7DaysToDie-Servers.com Blog Feed en https://7daystodie-servers.com/ Tue, 13 Sep 2022 21:43 CEST 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 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.


]]>
A20.6 b9 Stable https://7daystodie-servers.com/blog/231/a206-b9-stable/ https://7daystodie-servers.com/blog/231/a206-b9-stable/ Tue, 16 Aug 2022 19:40 CEST
We have another stable patch for Alpha 20.
With the overwhelming majority of the team working full steam on A21, we took some time to merge fixes and changes to A20 for your enjoyment.



Due to Microsoft requirements, custom prefabs can no longer be saved directly to the game folder.
They will be saved to the User Defined Folder (UDF).
This default location is:

AppDataRoaming7DaysToDieLocalPrefabs


To avoid having to re-save each POI one at a time in the prefab editor, all POI's currently located in...

Steamsteamappscommon7 Days To DieDataPrefabs

...should be manually moved to the UDF.


The UDF can be declared in the game launcher as a command line parameter.
Add the following to the command line:

Format:

-UserDataFolder=<YOUR_DRIVE_LOCATION><YOUR_FOLDER_LOCATION>

Example:

-UserDataFolder=C:MyUserData


The UDF can also be set in the serverconfig.xml file.

Format:

<property name="UserDataFolder" value="<YOUR_SERVER_DRIVE_LOCATION><YOUR_SERVER_FOLDER_PATH><YOUR_FOLDER_LOCATION>" />

Example:

<property name="UserDataFolder" value="C:MyServerUsersTFP123456MyDediSaves" />



A20.6 b9 Changelog


Added
  • JunkDrone NPC menu entry for toggle ally healing.
  • News window in main menu
  • DBS/F11 screenshots are now showing the world gen seed
  • GiveXp command
  • Auto ping all found servers once

Changed
  • Storage and Service sounds to be consistent between vehicles and the drone.
  • Friends, History and LAN tabs in server browser now ignore filters and show all entries
  • Vultures don't auto aggro on players in vehicles
  • Updated repair and harvest items on gas pumps and vending machines to discourage exploits

Fixed
  • Localization needed for drone ally healing
  • ModRoboticDroneModCooldown and Desc needs localization
  • Drone sounds don't affect stealth.
  • Vehicles storage access not playing sounds or adding to player stealth.
  • Drone receives buff from charismatic nature, nets +1 hp gain per hit at level 3
  • Drone will trigger when motion sensor is set to strangers and zombies
  • Drone pathing NRE when falling in Prefab Editor
  • Drone can't heal abrasion when using a first aid bandage or kit
  • Localization needed for drone ally healing
  • ModRoboticDroneModCooldown and Desc needs localization
  • Error with the drone with multiple cargo mods on a dedi, after a long play session.
  • EAC crashing the game on macOS Monterey
  • Key rack in diner_03 triggers a shutter in the poi next to it.
  • Seeds cannot spawn in trader loot.
  • Imposter blocks for poi abandoned_house_03.
  • Workbench crafting tool mod dupe
  • Can't pickup nonsquare frames if inventory is full
  • Store_grocery_03: On/off button on a forge becomes unresponsive
  • Clients in playtest games receive an NRE after selecting the given LCB
  • Harvested farm plots vanish when player inventory full
  • Molotovs are always lit once you light the first one in the stack
  • Workstations visually disappear when placing motion detecting equipment in the same chunk
  • Accessing an aimable electrical component after doing a melee attack will make you repeat the attack
  • BuffPerkGunSlingerBonus cvar doesn't clear during automatic fire if triggered with single shots
  • Urban Combat Vol. 7 no longer works due to unlinked IsIndoors cvar
  • Iron and steel spears disappear when thrown too far
  • Underground crouching and sprinting can result in teleportation to surface
  • Harvesting animals with full inventory results in lost items
  • Damage mitigation buffs only give a HP refund to players, not actual damage mitigation
  • Double XP killing a zombie while it is on fire using torch or any explosives.
  • Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation
  • Vehicles collide with Sticky Projectiles
  • Can not save prefabs on MS Store build Saved prefabs now always go to the LocalPrefabs folder in the UDF
  • Can not create new worlds on MS Store build New worlds now always go to the GeneratedWorlds folder in the UDF
  • "Show light performance" setting in the editor carries over to normal game
  • Mod code being initialized twice if both legacy and new mod location exist and code mod being in the latter
  • Saving during imposter creation kills POIs
  • Creative menu stack size number decreases by right clicking single quantities of a grabbed stack into inventory
  • Not trying to load mods twice if UserDataFolder is set to the game folder
  • Players with nonlatin characters in their Windows user profile are unable to start game through the game launcher
  • Typo on special infected group GS1 and GS50 zombieWightRadiated probability
  • As client on a dedi, buried supplies are always in the South West Quadrant of the circle.
  • Buried supplies/treasure chests can spawn below bedrock.
  • Breaking weapon sound is not happening anymore.
  • "NO TRADER" appears on starter quest if no forest biomes exist or no trader in nearby forest.
  • ZombieSoldier backpack collision issue
  • Fixed industrial light 2 lens flare being blocked at moderately low angles
  • Fixed crawler and spider ragdolls shift back when blending out.
  • Fixed street lamp LOD group thresholds being too low.
  • Going from vehicle mod slot to clothing mod slot causes NRE
  • Switching from drone's mod window to another mod window will transform the drone to the other item
  • On/off button on a forge becomes unresponsive
  • Knife harvest can easily hurt other players if they are standing near you
  • Accepting invites / joining through friends list is not blocked while game is still initializing
  • XBL invite creates new launcher and game instance if already running
  • Unable to join servers with some player names
  • Non-XBL players were not shown being blocked when communication was globally blocked by XBL privacy settings
  • News screen scroll makes a sound even if you are on the first or last page
  • Voice chat not always properly disabled
]]>
A20.6 b9 EXP Update https://7daystodie-servers.com/blog/230/a206-b9-exp-update/ https://7daystodie-servers.com/blog/230/a206-b9-exp-update/ Sat, 13 Aug 2022 17:22 CEST Today we have a small update patch for Alpha 20.6.

We wish all of you a great weekend!


A20.6 b9

Added
  • Auto ping all found servers once


Fixed
  • Non-XBL players were not shown being blocked when communication was globally blocked by XBL privacy settings
  • News screen scroll makes a sound even if you are on the first or last page
  • Voice chat not always properly disabled
]]>
7 Days 70% Off Survival Fest https://7daystodie-servers.com/blog/229/7-days-70-off-survival-fest/ https://7daystodie-servers.com/blog/229/7-days-70-off-survival-fest/ Mon, 01 Aug 2022 19:04 CEST 7 Days to Die is now on sale for 70% off from August 1st to August 8th for Steam’s Survival Fest Sale.
Play the Survival Game that came first. Navezgane awaits!

https://store.steampowered.com/app/251570/7_Days_to_Die/
]]>
A20.6 b8 EXP https://7daystodie-servers.com/blog/228/a206-b8-exp/ https://7daystodie-servers.com/blog/228/a206-b8-exp/ Sat, 30 Jul 2022 00:02 CEST


While Alpha 21's production goes full steam ahead, there are a list of fixes compatible with A20 we did not want you all to wait on any longer!


To participate:

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.



Due to Microsoft requirements, custom prefabs can no longer be saved directly to the game folder.
They will be saved to the User Defined Folder (UDF).
This default location is:

AppDataRoaming7DaysToDieLocalPrefabs


To avoid having to re-save each POI one at a time in the prefab editor, all POI's currently located in...

Steamsteamappscommon7 Days To DieDataPrefabs

...should be manually moved to the UDF.


The UDF can be declared in the game launcher as a command line parameter.
Add the following to the command line:

Format:

-UserDataFolder=<YOUR_DRIVE_LOCATION><YOUR_FOLDER_LOCATION>


Example:

-UserDataFolder=C:MyUserData


The UDF can also be set in the serverconfig.xml file.

Format:

<property name="UserDataFolder" value="<YOUR_SERVER_DRIVE_LOCATION><YOUR_SERVER_FOLDER_PATH><YOUR_FOLDER_LOCATION>" />

Example:

<property name="UserDataFolder" value="C:MyServerUsersTFP123456MyDediSaves" />



A20.6 b8 Changelog


Added
  • JunkDrone NPC menu entry for toggle ally healing.
  • News window in main menu
  • DBS/F11 screenshots are now showing the world gen seed
  • GiveXp command

Changed
  • Storage and Service sounds to be consistent between vehicles and the drone.
  • Friends, History and LAN tabs in server browser now ignore filters and show all entries
  • Vultures don't auto aggro on players in vehicles
  • Updated repair and harvest items on gas pumps and vending machines to discourage exploits

Fixed
  • Localization needed for drone ally healing
  • ModRoboticDroneModCooldown and Desc needs localization
  • Drone sounds and attacks don't affect stealth.
  • Vehicles storage access not playing sounds or adding to player stealth.
  • Drone receives buff from charismatic nature, nets +1 hp gain per hit at level 3
  • Drone will trigger when motion sensor is set to strangers and zombies
  • Drone pathing NRE when falling in Prefab Editor
  • Drone can't heal abrasion when using a first aid bandage or kit
  • Localization needed for drone ally healing
  • ModRoboticDroneModCooldown and Desc needs localization
  • Error with the drone with multiple cargo mods on a dedi, after a long play session.
  • EAC crashing the game on macOS Monterey
  • Key rack in diner_03 triggers a shutter in the poi next to it.
  • Seeds cannot spawn in trader loot.
  • Imposter blocks for poi abandoned_house_03.
  • Workbench crafting tool mod dupe
  • Can't pickup nonsquare frames if inventory is full
  • Store_grocery_03: On/off button on a forge becomes unresponsive
  • Clients in playtest games receive an NRE after selecting the given LCB
  • Harvested farm plots vanish when player inventory full
  • Molotovs are always lit once you light the first one in the stack
  • Workstations visually disappear when placing motion detecting equipment in the same chunk
  • Accessing an aimable electrical component after doing a melee attack will make you repeat the attack
  • BuffPerkGunSlingerBonus cvar doesn't clear during automatic fire if triggered with single shots
  • Urban Combat Vol. 7 no longer works due to unlinked IsIndoors cvar
  • Iron and steel spears disappear when thrown too far
  • Underground crouching and sprinting can result in teleportation to surface
  • Harvesting animals with full inventory results in lost items
  • Damage mitigation buffs only give a HP refund to players, not actual damage mitigation
  • Double XP killing a zombie while it is on fire using torch or any explosives.
  • Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation
  • Vehicles collide with Sticky Projectiles
  • Can not save prefabs on MS Store build Saved prefabs now always go to the LocalPrefabs folder in the UDF
  • Can not create new worlds on MS Store build New worlds now always go to the GeneratedWorlds folder in the UDF
  • "Show light performance" setting in the editor carries over to normal game
  • Mod code being initialized twice if both legacy and new mod location exist and code mod being in the latter
  • Saving during imposter creation kills POIs
  • Creative menu stack size number decreases by right clicking single quantities of a grabbed stack into inventory
  • Not trying to load mods twice if UserDataFolder is set to the game folder
  • Players with nonlatin characters in their Windows user profile are unable to start game through the game launcher
  • Typo on special infected group GS1 and GS50 zombieWightRadiated probability
  • As client on a dedi, buried supplies are always in the South West Quadrant of the circle.
  • Buried supplies/treasure chests can spawn below bedrock.
  • Breaking weapon sound is not happening anymore.
  • "NO TRADER" appears on starter quest if no forest biomes exist or no trader in nearby forest.
  • ZombieSoldier backpack collision issue
  • Fixed industrial light 2 lens flare being blocked at moderately low angles
  • Fixed crawler and spider ragdolls shift back when blending out.
  • Fixed street lamp LOD group thresholds being too low.
  • Going from vehicle mod slot to clothing mod slot causes NRE
  • Switching from drone's mod window to another mod window will transform the drone to the other item
  • Iron and steel spears disappear when thrown too far.
  • On/off button on a forge becomes unresponsive
  • Knife harvest can easily hurt other players if they are standing near you
  • Accepting invites / joining through friends list is not blocked while game is still initializing
  • XBL invite creates new launcher and game instance if already running
  • Unable to join servers with some player names
]]>
Easy Anti Cheat Support Changes for Legacy Builds https://7daystodie-servers.com/blog/227/easy-anti-cheat-support-changes-for-legacy-builds/ https://7daystodie-servers.com/blog/227/easy-anti-cheat-support-changes-for-legacy-builds/ Mon, 27 Jun 2022 19:24 CEST
Alpha 20.4 and newer builds will continue to have EAC running through the Epic Online Services. We have chosen to use this service as it will make future game browser and network cross play support possible.

