Best 13 7 days to die gibs

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News | 7 Days to Die | The Survival Horde Crafting Game

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7 Days to Die on Steam

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  • Summary: Articles about 7 Days to Die on Steam 7 Days to Die is an open-world game that is a unique combination of first-person shooter, survival horror, tower defense, and role-playing …

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7 Days to Die: How to Defend Your Mine from Zombies

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7 Days to Die (App 251570) – SteamDB

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  • Summary: Articles about 7 Days to Die (App 251570) – SteamDB 7 Days to Die is an open-world game that is a unique combination of first-person shooter, survival horror, tower defense, and role-playing games.

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L-7-10-5 | L-Gibs – Bronze Plated – Plain & Self-Lubricating – Inch

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  • Summary: Articles about L-7-10-5 | L-Gibs – Bronze Plated – Plain & Self-Lubricating – Inch … L-Gibs – Bronze Plated – Plain & Self-Lubricating – Inch of Lamina,L-7-10-5,MISUMI has other mechanical components, Press Die, and Plastic Mold products …

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Gib mir die Hand – Ethik: Schülerbuch 7 / M7 Reviews & Ratings

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Gib mir mal die Hautfarbe – Beltz Verlag

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Ludicrous Gibs – TV Tropes

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  • Summary: Articles about Ludicrous Gibs – TV Tropes The Ludicrous Gibs trope as used in popular culture. … include gore and dismemberment effects (commonly known as “gibbing” or “gibs”, … Anime & Manga.

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Gibbs, Pearl Mary (Gambanyi) (1901–1983) – Australian …

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  • Summary: Articles about Gibbs, Pearl Mary (Gambanyi) (1901–1983) – Australian … A good organiser, Gibbs helped to plan the Day of Mourning protest on … H. Goodall, ‘Pearl Gibbs: Some Memories’, Aboriginal History, vol 7, no 1, 1983, …

  • Match the search results: As secretary (1938-39) of the Aborigines Progressive Association, Pearl focused her public speaking on the issues of women’s and children’s rights, exposing the appalling nutritional and health conditions mothers and children faced on government-managed reserves. She renewed her contact with Aborigi…

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Gibbs, Pearl Mary (Gambanyi) (1901–1983) – Australian …

  • Author: adb.anu.edu.au

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  • Summary: Articles about Gibbs, Pearl Mary (Gambanyi) (1901–1983) – Australian … A good organiser, Gibbs helped to plan the Day of Mourning protest on … H. Goodall, ‘Pearl Gibbs: Some Memories’, Aboriginal History, vol 7, no 1, 1983, …

  • Match the search results: As secretary (1938-39) of the Aborigines Progressive Association, Pearl focused her public speaking on the issues of women’s and children’s rights, exposing the appalling nutritional and health conditions mothers and children faced on government-managed reserves. She renewed her contact with Aborigi…

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German School Vietnam and Kindergarten | International …

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  • Match the search results: Mondays to Thursdays 7:45 – 16:15 hrs

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‘NCIS’ Says Goodbye to Leroy Jethro Gibbs & Mark Harmon …

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  • Summary: Articles about ‘NCIS’ Says Goodbye to Leroy Jethro Gibbs & Mark Harmon … ‘NCIS’ Says Goodbye to Leroy Jethro Gibbs & Mark Harmon After 19 Seasons … a suspect who later died under mysterious circumstances), …

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Multi-read content 7 days to die gibs

Hello survivors,

We are proud to announce that the stable build ‘Alpha 20’ is out!

Official bug reporting thread on the Alpha 20 forums

Official Alpha 20 release notes

Alpha 20 is by far the largest content drop TFP ever shipped. This is partly because TFP has nearly doubled its team size in the last two years and has dramatically improved our proprietary tools to enhance the game and speed up the creation of new content.

Alpha 20 makes several leaps to gold with the following key improvements:

  • A brand new version of the random Gen World generation with new cities, city tiles and a spawn part of the system. You will love it!
  • Over 200 new POIs and updates for many older POIs. A total of more than 550 recognizable places
  • Navezgane has many city improvements, improved terrain, and new rural communities and wilderness
  • Almost 25 new HD characters, some with improved shaders
  • 6 new weapons and 13 HD remakes with new primitive barrel weapons
  • Shapes menu has been revamped with hundreds of new shapes organized and created on a simple canvas with in-game, creative and level design support
  • Block location improvements
  • We’ve added a drone companion to carry your extra gear, heal you, and more
  • The dynamic improvement system displays precise POI and player base changes remotely
  • Improved display with hundreds of new PBR templates
  • Mission improvements including a new power-up night mission
  • AI enemy improvements include city spawning, acrobatics, obstacle attacks, head tracking, and continuous attacks.
  • Feral Sense game option for a whole new gaming experience
  • Vehicle improvements with barn passenger support and mods to improve and customize your vehicle
  • Loot progression improvements include a new loot stage system, biomes POI loot bonuses and ladders, and early game balances
  • Improved dynamic music and ambient sound system with newly added content
  • Improved weather system with more variable and varied weather
  • Video options for Anti-Aliasing – Temporal (TAA) and AA Sharpening have been added along with an auto-detection system that adjusts your game settings to better suit your hardware capabilities.
  • Animation improved from 1
  • St
  • person up to 3
  • approx
  • people to provide a richer experience
  • Added a new dismemberment system to some zombies
  • Improved Twitch integration with many new commands, votes and more
  • Modification support has been improved with better world editing, level editing, RWG and Server.XML settings and tools

Alpha 20 is not compatible with previous Alpha worlds or saved game data. New pregen maps have been created and are ready to use. We also recommend that you delete the 7 Days Save Game Data folder before playing.

TFP is very excited about this release. This is by far the biggest Alpha ever and is packed with new content, bug fixes, optimizations and game balances. Read on for more information!

Random world generation

TFP is very proud and excited to introduce Alpha 20. Brand new random generation system for Alpha 20. The system has been redesigned from the ground up with a focus on generation speed, flexibility, image quality, quality, reliability, replayability, POI distribution, dealer location and much more. We took a content-centric approach to POIs, city tiles, and stamps. Cities and roads are much more reliable and detailed. Wild roads reliably connect to POIs. There are really too many changes to the list, but here are some of the key features:

  • New Counties include inner city, industrial, commercial, residential, country, country town, wilderness, and rural residential areas
  • Supporting the construction of cities and towns, the new RWG Bricks include brick variations: Intersection, Straight, Angle, Cap, and T-section with nearly 50 unique brick types.
  • New stamps to upgrade and create unique terrain for each biome
  • New stamps to support rivers and canyons
  • Faster new RWG generation with support for 6k, 8k and 10k maps
  • New city types: Big City, Small Town, Country Town and Ghost Town. Custom cities can also be added.
  • New area spawn markers add unique prefab abilities to tiles and POIs
  • New road exit markers align the POI entrance at the end of the road
  • The POI distribution has been improved to make better use of the 550+ unique POIs and nearly 50 city tiles that the game offers for almost unlimited replay value
  • POIs except wilderness have all been reworked to improve the way they work with the new city tile system. Dimensions include:
  • Small size 25x25mm, medium size 42x42mm, big power 60x60m, bigger size 100×100
  • Improved POI placement to account for the total performance cost of each POI, and therefore very heavy POIs are not placed close together, which helps the game run better.
  • 3 Brand new pre-generated maps are provided.
  • XML support for changes in your own unique cells, departments, city types and more, see the Server.XML and Changes section below for more details.
  • New combo options for the Random Gen Preview engine, allowing you to tweak the custom map to your liking and change a variety of things including:
  • Frequency of cities Frequency of POIs in wilderness Frequency of rivers, craters, rifts and lakes Frequency of deltas, hills and mountains Global random volume

location

The size of the TFP level team doubled by the end of 2020. Along with numerous improvements to the proprietary tools, profiling and world tools, the POI team has helped generate a massive amount of content. New and updated content for Alpha 20.

Here are some of the great things coming to Alpha 20:

  • Over 175 brand new recognizable POIs
  • Over 25 old POIs reinterpreted
  • Over 550 discoverable places
  • More levels 3 and 4 have been added with some new and updated level 5s
  • Alpha 20 POI analysis includes:
  • POI level 5 – 7 POI – 29 POI, 29, 3 POI – 52, 2 POI – 102, 1 and remaining POI – 360
  • There are over 200 new and revised POIs, too many to list, but some notable major POIs are:
  • Countrytown_business_05 – “Butcher Petes” (Revised Tier 4) Factory_03 (New Tier 5) Apartment_brick_6_flr (Revised Tier 5) Apartment_01 (New Tier 4) Downtown_strip_05 (New Tier 4) Downtown_strip_07 (New Tier 4) Downtown_strip_10 (New Tier 3) Downtown_strip_09 (New Level 3) City Center_strip_11 (New Level 4) Warehouse_01 (New Level 4) Warehouse_03 (New Level 4) Skyscraper_01 (Floor 5 has been refurbished) Skyscraper_02 (Level 5 restored refurbished) Skyscraper_03 (New Level 5) Skyscraper_04 (Level 4)
  • Navezgane has received a little love with some newly added POIs. More are coming in Alpha 21
  • Diersville, Departure, Gravestowne and Perishton updates. New suburban, rural, and wilderness communities have been added.

character

Our character team has been busy reworking and recreating all zombies and NPCs in HD. They may look better but have fewer hits and slightly better performance due to the new physics rendering shader that uses packed textures and improved emission rendering. There are also some brand new zombies that have never been seen before.

Almost 25 new HD characters have been completed for Alpha 20, in fact all non-player and enemy characters are now HD. There are also new improved character shaders for zombies, NPCs, radioactive zombies, and burned zombies. New HD Zombies include:

  • New HD Wight Zombie
  • New HD bat zombie
  • New HD Zombie by Tom Clarke
  • New HD worker zombie
  • New HD Mechanism Zombies
  • New HD Hazmat Zombie
  • New HD Dog Zombie
  • New HD biker zombie
  • New HD Spider Zombie
  • New HD Zombie Soldier
  • New HD Laboratory Zombies
  • New HD Police
  • New HD Travel Zombies
  • New HD nurse zombie
  • New HD Lumberjack Zombie
  • New HD businessman zombie
  • New mutant HD zombies
  • New HD screamer zombie
  • New HD zombie strippers
  • New HD fire zombies
  • New HD dealer Joel
  • New HD Trader Rect
  • New HD dealer Hugh
  • New HD dealer Bob

weapons

Alpha 20 introduces a new line of barreled weapons, along with a rework of several existing weapons for a total of 6 new weapons and 13 enhanced HD remakes to further enhance the look and feel of an apocalyptic setting.

The Pipe Gun is an early game weapon that’s easy to craft in your backpack and only requires basic materials like short iron pipes, wood, glue, and leather. Players now have access to the Pipe Baton, Pipe Pistol, Pipe Shotgun, Pipe Rifle, and Pipe Machine Gun from the previous game to match the new loot and level balance. All of these weapons have custom sounds and animations with mod slots that resemble existing weapons in the game. Pipe weapons are easily repaired with short iron pipes. As part of the gun cleanup, the blunderbuss was removed and replaced with a new Pipe Shotgun.

A new Lever Action Rifle has been added to round out and complete the existing rifle tier. The Lever Action Rifle’s speed and range make it a great outdoor survival weapon. This rifle also uses 7.62mm ammo and has interchangeable mod slots similar to existing guns in the game.

Recent weapon overhauls include new models, textures, and/or sounds for already popular items such as the AK-47, SMG, M60, .44 Magnum, Hunting Rifle, and Rocket Launcher. These texture and pattern upgrades add a nice touch to the game and match the look and feel of other art upgrades in the game. In addition to the model and texture updates, bows, crossbows, and compound bows will receive increased damage. The arrow models have received an update to perfect the bow’s new look.

