situations. This should result in fewer drones getting stuck.

For a more comprehensive list of updates included in this release, please refer to the complete changelog below.

From all us us at TFP, we wish you a joyous and Happy Thanksgiving!

Changelog


Added
  • Death Penalty settings
  • Lockable inventory slots are now enabled by default
  • Player will be teleported from the full trader protected area during a blood moon
  • Checks for network data to mitigate some possible attacks
  • Proper exception message when more blocks are defined than allowed
  • Loadingscreen.xml to dumped XMLs when running ‘exportcurrentconfigs’
  • Allow overriding the maximum wire length when using the wiretool in the item's action definition with the MaxWireLength property, defaulting to 15
  • Console command "visitmap full" version
  • Doors can have a trigger collider that pushes players out of the doorway as it closes
  • Push away trigger to iron garage door
  • Default gfx preset for AMD 6950 GPU
  • Junk Drone manager recovery of existing broken positional data.
  • Property for CallGameEvent triggeredEffect to allow client call.
  • Junk Drone catch all point that finds an open block around the player.
  • Junk Drone checks to address an issue when a path was being consumed but not followed.
  • AddChatMessage TriggeredEffect for buffs.
  • Graphics default calculation detects Steam OS
  • Added after ChunkBlockLayer Read we clear block ids that ref null blocks. Minor Chunk SetBlockRaw and ChunkBlockLayer get/set tweaks.


Changed
  • Junk Drone physics transform interaction for set position to avoid adding of the origin position
  • Junk Drone MaxDistance from owner to 32 blocks from 64
  • Junk Drone follow group positions to include 3 more points when behind the target is blocked.
  • Junk Drone pathing when in confined spaces, small structures, rooms and mineshafts.
  • Increased max particles of a type per entity to 3
  • Lock AdminTools queries while reloading so no invalid state can be received
  • Descriptions for teleports now show the distances.
  • Set AllowedRotations property to No45 on Land Claim Blocks to prevent clipping
  • Enabled mesh collider convex on various doors to prevent players from getting stuck in them
  • Updated collider on modularFireWoodStackC to allow projectiles to pass around them easier
  • Bird nest material and max damage to match particles and sound when harvested
  • Updated collider for brick_half_destroyed04
  • Updated colliders for couchModernCorner to allow projectiles to pass around them easier
  • Removed Damage Mitigation from Grandpa's Moonshine and Pain Killers to prevent 100% or higher buff stack up
  • Reworked values for WaterChangeOT for Pain Killers, Steroids, Recog, and Fort Bites to match the new durations
  • Reduced Damage Mitigation of Fort Bites from 50 to 40
  • Reduced water loss of Fort Bites from 30 to 20
  • Updated localization of Physician ranks 2 and 4 to reflect the 20 and 40% crafting time reduction to items in the chem station
  • Updated localization for critical hits journal tip
  • Updated tags on zombieBurntFeral to include "walker"
  • Updated some logging for mod loading for better readability
  • Updated V2, V3, and V4 commercial doors that were missing the EntityCollisionRules script so the frames are not interactable
  • Removed the legacy downgrade path for steel ladders
  • Removed the bonus wood block damage from Shotgun Slugs
  • Updated colliders on all facade shape blocks to prevent camera shake when walked on
  • Telnet interface no longer logs full exceptions when the remote host aborts the connection
  • Resource bundles now sell for the same price as their unbundled stack size in rented vending machines
  • Updated prefab tags on showerHandlePrefab to enable collision
  • Updated colliders on table lamps
  • Updated collider on stationary_bikePrefab
  • Adjusted colliders on stone pallets to allow projectiles to pass around them easier
  • Adjusted colliders on gun and equipment racks to allow projectiles to pass around them easier
  • Optimized Vector3i and Vector2i
  • Optimized Vector3b
  • Optimized Chunk ToWorldPos for x y z
  • Reduced stormy weather lightning and thunder rate
  • Optimized RWG run township dirt roads
  • Optimized Utils Fast function
  • RWG creation memory usage optimizations
  • Minor GameObjectPool optimization

Fixed
  • Junk Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck.
  • Junk Drone avoidance of player focus block not being able to reach target.
  • Junk Drone build up of motion when stuck in place.
  • Deprecate log warnings for the Junk Drone teleport.
  • Junk Drone SentryMode errors when out of range.
  • Junk Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck.
  • Double Barrel Shotgun zooms while in hipfire position. Additional change made which increases the range for the AoE knockback of Repulsor mod to be in line with the shock radius (both are now 1.3).
  • Non visible downgrade, destroy and death particles due to origin
  • Particles were tracking for none entity id and for forced creation
  • Reloading toolbelt window group causes exceptions on picking up/dropping items
  • Player names in persistent data now get updated when logging in again
  • Server permissions file no longer reloaded on own changes, only actual external changes
  • Error message on failing to load an AssetBundle now includes the requested filename again
  • Buried Supplies quests keep the Twitch Quest Cooldown active after quest complete.
  • Reading a treasure map or using glass while in the modification menu messes up the UI
  • When loading into the prefab editor for the first time, it lets you build without clicking Create New Prefab, leading to inability to save work
  • Issue that could cause food to not fill up all the way if moving on respawn
  • World creation had the default size set to 8 (now 4096)
  • World Creation window combobox for world size now shows all valid values from 1024 to 10240
  • Opening a container directly above the treasure cache will complete treasure quests
  • Players stuck in closed commercial doors v1v3
  • Rain particles do not collide with glass
  • Issues with curing sprained leg and arm at the same time
  • Issue with buffs that caused Goldenrod Tea and Pure Mineral Water to play the "player sick" sounds after consumption
  • Issue with harvesting camping chairs
  • Switching from ADS to hands with num keys will result in stretched arms
  • Roadside_checkpoint_05 rollup door open/close state alternates on chunk load
  • For clients on dedi switches powered by generators may not always function in non power restore quests when they should always have power
  • Triggers sometime stops working after a POIReset
  • Switch triggers can load in a broken state which is directly tied to a player save, some switches alternate between states with game reloads
  • For clients on dedi switches powered by generators may not always function in non power restore quests when they should always have power
  • Missing tag that would allow robotics to get instant kills while holding a stun baton and Physician Rank 5
  • Junkyard_01 - door was not linked to switch
  • Tall Cacti now have a bottom cap
  • Exception after closing server browser while a search is in progress
  • Dumping XMLs to files was not creating new files
  • Some EOS networking exceptions
  • Prevented duplicate trader waypoints by moving the logic from EntityTrader to the first time the POI is entered. Automatically placed waypoints can now also be deleted, though they will be readded the next time the POI is entered. (Tom)
  • Player Vending Machine dupe bug for stackable items with a minimum sellable amount such as stones, gunpowder etc.
  • Lab zombie left hand becomes haunted after dismemberment
  • "White River Supplies" stays in your inventory after dying on Permanent Death.
  • Doors connected directly to generators will toggle on login after completing a restore power quest
  • Issue with magazine LootProb causing them to never show up again if maxed out
  • Item Info Panel item display hides behind the quality bar.
  • Nokilling setting prevents radzone/hazard/vending machine damage.
  • POI police_station_03 wall section inside garage has wrong texture.
  • POI : downtown_strip_05 mismatching texture.
  • POI trigger system not working correctly when utilizing multiple triggers to trigger another item
  • Forge allowing Anvil or Bulletproof Glass Block to be Crafted without the full amount of required iron/sand. And can return more iron/sand than it started with when crafting canceled.
  • Forum Report : Zombie dog's snout has no collider
  • POI : fire_station_04 Can't enter room without breaking blocks.
  • POI : downtown_strip_04 SI with garage door.
  • Fixed Grammar issues with the vending machine tooltips
  • Localization : Extra space in the snowball item description
  • Test_POIReset game event not working on dedi
  • Icons for some items overlap quantity in trader UI.
  • Forum Report : Possible to smelt items instantly
  • Fixed Localization : Craft lot amount needed in Cornmeal description.
  • Localization : Craft lot amount needed in Paper description.
  • Localization : Craft lot amount needed in Paint description.
  • Localization : Military Fiber missing "Crafted in lots of 10."
  • Added line breaks to Cornmeal and Military Fiber descriptions
  • Removed extra space from localizations
  • POI : roadside_checkpoint_03 possible to get stuck part way
  • Beer and Moonshine drunk screen effects now carry over on game restart
  • Player footstep breaks audio if done after an origin reposition
  • Brown corn stalk prefab LODGroup missing LOD2 mesh
  • Clients cannot pick up dropped items



Twitch Integration


Added
  • #destroy_backpack and #destroy armor for Twitch Extras
  • Larger group spawns for Twitch Extras
  • Bit Horde groups for zombies and teleport up extra
  • It was UnBEARable to not have a horde of bears to spawn
  • #cacti and #ember_piles as new bit actions for Twitch.
  • #spoil_boxes bit command for Twitch.
  • #mixup bit Twitch action to mixup the backpack and toolbelt items.
  • Three bit teleports for Twitch as Extras.
  • #blind bit action to blind the target and their party for 10 seconds.
  • #destroy_toolbelt bit action that destroys all the items in a target's toolbelt.
  • Dismantle Vehicle bit action to break down a vehicle into parts.
  • Rename_signs bit action to rename all the signs / containers in your land claim area.
  • Unload Ammo bit action that unloads all weapons in your toolbelt / backpack.
  • Lost Twitch bit action that removes all map data and waypoints and teleports you a short random distance away.

Changed
  • Double Spawns is now an extra
  • Made all Twitch/GameEvent spawns more aggressive

Fixed
  • Destroy Safe Zone can destroy bedrock blocks
  • Sub / Gift Sub kills should count to receive the bit pot
  • Extended the cooldown of the mystery supplies
  • Murder Chickens are now more murdery
  • Murder Chickens can now find you easier
  • Forced targeting of Twitch Spawns was timing out after 30 seconds
  • Block events should not complete while the player is in the air
  • Teleport_up should not be used while you are on a vehicle
  • #setbitpot does not show correct localization.
  • Random Teleports would not teleport you within a POI bounds.
  • Mixup did not work on vehicles.
]]>
A21.2 b30 EXP https://7daystodie-servers.com/blog/253/a212-b30-exp/ https://7daystodie-servers.com/blog/253/a212-b30-exp/ Thu, 16 Nov 2023 00:26 CET
Today we bring A21.2 b30 to EXP.

This patch will help with drone issues, reduces the RAM used during RWG creation, and plenty of other changes, fixes, and additions.



Changelog A21.2 b30



Added
  • Proper exception message when more blocks are defined than allowed
  • Loadingscreen.xml to dumped XMLs when running ‘exportcurrentconfigs’
  • Allow overriding the maximum wire length when using the wiretool in the item's action definition with the MaxWireLength property, defaulting to 15
  • Console command "visitmap full" version
  • Doors can have a trigger collider that pushes players out of the doorway as it closes
  • Push away trigger to iron garage door
  • Default gfx preset for AMD 6950 GPU
  • Junk Drone manager recovery of existing broken positional data.
  • Property for CallGameEvent triggeredEffect to allow client call.
  • Junk drone catch all point that finds an open block around the player.
  • Junk Drone checks to address an issue when a path was being consumed but not followed.
  • AddChatMessage TriggeredEffect for buffs.
  • Graphics default calculation detects Steam OS
  • Added after ChunkBlockLayer Read we clear block ids that ref null blocks. Minor Chunk SetBlockRaw and ChunkBlockLayer get/set tweaks.

