7 Days to Die A21 Official Release Notes

Hey Survivors,

It has been a while since our last major release, December 2021 to be exact. For a year and a half, our growing team has been working hard to bring you Alpha 21. This Alpha delivers more polish, optimizations, updates, quality-of-life improvements, new content, new features, and new gameplay systems than ever before. We say it every Alpha, and we will say it again, this is the biggest and baddest version of the game to date.

If you have never played 7 Days to Die or you have not played it for a while, you’re going to want to check out Alpha 21. Pushing hard towards the Gold Version, this impressive mountain of work could only be achieved by the lengthy, iterative, development style we have gone through. The Fun Pimps dream big and know that nothing of this magnitude comes overnight. Building on an already solid foundation, this update sets the bar even higher for the sandbox, survival, simulation, RPG game genre.

We are very proud of the work, passion, and dedication our team has poured into 7 Days to Die and we hope you enjoy Alpha 21 as much as we have.

The Fun Pimps Team

Environment Art

The environment team has been heavily focused on the design, production, and implementation of hundreds of new high definition and physically based assets to help the world feel more believable and immersive. Additionally, new and updated shaders add a finishing touch to the environments. Below are a few categories of props that have been updated.

  • Ramp Kits
  • Platform Kits
  • Wall Kits
  • Trader Location Props
  • Military Props
  • Biohazard Props
  • Nature Props
  • Doors
  • Signs
  • Industrial Props
  • Commercial Props
  • Church Props
  • Medical Props
  • Construction Props
  • Furniture
  • Lighting Props
  • Static Vehicle Props
  • Wall art
  • Player Vending Machine
  • Workbench Workstation
  • Forge Workstation
  • Chemistry Workstation
  • Campfire Workstation
  • Hero Loot Containers

Graphic Design Art

The graphic design team has been crafting a large amount of high quality graphical elements that breathe life and storytelling into the world. Keep and eye out for these graphic elements listed below.

  • Food Labels and Posters
  • Calendars
  • Wall Art
  • Schematics
  • Tractor Logo
  • Trader Flag
  • White River Flag
  • Liquor Packaging
  • Magazines
  • Workstation Elements

New Doors

Introducing an exciting range of new doors, including the much-anticipated double doors! These numerous additions bring a level of detail to in-game locations that were previously unimaginable. Moreover, players can now enjoy updated craftable door options, expanding their repertoire of door types to choose from. As an innovative feature, doors gradually deteriorate as they sustain damage, resulting in visible holes that can be utilized for shooting or melee attacks. Be cautious, though, as certain doors may develop holes large enough to pass through without being completely destroyed. Exercise caution and strategize accordingly!

Loot Container Changes

When emptied, smaller containers such as trash bags, backpacks, and bird nests will now be destroyed. On the other hand, larger containers like clothing racks, desks, filing cabinets, and gun safes will transition to an open state once they have been emptied. This update brings a more realistic and immersive experience, as players can observe the visual representation of empty containers while navigating the game world.

World Water

We’ve made visual improvements to prevent water from clipping through semi-solid block shapes, such as thin or rounded wall segments. Under the hood we’ve overhauled water simulation to improve performance, reduce networking traffic, and provide more consistent and natural flow behavior, particularly with respect to large bodies of water such as lakes and rivers.

Hazards

The game has received an exciting update with the addition of a hazard system. This latest release introduces flame hazards that must be deactivated within specific locations in order to advance on your path. While active, these hazards will unleash intense fire damage upon anyone or anything that dares to approach too closely.

Gore

More zombies now utilize the new gore system. 

New & Overhauled Locations

Every Point of Interest (POI) in the game has been improved with the massive amount of new art props and 692 new shapes added to Alpha 21. It is a complete overhaul of the art and gameplay experienced in each location.

