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News | 7 Days to Die | The Survival Horde Crafting Game
Author: 7daystodie.com
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7 Days to Die: How to Defend Your Mine from Zombies
Author: screenrant.com
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Summary: Articles about 7 Days to Die: How to Defend Your Mine from Zombies Mining in 7 Days to Die can be made much easier when survivors take the time to place some defenses around the mine to prevent zombies from …
Match the search results: 7 Days to Die is available on Mac, PC, PS4, and Xbox One.
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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Match the search results: While we are not able to respond directly to comments submitted in this form, the information will be reviewed for future improvement.
Please use the inquiry form.
Gib mir die Hand – Ethik: Schülerbuch 7 / M7 Reviews & Ratings
Author: www.amazon.in
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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.
Match the search results: Compare Made of Plasticine (this is the video game equivalent) and Bloodier and Gorier. Compare and contrast Pink Mist, a tamer, more realistic phenomena usually associated with real-world head shots. See also the Chunky Salsa Rule, Overdrawn at the Blood Bank, and Gorn. And, of course, Bloody Hilar…
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Author: www.walmart.com
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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…
Gibbs, Pearl Mary (Gambanyi) (1901–1983) – Australian …
Author: adb.anu.edu.au
Evaluate 4 ⭐ (26360 Ratings)
Top rated: 4 ⭐
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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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Author: igs-hcmc.org
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Match the search results: Mondays to Thursdays 7:45 – 16:15 hrs
‘NCIS’ Says Goodbye to Leroy Jethro Gibbs & Mark Harmon …
Author: www.tvinsider.com
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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), …
Match the search results: NCIS, Mondays, 9/8c, CBS
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:
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:
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
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.
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?
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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!