7 Days To Die

7 Days To Die Dev Tracker




08 Sep

Comment
    SylenThunder on Steam Forums - Thread - Direct
I can guarantee than an a19 save will not function with a20.
Comment
    SylenThunder on Steam Forums - Thread - Direct
And nothing is preventing you from staying on the current version/save after a20 drops. The developer even provides the ability for you to do that. When a20 goes experimental, the current stable will appear in the Betas tab for you to choose.

Don't stop your fun because of what might happen in the future. That's just stupid.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Richard: really hope a modder can bring back the old system + new weapon mod system and quality level 1-600

if you have 600 quality levels and each repair reduces the level you allways have a need for new high level items thats the good thing about that system. Right now you dont really loose your tools and weapons once you have them at tier 6.
They've had a couple years to do it, and no one has yet.
Comment
    faatal on Forums - Thread - Direct

How do you think he got that hair?

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by CptnHarlock: I think we did have randomized HD zombies for a while (somewhere between a14-a16 IIRC) but it was way too taxing on CPU. Can some oldtimer confirm?

Kind of, sort of, not really. The game used UMA[assetstore.unity.com], a Unity plug-in for character customization. There was a time when zombies could be, and were, constructed using UMA. In theory, TFP or modders could’ve used UMA to not just make a nurse zombie, but tens or hundreds of different looking nurse zombies. In practic... Read more

07 Sep

Comment
    faatal on Forums - Thread - Direct

Vehicle driving changes are not planned and feel fine to me. The gyrocopter is technically an airplane and they do not fly like a helicopter. Someday I would like to add a helicopter that will fly like a helicopter. It will hover and be easier to fly than the gryo, which I never intended to be easy to fly, since it is the starter crappy flying vehicle.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Zuao: I obviously haven't looked at the underlying code, but isn't the crafting system separate from mod application?
The current mod system is using the same base code that the old assembly system did. That's why it was basically one or the other.

You wouldn't need to bring back the old 600 quality system though. just average the gun's tier and stats based on the sum of the parts. You would still be able to swap parts to get a lil more dps or accuracy. In fact the specific stats would be based on the quality of that associated part.
But again, it's one system or the other.
Comment
    Shurenai on Steam Forums - Thread - Direct
While I do also kindof miss the old assembly systems, I have a few major concerns about bringing it back.

1: The current weapon mod system is built out of the old assembly system. The two can't really coexist. So either weapon mods would need to go, Or the devs would have to make an entirely new system to add it in again.

2: Inventory space. My god, inventory space. Back in the day there weren't nearly as many items or materials; So you could carry a few weapon parts without overfilling your inventory. But if you want to quintuple the amount of pieces you can find of guns now? Oof. Also with the addition of being able to be overburdened, you'd be shoved into that overburdened state so much faster if you could find a ton of gun parts.

3: The quality system is not as fine as it used to be. When weapons had 600 quality, the averaging amongst your gun parts made a pretty significant difference in the guns effects and quality level- Now that quality l... Read more
Comment
    Gazz on Forums - Thread - Direct

Is that when the pilot rolls a 1 on the d20?

Comment
    Gazz on Forums - Thread - Direct

Weapon types are bad enough but it gets really funky when you translate mythological creatures when there is no cultural / language reference to that kind of pantheon or races. =P

Comment
    SylenThunder on Steam Forums - Thread - Direct
I tell ya, I don't miss the grid system at all. I do miss the old assembly system though.



Originally posted by JimmyIowa: I have been of the opinion that loot in general (rather than just guns) was made vastly over-plentiful in A17. In A16 and back you could loot an entire row of houses and find some pieces of paper, maybe some food, and a jar of water. After A17, every house has a mega hyper stash of fully assembled ultra-loot in it. It's like King Midas vomited all over the apocalypse. I wish they would scale it back a bit and return a little bit of survival to the mix.

The developer is in a similar opinions, and is working on re-balancing loot considerably for a20.
Comment
    Crater Creator on Steam Forums - Thread - Direct
It has to do with utilization. The stripper zombie only fit in strip clubs. So it was either put a strip club on every block, or replace her with the ‘party girl’. The ‘sexy nurse’ outfit has the same problem, as did other overly specialized looks like the football player.

It’s not the direction I’d like them to go, either. I really want them to abandon the idea of having THE nurse zombie, THE businessman zombie etc. altogether. These zombies should not be thought of as unique, named characters. The character artist’s time should go into making pieces - heads, bodies, clothes, color tints - that can be mixed and matched to fill out hordes of zombies with per-instance variety. A zombie horde should be diverse, without clones and without feeling like you’ve seen that guy a hundred times before.

06 Sep

Comment
    SylenThunder on Steam Forums - Thread - Direct
There is also the glancing blows system that a lot of people don't understand.
Comment
    Shurenai on Steam Forums - Thread - Direct
Hitboxes work fine for me; And for most people.

So there's something on your end that's gone awry here..Unfortunately, I couldn't say exactly what with no information on your pc and no logs. :(

The most common reason I've seen, though, is insufficient performance in the PC; If the computer can't keep up with the game, the animations and where the game thinks the zombies are and what position it thinks they're in can desync, leading to the effect you're referring to.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by hanrahan6: I thought that gamestage also determined the type of zombies that spawned during the Blood Moon.
Gamestage does. Difficulty does not. The topic is about Game Difficulty; Not gamestage.
Comment
    Shurenai on Steam Forums - Thread - Direct
Iirc, two major things change. Player damage, and zombie damage.

On Nomad, Zombies do 100% damage, Player does 100% damage. And then this scales down/up depending on the difficulty.
EG: Scavenger is 50% zombie damage, and 150% player damage; While up on Insane it's something like 250% zombie damage, and only like 25-40% player damage.

Rage mode chances increase, On Scavenger it's 0% and increases with each difficulty step up.

Difficulty no longer affects Gamestage as of A19.

Uhh.. Not sure if it affects anything else directly.
Comment
    Gazz on Forums - Thread - Direct

A large kukri is definitely one of the top 5 zombie apocalypse melee weapons. (I'm also partial to the chinese war sword)

That said, it is not exactly wide-spread or widely known, limiting its use in a game.


That's like the first time I saw the SMG ingame and was wondering why it wasn't suppressed because it clearly looked like an MP5SD.

Turns out it was simply an artist's impression of "a submachinegun".

Comment
    SylenThunder on Steam Forums - Thread - Direct
Pretty sure it was only used for the weapon part molds. Hasn't been in the game for several years.

EDIT:
I did find the door only in Alpha 9.
In Alpha 10 the keystone and the door.

I was wrong on the mods. Those were made from weapon parts and just clay.