Changed
  • Telnet interface no longer logs full exceptions when the remote host aborts the connection
  • Resource bundles now sell for the same price as their unbundled stack size in rented vending machines
  • Updated prefab tags on showerHandlePrefab to enable collision
  • Updated colliders on table lamps
  • Updated collider on stationary_bikePrefab
  • JunkDrone physics transform interaction for set position to avoid adding of the origin position
  • JunkDrone MaxDistance from owner to 32 blocks from 64
  • Junk drone follow group positions to include 3 more points when behind the target is blocked.
  • Junk Drone pathing when in confined spaces, small structures, rooms and mineshafts.
  • Adjusted colliders on stone pallets to allow projectiles to pass around them easier
  • Adjusted colliders on gun and equipment racks to allow projectiles to pass around them easier
  • Optimized Vector3i and Vector2i
  • Optimized Vector3b
  • Optimized Chunk ToWorldPos for x y z
  • Reduced stormy weather lightning and thunder rate
  • Optimized RWG run township dirt roads
  • Optimized Utils Fast function
  • RWG creation memory usage optimizations
  • Minor GameObjectPool optimization

Fixed
  • Exception after closing server browser while a search is in progress
  • Dumping XMLs to files was not creating new files
  • Some EOS networking exceptions
  • Prevented duplicate trader waypoints by moving the logic from EntityTrader to the first time the POI is entered. Automatically placed waypoints can now also be deleted, though they will be readded the next time the POI is entered. (Tom)
  • Player Vending Machine dupe bug for stackable items with a minimum sellable amount such as stones, gunpowder etc.
  • Lab zombie left hand becomes haunted after dismemberment
  • "White River Supplies" stays in your inventory after dying on Permanent Death.
  • Doors connected directly to generators will toggle on login after completing a restore power quest
  • Issue with magazine LootProb causing them to never show up again if maxed out
  • Item Info Panel item display hides behind the quality bar.
  • Nokilling setting prevents radzone/hazard/vending machine damage.
  • POI police_station_03 wall section inside garage has wrong texture.
  • POI : downtown_strip_05 mismatching texture.
  • POI trigger system not working correctly when utilizing multiple triggers to trigger another item
  • Forge allowing Anvil or Bulletproof Glass Block to be Crafted without the full amount of required iron/sand. And can return more iron/sand than it started with when crafting canceled.
  • Forum Report : Zombie dog's snout has no collider
  • POI : fire_station_04 Can't enter room without breaking blocks.
  • POI : downtown_strip_04 SI with garage door.
  • Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck.
  • Junk Drone avoidance of player focus block not being able to reach target.
  • Junk Drone build up of motion when stuck in place.
  • Deprecate log warnings for the drone teleport.
  • Fixed Grammar issues with the vending machine tooltips
  • JunkDrone SentryMode errors when out of range.
  • Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck.
  • Localization : Extra space in the snowball item description
  • Test_POIReset game event not working on dedi
  • Icons for some items overlap quantity in trader UI.
  • Forum Report : Possible to smelt items instantly
  • Fixed Localization : Craft lot amount needed in Cornmeal description.
  • Localization : Craft lot amount needed in Paper description.
  • Localization : Craft lot amount needed in Paint description.
  • Localization : Military Fiber missing "Crafted in lots of 10."
  • Added line breaks to Cornmeal and Military Fiber descriptions
  • Removed extra space from localizations
  • POI : roadside_checkpoint_03 possible to get stuck part way
  • Beer and Moonshine drunk screen effects now carry over on game restart
  • Player footstep breaks audio if done after an origin reposition
  • Brown corn stalk prefab LODGroup missing LOD2 mesh
  • Clients cannot pick up dropped items
]]>
A21.2 b26 EXP Update https://7daystodie-servers.com/blog/252/a212-b26-exp-update/ https://7daystodie-servers.com/blog/252/a212-b26-exp-update/ Thu, 02 Nov 2023 00:14 CET
We are pleased to announce the release of A21.2 b26 Experimental Patch. Our dedicated team is working tirelessly on A22, and in the near future, we will introduce another set of fixes, currently undergoing rigorous testing, to enhance your A21 experience.

Without further ado, here is what you can now test in the latest_experimental:

Changelog A21.2 b26

Added
  • Checks for network data to mitigate some possible attacks

Changed
  • Updated V2, V3, and V4 commercial doors that were missing the EntityCollisionRules script so the frames are not interactable
  • Removed the legacy downgrade path for steel ladders
  • Removed the bonus wood block damage from Shotgun Slugs
  • Updated colliders on all facade shape blocks to prevent camera shake when walked on

Fixed
  • "White River Supplies" stays in your inventory after dying on Permanent Death
  • Player Stats not reset on permadeath
  • Missing tag that would allow robotics to get instant kills while holding a stun baton and Physician Rank 5
  • Junkyard_01 - door was not linked to switch

Twitch Integration

Added
  • #destroy_backpack and #destroy armor for Twitch Extras
  • Larger group spawns for Twitch Extras
  • Bit Horde groups for zombies and teleport up extra
  • It was UnBEARable to not have a horde of bears to spawn

Changed
  • Double Spawns is now an extra
  • Made all Twitch/GameEvent spawns more aggressive

Fixed
  • Destroy Safe Zone can destroy bedrock blocks
  • Sub / Gift Sub kills should count to receive the bit pot
  • Extended the cooldown of the mystery supplies
  • Murder Chickens are now more murdery
  • Murder Chickens can now find you easier...
  • Forced targeting of Twitch Spawns was timing out after 30 seconds
  • Block events should not complete while the player is in the air
  • Teleport_up should not be used while you are on a vehicle
]]>
Steam Scream: The Revenge Sale https://7daystodie-servers.com/blog/251/steam-scream-the-revenge-sale/ https://7daystodie-servers.com/blog/251/steam-scream-the-revenge-sale/ Thu, 26 Oct 2023 19:04 CEST


]]>
A21.2 EXP brings Perma Death setting! https://7daystodie-servers.com/blog/250/a212-exp-brings-perma-death-setting/ https://7daystodie-servers.com/blog/250/a212-exp-brings-perma-death-setting/ Wed, 06 Sep 2023 23:57 CEST
Today we bring to you A21.2 with an all new "Death Penalty" setting, allowing you to choose between different penalties for someone's demise, including a total wipe of your character.
For dedicated servers you will need to have this line added in the serverconfig to start fresh or continue an old save:
<property name="DeathPenalty" value="1" /> <!-- Penalty after dying. 0 = Nothing. 1 = Default: Classic XP Penalty. 2 = Injured: You keep most of your debuffs. Food and Water is set to 50% on respawn. 3 = Permanent Death: Your character is completely reset. You will respawn with a fresh start within the saved game. -->

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

We wish everyone a lot of fun with this experimental version!

Here is what changed since A21.1:

A21.2 b14

Added
  • Death Penalty settings
  • #cacti and #ember_piles as new bit actions for Twitch.
  • #spoil_boxes bit command for Twitch.
  • #mixup bit Twitch action to mixup the backpack and toolbelt items.
  • Three bit teleports for Twitch as Extras.
  • #blind bit action to blind the target and their party for 10 seconds.
  • #destroy_toolbelt bit action that destroys all the items in a target's toolbelt.
  • Dismantle Vehicle bit action to break down a vehicle into parts.
  • Rename_signs bit action to rename all the signs / containers in your land claim area.
  • Unload Ammo bit action that unloads all weapons in your toolbelt / backpack.
  • Lost Twitch bit action that removes all map data and waypoints and teleports you a short random distance away.
  • Player Inventory Preference System.
  • Tall Cacti have a bottom cap
  • Player will be teleported from the full trader protected area during a blood moon

Changed
  • Increased max particles of a type per entity to 3
  • Lock AdminTools queries while reloading so no invalid state can be received
  • Descriptions for teleports now show the distances.
  • Set AllowedRotations property to No45 on Land Claim Blocks to prevent clipping
  • Enabled mesh collider convex on various doors to prevent players from getting stuck in them
  • Updated collider on modularFireWoodStackC to allow projectiles to pass around them easier
  • Bird nest material and max damage to match particles and sound when harvested
  • Updated collider for brick_half_destroyed04
  • Updated colliders for couchModernCorner to allow projectiles to pass around them easier
  • Removed Damage Mitigation from Grandpa's Moonshine and Pain Killers to prevent 100% or higher buff stack up
  • Reworked values for WaterChangeOT for Pain Killers, Steroids, Recog, and Fort Bites to match the new durations
  • Reduced Damage Mitigation of Fort Bites from 50 to 40
  • Reduced water loss of Fort Bites from 30 to 20
  • Updated localization of Physician ranks 2 and 4 to reflect the 20 and 40% crafting time reduction to items in the chem station
  • Updated localization for critical hits journal tip
  • Updated tags on zombieBurntFeral to include "walker"
  • Updated some logging for mod loading for better readability

Fixed
  • Double Barrel Shotgun zooms while in hipfire position. Additional change made which increases the range for the AoE knockback of Repulsor mod to be in line with the shock radius (both are now 1.3).
  • Non visible downgrade, destroy and death particles due to origin
  • Particles were tracking for none entity id and for forced creation
  • Reloading toolbelt window group causes exceptions on picking up/dropping items
  • Player names in persistent data now get updated when logging in again
  • Server permissions file no longer reloaded on own changes, only actual external changes
  • Error message on failing to load an AssetBundle now includes the requested filename again
  • Buried Supplies quests keep the Twitch Quest Cooldown active after quest complete.
  • Reading a treasure map or using glass while in the modification menu messes up the UI
  • When loading into the prefab editor for the first time, it lets you build without clicking Create New Prefab, leading to inability to save work
  • #setbitpot does not show correct localization.
  • Issue that could cause food to not fill up all the way if moving on respawn
  • World creation had the default size set to 8 (now 4096)
  • World Creation window combobox for world size now shows all valid values from 1024 to 10240
  • Random Teleports would not teleport you within a POI bounds.
  • Opening a container directly above the treasure cache will complete treasure quests
  • Mixup did not work on vehicles.
  • Players stuck in closed commercial doors v1v3
  • Rain particles do not collide with glass
  • Issues with curing sprained leg and arm at the same time
  • Issue with buffs that caused Goldenrod Tea and Pure Mineral Water to play the "player sick" sounds after consumption
  • Issue with harvesting camping chairs
  • Switching from ADS to hands with num keys will result in stretched arms
  • Roadside_checkpoint_05 rollup door open/close state alternates on chunk load
  • For clients on dedi swicthes powered by generators may not always function in non power restore quests when they should always have power
  • Triggers sometime stops working after a POIReset
  • Switch triggers can load in a broken state which is directly tied to a player save, some switches alternate between states with game reloads
  • For clients on dedi swicthes powered by generators may not always function in non power restore quests when they should always have power

]]>
A21.1 b16 Stable https://7daystodie-servers.com/blog/249/a211-b16-stable/ https://7daystodie-servers.com/blog/249/a211-b16-stable/ Thu, 10 Aug 2023 20:41 CEST
Today, we are excited to announce the official launch of A21.1 Stable. During our extensive testing period, we have not identified any reasons that would require anyone to restart their savegame. In order for the newly added POIs to appear, new worlds will need to be created. Kindly refer to the detailed list of bug fixes, changes, and improvements provided below.

The Fun Pimps wish everyone an enjoyable experience with A21.1!

