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    7 Days to Die A20.1 b5 EXP

    7 Days to Die A20.1 b5 EXP


    A20.1 b5 EXP

    Posted: 18 Jan 2022 08:12 PM PST

    The EXP branch is now populated with our first point release to A20.
    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

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