https://community.7daystodie.com/bug-test-1/
There is a known issues doc maintained here:
https://docs.google.com/spreadsheets/d/1YNo1DLatARAXCyRWwLxOhrjKnZKLL-onr4hwc3IIUuI/edit#gid=0
Don't know. I'm sure it could if we wanted to.
Probably no, but if it is an issue, we will deal with it.
No, but probably a few.
Originally posted by ⚜ JOST AMMAN ⚜: No, the game is dead... you can uninstall it and be done with it.You forgot your /s, Jost.
A few weeks ago, Lathan added a block trigger system which will be used for the restore power quest. Multiple triggers, like switches, can be on a layer and blocks, like doors, can respond to them by doing something such as opening or closing.
In A20, surprise, there are some switches that open doors where they drop and were then staying asleep.
You could also remove a block they were standing on.
There's actually Pandemic Express but that's purely a multiplayer game.
The game is tested in the vanilla state. There is simply no way for us to know how anyone might have altered the actual code in a mod.
Personally I'd want it to be a zombie survival game where you start as a lone wandering zombie and have to acquire juicy brains to acquire more power, use other zombies as live cover and join in on some 7 day hordes, evading all the traps that get in your way.
Damage or now also falling in A20 causes them to wake.
Hello Survivors!
A19.6 b8 is now available on stable.
While working on A20 we wanted to give our players the opportunity to play Twitch Integration in their game's language.
Default English commands will continue to work, if they are available.
This way we hope we can collect potential bugs with translations and fix them for A20.
Expect some A20 news soon!
Bug reports here, please!
A19.6 Changelog
Added
Supported languages now are translated and supported for our Twitch Integration
Fixed
Set cooldown to 0 causes actions to not populate.
Twitch login early timeout bug
Cooldown bar could get stuck if party members left while bar was mostly full
...
It is in 3d. They can see in the direction their head is and hear all around. Feral Sense just makes the falloff with distance lower, so they see and hear farther.
Sleeper volumes don't even spawn zombies until you are near them, then those zombies are passive (can't see or hear) until you are at the edge of the volume, then feral sense matters.
Crops have no changes I'm aware of.
73.6 %, I'd say. That's the percentage of statistics on the internet that are just made up so it seems probable.
Originally posted by itchyfart123: As for it being targeted as an early game perk, I have to disagree. Any even slightly competent player will weigh perks to try and figure out which one they need the most. That perk is placed near the bottom, well below other things such as improving combat, harvesting, healing, and looting related perks that are important at the start of the game.
We had a 7D2D Halloween party last year!
Dude this is hella sweet.