  • All Trader locations have been entirely reworked with custom art
  • There are over 75+ pure new questable POIs
  • Most POIs (Nearly 400) now support the new Infestation Quest type
  • New parts & RWG features – Roadside POI spawns
  • Navezgane has gotten a quite a bit of updates
    • Terrain updates
    • New POIs added
    • perishton_city_blk_01 through 05 (Overhauled Tiles)
    • perishton_city_blk_06 (New Tile)
    • perishton_tunnel_01 & 02 (New Remnant)
    • departure_city_blk_plaza (Overhauled Remnant)
  • More than 200 POIs have been added or completely overhauled. And every POI in the game has been updated with new Art and Shapes: Some notable POIs include:
  • Tier 5 POI’s
    • apartments_02 – “Vanity Tower” (New)
    • factory_01 – “Shamway Factory” (Overhauled)
    • house_modern_23 “Dr. Karen Higashi Residence” (Overhauled to Tier 5)
    • hospital_01 (Overhauled)
    • installation_red_mesa (Overhauled to Tier 5)
    • nursing_home_01 – “The Last Sunset Nursing Home” (New)
    • prison_01 – “Navezgane Corrections” (New)
    • prison_02 – “Navezgane County Jail” (New)
  • Tier 4 POI’s
    • bowling_alley_01 “Pineballs Bowling” (New)
    • downtown_strip_04 – “Joe’s Junction” (Overhauled to Tier 4)
    • house_modern_24 “Jeffelon Zuckergates Estate” (New)
    • junkyard_01 “Ecotrash Recycling Center” (New)
    • roadside_checkpoint_01 “NDC Checkpoint One” (New)
    • roadside_checkpoint_03 “NDC Checkpoint Three” (New)
    • roadside_checkpoint_04 “NDC Checkpoint Four” (New)
    • roadside_checkpoint_05 “NDC Checkpoint Five” (New)
    • utility_electrical_co_02 – “Hybrid Energy” (New)
  • Tier 3 POI’s
    • apartments_03 – “The Bend Apartments” (New)
    • army_camp_04 – “Fort Razor” (New)
    • bowling_alley_02 “Ballzstrike Bowling” (New)
    • commercial_strip_03 – “Vick Garrison’s Pedipawn” (New)
    • countrytown_business_11 – “Midway Clinic” (New)
    • countrytown_business_12 – “Jim & Tim’s Bullets and Booze” (New)
    • country_junkyard_02 – “Atlas Metal Co.” (New)
    • commercial_strip_05 – “Elzner’s Emporium” (New)
    • downtown_strip_12 – “NFD Downtown HQ” (New)
    • fastfood_06 – “The Burgcaneer” (New)
    • gas_station_12 “Pass N Gass Plaza” (New)
    • house_modern_26 (New)
    • motel_04 “Greg’s Motel” (New)
    • office_05 – “Tri-Med Group” (New)
    • office_06 –  “Abandoned Office Building” (New)
    • police_station_03 “NPD 3rd Div.” (New)
    • post_office_02 “Post Office #2” (New)
    • radio_station_01 “KZL Radio Station” (New)
    • ranger_station_01 – “Ranger Station Alpha” (Overhauled)
    • ranger_station_07 “Ranger Station Golf” (Overhauled)
    • rest_area_05 “The Road Gentleman Truck Stop” (New)
    • roadside_checkpoint_02 “NDC Checkpoint Two” (New)
    • school_daycare_02 “Poopy Pants City Daycare” (New)
    • store_discount_01 “Three Dollar Store” (New)
    • utility_substation_01 “Hybrid Energy Substation #1 (New)
    • warehouse_08 “Johnson’s Warehouses” (New)
    • weigh_station_01 (New)
  • Tier 2 POI’s
    • apartments_04 – “The Budget Borrows” (New)
    • bank_01 – “Piggy Bank” (Overhauled)
    • cabin_13 “The Gladue Residence” (Overhauled)
    • cabin_17 “The Engall’s Residence” (New)
    • cabin_18 “Our Best Moments” (New)
    • commercial_strip_04 –  “Smorgasbord Square” (New)
    • downtown_building_04 – “Blaze & Burns Offices” (New)
    • downtown_building_05 – “Bombshell News” (New)
    • downtown_parking_lot_01 – “Downtown Evacuation Point” (New)
    • farm_14 – “Hersh Farm” (New Tier 2)
    • fastfood_07 – “NEW Mamma Pizza” (New)
    • house_burnt_02 (Overhauled)
    • house_modular_04 – “The Wagner Residence” (Overhauled)
    • house_old_tudor_04 – “R. Thornbury Residence” (Overhauled)
    • industrial_business_08 – “P&B Machining Co.” (Overhauled)
    • parking_lot_02 – “Mobile Field Hospital” (New)
    • radio_station_02 “ZMB Radio Station” (New)
    • ranger_station_06 – “Ranger Station Echo” (Overhauled)
    • rural_outdoor_wedding_01 “Bell Lake” (New)
    • roadside_restaurant_01 “The Wagon Diner” (New)
    • school_daycare_03 “Fun-Gi Daycare” (New)
    • store_bakery_01 “Ma Baker & Sons” (New)
    • utility_substation_02 “Hybrid Energy Substation #2 (New)
  • Tier 1 and Remnant POI’s
    • church_02 “Old Creepy Church” (New Tier 1)
    • countrytown_business_10 – “Bobcat Bar” (New Tier 1)
    • fastfood_05 – “Beavers” (New Tier 1)
    • fastfood_01 – “Prowlin Petes” (Overhauled Tier 1)
    • fastfood_02 – “Hurry Harrys” (Overhauled Tier 1)
    • fastfood_03 – “Blue Birdie” (Overhauled Tier 1)
    • house_construction_04 “Deracinated Domicile” (New Tier 1)
    • house_modern_25 “Rosilyn Residence” (New Tier 1)
    • house_modular_05 – “The Gilbert Residence” (Overhauled Tier 1)
    • house_modular_07 – “Spark’s Place” (Overhauled Tier 1)
    • motel_05 “Motel Eight” (New Tier 1)
    • park_02 – (Overhauled Remnant)
    • park_03 – (New Remnant)
    • parking_lot_03 – “ParKing Lot” (New filler)
    • park_basketball (Overhauled Remnant)
    • radio_station_03 “KZZ Radio Station” (New Tier 1)
    • ranger_station_02 – “Ranger Station Beta” (Overhauled Tier 1)
    • ranger_station_03 – “Ranger Station Charlie” (Overhauled Tier 1)
    • ranger_station_04 – “Ranger Station Delta” (Overhauled Tier 1)
    • ranger_station_05 – “Ranger Station Foxtrot” (Overhauled Tier 1)
    • remnant_burnt_09 (Overhauled Remnant)
    • remnant_burnt_10 (New Remnant)
    • remnant_downtown_filler_03 (New Remnant)
    • remnant_waste_18 “Pristine Health” (New Remnant)
    • remnant_waste_19 “Wasted Office Suites” (New Remnant)
    • rest_area_01 (New Remnant)
    • rest_area_02 (New Remnant)
    • rest_area_03 (New Tier 1)
    • rest_area_04 “Buy N’ Go Rest Stop” (New Tier 1)
    • store_grocery_04 – “Moe’s Grocery (New Tier 1)
    • store_grocery_05 – “Boe’s Market” (New Tier 1)
    • store_grocery_06 – “Joe’s USA (New Tier 1)
    • survivor_site_05 – “Mercy Point Camp” (Overhauled Tier 1)
    • survivor_site_06 – “Hog Foot Village” (Overhauled Tier 1)
    • survivor_site_07 – “Camp Carhwal” (Overhauled Tier 1)
    • survivor_site_08 – “The Simmons Shanty” (Overhauled Tier 1)
    • survivor_site_11 – “Cabin Retreat (New Tier 1)
    • utility_substation_03 “Hybrid Energy Substation #3 (New Tier 1)
    • wilderness_filler_01 “Shady Slaughter RV” (New Filler)
    • wilderness_filler_02 “Eerie Echoes Campsite” (New Filler)
    • wilderness_filler_03 “Hermit Hollow” (New Filler)