A21.1 b16 Changelog

Added 
  • Tier 5 hotel_ostrich 
  • Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc 
  • Moderator OzHawkeye to credits 
  • Nest Audio open/close/destroy 
  • Ability to change prices for twitch actions through Twitch Info Screen. 
  • Ability to reset prices for all twitch actions through Twitch Options Screen. 
  • Loot entries have tags and if set then will ignore if looter has no matching tags 
  • ApproachDistraction AITasks added to cop, demo, and mutated zombies 
  • Opening loot container adds masterChef2 loot tag if player has Master Chef level 2+ 
  • Loot container console command to log the results of opening a container 
  • Large_park_02
  • Extend ClientInfo logging 
  • Prefab ins file read error log 
  • Trader placement protected area of 3 on each side 
  • Attack action skips firing onSelfAttackedOther or adding buffs when damage was ignored 
  • GameEvent Requirements for Biome, POI and Progression. 
  • FailQuest Action for GameEvents. 
  • OnQuest Requirement for GameEvents. 
  • BuffInjuryBleedingCooldown that adds BuffResistance after bleeding buffs to help reduce consecutive bleeds 
  • Shape blocks support attribute hide_helper_in_creative 
  • Exploding vehicles spawn a loot bag of contents 
  • Dew collector audio. 
  • F8 heat info shows active count and up to 10 events in current area 


Changed 
  • Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors 
  • Extended the cooldown times for all supply crates. 
  • Extended the cooldown times for all vision effects. 
  • Adjusted colliders on various bed prefabs 
  • Adjusted colliders on chairCampingPrefab 
  • Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture 
  • Added DuplicateRepeatDistance property to majority of all wilderness POIs to prevent duplicates from spawning too close to each other (2k buffer). 
  • Takeall no longer has metal junk sounds and 3 more variants added. 
  • Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab 
  • Adjusted point costs for twitch actions to be multiples of 25. 
  • Updated several loot lists to prevent 100% Q6 T1 tools in containers after loot stage 55 as it was only intended to be a boost for Working Stiffs crates 
  • Sleeper volume improvements in prison_02. 
  • Increased bias on downtown remnant POIs to ensure better performance, especially when there are multiple cities with downtown districts on a RWG generated map. 
  • House_modern_29  Changes made based on feedback. 
  • Wilderness_filler_14  changes made based on feedback. 
  • Reduced gas production to 2 gas per shale and sped up crafting time 
  • Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons 
  • Swapped two wanderingHordeStageGS groups that were outoforder 
  • House_modern_29  Changes made based on feedback 
  • Updated Master Chef progression to use new hard coded masterChef2 tag instead of LootProb 
  • Updated dumpster loot to work with new hard coded masterChef2 tag 
  • Removed unneeded tags from items.xml used in old progression setup 
  • Remove event spawned zombies when Homerun Derby ends. 
  • No longer require overlay if not using Twitch Actions. 
  • Show the current crafting level when showing the unlock level required in the crafting info. 
  • Updated progression for Effective Range and Max Durability stats for tools and weapons 
  • Updated Melee Damage on Steel Club that got missed on the first progression pass 
  • Bows now show Effective Range 
  • Removed hideui tag from roadside_truckstop_01 to allow the localization name to show on the location HUD 
  • Dew Collectors now harvest for components instead of itself with a 50/50 roll for the filter. They still have the land claim block radial menu option to pick up. 
  • Trader area calculations are done dynamically 
  • Increased trader protected area by 1 on each side 
  • Updated valid trees with path solid property 
  • Stopped camera shake running at zero strength when no damage 
  • Updated stats on all armor for linear progression 
  • Adjusted vehicle revert collision motion 
  • Broken vehicles take 10% collision damage 
  • Reduced the amount of explosives in Twitch crates by half 
  • Removed explosives from mystery supplies channel point redeem. 
  • Updated colliders on control panel block set to allow projectiles to pass around them easier 
  • Updated the collider for officeChair to allow projectiles to pass under them easier 
  • Updated the collider for hospitalBedPrefab to allow projectiles to pass under/over them easier 
  • Updated the collider for palletsWoodStackPrefab to allow projectiles to pass around them easier 
  • Updated the colliders for drink vending machines to prevent floating items placed on top 
  • Updated collider for industrial_fence_bottom_02  
  • Updated localization for Salvage Operations to say you can gain UP TO the percentage of each perk level. This is due to how harvest events need to be tagged and the amounts of resources that are randomized for general harvest. 
  • Updated food bundles with a couple of mineral waters 
  • Updated the description for food bundles 
  • Updated all forge recipes with is_trackable="false" parameter 
  • Updated collision property settings on rampFrame shapes to allow projectiles to pass through them 
  • Removed the chance to receive buffInjuryBleedingTwo inside buffAbrasionCatch 
  • Reduced the chances of random rolls hitting other crits inside buffOnAnyCrit 
  • Moved corpse removal passive effect to buffStatusCheck02 to prevent item stats from being inflated when near a corpse 
  • Removed corpse removal passive effect from all items and added tag "corpseRemoval" instead 
  • Updated bulletproofShapes with hide_helper_in_creative attribute to hide bulletproofShapes:VariantHelper as it is blank and not needed 
  • Set LODCullScale for the duct block set to cull at approximately the same distance 
  • Reworked critical buff pop out icon colors for consistency. White = Treated, Orange = Untreated, and Red = Severe 
  • Set LODCullScale for several corner pipes to cull at approximately the same distance 
  • Restored the ability to sell pumpkins, yucca, and hops 
  • Adjusted loot lists for T2 Buried Supplies 
  • Updated dysentery localization for water/food cap being removed over time 
  • Updated zombieBusinessManRadiated xp to be in line with other radiated zombies 
  • Minor adjustments to sleepers/triggers in weigh_station_01. 
  • Updates to prison_02 based on player feedback. 
  • Updates to police_station_03 based on player feedback. 
  • Removed unused sound noise range, playerOnly, hordemeter and hordeMeterPlayerOnly parsing and storing 
  • Removed misc xml noise parsing 
  • Removed unneeded entity TintMaterial code and xml (caused excess material creation) 
  • Removed unneeded entity ReplaceMaterialx code and xml (caused excess material creation)  
  • AI player inventory tracking only stores specific items so less data handling 
  • Removed sound noise range 
  • Zombies, Zombie Animals, Traders, and Junk Drones now have BuffResistance to buffRadiationPool 
  • Improved AI activity (heat) tracking to use a realtime duration, merge events and remove empty areas 
  • Block activity to 12 min duration and sound to 4 
  • Updated DestroyFX settings for dew collectors 
  • Removed already disabled jiggle script from neck of Demolisher to prevent the head collider from being disabled at a distance 
  • Increased the amount of cloth needed for various recipes 
  • Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs 
  • Updated loot lists for generic vehicle loot to not have T2 or T3 weaponstools 
  • Generic vehicle loot now has a low chance for vehicle skill magazines with another low chance for others 
  • GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench 
  • AmmoGasCan moved from groupRareAutomotive to groupAutomotive 
  • Increased the economic value for ammoGasCan 
  • All Traders now have ammoGasCan for sell 
  • Updated the loc for timed charges to insure players know what they are effective against 

Fixed
  • If a player is moved away from a loot container they are in, it breaks that player's ability to open loot containers 
  • Repulsor Mod effect applies to teammates, ignoring no friendlyfire setting. 
  • AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP 
  • Stuns do not reset the stun counter when stacked. 
  • Can't place a bedroll to the right of a bedroll you just put down while facing North. 
  • Planted seeds can be lost when picked up too quickly. 
  • Zombie attack can break after receiving fall damage (Hit tag) 
  • Entity vertical movement could cause incorrect results for finding entities in chunks 
  • House_modern_27  fixed mispainted texture. 
  • Warehouse_06  fixed mispainted texture. 
  • Apartments_02  fixed mispainted texture. 
  • Floating terrain deco issue in countrytown_business_03. 
  • Localization : Japanese water journal tip still mentions empty jars. 
  • BlockSpawn check for missing trader would not happen all the time. 
  • Missing textures in fire_station_04 
  • AI pathing issues with cube_corner_beveled not having the path solid property 
  • Radio_station_01  fixed floating calendar. 
  • Nursing_home_01  fixed sleeper spawning on sight issue 
  • House_modern_27  fixed mispainted textures. 
  • House_modern_24  misplaced block 
  • A few missing textures in prison_02. 
  • House_old_modular_03 stuck dog. 
  • Lot_industrial_15 stray block on top of worktruck. 
  • #mindwipe does not work correctly on servers. 
  • House_modern_29  fixed mispainted textures. 
  • Fixed  Localization : Spanish translation for reqAgilityLevel06 
  • NRE with hazard damage controller when the collider is null. 
  • Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders 
  • Missing texture in house_burnt_03. 
  • Key rack connected door was not locked in trailer_01. 
  • Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors 
  • Typo with woodenGarageDoor5x3_PoweredOak key in localization 
  • In a player vending machine clicking remove all while clicking w to remove item can cause rolling XUi Error and AOOR Exceptions. 
  • Fixed  Localization : Mistake in Japanese translation for trapsT1 
  • Motel_01 sleeper spawn in view of player 
  • Survivor_site_11 sleeper spawn in view of player 
  • House_old_ranch_06 in need of a quick exit 
  • House_old_mansard_03 stability issue. 
  • Twitch Prime Subs were not registering their events correctly. 
  • Always do authorization cleanup on main thread 
  • House_old_ranch_07  fixed mispainted texture. 
  • House_old_ranch_06  fixed mispainted texture. 
  • Large_park_01  fixed mispositioned block. 
  • Fixed  Localization : Japanese translation for armorT1 is wrong. 
  • Fixed  Gas Can crafting needs localization description updating from "Crafting in lots of 5" to "2" to reflect updates 
  • Steam game servers list reports incorrect port to connect to game 
  • Robo sledging a player on a vehicle is problematic 
  • Vehicles could take increased collision damage from blocks due to player block damage setting 
  • Player third person pose (ragdoll/vehicle) would stay in last positions when switching to first person leading to inconsistent hits and possibly ugly anim blends 
  • Sleeper volumes trying to spawn an entity that just died 
  • Vehicles being excessively damaged from separate collision events 
  • Particles did not try to play on a dedi so the player noise creation was skipped 
  • Starve command not starving player 
  • GameEvent Requirement for CVar was not working correctly. 
  • Interrupted RWG generation on dedicated servers causes exception when starting the server again with the same settings 
  • Createwebuser command throws exception when used on the Terminal Window 
  • EntityGroups XML parser skipping last line of a group if not terminated with a newline 
  • XML CSV operation now ignoring leading/trailing whitespace when checking for existing values (can be disabled per patch by setting keep_whitespace="true") 
  • Pipe bombs and dynamite can no longer be lit underwater, and are extinguished when entering water. Also adjusted the dynamite and pipe bomb prefabs to correctly show or hide the fuse sparks when they are thrown. 
  • Fixed NRE that can occur when reentering a game not using persistent profiles while your character was last holding a thrown explosive item. 
  • Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation.
  • Armor recipe unlock option level display is missing. 
  • Third person light on the claw hammer with burning shaft mod being much brighter than the light when the mod is applied to other tools 
  • Consistent behaviour across all explosives when underwater  cannot be armed but can be thrown. Held armed items that should be extinguished when entering will (grenades, timed charges will not). Also fixed tag on molotov cocktails preventing them from exploding when hit with an explosion like other thrown explosives. 
  • Ranch_01 not using the correct driveway part. 
  • Bookcase in loot room of house_old_victorian_12 was upside down 
  • Newly acquired Stun Batons don't charge on power attacks. 
  • Tech Junkie Volume 6 currently has no effect. 
  • Toolbelt slot memory after death. 
  • Tier0 weapons/tools can be sold in rented vending machines, but have no price anywhere else. 
  • Modded items are not included in the total quantity pop up. 
  • Items craftable in the forge can be tracked, but only show the name of the item, nothing else. 
  • Bacon and Eggs recipe was not properly being reduced with Master Chef Level 3 
  • "Persistent Profiles" setting when creating new game does not initialize to its default settings 
  • None of the shape variant helpers can be found in recipes by their localized names 
  • World Editor Create World size arrows and back button stop responding when size is scrolled down to the custom input value 
  • Nursing_home_01  removed extra microwave. 
  • Downtown_building_04  removed misplaced block. 
  • Fixed rounds per minute firing rate for the doubled barrelled shotgun and implemented new "RapidTrigger" property for ItemActionRanged that allows separate trigger pulls to fire the weapon faster than the roundsperminute rate. 
  • SI issue in house_old_pyramid_01. 
  • Zombies accidentally damaging dogs, zbears and vultures and vice versa 
  • Drone icon sometimes disappear from compass and map 
  • Electrocutioner perk doesn't fully work on Dedi. 
  • AI activity did not restart when going back in time 
  • Twitch Cooldown is disabled when shared quest is removed while on an active quest. 
  • Restarting game with EAC enabled results in an EAC launcher error 
  • Server can no longer be started with an invalid port 
  • Multiple trigger/switch bugs, pushing to allow additional tests
  • NRE: Exiting game before camera stops shaking.
  • Downtown_building_02  updates made based on feedback. 
  • Downtown_strip_12  small update to path to show the path clearer. 
  • House_modern_26  replaced regular window by bulletproof windows. 
  • House_modern_27  fixed a couple minor details. 
  • House_modern_27  small update to make the path clearer. 
  • House_modern_28  minor updates. 
  • Lot_industrial_03  small block update in side wall 
  • House_modern_24  changes in path to make it more clear in backyard. 
  • House_modern_12  Added quick exit. 
  • Gas_station_12  small block update. 
  • Remnant_downtown_filler_06  minor block update 
  • Wrong tag used to scale the steel when crafting higher quality levels of junk turrets 
  • Junk drone path smoothing, better door and teleport decision reaction
  • Warehouse_06  small block update.
]]>
A21.1 b16 EXP https://7daystodie-servers.com/blog/248/a211-b16-exp/ https://7daystodie-servers.com/blog/248/a211-b16-exp/ Wed, 09 Aug 2023 01:12 CEST
While testing we were able to unearth and fix a few more issues.