Cheers The Fun Pimps
]]>
7 Days to Die 70% Off for the Summer Sale https://7daystodie-servers.com/blog/226/7-days-to-die-70-off-for-the-summer-sale/ https://7daystodie-servers.com/blog/226/7-days-to-die-70-off-for-the-summer-sale/ Thu, 23 Jun 2022 19:04 CEST 7 Days to Die is now on sale for 70% off from June 23rd to July 7th for Steam’s annual Summer Sale.
Buy it now!

]]>
A20.5 b2 Stable https://7daystodie-servers.com/blog/225/a205-b2-stable/ https://7daystodie-servers.com/blog/225/a205-b2-stable/ Mon, 16 May 2022 22:27 CEST Hello everyone!
 

Today we give you 20.5 stable with fixes for crashes and also a fix for the drone that caused issues in MP. 

We are aware of the following regarding this build:

  1. We are seeing reports of the Discord overlay potentially crashing the game, please read here[support.discord.com]. Please scroll to "Overlay Issues".
  2. EOS issue with macOS Monterey, you can still play without EAC until this is fixed by EOS.
  3. Party voice for macOS does not currently work and needs to be fixed by EOS in a future update.
  4. Party voice currently not supported on Linux, waiting for a fix by EOS.
 
If you are not on macOS Monterey and you crash, you can try starting the game without EAC or run the game's 7dLauncher.exe directly from the game folder. If you can play then, great, but please help us by reporting the crash following the link below.
 

If you are still crashing, please take your time to report a bug, after reading this: 
https://community.7daystodie.com/a20-bug-database/bug-pool/before-you-post-a-report-r1/

If you still crash before the game starts, we would need your launcher.log and the anticheatlauncher.log.
Please provide them in a bug report following the link above.

Mods folder

Due to restrictions from Microsoft, FUTURE updates may change the location of the Mods folder.

These restrictions make it so that the Mods folder can longer be in the same installation folder as 7 Days to Die.

You can specify the location of the UserDataFolder in the game launcher. The Mods folder can then be placed in that folder.

 Add the following to the command line:

Format:

-UserDataFolder=<YOUR_DRIVE_LOCATION><YOUR_FOLDER_LOCATION>
 
Example:

-UserDataFolder=C:MyUserData


The UserDataFolder can also be set in the serverconfig.xml file.

Format:

<property name="UserDataFolder" value="<YOUR_SERVER_DRIVE_LOCATION><YOUR_SERVER_FOLDER_PATH><YOUR_FOLDER_LOCATION>" />

Example:

<property name="UserDataFolder" value="C:MyServerUsersTFP123456MyDediSaves" />

 
Changelog:


A20.5 b2

Added 
  • Server browser now shows warning when results hit the search limit 
  • Localization files are tested for a valid header line and show appropriate errors 
Changed 
  • Removed EAC compatibility warning on Windows 11
Fixed 
  • Voice comms fail for player who was voiced in multi player party who then leaves game to main menu then rejoins game and party 
  • Voice chat fails to initiate for latest joiner to the party 
  • EAC error after entering server password 
  • Reenabled player reporting 
  • UserDataFolder and SaveGameFolder did not allow gamedir relative paths 
  • PartSpawn in POI Marker doesn't pull parts from mod folders 
  • XUi FilledSprite view not properly updating on position changes 
  • Drone causing excess data in player data .ttp file on dedi 


​]]>
A20.5 b2 EXP https://7daystodie-servers.com/blog/224/a205-b2-exp/ https://7daystodie-servers.com/blog/224/a205-b2-exp/ Mon, 09 May 2022 22:42 CEST Hello everyone!
Please take your time and have a look at the new EXP build.
This build tackles several reasons that did cause crashes for some users.
We are seeing reports of the Discord overlay potentially crashing the game, please read here.[support.discord.com]
We hope in this EXP build, everyone can play again.

If you are still crashing, please take your time to report a bug, after reading this: 
https://community.7daystodie.com/a20-bug-database/bug-pool/before-you-post-a-report-r1/

If you still crash before the game starts, we would need your launcher.log and the anticheatlauncher.log.
Please provide them in a bug report following the link above.

Please do not look for help in the discussion thread here, but go to the bug reports instead. The QA team is in there helping as soon as they can.

 

To participate:

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.

Changelog:

A20.5 b2
 
Added 
  • Server browser now shows warning when results hit the search limit 
  • Localization files are tested for a valid header line and show appropriate errors 
Changed 
  • Removed EAC compatibility warning on Windows 11
Fixed 
  • Voice comms fail for player who was voiced in multi player party who then leaves game to main menu then rejoins game and party 
  • Voice chat fails to initiate for latest joiner to the party 
  • EAC error after entering server password 
  • Reenabled player reporting 
  • UserDataFolder and SaveGameFolder did not allow gamedir relative paths 
  • PartSpawn in POI Marker doesn't pull parts from mod folders 
  • XUi FilledSprite view not properly updating on position changes 
  • Drone causing excess data in player data .ttp file on dedi 
 


​]]>
Alpha 20.4 b42 stable https://7daystodie-servers.com/blog/223/alpha-204-b42-stable/ https://7daystodie-servers.com/blog/223/alpha-204-b42-stable/ Mon, 25 Apr 2022 23:08 CEST While the majority of the team is heavy at work on Alpha 21, we are excited to give you A20.4 b42 stable today!

Server owners will need to add/modify these 2 new properties in the serverconfig.xml. These filters will help players find your server.

<property name="Region" value="NorthAmericaEast" />
Values must be one of the following:
NorthAmericaEast, NorthAmericaWest, CentralAmerica, SouthAmerica, Europe, Russia, Asia, MiddleEast, Africa, Oceania

<property name="Language" value="English" />
Values: Use any language name that your players would expect to search for. Should be the English name of the language, e.g. not "Deutsch" but "German". This is a filter name only and DOES NOT SET the language for players.

If no region is entered on the server end, you will not be able to find the server.



For everyone who played EXP:
There is no change between b41 and b42, we just had to adjust the buildnumber.

A20.4 b42 changelog:

Added

  • Language selection under Video > UI. Defaults to the platform's language (on Steam the language that is selected in Steam for the game, otherwise the host system's language)
  • EOS P2P networking for cross platform P2P games
  • Destroy area attacks partial blocks it moves into
  • AI ApproachAndAttackTarget decreases path update rate at farther distances
  • Path generation canceling on a new path request
  • Cr console command u, utimed and ue parameters

Changed

  • Launcher on Windows now stores log files in %APPDATA%/7DaysToDie/logs folder
  • Screenshots are stored in <UserDataFolder>/Screenshots (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Screenshots)
  • Mods are now loaded from <UserDataFolder>/Mods (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Mods) in addition to <game folder>/Mods. In a future build this will change to only load from that new location so no data is written/changed in the program folder at any time.
  • Reduced sleeper volume attack target time
  • Changed SkyManager to explicitly set shadowCustomResolution for the moon and sun lights based on the ingame "Shadow Distance" setting: 1k for Low/Medium, 2k for High, and 4k for Ultra/Ultra+. This gives more consistent results in terms of performance and fidelity when changing the setting, regardless of the user's output screen resolution.
  • MacOS builds target x86_64 only for now until third party code supports M1 you can still run the game on M1 Macs with Rosetta, but you no longer manually have to enable it
  • Reduced achievement goals for: Dying, PvP kills, game stage, and staying alive
  • Favorite and history servers are now stored independently of Steam
  • Removed display name from non-lootable produce baskets
  • Improved path generation state switching and aborting
  • Optimised SpeedTree shaders by multicompiling a version without FadeOut behaviour and automatically swapping to it whenever the FadeOut value is set to 1 (fully opaque).