Shape and creative menu

The blocks have been revised. For starters, there are now over 1300 unique shapes to choose from for each craftable material. Players can now craft 5 basic material utility blocks, namely:

Frame (OSB / weak wood structure), wood, cobblestone, concrete and steel.

After crafting, equip them at the knife line, then use the radial menu (or the Shift R shortcut) to open the shape selection screen. This screen shows several categories of shapes, then you can narrow your search:

Basic, Square, Circle, Wedge, Column, Stair, Walkway, Trimming, Window, Demolition, Construction, Decoration and Letters

For the modders out there, the Shapes menu offers an easier way to add new shapes to the game as you no longer have to define each shape with each material separately. Just add new shape definitions to shape.xml and let the game fill in the materials for that shape at runtime. New shapes are then automatically added to the in-game material shape helper. This feature also significantly reduces the number of recipes required.

The creative menu has also been revamped with a new category system. Categories have been moved and expanded to the left side of the window. Select Primary category in the left column, and then select Subcategory in the right column.

stability preview

Block placement has undergone some changes. The block preview now moves around the world smoothly and the shading has been improved. The preview also changes color to show the effect of adding blocks. Colors included:

  • Yellow – Stable block. If the block becomes more gold, it means it is less stable
  • Red – Placing blocks causes some kind of crash. Adding blocks to reinforce other parts of the structure then allows the block to be placed without collapsing
  • Pink – Placing causes this block to fall as it doesn’t have enough support

The Drone Companion

The new Robot Drone is a companion that offers players additional storage space and some end-game improvements. The drone’s skills can be upgraded and upgraded by the player’s intellect, but the player can still buy and use the drone without paying any attention to it.

Modded robotic drones in the player’s inventory. The dye is added to the cosmetic lane and mods to the modification lane(s).

Some of the additional improvements and modifications to drones include:

  • Drone Armor Mode – Increases the defense of drones
  • Robotic Drone Cargo Mod – Increases the drone’s carrying capacity
  • Robotic Drone Medic Mod – Gives Drone the ability to heal players
  • Robotic Drone Morale Booster Mod – Player’s stamina recovery is increased by 10% when near Drone
  • Drone Spotlight Mode – Provide spotlights for drones

Dynamic imposter

We’ve added a brand new dynamic emulation system to the game. This system shows changes to widely segmented POI grids caused by players or zombies. Changes such as destroying a building, building your own base, or adding or modifying an existing building can now be properly reflected by the Dynamic Imposter system. Updated impersonation meshes are automatically shared with players new to the game.

What does this mean for players? With this option enabled, you can renovate an existing POI, fortify an entire city or build a castle on a hill and see the changes from anywhere in the world.

Depending on the performance of the PC, we have some game settings that can be edited in serverconfig.xml

  • DynamicMeshEnabled
  • If set to true the system will be activated
  • DynamicMeshLandClaimOnly
  • Setting to true causes the system to only work in areas where the player has claimed land
  • DynamicMeshLandClaimBuffer
  • Dynamic mesh base segment radius size
  • DynamicMeshMaxItemCache
  • How many items can be processed at once, higher values ​​use more RAM

A big thank you to Danny Richardson from the 7 Days to Die mod community for collaborating with TFP on this amazing new system!

environmental art

The Environmental Arts and Shaders team has improved many of the rendering technologies and created hundreds of new PBR environment models to improve immersion in the game world, POIs and overall. Improvements include:

  • Terrain Shaders – Updated for better quality and performance, including roughness improvements and specific shader modifications
  • Foliage Shaders – Updated to improve rendering effects such as subsurface scattering in addition to physics-based rendering and packed textures for performance
  • Entity Tint Shader – This shader provides support for tinted color variations on models in addition to improved performance due to encapsulated textures
  • New terrain textures
  • New block texture
  • Light and sky improvements
  • Mesh – Short plant meshes like grass and cotton have been greatly improved to create more detail and more shapes without reflections. Grid complexity now uses grass quality settings that allow for less detail on lower-end computers
  • Biome – Plant distribution has been improved and the forest has a new sub-biome with short grass. The layout of the grass on the slopes has also been improved
  • Tree – The tree now has a root shadow that seals the holes at the base of the trunk
  • Clouds – Cloud layer blending has been improved and we can now keep cross-matches for more variety and better adaptation to the weather system
  • Lightning – Adjusted stats, added a cloud area lighting effect, and fixed the world not being lit
  • Wind – The weather system wind speed now changes how fast trees blow in the wind and we added gusts
  • Along with all of Alpha 20’s new POIs, there’s plenty of new content to add to the game’s immersive visuals.
  • Cities are detailed to a whole new level with props like newsstands, mailboxes, street lamps, parking meters, planters, working manhole covers, traffic signals, new street signs, as well as store signs, ATMs and more. The industrial location is upgraded with new assets such as new conveyor systems and construction site materials. Tarp Fences… new artistic content to further customize your creations. Hundreds of new and updated PBR meshes have been added throughout the game.

mission

Claim improvements have been made globally in 7 Days To Die. Beginner quests now have helpful on-screen icons that show you where to find the required items. We decided to remove the challenge note to focus on new types of missions. Updated the burial item to increase the challenge. We’ve also added a new Tier 3 version of this mission type. Trader to trader progress has changed. Each trader now has their own tasks to complete. Players can now navigate between these floors when selecting a quest from a vendor.

We’ve also added a new quest type, Restore Energy. The Restore Strength quest activates at night and requires the player to reset the strength of the positions. Find the generators inside and activate them. Be careful as the generator can warn of nearby zombies.

WHO

The AI ​​and enemy spawns have received some great improvements including:

  • Biomes Spawn – Zombies spawning in biomes is now based on surrounding building types, making industrial, commercial, and city centers more densely populated and populated. These areas also spawn more challenging enemies in tougher biomes
  • Ducks – Zombies can now crouch to avoid getting stuck on obstacles
  • Obstacle Attacks – Zombies will now stand more firmly on the attack point without sliding around
  • Follow the Beginning – Added more categories with their time and location
  • Burst Attack – Added a new AOE burst attack used by new mutant zombies

Feral Sense Game Options

With default settings, zombies have a finite distance at which they can hear and see you. The Wild Feeling option allows you to significantly improve their hearing and vision, making the game more challenging. This also makes the world seem more populated as zombies that you may not have noticed will find you. Features are:

  • Increase the range that all types of zombies can hear and see to double the normal amount
  • Stealth still works, zombies will spot you more easily
  • Game options are Off, Day, Night, All (Day and Night)

vehicle

We added mods, colors and additional improvements and fixes for vehicles. Mods improve various aspects of your car such as: B. less fuel consumption. Any dye you get throughout the game can be added to the cosmetic track to color the car.

  • modifications
  • Extended Seat – Allows 2 riders on a minibike or motorcycle and 4 on a 4×4 Fuel Economy – Your engine will use less gas. Saves Gas – Increases tank capacity
  • Paint – You can put paint in the cosmetic groove to color the parts of each car
  • camera
  • Tracking – Improved camera tracking and fixed some display issues
  • Fixes – Fixed copying or moving vehicles to a new location in the world along with better out of bounds checking

deprived

The loot progress has been separated from the game phase by a dedicated loot stage system. Players will increase their loot phase much like their game phase, but there are other bonuses that can be added. The biomes the player is in, the POIs the player loots, and even the container they are looking at can all have a loot level bonus. The subsequent looting phase increases the quality and/or level of the items found. For example, adventurous players exploring more difficult biomes and POIs will find iron tools or advanced weapons a little faster than in pine forests.

When it comes to biome bonuses, the progression looks like this:

Pine forest, desert, snow and then wasteland

(NOTE: The burning forest in Navezgane is like the desert)

Optimized loot to give early game weapons and tools a chance to shine. This gives players time to find and use higher quality items before finding the next level. The books have also been redesigned to give players earlier books like the Spearman and Archery for the most use. Food, drink, health, and ammo have been tweaked to keep players looking for more places you want to find them. To eliminate the fear of infection, healing items have been significantly reduced.

There are also 5 new Tier Loot Chests set by Tier POI

music

For the dynamic music system In previous Alphas, our goal was to maximize content uniqueness by harnessing the power of association. Working around a theme, we can build complex musical compositions by popping loops and pulling them out. These classes function as individual instruments in standard compositions. By defining how a given class is used in a given configuration, and by arranging multiple interchangeable loops in those classes, we can get a very large number of unique combinations for all our configurations.

While this scheme allows a great deal of flexibility in how content works, it is not responsive to content-level gameplay. This is where our new “vertical dynamic” comes into play.

As in previous Alphas, we’ve teamed up with Native Darkness Productions to bring this new dynamic to our music. This time we’ve focused on the core mechanics of the game; The Bloodmoon Horde. To give this feature the attention it deserves, we created a Bloodmoon-only theme. Combat intensity in Blood Moon has a decrease and flow in combat intensity, and we’ve overhauled our threat level system to take advantage of that. Our new theme takes this into account, and the music now responds to the intensity of Combat in real time, as if a conductor were watching your every move. The highs and lows of the Blood Moon Horde are now reflected in the music, greatly enhancing our core artisan’s roleplay factor.

  • New Bloodmoon music with threat response classifier
  • Improved layering with added complexity for line layering
  • Random Enhancement
  • Over 6.5 million combinations of tracks in all profiles
  • Ambient sound system reacts to new threat

sound

Game sounds continue to improve and the sound team has caught up with the need to create new custom sounds for all new content, including:

  • Twitch audio
  • Custom sounds for all new guns
  • New door sound
  • New game vent trigger sounds (buttons, knobs, etc.)
  • Restore the sound of the power supply
  • Custom sounds for new loot crates

weather

The weather system of the world continues to improve with the current weather becoming clear and changing. Improvements include:

  • Randomness – Improved calculation and shorter duration, making it less likely to get stuck on the same weather
  • Weather Groups – Added groups of values ​​like fog, clouds and precipitation to account for special weather types like fog, rain, snow or storms. Each biome now uses these groups for its own weather

video options

Some quality settings have been changed to provide more control over game rendering. Added an automatic detection that examines your GPU to determine which preset works best for your computer. Running A20 for the first time resets the video options and selects a preset. New options include:

  • Anti-Aliasing – Temporal (TAA) is an additional option. This is an advanced rendering technique that smoothes edges based on motion
  • Sharpen AA – With TAA enabled, you can use the Sharpen option to increase the intensity of edges in the game

cartoon

The animation team has been busy improving the overall animation quality of the game. Some of the animation improvements included in Alpha 20 include:

  • General improvement in first and third person holding weapon, attack, attack power and idle animation
  • General improvements to first and third person holder, attack, power attack, and idle animations
  • 3rd Person Better mix of upper and lower body when walking, running, flexing and general movement when carrying a weapon
  • New zombie dog animation
  • New Jiggle technology adds motion-based movement to zombies and the following:
  • Bloated Tourist – Belly and body fatCop – Belly and body fatBig Mama – Belly and body fatLab Tech – Hair, body wounds, dangling arms Soldier – Body wounds and torn uniforms and jaw and tongue movements

Split

Alpha 20 previews a new split feature that will eventually replace the original system first introduced in Alpha 13. The new feature allows zombies to have more beautiful split effects as well as unique effects for each zombie.

Visible damage to zombies depends on the weapon that damaged them. Blunt weapons can penetrate a zombie’s head, while bladed weapons can completely cut off the head. Heads and limbs can be chopped off and fall to the ground, as well as some damage cases with custom animations and particle effects.

The first release will include additional support for a small number of zombies, with subsequent updates expanding support to all zombies.

Pull out

Twitch integration has been improved in the A20 with balance, new commands and a new voting system. We’ve expanded our point rewards for sign-ups, subscriber giveaways, and raids. We’ve also added spam delay to keep chats cleaner and custom event support.

Voting brings new impetus for integration. Random polls have been introduced, giving viewers new buff and debuff options, attack groups, and the launch of brand new boss hordes! If the voting team removes the streamer, all voters will receive a specific reward.