POI and Biome Difficulty Improvements

When you enter a POI, a HUD pop up will display its name and difficulty tier which is represented by the number of red skulls. These POI names will also appear on the quest text at the trader. 

When you enter a Biome, you will see the biome difficulty represented by the number of orange skulls.

  • Forest – 0
  • Burnt (Navezgane Only) – 0.5
  • Desert – 1
  • Snow – 1.5
  • Wasteland – 2

The overall difficulty of the POI and Biome is represented by the number of Red and Orange skulls combined.

With this in mind, the same POI in the wasteland will be more difficult and have higher game staged enemies and loot than the same POI in the forest.

We also have fixed a bug with party game staging. Parties now work as designed and have balanced game staging to provide a better scaled challenge.

POI Localization

Points of interest (POIs) have undergone localization, receiving easily understandable and relatable names. These new names are not only incorporated into the quest system, but are also displayed on the upper right corner of the screen, above the Quest and Recipe Tracker.

Furthermore, if you backed the Kickstarter campaign and pledged for location naming, you will now have the privilege of having a POI named after you.

Infestation Quests

We have added a new quest type we call Infestation which starts at Tier 2. The system takes a supported POI and adds a +1 to its Tier. In an Infestation Quest, the zombie counts are multiplied to create a greater challenge. At the end, it will reward you with a special loot box, almost always found in the loot room. This left Tier 5 POIs with infestation in a bit of a pickle. Tier 5 POIs as an Infestation Quest, can now be found as Tier 6 difficulty POIs.

Random World Generation Update

Random World Generation (RWG) has gone through the biggest iterative updates to date. We have learned something from every previous version we have done so far. It’s not easy to create something nobody has done before, but we are committed to creating Random Generated Worlds better than anyone on the planet and we think you will agree when you play the latest Alpha 21 Random Gen. 

The latest release focuses on improving RWG speed, visuals, POI placement, and adding new features to enhance the player experience and addressing several bugs.

Many notable improvements include:

  • RWG creation speed has been greatly improved. Generation speeds up to 4 to 5 times faster than before have been seen in some cases.
  • Merging highways between gateway tiles and township rural tiles has been added
  • A new scoring system for prefab pick ordering, xml entries to help control overall placement, spawn weights, and min max counts ensure POI’s don’t repeat too often.
  • Country Tiles have been added which give the rural areas more believable surrounds for POIS to spawn
  • Road smoothing has been greatly improved.
  • A new street tile system that uses an overworld grid to allow for more concise placement of wilderness, towns, and highways.
  • A “New Game” button has been added to the Advanced Generation screen to allow players to immediately play the map they have generated without having to remember the map name.

Chunk Reset System

We’ve added a new advanced game option called “Chunk Reset Time”. Enabling this setting will cause chunks to be reset to their original states when left unvisited for a specified in-game duration. Land claims, bedrolls, and other important player-owned objects such as backpacks and vehicles will prevent nearby chunks from being reset; so you don’t have to worry about your home base disappearing, or logging in to find your 4×4 exchanged for a tree which regrew in its place. However, loot containers and workstations which are not within a protected area can be reset, so players who use this feature must be mindful of where they store their valuables.

In effect, this feature allows previously-visited locations to respawn their loot and recover from destruction whilst the player is away. It also helps to reduce save sizes by clearing out stored data for the reset chunks until they’re revisited.

The setting is disabled by default, but can be configured at will in the Advanced tab of the New Game and Continue Game menus.

Survival Rebalance

  • To enhance the survival experience, water collection has been rebalanced by removing empty jars and cans.
  • Boiled water now requires a cooking pot to craft in the campfire.
  • Most “clean” water and drinks have been extremely lowered in loot.
  • A new Dew Collector workstation has been added to provide clean drinking water.
    • Crafted in the player backpack, players will need to visit a trader to obtain a key component: a water filter.
    • Water is slowly accumulated over time at a rate of approximately 3 jars every 24 game hours.
    • Players can place multiple Dew Collectors
    • DewCollectors must have a clear view of the sky.
      • Bars and other “see-through” shapes are acceptable to be placed above.
  • Drink Vending machines have had quantities increased including specialized drinks.
  • Due to water used in crafting, glue has been increased in loot, quest rewards, and trader inventories.

Crafting Skills System

Crafting unlocks have been moved out of the Perks System and into a new Crafting Skills System. Players will need to read various quantities of Crafting Skill Magazines in order to progress through the crafting tiers. These magazines are found in loot containers, zombie loot bags, air drops, given as quest rewards, or sold by the traders.

The Crafting Skills System solves two issues:
1. Players won’t be able to skip the progression of tool and weapon tiers.

  • Previously, players could max out a perk’s crafting quality unlock with primitive tools and weapons and then instantly craft higher tiers once the materials were found or unlocked. A good example of this would be a stone ax that could be crafted at quality 5, but then iron and steel pickaxes could be crafted at that same quality level.