Fixed

  • Giving the same command line argument to the dedi multiple times causes exception but no startup abort
  • Errors in dedi config does not cause the server to immediately shut down after the errors are logged
  • Client side NRE spam after kicking a player with ESC menu open
  • Opening the map on a controller attempts to open On Screen Keyboard
  • Vulture sleepers flapping when spawned
  • Cases of falling into ground if chunk colliders reallocated during baking
  • Rare invisible chunk colliders if changed and cleared during baking
  • Drone's light doesn't affect player stealth
  • Junk drone dye not applying to all tint parts
  • Drone dye displays differently between clients and hosts Dedi and P2P issues
  • Only the first Drone Cargo Mod can be added by drag and drop
  • Ranged actions doing tool belt notifies more than once per execute
  • Sporadically vehicles can reload underground and get moved (IsChunkAreaCollidersLoaded check)
  • Silly votes and actions conflict with each other.
  • Activating quest marker at POI can reset adjacent POI
  • Robotic turrets stop working when placed higher than where the player is standing
  • Removed Unity Screen Selector option from game launcher as Unity does no longer support this
  • 2 wheeled vehicles are very good at climbing vertical walls
  • Zombie pathing/digging can fail/struggle when the player is too far underground
  • Fixed shadow clipping bug in the SpeedTree8 shader by implementing Unity's SHADOW_CASTER macros to correctly handle shadow pancaking.
  • Server list not updating the table when new data for an existing entry comes in
  • Changing server list sorting did not apply until filters are changed or a new server shown
  • Resetting filters in the server browser causes any filter fields that are min/max input only (like game days) to fail
  • Playing doctor achievement triggers without proper requirements
  • Billboard shapes had inconsistent harvest events
  • Players can be damaged and rag dolled by vehicles on log in
  • Treasure chest appears in the same spot as previously looted treasure chest.
  • Occasional NullRef's when decapitating wolves, mountain lions and deer as client on dedicated server
  • Typo with some repair lists using forged iron could not be repaired
]]>
A20.4 b41 EXP https://7daystodie-servers.com/blog/222/a204-b41-exp/ https://7daystodie-servers.com/blog/222/a204-b41-exp/ Fri, 22 Apr 2022 03:15 CEST
Sending a small update out to fix some smaller issues and also update localization.
This also addresses the Linux issue that prevents players from using the audio options.
The same issue also rarely occured for windows users.

We wish you a good weekend!

Here's what changed since b39:

A20.4 b41

Fixed:
  • Error when opening audio settings when EOS could not find any microphone and/or speaker device
  • Servers do not announce themselves on Steam's backend
  • Updated Localization.txt
]]>
A20.4 b38 EXP https://7daystodie-servers.com/blog/221/a204-b38-exp/ https://7daystodie-servers.com/blog/221/a204-b38-exp/ Wed, 13 Apr 2022 19:37 CEST Today we have the first experimental build for A20.4 for you!



Server owners will need to add/modify these 2 new properties in the serverconfig.xml. These filters will help players find your server.


<property name="Region"  value="NorthAmericaEast" />
Values must be one of the following:
NorthAmericaEast, NorthAmericaWest, CentralAmerica, SouthAmerica, Europe, Russia, Asia, MiddleEast, Africa, Oceania

<property name="Language" value="English" />
Values: Use any language name that your players would expect to search for. Should be the English name of the language, e.g. not "Deutsch" but "German". This is a filter name only and DOES NOT SET the language for players.



To participate:
  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 hope  you will have fun with it!



A20.4 b38 changelog:

Added 

  • Language selection under Video > UI. Defaults to the platform's language (on Steam the language that is selected in Steam for the game, otherwise the host system's language)
  • EOS P2P networking for cross platform P2P games
  • Destroy area attacks partial blocks it moves into 
  • AI ApproachAndAttackTarget decreases path update rate at farther distances 
  • Path generation canceling on a new path request 
  • Cr console command u, utimed and ue parameters 

Changed 

  • Launcher on Windows now stores log files in %APPDATA%/7DaysToDie/logs folder
  • Screenshots are stored in <UserDataFolder>/Screenshots (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Screenshots) 
  • Mods are now loaded from <UserDataFolder>/Mods (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Mods) in addition to <game folder>/Mods. In a future build this will change to only load from that new location so no data is written/changed in the program folder at any time. 
  • Reduced sleeper volume attack target time 
  • Changed SkyManager to explicitly set shadowCustomResolution for the moon and sun lights based on the ingame "Shadow Distance" setting: 1k for Low/Medium, 2k for High, and 4k for Ultra/Ultra+. This gives more consistent results in terms of performance and fidelity when changing the setting, regardless of the user's output screen resolution. 
  • MacOS builds target x86_64 only for now until third party code supports M1 you can still run the game on M1 Macs with Rosetta, but you no longer manually have to enable it 
  • Reduced achievement goals for: Dying, PvP kills, game stage, and staying alive 
  • Favorite and history servers are now stored independently of Steam 
  • Removed display name from non-lootable produce baskets 
  • Improved path generation state switching and aborting 
  • Optimised SpeedTree shaders by multicompiling a version without FadeOut behaviour and automatically swapping to it whenever the FadeOut value is set to 1 (fully opaque). 


Fixed 

  • Giving the same command line argument to the dedi multiple times causes exception but no startup abort 
  • Errors in dedi config does not cause the server to immediately shut down after the errors are logged 
  • Client side NRE spam after kicking a player with ESC menu open 
  • Opening the map on a controller attempts to open On Screen Keyboard 
  • Vulture sleepers flapping when spawned 
  • Cases of falling into ground if chunk colliders reallocated during baking 
  • Rare invisible chunk colliders if changed and cleared during baking 
  • Drone's light doesn't affect player stealth 
  • Junk drone dye not applying to all tint parts 
  • Drone dye displays differently between clients and hosts  Dedi and P2P issues 
  • Only the first Drone Cargo Mod can be added by drag and drop 
  • Ranged actions doing tool belt notifies more than once per execute 
  • Sporadically vehicles can reload underground and get moved (IsChunkAreaCollidersLoaded check) 
  • Silly votes and actions conflict with each other. 
  • Activating quest marker at POI can reset adjacent POI 
  • Robotic turrets stop working when placed higher than where the player is standing 
  • Removed Unity Screen Selector option from game launcher as Unity does no longer support this 
  • 2 wheeled vehicles are very good at climbing vertical walls 
  • Zombie pathing/digging can fail/struggle when the player is too far underground 
  • Fixed shadow clipping bug in the SpeedTree8 shader by implementing Unity's SHADOW_CASTER macros to correctly handle shadow pancaking. 
  • Server list not updating the table when new data for an existing entry comes in 
  • Changing server list sorting did not apply until filters are changed or a new server shown 
  • Resetting filters in the server browser causes any filter fields that are min/max input only (like game days) to fail 
  • Playing doctor achievement triggers without proper requirements 
  • Billboard shapes had inconsistent harvest events 
  • Players can be damaged and rag dolled by vehicles on log in 
  • Treasure chest appears in the same spot as previously looted treasure chest. 
  • Occasional NullRef's when decapitating wolves, mountain lions and deer as client on dedicated server 
  • Typo with some repair lists using forged iron could not be repaired 
]]>
Spring 70% Off Sale https://7daystodie-servers.com/blog/220/spring-70-off-sale/ https://7daystodie-servers.com/blog/220/spring-70-off-sale/ Mon, 04 Apr 2022 19:09 CEST It’s spring now and to celebrate 7 Days will be on Sale for 70% Off from April 4th - April 11th.
Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!

https://store.steampowered.com/app/251570/7_Days_to_Die/
]]>
Alpha 20.3 b3 Hotfix https://7daystodie-servers.com/blog/219/alpha-203-b3-hotfix/ https://7daystodie-servers.com/blog/219/alpha-203-b3-hotfix/ Wed, 23 Feb 2022 01:20 CET
This small hotfix addresses a change to the Twitch authentication, allowing users the continue using it after February is over.

This build was supposed to go out Wednesday, but Twitch did a test run, which forces us to put it out early.

There is no reason any of you should have to start over with this update.

Expect A20.4 with general fixes on EXP by end of this week or early next week.

We hope you enjoy!]]>
Alpha 20.3 b3 Hotfix https://7daystodie-servers.com/blog/218/alpha-203-b3-hotfix/ https://7daystodie-servers.com/blog/218/alpha-203-b3-hotfix/ Wed, 23 Feb 2022 00:16 CET
This hotfix addresses a change in the Twitch authentication so our users can still use Twitch integration after the end of February.

There is no reason any of you should have to start over with this update.

Expect A20.4 with general fixes on EXP by end of this week or early next week.

We hope you enjoy!]]>
A20.2 goes Stable https://7daystodie-servers.com/blog/217/a202-goes-stable/ https://7daystodie-servers.com/blog/217/a202-goes-stable/ Mon, 07 Feb 2022 22:33 CET
Today we are releasing a small A20.2 patch to the live build.
It has a fix for turrets falling through blocks/the world and a NRE fix for the celebrate buff.

This patch should not have any conflicts with existing savegames.
A20.3 EXP will start soon and be meatier than A20.2.

If you want to help improve the game, file a bug report here.[community.7daystodie.com]

We hope everyone will have fun with it!



A20.2 b2 Changelog


Fixed
  • Null Ref when killing enemies with celebrate on
  • Turrets falling through blocks
  • CallGameEvent would not work on servers for clients
]]>
A20.2 EXP https://7daystodie-servers.com/blog/215/a202-exp/ https://7daystodie-servers.com/blog/215/a202-exp/ Sat, 05 Feb 2022 18:26 CET
This weekend we have a small patch for you fixing the NRE for "celebrate" kills.
We also have a fix for falling turrets in here.

This patch is expected to go stable on Monday. 
You can look forward to a meatier patch again with A20.3



A20.2 b2 Changelog



Fixed
  • Null Ref when killing enemies with celebrate on
  • Turrets falling through block
  • CallGameEvent would not work on servers for clients
]]>
A20.1 Stable https://7daystodie-servers.com/blog/213/a201-stable/ https://7daystodie-servers.com/blog/213/a201-stable/ Tue, 01 Feb 2022 20:15 CET
The update comes with many fixes and small balance improvements including fixes to POIs, a fix for the drone dupe, a fix to make achievements work again, balance changes and much more.

Save games should be compatible with A20 b238.

Official A20 Bug Reporting Thread[community.7daystodie.com]



We hope everyone enjoys A20.1 b6!
Have a good day!


