7 Days To Die

7 Days To Die Dev Tracker




10 Oct

Comment
    Shurenai on Steam Forums - Thread - Direct
Alpha 21
Major

.1
Minor

b16
Revision

Stable
A build that met conditions to be considered as a candidate for public consumption- AKA, Done; No additional work is being done on A21.1 b16; The next release will be some version higher than 16; ie, b17, or b44; Or the next Minor version will release and the specific build number for that minor version may be lower than 16, since the build numbers are version specific. Given that this is the Stable builds, it will be A21.2 bxyz that releases next, they aren't going to push another build under A21.1 on the stable branch.

Also, 'b16' is BUILD 16, Not BETA 16, if that helps clarify your misunderstanding a little.

09 Oct

Comment
    SylenThunder on Steam Forums - Thread - Direct
When it is ready.

Sometime after Alpha 21.2 moves to Stable branch.

You aren't going to get a better answer ever.
Comment
    Crater Creator on Steam Forums - Thread - Direct
I argued (as just some guy on a forum to be clear) in favor of more than the four building materials we have now. With that said, the changes have affected gameplay (i.e. HP and crafting) more than they’ve affected aesthetics.
Originally posted by CreepySleepyQuidProJoeHiden:
Originally posted by Santa Heavy: Hold R while holding a frame> copy block shape > Copy block rotation > place block in hole to fill the gap > upgrade once (or however many times you want) > hold R while holding a paint brush > ...
Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Also, luck could certainly be a factor here. In my A21 world, I have a downtown area that seems to have its fair share of non-questable POIs. This includes not just abandoned buildings but other ‘filler’ like several small parks strung together. Which is not to say they’re useless! I built my first base at Arch Park and, after building on top of it, it’s served me well through many horde nights. Come to think of it, perhaps the RWG populates plenty of tier 0’s in downtown and rural areas, but is weaker on tier 0’s in suburban residential areas like OP is talking about.
Comment
    Crater Creator on Steam Forums - Thread - Direct
To me the use case for ‘tier 0’ POIs is to have a place to hole up when starting a game, without having to clear a whole POI of zombies. Because if you woke up naked in the zombie apocalypse, would your first instinct really be to start a carpentry project and build a new freestanding structure? Not me; not when there are houses already there.

The downside to increasing the proportion of tier 0 POIs would effectively be urban sprawl. Meaning, those wanting to do trader quests would be annoyed at the increased travel time, going past all the empty buildings to get where, arguably, the ‘meatiest’ part of the gameplay occurs.

08 Oct

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Santa Heavy: Tf2 profile pic, post checks out, lol

That’s exactly what I was going to say. 🎩
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by ikilltoo: Can't you roll back to a previous Alpha?

Yes you can. I’ll highlight Dogmilk’s post explaining how.

06 Oct

Comment
    Crater Creator on Steam Forums - Thread - Direct
Please use the pinned thread that's already available to discuss this topic.

03 Oct

Comment
    SylenThunder on Steam Forums - Thread - Direct
This happens when you tick the box to "always make X choice". You can edit the setting in Game properties. It's a drop-down menu under Launch Options.

30 Sep

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Blue Hasia: ah ok, but the effect that they become more of a bullet sponges is still the same XD
It is. That is basically all it does is make them bullet sponges and make it so they hit you harder.

Instead, it should increase the number of zeds, make harder zeds spawn sooner, and make overall gameplay more difficult. It should have additional multipliers to gamestage (it used to), and should lower lootstage progression. IMHO, it should also adjust trader prices and quest rewards to make things harder to get.

Sadly, you're likely only ever going to see this in an overhaul due to how these different systems are managed.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Changing the difficulty changes the damage you deal to zeds, and the damage they deal to you. That's really all it does.
https://7daystodie.fandom.com/wiki/Difficulty
Comment
    SylenThunder on Steam Forums - Thread - Direct
The Smell system. I really miss that.

29 Sep

Comment
    SylenThunder on Steam Forums - Thread - Direct
TFP has stated that the previous versions will remain available to those that purchased EA. I am not aware of any similar availability for those who purchase after it goes Gold.
Comment
    Crater Creator on Steam Forums - Thread - Direct
It sounds like wandering hordes are closest to what the OP is after. I imagine a mod could pump those up separate from biome zombies.

28 Sep

Comment
    Crater Creator on Steam Forums - Thread - Direct
The game has to be more clever than just adding more zombies, because each zombie has a performance cost. Turning on feral sense is a good start, because then you will more easily aggro the zombies that are already there but weren’t going after you. You will also face more challenge from zombies with a higher gamestage: either directly by leveling up your character, or due to gamestage multipliers like being in a more dangerous biome. As for Blood Moons, you set how frequent they are. You can have a Blood Moon every night if you want. Lastly, there are screamers. Some players will deliberately raise the activity in a small area, for instance by running many forges, to draw the attention of screamers, and then purposefully let them call in hordes.

26 Sep

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Aytest:
Originally posted by SylenThunder: No. And I've been bugging them about it for a while.

A few major builds ago, they did finally get an option for offhand actions. Which is something didn't exist previously, so they couldn't have even if they wanted to. However, the developers stated that they were not interested in using it for either shields or dual-weapons.
What does a few major builds ago mean? Is it in development build?
I think it was... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
No. And I've been bugging them about it for a while.

A few major builds ago, they did finally get an option for offhand actions. Which is something didn't exist previously, so they couldn't have even if they wanted to. However, the developers stated that they were not interested in using it for either shields or dual-weapons.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Posts were moved to the correct section. You keep posting support issues in General Discussion instead of in ... Read more

21 Sep

Comment
    Crater Creator on Steam Forums - Thread - Direct
It would be important to know when that comment was added (possibly June 3rd, but this year?). It could be old and irrelevant or already partially implemented since the numbers are relative. I’m skeptical they would make 1000% changes to anything before the next alpha.