2. Removes the crafting unlocks from perk classes

  • Players are no longer required to perk into various classes to obtain the unlocks. All crafting skills can be unlocked by all players.
  • The unlocks are removed from perks, however, each level of a perk will give a probability boost to certain magazines. An example would be the perk Boomstick giving a boost to finding more of the Shotgun Weekly magazines. Boomstick will also boost shotguns, shotgun parts, and the various types of shotgun ammo found in loot.

Perk Overhaul

With crafting unlocks moving to the new Crafting Skills System, perks have been overhauled to be more streamlined for each class.

  • Sexual Tyrannosaurus has been moved to each weapon perk. Players no longer have to perk into Strength to get the stamina benefits of ole Sexy T. Want better stamina with clubs? Put perk points into Pummel Pete and keep from getting winded too soon.
  • Flurry of Blows has been moved into each Attribute as a new perk.
    • Perception: Quick and Perceptive – Increases the attack speed of spears
    • Strength: Big and Fast – Increases the attack speed of clubs and sledges
    • Fortitude: Lightning Hands – Increases the attack speed of fists and fist weapons
    • Agility: Whirlwind –  Increases the attack speed of knives
    • Intellect: Calculated Attack – Increases the attack speed of batons
  • Physician perk has gained the ability to treat sprains and give more XP when using healing items. Dismemberment gets a boost with batons on level 4 while level 5 has a chance to instantly kill the target with a stun baton.
  • Master Chef allows players to cook faster with each level.
  • Lock Picking moved to Intellect
  • Grease Monkey grants the ability to use fewer repair kits when repairing vehicles
    • Zombies and animals are now killed nearly instantly when hit by a vehicle, but the vehicle takes more damage than previous versions.
    • Vehicles also take more damage when hitting objects or taking hard landings.

Perk Book Reworks

  • Spear Hunter Vol 3 changed from Steel Spear Unlock to Bleeding Damage
    • Spears have a 25% chance to cause bleeding damage.
  • Spear Hunter Vol 4 changed from Strong Arm to Kill Move
    • Power attacks do 50% more damage to downed targets.
  • Spear Hunter Vol 6 changed from Punctured Lung to Penetrating Shaft
    • Power attacks now penetrate and damage multiple enemies.
  • Spear Hunter Complete
    • Primal Kill: Kills with spears refill your stamina.
  • Automatic Weapons Vol 7 changed from M60 Unlock to Hip Fire
    • Aiming from the hip with greater accuracy can save your ass in close quarters situations.
  • Batter Up Vol 2 changed from Gear to Stealing Bases
    • Sprinting with a club drawn in combat uses 20% less stamina.
  • Batter Up Vol 6 changed from Bat Unlock to Foul Balls
    • Power attacks with clubs have a 20% chance to ragdoll enemies.
  • The Great Heist Vol 3 changed from Timed Charges Unlock to Gold Rush
    • Find 10% more dukes and old cash
  • The Great Heist Complete
    • Find 20% more lockpicks in loot
  • Art of Mining Vol 7 changed from Mining Helmet Unlock to Damage
    • Mining tools do 10% more block damage.

Perception and Spear Overhaul

It is mind blowing how powerful Rifles are now…literally. Pop zombie heads with ease with a boost to head shots when using the pipe, hunting, lever action, and sniper rifles.

The spear has gotten a rework. After much consideration, we decided to make it work like other weapons and exchanged the throw for a power attack. This makes the spear a much better sneak attack weapon and players do not have to worry about losing their fully modded spear when thrown. With the new door damage, 

Recipe Tracker

Having trouble remembering that recipe? Well, in Alpha 21, players can track recipes while out collecting resources. Items are tracked in a list shown in the upper right hand side of the screen. When the correct quantities are collected, the items will be highlighted in green. When all items are collected, a tool belt message will appear letting you know the item can be crafted.

Crafting Quality Selection

It’s likely that you’ve encountered a common problem: after gathering the necessary materials and components to craft your tool or weapon, you’ve invested additional points into the relevant skill, only to discover that the newly unlocked quality requires more materials than you currently possess. However, this predicament is no longer a concern, as you now have the ability to choose the desired quality of the crafted item, granting you control over the amount of materials invested.

Loot Balancing

Considerable attention has been devoted to achieving balance in various aspects of the game. This includes fine-tuning the availability of food and water, ensuring quest rewards are appropriately balanced, refining trader inventories to offer a fair selection of items, and the distribution of crafting skill magazines. 

Starter Quest 

The introductory quest has undergone simplification to provide a step-by-step breakdown of the initial stages of the game. Through user-friendly instructions and onscreen assistance, both novice players and seasoned veterans will be effortlessly guided to swiftly accomplish the initial milestones of their gaming experience.

HUD-less Mode

For those looking for a more immersive gameplay, players can now hide the HUD by pressing F7 one time. This mode will now allow players to remove the HUD, but still be able to interact with doors, loot containers, vehicles, and more. Pressing F7 again will change to “picture” mode that hides ALL HUD elements. Pressing F7 a third time will go back to default. 

Spawn Near Backpack

In this latest update, an exciting new feature has been introduced for respawning after death. With an active bedroll, players now have the choice to respawn in close proximity to the location where their backpack is found. This convenient option enables players to swiftly retrieve their lost loot without the need to place a new bedroll, as the primary purpose of bedrolls was not originally intended for this particular function.