A20.1 b6 changelog:


Added
  • Show Stability makes a clearly different green for max and darkens colors every 1m of world space


Changed
  • AI destroy area is canceled when damaged by an entity
  • Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
  • Updated to house_modern_18 based on YT player feedback. (made path more obvious, added torches, added triggers so sleepers arent' left behind, etc.)
  • Updates to remnant_skyscraper_01 based on feedback.
  • Updated house_construction_01 and house_construction_02 with new art props
  • Updated remnant_business_0205, updated with new art and shapes
  • Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes
  • House_modern_23 (TIER4) Changes made based on feedback
  • Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback.
  • Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen's floor, replaced shelfs to prevent zfight.
  • Remnant_waste_01: replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling
  • Updated downtown_strip_10 based on player feedback.
  • Downtown_filler_27 (TIER3, search, clear) removed door frame simulating door that was permanently closed to avoid confusion
  • House_modern_23: changes made after level designers meeting feedback
  • Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest
  • Slightly increased the probability of books found in book piles and crackabook shelves
  • Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door.
  • Updated loot probability and quality templates to better align with the new loot stage system
  • Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available
  • Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books early game
  • Reworked tiered chest loot to better reflect POI difficulty
  • Reduced the amount of aloe cream found in backpacks
  • Increased the chance to find acid in sinks and chemical sets
  • Added another low chance to find vehicle wheels in PassNGas crates
  • Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimetral wall
  • Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties
  • Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before)
  • Moved the storage crate and writable storage crate to their own recipes (same recipe as before)
  • Moved the old chair out of the furniture helper and gave it its own new recipe
  • Added produce baskets, pallets, and empty clothes shelves to furniture helper
  • Updated preview thumbnail JPGs for part_loot_t1 through t5.
  • Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle
  • Updated Localization for furniture helper blocks
  • Drone description no longer references the ability to fight
  • Reduced ammo loot counts by ~15 to 30%
  • Reduced amount of ammo found in yellow zombie loot bags from large to medium group
  • Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1
  • Updated colliders and xml on all arrow slits to work like iron bars
  • Yes Arlene, it's time to take the Christmas tree down! Removed Christmas themed items from loot.
  • Improved AI destroy area trigger percents/distances, stun handling and capped spread to allies
  • TerrDestroyedWoodDebris now harvests 1,2 wood instead of 3 to be better aligned with the cost of frame shape blocks
  • Mmetal_weak to Mmetal on stoves to match other appliance HP pools
  • Increased the max HP from 5 to 100 on lootable backpacks, duffle bags, sports bags, and purses to help prevent premature loot loss
  • Added quick exit keyrack to POI oldwest_business_13.
  • Large_park_01 moved kiosk 1 block to the back, added extra floor under it
  • Farm_04 made changes so it's no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door.
  • Farm_08 locked front door. Added light pointing at the quest's entrance.
  • Removed restore power quest from lot_downtown_filler_01
  • Clean up and rename junk drone console commands to jd for local player data and jd clear for clearing.
  • House_old_tudor_06 to new RWG standards.
  • House_old_bungalow_08 for new RWG country residential.

Fixed
  • Remnant_downtown_12, mispainted textures
  • Terrain density covers satchel in warehouse_04
  • Missing paint behind curtains in house_old_ranch_01.
  • Missing paint in gas_station_07.
  • In body_shop_01, loot room sleepers on rooftop spawn within players view
  • Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds.
  • Distant and/or low resolution reflections/lighting on arrows are pink
  • Inaccessible cabinets in house_old_ranch_06.
  • In POI oldwest_business_12 sleeper stuck between 2 bookshelves.
  • In POI house_old_victorian_05 nightstand and bed clipping into window ledges.
  • House_old_modular_06 z fighting on exterior.
  • Diner_03 density issue on roof.
  • Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.)
  • House_old_modular_08 zfighting on exterior windows
  • POI canyon_gift_shop has extra blocks.
  • Survivor_site_09 zfighting on watch tower.
  • Fastfood_04 terrain hole under car.
  • Treasure maps calculate location from 0,0
  • Confuse does not affect vehicle controls.
  • Active drones can duplicate
  • Drone manager duplication
  • Drone can fall under bedrock and get stuck
  • JunkDrone stay command sync error with clients that could cause multiple drones.
  • Remove the "and fight" from the Robotic Drone's information localization
  • JunkDrone case where teleporting away was not creating a nav object for the unloaded chunk.
  • Handled a case where picking up the junk drone was not fully cleaned up from the player data.
  • NRE caused by highlighted text in inventory search field
  • UI button hover scale effect only playing once per button per game session
  • Playtest and give feedback on countrytown_business_13 The Dead Rooster
  • HUDStatBar not working with "statcurrent" for "ActiveItem" when holding a paintbrush
  • Playtest and give feedback on countrytown_business_06 Ruby's
  • Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning
  • Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory.
  • Workbench duplication bug
  • Can not shoot through bunkBedFrame
  • Pathing incorrect ladder height check if open to sky
  • SMG and Desert Eagle holosight location update.
  • Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them
  • Inconsistent resources and scaling on military armor recipes
  • AK47 and Pump Shotgun holosight location update.
  • Tactical AR holosight scope offset for dot alignment.
  • Holosight dot position updates for Iron Crossbow and Compound Crossbow
  • Holosight dot position updates for Lever Action Rifle and AutoShotgun
  • Structural Integrity is not recalculating when block pillar is recreated
  • Fixed Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun
  • Playtest and give feedback on countrytown_business_13 The Dead Rooster
  • Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback.
  • Sniper Rifle holosight dot update.
  • Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException
  • Scrolling too fast in part selector causes NREs
  • Show Stability could show old colors
  • Playtest and give feedback on commercial_strip_01
  • Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception
  • Cellar door and shutter open/close issue
  • Explosion of water fix would cause chunk regen to never resume
  • ChangeBlocks handling of clusters with recursion
  • Farm_07 mispainted texture in kitchen cabinet next to stove
  • Achievements aren't working
  • Fixed not tied to build : Cut Gamestage Achievements in half
  • Switching between Steam offline mode and online within one savegame results in different player profiles/saves
  • Restore power host melee desync
  • Fixed zfighting on exterior windows at house_old_bungalow_11.
  • In POI motel_01 sleepers in final room do not spawn until after player is inside room
  • Door unlocked in house_old_victorian_01
  • House_mansard_06 unstable cellar door
  • Zfighting and missing paint at POI bank_01
  • Exit sign in courthouse_med_01 is too low.
  • Floating TV's in bank_01.
  • Bank_01 zfighting
  • Action_time_shift index out of range.
  • Using Twitch teleports while in a workstation UI does not close the UI.
  • Added missing IndexName property for chandelierLight to work with restore power quests
  • Origin shift could cause objects to fall through world
  • Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD
  • Path node otherheight bad in cabin_11
  • Arrow slit AI exploit ("Zombie Forcefield". Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient)
  • Falling ragdoll ground hits did not do damage or AI handling
  • Imposter issues on rwg_tile_downtown_t
  • Updated missing paint on attic ceiling corners in house_burnt_01
  • Updated missing paint on attic ceiling corners in house_old_bungalow_06
  • Having a full inventory and equipping a tool or weapon deletes currently selected hotbar item
  • Player bedroll and vehicle locations are displayed in the console
  • Deleted two utility poles in the trader tile to remove an exploit
  • Occasional NullRef's when decapitating wolves, mountain lions and deer as client on dedicated server
  • Door near loot room was unlocked in POI oldwest_business_13.
]]>
A20.1 b6 https://7daystodie-servers.com/blog/211/a201-b6/ https://7daystodie-servers.com/blog/211/a201-b6/ Sat, 29 Jan 2022 03:16 CET What else it has in store for you, find out below.

A20.1 B6 The Forum Bug Reporting Thread [community.7daystodie.com]

Changelog

Added
  • AI destroy area is canceled when damaged by an entity

Changed
  • Updated colliders and xml on all arrow slits to work like iron bars
  • Yes Arlene, it's time to take the Christmas tree down! Removed Christmas themed items from loot.
  • Updated bombshelter_02 based on feedback.
  • Improved AI destroy area trigger percents/distances, stun handling and capped spread to allies
  • TerrDestroyedWoodDebris now harvests 1,2 wood instead of 3 to be better aligned with the cost of frame shape blocks
  • Mmetal_weak to Mmetal on stoves to match other appliance HP pools
  • Increased the max HP from 5 to 100 on lootable backpacks, duffle bags, sports bags, and purses to help prevent premature loot loss
  • Disabled graphics jobs
  • Added quick exit keyrack to POI oldwest_business_13.

Fixed
  • Using action_teleport_landclaim with no landclaims down causes null reference spam.
  • Arrow slit AI exploit ("Zombie Forcefield". Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient)
  • Falling ragdoll ground hits did not do damage or AI handling
  • Imposter issues on rwg_tile_downtown_t
  • Missing textures, Added food helper piles to kitchens, adjusted sleeper volumes based on player feedback in downtown_filler_12.
  • Lot_industrial_14 sand pile made of sandstone.
  • In POI house_old_bungalow_09 bed frame clipping through window trim.
  • Origin shifting before the player spawns
  • Gameevent teleport can now teleport relative to player facing.
  • Only Usable property for twitch actions can now be set to VIPs.
  • Updated missing paint on attic ceiling corners in house_burnt_01
  • Updated missing paint on attic ceiling corners in house_old_bungalow_06
  • Having a full inventory and equipping a tool or weapon deletes currently selected hotbar item
  • Player bedroll and vehicle locations are displayed in the console
  • Deleted two utility poles in the trader tile to remove an exploit
  • Occasional NullRef's when decapitating wolves, mountain lions and deer as client on dedicated server
  • Door near loot room was unlocked in POI oldwest_business_13.

]]>
A20.1 b5 EXP https://7daystodie-servers.com/blog/209/a201-b5-exp/ https://7daystodie-servers.com/blog/209/a201-b5-exp/ Wed, 19 Jan 2022 05:12 CET Give it a go and have fun.

Starting a new savegame on a fresh world is recommended.
Old savegames should still be compatible, create a backup anyway, just in case.

To participate:

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.

A20.1 b5

Added
  • Show Stability makes a cly different green for max and darkens colors every 1m of world space

Changed
  • Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
  • Updated to house_modern_18 made path more obvious, added torches, added triggers so sleepers arent' left behind, etc.
  • Updates to remnant_skyscraper_01 based on QA feedback.
  • Updated house_construction_01 and house_construction_02 with new art props
  • Updated remnant_business_0205, updated with new art and shapes
  • Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes
  • House_modern_23 Changes made based on feedback
  • Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback.
  • Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen's floor, replaced shelfs to prevent zfight.
  • Remnant_waste_01 replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling
  • Updated downtown_strip_10 based on player feedback.
  • Downtown_filler_27 removed door frame simulating door that was permanently closed to avoid confusion
  • House_modern_23: changes made after level designers meeting feedback
  • Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest
  • Slightly increased the probability of books found in book piles and crackabook shelves
  • Enabled graphics jobs
  • Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door.
  • Updated loot probability and quality templates to better align with the new loot stage system
  • Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available
  • Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books y game
  • Reworked tiered chest loot to better reflect POI difficulty
  • Reduced the amount of aloe cream found in backpacks
  • Increased the chance to find acid in sinks and chemical sets
  • Added another low chance to find vehicle wheels in PassNGas crates
  • Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimetral wall )
  • Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties
  • Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before)
  • Moved the storage crate and writable storage crate to their own recipes (same recipe as before)
  • Moved the old chair out of the furniture helper and gave it its own new recipe
  • Added produce baskets, pallets, and empty clothes shelves to furniture helper
  • Updated preview thumbnail JPGs for part_loot_t1 through t5.
  • Updated house_old_tudor_06 to new RWG standards.
  • Updated house_old_bungalow_08 for new RWG country residential.
  • Updated large_park_01 moved kiosk 1 block to the back, added extra floor under it
  • Farm_04 made changes so it's no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door.
  • Farm_08 locked front door. Added light pointing at the quest's entrance.
  • Removed restore power quest from lot_downtown_filler_01
  • Cut Gamestage Achievements in half
  • Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle
  • Updated Localization for furniture helper blocks
  • Drone description no longer references the ability to fight
  • Reduced ammo loot counts by ~15 to 30%
  • Reduced amount of ammo found in yellow zombie loot bags from large to medium group
  • Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1


