7 Days To Die

7 Days To Die Dev Tracker




14 Nov

Comment
    Gazz on Forums - Thread - Direct

Well, streamers are gamers, too, but adult-ish.

It's okay to tell them in advance as far as possible. =P

Comment
    faatal on Forums - Thread - Direct

We said we were trying to get it out by Halloween. Trying and will be are not the same thing.


News would be we have 14 high priority must fix bugs, which will take an unknown amount of time to fix. While those are being fixed, we will also have whatever new high priority bugs are found and then some additional testing to determine if there are any more high priority bugs left.


13 Nov

Comment
    faatal on Forums - Thread - Direct

No, it is per zombie. The stealth players would get less or none attacking. The unperked stealther would get most or all. You can still easily wake them up if you engage with whatever you get, but you could kite them back and deal with the ones that did attack separately.

Comment
    faatal on Forums - Thread - Direct

Added Stealth check when player enters an "Attack" trigger sleeper volume (using a one time per zombie distance vs skill check).

I don't know. That is a Robert question.

Comment
    faatal on Forums - Thread - Direct

I was talking about biome spawns using POI tags in the area to determine what entities to spawn. That does not have anything to do with POIs spawning.


There are no portals. Block lighting is a top down spread to your neighbors algorithm. I've not spent much time dealing with it. Old code.


12 Nov

Comment
    faatal on Forums - Thread - Direct

Sure reduce respawndelay and have some fun!


Comment
    faatal on Forums - Thread - Direct

That would be best. We are very busy finishing up A20, so not interested in big changes right now.

Comment
    faatal on Forums - Thread - Direct

They are not quite instant, but commercial, industrial and downtown areas have more biome enemy spawns. The harder the biome, the more there are and the quicker they respawn. Downtowns having tougher types of zombies and even faster respawns.

Comment
    Gazz on Forums - Thread - Direct

If you make the cost 0 it should be impossible to buy.

Comment
    Gazz on Forums - Thread - Direct

Oxygen not included.


11 Nov

Comment
    Gazz on Forums - Thread - Direct

There are ways to mod the game to keep your "vanity building" zombie-free.


You can have multiple land claims and you can create a trap block that instakills any zombie walking over it and/or a turret with silly range and accuracy that takes out anything flying or walking.


In the vanilla game zombies are supposed to be a threat, not optional. 😃

Comment
    faatal on Forums - Thread - Direct

I'm fine with how it is for now. Someday we might even make it better to us. You may still hate it.
You could go make your own game or a mod. Then you can do it exactly as you like and avoid all those horrible bad decisions we made.

Comment
    Gazz on Forums - Thread - Direct

Nah, it's cool. No furries, yet. Uwu.


10 Nov

Post
REMINDER! TFP continues the Dev Stream series tonight at 9 PM CST with Scripting & System Designer Allan, Level Designer Earl & Merchandiser Desiree adn Richard Huenink with Sr. Developer Lathan (@fubar_prime) for another A20 hands on live-playthrough! Tune in for Free Keys!

This will be the last Dev Stream before A20 Drops. Happy Turkey Day!


https://twitch.tv/fubar_prime
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment
    faatal on Forums - Thread - Direct

It is hardly a basic feature. A difficulty setting is a basic feature.


No. You do not understand correctly.

Comment
    Gazz on Forums - Thread - Direct

The trader system will definitely see changes but I cannot say what it will be.


IMO the availability of high quality goods needs to be tied to some sort of progression instead of a single perk. It could be tied to that specific trader's quest progress status because that system already exists but either way it's an A21 topic.