7 Days To Die

7 Days To Die Dev Tracker




30 Jun

Post
    Gazz on Forums - Thread - Direct

Summary:

T3 ranged weapons have 3 entirely different setups for mod slots per quality level, even inconsistent inside the same weapon class.

Game Version: A21 b324

Did you validate your files? Yes

Are you using any mods? No


Status: NEW


Bug Description:


Tier 3 ranged weapons use 3 different setups for mod slots. That can not be intentional.















Comment
    faatal on Forums - Thread - Direct

AI will randomly attack or jump if they think they are stuck. One of those checks is if they are making forward progress over time. Sometimes it appears to even happen when walking slowly up a slope just out in the world. It certainly could use more tweaking, when I have the time.

Comment
    madmole on Forums - Thread - Direct

That's coming in A21 yet lol. There will be an option to disable it though

Comment
    faatal on Forums - Thread - Direct

It think you mean events, not triggers. An AI director chunk event actually covers 5x5 chunks. It stores them in a List, so you could have tens of thousands or more of them, but code may start running noticeably slower as you add thousands of them.


You may want to use very short duration events, so you don't accumulate a lot.

Comment
    faatal on Forums - Thread - Direct

Trigger volumes are new and POI designers want sleeper volume zombies to attack you when triggered that way. There is no stealth check like an attack sleeper volume has. I play agility/stealth, but never expect it to work 100% of the time. My solution is fight them head on or run away, lose them and come back, then stealth kill them as triggers only happen once. Repeat as necessary.


Nothing is locked in stone. All values in the game are candidates for tweaking. I think we have made balance adjustments to every stable release, since I have been working here and I'm sure 21.1 will have some adjustments as we play more and get more feedback.

Comment
    madmole on Forums - Thread - Direct

I'm not sure but I like seeing what equipment you have at level 57 instead of end game stuff at level 30 in previous alphas.


29 Jun

Comment
    faatal on Forums - Thread - Direct

There are a variety of things that could be going on. They don't path constantly. Like they could of heard you first and went to investigate and seeing you did not happen yet. Or if a player is deemed off the ground enough, like you fell or jumped and they entered destroy area mode, which takes a while for them to exit.


Or it could be the bug I fixed yesterday, which is not released yet, where vertical movement of entities did not update their chunk layer, so a search of entities in a bounds using chunks could return incorrect results. That is why the junk sledge would not hit zombies that fell a good distance down to the sledge until the zeds changed the chunk they were in.

Comment
    faatal on Forums - Thread - Direct

21 and possible future versions.
21.0, 21.1, 21.2 or 22.0 and so on.

Comment
    madmole on Forums - Thread - Direct

Once full they no longer generate heat.

Comment
    madmole on Forums - Thread - Direct

Thank you for the kind words, we can't please everyone with every change, but we do feel the game improving over the years and have some crazy good stuff to share over the last 2 alphas and think that this would be most peoples stranded on a desert island game they would pick.

Comment
    faatal on Forums - Thread - Direct

Stable now!

Comment
    faatal on Forums - Thread - Direct

The faster the vehicles are, the more risk there is of outrunning the chunk loading speed, which would cause you to instantly stop as you can't drive where there is no chunk ground collider. Chunk loading speed varies a lot depending on hardware and network speeds, so our max values are fairly conservative.

Zombies only attack blocks that are in the way of them getting to what they want. What they want is flesh.

Comment
    faatal on Forums - Thread - Direct

Individual AI does not care or know about the "heat" map. The AI heat map code spawns a zombie and says go investigate over there. The zombie goes to the point and looks around, then wanders.

In game development, the rules change often. Normally you don't see this, just the final released product. In early access you get to see snap shots of those changes with each release. I actually like it, as I get bored with games fairly quickly, so when something like World of Warcraft or No Man's Sky has a big update, it is fun for me to learn all the new stuff.

Post
    Hated on Forums - Thread - Direct

Hello Survivors

today we are releasing A21 b324 to stable.

We wanted to make it available in time for Summer Sale and 4th of July weekend to everybody out there!

A21 b317 savegames are compatible with A21 b324.


Official Release Notes

Please find the full Release Notes here.

If you missed the last Experimental build, you can see the changes here.


If you want to report a bug, please follow this link to do so.


TFP wants to extend a big thank you to all our fans for supporting the game and wish you a happy 4th of July!

Comment
    faatal on Forums - Thread - Direct

b323 is a stable candidate. Depends if it has any major bugs. Just played a few hours on it using my previous game and didn't see any new bugs.

Comment
    faatal on Forums - Thread - Direct

This has nothing to do with dew collector farms. Make all you can afford and place them wherever you can. This has to do with screamers actually showing up at your base because you are doing things. If you want to move a forge farm down the street to avoid the activity, you can do that too. This is a zombie game and we do want you to interact with zombies in various ways while at your base (screamers, biome spawns, wandering hordes and horde night). I find all those ways to be fun, because I like killing zombies.

While they are filling any jars.


6 dew collectors would be 2 forges worth of heat. So far we have not seen an issue. The good news is, these are just our initial numbers and the game is still being balanced, so we can and will adjust as needed as we keep play testing.


28 Jun

Comment
    faatal on Forums - Thread - Direct

Heat map is a generic term for something that tracks activity. A dew collector generates the activity of 2 torches. All player activity would generally attract zombies. We could go as far and say, breathing, walking, touching and/or just plain old living attracts zombies. Anything you build could attract zombies as you touched it. Next we will be adding nylon gloves, so you don't get your smell on stuff...JK. There is no realism in much of this as we have no real zombies to base it on. Just fantasy and fun.

Comment
    faatal on Forums - Thread - Direct

Are you running low or out of memory?

Comment
    faatal on Forums - Thread - Direct

Vulkan is still very much an experimental feature in our game and Unity. We will be updating to Unity 2022 LTS for A22, which should have better Vulkan and DX12 support as Unity does improve them each year.

Post
    Hated on Forums - Thread - Direct

Hey Survivors!
We have Experimental Build b323 for you.
B323 has some new POIs, other additions, changes, and fixes!


Here is how you can access the A21 b323 Experimental build:

Right click on the game in Steam


Click on Properties


Click the “Betas” tab


The drop down menu will have latest_experimental available