almost 3 years ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
almost 3 years ago - Hated - Direct link
Today we are releasing A20.1 b6 as stable.

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.