Vehicle Damage

  • Vehicle collisions take more damage, but also cause more damage, so repair kits are more relevant to game play.
  • Repair kits repair a fixed amount of damage instead of all vehicle damage
  • New blood splatter when hitting entities
  • Improved ragdoll hits and can cause dismemberment on hit entities
  • Additional spark effects when hitting blocks
  • Improved block collision damage calculations

Wandering Hordes

To promote engagement and encourage players to confront wandering hordes, we have implemented an increase in the chances of loot bags dropping from these encounters. This adjustment aims to incentivize players to actively engage with wandering hordes instead of allowing them to pass by without engagement. Furthermore, an additional improvement ensures that wandering hordes will no longer occur just before the commencement of your blood moon event, providing a more balanced and predictable gameplay experience.

Twitch Extension

We’ve added a new Twitch extension to allow viewers to interact with the streamer without cluttering up the chat. This allowed for the addition of more advanced actions that cost Bits. We’ve also added Presets to customize your integration experience. Custom Events have also been added for Twitch events such as Subs, Gifting Subs, Raids, Hype Trains, and Channel Point Redeems.

Performance & Optimizations

  • Unity version update
  • Window block optimizations
    • All Windows have been converted to shapes which are more performant.
    • Full windows downgrade to broken.
    • Broken and Empty windows upgrade to Full.
    • Only Full windows can upgrade material.
  • Improved prop LOD transition values by adding LOD categories so similar props cross fade at the same distances. They also cull at more relevant distances which improves performance.
  • Trees (adjustments to meshes and settings for better performance)
  • AI can handle more zombies by throttling their activity based on distance to player
  • AI pathing can handle many more paths per second
  • Less memory use
  • A variety of other small performance optimizations

Networking Improvements

  • Greatly reduced network traffic
  • Entities have variable update rate based on distance

There have been a number of improvements and optimizations made for a smoother multiplayer experience. Character animations and ragdolls now sync smoothly while behind the scenes many optimizations have been made to create a more in-sync experience while also greatly reducing the overall network traffic while playing. This includes a new prioritization system that can increase the rate of server updates for specific entities based on their proximity to players.

Server Administration and Multiplayer

WebDashboard

The old Web control panel for the server has been removed in favor of a new Web Dashboard. This is the first step of bringing over what has previously been known as Allocs Server Fixes, providing Web based APIs for interacting with the server as well as a browser interface to those features. Compared to the old mod this interface currently lacks all of the APIs that provide information on players.

This new Web Dashboard is currently provided as a mod shipped with the dedicated server version in order to be able to speed up iteration times independently of the actual game releases when improvements are made or fixes integrated.

If you were previously using the control panel to automate server tasks you will need to switch over to the new API system:

  • Normally you define API tokens in the serveradmin.xml or via the ‘webtokens’ command, but you can also define one API token on the command line with the ‘-webapitokenname=x’ and ‘-webapitokensecret=y’ arguments which will define a single token with permission level 0
  • The API endpoint to issue commands is ‘/api/command’. The token name and secret need to be passed as HTTP headers ‘X-SDTD-API-TOKENNAME’ and ‘X-SDTD-API-SECRET’. The request needs to use the POST method and contain a JSON body consisting of ‘{“command”: “command to execute”}’

There are new config options related to the dashboard:

  • ‘WebDashboardEnabled’ toggles the whole system on or off
  • ‘WebDashboardPort’ specifies the TCP port to run the interface on
  • ‘WebDashboardUrl’ should contain the full URL that points to the dashboard, e.g. to a reverse proxy forwarding to the internal dashboard, like ‘https://proxydomain:8000/’. If the server can be reached with its public IP directly this value can be left empty
  • ‘EnableMapRendering’ decides whether the game renders the map tiles to corresponding images that can be seen on the Web Dashboard or used with other tools to get a full view of the discovered game map.

Mumble Positional Audio

Alpha 21 brings support for Mumble’s Positional Audio feature. This means once it is enabled in the game audio settings and in your Mumble client you can play with your friends and hear in which direction they are from your view and get to hear them louder or quieter depending on their distance. Detailed setup instructions can be found on this Wiki page.

Other changes

  • Now allows changing gamepref ServerPassword during an active server session with the SetGamepref console command
  • Added “teleportpoirelative” / “tppr” command to teleport to relative coordinates inside the current POI
  • UserDataFolder and SaveGameFolder now allow paths relative to the game files root (like “MyData/Saves” would refer to the “/MyData/Saves”)
  • Serverconfig.xml changes
    • Removed options ‘ControlPanelEnabled’, ‘ControlPanelPort’, ‘ControlPanelPassword’
    • Added: ‘WebDashboardEnabled’, ‘WebDashboardPort’, ‘WebDashboardUrl’, ‘EnableMapRendering’ (see text above)
    • Added: ‘AllowSpawnNearBackpack’ – lets players choose to spawn near their backpack on death if enabled
    • Added: ‘MaxQueuedMeshLayers’ – Memory vs chunk generation time tradeoff
    • Changed: ‘AirDropMarker’ defaults to enabled now
    • Changed: ‘DynamicMeshLandClaimOnly’ defaults to true now
    • Added: ‘MaxChunkAge’ and ‘SaveDataLimit’ (see section on the new Chunk Reset System)

