7 Days To Die

7 Days To Die Dev Tracker




03 Dec

Comment
    SylenThunder on Steam Forums - Thread - Direct
  • Reduced copy chunks max time per frame and check time after each display
  • Updated remaining b materials
  • Reduced post processing saturation
  • Reduced desert sky saturation
  • Less fog when snowy spectrum is active
  • Adjusted nurse zombie albedo for ingame lighting
  • Trader prefabs renamed, moved to match ‘s zombie folder changes
  • Updated red b block material
  • Set correct eye visibility for feral and non feral burnt zombie prefabs
  • Set normal burnt zombie material emissive to black
  • Updated emissive texture channel for ember glow
  • Added fire particle effects to feral burnt zombie
  • Removed Cheerleader, Cowboy (Old Timer), and Farmer zombies from all xml files.
  • Deleted old zombie source art for cheerleader, old timer, and farmer
  • Cinderblock Wall Remake
    ...
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Comment
    SylenThunder on Steam Forums - Thread - Direct
Changed
  • Traders now sell thrown explosives
  • Adjusted rubbles piles in burnt and wasteland biomes based on ‘s feedback
  • Improved AI wall hit anim blending
  • Increased pine forest noontime fog from 10% to 15%
  • Set spider zombie large collider to a short height
  • Restructured book piles and book shelves loot to lower the amount of paper found
  • Reduced the chance of finding yucca juice in loot
  • Reduced the chance and quantity of murky water found in toilets
  • Balanced snow grass albedo and normal for new foliage shader
  • Wielded and worn items as well as ammo can no longer be used as fuel for campfires
  • Snowberry plants now give plant fibers
  • Removed snowberry plant hover text
  • Removed snowberries from trader loot
  • Movie posters changed to glass material like other po...
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Comment
    SylenThunder on Steam Forums - Thread - Direct
A20 Changelog b206
Added
  • Biome spawning supports disabling spawn types using POI tags in an area
  • Commercial, industrial and downtown biome spawning types
  • Debug menu chunk POI tags
  • Biped position transferred to model to allow shifting back to reduce wall clipping
  • Snow grass GOS textures
  • GOS (Gloss_Occlusion_SSS) texture maps for grass_brown, grass_greenbrown, and grass_greenbrown2
  • Desert_shrub GOS texture map
  • Path snapping for when roads run really close
  • Gyrocopter and motorcycle set player feet IK
  • Vehicle camera zoom in/out. Uses mouse wheel or controller dpad up/down
  • Open laptop deco block
  • Various wine bottle deco setups
  • Snow, stone, and gravel roughness/specular texture maps
  • Asphalt roughness/specular texture map
  • Auto se...
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Post
    /u/ on Steam Forums - Thread - Direct
Alpha 20 Official Release Notes Alpha 20 takes some big leaps towards Gold with these major improvements:
  • A brand-new version of Random Gen World creation with new cities, city tiles and a part system spawner. You will be blown away by it!
  • Over 200 new POI’s and updates to many of the older POI’s. Over 550 Explorable locations total
  • Navezgane has many city improvements, terrain improvements and new rural and wilderness communities
  • Nearly 25 new HD characters with a couple with improved shaders
  • 6 New weapons and 13 HD remakes with the addition of new primitive pipe weapons
  • Overhauled shape menu with hundreds of new shapes organized and buildable from a simple frame with in-game, creative and level design support
  • Block Placement Improvements
  • We have added a Robotic Drone Companion to carry your extra gear, heal you and more
  • ...
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Comment
    Shurenai on Steam Forums - Thread - Direct
Opt out of all betas is and has always been the latest Stable build- Currently A19.6. The beta list shows past versions and, when applicable, the latest experimental which there currently isnt one.

02 Dec

Comment
    faatal on Forums - Thread - Direct

Actually, lots of games take many years and tons of alphas/betas, you just don't get to see it, because they are not early access.


I don't care how long a game took to make, as long as I got my money's worth. I buy plenty of normal games and have no clue how long they took to make. I buy some early access games and will sometimes play them right away if it looks far enough to be a good experience like I did with 7dtd years before I was an employee and I certainly got my money's worth. Other times I just wait for them to finish and then play to get the full experience like I did with Black Mesa. Now I could have just bought it when it was done, but it was a deal on sale, so I took the chance and just purchased it and then ended up waiting several years.

Comment
    faatal on Forums - Thread - Direct

Not interested in Linux.


Have not had a BSOD since then. The BSOD error codes were vague. I have updated gfx drivers and windows updates, so you never know what may fix something.

Comment
    faatal on Forums - Thread - Direct

No, but you can hope for it.


Big problems are like the game crashing. These 3 arlenes over here looking the same is not.

Comment
    Crater Creator on Steam Forums - Thread - Direct
We should acknowledge that experience is one factor here. The version of you that plays Alpha 19 today may have hundreds of more hours under their belt than the version of you that played Alpha 13/14. I know I do. Hence there’s a trove of working knowledge details you’ve picked up - like that sinks are a good source of wrenches, or the drop rate of an arrow - that you may not consciously think about anymore, which allow you to play more efficiently and aggressively. They actually set the default difficulty one level lower than it used to be, based on their assessment that the game had gotten harder.

I do agree that 7DtD’s standing as a survival game has lost a lot of legs, and I hope to see that restored so long as it’s billed as the survival horde crafting game. But for getting away from that throw-caution-to-the-wind, first person shooter style, try adjusting your settings, or mods as Jost Amman suggests. If you play on 25% loot and no loot respawn for instance, ... Read more
Comment
    faatal on Forums - Thread - Direct

All our tinting is a way for a color value to be multiplied with a gray texture generally using a mask. The zombies may use it at some point, but art has to be changed.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Applications are closed (source[community.7daystodie.com]), so unpinning this thread.
Comment
    SylenThunder on Steam Forums - Thread - Direct
There was a thread on this exact thing just a week ago wasn't there?
Comment
    Shurenai on Steam Forums - Thread - Direct
A20 is coming out with a series of pipe weapons, the blunderbuss itself is being removed and replaced by a pipe shotgun.
Comment
    Gazz on Forums - Thread - Direct

Some MF are more "maybe fix". 😃


Seriously, though, a bunch are decapitation gore related and may get done in a 20.1. They don't affect the gameplay.

Comment

Originally posted by Only1JohnLocker

This is a dev I doubt that

The announcement was made public less than 10 minutes later lol. Timing.

Comment

Originally posted by themaka

The announcement was made not more than ten minutes after I posted that. My timing was impeccable lol.

Comment
    faatal on Forums - Thread - Direct

Experimental is basically a buggy version. Some features may be added before stable, but generally nothing major, since the goal of exp is to fix bugs and tweak before a stable release.

Comment
    faatal on Forums - Thread - Direct

A19 was about 7 weeks. A20 seems in good shape to me, but we will know more in a few weeks.

Comment
    faatal on Forums - Thread - Direct

Fixed ragdoll blend out on new zombie dog leaving it with bad positions from how Unity optimizes animations, which turned into many more hours of fix/improve general ragdolling.


Currently 7 High MFs, none of which will stop exp release. Funny how that goes.