Added custom events to allow streamers to customize their experience when viewers interact. These are based on Bits, Subscriptions, Gift Subscriptions, Raids and Channel Point redemption. They are defined in twitch_events.xml.

New features and commands include:

  • New Twitch voting mode
  • Progressive mode has been improved with balance
  • Many new commands include:
  • #celebrate – It’s a party and everyone’s a pinata. #dance_off – The Fun Pimps groove, and everyones invited. #silly – A silly command sounds silly.#reverse – Turns you around 180 degrees.#confuse – Flips the movement controls.#no_robo – No robotic help.#no_explosives – No explosive use.#no_vehicle – Vehicle use is painful.#no_safe – Safe zones are painful.#no_stealth – Bombs go off eliminating stealthy movement.#painting – You see the apocalypse as a work of art.#deafen – You cannot hear.#spawn_mutated – Spawns a Mutated Zombie#spawn_tourist – Spawns a Tourist Zombie
  • Custom events based on:
  • Donate Amount Bit Subscriptions based on Month Redeem Channel Points

modifiers

The Tools team has been busy over the past year refining proprietary tools to speed up internal development and continue to support the thriving 7 Day Modding community. These are just a few of the many modable tools and improvements Alpha 20 has to offer.

World editor improvements

  • When you place a new prefab, it is centered with its face in the position you selected and aligned with the plan in that position.
  • When moving prefabs, a preview of their content is displayed
  • Moving prefabs gets faster the farther the player is from them, making it easier to move prefabs over longer distances
  • Placing/removing pre-made objects is now managed by the pre-made browser known from the POI editor
  • Show predefined name in POI selection fields (can be toggled in “World Tools” tab)
  • Show information about the selected POI in the ESC menu
  • The prefabs you are close to always indicate their direction

Improved POI editor

  • Allows marking all blocks of a certain type in the Level 2 Tools tab.
  • Allows restricting brush operation to blocks in the current selection box
  • Added option to select biomes to use for playing
  • Debug mode and creative mode are enabled in the game by default
  • The ESC menu shows the quest level of the current POI
  • Allows keys to be reclosed to change block density
  • Added radial face painting option to paint adjacent coplanar faces

Preview RWG and rwgmixer.xml

  • XML support to modify your own tiles, parts, unique city types and more
  • New combo options for the Random Gen Preview engine, allowing you to tweak the custom map to your liking and change a variety of things including:
  • Frequency of cities Frequency of POIs in wilderness Frequency of rivers, craters, rifts and lakes Frequency of deltas, hills and mountains Global random volume

Blocks.xml

  • Added “-debugshapes” command line argument to get an output that solid shape and material combinations are generated by the shape system
  • Added “Place Block Shapes” panel command to easily place any shape/auxiliary block variations you keep
  • Added “PlaceAsRandomRotation” property that causes blocks to be placed in a random allowed rotation
  • Added “placeblockrotations” console command to place the currently held block in all supported rotations
  • Added AllowedRotations property to specify the rotations in which a block can be placed

revision

  • Customers now allow mod DLLs to be loaded in the same way as on a dedicated server – as long as EAC is disabled
  • HarmonyX ships with the game to allow patching of the game code at runtime. Combined with loading DLLs on the client, patching the game code files is no longer required for most mods
  • The IModApi.InitMod modcode initialization call is now moved to its own version, for example to get the base path of the mod
  • Class names specified in XML now always support namespaces and do not have to use hard-coded prefixes for class names (e.g. custom block classes do not have to start with “block” in their name)
  • LootContainer references are now based on names instead of numeric IDs, making conflicts between mods less likely
  • XUI controls and styles can be shared between menu XUI and in-game XMLs
  • The XUi pager now supports displaying the maximum number of pages
  • Added new XUi dropdown box
  • XML patch type names (like “insert after”, “set”) are no longer case sensitive
  • When loading and patching XML, most errors show line numbers during loading/patching
  • Added better error message when using “set” patches

Server management and multiplayer

To future-proof our game, including the ability to use the latest anti-cheat program and later expand to other platforms for future cross-play ability, we added the Epic Online Service (EOS) to the game. For casual gamers there is no noticeable impact, you do NOT need an account on the Epics platform. EOS only knows that your SteamID is public and matches the ID for EOS, which is only valid for 7 days until death.

The change in server administration lies in the user ID used to store the data and to refer to players, i.e. H. the filename of the user file, the ID in the serveradmin.xml output commands/commands or the console. The control now references the user’s EOS ID.

  • Modify Serverconfig.xml
  • Changed the WorldGenSize default from 4096 to 6144 to match the in-game default. Added Zombie Feral Sense. Changed the default “LootRespawnDays” from 30 to 7 to match the in-game default. Improved integration for details (?Lathan)
  • Fixed issue where the server terminal window would sometimes not show any output

A20 Changelog b238

More

  • Biome spawning supports disabling spawn types with POI maps in an area
  • Breeding patterns of commercial, industrial, and inner-city biomes
  • Debug POI tag in debug menu
  • The position of the biped is translated to the model to allow reverse translation to reduce wall clipping
  • Snow grass GOS texture
  • GOS texture map (Gloss_Occlusion_SSS) for grass_brown, grass_greenbrown and grass_greenbrown2
  • Desert_shrub GOS texture map
  • Turn off the road when the running track is very close
  • Gyrocopter and IK motorcycle tripod
  • Zoom in/out car camera. Use mouse wheel or dpad controller up/down
  • Open the notebook’s decoration block
  • Various wine bottle decoration settings
  • Roughness/granular texture map of snow, rock and gravel
  • Roughness map / texture properties of asphalt
  • Automatically select a low quality graphics preset when RAM/VRAM is low
  • Window dividers and bulletproof window sills
  • Tree small thin helper
  • World global ambientSkyDesat
  • Shutters and hatches made of wood, iron, steel versions made of wood, iron, steel
  • Exclusive full screen video option
  • Gfx console command res
  • The grass block is short and spawns in the forest
  • Sub-biomes short grassy forest
  • Forest grass variations on sub-biomes
  • The Twitch Raid event rewards streamers.
  • Event to exchange Bit, Sub, Gift Sub, Channel Point for Twitch.
  • Twitch Actions can only be used by mods, subs, broadcasters, or named viewers.
  • Signing up and signing up for gifts now rewards with bonus points. Adds an option to configure the given score.
  • Twitch command to redeem missed subscriptions/gift subscriptions/bits.
  • Terrain quality varies depending on the distance from the terrain basemap
  • Rad and wild zombies for radioactive spawn
  • Wall Mirror, Broken Wall Mirror, and 50/50 Random Helper Blocks
  • Remove the color property for the Entity Tint Mask shader to make it work properly with the lightLOD .script
  • Extended seat mod function on the car
  • Block position frame is displayed in pink when stability is zero
  • Animal sleeping rabbit
  • Office chair variant helper
  • Old chair helper
  • Bar Variations Helper
  • planter with dirt
  • Fast food counter is colored
  • The restaurant booths are colored
  • office chair color
  • parking meter
  • animals doze
  • Weather simulation console command
  • Loading tips for read/unread recipe books.
  • AA grinding option
  • Automatically set graphics quality preferences
  • Temporary anti-aliasing (and optional Type AA video to enable)
  • Gfx console command pp taa
  • cooler update
  • New player trundle bed
  • Different heights for grass and vegetation level
  • Grass mold for 4 planes
  • Offset versions of the Open, Close, and Random helper toolbox
  • TrapWindowStoreCornerFull, One, Two, Three, and Four Sided Blocks
  • Concrete and rubble overhangs and ramps
  • The grass removal quality setting also increases grass mesh detail
  • Bedroll POI version (currently tan only)
  • Loose board block 3×3 semi-compensated trap
  • 3 × 3 loose concrete blocks semi and semi-compensated traps
  • Conveyor module set
  • mailbox of the apartment
  • The evening menu board and the evening menu board are placed in the middle
  • Shopping Basket Set
  • Update Plant02
  • Update street lamp
  • bath set
  • Gibs / Bones / Gore decal
  • Lock preview slide in position
  • The speed of the wind simulation changes the movement of grass and trees
  • grass wind
  • POI aaa_5m_round_test to introduce the many uses of the 5m water tower block set
  • Changed wind console commands and vegetation shaders for weather and wind zone to reflect speed
  • False closet doors 1×1 and 1×3 concrete blocks
  • Limit the sleeper’s global spawn volume per tick
  • The input for adjusting the editor density is x50 when the ctrl key is pressed
  • Zombies can crouch when headroom is small
  • church bell
  • #no_vehicle, #no_explosives, and #no_robo to the Twitch actions. 
  • manhole cover
  • Random number helper with and without 0
  • postal sign
  • Block GndAlign aligns the elevation and angle of the block model to a near-ground collider
  • town sign
  • Extremely useful models
  • Module set restaurant table
  • Add FeralSense option to serverconfig.xml
  • Letter box
  • newspaper vending machine
  • Stability indicator block position (yellow/red)
  • Modern coffin
  • Channel .Control Panel Kit
  • The block preview disappears when the block value or texture changes
  • New blood moon battle music
  • Various head tracking AI
  • Min/Max size in chunks for mixer rwg xml
  • end placemat
  • Control panel set
  • hydrant
  • The seedling is now placed with random turns
  • New Navezgane character model and PBR texture, better collision
  • Starter Quest now displays navigation objects for rocks, small trees, and bird nests.
  • Shift Reload to form
  • Improved RWG water limit stamp
  • Improved RWG Crater Stamp
  • Console command “screenneffect clear”
  • RWG improvement of the nautical mark
  • MinEventActionAddOrRemoveBuff (currently with cold/hot player)
  • RWG .canyon stamp improvements
  • BlockShapeNewModelOffset support
  • RWG .hill stamps improvements
  • RWG improvements to river stamps
  • security set
  • SDTD 11676 Free tarpaulin and tarpaulin fence
  • Updated cooking pots, keychain icons, and their mine variations
  • toilet cabin
  • car wash
  • Weather groups in biomes
  • Added Fog weather group to Spectrum Fog
  • Spectrum weather group
  • Weather command “d” alias for default on all
  • “gfx skin” console command to set global skin bone weight
  • Vehicle is locked when booking
  • The facilities are displayed when locked in the tooltip
  • Snowflakes near the swirl
  • New rainy weather calculation
  • Crossing the land border for the first time Stamp of the RWG .Desert biome
  • Ammo crate update
  • Cooking pot update 11823 (also updated hubcap)
  • 13561 Mine Set
  • Possibility of biome-specific world borders for land and water
  • Item Explosion.Duration Property (Sets the lifetime and adjusts the duration of the particle)
  • Car helper with 3 wide cars for flatbed trailers and other places where they need to be concentrated
  • Terrain clustering parameters in rwgmixer.xml
  • First step to random biome support
  • Semi-flat trailer
  • The player’s entire body is tagged with an E_Mesh tag for particles to attach to
  • AttachParticleEffectToEntity puts grid-shaped particles in front of the player in first-person view
  • Possibility of multiple variations of any named stamp
  • The land border is random, so the map is not always an island
  • More RWG preview controls to allow control over terrain distribution
  • “Create city” option to check height map output only
  • Presets and scaling control for RWG mixers
  • Electric Shock Movement Vulture
  • Aluminum garbage pallet
  • Character screen mockup for old and new UI
  • Wood Bar Corner Recipe and Iron Bar Corner
  • New agricultural plot of raised bed type
  • old kitchen
  • microwave
  • Toilet 01, toilet 02 and toilet 03
  • Updated king bed
  • Modular booths for restaurants
  • Build, share, move HD Nurse Prefab
  • Added XML, Loc, Icon and Read/Write permission for Microwave
  • Quest level 3 burial accessories.
  • You can now navigate the quest levels in the merchant’s house.
  • Can now loot seeds and other miscellaneous items. Article from the product container
  • TreeStumpPOI has no StabilitySupport flag (e.g. pile of forage on the tree stump in Lodge_01)
  • Ctrl num “killall all” execution time when debug menu is enabled
  • Classic stainless steel refrigerator
  • Ambulance and service vehicles all vehicle models, LOD and collision
  • Commands on the game console that show loot stages and biomes
  • HD Screamer prebuilt setup
  • Hidden check when player enters “attack” triggers sleep volume
  • Ctrl shift q God will push you backwards
  • Aaa_crown_test POI shows all crown shape shapes with examples
  • Aaa_plate_cladding shows all cladding forms with examples
  • Centered 1/4 4Way Cube and Centered 1/4 5Way Cube in the same menu
  • Modular escalator set
  • The terrain quality setting adjusts mesh details remotely
  • Central water cooler and water cooler
  • Table lamp in the middle
  • Merchants are dancing now.
  • New catch blocks made of wood, corrugated iron and concrete
  • Damaging passive sleepers delete passives on their volume
  • Additional moves for Screamer’s mouth and body
  • Localization call for New Random World
  • Object mask emissivity slider to allow artists to have a wider range of emissivity
  • Player effect debug panel buffs show “From name/id”
  • 2 × 1 glass blocks for business discs (trap)
  • Base_01.raw is the base image that is stretched across the map to have hilly levels
  • VehicleManager waits for the power save before performing the shutdown save
  • ZombiesForestDowntown, ZombiesDowntown and ZombiesWasteland
  • wooden chair, broken
  • Old broken chairs of different colors
  • Level the bottom to center the nest
  • Blue and Red Zpacks drop from tough zombies and bosses with slightly better loot
  • Tagging POIMarkers to filter POIs that can appear in a specific POI marker
  • Custom designed ball wheels for medical cabinets and hollow medical cabinets to avoid shadow holes in the back panels
  • Tainted versions of all 3 mailboxes
  • Mailbox variant helper recipe
  • Random helpers for all 3 mailboxes and all their colors
  • Helper Random small pile of food with a 50/50 chance of appearing as air
  • Angular versions of the Recycle Bin blocks have Empty Disk, Full, and a Help block
  • New catwalk trap blocks and random helpers
  • Continuous surface fill option for brush painting
  • New option to aim or just hold or touch/hold
  • The manual amount arrows will continuously increase as you hold the button down
  • With all inputs focused, close the window with TAB while TAB is your inventory key
  • Localized compass directions
  • Allows you to use the DEL button to delete the saved game on the continue game screen
  • F11 activates DebugShot
  • DebugShot allows enabling/disabling memory privileges
  • The UI Size option is limited when running in a narrow aspect ratio, so the entire UI still fits the screen
  • New dash cam sensitivity slider
  • Tips for loading Twitch screens
  • Flexible helmet and armor item cards for new armor categories in the vendor window
  • Projectors on the ceiling and on the table
  • Dog and wolf stand by Ragdoll
  • Console command “ai ragdoll”
  • Dog and wolf knock over/stand up animation clip
  • gfx console command
  • Console command gfx lodbias
  • Chunks add LODGroup to window block entities when they are created
  • Minimal entity block cull to increase FPS
  • Organize the visibility of candlelight
  • Request for upgrade and progress.
  • Random pitch support for sounds played in a location (like impact) or in the head
  • LighLODHeld flickerRadius performs algorithmic movement (added to candlesticks)
  • Open coffin / coffin
  • Shape MaterialHitpointMultiplier scales upgrade, repair, and block harvest values