Modding Notes

  • Game updated to Unity 2021.3.19
  • Updated HarmonyX to 2.10.0
  • Added a popup to the main menu when mods with custom code were found during loading but EAC is active
  • Added support for ModInfo format v2. It is recommended to migrate mods to use that format as this will be a requirement later on. Format specification
  • Support for new XML patch operation “csv”:
    • Manipulate elements like tags
    • Requires attribute “op” being either “Add” or “Remove”
    • Optional attribute “delim” containing a single character. If not specified defaults to comma “,”. Has to match the delimiter used in the list you want to patch
    • Text of the element specifies the value(s) to add or remove, separated by the same delimiter specified
    • Remove supports wildcard in the beginning and/or end of the name, so a name can be e.g. “ammo*” to match all names starting with “ammo” instead of an exact match
    • Adding does skip names that are already in the patched list, e.g. patching “sight,movement,melee,bullet,arrow,rocket” with adding “player,bullet” would only add “player”, not “bullet” as it is already in the old list
  • Block class PlantGrowing with IsRandom set to true:
    • Now works in unloaded chunks
    • ‘PlantGrowing.GrowthRate’ property defines the mean value
    • New property ‘PlantGrowing.GrowthDeviation’ is a factor defining the min/max deviation from mean. Defaults to 0.25
  • XUi Credits controller now supports loading custom credits XMLs. Also supports multiple templates for categories/credit lines
  • News controller now supports loading custom newsXMLs. Also supports limiting to specific platforms or device types and entries that only show up once the date+time is met
  • Changed code loading:
    • A single DLL can now have multiple IModAPI implementations
    • Multiple DLLs are supported for IModAPI and game classes
    • All DLLs from all mods are loaded first before iterating classes so that mod load order does not affect resolving referenced types across multiple mods
  • Console command ‘exportcurrentconfigs’ now opens the dump folder in the explorer
  • New console command ‘damagereset’ to repair all blocks in a POI
  • Game command line argument ‘-quick-continue’ allows bypassing the main menu and directly continuing with the last played save
  • Game launcher now supports the new arguments ‘-logpath ’ and ‘-forceeac
  • Game launcher now supports the new argument ‘-skip-launcher’ to not show it even if it would be shown by default (e.g. because of its “Show launcher everytime” option)
  • World’s prefabs.xml is now always saved with y-offset based positions when using the world editor so that changes to the ground level height in prefabs does not require changes to worlds using them
  • Quests above tier 5 no longer show as tier “I” but instead use the correct roman number
  • Localization files are tested for a valid header line and show appropriate errors
  • XUi texture view with local texture file no longer fails when the full path to the texture contains a ‘+’ or ‘#’
  • XUi detection of style references vs strings just starting with “[“ and ending in “]” was fixed so that e.g. an text attribute can have values like “[FF0000]Red text[-]”

Changes for mods with custom code doing custom I/O:

We’ve replaced direct usage of System.IO classes such as File and Directory throughout the codebase with custom classes named with an “Sd” prefix (shorthand for “save data” – and/or “seven days” if you prefer). The new classes are SdFile, SdDirectory, SdFileInfo, SdDirectoryInfo, and SdFileSystemInfo. Mods should also switch to using these when accessing any user data or save data (it is okay to use standard File IO for other data though). Also some guidelines:

  • Make sure to not hold the streams open for too long.
  • Keep file sizes small if possible.

Reasons for this change include:

  • To facilitate a future backup feature that is active during writing, which should assist with power loss during writes resulting in corrupted data, the trade off being additional writes to disk and higher memory usage. Persisting to disk will happen some time after closing the stream.
  • Support for saves on other platforms (e.g. consoles). Some platforms require writes to happen within a certain window and some platforms do not provide standard File IO for saves, but have key-value storage only, both of which we have to abstract over.

Changelog including b302:

