Alpha 19.1 Stable is out! Posted: 22 Sep 2020 08:24 AM PDT : You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/251570/announcements/detail/2882823483804317140]here[/url]. |
Alpha 19.1 Stable is out! Posted: 22 Sep 2020 08:24 AM PDT Alpha 19.1 Stable is out! Here are the full Official Release Notes and the forum bug reporting pool links. Official Alpha 19 Release Notes[7daystodie.com]Alpha 19.1 Bug Reporting Pool[community.7daystodie.com]Alpha 19.1 Official Release Notes Added- Player side stepping while on ladders
- Players falling onto ladders will be slowed until they reach a reasonable speed to attach
- Support defining POI zones in Prefab Editor
- Set entity rigid body drag to .25 when spawned with 0
- Death ragdoll physics set max velocities lower
- 20 Slot Toolbelt for Prefab Editor
- New Stripper, Utility, and Business zombies
Changed- Improved AI ladder use
- Ladder type blocks to only be climbable when vertical
- Increased player horizontal move speed on ladders and running boosts
- Jumping conflicts with starting to climb a ladder
- Console command replies on the Windows Dedicated Server terminal window same green as regular console output now
- Loot window of writable storage box shows custom text if assigned
- Reduced zombie flesh physics bounce and increased fat bounce
- Increased toolbelt size to 10 slots
- Increased value of cigars
- Reenabled docks_02 in Navezgane
Fixed- Switch lights do not seem to be working when they are placed.
- Switches that are turned on will be white when logging back into the game
- Fixed light source on player industrial light
- First person hand animation for block placing is faster and doesn't de sync with fast placed blocks
- Stone axe abledo brightness
- Trees are invisible from one side and not the other
- Object quality diminishes world object render distance too far
- Cops and Radiated Cops aim poorly (Increased vomit radius)
- Soldier zombie only shows head on fire
- Goldenrod seed uses full grown stage ghost when planting (and similar drawing bugs in other plants)
- Block placement would start rotated for certain blocks
- Broken glass looked white when holding
- AI jumping at you thinking the path to you was unreachable if you had moved
- AI could not jump while on a ladder
- AI obstacle check was disabled on ladder if not climbing
- AI pathing not making horizontal ladder connections
- AI pathing making unneeded inside drop connections
- "house_modern_03" has zombie trapped in tub if/when spawned
- Trader hughes poi has missing beam
- Terrain AirPocket in cave_04
- House_old_victorian_10 fire place paint looks out of place
- Player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block
- Player or AI moving down from air to a ladder would fall 1m
- Player moving down to ground while in a ladder block would keep you attached (slow)
- Holding jump after attaching to a ladder slowly slides you down
- Player does not use stamina when bunny hopping
- Ladder rung above hay bale negates hay bale protection
- Water makes moving dots effect
- HUD timers overlap icons with local language changes
- Prefab Editor nullref when toggling 'Show Stability Glue'
- "ERR Prefab loading failed" when clients join a world with a custom POI
- Toolbelt only remembers one slot per item type to return to (e.g. multiple spears)
- Controller unable to select player profile character
- onSelfEquip event consistency issues
- Harvest animation plays when out of range to harvest
- Healing other player is not working
- Food animation speeds up after firing any weapon
- Deployed robotic sledge animation doesn't have firing sound(s) for clients
- Deployed robotic sledge animation doesn't fire correctly for clients
- AP rounds not working as expected
- Robotic sledge placement can be rotated using reload key during placement process
- Junk Sledge dupe on 2 player pickup
- Auto turret and traps use mod of item held in hand. ie. burning shaft mod
- Spawning in a trader with ctrl num* causes nre
- Error if anim pause (ctrl num*) enabled when placing robotic turrets
- Dynamic resolution causes Z selection box issues
- Floating crawler stumble
- Zombies fall through floor/world when jumping over metalRailing blocks
- Knocked down Fat Cops play a weird ragdoll
- Bear corpse harvest ragdoll is excessive
- Bear ragdoll hips could keep moving and improved impact handling
- Lab and Hazmat zombie show no fire when burning
- Robotic Turret freezing game when shooting a block and having 0 BlockPenetrationFactor
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