Here is what changed since b15:



Changes
  • Trader POIs are now excluded from the chunk reset system. This avoids issues with resetting player-rented vending machines
  • Increased the block range of spears

Fixes:
  • Error while saving player file in some disconnect scenarios
  • Argument Exception from hitting object with vehicle
  • NRE with GameManager+<ResetWindowsAndLocks> freezes zombies and other entities on dedicated servers
]]>
A21.1 b15 EXP https://7daystodie-servers.com/blog/247/a211-b15-exp/ https://7daystodie-servers.com/blog/247/a211-b15-exp/ Thu, 03 Aug 2023 18:41 CEST
As we approach the stable release of A21.1, we are pleased to present a small hotfix patch for you. This patch primarily addresses a harmless, yet noticeable error popup affecting server browser searches. This was occurring with servers erroneously setup with the port set to 0. Servers setup in that matter will no longer start.

Changes since b12:

Fixes
  • Twitch Cooldown is disabled when shared quest is removed while on an active quest.
  • Server Browser error on search
  • Server can no longer be started with an invalid port
  • Resolved problem where certain extension actions were not functioning as intended.
  • Restarting game with EAC enabled results in an EAC launcher error
]]>
A21.1 b12 EXP Update https://7daystodie-servers.com/blog/246/a211-b12-exp-update/ https://7daystodie-servers.com/blog/246/a211-b12-exp-update/ Mon, 31 Jul 2023 23:50 CEST Today we have the A21.1 b12 EXP update for you all!
It addresses an issue with airdrops in the current EXP build and has numerous other fixes and changes.

To opt in please follow these steps:

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


We recommend you start a new game when participating in EXP.
We are not aware of anything affecting existing savegames negatively.
If you plan on using your regular savegame, we advise of at least making a backup.

Here is what changed since A21.1 b6 EXP:

Added
  • GameEvent Requirements for Biome, POI and Progression.
  • FailQuest Action for GameEvents.
  • OnQuest Requirement for GameEvents.
  • BuffInjuryBleedingCooldown that adds BuffResistance after bleeding buffs to help reduce consecutive bleeds
  • Shape blocks support attribute hide_helper_in_creative
  • Exploding vehicles spawn a loot bag of contents
  • Dew collector audio.
  • F8 heat info shows active count and up to 10 events in current area
  • Count and Count Type to Item Actions for GameEvents.

Changed
  • Updated colliders on control panel block set to allow projectiles to pass around them easier
  • Updated the collider for officeChair to allow projectiles to pass under them easier
  • Updated the collider for hospitalBedPrefab to allow projectiles to pass under/over them easier
  • Updated the collider for palletsWoodStackPrefab to allow projectiles to pass around them easier
  • Updated the colliders for drink vending machines to prevent floating items placed on top
  • Updated collider for industrial_fence_bottom_02
  • Updated localization for Salvage Operations to say you can gain UP TO the percentage of each perk level. This is due to how harvest events need to be tagged and the amounts of resources that are randomized for general harvest.
  • Updated food bundles with a couple of mineral waters
  • Updated the description for food bundles
  • Updated all forge recipes with is_trackable="false" parameter
  • Updated collision property settings on rampFrame shapes to allow projectiles to pass through them
  • Removed the chance to receive buffInjuryBleedingTwo inside buffAbrasionCatch
  • Reduced the chances of random rolls hitting other crits inside buffOnAnyCrit
  • Moved corpse removal passive effect to buffStatusCheck02 to prevent item stats from being inflated when near a corpse
  • Removed corpse removal passive effect from all items and added tag "corpseRemoval" instead
  • Updated bulletproofShapes with hide_helper_in_creative attribute to hide bulletproofShapes:VariantHelper as it is blank and not needed
  • Set LODCullScale for the duct block set to cull at approximately the same distance
  • Reworked critical buff pop out icon colors for consistency. White = Treated, Orange = Untreated, and Red = Severe
  • Set LODCullScale for several corner pipes to cull at approximately the same distance
  • Restored the ability to sell pumpkins, yucca, and hops
  • Adjusted loot lists for T2 Buried Supplies
  • Updated dysentery localization for water/food cap being removed over time
  • Updated zombieBusinessManRadiated xp to be in line with other radiated zombies
  • Removed unused sound noise range, playerOnly, hordemeter and hordeMeterPlayerOnly parsing and storing
  • Removed misc xml noise parsing
  • Removed unneeded entity TintMaterial code and xml (caused excess material creation)
  • Removed unneeded entity ReplaceMaterialx code and xml (caused excess material creation)
  • AI player inventory tracking only stores specific items so less data handling
  • Removed sound noise range
  • Zombies, Zombie Animals, Traders, and Junk Drones now have BuffResistance to buffRadiationPool
  • Improved AI activity (heat) tracking to use a realtime duration, merge events and remove empty areas
  • Block activity to 12 min duration and sound to 4
  • Updated DestroyFX settings for dew collectors

Fixed
  • No airdrops in A21.1 b6
  • Switch issue for POIs
  • Starve command not starving player
  • GameEvent Requirement for CVar was not working correctly.
  • Interrupted RWG generation on dedicated servers causes exception when starting the server again with the same settings
  • Createwebuser command throws exception when used on the Terminal Window
  • EntityGroups XML parser skipping last line of a group if not terminated with a newline
  • XML CSV operation now ignoring leading/trailing whitespace when checking for existing values (can be disabled per patch by setting keep_whitespace="true")
  • Pipe bombs and dynamite can no longer be lit underwater, and are extinguished when entering water. Also adjusted the dynamite and pipe bomb prefabs to correctly show or hide the fuse sparks when they are thrown.
  • Fixed NRE that can occur when reentering a game not using persistent profiles while your character was last holding a thrown explosive item.
  • Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation. (Fixed a secondary issue when playing multiplayer).
  • Third person light on the claw hammer with burning shaft mod being much brighter than the light when the mod is applied to other tools
  • Ranch_01 not using the correct driveway part.
  • Bookcase in loot room of house_old_victorian_12 was upside down
  • Newly acquired Stun Batons don't charge on power attacks.
  • Tech Junkie Volume 6 currently has no effect.
  • Toolbelt slot memory after death.
  • Tier0 weapons/tools can be sold in rented vending machines, but have no price anywhere else.
  • Forum Report : Modded items are not included in the total quantity pop up.
  • Items craftable in the forge can be tracked, but only show the name of the item, nothing else.
  • Bacon and Eggs recipe was not properly being reduced with Master Chef Level 3
  • "Persistent Profiles" setting when creating new game does not initialize to its default settings
  • None of the shape variant helpers can be found in recipes by their localized names
  • World Editor Create World size arrows and back button stop responding when size is scrolled down to the custom input value
  • Nursing_home_01 removed extra microwave.
  • Fixed rounds per minute firing rate for the doubled barrelled shotgun and implemented new "RapidTrigger" property for ItemActionRanged that allows separate trigger pulls to fire the weapon faster than the roundsperminute rate.
  • Zombies accidentally damaging dogs, zbears and vultures and vice versa
  • Electrocutioner perk doesn't fully work on Dedi.
  • AI activity did not restart when going back in time
  • Junk drone path smoothing, better door and teleport decision reaction
  • Armor recipe unlock option level display is missing.
  • Consistent behaviour across all explosives when underwater cannot be armed but can be thrown. Held armed items that should be extinguished when entering will (grenades, timed charges will not). Also fixed tag on molotov cocktails preventing them from exploding when hit with an explosion like other thrown explosives.
  • Updated abandoned_house_09 based on feedback
  • Large_park_02 updates made based on feedback.
  • Warehouse_06 small block update.
  • Downtown_building_04 removed misplaced block.
  • Minor adjustments to sleepers/triggers in weigh_station_01.
  • Updates to prison_02 based on player feedback.
  • SI issue in house_old_pyramid_01.
  • Updates to parking_lot_02 based on player feedback.
  • Updates to police_station_03 based on player feedback.
  • Armor recipe unlock option level display is missing.
  • House_modern_29 - fixed mispainted textures
  • Wilderness_filler_14 - changes made based on feedback.
  • Spanish translation for reqAgilityLevel06
  • If a player is moved away from a loot container they are in, it breaks that player's ability to open loot containers
  • Repulsor Mod effect applies to teammates, ignoring no friendly-fire setting.
  • Can't place a bedroll to the right of a bedroll you just put down while facing North
  • Planted seeds can be lost when picked up too quickly
  • Japanese water journal tip still mentions empty jars.
  • Downtown_strip_12 - small update to path to show the path clearer.
  • BlockSpawn check for missing trader would not happen all the time.
  • House_modern_27 - fixed a couple minor details.
  • Radio_station_01 - fixed floating calendar.
  • Nursing_home_01 - fixed sleeper spawning on sight issue
  • House_old_modular_03 stuck dog
  • Key rack connected door was not locked in trailer_01.
  • Mistake in Japanese translation for trapsT1
  • Motel_01 sleeper spawn in view of player
  • Survivor_site_11 sleeper spawn in view of player
  • House_old_ranch_06 in need of a quick exit
  • House_modern_12 - Added quick exit.
  • Japanese translation for armorT1 is wrong.
  • House_modern_29 - fixed mispainted textures


]]>
A21.1 b6 EXP https://7daystodie-servers.com/blog/245/a211-b6-exp/ https://7daystodie-servers.com/blog/245/a211-b6-exp/ Fri, 21 Jul 2023 00:35 CEST
Today we bring you our first point release for A21 to Experimental.


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


We recommend you start a new game when participating in EXP.
We are not aware of anything affecting existing savegames negatively.
If you plan on using your regular savegame, we advise of at least making a backup.