Changed 

  • Vendors now sell thrown dynamite
  • Adjusted junk piles in burned biomes and wasteland based on feedback from
  • Improved compositing of AI wall animations
  • Increased fog in pine forests from 10% to 15%
  • Adjust the zombie spider’s large collider to a short height
  • Stacks of books and shelves were raided to reduce the amount of paper found
  • Reduced chance of finding Yucca Juice in loot
  • Reduce the likelihood and amount of cloudy water in the toilet
  • Albedo and normal balanced snow grass for new leaf shaders
  • Used and worn out items and ammunition may no longer be used as campfire fuel
  • Snowberry Tree now for Plant Fiber
  • Removed floating text on snowy tree
  • Snow Kumquats have been removed from the vendor’s loot
  • Movie posters, like other posters and paintings, switched to glass
  • Corn on the Cob, Cornbread, and Baked Potatoes now give 10 Food, 5 Health, and 5 Water
  • Cat Food, Miso Soup, and Chicken Soup now give 10 food and 5 health (no water changes)
  • Set the Fir2 and Fir2Snow tree shaders to Nature / SpeedTree8 to avoid clipping the tree shadow
  • Remove moldy bread from loot, recipes, and items
  • Replace moldy bread in recipes with fake burgers
  • Crops are no longer downgraded to Seedlings when harvested
  • Player-grown crops now yield 2 fruits per harvest with a 50% chance to seed
  • Halve the number of POI harvesters that produce a harvestable crop
  • All vendors now have a dedicated 50% chance to sell Antibiotics when they are in stock
  • Updated grass_brown, grass_greenbrown, and grass_greenbrown2 albedo and normal maps to work with the new foliage shader
  • Desert_shrub albedo and normal map rebalanced for new leaf shader
  • Read the cost of consolation to change direction
  • The roughness/roughness of the off-road concrete is the same as the block concrete version for better mixing when used together
  • Remove grain alcohol from loot, recipes, items, and vendors
  • Substitute beer for grain alcohol in recipes
  • Chainsaw and Auger icons have been replaced to reflect new patterns
  • The mode of turning the car towards the camera is shared by all vehicles
  • Vendors no longer offer quality 1 ranged weapons for sale
  • Make bag list for cntShippingCrateConstructionSupplies to A20 size
  • Rebalanced snow albedo texture map
  • Improved woodland albedo and feature roughness/texture map
  • Updated 1/2 block legacy wood crown upgrade path to use sculpts
  • Removed the upgrade path of old destroyed blocks and reduced HP for easier replacement
  • Reduced HP of destroyed forms for easier replacement
  • Removed old iBeams upgrade path
  • Burned blocks are now upgraded to a wooden form
  • Synthetic bow updated to new grid
  • Removed a number of debug logs
  • 6k discount on wild world POIs
  • Increased min/max tile count for Old West
  • Improved stealth ambient light calculation
  • Added steel hatch as an upgrade item for all repair tools
  • CntConstructionSuppliesRandomLootHelper is downgraded to cntLootCrateConstructionSupplies only
  • Replaced old pipes with new models, icons, and adjusted crops
  • Increase the angle of the sunlight/moon clamp at sunset/dawn
  • Improved visibility of zombie eyes
  • Make the Lead Forest biome more desolate
  • Set the SunLight shadow bias to 0 to prevent sunlight from entering POIs, through blocks, and under character hats
  • Super Corn is still worth 8x
  • Super Corn is now part of Grandpa’s recipes
  • Added Wasteland biome to the Firefighter’s Almanac Completed privilege
  • Updated the localization of the Firefighter’s Almanac completion perk to mention the addition of the Wasteland biome
  • Balanced spawn wasteland to spawn stronger zombies
  • Ports require a minimum size of half the poi marker size to ensure all traders are displayed
  • Updated LightLOD script to include emission properties in Tint. Enable Entity Mask materials
  • Combine traffic light materials into one and rebuild the prefab to try and fix the flickering that triggers lightLOD, which only appears when a second traffic light is added to a scene
  • Updated EndTableLampPrefab to work properly with the new lightLOD game
  • All streetlights have been updated to work properly with the new light emission LOD
  • Converts ShaderSwayingGrassSurface.shader to a specific workflow and cleans up placeholder transition code
  • Converts the microsplat shader to a specific workflow and uses a modified roughness map for the specific one to avoid an extra array of textures
  • Updated the forest_ background material to look thicker and blend better with the new foliage tag assets
  • Updated deadpinebranch01’s texture to be compatible with new shaders and added a packed GOS map
  • Updated snow kumquat texture to be compatible with new shaders and added packed GOS map
  • Updated Tall Grass texture to be compatible with new shaders and added a packed GOS map
  • Updated Highgrass2 textures to be compatible with new shaders and added packed GOS maps
  • Updated Highgrass3 textures to be compatible with new shaders and added packed GOS maps
  • Updated Highgrass4 textures to be compatible with new shaders and added packed GOS maps
  • LanternDecorLight is now placed below by default
  • Reworked shapes, UV rays and icons for the destroyed cinder block set
  • Standardize all stair shape UV settings and XML UV
  • Removed backpack from player models and preset prototypes.
  • Replace optimized BlockPlaceholderMap and BlockValue GetHashCode
  • Increase the proportion of forest grass
  • The old chair and the office chair are now selected as variants and stacking aids
  • Bar stool is now sold as a variant helper at the retailer’s home
  • Reduce weapon flashlight mod light and add shadows
  • Optimized WorldDecoratorBlockFromBiome
  • Reduce the amount of honey harvested from the stump
  • Various small refactorers
  • Updated Navezgane POIs in prefabs.xml (Will)
  • Equilibrium spectra and global environmental values ​​around the world in all four biomes
  • Sky Lerp value to reduce shadow saturation and improve contrast
  • Grass shader improvements
  • Decreases the amount and likelihood of Acids in loot
  • Added a very low chance of finding recipes and crops in the chest loot pool
  • Added low chance of finding recipes and farming in mailbox loot pools
  • Updated Navezgane POIs in prefabs.xml (Will)
  • The metal letter helpers have been removed from the crafting list as they are now in the shape menu
  • Removed Thin Metal Rails from the Metal Fences and Railings helper, as they are now in the Shapes menu
  • Antialiasing option from Ultra to Temporal
  • So, Graphic Overhaul resets the options
  • improve tree fall
  • Balanced TAA sharpness and motion blending settings to reduce vignetting
  • High and extreme video quality presets for temporary AA use
  • Plants are smaller and have a three-level grid and two colliders that align with the grass-like level
  • Increase the number of random grass rotations to 8
  • Grass plane Form 3 in 2 variations
  • Modified harvest events, items and probabilities from decoCarMotorFlat
  • Reduce the brightness of the flashlight
  • Optimize lawn nets
  • The optimized lawnmower generation
  • Increased grass grid variations to 192
  • Post-processing equalization to improve the consistency of the dark areas between matter and matter
  • Replaced window frames with new versions to prevent fights in house_old_tudor_06
  • Updated window decorations in Gone_house_08
  • Updated global UV XML settings to fix color on cabinets
  • Removed deprecated items for polishing stainless steel and resourceInsulator from items.xml
  • Added shovel to the description of 69 miner privileges
  • Shamway Freezers and Coolers now use cooler opening/closing sounds until new coolers are created
  • Localization update to say Cooler instead of Freezer for Shamway beverage coolers
  • Updated shader type until the markers don’t look bright for Autodesk
  • Optimized VoxelMesh (Temperature Search and AddRectangle)
  • Removed graphic object/model storage bins and improved rotation handling
  • Removed layer that provides graphic objects/models
  • Bedrolls no longer return as much yarn when harvesting
  • Improved block preview window visibility
  • Updated UV and color issues with the Catwalk Wedge Metal shape
  • Improved biome wind value
  • Zombies have their own common meeting house with no box collider
  • Removed the old box collider from deer, stags, mlio, coyotes, dogs and wolves
  • Changed default loot respawn and sleeper/zombie respawn to 7 days
  • Discard and remove/replace old store shelves from all POIs
  • Improved chicken, rabbit and snake meat
  • Removed some blocks from Cooking.xml
  • Removed rebar and timber frame helpers from loot.xml
  • Removed rebar helper from trader.xml
  • Removed or replaced blocks in some POIs
  • Increased block density clamping range to allow for shallow terrain gradients into adjacent blocks
  • Use editor door damage correction input / 1.10.50.500 as density
  • Update block texture adobe_white
  • Updated UV on Wedge Tip Half Tee
  • Replaced steelLogSpike6 with steelShapes: cones in Hochhaus_03
  • Build a small generator with emissive materials and light to support the code function
  • Inventory to create InactiveItems objects on demand
  • Entity optimized so that graphic/model objects are not needed
  • Removed PrefabEntityNPC Graphics/Model and Physics CharacterController
  • Optimized BlockShapeNew renderFace
  • Updated 3×3 loose boards and concrete trap to keep paint on outside (WEST side of first block needs to be painted to switch to downgraded block)
  • Set the writable storage box as the default block for the furniture variation helper
  • Added random rotations to biomes: planted Blueberry3Harvest, planted Snowberry3Harvest, planted Goldenrod3Harvest, planted Cotton3Harvest, planted Chrysanthemum3Harvest, Driftwood, Driftwood2, decoCowSkull. Small rocks, grass, and bird nests were excluded because they were too small to notice or because they had deviations.
  • Updated default textures for 3×3 destruction traps in wood and concrete
  • Fixed mesh and UV issues with cube_3x3x1_destroyed_wood
  • Updated UV rays on agricultural plots
  • Recipe for farmPlotBlockPlayer to farmPlotBlockVariantHelper
  • txName_Drywall_orange removed (138)
  • CntModularClosetClosed has now been downgraded to cntModularClosetOpen after being robbed
  • Now start the task with frameShapes: VariantHelpe
  • Metal update moved from blue_rusty_metal to metal_base
  • Improved OnFire smoke particles
  • Set default light and emissivity values ​​for traffic lights and pedestrian lights
  • Improved debug menu display stability
  • Enabled debugging menu Show stability on the client
  • Update ID 82 Wrought Iron Metal paint color to match the newly updated street themes
  • Days to cool down sleeper volume to use days to restore loot
  • Improved debug menu for recalculation stability
  • Stable calculation optimized
  • Added the Lighting subcategory to the creative menu and labeled POI lights accordingly
  • Adjusted collisions on the catwalk to allow shooting over the rails
  • Enemies have a random base hit. As a result, a 1% increase in damage from a skill reduces the number of hits required to kill an enemy.
  • The side table lamp has been updated with a new pattern icon
  • Double the amount of paint gained from crafting
  • Improved block preview display
  • Increase the speed block preview fade in speed and player speed threshold when it is hidden
  • Handmade wooden window glass is more transparent
  • Paint can now also be mixed at the campfire with a cooking pot, but uses more resources at the chemistry station
  • Renamed all occurrences of gunRifleT2MarksmanRifle to gunRifleT2LeverActionRifle
  • Reduce the map texture size to 2048
  • Selling price for items at merchants doubled
  • Removed hardcoded sight range of enemy animals
  • Changed game difficulty, day length and daylight length to general options
  • Converts HD bike zombies into a new character shader
  • Optimized texture size in biker zombie game
  • Radiation material setting for Radiation prefab
  • ZArleneRadiated.prefab to use radioactive material
  • Texture size in racket game has been optimized
  • Improved axis selection in selection box to include line lengths
  • Optimized the Collider grille
  • Consolidate and clean the car
  • ConvertDTMtoHeightData to accept an array of colors for threading to work
  • Moved Prefab from DistrictPlanner to Township
  • Congestion Manager uses forceRenderingOff instead of being activated
  • To avoid confusion, only arrows with AP attributes show this value
  • Increase the price of the mug at the merchant, increase the value of the chemistry station