Fixed
  • Remnant_downtown_12, mispainted textures
  • Terrain density covers satchel in warehouse_04
  • Missing paint behind curtains in house_old_ranch_01.
  • Missing paint in gas_station_07.
  • In body_shop_01, loot room sleepers on rooftop spawn within players view
  • Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds.
  • Distant and/or low resolution reflections/lighting on arrows are pink
  • Inaccessible cabinets in house_old_ranch_06.
  • In POI oldwest_business_12 sleeper stuck between 2 bookshelves.
  • In POI house_old_victorian_05 nightstand and bed clipping into window ledges.
  • House_old_modular_06 z fighting on exterior.
  • Diner_03 density issue on roof.
  • Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.)
  • House_old_modular_08 zfighting on exterior windows
  • POI canyon_gift_shop has extra blocks.
  • Survivor_site_09 zfighting on watch tower.
  • Fastfood_04 terrain hole under car.
  • Treasure maps calculate location from 0,0
  • Confuse does not affect vehicle controls.
  • Drone can fall under bedrock and get stuck
  • JunkDrone stay command sync error with clients that could cause multiple drones.
  • Remove the "and fight" from the Robotic Drone's information localization
  • JunkDrone case where teleporting away was not creating a nav object for the unloaded chunk.
  • Handled a case where picking up the junk drone was not fully cleaned up from the player data.
  • NRE caused by highlighted text in inventory search field
  • UI button hover scale effect only playing once per button per game session
  • Playtest and give feedback on countrytown_business_13 The Dead Rooster
  • HUDStatBar not working with "statcurrent" for "ActiveItem" when holding a paintbrush
  • Playtest and give feedback on countrytown_business_06 Ruby's
  • Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning
  • Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory.
  • Workbench duplication bug
  • Can not shoot through bunkBedFrame
  • Pathing incorrect ladder height check if open to sky
  • SMG and Desert Eagle holosight location update.
  • Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them
  • Inconsistent resources and scaling on military armor recipes
  • AK47 and Pump Shotgun holosight location update.
  • Tactical AR holosight scope offset for dot alignment.
  • Holosight dot position updates for Iron Crossbow and Compound Crossbow
  • Holosight dot position updates for Lever Action Rifle and AutoShotgun
  • Structural Integrity is not recalculating when block pillar is recreated
  • Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun
  • Playtest and give feedback on countrytown_business_13 The Dead Rooster
  • Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback.
  • Sniper Rifle holosight dot update.
  • Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException
  • Scrolling too fast in part selector causes NREs
  • Show Stability could show old colors
  • Playtest and give feedback on commercial_strip_01
  • Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception
  • Cellar door and shutter open/close issue
  • Explosion of water fix would cause chunk regen to never resume
  • ChangeBlocks handling of clusters with recursion
  • Farm_07 mispainted texture in kitchen cabinet next to stove
  • Achievements aren't working
  • Switching between Steam offline mode and online within one savegame results in different player profiles/saves
  • Restore power host melee desync
  • Zfighting on exterior windows at house_old_bungalow_11.
  • In POI motel_01 sleepers in final room do not spawn until after player is inside room
  • Door unlocked in house_old_victorian_01
  • House_mansard_06 unstable cellar door
  • Zfighting and missing paint at POI bank_01
  • Exit sign in courthouse_med_01 is too low.
  • Floating TV's in bank_01.
  • Bank_01 zfighting
  • Action_time_shift index out of range.
  • Using Twitch teleports while in a workstation UI does not close the UI.
  • Added missing IndexName property for chandelierLight to work with restore power quests
  • Origin shift could cause objects to fall through world
  • Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD
  • Path node otherheight bad in cabin_11
]]>
7 Days is now 70% Off! https://7daystodie-servers.com/blog/207/7-days-is-now-70-off/ https://7daystodie-servers.com/blog/207/7-days-is-now-70-off/ Wed, 22 Dec 2021 19:01 CET TFP wanted to wish the team and all of you a very Merry Christmas. And to Celebrate 7 Days is now on sale for 70% Off for the duration of the Steam Winter Sale!

There is no better time to buy it as the feature rich Alpha 20 just dropped and is 70% Off. Find out why Alpha 20 has broken the games highest peak player record and highest review scores. Navezgane awaits!

7 Days to Die Steam Store Page


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A20 b238 goes stable https://7daystodie-servers.com/blog/205/a20-b238-goes-stable/ https://7daystodie-servers.com/blog/205/a20-b238-goes-stable/ Tue, 21 Dec 2021 23:08 CET
Today we release A20 b238 to stable.

Find our forum announcement here.[community.7daystodie.com]
The complete changelog can be found here.[7daystodie.com]

We do have a public test server running for people to join and hopefully reproduce chunk and/or region errors on it, so we analyze the log.
steam://connect/185.209.179.61:25008

TFP wish you all a Merry Christmas and a Happy New Year!
]]>
A20 b238 EXP https://7daystodie-servers.com/blog/203/a20-b238-exp/ https://7daystodie-servers.com/blog/203/a20-b238-exp/ Tue, 21 Dec 2021 19:12 CET
Official A20 Experimental Forum Bug Thread[community.7daystodie.com]


Here is how you can access the A20 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

Changelog A20 b238



Changed
  • AI destroy area works on full paths
  • Wrehouse_02: reduced street light intensity
  • Warehouse_05: replaced poles with parking blocks, reduced street light intensity
  • Pass on fixing POI densities

Fixed
  • AI path grid has missing ladder nodes from origin shift
  • Docks_02 has an SI issue with the bridge sign area.
  • Cleaned densities on terrain for house_old_ranch_10
  • Added key to front door on house_old_ranch_10
]]>
A20 b234-b237 EXP https://7daystodie-servers.com/blog/201/a20-b234-b237-exp/ https://7daystodie-servers.com/blog/201/a20-b234-b237-exp/ Tue, 21 Dec 2021 05:32 CET
Official A20 Experimental Forum Bug Thread[community.7daystodie.com]


Here is how you can access the A20 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



Changelog b234-b237
Added
  • Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values
  • Block LODCullMin to override culling minimum (2% default).
  • part_trader_tile_filler_03

Changed
  • Adjusted AI destroy area values
  • Switched the capsule collider to a box collider and adjusted the size to prevent floating arrows on large ammo piles
  • Set landmines to .1% min cull
  • Block shapes with 25% and 50% HP are now back to 100%
  • Suppressors attached to pipe pistols now suppress
  • Suppressors attached to .44 magnums now suppress, a little
  • Reduced sleeper count in volume in rwg_tile_countrytown_intersection
  • Updated part_trader_tile_filler_01, removed player sleeping bags and replaced them with the POI versions

Fixed
  • Car block can throw error when exploded
  • AI not attacking when blocked above a ladder
  • Regression in vehicle headlight toggling with a controller
  • Reduced AI trying to crouch when pushed into walls
  • AI uncrouching when someone above them which could push them through colliders
  • NRE ItemActionEntrySell HandleRemoveAmmo with a junk sledge when selling
  • Rwg_tile_gateway_cap with new part_trader_tile_filler_03
  • Terrain and road bumps in Navezgane.
]]>
A20 EXP update b233 https://7daystodie-servers.com/blog/198/a20-exp-update-b233/ https://7daystodie-servers.com/blog/198/a20-exp-update-b233/ Sat, 18 Dec 2021 03:13 CET here.]]> A20 b231 EXP Patch https://7daystodie-servers.com/blog/197/a20-b231-exp-patch/ https://7daystodie-servers.com/blog/197/a20-b231-exp-patch/ Thu, 16 Dec 2021 16:17 CET
Here is how you can access the A20 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.


Changelog b219-b231

Official Forum Bug Reporting Post[community.7daystodie.com]

Added
  • City_center_01 tier 4 "Olgiddy & Brother" ad agency POI.
  • Held candle light visibility
  • VoteRequirements for buff and progression.
  • Random pitch support to sounds played at a position (like impacts) or in head
  • LighLODHeld flickerRadius which does algorithmic motion (added to candle)

Changed
  • Removed infinite blocks/paint from cheat mode
  • Added missing random loot counts to some raw food crafting ingredients
  • Iron Bars now upgrade to concrete
  • Increased player's held light visibility when world darker
  • Lowered the max texture quality VRAM requirement to 3 GB
  • Living off the Land level 2 now has a 50% chance to harvest 1 additional crop
  • Updated the verbiage referencing the land claim block in the game mode tool tip
  • Slightly lowered the stamina use of the pipe baton
  • Improved wording on LandClaimExpiryTime and BedrollExpiryTime comments in serverconfig.xml
  • Increased sound clip randomness and don't repeat the same clip
  • In A19 items got increased scrapping speed when scrapping to iron. Updated all other scrap actions to the same speed.
  • Rare or progression relevant items can not be scrapped or smelted. This includes crafted workstations, vehicles and their assembled parts, workstation tools like an anvil or beaker and sewing kits.
  • Reduced the magazine size of the pipe machine gun
  • Lowered the Max Durability of all ranged pipe weapons
  • Most pole and smaller sized shape HP values reduced by 75%
  • Most plate and similar sized shape HP values reduced by 50%
  • Added missing light opacity property to "most" block shapes that have holes or do not fill more than 50% of the voxel space to allow indoor or underground farming
  • Commercial_strip_02 tier 2 questable.
  • .44 magnum rounds are now found earlier in loot progression
  • Reworked the loot found in caskets and coffins
  • Updated LiteNetLib to 0.9.5.2, includes some disconnection fixes
  • House_modern_05 updated
  • Additional changes to store_autoparts_01