Here is what changed since A21 b324 stable:


Added
  • Tier 5 hotel_ostrich
  • Moderator OzHawkeye to credits
  • Ability to change prices for twitch actions through Twitch Info Screen.
  • Ability to reset prices for all twitch actions through Twitch Options Screen.
  • Loot entries have tags and if set then will ignore if looter has no matching tags
  • Opening loot container adds masterChef2 loot tag if player has Master Chef level 2
  • Loot container console command to log the results of opening a container
  • Extend ClientInfo logging
  • Prefab ins file read error log
  • Trader placement protected area of 3 meters on each side
  • Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc
  • Nest Audio open/close/destroy
  • ApproachDistraction AITasks added to cop, demo, and mutated zombies


Changed
  • Twitch: Extended the cooldown times for all supply crates.
  • Twitch: Extended the cooldown times for all vision effects.
  • Adjusted point costs for twitch actions to be multiples of 25.
  • Updated Master Chef progression to use new hard coded masterChef2 tag instead of LootProb
  • Updated dumpster loot to work with new hard coded masterChef2 tag
  • Removed unneeded tags from items.xml used in old progression setup
  • Remove event spawned zombies when Homerun Derby ends.
  • No longer require overlay if not using Twitch Actions.
  • Show the current crafting level when showing the unlock level required in the crafting info.
  • Trader area calculations are done dynamically
  • Increased trader protected area by 1 meter on each side
  • Stopped camera shake running at zero strength when no damage
  • Updated stats on all armor for linear progression
  • Adjusted vehicle revert collision motion
  • Broken vehicles take 10% collision damage
  • Reduced the amount of explosives in Twitch crates by half
  • Removed explosives from mystery supplies channel point redeem.
  • Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors
  • Adjusted colliders on various bed prefabs
  • Adjusted colliders on chairCampingPrefab
  • Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture
  • House_modern_26 replaced regular window by bulletproof windows.
  • Updated progression for Effective Range and Max Durability stats for tools and weapons
  • Updated Melee Damage on Steel Club that got missed on the first progression pass
  • Bows now show Effective Range
  • Removed hideui tag from roadside_truckstop_01 to allow the localization name to show on the location HUD
  • Dew Collectors now harvest for components instead of itself with a 50/50 roll for the filter. They still have the land claim block radial menu option to pick up.
  • Updated valid trees with path solid property
  • Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab
  • Updated several loot lists to prevent 100% Q6 T1 tools in containers after loot stage 55 as it was only intended to be a boost for Working Stiffs crates
  • Reduced gas production to 2 gas per shale and sped up crafting time
  • Removed already disabled jiggle script from neck of Demolisher to prevent the head collider from being disabled at a distance
  • Increased the amount of cloth needed for various recipes
  • Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs
  • Updated loot lists for generic vehicle loot to not have T2 or T3 weaponstools
  • Generic vehicle loot now has a low chance for vehicle skill magazines with another low chance for others
  • GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench
  • AmmoGasCan moved from groupRareAutomotive to groupAutomotive
  • Increased the economic value for ammoGasCan
  • All Traders now have ammoGasCan for sell
  • Updated the localization for timed charges to insure players know what they are effective against


Fixed
  • AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP
  • Stuns do not reset the stun counter when stacked.
  • Zombie attack can break after receiving fall damage (Hit tag)
  • Entity vertical movement could cause incorrect results for finding entities in chunks
  • Floating terrain deco issue in countrytown_business_03.
  • AI pathing issues with cube_corner_beveled not having the path solid property
  • #mindwipe does not work correctly on servers.
  • House_old_mansard_03 stability issue.
  • Twitch Prime Subs were not registering their events correctly.
  • Always do authorization cleanup on main thread
  • Steam game servers list reports incorrect port to connect to game
  • Robo sledging a player on a vehicle breaks camera
  • Vehicles could take increased collision damage from blocks due to player block damage setting
  • Player third person pose (ragdoll/vehicle) would stay in last positions when switching to first person leading to inconsistent hits and possibly ugly anim blends
  • Sleeper volumes trying to spawn an entity that just died
  • Vehicles being excessively damaged from separate collision events
  • Particles did not try to play on a dedi so the player noise creation was skipped, this resulted in different stealth and zombie behavior on servers compared to single player
  • Wrong tag used to scale the steel when crafting higher quality levels of junk turrets
  • NRE: Exiting game before camera stops shaking.
  • Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors
  • Typo with woodenGarageDoor5x3_PoweredOak key in localization
  • Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons
  • Swapped two wanderingHordeStageGS groups that were out of order
  • Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders
]]>
Summer Sale 2023 76% off! https://7daystodie-servers.com/blog/244/summer-sale-2023-76-off/ https://7daystodie-servers.com/blog/244/summer-sale-2023-76-off/ Sat, 01 Jul 2023 06:35 CEST 7 Days to Die is now on sale for 76% off from June 29th- July 13th for Steam’s Summer Sale.
Play the Survival Game that came first. Navezgane awaits!

https://store.steampowered.com/app/251570/7_Days_to_Die/
]]>
Alpha 21 Stable is out now! https://7daystodie-servers.com/blog/243/alpha-21-stable-is-out-now/ https://7daystodie-servers.com/blog/243/alpha-21-stable-is-out-now/ Thu, 29 Jun 2023 18:33 CEST today we are releasing A21 b324 to stable.
We wanted to make it available in time for Summer Sale and 4th of July weekend to everybody out there!
A21 b317 savegames are compatible with A21 b324.

Official Release Notes
Please find the full Release Notes here.[7daystodie.com]
If you missed the last Experimental build, you can see the changes here.[community.7daystodie.com]

If you want to report a bug, please follow this link[community.7daystodie.com] to do so.

TFP wants to extend a big thank you to all our fans for supporting the game and wish you a happy 4th of July!]]>
A21 b323 Experimental https://7daystodie-servers.com/blog/242/a21-b323-experimental/ https://7daystodie-servers.com/blog/242/a21-b323-experimental/ Wed, 28 Jun 2023 22:35 CEST We have Experimental Build b323 for you.
B323 has some new POIs, other additions, changes, and fixes!

Here is how you can access the A21 b323 Experimental build:
  1. Right click on the game in Steam
  2. Click on Properties
  3. Click the “Betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download
Please look here to report bugs.[community.7daystodie.com]

We recommend starting a new savegame with b323 for the best experience. We don't expect to break existing Experimental savegames with this build.
The mod slot change will not change existing items, it only applies to newly found items.
As always, thanks for participating in Experimental!

Here is what changed since b317:


A21 b323 Changelog

Added
  • Dew collector creates activity heat when filling
  • Workbench and cement mixer makes activity heat when crafting
  • Workstations reset activity heat delay when moving back in time
  • House_modern_27 TIER3
  • Wilderness_filler_08
  • Wilderness_filler_11
  • Wilderness_filler_07
  • Wilderness_filler_09
  • Wilderness_filler_10
  • Diner_07 for roadside
  • Cave_07 wilderness cave
  • House_modern_28 TIER3
  • Wilderness_filler_04
  • House_construction_05
  • Added block triggers being destroyed activates it (if by AI then target nearest player. Explosions do not, as they do their own block changes)
  • Trader gate custom locked door audio
  • FPS cap so we don't hit extreme rates

Changed
  • Ask user for confirmation before opening URLs in the browser
  • Armor crafting Tier 3 now uses the military fiber icon since Tiers 1 and 2 use cloth and leather
  • Increased vehicle transition time between max speeds
  • Increased bicycle, minibike, motorcycle and 4x4 coasting
  • Adjusted bicycle, minibike, motorcycle and 4x4 max speeds and torque and turbo now increases torque
  • Lowered bicycle, minibike, motorcycle and 4x4 reverse speed and torque
  • Disabled bicycle and minibike reverse turbo
  • Increased minibike and motorcycle coasting and lowered reverse speeds
  • Batteries now scale the crafting resources per tier to prevent exploits
  • Updated localization for Machine Gunner perks to correctly call out 7.62mm ammo
  • Adjusted mod slot counts on all tools and weapons to allow a standard linear progression between tech tiers
  • Updated Journal Tips for Traders and Vending Machines due to recent changes
  • Updated localization for Repair Kits
  • Updated loadingTipKnownSchematics to reflect recent changes to recipe unlocks
  • Updated party game stage documentation in gamestages.xml due to recent changes
  • Updated Journal Tips for On Fire due to recent changes
  • Localization.txt updated for missed Twitch commands
  • Adjusted all tool and weapon entity and block damage values to allow a standard linear progression between quality levels and tech tiers
  • Reworked various issues with quest reward probabilities that resulted in poor reward offerings
  • Removed "AllowSpawnNearBackpack" from serverconfig.xml as the option not used

Fixed
  • Excessive SS reflections on blue selection zblock
  • Black block destroy particle effects
  • Block trigger issue in downtown_filler_13
  • POI : utility_substation_02 final loot room sleeper can be seen spawning in and POI :doors in final loot room triggers twice
  • Downtown_filler_13 Beverage Cooler can be accessed from the bathroom behind it
  • Downtown_filler_13 floating sleeper Vulture
  • Heavy lag for the host when a P2P client starts downloading the world
  • Pressing ESC in console closes the currently opened window in addition to the console
  • Hotkeys typed in console commands bleed to game
  • Downtown_filler_13 sleeper can be seen spawning in
  • Excessive Player spawn distance from trader
  • UI freeze when generating highways
  • Default Difficulty settings are different for SP/P2P and Dedicated servers
  • For clients on dedi switches powered by generators may not always function in non power restore quests when they should always have power
  • Workstations can be picked up while smelting or crafting items losing all materials involved when doing so
  • All left knuckle turns white when modded
  • Zombie attack can break after receiving fall damage
  • POIs overlapping in Navezgane
  • Dumping water buckets no longer allowed inside trader POIs or in a non-allied players land claim area.
  • Changing prefab properties in Prefab Editor does not add save indication asterisk
  • Arrows stick in water when atttempting to shoot submerged sleepers
  • Advanced rotation on garage doors while placing causes errors
  • Unable to dump bucket of water if any item is removed from toolbelt
  • Triggered sleeper volumes would not respawn zombies on player return
  • Prison_02 sleeper pop-in inside lobby bathroom within player's view
  • Tier 7 difficulty custom POIs will throw IOOR exceptions when a sleeper volume is triggered
  • Zombies would not eat dead snakes
]]>
A21 b317 EXP Update https://7daystodie-servers.com/blog/241/a21-b317-exp-update/ https://7daystodie-servers.com/blog/241/a21-b317-exp-update/ Thu, 15 Jun 2023 23:06 CEST We have b317 for you with plenty of adjustments and fixes.

Here is how you can access the A21 b317 Experimental build:
  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download
Please look here to report bugs.[community.7daystodie.com]

We recommend starting a new savegame with b317 for the best experience.

Here is what changed since b313:

Added
  • Item and block EconomicSellScale to adjust individual sell price
  • Cooking pots and grills to trader inventories
  • Crawler zombie move speeds for walk, run and feral

Changed
  • Improvements to sleeper encounters in prison_02.
  • Increased economic value of cooking pots and grills to 200, but set the EconomicSellScale to .1
  • Lowered the stack size of cooking pots and grills to 3
  • Increased the price of water filters
  • Crafting magazine bundle is no longer fixed as a guaranteed quest reward
  • Reduced the quantity of crafting magazines in quest reward bundle from 3/3 to 3/2
  • Reduced the quantity of crafting magazines found in mailboxes, file cabinets, book piles, and crackabook shelves
  • Removed hazmat clothing from blue zombie bags
  • Updated Tier 6 Complete rewards
  • Localization of Cheat Mode to Creative Mode
  • Updated descriptions and journal entries for land claim blocks to reflect being able to place 3 now
  • Workbenches in roadside_truckstop_01
  • Twitch Extension required to use Twitch Integration.