  • You can mount a silencer on a revolver, but it won’t bring the desired effect.
  • Design / Details rwg_tile_industrial_t
  • Utility_waterworks_01 for RWG.
  • Remnant_burnt_05 for RWG.
  • Utility_Electrical_co_01 updated the task to the A20 standard.
  • Nurse Zombie HD converted to a new character shader
  • Optimized texture size in zombie nurse game
  • Nail gun delay from 0.73 to 0.5
  • Generator now uses coroutines to allow progress and message windows to be displayed
  • Converts HD business zombies into new character shaders
  • Optimized texture size in business zombie game
  • Optimized pre-made decorator looks for presets around the player
  • Optimized update screen for prefab decorations
  • Increase the update rate of the pre-made decorator and reduce the maximum time per tick to start loading
  • Repeat concrete terrain texture
  • The environment outside of the night sky is enhanced by post-processing equalization
  • Optimized how grouping of entities bypasses spawning
  • Change the waterworks from 45×45 to 60×60 for RWG – Industrial Brick
  • The machine gun shows no hits per minute
  • Updated glass mirror block material
  • Combine all the furnaces into one auxiliary block
  • Combine all microwaves into a helper block
  • Updated POI with stove and microwave helpers
  • Improved the ability to adjust the height of the camera on the vehicle
  • New versions of some existing shape icons
  • Enhance the luster and roughness of the tree
  • Car has been repaired
  • Improved color space balance HD Fat in game
  • Improved global indirect lighting and post-processing
  • Updated screen overlay texture for cold state effect
  • Updated hot status effect screen overlay texture
  • Adjusted screen overlay for the death event
  • Fixed Shiny B plaster machine
  • Reduce the maximum time per frame and check the time after each impression
  • Update remaining b-material
  • Reduce post-processing saturation
  • Reduce the saturation of the desert sky
  • Less fog when snow spectrum is active
  • Albedo Zombie Nurse adapted to the in-game lighting
  • Vendor prefabs have been renamed and moved to reflect zombie directory changes
  • Red b block material update
  • Set correct eye visibility for wild and non-wild undead prefabs
  • Set normal burned zombie emissive material to black
  • Updated emission texture channel for ember light
  • Added fire particle effect for wildly burning undead
  • Removed cheerleader, cowboy (vintage) and farmer zombies from all XML files.
  • Removed old zombie source art for Cheerleader, Oldtimer and Farmer
  • Cinderblock wall rework
  • The color of the removed object mask is multiplied for more accurate color results
  • Swap from solid model to model object
  • New custom collider for the round table
  • New custom collider for bar stools
  • Updated shipping box color due to shader update
  • Updated tarpaulin colors due to shader updates
  • Converts HD Burnt Zombie RMOS to RMOE
  • Burnt Zombie Emissive HD texture channel update for glow and irradiated ember
  • Updated the HD Burnt Zombie Emissive color value in the document
  • Character shader optimized by gamma removal for linear transformation
  • Modified HD fat intensity of the alpha channel of the irradiated emission
  • Clean up the Hill Stamp
  • Reduce terrain debris noise/frequency/saturation
  • IsTerrainDecoration has been removed from tableDynamic due to a geographic issue
  • Updated harvesting of some blocks that were missing harvest/rescue/animation attributes
  • Optimized screen effects
  • Improved hot and cold screen effect
  • Adjusted microsplat process snow depth values ​​to prevent black terrain in deep canyons
  • Global skin quality from 2 to 4 and added animals/zombies set their quality to 2 when set to Auto
  • Improved use of block shape memory
  • Candles placed on player tables can now be selected as table candles. Destroy/Harvest gives a candle.
  • Improved mesh generation
  • Optimal parsing of the XML file of the decorative country of the world
  • Parsing optimization of decorative water images of the world
  • Hotel_01 New industrial washing machine, trolley, mop stack and semi-cubic crown.
  • Global rain is only added to the rain/cloud weather group
  • The biome temperature is the absolute value
  • Improved weather temperature range
  • Improved weather biome randomization
  • Improved biome weather settings
  • Updated player-optimized weather statistics, statistics and variations
  • Weather Console command values ​​are negative by default
  • The single default weather console command has been removed
  • Improved snow particles (style distribution, lighting/blending (use light shadows, near and far orange), scale, size, speed, collider)
  • Enhance weather temperature change
  • Low allowable number of raindrops
  • Improved weather console command information and help
  • Improved randomization of DMS content
  • Sensational Molotov improvements to switch flames and lights
  • Set Dev’s MissingBlock creative mode to None to prevent players from setting them
  • Plateaus have been deleted as a terrain type as they were redundant
  • The map size is only 6kb as 4kb is a bit small when world borders are set
  • Character optimized and updated shader
  • Updated map of irradiated HD fat emissions
  • Stamp name changed to match new variant setup
  • Improved Harvesting of Dead Trees
  • Cut the small trees a little further
  • The Molotov grid has been replaced with a new animated version with skins
  • Replaced Molotov textures with remastered PBR versions
  • The Molotov fire effect has been reworked and no longer uses custom shaders
  • Removed old Molotov custom shader from the project
  • Calculate optimized MinEffect value
  • Updated entity stats optimized to allocate work on ticks
  • Improved terrain block location display
  • Reduce saturation on dust impact dust
  • Specify the spawn location of campfire particles
  • Disabled old grid generator calculation for block lighting
  • Improve fallen trees
  • Improved UMA emission shader
  • BlockUpgrade Scale-upRate on clamp at 15
  • Block TintColor with a color value (Hex or R,G,B in XML) and apply BlockShapeModelEntity
  • Black car blocks and assemblies for tinting and sorting
  • Optimized assembler chunk loop decoration
  • Bikes, gyroscopes and mini motorbikes for coloring and texturing
  • New toilet icon
  • Block “MeshDamagex” into a “MeshDamage” associated with health values
  • Old 2D truss blocks now have two faces
  • Bead behavior on the AK47
  • Particle behavior on the sniper rifle
  • The text in the water POI block icon has been moved
  • trader_rekt updated
  • Replaced all treeStump blocks with treeStumpPOI in POIs
  • 4×4 to use color masks and drop shadows
  • Allows ParticleOnDeath assigned to each block to overwrite material
  • Changed WoodTrellisDiamond to a non-mountable and upgradable grid ladder path in POIs with woodTrellisSquare
  • Set random rotation for large trees in the med and large helpers to false to prevent clipping in POI
  • treeMountainPine12m away from Mini Tree Helper
  • Update document for serving cocktails
  • Improved Laser Attached Beam Imaging
  • Added worker zombie memory setting
  • Updated laser mounted world point
  • Updated assault rifle shooting effect
  • Added 1 decimal to damage and armor gauges
  • Admin brush set to auto-enable
  • Increased armor penetration effect on spears, armor piercing bullets, and higher tier arrows. Increase armor penetration effect on skills
  • Hollow Point ammo is renamed to HiPower ammo with no penalty against armored targets. Pistol/Turret bullets have no effect on armored targets. Adjusted formula accordingly.
  • Increases bow and crossbow damage
  • Increase the maximum allowable light level of perkFromTheShadows to 65
  • Reduced mountain lion spawn chance in snow biome
  • Increases your chances of finding a seed in the shopping cart
  • The deleted tree assembler POIs used to be set manually in Navezgane and used in biomes.xml. Some of these have since been included like Alpha 5
  • Let the footsteps of the sleeper sound
  • Foliage growth versions have been moved to the new foliage shader
  • ModGunMeleeTheHunter deals 25% damage to all animals
  • Improved cloud blending and animation
  • Updated store shelf localization to only show “Price” at in-game prompts
  • Improve brightness, timing, flash position and update each frame
  • Improved how lightning brightens clouds and adds random highlights
  • Testosterone can now be sold to vendors at the same time
  • Removed the old Madmole Gravestone block texture
  • The old pillbox block texture has been removed
  • The texture of the old drywall block has been removed
  • The content for the old pole_top01 block has been removed
  • Ported coffee plant, goldenrod and chrysanthemum to new leaf shader
  • Player effects debug panel to only show BuffClass when it’s missing
  • Balanced dye for vehicles, tools and weapons
  • Changed how radiant areas are removed
  • There are stamp entries in rwgmixer.xml for 0 iterations
  • Cloth and Junk Armor are now repaired with Cloth and Iron, just like all other vestigial items that are repaired with their core materials
  • Threshold group S_Zom_Snow renamed to S_Zom_Lumber_Jack
  • Adjusted the railing impact bars on the stair_railing_metal to allow bullets to penetrate
  • Complete restructuring of Skyscraper_03.
  • Update the model atlas to optimize texture memory due to entity model transformation
  • Reduce bank saturation to 50%
  • Set all zombie nonlinear textures to stream
  • Updated bookcase_empty face label to allow helpers to keep color when spawning empty
  • Remove Junk Entity
  • Reduce the AudioManager’s garbage generation in the environment
  • Gas Canister stacks are now 800 Oil Shale and unpack to 10000 Gas Canisters to create stacks worth crafting
  • Updated plastic buckets to steal water and not explode
  • Rolled up all trades that can scale the barrel’s shadow due to the shadow spin biased mode
  • Steroids help with broken legs/sprains/casts/splints
  • Vultures must not sprain/break their legs
  • Reduced critical hit chance of upgrading a sprained limb to a broken limb
  • ZPack loot bags by level now drop in different colors for each zombie level (yellow = normal, blue = strong, red = boss)
  • Removed the treeDeadTree01 and treePlainsTree2 billboards due to issues related to block resolution when the quality setting was set to anything other than Ultra
  • Tanb02 Repeat
  • Modified wood/steel/junk hatch collider for fewer zombie heads
  • Support ZPack Loot Bag Drop Color Tint Shader
  • Grass players now use short grass when planting
  • PlantedtreeGrassSeedRandomHelper now uses treeDesertShrub when growing in the desert
  • The improved screen effect blurs the ghosting and adds less hand blur
  • Removed all items, loot, and quests related to quest challenge notes
  • The player starting point editor in the world editor has been switched to XUi
  • Added chunk key optimization by ZehMatt
  • The default difficulty for POIs created in the editor is now 0
  • Make the option to paint all sides on the brush available for casual play
  • Placing blocks in the creative/editor does not decrease the size of the inventory stack
  • Reduce the frequency of alerts about SteelSeries clients not running (but installed).
  • Holiday items are activated in loot
  • HayBaleBlock recipe now manually hayBaleSquare
  • The Large Pet Cage has been updated to a 1x1x2 multipurpose block to prevent snagging on other blocks/models
  • Base zombie kill round XP reduced from 413 to 400.
  • Repel the destruction distance of the forge and campfire
  • Adjust the fade distance of fire and smoke
  • Improved Ragdoll Mixture
  • Removed old PREGEN worlds and replaced them with new versions too soon
  • Average increase and decrease in quality of the super object
  • Increases the player’s visibility of held light as the world darkens
  • Improved wording of LandClaimExpiryTime and BedrollExpiryTime comments in serverconfig.xml
  • Increase the randomness of the audio clip and don’t repeat the same clip
  • In A19, items have an increased removal rate when shaved into iron. All other souvenir tasks have been updated at the same rate.
  • Rare or evolution-related items cannot be removed or melted down. This includes handcrafted workstations, vehicles and their assemblies, workstation tools such as anvils or cups, and sewing kits.
  • House_modern_05 has been updated
  • The number of clamped article stacks is 65535 when saving
  • Dec decorChunkOverlapping biome null warning shows chunk
  • Improved penalty clip for path nodes and added logs
  • Updated metal collision metal sound and metal destruction sound
  • Adjusted AI destruction area values
  • Active AI kill zone on busy roads