Added 

  • Screenshots are automatically copied to clipboard in addition to saving to file (Windows only) 
  • Prop LOD group culling has 7 categories, each with a common distance and all props get this calculated 
  • Block LODCullScale which adjusts the calculated value 
  • Prop LOD groups are all set to crossfade 
  • Cement mixer rotates when crafting 
  • Biome entities will despawn when a close dead player respawns away and no living players are in the area 
  • Vehicle particleOn, particleDamaged, particleBroken properties 
  • Bicycle crank sparks at high damage and loses chain and smokes when broken 
  • Motorcycle on/damaged/broken particles 
  • 4×4 on/damaged/broken particles 
  • Players staying in the area of a tier1+ POI have reduced detection by biome spawned enemies 
  • Opening the shapes selection window the first time starts with the basic shapes filter selected 
  • Players can float up higher out of water if moving into a low slope or plate block 
  • Lower swim speed when exhausted 
  • Allowed sprint swim in all horizontal directions 
  • Players slide around while standing on AI entities 
  • Forge tools are shown based on tools in slots 
  • Forge flames are bigger and brighter when crafting
  • Added ability to override the upgrade of the new shape based windows 
  • Debug menu adjusts to screen resolution 
  • Debug menu adjusts with UI size 
  • Transparent broken glass for block shape windows 
  • Gfx resetrev console command 
  • GlassCracked.mat and textures for abandoned vehicles glass 
  • StoreGlassCracked.mat for props with broken glass 
  • Remove sound capability from action sequence block adds 
  • Twitch Creator Goal support for the Custom Events 
  • Property to disable the auto creation of channel point redemptions. 
  • Twitch Bit Price Discount option 
  • Parse Localized String option for DynamicProperties 
  • Streamer Only targeting for Twitch Actions 
  • Allow selecting offline mode when EOS servers give unexpected errors 
  • Roadside Tile Support 
  • Shapes menu supports favorite shapes 
  • Terrain Tool size adjust sensitivity changes with size 
  • Terrain Tool shrink mode (secondary action) 
  • Terrain Tool grow mode is 4x sensitive with shift key 
  • Terrain Tool grow (was add) will use a selected block by alt clicking, shows name on status bar and for non terrain blocks will simply add them 
  • Terrain Tool grow and shrink can be undone 
  • World entity activity throttling system 
  • AI spawn max allowed is increased for blood moon and sleeper volumes 
  • Wandering hordes have a bonus chance to get loot bags from a few of the enemies 
  • Option for no advanced RWG generation map preview 
  • Reworked Prefab Properties window. Now also covers PrefabTags, added QuestTags and DifficultyTier 
  • New Twitch Bit Actions 
  • Leaderboard Stats for Twitch 
  • More “Trolly” bit actions that streamers can opt into 
  • Explosion kills can trigger buff effects 
  • Network workaround option for rare MP disconnect / desynchronization issues related to routers with MTU issues 
  • Autoshare quests in parties 
  • Multiplayer Party UI Sounds 
  • ItemActionDynamic Range property instead of hardcoded 2 
  • Twitch Presets for Actions, Votes, and Events 
  • Reflection probe updates when camera turned 
  • Reduced reflection probe intensity when reflected shadows are off 
  • Prefab list shows localized POI names as tooltip, debugshot shows localized (english) POI names 
  • Inline water check with area on stamp creation 
  • AllIsWater check as opposed to OverlapsWater check for various logic 
  • Ability to turn on/off gateway spawns in a township 
  • Line breaks to Robotic Drone description for better formatting 
  • FallingBlock, fallingTree and item to entityclasses xml 
  • Entityclasses xml UserSpawnType  None, Console, Menu 
  • Warnings when prefabs in a world are placed outside the world bounds 
  • Mutated zombie projectile radiation pools cause brief radiation damage to player 
  • F3>Player now also shows coordinates relative to the currently surrounding POI 
  • Support for biomes.xml bloodMoon weather values and added values for the 5 biomes 
  • Ragdolls from death have a short time they can still collide with vehicles 
  • Vehicle hits can cause dismemberment 
  • The vehicle driver is awarded some XP for killing entities 
  • Vehicle blood splatter when doing high damage collisions with entities 
  • Vehicle sparks on bigger self damage hits 
  • Cabin_17 (T2  clear, fetch, infested) (Earl)
  • Vehicles are repaired 10% by repair kits and each level of Grease Monkey adds 10% 
  • Location UI anchored at top right above quest tracker 
  • New commercial door variants (Single/Double) with window and handles on both sides 
  • New perks to each tree that govern how fast your attack speed is 
  • Prefab Editor: Copying block to toolbelt copies damage state 
  • Updated lightLOD script with a toggleable option to match emissive material colors to the light color 
  • Gamestage modifier for Biomes and Quests 
  • Twitch Hype Train Custom Event Support 
  • Quest Hints for the Quest Tracker to help with the starter quests. 
  • ParticleEffect supports attaching to body parts 
  • AI corpse targeting randomly ignores corpses if an existing target 
  • Apply status buffs when disabling AI/Animations 
  • Trader “Reading Materials” category for books, magazines, and mod schematics 
  • Zombie corpse eating blood particles 
  • POI editor Sleeper XRay shows all sleeper blocks (dark) if no volume selected 
  • BlockSleeper SpawnMode and if infested then sleeper volumes ignore those when POI not infested 
  • Sleeper r sets override on all volumes 
  • EntityCoverManager, Update cover manager to reserve and then use cover positions. 
  • AI dodge task and anim controller support 
  • Dodge added to bandits 
  • Party SFX and Twitch SFX 
  • Control zoom sensitivity (mouse) decreases with the amount of camera zoom in 
  • Control zoom acceleration and control settings option 
  • Traders will automatically add custom waypoints to the map. NPCInfo modified to include a localizationID field that is used to fetch the localized name of the trader to label their waypoint (configured via npc.xml)
  • Graph console command and removed graph commands from gfx 
  • Zombies will eat animal corpses 
  • AI eating corpses does corpse damage 
  • The map and compass now support displaying your three previously dropped backpacks 
  • Twitch Donation Sound 
  • Player swimming exhaustion when stamina is zero 
  • Player swimming run increases stamina use 
  • Out of stamina message when stamina reaches zero 
  • Gyro Pitch Up and Down to the Brake and Hop control localization 
  • GameEntityTintMaskSSS double sided shader with tint mask subsurface scattering support 
  • Player swim up boost when feet on ground 
  • Missing xml file for part_logs_set POI that was causing an NRE in RWG generation 
  • Twitch Custom Events for charity donations for streamers 
  • Quest Objective for game event 
  • Player crouching makes you swim down 
  • Falling block starts with random angular velocity 
  • Explosions set falling block velocity and spin 
  • Creative Menu block/item xml name to tooltip 
  • Wait actions for game events based on Requirements. 
  • Prefab Editor Thumbnail Guide 
  • Street Tile system that uses an overworld grid to allow more concise placement of wilderness, towns, and highways 
  • GetHeight function to prefabs to get the height at a given position within the prefab 
  • Distance “runup” that will help control the direction that a highway connects to a township’s gateway  
  • Specific draw method for biome stamps 
  • More threading for more items to help keep the generation speeds down 
  • New game button to generation to allow players to immediately play the map they have generated without having to remember the map name 
  • Base code to have roadside intersections  
  • Occlusion tracks skinned renderers 
  • Props changing to a worse damage state will play sound and particle on an optional FX object 
  • Plate Counter Square Hole to the shape menu for use with Gas Stove 
  • End Twitch Cooldown action and spawning a flock of vultures 
  • Player hands can interact (E) with water in the world to drink murky water 
  • Added new “agemap” console command: outputs debug texture displaying chunk age/protection/save status 
  • World editor improvements for visual ease of use  no fog and no biome specific spectrums 
  • Clear button added to text fields 
  • Tiered infested loot containers to all POI’s flagged with the infested quest tag 
  • SquareSpiral console command that has the player traverse the world chunkbychunk in a square spiral in fly and godmode 
  • Simplified entitygroups xml format 
  • Added new “expiryinfo” console command; logs chunk coordinates and expiry day/time for the next [x] chunks set to expire 
  • Se console command has an optional count parameter, player id of 0 uses the local player and updated help 
  • Missing localization for buffEnforcerCriminalPursuit 
  • Kickstarter backer names to POI’s 
  • Added forced culling of saved chunk data on servers based on a configurable save data storage limit  disabled by default; can be enabled via a new “savedatalimit”/”sdl” console command 
  • Block xml “shapes” attribute if not “All” will only make shapes with a matching “tag” attribute 
  • Wall Volumes for level design to block areas they don’t want the player to move to 
  • Utility Store Crate random loot helper to be used in mechanical themed areas 
  • Ragdoll action scaleY param for vertical hit control 
  • Server browser now shows warning when results hit the search limit 
  • Sleeper Volumes can now be triggered by the BlockTrigger system 
  • BlockShapeNew can have transparent sides with opaque sides 
  • Preview mesh can show transparent part of combined block mesh 
  • Region reset console command. Allows resetting chunk data for individual regions or the entire map, with an option to include or skip chunks which are currently loaded/synced. 
  • Max chunk age console command. Allows specifying how long an unsynced chunk is allowed to remain dormant in save data (measured in ingame minutes) before it will be automatically reset/cleared. 
  • Trigger Volumes for the Block Trigger System 
  • Info Volumes for Entering POI Message System 
  • Volume tab to Level Design Tab 
  • Destroy_on_close option to not destroy container if not empty 
  • Block DowngradeFX property 
  • Allow to block incoming text/voice chat from individual players through the player list 
  • New button in console window to open the folder with the log files 
  • Blocks with MeshDamage can trigger the destroy event when entering and have another repair list for leaving the final damage state 
  • Block shape mesh data sharing 
  • Zombie dog electrocution animation 
  • Block xml command dropextendsoff 
  • Block MeshDamage entry of  allows for no damage mesh 
  • Block stage 2 health 

