Hello Survivors!
After another successful round of bug fixing and balancing based on all of your tremendous feedback, we are pleased to announce our latest release for experimental testing, v1.1 b4.
This update addresses some problems related to vehicle interaction with player colliders, as well as some audio issues, and a TON of smaller fixes to various POIs. As such, a new game is highly recommended in order to experience these updated POIs in all of their glory.
We didn't forget about the modders, bringing a fix for an NRE related to custom sign text in custom POIs, adding a GameShuttingDown mod event, and have updated the rwgmixer to allow custom district names via XML.
For our console users, expect to see these changes and more once v1.1 Stable is released.
What's next? Our efforts continue to be focused on squashing bugs and working hard to get closer to a v1.1 Stable release, so stay tuned for future updates!
To get access to this version:
Right click on 7 Days to Die in your Steam Library
In the windows that opens, Click on 'Properties'
Click the 'Betas' tab on the left side of the panel
From the dropdown in the top left, select 'latest_experimental'
Now the game will begin to download
Once it's completed, start playing!
V1.1 b4 Changelog:
Added
Wilderness_filler_21
GameShuttingDown mod event
Rwgmixer xml district prefab_name property and changed forest_rural to use that
Lot_vacant_09
Inventory UI Audio Various Resources
Inventory UI Audio Rocket
Changed
Victorian_08 trigger unlock doors for easy exit
Updated several Spanish translation issues based on community feedback for pistols and file cabinets
Localization sync for Japanese updates
DMS section type for traders is read from npc.xml
Keep F3 CVar filter text when leaving to main menu and loading back into game
Trader Rekt gate access is now easier especially for bikes
Bungalow_02 Easy exits set to Trigger Unlock
Increased vehicle armor and plow damage reductions
Increased vehicle reserve fuel tank capacity
Added keyrack for quick exit/unlock for exterior doors in house_burnt_02
Connected additional door to keyrack quick exit / unlock in house_old_modular_04
Connected additional door to keyrack quick exit / unlock in house_old_modular_05
Connected additional door to keyrack quick exit / unlock in house_old_modular_07
Added quick exit / unlock keyrack to house_old_tudor_04
Removed completed facade from aaa_arizona_downtown_01 test map
Added quick exit / unlock keyrack countrytown_business_07
Reduced sleeper volume count in countrytown_business_07 based on feedback
Art pass and sleeper volume adjustments in ranger_station_01
Skyscraper_01 reduced by 591,469 verts 221,936 tris
Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI's
Store_clothing_02 loot balance pass
Downtown_building_03 area rebuilt with new blocks
Downtown_filler_31 texture fix, block type replaced
Hotel_04 locked optional room door to make it clear to the player that's not the actual path
House_modern_27 path improvement
Rest_area_05 replaced block curtains for vertical curtains, enabled unlock exit doors
House_modern_29 added front balcony for aesthetic reasons
Nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode
Countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass
House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11
House POIs That Need Trigger Unlock various POIS
House_construction_04 small blocks and terrain update
Apartments_04 POIs needed trigger unlock
Additional adjusted sleepers in utility_refinery_02
Lot_vacant_09 changes made based on feedback
Removed: FPSScaling option removed for consoles
New Gore for: Hazmat
Persistent electricity effect when dismembering electrocuted zombie
Fixed
Missing texture in downtown_filler_05
NRE on world load when using player signs in custom POI's
House_old_gambrel_02, tree clipping when POI spawned in burnt forest or snow biomes, swapped with smaller dead tree
Unable to join game invite through Steam if player does not proceed past the news screen
UI textures loaded from web/files are affected by texture quality setting
ItemValue's Metadatas were not properly cloned when splitting stacks
Trader name unlocalized when sharing their location marker
Potential NRE in ServerPasswordWindow
PassiveEffects with OR requirements always applied independent of the actual requirement states
Fixed electrocuting dismembered stumps
Density on lot_rural_filler POIs
Rwg_tile_gateway_straight, removed three guard rails that were not being overwritten by part_driveway_gateway_checkpoint_01 when checkpoint_01 spawned on this tile
Remnant_burnt_07, removed car that had alignment issues
House_old_victorian_10, missing paint
House_old_ranch_10, replaced wood carpet roll with cloth carpet roll
Unable to hear air drop if ambient sound is muted
House_burnt_01 easy exits set to Trigger Unlock
House_burnt_04 easy exits set to Trigger Unlock
House_burnt_05 easy exits created & Trigger Unlock set
Tudor_06 floating book pile, loot reduction, trigger unlocks on exits
House_modern_09 Missing paint, props, added rope climb out
House_old_pyramid_01 trigger unlock easy exit
School_daycare_01 shrub clips into wall
House_old_tudor_02 untagged from culdesac due to issues
House_old_bungalow_12 deleted odd terrain block
Bungalow_05 replaced clipping rubble with debris instead
Store_pharmacy_01 loot balance
Bungalow_10 loot rebalance
FPS drop from very wide angle spot lights
Vehicle velocity was not retained on server when a client driver exits
Vehicle is kinematic warnings on dedi when driver exits
Players can ragdoll themselves getting out of 4x4
Players could flip or destroy the 4x4 when exiting on steep slopes
Trader_jen missing paint
Auto turrets are pinging like bedrock/trader protection when hitting dirt
Triggerable level design POI sounds do not play for Clients, only SP or host in P2P
Auto turret is having issues targeting allies and self
Quest searching issues
Disable electric shock on dismembered limbs
Zombie variant texture dismemberment issues
Bows swapping ammo types has some visual issues showing wrong ammo type
Removed some exterior walls / fences from football_stadium POI to allow players to drive their vehicles through
Skyscraper_01 texture issues and reduction to 4,158,553 verts & 1,757,478
Hotel_04 mispainted texture.
House_modern_27 wrong type of window block in wine cellar, replaced texture for the ceiling of the same area
Sleepers waking up by back fence in utility_refinery_02
Fix Xbox crash in rare cases when coming out of suspend while on the main menu
Trader_jen, mismatched paint
Lodge_01 trap block results in floating light
Fastfood_06 mismatched paint and fastfood_06 wood clipping
Hotel_04 requires player to open elevator door to complete quest
School_01 school desks clipping
School_01 window SI issue
School_01 mismatch texture near the roof
Missing tags for advanced engineering workbench craft time reduction perk
Hello Survivors!
After another successful round of bug fixing and balancing based on all of your tremendous feedback, we are pleased to announce our latest release for experimental testing, v1.1 b4.
This update addresses some problems related to vehicle interaction with player colliders, as well as some audio issues, and a TON of smaller fixes to various POIs. As such, a new game is highly recommended in order to experience these updated POIs in all of their glory.
We didn't forget about the modders, bringing a fix for an NRE related to custom sign text in custom POIs, adding a GameShuttingDown mod event, and have updated the rwgmixer to allow custom district names via XML.
For our console users, expect to see these changes and more once v1.1 Stable is released.
What's next? Our efforts continue to be focused on squashing bugs and working hard to get closer to a v1.1 Stable release, so stay tuned for future updates!
To get access to this version:
V1.1 b4 Changelog:
Added
Changed
Fixed