Firmly

  • The inside of the filing cabinet is too dark
  • Tire smoke is barely visible and enhanced
  • The location of the car stutters the customer if you are not the driver
  • The passenger camera on the car started in the car
  • Getting into the car causes an image jump
  • Car camera broken due to flight mode
  • Chicken and rabbit don’t collide with car
  • Vehicle/VehicleManager duplication issues
  • Vehicle position / camera flicker
  • Otherworldly vehicles increase their speed, causing mass damage and massive movement
  • Use the endurance of the bike
  • AI moves forward/backward, fishtail movement and foot movement when breaking blocks
  • Zombie Collider pushes player 2 meters up
  • Spider landing animations move it in blocks
  • The head zombie spider goes into the wall
  • Fat Cop (Police not in A19) and Fat Hawaiian Zombie Pathing Problem
  • Sleepers will not update their status in the fall
  • Over 255 zombies in sleep mode have a saved game breaking the volume
  • Sleepers get stuck in the air and bounce when spawning on diagonal edges
  • Sleeper volume does not appear as intended
  • Dropped loot bags render you unable to dig
  • Hidden feature affected by brightness option
  • The player’s stealth light level is not set correctly for PassiveEffects LightMultiplier
  • ADS vibrates when away from 0.0
  • Self-torch lights illuminate other players’ held items from afar
  • The candle is held without light
  • Player shadow of torch in p2p is crazy
  • LightLOD can check the wrong block position to see if it’s on
  • LightLOD attempted to check for blocks on held items
  • Block damage modifiers for thrown explosives do not work
  • Measures to increase the physical damage of throwable explosives do not work
  • Explosive obstacle test for misplaced entities when origin is not 0
  • Entity stats update skips 1 in 11 ticks
  • Player inflicted bleed kills do not always award XP
  • The player’s feet are floating on the ground
  • The camera recording is corrupted due to camera shake
  • Weapon zoom jumps unlock when pressed very quickly and other edge cases
  • Enlarged weapon model that does not hide over time
  • Reload the spirit of the 3rd person power tool over and over again
  • Airdrop flags regenerate and track players
  • Checking the world decorator position of individual blocks may use the wrong position when adding a radius outside the block
  • The world decorator ignores the sub-biome’s prefabs if the biome has no prefabs
  • Biome spawn areas may not be up to date
  • The rectal spawning area of ​​the biome is offset by 2 parts
  • The probability that a subpopulation does not match what is specified in the XML. Rebalance
  • The POI random block substitution does not change the seed at the y positions
  • The block preview is continuously updated as the position changes, and tells CreateMesh the original position
  • Block position preview texture is not rendered correctly
  • Green flashing selection frame
  • Delay update of removed POI
  • Terrain artifacts due to the proximity of vertices with different vertex standards
  • Axis arrows are hard to see when selection is highlighted Added line gradient and lineweight 3 pixels
  • The quest event manager doesn’t give the vulture a zombie kill
  • Grass and other decorations do not reset properly when Quest Rally is enabled
  • POI reset resulted in chunk memory error of duplicate sleeper volume ids
  • Provides smoke/barrel lights that don’t stop after landing or loading, increasing the delay to 90 seconds
  • All turrets target supply tanks
  • Hot and cold screen effects may not appear
  • Small holes in geometric shapes
  • SkyManager time may be out of sync (visual artifact)
  • Snow particles bounce as you move
  • WeatherManager temperature changes freeze when going back in time
  • Thunderstorm weather manager if dedicated
  • “Gosh” command to trigger and reliably position the player
  • Weather Manager’s biome randomization will pause if you go back in time
  • The background cloud does not merge with the first cloud and elevated position
  • Clear sky while it rains at night
  • The “Weather Clouds” console command does not exceed .01
  • Flashes are lighter and darker
  • Flashes do not trigger directional light
  • The Molotov flame lasts longer than the effect
  • Rotating blocks of glass create a false space ultraviolet
  • The invisible underground UI displayed by the camera can be seen
  • Chem station glows in the fog (glass) and adds a cross section
  • GlassBulletproofPlate Curved texture problem
  • TreePineBurntFullMed’s billboard randomly disappears
  • The Azalea Tree (and 3 others) disappear from view at a height of 10 meters
  • The command to turn off the trees on the console turns them on and they don’t turn back on
  • The console command “clear stab” does not remove StabilityViewer
  • Graphics resolution choices are limited when the aspect ratio is less than 1:1
  • Server shutdown failed when world is not generated or partially loaded
  • Allocation in inventory clearSlotByIndex
  • Added an audio entry with the same button
  • ChangeBlocks empty error when called from multiple threads
  • Failed to remove collected items list when obj is null and update skips next item when deleting
  • Balance zombie bear pbr texture value in game and set proper material properties
  • The inside of the suitcase is too dark
  • Black exercise bike
  • The coffee maker is too dark
  • The inside of the washing machine is too dark
  • The top of the toolbox is too dark
  • Certain lights remove the plant’s LODs
  • Opaque glow around exit sign letters
  • Reduced AO in ambulatory materials due to multiplication of AO and SSAO texture resulting in black inside
  • Incorrect shading on Zombie Warrior. Also removed wild eyes from radioactive variation. (b)
  • The texture/lighting issue with the Lab Radiated Zombie also comes in 4 variations. Modified map and documentary value
  • Sometimes a task in a POI that is too close to another can destroy the tiles
  • Resetting the quest trigger may delete a neighbor’s POI
  • TreeDeadTree01 and treePlainsTree2 have inconsistent LOD transitions compared to other trees.
  • 0 dmg ammo HP to demonstrate zombies without many perks
  • Balance the texture of the dark camo canvas
  • The thug zombie broke the rule. Adjust the tangent to calculate the mikktspace
  • Added lids to the bottom of the pallet, bs broken, broken2, loose and top variants
  • Balanced bear texture values ​​to work with current scene lighting
  • Prevents Deadpinebranch01 from being remotely mapped to black
  • Trimming the snow tree shadow destroyed by LOD on the treetop
  • Affected terrain around the small prefab in the editor
  • Player lights are on by default when logged into the server’s servers, although they are off
  • Precise emission material was applied to the burned savage undead
  • Trader Rekt now remembers cursing players for not buying anything
  • Rebalanced values ​​for short grass due to peak normalization
  • Updated basic stamp with pure black alpha edges to improve blending
  • Concrete POI fastfood_01 under the pavilion instead of paved like other places.
  • Unlocked loot chests in house_modern_05 Level 3 POIs.
  • Now enable/disable jerky actions and save to save game.
  • Quickfire wooden bow with improved hand weapon synchronization
  • Procedural recoil reduction on all bows
  • Pipe MG synchronized reloading between handgun and fixed weapon
  • Synchronize AK47 ammo loading between handgun and fixed gun
  • Pistol blending fixes to prevent hands and weapons from syncing
  • Iron Crossbow no longer displays by default when Reflections are enabled
  • Added Pipe Rifle silencer model to the prefab
  • Fire Pump Shotgun weapon model syncs to hand when fully buffed
  • Fat Female Zombie (B) texture/lighting issue
  • The number of characters cannot be painted from the front
  • The Stun Wand can be charged by attacking anything during combat
  • Sticky arrows persist when switching game modes
  • Stretching fat cop nets during rag doll time
  • Heal others operating on vehicles and zombies
  • At certain points, players can reach a stacked drop distance without crashing
  • The speed of the saw chain increases rapidly.
  • Assertion failed during RWG generation
  • Mandatory update of material IDs for distributors to correct missing materials
  • Motorways sometimes go right through the outskirts of town
  • The entrance gate has only one motorway connection
  • Only large traders spawn
  • Some street exits are not registered
  • The side table lamp has no light
  • Zfighting on the spiral staircase
  • Junk turret laser segments through block/entity
  • Added new loot list with bedside open/close sound to prevent wooden desk from sounding like metal/filing cabinet
  • Prefabs with more than one tag will not appear in RWG
  • Random integer reels do not return the expected results
  • Flashlight suitable for holding unwrapped poses
  • Flashlight holding/attacking animations have been updated with new poses
  • Blow away the clouds in the snow biome
  • Sticker phone number changed to fake “555” and also optimized
  • Auto Shotgun no longer has Reflexes by default.
  • Shotgun ammo no longer gets stuck in the gun when reloading.
  • Clean bow and crossbow controls to prevent them from breaking while weapons are being drawn.
  • Magnum shells no longer stick to the weapon when reloading.
  • The Lever Action Rifle’s reload speed parameter is enabled for proper animation scaling.
  • Tom Clarke can now kill you as part of zombie and mob genre
  • Several new zombie variants have been added to spawn pools, burnt zombie spawn pools are now played since it became possible
  • Oven parts are too dark
  • More than 100% chance of dysentery
  • Automatically repair shotgun reflex ADS.
  • Armor crit against wrong reference color
  • Ice machine LOD issue:
  • Light material for office chairs
  • Modified skewed verbs cause sea ant / march on arch_window
  • Added tweaked and tuned cement/b/wood brick piles and a few new smaller debris pieces based on level design feedback
  • Wasteland Ruins
  • gas station_10
  • Misalignment collider causing color errors on parquet on some rotations
  • Broken beer cooler
  • Blobby billboard in the tree
  • Window Trim Bottom has some bad episodes that cause a lost triangle
  • Indestructible TerrBedrock mixed with car wash debris_1
  • Updated wooden walkway set to fix crashing and paint issues
  • Quick fixes for zfighting on small tubes until they can be reworked
  • Fixed collision with railings on metal_rail_diagon andstairs_railing_metal
  • Fixed strange shading on top and bottom of catwalk_metal_bent
  • Ant seam/march due to unaligned word transitions on arch_window
  • Problems with crashers on floating railings make painting difficult
  • UV issue with pole_support_1m
  • The adjusted number of stars on the flag is 50
  • 22 and 42 white oak prefab houses need LOD update
  • Flashing Messiah shotgun shield
  • Hunters Vol 3 magazine states that coyotes can be very aggressive in packs. They currently do not perform packet attacks
  • Stack of lockpicks in group is wrong
  • The list of attachments on the pipe gun is incorrect
  • Hero box in POI shop level 2autoparts_01 is locked
  • Robotic Sledge is too powerful * Previously on default settings, players would reach 100% with just one perk purchase. The rate of fire is slow, so even at all 5 ranks, if 8 zombies are running, some zombies will pass through the sled and approach the player.
  • ADVERTISEMENT for Lever Action Rifle Customization Reflexes
  • Updated leverage fade time when shooting/aiming in 3rd person
  • Leverage fire animation no longer shows a bullet being sucked back into the weapon
  • Fixed the hunting rifle left shoulder clipping issue
  • Added target in/out for Lever Action Rifle
  • Updated shotgun animation to hide stray bullets.
  • Fixed Hunting Rifles shaking while reloading
  • Fixed Auto Shotgun ADS artifact
  • The collider is adjusted on the stair’s hollow metal balustrade for smoother transitions
  • UV issues at 1/4_t_centered
  • UV issue with cube_trim_half_split_4sided
  • Modified skewed verbs cause a small gap in arch_3m_window
  • Misaligned matched movements cause a warping UV issue on Pole0.5m_plate
  • Animation with the new torch.
  • Adjustments were made to office_03
  • Increase/decrease frame rate to M60.
  • PO Box 02 is very dark
  • Spear added third-person static fire and set the mix to inactive for FP.
  • Updated Pipe Baton Fire animation time.
  • Changed action commands on Twitch to be case insensitive.
  • Texture/lighting issue with snow zombie and no radiance variation
  • Sharp edges on standard terrain used in world retouching tools
  • Normal Z demomap in metalness slot, incorrect material tonal values, color space balance
  • Bad UV on TreesDeadTree01
  • The number of quests required to complete the level has been reduced from 10 to 7.
  • Eye ambivalence between all types of radioactive zombies
  • Fixed UV issue with column50CornerSquareBottom and column50CenteredSquareTop
  • The AmmoGasCanBundle recipe only uses 80 oil shale pellets (ie 800 can cook 8000 regular bullets where the pack only has 1000).
  • Moved the combine engine to destroy events on decoCarMotorFlat and decoCarMotorFlipped
  • National Park signs may not be hit with weapons
  • Added custom pistol aim on/off.
  • Reworked the animation of the pipe gun to remove the weirdness of the bullet.
  • Adg timing when shooting/aiming pistol.
  • Failed to draw faces of wedge slope shapes due to face assignments
  • Mixed fixes for rifles caused ammo to get out of sync while reloading.
  • Adding the compound to the M60 aims to prevent wrist rollover.
  • Difficult to paint inside the left/right edge shapes of the awning
  • CommercialBlindTop grid problem
  • Moved back to cull LOD on prefabs .window
  • Bat zombie animation not working
  • LOD appears with block “cntStoreElectronicsBookShelfSpeaker”
  • The mod item in hand looks like a piece of skin to other players
  • Some Advanced Engineering cost reductions are not shown
  • CntDryerOpen blinks while LOD is changing
  • All metal outlines have been reworked and railings and collision grids aligned to prevent players from jumping on them
  • All metal railings and catwalk colliders have been redesigned for easier painting
  • Fixed Pipe Revolver weight issue.
  • Slight issue with Zombie Arlene, Nurse, Fat Hawaiian, and Yo
  • Adjustments to AR tactical entry/exit targets.
  • House_Modern_16 has a crashing issue (Hernan)
  • Destroyed concrete structure is missing in Diner_03