Fixed
  • Reduced AI attack position estimation
  • Reduced attack range and damage of short zombies
  • Reduced attack range of crawler and spider zombies
  • Low resolution flame particles
  • Navezgane changes based on feedback
  • Floating street light in Navezgane.
  • Ranger_station_03 t2 loot in t1 POI.
  • Ability to copy / paste lights within the prefab editor and retain their light properties
  • Wrong values for xp and duke rewards for infestation quests
  • Removed frame damage state for jail doors as they do not have a frame
  • Active drones can duplicate
  • "Respawn Near X" has added checks to avoid spawning in a POI and only on terrain blocks
  • Respawn menu now appears every time the player dies with different options based on if a backpack and/or bedroll is available to spawn at. If neither is available a single "Respawn Now" button will display to respawn at a nearby default spawn point.
  • SI issue when destroying oven in ranger_station_02.
  • Twitch vehicle silly sounds not decaying with distance
  • Ranger_station_06 has accessible valve, but no fire hazard
  • Custom Bit Events were not parsing correctly.
  • First time a drone heals it heals for 0HP






]]>
Alpha 21 b313 Experimental Is Out! https://7daystodie-servers.com/blog/240/alpha-21-b313-experimental-is-out/ https://7daystodie-servers.com/blog/240/alpha-21-b313-experimental-is-out/ Mon, 12 Jun 2023 19:22 CEST We are proud to announce that the ‘Alpha 21' Public Experimental Build will be out today! We would like to thank all of the participating Streamers who streamed over the weekend.

Official Alpha 21 Forum Bug Reporting Thread [community.7daystodie.com]

Here is how you can access the A21 Experimental build:

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

Here you can find the Release Notes.[7daystodie.com]

For any bugs found, please go see our Known Issues List[docs.google.com] and report new bugs here.[community.7daystodie.com]
The Fun Pimps wish you all the fun with this Alpha 21 Experimental Release!






Here is what changed since b309 from the Streamer Weekend:



Changelog b313



Additions:
  • Show Extras button added to Twitch Options

Changes:
  • Lowered Action stage unlocked for the following twitch commands
    • #spoil unlock from 30 to 15. 
    • #shuffle_boxes unlock from 50 to 15.
    • #empty_boxes unlock from 50 to 20. 
    • #drop_held unlock from 12 to 5. 
    • #mind_wipe unlock from 60 to 40. 
    • #destroy_base unlock from 50 to 30. 
    • #fill_base unlock from 50 to 30. 
  • Adjusted the infestation game stage mod and bonus values to be a bit more challenging based on feedback and code review
  • Updated pricing for turret ammo to prevent exploits
  • Player crafted doors, hatches, shutters, garage doors, and cellar doors are no longer sellable to the trader
  • Daring Adventurer 3 and 4 are now unlocked at INT 7 and 10
  • Adjusted trader stage templates for T2 and T3 tools and weapons
  • Adjusted quality ranges of tools and weapons in trader inventories for more variety
  • Prison_01 steel railings in guard towers replaced with corrugated

Fixes:
  • Ability to copy / paste lights within the prefab editor and retain their light properties
  • Putting a charged stun baton into vehicle storage causes a crash to desktop
  • Updating player backpack Nav icons could hide previous icons that may now be in use elsewhere 
  • Drone throws NRE when trying to heal the player

]]>
Alpha 21 Streamer Weekend Start Now! https://7daystodie-servers.com/blog/239/alpha-21-streamer-weekend-start-now/ https://7daystodie-servers.com/blog/239/alpha-21-streamer-weekend-start-now/ Fri, 09 Jun 2023 19:00 CEST
We are proud to announce that the ‘Alpha 21 Streamer Weekend’ is finally here. We have partnered with over 200 streamers from 29 countries.

We will be running the Streamer Weekend event from Friday, June 9th through Sunday, June 11th.

Expect a public experimental to follow sometime Monday afternoon June 12th.

Many will be streaming all weekend and giving away Free Game Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours.

https://7daystodie.com/a21-streamer-weekend/]]>
A21 Streamer Weekend https://7daystodie-servers.com/blog/238/a21-streamer-weekend/ https://7daystodie-servers.com/blog/238/a21-streamer-weekend/ Tue, 06 Jun 2023 05:44 CEST We are proud to announce that the ‘Alpha 21 Streamer Weekend’ is finally here. We have partnered with 185 streamers from 34 countries.
We will be running the Streamer Weekend event from Friday, June 9th starting at 12 pm CST through Sunday, June 11th. Expect a public experimental to follow sometime Monday afternoon June 12th.

Many will be streaming all weekend and giving away Free Game Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours.

List of Streamers[7daystodie.com]


It has been a while since our last major release, December 2021 to be exact. For a year and a half, our growing team has been working hard to bring you Alpha 21. This Alpha delivers more polish, optimizations, updates, quality-of-life improvements, new content, new features, and new gameplay systems than ever before. We say it every Alpha, and we will say it again, this is the biggest and baddest version of the game to date.

If you have never played 7 Days to Die or you have not played it for a while, you’re going to want to check out Alpha 21. Pushing hard towards the Gold Version, this impressive mountain of work could only be achieved by the lengthy, iterative, development style we have gone through. The Fun Pimps dream big and know that nothing of this magnitude comes overnight. Building on an already solid foundation, this update sets the bar even higher for the sandbox, survival, simulation, RPG game genre.


We are very proud of the work, passion, and dedication our team has poured into 7 Days to Die and we hope you enjoy Alpha 21 as much as we have.

The Fun Pimps Team


Environment Art
The environment team has been heavily focused on the design, production, and implementation of hundreds of new high definition and physically based assets to help the world feel more believable and immersive. Additionally, new and updated shaders add a finishing touch to the environments. Below are a few categories of props that have been updated.

  • Ramp Kits
  • Platform Kits
  • Wall Kits
  • Trader Location Props
  • Military Props
  • Biohazard Props
  • Nature Props
  • Doors
  • Signs
  • Industrial Props
  • Commercial Props
  • Church Props
  • Medical Props
  • Construction Props
  • Furniture
  • Lighting Props
  • Static Vehicle Props
  • Wall art
  • Player Vending Machine
  • Workbench Workstation
  • Forge Workstation
  • Chemistry Workstation
  • Campfire Workstation
  • Hero Loot Containers
  • Graphic Design Art

The graphic design team has been crafting a large amount of high quality graphical elements that breathe life and storytelling into the world. Keep and eye out for these graphic elements listed below.

  • Food Labels and Posters
  • Calendars
  • Wall Art
  • Schematics
  • Tractor Logo
  • Trader Flag
  • White River Flag
  • Liquor Packaging
  • Magazines
  • Workstation Elements

New Doors
Introducing an exciting range of new doors, including the much-anticipated double doors! These numerous additions bring a level of detail to in-game locations that were previously unimaginable. Moreover, players can now enjoy updated craftable door options, expanding their repertoire of door types to choose from. As an innovative feature, doors gradually deteriorate as they sustain damage, resulting in visible holes that can be utilized for shooting or melee attacks. Be cautious, though, as certain doors may develop holes large enough to pass through without being completely destroyed. Exercise caution and strategize accordingly!

Loot Container Changes
When emptied, smaller containers such as trash bags, backpacks, and bird nests will now be destroyed. On the other hand, larger containers like clothing racks, desks, filing cabinets, and gun safes will transition to an open state once they have been emptied. This update brings a more realistic and immersive experience, as players can observe the visual representation of empty containers while navigating the game world.

World Water
We’ve made visual improvements to prevent water from clipping through semi-solid block shapes, such as thin or rounded wall segments. Under the hood we’ve overhauled water simulation to improve performance, reduce networking traffic, and provide more consistent and natural flow behavior, particularly with respect to large bodies of water such as lakes and rivers.

Hazards
The game has received an exciting update with the addition of a hazard system. This latest release introduces flame hazards that must be deactivated within specific locations in order to advance on your path. While active, these hazards will unleash intense fire damage upon anyone or anything that dares to approach too closely.

Gore
More zombies now utilize the new gore system.

New & Overhauled Locations
Every Point of Interest (POI) in the game has been improved with the massive amount of new art props and 692 new shapes added to Alpha 21. It is a complete overhaul of the art and gameplay experienced in each location.

