Stable is first an experimental release, so one of these experimentals will become stable.
Stable is first an experimental release, so one of these experimentals will become stable.
Because there were issues with the builds earlier and it takes as long as it takes.
Fixed, thank you.
Survivors!
This b325 EXP update is deleting the old EXP Pregens. New ones are provided and named differently to prevent accidental savegame issues.
To preserve your current progress, please copy your currently played Pregen and paste it into your generated worlds folder:
%APPDATA%\7DaysToDie\GeneratedWorlds
Locate your existing world here:
:\SteamLibrary\steamapps\common\7 Days To Die
Alternatively, find it by:
Right-clicking on the game in Steam
Selecting "Properties"
Going to the “Installed Files” tab
Clicking “Browse…”
Opening the “Data” folder
Opening the “World” folder
...
If you didn't copy the old Pregen world before the update, don't fe...
Originally posted by Chrispkritter: how can you do a stealth build in 7D2D when zombies don't spawn until you're already in the room?
Regardless of story, we may be moving toward biomes being even more distinct from each other, but the design is not yet done. It will continue to change.
That is old stuff I have never seen. Probably predates me working on the game.
There was a bug where the count could be 0, which was fixed in V1.
I did not want worse performance, so they operate under similar rules to sleepers and it was a quick feature, so I did not spend much time on it.
The zombies would need space to wander and they don't break blocks in that mode, so they can't make space.
I don't work on the server browser. I think we use Epic Online Services for the list and I recall it has limits on filters and the data it returns. When our console devs continue work on cross play, the functionality may change.
The story should work on random maps unless we find a technical reason to only do Nav.
Small towns in RWG now have some rural tiles added as we noticed a lack of POI types in forest as some only spawn in rural. I added a rural percent value, which allows us to scale down the full ring of rurals around smaller towns.
Time is very short for 1.0, so there may not be any additional options added to RWG now. Maybe later.
If you set the volume to Wander mode.
Allan does shapes.
When screamers scream has not been changed, but there can be two of them, so maybe the other one screamed?
When a chunk is not loaded, blocks in it can't be changed and if a zombie was there, it would fall off the world.
It means nothing.
Eric did the hazmat sounds.
It tries to spawn 2 to 4 traders per biome and it would always be the same trader types per biome. Currently there is no guarantee of a trader in a biome. Traders need gateways to spawn. The smaller the world/biome, the less towns, so the less gateways, and the straight gateway conflicts as it does not have space for a trader. Yesterday I reduced the weight bonus on the 3 straights and limited them each to 1 per world, which should help. When we get full biome progression in and/or story it will need some way to force a trader in each biome.
We made some AI sound improvements last week. One of them was to play their random sounds twice as often. Another was their alert sound is deferred until closer if they are far away.
There would be a minor performance hit, the more wandering, but not the reason. 1 in 10 because it is a new feature that needs feedback on how it effects the game. I don't believe in making large changes and just hoping for the best. Incremental is better than yo-yoing around.
We use a professional localization company, but we also have a full time tester who is Japanese, so those get more immediate fixes.