  • Fixed wrench when harvesting
  • CntBusShuttle, cntBusSchool, cntBusSchool white coated glass based on snow weather value
  • The bar stool is the wrong size
  • BarrelGenPrefab is associated with HazardBarrelsAcidOil instead of HazardousBarrelsCommon material
  • Removed the wrong icon and created a new one for cntBarrelGenSingle00
  • 3rd person rocket launcher reloads to match weapon animation
  • Fixed the merging of the spear pickup issue
  • Shiny biker prefab shows wild eyes
  • Missing HD Suit radiation materials and updated prefab
  • Theater_01 lacks carpet texture under some seats
  • Excessive abuse of auto triggers in POI fire_station_01
  • Missing texture in break room store_book_01
  • Bench cut into the wall at POI “store_bank_01”
  • The document settings on the book docking station have changed
  • Set the note entry to use the correct retention number for the book grid
  • Optimization of the sedan
  • Missing Glass Mesh reference for primary auto assembler
  • Rotation = 5 makes POI Faker wrong
  • Wilds spawn button when terrain type location list is empty
  • RWG .Random issue
  • Spotlight and MotionSensors now move to their last known rotation when fragment reload is not enabled
  • The Rocket Launcher does not show the mass damage of loaded ammo
  • Low to non-blocking damage when using a rocket launcher (HE ammo)
  • Specify hidden area / area on Keil60_incline_half_left
  • No player collision with new Gravestone blocks
  • Bring back the cliffs
  • Zfighting at barn_02 (window container/loot)
  • Zfighting at hoang_house_01
  • Hidden faces on b_destroyed01 and 02 when adjacent
  • Street tiles are not aligned vertically
  • Road stones are not aligned with the terrain
  • The Street Brick has unintended shortcuts
  • Memory bloat when working with images
  • Country roads are missing the end point
  • Prefabs spawn differently, even on the same seed
  • Seal the error with water
  • Size input fields fail with an empty string
  • Null ref when creating a new map in the Start Game window.
  • Unable to complete nail some chick challenge
  • No player collision with new Gravestone blocks
  • Converts HD rect from RMOS to RMOE
  • Enable the HD rect albedo albedo alpha channel for subsurface scattering
  • Police cars and black cars use wrong shaders
  • Burnt maple has a bad LOD
  • SocketException after RWG generation end
  • Burnt zombie eyes not visible at close range
  • Give position to Zombie Hazmat
  • Face drawing problem onstairs_filled_quarter_vertical_uv
  • Complete Tech Junkie 8 requires localization to unlock the recipe
  • Missing grid for all arrows (handheld/dropdown)
  • HD Burnt Zombie increases the albedo for light in the game
  • New chain link fencing material that is invisible at long range
  • Set the RMOE texture flag to sRGB
  • The canyon stamp has a clipped depth that prevents the colors of the foliage and the map
  • Added offset to Janitor Cart to prevent it from clipping into other blocks/walls
  • Wrong/mismatched color in POI Diner_02
  • Changed grid and collider names from B to N for paint on metal issues
  • Gas errors can get tight
  • The sparks visible on the charged stun baton will disappear after swapping items
  • Power Cutter Skill does not add stun duration
  • Inconsistency in localization format for painted textures (e.g. Old Wood vs. Old Wood)
  • Blade mod can be used on knuckles
  • XML typo in the item modifiers “modGunScopeMedium” and “modGunScopeLarge”
  • The hunter mod description regarding the tool is incorrect
  • HP loss when upgrading blocks with sprained/broken arms
  • Saturation and roughness of the blue metallic texture
  • Removed the albedo multiplier in the character shader to rebalance the in-game albedo intensity
  • Tier1_buried_supplies has wrong chance to spawn zombie (from 1 to 0.25)
  • Desert Vulture’s visor now spawns in the correct location above the silencer, flashlight/laser/reflector.
  • The player who placed the lantern now casts the shadow
  • “House_old_modular_01” Weak railing
  • Business_strip_old_03 Garbage Compressor has incorrect rotation
  • Abandoned_house_05 has a mismatched texture
  • Missing backsides of deprecated double-faced shaders
  • Missing backsides of deprecated double-faced shaders
  • Mesh Hole Workbench Model Block
  • Changed behavior when handling voxel faces on window_trim_bottom
  • Renew drywall ceiling
  • Bleeding light on decorative flashlight
  • Reworked UV grids and blocks in the farm to prevent fights
  • Rework meshes and UVs for trellis_diamond.FBX to prevent ZFighting
  • Fertighaus_old_gambrel_01 missing paint on the edge of the roof
  • Cut the monster closet in Bungalow_11
  • House_ranch_07 Spikes sliced ​​through the front door
  • Store_salon cntSmall
  • House_old_modular_05 cntDumpster cut through the fence
  • Unintentional air masses in the slab site “house_old_ranch_04”
  • Lack of material on the pallet box
  • Undesirable color / missing from “house_old_ranch_04”
  • Window on board_4 closes when driving on (cabin_08)
  • Modern house 16, wrong color box in the attic
  • Old farmhouse 03, bed will not activate
  • Missing color in prefab “bombhelter_01”
  • Some chimney cap designs have certain problems
  • Zfighting in the cemetery Prefab_02
  • Adjusted meshes on fences_broken_1 and 2 to prevent ZFighting
  • Removed the line for repairing flashlights with repair kits
  • 2 objects intersect in carlot_02
  • Incorrect texture on the ceiling of “fastfood_02”
  • Safe drawer / stuck in factory_lg_01
  • House modular 04 windows si problem
  • Church_01 is missing color on blocks
  • Abandoned_house_03 zfighting
  • Abandoned_house_03 cabinet clamp
  • The railing is causing problems when going through the door of Gone_house_01
  • The zombie nurse does not show fire motes
  • Added missing lower level to collision mesh for Burnt Wood Block 01
  • Admin Paintbrush plays animation 2x
  • Ambiguous message about privilege disabled by low attribute
  • Added xml, loc and symbol for woodRailingCNR to properly update to the new metalRailingCNR3d block
  • UV on funeral drawer
  • Fix the geometry on the window-centered shape
  • WoodRailingCNR has a different shader than other wood railings
  • Low resolution textures on electronic boxes
  • Problems with the assignment of drink menus and freezers
  • Set StabilitySupport on stumps to false to prevent blocks from being placed on them when the terrain is uneven
  • Fixed UV block downgrading for solidScrapIronFrameCNRRampFiller
  • Treasure Chests are immune to Violation Fees
  • Fixed ScrapIronFrameCNRRampFiller UV and icon issues
  • Changed the Funeral Supplies quest to use the Gathering Marker.
  • Spears stutter in flight and when stuck on moving objects for clients
  • The explosion and fire made the spears disappear
  • Some ammo types show 0% target armor
  • AOMv3 books and coffee have no effect on stone axes when increased by 10%
  • City tiles can overlap including/bisecting POI
  • XML for zombie wild variant hazmat
  • Fixed arrow position on steel arrow
  • City tiles can overlap including/bisecting POI
  • Hunger/Dehydration doesn’t affect the player much and is inconsistent
  • On-the-board buffs for all weapons. HP ammo has no disadvantages, AP is the best ammo.
  • Removed durability penalty from AP rounds
  • Hazmat Zombie is missing wild/radioactive variant, now spawns in game
  • Geoframe wood/steel shutters are no longer used.
  • Skyscraper 01 does not spawn in random generation
  • Plains trees look out of place in all biomes except snow
  • Wire tool mesh rebuilt to accommodate process wire configuration.
  • Updated frame area of ​​manhole animation.
  • Updated compound crossbow to properly aim the laser mod.
  • Adjusted the Compound Crossbow ADS to not obstruct vision.
  • Badlands terrain shows black around bedrock
  • Hunting Rifle hands no longer clip when reloading with scoped mod gear.
  • T1 loot rotation
  • Crossbow now shows the pen loading on the first take.
  • The seed can fail and stop the game
  • Different machines produce different POI lines/layouts
  • Missing POI in downtown tile
  • Vertically mounted blade traps are not always pink when needed
  • Adjusted animation on the roller door
  • water anomalies in RWG; storage and platform related issues
  • No pre-made previews are shown when creating a second world
  • RWG generation time is still a bit slow as it gets stuck in 98% of cities that generate a lot and sometimes don’t generate
  • City tiles can overlap including/bisecting POI
  • Cities still spawn in radiation zones
  • Part_farm60, which is used in many farms, does not respawn when searching at the POI, but disappears completely
  • Header and footer are too dark
  • Zombie Joe is too dark
  • The twitch window is no longer displayed in the dialogue system.
  • Some biomes do not have wild paths
  • Some biomes do not have cities
  • If there is no city in the biome in the RWG map, then there are no roads in that biome
  • In the current RWG, POIs and cities can spawn in irradiated areas
  • Remove all non-forest spawn points
  • Adjustable wooden pallet stacks, B stacks, can pallets and cardboard pallets to avoid vertical cuts
  • Burnt Zombie Radiated now has green glowing eyes
  • Zombie Skateboarder texture/lighting issue
  • RWG to distinguish between trail and path for POIs of vast wilderness
  • RWG creates wasteland spawn points
  • The excavation task uses ScoutGSList
  • In the current RWG, POIs and cities can spawn in irradiated areas
  • 0 version with shadow problem
  • Cartons with gloss problems
  • The problem of the shadow of the bird’s nest
  • Downtown_filler_plaza_04 Height problem with POI
  • Pallet blocks cut through shipping container blocks
  • Investigate the issue with the shader tile texture used in the prefab/playtest editor
  • Problem loading XUi control with parameter reference not closed
  • Exception if no ‘attFortitude’ is defined
  • Loading the UUI texture from file throws an error
  • In new games, players sometimes spawn in cars
  • Falling Debris Deals rapid damage during Fall Duration
  • Concrete only dries in the active area
  • Bedroll range only partially protects against quest resets
  • Crafted items are not properly tracked
  • Cut gambling successes in half
  • The internal scratching of the robot carriage causes NRE
  • If you move the prefab up/down too far in the prefab editor, the prefab will be stretched and broken
  • Playtest cannot be loaded for particularly large POIs
  • Ready-made playtest editor saves merged POIs
  • World Editor does not show “SAVE” message when saving
  • The message “Save Prefab” is displayed after the 2nd tool wire instead of above it
  • The out-of-the-box editor’s playtest button does not require saving changes before loading the playtest session
  • A demo for a newly created builder cannot be started without first reloading it
  • The frame of the selection field disappears when scrolling
  • In some cases, selection boxes start with the wrong box color
  • Disallow resizing of POIs in World Editor
  • The “Show Undrawable” setting in the pre-editor creates unwanted effects
  • Prefab Editor shows old locations after switching POIs with “Show Mission Loot” enabled.
  • Remapping the same prefab editor session is not automatically organized and causes exception spam on the client
  • Plants are not spawning correctly with prefab in gameplay
  • SHIFT CTRL V preview is shifted when origin changes in prefab editor
  • Exception attempting to run console commands while connecting to the server
  • IO error trying to load serveradmins.xml breaks main menu loading
  • Failed to start game due to invalid country code
  • Correct log output fails when reading a remote grid
  • The fast marker is hidden on the compass
  • Overlapping text in generator stats
  • Search does not store results on the workstation
  • Dropping something between the tool/fuel slots will drop it into the world
  • Using the carry command in the player’s inventory resets the blocking preview rotation
  • The radial menu controller opens the tip that shows LS instead of RS for the radial burner
  • Radial menus do not provide proper visual/audio feedback when using the controller
  • Category hotkey (trigger on controller) cannot be used to return to ALL categories in the display menu
  • Failed to switch from one tool tape track to another during radial opening
  • If you open a DebugShot window or console while an input field has focus, you must enter text in both places
  • The game options go from the hosts file to the individual client
  • The hotkey for the focus search field (“F” by default) is now active in the main menus
  • Clicking on two different UI elements too quickly is considered a double-click on the second element
  • Loading the wallpaper in the New or Continue game is not random
  • The server browser shows colors in world names
  • NRE when clicking on a slot the game stays blank
  • NRE on screen continues the game when returning from a very old version of the game
  • “The server has closed the connection” message after the player exits the game normally
  • Ragdoll mix can find itself like the bottom
  • Using the camera window will cause the interactive beam to collide with itself
  • UpdateLightOnAllMaterials Unnecessary updates are performed
  • Customers will not see burning zombies unless they face them
  • The Mutant Feral and Radiated versions spawn in the same game phase as by default
  • Molotov and Timed Charge are now used correctly
  • FPS drops sharply in inner cities
  • Hammer of Sledge Turrets will disappear when it reaches the edge of the screen
  • Exception trying to bind cursor up/down/right to an action in UI section control
  • Teleporting bosses failed the event.
  • Running away from bosses will no longer reward you with a crate.
  • Boss hordes should focus on the target player.
  • The group boss can fail if someone leaves the party.
  • If a boss despises it, remove the rest.
  • Wrong wording in Twitch settings for custom events.
  • Waypoints on user-generated maps do not display text
  • Rain can be seen in the POI
  • Fixed remnant_oldwest_07 z-fight
  • docks_03 in navezgane is almost full of water now.
  • There is no flame on the candle when equipped
  • Preview of wrong rotation display block for cabinet
  • Explosions still break water and drop blocks
  • The vehicle block may fail upon detonation
  • The AI ​​will not attack if blocked on a ladder
  • AI Path Mesh has ladder nodes missing from origin change
  • Docks_02 has SI issues with the bridge shield area.