Fixed
  • Teleporting from the boss horde fails the event.
  • Running from the boss hordes no longer rewards you a crate.
  • Boss hordes should stay focused on the target player.
  • Boss hordes could fail if someone leaves the party.
  • If any of the boss horde despawns, despawn the rest.
  • Incorrect wording in twitch settings for custom events.
  • User created map waypoints do not display text
  • Some new blocks like shutters have a stack count of 1
  • Issue with UV's on scaffolding_plank_supported_center
  • Brawling perks and books can be in effect while driving a vehicle since the player is technically using hands during that
  • Advanced Generation RWG GC Memory Allocation Crash
  • Player placed light sources did not increase visibility of player except on dedi
  • Rain can be seen inside POIs
  • Radiated and feral Mutant zombies don't have spit attack
  • Zombie dogs missing flame effect
  • #reverse now flips the velocity of the vehicle as well.
  • Traders protection buffer area overlapping into POIs outside of the tile
  • Fixed remnant_oldwest_07 z fighting
  • Drone mods of the same type stack. Cargo mods are allowed to stack.
  • In current RWG Oldwest towns can spawn in water
  • NRE when generating 2 worlds without closing the client
  • Party member with shared quest for same restore power location causes current restore power quest to break.
  • Issues in current RWG including Generated World name
  • Removed recognizable credit card logos from ATM
  • Custom POIs added via the "Mods" folder are not spawning in Random Gen
  • Docks_03 in navezgane is almost full of water now.
  • Pregens Trader space adjustments and oldwest_corner fix
  • KeyNotFoundException in advanced gen on 2nd consecutive generation
  • Town tiles can overlap one another, including/cutting in half POI's
  • Missing red tint on cntBuriedLootStashChestInsecure
  • Wrong icon for wedgeNarrowTipLeftTrim2SidedRail
  • 3rd person arrows are pink
  • Vehicle headlight and personal flashlights had different actions, making it impossible to assign the same keyboard button when reassigning
  • TerminalWindowEnabled setting not respected when starting a dedi server
  • No flame on candle when equipped
  • Zombie AI gets stuck attacking 1/2 block pillar
  • EntityLootContainer "unloadEntity !dict" can cause NRE
  • Flipped normal on cube_half_bottom_pole_1m_top collider allowed entities to fall into it
  • Improved PathAbstractions performance during game sessions
  • Timed charges arming audio
  • Burning buff now plays burning sounds.
  • Burning Shaft mod causes pink & different lighting effects
  • Spears missing material when in midflight
  • Multiple restore power quests at the same location cause a corrupted quest
  • Businessman zombie head flopping around during ragdoll
]]>
Alpha 20 Experimental is out! https://7daystodie-servers.com/blog/195/alpha-20-experimental-is-out/ https://7daystodie-servers.com/blog/195/alpha-20-experimental-is-out/ Mon, 06 Dec 2021 20:09 CET We are proud to announce that the ‘Alpha 20' Public Experimental Build will be out today! We would like to thank all of the participating Streamers who streamed over the weekend.

Official Alpha 20 Forum Bug Reporting Thread [community.7daystodie.com]

Here is how you can access the A20 Experimental build:

  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download
.
Alpha 20 Official Release Notes

Alpha 20 is by far the largest content drop TFP has ever delivered. This is partly due to TFP nearly doubling the team size over the last two years and vastly improving our proprietary tools to improve the game and speed up new content creation.

Alpha 20 takes some big leaps towards Gold with these major improvements:

  • A brand-new version of Random Gen World creation with new cities, city tiles and a part system spawner. You will be blown away by it!
  • Over 200 new POI’s and updates to many of the older POI’s. Over 550 Explorable locations total
  • Navezgane has many city improvements, terrain improvements and new rural and wilderness communities
  • Nearly 25 new HD characters with a couple with improved shaders
  • 6 New weapons and 13 HD remakes with the addition of new primitive pipe weapons
  • Overhauled shape menu with hundreds of new shapes organized and buildable from a simple frame with in-game, creative and level design support
  • Block Placement Improvements
  • We have added a Robotic Drone Companion to carry your extra gear, heal you and more
  • Dynamic Imposter System renders accurate changes to POI’s and player bases at far distances
  • Rendering improvements with 100s of new PBR models
  • Quest Improvements including new restore power night Quests
  • AI Enemy Improvements including city spawning, ducking, obstacle attacks, head tracking and burst attacks.
  • Feral Sense Game options for a completely new game experience
  • Vehicle Improvements with coop passenger support and mods to improve and customize your Vehicles
  • Loot Progression Improvements include a new Loot Stage System, Biome and Tiered POI loot bonuses and early game balance
  • Improved dynamic music and ambient audio system with added new content
  • Improved weather system with more distinct and varying weather
  • Video Options for Anti-Aliasing - Temporal (TAA) and AA Sharpening have been added along with an auto detection system that will set your game settings to better match your hardwares capabilities.
  • Animations have been improved from 1st person to 3rd person to provide a more immersive experience
  • A new Dismemberment system has been integrated with some of the zombies
  • Twitch Integration has been improved with many new commands, voting and more
  • Modding support has been improved with better world editing, level editing, RWG and Server.XML settings and tools

Alpha 20 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advise that you delete the 7 Days save Game data folder before playing.

TFP is extremely excited for this release. It’s by far the biggest Alpha ever and is jam packed with new content, bug fixes, optimizations, and game balancing. Read on for more information!

Complete Alpha 20 Change log [7daystodie.com]


Here is a great Alpha 20 main Features Breakdown by Guns, Nerds and Steel!
]]>
Alpha 20 Streamer Weekend Starts Now! https://7daystodie-servers.com/blog/193/alpha-20-streamer-weekend-starts-now/ https://7daystodie-servers.com/blog/193/alpha-20-streamer-weekend-starts-now/ Fri, 03 Dec 2021 18:14 CET
We are proud to announce that the ‘Alpha 20 Streamer Weekend’ is finally here. We have partnered with over 200 streamers from 30 countries.

We will be running the Streamer Weekend event from Friday, December 3rd through Sunday, December 5th.

Expect a public experimental to follow sometime Monday afternoon December 6th.

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

https://7daystodie.com/a20-streamer-weekend/]]>
Alpha 20 Streamer Weekend is here! https://7daystodie-servers.com/blog/191/alpha-20-streamer-weekend-is-here/ https://7daystodie-servers.com/blog/191/alpha-20-streamer-weekend-is-here/ Wed, 01 Dec 2021 21:18 CET We are proud to announce that the ‘Alpha 20 Streamer Weekend’ is finally here. We have partnered with over 200 streamers from 30 countries.

The Alpha 20 Streamer Weekend event starts Friday, December 3rd starting at 12:00 pm CST through Sunday, December 5th. Many streamers broadcasting in several languages will be streaming all weekend and giving away Free 7 Days to Die Keys.

Expect a public experimental build to follow sometime Monday afternoon, December 6th.

Official Alpha 20 Streamer Weekend Participants List[7daystodie.com]

Alpha 20 Official Release Notes

Alpha 20 is by far the largest content drop TFP has ever delivered. This is partly due to TFP nearly doubling the team size over the last two years and vastly improving our proprietary tools to improve the game and speed up new content creation.

Alpha 20 takes some big leaps towards Gold with these major improvements:

  • A brand-new version of Random Gen World creation with new cities, city tiles and a part system spawner. You will be blown away by it!
  • Over 200 new POI’s and updates to many of the older POI’s. Over 550 Explorable locations total
  • Navezgane has many city improvements, terrain improvements and new rural and wilderness communities
  • Nearly 25 new HD characters with a couple with improved shaders
  • 6 New weapons and 13 HD remakes with the addition of new primitive pipe weapons
  • Overhauled shape menu with hundreds of new shapes organized and buildable from a simple frame with in-game, creative and level design support
  • Block Placement Improvements
  • We have added a Robotic Drone Companion to carry your extra gear, heal you and more
  • Dynamic Imposter System renders accurate changes to POI’s and player bases at far distances
  • Rendering improvements with 100s of new PBR models
  • Quest Improvements including new restore power night Quests
  • AI Enemy Improvements including city spawning, ducking, obstacle attacks, head tracking and burst attacks.
  • Feral Sense Game options for a completely new game experience
  • Vehicle Improvements with coop passenger support and mods to improve and customize your Vehicles
  • Loot Progression Improvements include a new Loot Stage System, Biome and Tiered POI loot bonuses and early game balance
  • Improved dynamic music and ambient audio system with added new content
  • Improved weather system with more distinct and varying weather
  • Video Options for Anti-Aliasing - Temporal (TAA) and AA Sharpening have been added along with an auto detection system that will set your game settings to better match your hardwares capabilities.
  • Animations have been improved from 1st person to 3rd person to provide a more immersive experience
  • A new Dismemberment system has been integrated with some of the zombies
  • Twitch Integration has been improved with many new commands, voting and more
  • Modding support has been improved with better world editing, level editing, RWG and Server.XML settings and tools

Alpha 20 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advise that you delete the 7 Days save Game data folder before playing.

TFP is extremely excited for this release. It’s by far the biggest Alpha ever and is jam packed with new content, bug fixes, optimizations, and game balancing. Read on for more information!

Random World Generation
TFP is very proud and excited to bring a brand new Random World Generation System to Alpha 20. The System has been re-engineered from the ground up with a focus on generation speed, flexibility, quality visuals, believability, replay-ability, POI dispersion, Trader positions, and so much more. We took a more content-driven approach for POI’s, City Tiles, and Stamps. Cities and roads are much more believable and detailed. Wilderness paths connect in a believable way to POI’s. There are really too many changes to list but here are some of the main features included:

  • New Districts which includes downtown, industrial, commercial, residential, rural, country town, wilderness, and country residential
  • New RWG Tiles support city and town construction which includes tile variants of: Intersection, straight, corner, caps and T-sections with nearly 50 unique tiles.
  • New stamps to improve and create unique terrain for every biome
  • New stamps to support rivers and canyons
  • New faster RWG creation supports 6k, 8k and 10k maps
  • New town types: City, Town, Country Town and Ghost town. Custom townships can also be added.
  • New Part Spawn Markers which add unique Prefab possibilities to tiles and POI’s
  • New Road exit markers that align POI driveways to the end of roads
  • POI distribution has been improved to better use the over 550 unique POI’s and nearly 50 city tiles that the game has to offer for nearly infinite replay value
  • POI’s except for wilderness have all been redone to to improve how they work with the new city tile system. Sizes include: Small 25 X 25 meters, Medium 42 X 42 meters, Large 60 x 60 meters, Extra large 100 x 100 sizes
  • POI placement has been improved to account for each POI’s overall performance cost and as a result, very heavy POI’s will not be placed near each other which helps keep the game running better.
  • 3 Brand new Pre-generated maps will be offered.
  • XML support for modding in your own tiles, parts, unique town types, and more see Server.XML and Modding section below for more detail.
  • New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including: Frequency of Towns, Frequency of Wilderness POI’s, Frequency of Rivers, Craters, Cracks, and Lakes, Frequency of Plains, Hills, and Mountains, Global amount of Randomness

Locations
The TFP Level team doubled in size by late 2020. That paired with many improvements to the proprietary level tools, shape tools, and world tools have helped the POI team generate an enormous amount of new and updated content for Alpha 20.