  • All Trader locations have been entirely reworked with custom art
  • There are over 75+ pure new questable POIs
  • Most POIs (Nearly 400) now support the new Infestation Quest type
  • New parts & RWG features – Roadside POI spawns
  • Navezgane has gotten a quite a bit of updates
    • Terrain updates
    • New POIs added
    • perishton_city_blk_01 through 05 (Overhauled Tiles)
    • perishton_city_blk_06 (New Tile)
    • perishton_tunnel_01 & 02 (New Remnant)
    • departure_city_blk_plaza (Overhauled Remnant)
  • More than 200 POIs have been added or completely overhauled. And every POI in the game has been updated with new Art and Shapes: Some notable POIs include:
Tier 5 POI’s
  • apartments_02 – “Vanity Tower” (New)
  • factory_01 – “Shamway Factory” (Overhauled)
  • house_modern_23 “Dr. Karen Higashi Residence” (Overhauled to Tier 5)
  • hospital_01 (Overhauled)
  • installation_red_mesa (Overhauled to Tier 5)
  • nursing_home_01 – “The Last Sunset Nursing Home” (New)
  • prison_01 – “Navezgane Corrections” (New)
  • prison_02 – “Navezgane County Jail” (New)
Tier 4 POI’s
  • bowling_alley_01 “Pineballs Bowling” (New)
  • downtown_strip_04 – “Joe’s Junction” (Overhauled to Tier 4)
  • house_modern_24 “Jeffelon Zuckergates Estate” (New)
  • junkyard_01 “Ecotrash Recycling Center” (New)
  • roadside_checkpoint_01 “NDC Checkpoint One” (New)
  • roadside_checkpoint_03 “NDC Checkpoint Three” (New)
  • roadside_checkpoint_04 “NDC Checkpoint Four” (New)
  • roadside_checkpoint_05 “NDC Checkpoint Five” (New)
  • utility_electrical_co_02 – “Hybrid Energy” (New)
Tier 3 POI’s
  • apartments_03 – “The Bend Apartments” (New)
  • army_camp_04 – “Fort Razor” (New)
  • bowling_alley_02 “Ballzstrike Bowling” (New)
  • commercial_strip_03 – “Vick Garrison’s Pedipawn” (New)
  • countrytown_business_11 – “Midway Clinic” (New)
  • countrytown_business_12 – “Jim & Tim’s Bullets and Booze” (New)
  • country_junkyard_02 – “Atlas Metal Co.” (New)
  • commercial_strip_05 – “Elzner’s Emporium” (New)
  • downtown_strip_12 – “NFD Downtown HQ” (New)
  • fastfood_06 – “The Burgcaneer” (New)
  • gas_station_12 “Pass N Gass Plaza” (New)
  • house_modern_26 (New)
  • motel_04 “Greg’s Motel” (New)
  • office_05 – “Tri-Med Group” (New)
  • office_06 – “Abandoned Office Building” (New)
  • police_station_03 “NPD 3rd Div.” (New)
  • post_office_02 “Post Office #2” (New)
  • radio_station_01 “KZL Radio Station” (New)
  • ranger_station_01 – “Ranger Station Alpha” (Overhauled)
  • ranger_station_07 “Ranger Station Golf” (Overhauled)
  • rest_area_05 “The Road Gentleman Truck Stop” (New)
  • roadside_checkpoint_02 “NDC Checkpoint Two” (New)
  • school_daycare_02 “Poopy Pants City Daycare” (New)
  • store_discount_01 “Three Dollar Store” (New)
  • utility_substation_01 “Hybrid Energy Substation #1 (New)
  • warehouse_08 “Johnson’s Warehouses” (New)
  • weigh_station_01 (New)
Tier 2 POI’s
  • apartments_04 – “The Budget Borrows” (New)
  • bank_01 – “Piggy Bank” (Overhauled)
  • cabin_13 “The Gladue Residence” (Overhauled)
  • cabin_17 “The Engall’s Residence” (New)
  • cabin_18 “Our Best Moments” (New)
  • commercial_strip_04 – “Smorgasbord Square” (New)
  • downtown_building_04 – “Blaze & Burns Offices” (New)
  • downtown_building_05 – “Bombshell News” (New)
  • downtown_parking_lot_01 – “Downtown Evacuation Point” (New)
  • farm_14 – “Hersh Farm” (New Tier 2)
  • fastfood_07 – “NEW Mamma Pizza” (New)
  • house_burnt_02 (Overhauled)
  • house_modular_04 – “The Wagner Residence” (Overhauled)
  • house_old_tudor_04 – “R. Thornbury Residence” (Overhauled)
  • industrial_business_08 – “P&B Machining Co.” (Overhauled)
  • parking_lot_02 – “Mobile Field Hospital” (New)
  • radio_station_02 “ZMB Radio Station” (New)
  • ranger_station_06 – “Ranger Station Echo” (Overhauled)
  • rural_outdoor_wedding_01 “Bell Lake” (New)
  • roadside_restaurant_01 “The Wagon Diner” (New)
  • school_daycare_03 “Fun-Gi Daycare” (New)
  • store_bakery_01 “Ma Baker & Sons” (New)
  • utility_substation_02 “Hybrid Energy Substation #2 (New)
Tier 1 and Remnant POI’s
  • church_02 “Old Creepy Church” (New Tier 1)
  • countrytown_business_10 – “Bobcat Bar” (New Tier 1)
  • fastfood_05 – “Beavers” (New Tier 1)
  • fastfood_01 – “Prowlin Petes” (Overhauled Tier 1)
  • fastfood_02 – “Hurry Harrys” (Overhauled Tier 1)
  • fastfood_03 – “Blue Birdie” (Overhauled Tier 1)
  • house_construction_04 “Deracinated Domicile” (New Tier 1)
  • house_modern_25 “Rosilyn Residence” (New Tier 1)
  • house_modular_05 – “The Gilbert Residence” (Overhauled Tier 1)
  • house_modular_07 – “Spark’s Place” (Overhauled Tier 1)
  • motel_05 “Motel Eight” (New Tier 1)
  • park_02 – (Overhauled Remnant)
  • park_03 – (New Remnant)
  • parking_lot_03 – “ParKing Lot” (New filler)
  • park_basketball (Overhauled Remnant)
  • radio_station_03 “KZZ Radio Station” (New Tier 1)
  • ranger_station_02 – “Ranger Station Beta” (Overhauled Tier 1)
  • ranger_station_03 – “Ranger Station Charlie” (Overhauled Tier 1)
  • ranger_station_04 – “Ranger Station Delta” (Overhauled Tier 1)
  • ranger_station_05 – “Ranger Station Foxtrot” (Overhauled Tier 1)
  • remnant_burnt_09 (Overhauled Remnant)
  • remnant_burnt_10 (New Remnant)
  • remnant_downtown_filler_03 (New Remnant)
  • remnant_waste_18 “Pristine Health” (New Remnant)
  • remnant_waste_19 “Wasted Office Suites” (New Remnant)
  • rest_area_01 (New Remnant)
  • rest_area_02 (New Remnant)
  • rest_area_03 (New Tier 1)
  • rest_area_04 “Buy N’ Go Rest Stop” (New Tier 1)
  • store_grocery_04 – “Moe’s Grocery (New Tier 1)
  • store_grocery_05 – “Boe’s Market” (New Tier 1)
  • store_grocery_06 – “Joe’s USA (New Tier 1)
  • survivor_site_05 – “Mercy Point Camp” (Overhauled Tier 1)
  • survivor_site_06 – “Hog Foot Village” (Overhauled Tier 1)
  • survivor_site_07 – “Camp Carhwal” (Overhauled Tier 1)
  • survivor_site_08 – “The Simmons Shanty” (Overhauled Tier 1)
  • survivor_site_11 – “Cabin Retreat (New Tier 1)
  • utility_substation_03 “Hybrid Energy Substation #3 (New Tier 1)
  • wilderness_filler_01 “Shady Slaughter RV” (New Filler)
  • wilderness_filler_02 “Eerie Echoes Campsite” (New Filler)
  • wilderness_filler_03 “Hermit Hollow” (New Filler)
POI and Biome Difficulty Improvements
When you enter a POI, a HUD pop up will display its name and difficulty tier which is represented by the number of red skulls. These POI names will also appear on the quest text at the trader.

When you enter a Biome, you will see the biome difficulty represented by the number of orange skulls.

  • Forest – 0
  • Burnt (Navezgane Only) – 0.5
  • Desert – 1
  • Snow – 1.5
  • Wasteland – 2
The overall difficulty of the POI and Biome is represented by the number of Red and Orange skulls combined.

With this in mind, the same POI in the wasteland will be more difficult and have higher game staged enemies and loot than the same POI in the forest.

We also have fixed a bug with party game staging. Parties now work as designed and have balanced game staging to provide a better scaled challenge.

POI Localization
Points of interest (POIs) have undergone localization, receiving easily understandable and relatable names. These new names are not only incorporated into the quest system, but are also displayed on the upper right corner of the screen, above the Quest and Recipe Tracker.

Furthermore, if you backed the Kickstarter campaign and pledged for location naming, you will now have the privilege of having a POI named after you.

Infestation Quests
We have added a new quest type we call Infestation which starts at Tier 2. The system takes a supported POI and adds a +1 to its Tier. In an Infestation Quest, the zombie counts are multiplied to create a greater challenge. At the end, it will reward you with a special loot box, almost always found in the loot room. This left Tier 5 POIs with infestation in a bit of a pickle. Tier 5 POIs as an Infestation Quest, can now be found as Tier 6 difficulty POIs.

Random World Generation Update
Random World Generation (RWG) has gone through the biggest iterative updates to date. We have learned something from every previous version we have done so far. It’s not easy to create something nobody has done before, but we are committed to creating Random Generated Worlds better than anyone on the planet and we think you will agree when you play the latest Alpha 21 Random Gen.

The latest release focuses on improving RWG speed, visuals, POI placement, and adding new features to enhance the player experience and addressing several bugs.

Many notable improvements include:

  • RWG creation speed has been greatly improved. Generation speeds up to 4 to 5 times faster than before have been seen in some cases.
  • Merging highways between gateway tiles and township rural tiles has been added
  • A new scoring system for prefab pick ordering, xml entries to help control overall placement, spawn weights, and min max counts ensure POI’s don’t repeat too often.
  • Country Tiles have been added which give the rural areas more believable surrounds for POIS to spawn
  • Road smoothing has been greatly improved.
  • A new street tile system that uses an overworld grid to allow for more concise placement of wilderness, towns, and highways.
  • A “New Game” button has been added to the Advanced Generation screen to allow players to immediately play the map they have generated without having to remember the map name.

Chunk Reset System
We’ve added a new advanced game option called “Chunk Reset Time”. Enabling this setting will cause chunks to be reset to their original states when left unvisited for a specified in-game duration. Land claims, bedrolls, and other important player-owned objects such as backpacks and vehicles will prevent nearby chunks from being reset; so you don’t have to worry about your home base disappearing, or logging in to find your 4×4 exchanged for a tree which regrew in its place. However, loot containers and workstations which are not within a protected area can be reset, so players who use this feature must be mindful of where they store their valuables.

In effect, this feature allows previously-visited locations to respawn their loot and recover from destruction whilst the player is away. It also helps to reduce save sizes by clearing out stored data for the reset chunks until they’re revisited.

The setting is disabled by default, but can be configured at will in the Advanced tab of the New Game and Continue Game menus.

Survival Rebalance

  • To enhance the survival experience, water collection has been rebalanced by removing empty jars and cans.
  • Boiled water now requires a cooking pot to craft in the campfire.
  • Most “clean” water and drinks have been extremely lowered in loot.
  • A new Dew Collector workstation has been added to provide clean drinking water.
    • Crafted in the player backpack, players will need to visit a trader to obtain a key component: a water filter.
    • Water is slowly accumulated over time at a rate of approximately 3 jars every 24 game hours.
    • Players can place multiple Dew Collectors
    • DewCollectors must have a clear view of the sky.
      • Bars and other “see-through” shapes are acceptable to be placed above.
  • Drink Vending machines have had quantities increased including specialized drinks.
  • Due to water used in crafting, glue has been increased in loot, quest rewards, and trader inventories.
Crafting Skills System
Crafting unlocks have been moved out of the Perks System and into a new Crafting Skills System. Players will need to read various quantities of Crafting Skill Magazines in order to progress through the crafting tiers. These magazines are found in loot containers, zombie loot bags, air drops, given as quest rewards, or sold by the traders.


The Crafting Skills System solves two issues:
1. Players won’t be able to skip the progression of tool and weapon tiers.

  • Previously, players could max out a perk’s crafting quality unlock with primitive tools and weapons and then instantly craft higher tiers once the materials were found or unlocked. A good example of this would be a stone ax that could be crafted at quality 5, but then iron and steel pickaxes could be crafted at that same quality level.
2. Removes the crafting unlocks from perk classes

  • Players are no longer required to perk into various classes to obtain the unlocks. All crafting skills can be unlocked by all players.
  • The unlocks are removed from perks, however, each level of a perk will give a probability boost to certain magazines. An example would be the perk Boomstick giving a boost to finding more of the Shotgun Weekly magazines. Boomstick will also boost shotguns, shotgun parts, and the various types of shotgun ammo found in loot.
Perk Overhaul
With crafting unlocks moving to the new Crafting Skills System, perks have been overhauled to be more streamlined for each class.

  • Sexual Tyrannosaurus has been moved to each weapon perk. Players no longer have to perk into Strength to get the stamina benefits of ole Sexy T. Want better stamina with clubs? Put perk points into Pummel Pete and keep from getting winded too soon.
  • Flurry of Blows has been moved into each Attribute as a new perk.
    • Perception: Quick and Perceptive – Increases the attack speed of spears
    • Strength: Big and Fast – Increases the attack speed of clubs and sledges
    • Fortitude: Lightning Hands – Increases the attack speed of fists and fist weapons
    • Agility: Whirlwind – Increases the attack speed of knives
    • Intellect: Calculated Attack – Increases the attack speed of batons
  • Physician perk has gained the ability to treat sprains and give more XP when using healing items. Dismemberment gets a boost with batons on level 4 while level 5 has a chance to instantly kill the target with a stun baton.
  • Master Chef allows players to cook faster with each level.
  • Lock Picking moved to Intellect
  • Grease Monkey grants the ability to use fewer repair kits when repairing vehicles
    • Zombies and animals are now killed nearly instantly when hit by a vehicle, but the vehicle takes more damage than previous versions.
    • Vehicles also take more damage when hitting objects or taking hard landings.
Perk Book Reworks
  • Spear Hunter Vol 3 changed from Steel Spear Unlock to Bleeding Damage
    • Spears have a 25% chance to cause bleeding damage.
  • Spear Hunter Vol 4 changed from Strong Arm to Kill Move
    • Power attacks do 50% more damage to downed targets.
  • Spear Hunter Vol 6 changed from Punctured Lung to Penetrating Shaft
    • Power attacks now penetrate and damage multiple enemies.
  • Spear Hunter Complete
    • Primal Kill: Kills with spears refill your stamina.
  • Automatic Weapons Vol 7 changed from M60 Unlock to Hip Fire
    • Aiming from the hip with greater accuracy can save your ass in close quarters situations.
  • Batter Up Vol 2 changed from Gear to Stealing Bases
    • Sprinting with a club drawn in combat uses 20% less stamina.
  • Batter Up Vol 6 changed from Bat Unlock to Foul Balls
    • Power attacks with clubs have a 20% chance to ragdoll enemies.
  • The Great Heist Vol 3 changed from Timed Charges Unlock to Gold Rush
    • Find 10% more dukes and old cash
  • The Great Heist Complete
    • Find 20% more lockpicks in loot
  • Art of Mining Vol 7 changed from Mining Helmet Unlock to Damage
    • Mining tools do 10% more block damage.
Perception and Spear Overhaul
It is mind blowing how powerful Rifles are now…literally. Pop zombie heads with ease with a boost to head shots when using the pipe, hunting, lever action, and sniper rifles.