Video tutorials about 7 days to die gibs

keywords:

keywords: #7daystodiealpha20, #7daystodiealpha20fechadesalida, #alpha20español, #alpha20actualizacionespañol, #7daystodienovedadesalpha20, #7daystodie, #alpha20, #alpha20fechadesalidaespañol, #a20fechadesalida7daystodie, #alpha20fechadesalida7daystodie, #7days, #7daystodiedesarrolladores, #7daystodiejuegocompleto, #7daystodiedevstream, #7daystodiegibs, #7daystodienuevamecanica, #7daystodiedirecto, #7daystodiemecanicaalpha20

Hoy vamos a reseñar las últimas transmisiones de los desarrolladores de la próxima actualizacion de la Alpha 20 para 7 days to die!

Hablaremos sobre la nueva mécanica que piensan implementar, el sistema GIBS una mejora del anterior sistema de corte de extremidades.

¿Qué os parece hacia donde va el juego? ¿Os gusta que se oriente a un juego de terror y gore o, por el contrario preferís un juego mas plano, como hasta ahora?

¡Espero que os haya gustado el video! No olvidéis dejar un like, eso ayuda un montón y, recordad que podéis suscribiros y, activar la campanita para que no os perdáis el próximo video.

¡¡Sígueme en otras redes para mas contenido y, no perderte nada!!

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keywords: #Is7daystodiegoodin2020, #is7daystodieworthplayingin2020, #7daystodie, #sandboxsurvivalgame, #zombiesurvivalgame, #7dtd, #bestsurvivalgames, #bestsandboxgames, #bestzombiesurvivalgames, #basebuilding, #lootershooter, #gamereview, #vressgames, #vress, #letsplay7daystodie, #7daystodiereview

As a departure from my usual content I wanted to talk about whether 7 Days to Die, the sandbox zombie horde survival game is any good in 2020. The game has been in early access forever, but that doesn’t mean that it isn’t incredibly fun to play with friends!

keywords: #7days, #7daystodie, #7daystodie, #7dtd, #7d2d, #horror, #thriller, #game, #gaming, #gamer, #pc, #steam, #earlyaccess, #survival, #surviving, #crafting, #openworld, #letsplay, #letsplay, #zombie, #zombies, #alpha18, #ps4, #ps5, #xbox, #console, #glock9, #neebs, #neebsgaming

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-https://www.patreon.com/glock9

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-https://twitter.com/glock9gamer

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-https://www.instagram.com/glock9gamer

SPECIAL THANKS TO PATRONS:

@ItsMIkeTwitch / Gray Zuko / Donna B / Eric Jensen / UtherTG / Christopher Jost / ClassicSteve / Mark Sargent / Philly / Mrs. Downs / Jurgita / SammieSunshine / Sean \u0026 Mary B / @DaniiiGriswold / CFAugurell / Siege Prime / Allycee2510 / BearCommander87 / Masturcheez / Kethric Wilcox Author / Red FX / Cheanlenu / Xer0One / Jennifer Fout / Meyoline / Tracy Mcclellan / Maedaelee / ZappyPit / ViciousViolette / Sylfre / Patrick Horton / MVP1528 / Omega0311 / Alvin Simmons / Sean Ahrens / Niklas Selamis / OP Chewy / BogToggle / Aiden Stace / Craz-Rayd8 / @JennaBaileey / Darren James / Stacie Cousineau / Jared Gray / Ryan Carll / Ryan Walker / Sean Higgins / Daniel Macintyre / Darrk Jesterr / Douglas Brouillard / Amy / Luigious / PB\u0026Justice / Hexiir / Daulton Mullen / Pistachio / Zachary Roper / Frank McKay / Jessica Valentine / Egdod / Aryon1969 / Michael Hughes / Michael Puckett / MeatLotion / GothicRider\u0026Pentals / Jakub Dabrowski / Luke Jarrett / RTMiller0315 / Kate Swanson / ZeBr00talOne / Greg Scott Bailey / Joshua Slack / Jacob Queen / Canaster_GP / Lady Lachlan / Austin Boles / Admiral PH9L / Samantha B / GamingSam / BMG Aradar / Saaie Vent / John M / Crystal Pedley / Onyoci \u0026 Sage / Jonathan Harris / RayCapetillo / TheNextDr930 / USNavy_Chief / Mathon_Jar / Laura King / Kevin Godwin / Blacolyte / Eric / NanLia / Thea Whalen / Sara Gonzalez / Thorsten Herbier / Brynn M / rsparkles / south rl / Akkiruk Savage / Kristina / Bill Pistulka / JTRW19 / Daniel Christensen / MeanDeanWeen / Rivistyx / Klas Karlsson / James Jacobs / Josiah Rosendahl / Christopher Leippi / Hunter Sterling / SmurfSmack / Laura Glenn / Canaster_GP / ChunkStew / Anonymousam93 / WHEL channel 666 Hell TV / Der-Wespe / Lexical Scope / AngrySuperMonkeyRage / Mark Pollard / PitBohl / FlowerShark / David Carey / Ben Goldsworthy / MarcusKane33 / Cornmeal OP / Zapboi / Judicator / Christian Quinn / Jared Lavender / Black_Raven / Jimmy Helmer / Tbaag / Andrew Falk / Joonas Jackson / Cameren Hicks / Smiddy / Humberto Haro / Sefo Rivera / Emn3 Gingee / Chase Flihan / DarkCasterGirl / Michael Vece / Bo Brinson / Malory Schlep / xXYer_GrandmaXx / Eduardo Estudillo / Oliboy978 / Ang Jewels / Brandon Gibbs / Scott Greenwood / CJ Schrum / Big Mike / Andrew Butters

Ghost Town Playlist:

-https://www.youtube.com/playlist?list…

MORE #7DAYSTODIE Playlists:

-https://www.youtube.com/channel/UC96H…

Thanks for watching!

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