Here are just a few of the great things coming to Alpha 20:

  • Over 175 Brand new explorable POI’s
  • Over 25 reimagined old POI’s
  • Over 550 Explorable locations
  • Many Tier 3 and 4s have been added with some new and updated tier 5s
  • Alpha 20 POI Tier breakdown includes:
  • Tier 5 POI’s - 7
  • Tier 4 POI’s - 29
  • Tier 3 POI’s - 52
  • Tier 2 POI’s - 102
  • Tier 1 and Remnant POI’s - 360
  • There are over 200 new and overhauled POI’s, too many to mention but some notable larger POI’s include:
  • Countrytown_business_05 - “Butcher Petes” (Overhauled Tier 4)
  • Factory_03 ( New Tier 5)
  • Apartment_brick_6_flr (Overhauled Tier 5)
  • Apartment_01 (New Tier 4)
  • Downtown_strip_05 (New Tier 4)
  • Downtown_strip_07 (New Tier 4)
  • Downtown_strip_09 (New Tier 3)
  • Downtown_strip_10 (New Tier 3)
  • Downtown_strip_11 (New Tier 4)
  • Warehouse_01 (New Tier 4)
  • Warehouse_03 (New Tier 4)
  • Skyscraper_01 (Overhauled Tier 5)
  • Skyscraper_02 (Overhauled Tier 5)
  • Skyscraper_03 (Overhauled Tier 5)
  • Skyscraper_04 (Overhauled Tier 4)
  • Navezgane has gotten a little love with some new POI’s added. Diersville, Departure, Gravestowne, and Perishton Updates. New suburban, rural and wilderness communities were added. Road and Terrain Updates.

Characters
Our character team has been busy overhauling and re-imagining all of the zombies and NPCs in HD.

Nearly 25 new HD characters have been completed for Alpha 20 in fact all non player characters and enemies are now HD. There are also new improved character shaders for zombies, NPC’s, radiated zombies and burnt zombies. The New HD zombies include:

  • New HD Wight Zombie
  • New HD Thug Zombie
  • New HD Tom Clarke Zombie
  • New HD Worker Zombie
  • New HD Mechanic Zombie
  • New HD Hazmat Zombie
  • New HD Dog Zombie
  • New HD Biker Zombie
  • New HD Spider Zombie
  • New HD Soldier Zombie
  • New HD Lab Zombie
  • New HD Cop Zombie
  • New HD Tourist Zombie
  • New HD Nurse Zombie
  • New HD Lumberjack Zombie
  • New HD Businessman Zombie
  • New HD Mutant Zombie
  • New HD Screamer Zombie
  • New HD Stripper Zombie
  • New HD Burnt Zombie
  • New HD Trader Joel
  • New HD Trader Rekt
  • New HD Trader Hugh
  • New HD Trader Bob

Weapons
Alpha 20 introduces a new line of pipe weapons along with an overhaul of several current weapons for a total of 6 new weapons and 13 upgraded HD remakes to further the look and feel of an apocalyptic environment.

Pipe weapons are new early-game weapons easily crafted in your backpack, and only require basic ingredients like short iron pipes, wood, glue, and leather. Players will now have access to a Pipe Baton, Pipe Pistol, Pipe Shotgun, Pipe Rifle, and a Pipe Machine gun in earlier gameplay to be in tune with the new loot and level balancing. These weapons all have custom sounds and animations with variable mod slots similar to existing in-game weapons. Pipe weapons are easily repaired with short iron pipes. As part of weapon cleanup, the Blunderbuss was removed and replaced with the new Pipe Shotgun.

A new Lever Action Rifle was added to round out and complete the existing rifle tier. The Lever Action Rifle’s firing speed and range make it a great gun for outdoor survival. This rifle also uses 7.62 mm rounds and has variable mod slots similar to existing in-game weapons.

Existing weapon overhauls include new models, textures, and/or sounds for already favorite items like the AK-47, SMG, M60, .44 Magnum, Hunting Rifle, and the Rocket Launcher. These texture and model upgrades add some nice polish and align with the look and feel of other art upgrades throughout the game. In addition to model and texture updates, the Bows, Crossbows, and Compound Bow all received a damage increase. Arrow models received an update to complete the new look and feel of the bows.

Shape and Creative Menu
Building blocks have received a major overhaul. For starters, there are now over 1300 unique shapes to select from for every craftable material. Players can now craft 5 basic material helper blocks which are:
Frames (OSB/Weak Wood texture), Wood, Cobblestone, Concrete and Steel.

After crafting, equip them to the toolbelt and then use the radial menu (or shortcut keys Shift+R) to open the shape selection screen. This screen shows several shape categories that can then narrow down the search:

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

For you modders out there, the shape menu brings with it an easier way to add new shapes to the game. Simply add the new shape definitions to shapes.xml and let the game fill in the materials for that shape at runtime. The new shapes are then automatically added to the material shape helpers in game. This feature also greatly reduces the amount of crafting recipes needed.

The creative menu has also been overhauled with a new category system and look.

Stability Preview
Placing blocks has had several changes. The block preview now animates smoothly through the world and the shading is improved. The preview will also change color to indicate the effect of adding the block. Colors Include:
  • Yellow - The block is stable. As the block becomes more yellow it means it is getting less stable
  • Red - Placing the block would cause some type of collapse. Adding blocks to reinforce other parts of the structure may allow this block to then be placed without collapse
  • Pink – Placing would cause this block to fall as it does not have sufficient support

Robotic Drone Companion
The new Robotic Drone is a companion that gives the player extra storage and some enhanced end game features. The drones abilities can be augmented and enhanced by the player's intellect, but players can still acquire and use a Drone without perking into it.
The Robotic drone is modded in the player’s inventory. Dyes are added to the cosmetic slot and mods to the modifier slot(s).

Some of the Additional Mods and Enhancements to the Drone include:
  • Robotic Drone Armor Plating Mod - Increases the Drones Defenses
  • Robotic Drone Cargo Mod -Increases the Drones carrying capacity
  • Robotic Drone Medic Mod - Gives the Drone the ability to heal the player
  • Robotic Drone Moral Booster Mod - Player Stamina regen is increased by 10% when near the Drone
  • Robotic Drone Headlamp Mod - Gives the Drone a headlight

Dynamic Imposters
We have added a brand new Dynamic Imposter System to the game which renders changes to Distant chunk POI meshes caused by players or zombies. Changes such as destroying a building, building your own base or adding to or modifying an existing building can now be appropriately displayed by the Dynamic Imposter System. Updated imposter meshes are automatically shared with new players who join the game.

What does this mean for players? With this option turned on you can renovate existing POI’s, fortify a whole town or build a castle on a hill top and see the changes from anywhere in the world.
  • Depending on PC strength we have several game option settings that can be edited in serverconfig.xml
  • DynamicMeshEnabled - Setting to true will enable the system
  • DynamicMeshLandClaimOnly - Setting to true will make the system only active in player Land Claimed areas
  • DynamicMeshLandClaimBuffer - Dynamic Mesh Land Claim Base chunk radius size
  • DynamicMeshMaxItemCache - How many items can be processed concurrently, higher values use more RAM
Big Thanks to Danny Richardson from the 7 Days to Die modding community for working with TFP on this awesome new system!

Environment Art
The Environment Art and Shader Team have been improving much of the rendering tech and creating hundreds of new PBR environment models to enhance the world, POI’s and overall game immersion. Improvements include:
  • Terrain Shader - Updated for better quality and performance including improved roughness and specular shading modifications
  • Foliage Shader - Updated for improved rendering effects like subsurface scattering in addition to physically based rendering and packed textures for performance
  • Entity Tint Shader - This shader provides support for tinted color variations on models in addition to improving performance due to packed textures
  • New Terrain Textures
  • New Block Textures
  • Lighting and Sky Improvements
  • Meshes - Short plant meshes, like grass and cotton, have been greatly improved to generate more detail and much more variety of shapes with less mirroring. Mesh complexity now uses the grass quality setting which allows for less detail on lower end computers
  • Biomes - Plant distribution has been improved and the forest has a new short grass sub biome. Grass placement on slopes has been improved as well
  • Trees - Trees now have a root ball to seal holes at the base of the trunk
  • Clouds - Improved blending of cloud layers and we now can keep cross blends for much more variety and to better match the weather system
  • Lightning - Adjusted values, added a cloud area brightening effect and fixed a bug with the world not being lit
  • Wind - The weather system's wind speed now changes the speed of plants blowing in the wind and we added wind gusts
  • Along with all of the new POI’s of alpha 20, there is plenty of new content to add to the visual immersion of the game.
  • Cities are detailed to a whole new level, with props such as newspaper stands, mailboxes, street lights, parking meters, planters, operational manhole covers, traffic signals, new street signs as well as business signs, ATM’s, Etc.
  • Industrial locations are enhanced by new assets like new conveyor belt systems, construction site material stacks. Tarp fencing, etc.
  • All new functioning and destructible doors such as cellar doors and shutters.
  • More immersive destruction for the world you’ve come to love with a variety of new rubble piles.
  • A new Mesh tinting system and shader bring you more color variations of new art content to further customize your creations.
  • Hundreds of new and updated PBR meshes have been added to the game overall.

Quests
Questing improvements have been made all over the world in 7 Days To Die. Starter quests now have helpful on screen icons to show you where to find the required items. We’ve decided to retire the challenge notes to allow focus on new quest types. Buried Supplies have been updated to increase the challenge. We’ve also added a new tier 3 version of this quest type. Trader to Trader progression has changed. Each trader now has their own set of tiered quests that must be completed. Players can now navigate between those tiers when selecting a quest from the trader.

We’ve also added a new quest type, Restore Power. Restore Power quests are activated at night and require the player to re-establish power to the locations. Find the generators inside and activate them. Be careful as the generators may alert nearby zombies.

AI
The AI and spawning of enemies have gotten some great improvements including:

  • Biome Spawning - Zombie spawning in biomes is now based on the types of buildings in the area, so industrial, commercial and downtown areas are more populated. These areas also spawn more challenging enemies in the harder biomes
  • Ducking - Zombies can now duck down to help them not get stuck on obstacles
  • Obstacle Attacks - Zombies now stand more reliably at the point of attack without sliding around
  • Head Tracking - Added more variety with when and where they look
  • Burst Attack - Added a new AOE burst attack, which is used by the new mutant zombie

Feral Sense Game Option
With standard settings Zombies have limited distances that they can hear and see you. The feral sense option allows you to greatly increase their hearing and seeing, which makes the game more challenging. This also makes the world seem more populated as zombies you may not have noticed will find you. Features include:
  • Increases the range that all types of zombies can hear and see the player by over double the normal amounts
  • Stealth still works, the zombies will just detect you more easily
  • Game options are Off, Day, Night, All (Day and Night)

Vehicles
We have added mods, coloring and additional improvements and bug fixes to Vehicles. Mods improve different aspects of your vehicle like using less fuel. Any of the dyes you get during gameplay can be added to the cosmetic slot to tint the vehicle’s color.