The spear has gotten a rework. After much consideration, we decided to make it work like other weapons and exchanged the throw for a power attack. This makes the spear a much better sneak attack weapon and players do not have to worry about losing their fully modded spear when thrown. With the new door damage,

Recipe Tracker
Having trouble remembering that recipe? Well, in Alpha 21, players can track recipes while out collecting resources. Items are tracked in a list shown in the upper right hand side of the screen. When the correct quantities are collected, the items will be highlighted in green. When all items are collected, a tool belt message will appear letting you know the item can be crafted.

Crafting Quality Selection
It’s likely that you’ve encountered a common problem: after gathering the necessary materials and components to craft your tool or weapon, you’ve invested additional points into the relevant skill, only to discover that the newly unlocked quality requires more materials than you currently possess. However, this predicament is no longer a concern, as you now have the ability to choose the desired quality of the crafted item, granting you control over the amount of materials invested.

Loot Balancing
Considerable attention has been devoted to achieving balance in various aspects of the game. This includes fine-tuning the availability of food and water, ensuring quest rewards are appropriately balanced, refining trader inventories to offer a fair selection of items, and the distribution of crafting skill magazines.

Starter Quest
The introductory quest has undergone simplification to provide a step-by-step breakdown of the initial stages of the game. Through user-friendly instructions and onscreen assistance, both novice players and seasoned veterans will be effortlessly guided to swiftly accomplish the initial milestones of their gaming experience.

HUD-less Mode
For those looking for a more immersive gameplay, players can now hide the HUD by pressing F7 one time. This mode will now allow players to remove the HUD, but still be able to interact with doors, loot containers, vehicles, and more. Pressing F7 again will change to “picture” mode that hides ALL HUD elements. Pressing F7 a third time will go back to default.

Spawn Near Backpack
In this latest update, an exciting new feature has been introduced for respawning after death. With an active bedroll, players now have the choice to respawn in close proximity to the location where their backpack is found. This convenient option enables players to swiftly retrieve their lost loot without the need to place a new bedroll, as the primary purpose of bedrolls was not originally intended for this particular function.

Vehicle Damage
  • Vehicle collisions take more damage, but also cause more damage, so repair kits are more relevant to game play.
  • Repair kits repair a fixed amount of damage instead of all vehicle damage
  • New blood splatter when hitting entities
  • Improved ragdoll hits and can cause dismemberment on hit entities
  • Additional spark effects when hitting blocks
  • Improved block collision damage calculations
Wandering Hordes
To promote engagement and encourage players to confront wandering hordes, we have implemented an increase in the chances of loot bags dropping from these encounters. This adjustment aims to incentivize players to actively engage with wandering hordes instead of allowing them to pass by without engagement. Furthermore, an additional improvement ensures that wandering hordes will no longer occur just before the commencement of your blood moon event, providing a more balanced and predictable gameplay experience.

Twitch Extension
We’ve added a new Twitch extension to allow viewers to interact with the streamer without cluttering up the chat. This allowed for the addition of more advanced actions that cost Bits. We’ve also added Presets to customize your integration experience. Custom Events have also been added for Twitch events such as Subs, Gifting Subs, Raids, Hype Trains, and Channel Point Redeems.

Performance & Optimizations
  • Unity version update
  • Window block optimizations
    • All Windows have been converted to shapes which are more performant.
    • Full windows downgrade to broken.
    • Broken and Empty windows upgrade to Full.
    • Only Full windows can upgrade material.
  • Improved prop LOD transition values by adding LOD categories so similar props cross fade at the same distances. They also cull at more relevant distances which improves performance.
  • Trees (adjustments to meshes and settings for better performance)
  • AI can handle more zombies by throttling their activity based on distance to player
  • AI pathing can handle many more paths per second
  • Less memory use
  • A variety of other small performance optimizations
Networking Improvements
  • Greatly reduced network traffic
  • Entities have variable update rate based on distance
There have been a number of improvements and optimizations made for a smoother multiplayer experience. Character animations and ragdolls now sync smoothly while behind the scenes many optimizations have been made to create a more in-sync experience while also greatly reducing the overall network traffic while playing. This includes a new prioritization system that can increase the rate of server updates for specific entities based on their proximity to players.

Server Administration and Multiplayer
WebDashboard
The old Web control panel for the server has been removed in favor of a new Web Dashboard. This is the first step of bringing over what has previously been known as Allocs Server Fixes, providing Web based APIs for interacting with the server as well as a browser interface to those features. Compared to the old mod this interface currently lacks all of the APIs that provide information on players.

This new Web Dashboard is currently provided as a mod shipped with the dedicated server version in order to be able to speed up iteration times independently of the actual game releases when improvements are made or fixes integrated.

If you were previously using the control panel to automate server tasks you will need to switch over to the new API system:

  • Normally you define API tokens in the serveradmin.xml or via the ‘webtokens’ command, but you can also define one API token on the command line with the ‘-webapitokenname=x’ and ‘-webapitokensecret=y’ arguments which will define a single token with permission level 0
  • The API endpoint to issue commands is ‘/api/command’. The token name and secret need to be passed as HTTP headers ‘X-SDTD-API-TOKENNAME’ and ‘X-SDTD-API-SECRET’. The request needs to use the POST method and contain a JSON body consisting of ‘{“command”: “command to execute”}’
There are new config options related to the dashboard:

  • ‘WebDashboardEnabled’ toggles the whole system on or off
  • ‘WebDashboardPort’ specifies the TCP port to run the interface on
  • ‘WebDashboardUrl’ should contain the full URL that points to the dashboard, e.g. to a reverse proxy forwarding to the internal dashboard, like ‘https://proxydomain:8000/’. If the server can be reached with its public IP directly this value can be left empty
  • ‘EnableMapRendering’ decides whether the game renders the map tiles to corresponding images that can be seen on the Web Dashboard or used with other tools to get a full view of the discovered game map.
Mumble Positional Audio
Alpha 21 brings support for Mumble’s Positional Audio feature. This means once it is enabled in the game audio settings and in your Mumble client you can play with your friends and hear in which direction they are from your view and get to hear them louder or quieter depending on their distance. Detailed setup instructions can be found on this Wiki page[7daystodie.fandom.com].




The Release Notes are too long for Steam, please continue reading here.[7daystodie.com]]]>
A20.7 b1 Stable https://7daystodie-servers.com/blog/237/a207-b1-stable/ https://7daystodie-servers.com/blog/237/a207-b1-stable/ Thu, 20 Apr 2023 19:26 CEST
With the Experimental phase of A21 coming soon, we want to patch an issue we found during testing.
This patch only addresses a benign save game compatibility error users would encounter when returning to A20 after a session in A21 Exp.

This patch does not contain any content you may have seen in an A20.7 Twitch build, those features will roll out with A21.

Please remember A20 savegames will not work with the A21 version, you will have to start anew.


Stay alert for developer stream announcements to catch the latest news about A21!
You can find out more about streams in our forum[community.7daystodie.com].]]>
Alpha 21 Developer Streams https://7daystodie-servers.com/blog/236/alpha-21-developer-streams/ https://7daystodie-servers.com/blog/236/alpha-21-developer-streams/ Sat, 08 Apr 2023 19:31 CEST

Tune in for Free Keys!

fubar_prime[twitch.tv]
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7 Days is now on sale for 76% Off https://7daystodie-servers.com/blog/235/7-days-is-now-on-sale-for-76-off/ https://7daystodie-servers.com/blog/235/7-days-is-now-on-sale-for-76-off/ Thu, 22 Dec 2022 19:00 CET 7 Days to Die is now on sale for an all-time low discount of 76% off from December 22nd to January 5th for Steam’s Winter Sale.

There’s no better time to jump in and play the Survival Game that came first. Navezgane awaits!

https://store.steampowered.com/app/251570/7_Days_to_Die/
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7 Days is now on Sale for 70% https://7daystodie-servers.com/blog/234/7-days-is-now-on-sale-for-70/ https://7daystodie-servers.com/blog/234/7-days-is-now-on-sale-for-70/ Tue, 22 Nov 2022 23:04 CET 7 Days to Die is now on sale for 70% off from November 22nd- 29th for Steam’s Autumn Sale.
Play the Survival Game that came first. Navezgane awaits!

https://store.steampowered.com/app/251570/7_Days_to_Die/
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Steam Scream Fest Sale https://7daystodie-servers.com/blog/233/steam-scream-fest-sale/ https://7daystodie-servers.com/blog/233/steam-scream-fest-sale/ Tue, 25 Oct 2022 19:18 CEST TwitchCon 2022 https://7daystodie-servers.com/blog/232/twitchcon-2022/ https://7daystodie-servers.com/blog/232/twitchcon-2022/ Tue, 13 Sep 2022 21:43 CEST
We will be promoting a brand new twitch extension with exciting new features, coming in Alpha 21. Some of you may have already seen in Prime's Twitch.tv streams! Our new Twitch Extension for 7 Days to Die aims to make it easier than ever before to help or harass your favorite streamers. Viewers can spend free points (or even bits) to interact with their favorite streamer. There's a new voting system that allows your viewers to participate in large scale events. They can help or hurt you with zombie spawns, debuffs (or buffs), and unique game events that you cannot experience outside of Twitch viewership -- homerun derby, bucket heads, and more!

Stop by the booth and say hello to our wonderful development team, get an early look at the Twitch extension in action, find out how to get some new 7 Days to Die swag, or win big with the cosplay contest!


Sign up for the Extension Demo Experience

We're hosting signups for Twitch streamers to try out the extension at our booth! If selected, we'll assist you in setting up your Twitch account to stream with the new extension. Each demo experience is projected to last anywhere from 20 minutes to 1 hour.

7 Days to Die Cosplay Contest

We're hosting a large competition for all of the talented cosplayers out there in our community! Come show off your expertise in crafting the finest of costumes, and have a chance to win fantastic prizes! All participants will at least win a runner-up prize!

Official Contest Rules[7daystodie.com]


Rules:
  • Cosplay must be related to a character or enemy in 7 Days to Die.
  • Cosplay must match TwitchCon’s established guidelines on appropriate behavior.
  • You must be present to take a photo at the TwitchCon 2022 booth, and provide information so that we can reach out after judging. No entries from outside of TwitchCon San Diego will be accepted.

Prizes:

  • 1st Place: MSI RTX 3090 TI (Approx. $1,339.99 Value)
  • 2nd Place: Dream Stream Setup (1 x Elgato Stream Deck, 1 x Elgato FaceCam (Premium 1080p60 Webcam,1 x Elgato Wave:3 Microphone, 1 x Elgato Key Light; Approx. $729.93 Value)
  • 3rd Place: Elgato Stream Deck (Approx. $209.99 Value)
  • All Runner Ups: 7 Days to Die Steam Key, and 7 Days to Die Key Art T-Shirt (Approx. $54.98 Value)


New Merchandise!

We're debuting two new items that will soon be listed on our Amazon Store – a newly designed T-Shirt and branded lanyard! And as a special surprise, if you visit our booth, you might be able to win these items for free!*

*Visitors will be required to provide information and, if interested, engage in the “TFP Dance”. An example of the dance will be provided. Any and all free merchandise is only available while supplies last at our booth. One per visitor.


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