7 Days to Die A21 Release Date

Hey folks,

the actual release might be very soon.

A21 Release Target Date: June 12 2023

CONFIRMED A21 FEATURES

  • Places of Interest
    • 100+ New places to explore
    • additional environmental storytelling in POIs
    • 100s of classic POIs updated to current standards
    • Many new T5 and T4 POIs
    • All POI's have a proper name
    • All trader compounds updated and enhanced
    • Huge tunnel in Navezgane
  • Art
    • Cars, Minivans, Police Cars, trucks, tractors, Fire Engines, Semis, Heavy Machinery, Forklifts
    • Improved glass shaders
    • Light emissive color matching
    • Improved reflections
    • Many new props for indoor and outdoor
    • A large variety of Posters and Pictures on walls
    • New forge model showing upgrades as they are slotted in
    • New workbench model shows visible indicator that crafting is happening
    • New signs for trader compounds
    • Lots of flavor art revealing backstories for the traders
    • Lots of small pipe variations for decorative purposes
  • Additional Advanced World Generation Options
    • Biome Percent Sliders (included in Alpha 20.6)
    • Option to hide map during advanced generation
  • Learn By Reading System
    • 23 new skills to govern crafting (photo in gallery below)
    • 23 new magazines added to loot
    • Perks no longer unlock recipes or govern crafting at all
    • The only schematics that still unlock recipes are mod attachments. 
    • Crafting skill is increased by finding and reading magazines
    • Skill increases unlock recipes at certain points as well as increase quality of crafting for items with quality
    • Each tech level has a separate range in the skill spectrum so that you have to work up through primitive tech and then iron tech and then steel tech and being able to craft a blue stone axe no long means you automatically can also craft a blue iron axe.
    • Some skills have 100 levels but others have less depending on how many unlocks there are for recipes and quality tiers.
    • A new skill page showing your progress has been added to the player interface (photo in gallery below)
    • Skill magazines can be found, bought, and/or received as quest rewards. The topic of the magazine matches the location you would expect to find it in the world.
    • Perks slightly affect the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world. It isn't a significant bonus but it does prevent the player from being screwed over.
    • When you max out a skill, that slight probability bonus granted by perks for finding the corresponding magazine for that skill drops off. The magazine will still show up randomly in loot but no longer have a boost. The probability boost for finding matching parts will remain.
  • Interactive Environmental Hazards https://www.youtube.com/watch?v=G0mgZ9zB9m4 
    • Flaming broken gas pipes blocking the way. A valve to turn off the gas flow is located elsewhere.
  • Doors
    • Double Doors
    • Partially damaged doors with large holes can be shot/meleed through to damage enemies on the other side
    • hundreds of door variations
  • Water Simulation
    • All new water coding--water is no longer a block but a water voxel
    • Water voxels flow into neighboring voxels that are marked to allow it.
    • Water can be in the same space as a block
    • Water does not flow or fall continuously like a river or a waterfall
    • Player movement in water has been enhanced
  • Armor -Pushed to A22 with bandits and character models
  • Drinking Water Rebalance
    • Murky water is the only water found in loot and water sources.
    • Empty Glass bottles removed from game to match all the rest of the containers in the game
    • Dew collector work station added
    • Players can drink murky water directly from water sources with empty hand by pressing "e".
    • Drinking murky water causes 5 hp of damage and has a chance to give dysentery
    • Pot is now required to boil murky water into boiled water
    • Glue crafting taken into consideration
  • Spears
    • Spear damage increased
    • Spear power attack is a thrust instead of a throw
    • Throw attack for spears removed
  • Chunk Reset Option
    • Default is disabled
    • Options for days all the way up to 70 days
    • Chunk resets to its pregenerated state if no player has entered the chunk after the number of days selected.
    • An active LCB or bedroll will prevent a chunk from resetting.
  • Trader Changes
    • New Trader compounds
    • Trader inventories rebalanced with the new crafting progression
    • Removal of Secret Stash
    • Further specialization of traders and what they carry
  • Electricity Changes
    • Wires only visible when holding wire cutting tool
  • Player HUD changes
    • Danger Meter added to show danger level of biomes and POIs
    • Crafting Recipe Tracker can be toggled to show on the HUD to help players as they gather materials needed for crafting
    • When crafting, the player can select on the hud the quality level they would like to craft as long as it is equal to or less than what they've learned.
    • An armor state indicator to warn when your armor durability is low.
    • F7 now supports interacting with objects so the entire HUD can be removed for cinematic play.
  • Perk Rebalancing
    • Sexual T-Rex removed. Stamina improvement now incorporated into the separate perks for each relevant weapon
    • Each attribute will get its own version of Flurry of Blows as an additional perk for the melee weapons within that attribute
    • Grease Monkey now increases the amount of health that repair kits restore to vehicles. (One repair kit no longer restores a vehicle back to max health)
    • The cooking perk speeds up cooking times
  • Vehicle Changes
    • Repair kits restore a fixed amount of health and each level of Grease Monkey adds 10% of the vehicle's total health to the amount restored.
    • Increased vehicle damage to blocks, terrain, and entities by various amounts.
    • Increased vehicle damage received from collisions by various amounts
    • Improved vehicle block collision calculations
    • Greatly increased damage given and received to and from block collision.
    • Increased bicycle, gyro, and 4x4 health
    • Vehicle spark effects on bigger self damage hits
    • Vehicle blood splatter effects on high damage collisions with entities
  • Entity Activity Throttling System
    • Zombie pathing updates less frequently (server-side) based on distance from player
    • Jiggle components disabled (client-side) based on distance from player
    • Each player can always have some fully simulated zombies
    • Helps with large numbers of zombies from Blood Moon & sleeper volumes
  • New Terrain Tool
    • Sphere-shaped brush with adjustable size
    • Grows terrain in all directions instead of just upwards
    • Can fill space with any block (including non-terrain)
    • Undo function
  • Graphics Improvements
    • Shadows re-enabled on grass, based on quality settings
  • Quests
    • New quest type: Infested Clear
    • Infested quests increase the Tier level of the quest by one level and greatly increase the number of zombies.
    • T5 infestation quests are therefore considered T6.

ROADMAP TO GOLD AND BEYOND

  1. Bandits
  2. Armor
  3. Weather
  4. Factions & Story
  5. Steam Workshop Support

Source: 7dtd Forums