Mods
  • Expanded Seating - Allows 2 riders on the minibike or motorcycle and 4 on the 4x4
  • Fuel Saver - Your engine uses less gas
  • Reserve Fuel Tank - Increases tank capacity
  • Off Road Headlights - Brighter lights
  • Super Charger - Increases acceleration
Colors - You can place dyes in the cosmetic slot to colorize parts of each vehicle
Camera
  • Tracking - Improved camera tracking and fixed some popping issues
  • Zoom - Camera can now be zoomed in and out using the mouse wheel or gamepad
Fixes - Vehicle duplication or getting relocated to a new position in the world has been addressed along with better out of bounds checks


Loot
Loot Progression has been separated from Game Stage with its own Loot Stage system. Players will increase their loot stage similar to their game stage, but there are many bonuses that can add to it. The biome the player is in, the POI the player is looting, and even the container they are looking at can have a loot stage bonus. Loot stage will then boost the quality and/or the tier of items found. For example, adventurous players that explore the more difficult biomes and POI’s will find iron tools or advanced weapons a little faster than those that stay in the pine forest.

When it comes to biome bonuses, the progression is as follows:
  • Pine Forest
  • Desert
  • Snow
  • Wasteland
(NOTE: Burnt Forest in Navezgane is the same as the Desert)

Loot has been adjusted to provide early game weapons and tools a chance to shine. This grants the player time to find and use a higher quality item before finding the next tier. Books have also been realigned to deliver players books like Spear Hunter and Archery earlier for the most benefit. Food, Drink, Medical, and Ammo Supplies have been adjusted to keep players on the hunt for more in places you would expect to find them. To bring back the fear of infection, items that cure it have been greatly reduced.

There are also 5 new Tiered Loot chests that are placed according to the POI Tiers


Music
For the Dynamic music system In previous Alphas, our goal was to maximize the uniqueness of content by leveraging the power of combinations. Working around a theme, we could build complex musical compositions by layering loops on and pulling them off. These layers function as individual instruments do in standard compositions. By defining how a given layer would be used in a given configuration, and by sorting a number of interchangeable loops into these layers, we were able to get a very high number of unique combinations across all of our configurations.

While this schema allows for a high degree of versatility in the way of content, it is not reactive to gameplay on the content level. That is where our new "vertical dynamism" comes into play.

In A20 we have created a theme just for Bloodmoon. There is an ebb and flow to the intensity of combat during Bloodmoon, and we have revamped our threat level system to tap into it. Our new theme accounts for this, and the music now reacts in real-time to the intensity of Combat as if a conductor is watching your every move.

  • New Bloodmoon Music with threat-responsive layering system
  • Improved layering with added complexity for layered tracks
  • Improved randomization
  • Over 6.5 million combinations of tracks across all configurations
  • New Threat-Responsive Ambient Audio System

Audio
The game audio keeps improving and the audio team has kept up with the needs creating new custom sounds for all the new content including:

  • Twitch Sounds
  • Custom sounds for all new pipe weapons
  • New Door Sounds
  • New game vent activation sounds (keys, buttons, etc.)
  • Restore power quest sounds
  • Custom sounds for new loot chests

Weather
The world’s weather system continues to improve with weather now being more distinctive and varying. Improvements include:

  • Randomness - Improved calculations and shorter durations, so less likely to get stuck with the same weather
  • Weather groups - Added grouping of values like fog, clouds, and precipitation to allow distinctive types of weather like foggy, raining, snowing or storming. Each biome now uses these groups for their own weather

Video Options
Several quality settings have been changed to better control the game’s rendering. Auto detection was added, which looks at your GPU to determine what quality preset seems best for your computer. The first time A20 is run it will reset the video options and a preset will be chosen. New Options Include:

  • Anti-Aliasing - Temporal (TAA) is an added choice. It is an advanced rendering technique that smooths edges based on motion
  • AA Sharpening - With TAA on, you can use the sharpening option to increase how strong edges look in the game

Animation
The Animation Team has been busy improving the overall animation quality of the game. Some of the animation improvements that have gone into Alpha 20 Include:
  • Overall improvement of First and Third person Weapon hold, attack, power attack and idle animations
  • Overall improvement of First and Third person Tool hold, attack, power attack and idle animations
  • Better 3rd person blending of upper and lower body while walking, running, strafing and general movement while carrying weapons
  • New Zombie dog animations
  • New Jiggle Tech adds dynamic movement based motion for the following Zombies and Parts:
  • Bloated Tourist - Stomach and overall body fat
  • Cop - Stomach and overall body fat
  • Big Mama - Stomach and overall body fat
  • Lab Tech - Hair, body wounds, dangling hand
  • Soldier - Torso body wounds and torn uniform
  • Mutated Zombie - Acid bubbles on skin, including blended animation
  • Screamer - Clothing, hair and movement of jaw and tongue

Dismemberment
Alpha 20 includes a preview of a new dismemberment feature to eventually replace the original system first introduced in Alpha 13. The new feature will allow zombies to have better-looking dismemberment effects, as well as unique effects per zombie.

The initial release will include support added to a small number of zombies, with subsequent updates expanding support to all zombies.

Twitch
Twitch Integration has been improved in A20 with balance, new commands and a new voting system. We’ve extended our point rewards for subscribing, gifting subs and raids. We’ve also added spam delay to help keep chat cleaner and support for custom events.

Voting introduces a new dynamic to the integration. Random polls are introduced, giving viewers options for new buffs and debuffs, attack hordes, and debuts brand new Boss Hordes! If the Vote Hordes eliminate the streamer, all voters receive a set reward.

Custom Events have been added to allow the streamer to customize their experience when viewers interact. These are based on bits, subscriptions, gift subs, raids and channel point redemptions. These are defined in the twitch_events.xml.

New features and commands include:
  • New Twitch Voting Mode
  • Progression mode has been improved with balance
  • Many new commands include:
  • #celebrate - It’s a party and everyone’s a pinata.
  • #dance_off - The Fun Pimps groove, and everyones invited.
  • #silly - A silly command sounds silly.
  • #reverse - Turns you around 180 degrees.
  • #confuse - Flips the movement controls.
  • #no_robo - No robotic help.
  • #no_explosives - No explosive use.
  • #no_vehicle - Vehicle use is painful.
  • #no_safe - Safe zones are painful.
  • #no_stealth - Bombs go off eliminating stealthy movement.
  • #painting - You see the apocalypse as a work of art.
  • #deafen - You cannot hear.
  • #spawn_mutated - Spawns a Mutated Zombie
  • #spawn_tourist - Spawns a Tourist Zombie
  • Custom Events based on:
  • Bit donation amounts
  • Subscriptions based on months
  • Number of gift subscriptions
  • Raiding with defined numbers of viewers.
  • Channel Point redemptions


Modding Tools
The Tools Team has been busy the past year improving proprietary tools to speed up internal development and continue to support the 7 Days thriving modding community. Here are just a few of the many tools and modding support improvements Alpha 20 has to offer.

World Editor Improvements
  • When placing a new prefab it is centered with its front side on the position you selected and are aligned with the ground level in that position
  • While moving prefabs around they show a preview of their contents
  • Moving prefabs becomes faster the farther the player is away from them, making it easier to move prefabs across bigger distances
  • Placing/removing prefabs is now managed from the prefab browser known from the POI Editor
  • Show prefab names on the POI selection boxes (can be toggled in the “World Tools” tab)
  • Show info about the selected POI in the ESC menu
  • Prefabs you are close to always show their orientation

POI Editor Improvements
  • Allow highlighting all blocks of a certain type from the “Level Tools 2” tab
  • Allow restricting paint brush operations to blocks within the current selection box
  • Add option to select the biome used for playtesting
  • Debug mode and creative mode are enabled in playtesting by default
  • ESC menu shows the quest tier of the current POI
  • Allow rebinding the keys to change block density
  • Added Paint Surface radial painting option to paint contiguous coplanar surfaces

RWG Preview and rwgmixer.xml
  • XML support for modding in your own tiles, parts, unique town types, and more
  • New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including:
  • Frequency of Towns
  • Frequency of Wilderness POI’s
  • Frequency of Rivers, Craters, Cracks, and Lakes
  • Frequency of Plains, Hills, and Mountains
  • Global amount of Randomness

Blocks.xml
  • Added a command line argument “-debugshapes” to get output on which block material / shape
  • combinations are created by the shape system
  • Added console command “placeblockshapes” to easily place all variants of the shape / helper block you are holding
  • Added property “PlaceAsRandomRotation” making blocks get placed in a random allowed rotation
  • Added console command “placeblockrotations” to place the currently held block in all supported rotations
  • Added property “AllowedRotations” to specify which rotations a block can be placed in

Modding
  • Clients now allow loading mod DLLs the same way as on the dedicated server - as long as EAC is disabled
  • HarmonyX is shipped with the game to allow patching game code at runtime. In combination with loading DLLs on clients patching game code files should no longer be necessary for almost all mods
  • The mod code initialization call IModApi.InitMod is now passed in its own instance e.g. to get the mod’s base path
  • Class names specified in XMLs now always support namespaces and not having to use any hard coded class name prefix (e.g. custom block classes do not have to start with “Block” in their name)
  • LootContainer references are now based on names instead of numeral IDs, making collisions between mods less likely
  • XUi controls and styles can be shared between the menu XUi and the in-game XUi XMLs
  • The XUi pager now supports showing the max page number
  • Added a new XUi dropdown box
  • XML patch type names (like “insertafter”, “set”) are no longer case-sensitive
  • XML loading and patching shows line numbers on most errors during loading/patching them
  • Added better error messages when using “set”-patches

Server Administration and Multiplayer
To future-proof our game, including allowing us to use the latest anti-cheat and expanding to other platforms later on for future crossplay capabilities, we added Epic Online Services (EOS) to the game. For regular players this should not have any noticeable effect, you do NOT need an account on Epics platforms. EOS only knows your SteamID which is public anyway and matches that to an ID for EOS that is only valid for 7 Days to Die.

The change for server administration is in the user IDs that are used to store data and reference players, i.e. the filenames of user files, IDs in the serveradmin.xml or console output / commands which now refer to the user’s EOS ID.

Serverconfig.xml changes
  • Changed default "WorldGenSize" from 4096 to 6144 to match in-game default
  • Added "ZombieFeralSense"
  • Changed default “LootRespawnDays” from 30 to 7 to match in-game default
  • Added DynamicMesh options - see section about Dynamic Imposters for details
  • Added Twitch options - see section about Twitch Integration Improvements for details
  • Fixed the Server Terminal Window sometimes not showing any output

More change log info here[7daystodie.com]]]>
A20 Stream series https://7daystodie-servers.com/blog/189/a20-stream-series/ https://7daystodie-servers.com/blog/189/a20-stream-series/ Thu, 11 Nov 2021 00:58 CET
This will be the last Dev Stream before A20 Drops. Happy Turkey Day!


https://twitch.tv/fubar_prime]]>