Changed 

  • Wrench, ratchet and impact driver don’t play harvest hit effect 
  • Sleeper volumes skip past spawning when max server sleepers reached 
  • Adjusted video object quality setting to have less variation 
  • Removed extra wood damage boost from normal shotgun shells. Use breaching slugs for this purpose. 
  • Disabled trader’s controller so it won’t move them 
  • Disabled traders being hit 
  • Turned on Airdrop markers by default 
  • Increased supply crate smoke on ground to 4 minutes 
  • Debug menu starting position to not overlap menu buttons and adjusts to screen resolution 
  • Debug menu dynamic music lines to start with DM 
  • Debug menu World Entities to show local animal, bandit and zombies counts 
  • Optimized mesh tangent calculation 
  • Updated graphics default preset detection for recent GPUs 
  • Optimized terrain voxel mesh array handling 
  • Optimized water voxel mesh default array sizes and the adding of mesh data 
  • Updated BlockUpdates.csv with conversion of many props and shapes for the POI modding community. This should catch a large portion of use cases, but there may have been issues such as new size or rotation that didn’t allow for a 1:1 replacement. These items will have to be hand swapped by modders.
  • Updated damage decal normal map and albedo textures 
  • Modified Game/Overlayed_TA shader to multiply decal albedo instead of overlay 
  • Improved chunk opaque shader to overlay blend the damage texture and use correct tangents for damage normal map 
  • Sleeper volume spawning includes game stage of other players in the POI 
  • Improved terrain decal mesh gen to process less data 
  • Improved voxel mesh array handling 
  • Improved car block ground alignment 
  • World global ambient balance to prevent strong upward ambient lighting in Burnt Forest biome 
  • Updated toolTerrainModelerAdminDesc with new control tips 
  • Switched graphics SSR reflections to a new system and added Ultra setting 
  • Switched graphics SSAO effect to Multi Scale Volumetric Obscurance which performs and looks better 
  • Marking an item as favorite in the creative window no longer switches back to page 1 
  • Improved Terrain Tool sphere to be rim lit, brighten the terrain overlap area and show a yellow ring around overlap 
  • Terrain Tool shows green for grow and red when shrinking 
  • Terrain Tool works at longer distance 
  • Command getlogpath now runs on the client and has a default permission level of 1000 
  • Terrain Tool remove mode to shift + secondary action 
  • Set PoliceCar.mat Emissive Multiplier to 0 until this is wired up in code 
  • Updated player skin shader with SSS translucency and emissive for improved skin shading 
  • Improved distant terrain info memory handling 
  • Setup all random loot helpers with Loot Class so they are counted properly as loot containers for balancing POI’s 
  • Improved jiggle performance 
  • Prefab Editor POI Browser list is now left justified for easier reading 
  • Updated all bladed tools/weapons with a damage boost to zombie corpses for easier removal. If they are NOT alive and have the tag walker or crawler, they will get the boost. Animal and gore harvest does NOT receive the boost. 
  • Tweaked DMS to allow combat music to bypass the “daily time allotted” frequency limit and play immediately in threatening situations.
  • Moved spawn menu camera raycast 2 meters higher when player is in vehicle 
  • Lowered spawn menu destination y offset to .25 
  • Moved MicroSplat shaders, mat and data to TerrainTextures bundle so build is smaller 
  • Updated the Console Window to use the UGUI framework for improved memory performance 
  • Memory optimisation; rotated prefab instances now share cell data rather than holding unique copies. 
  • Standardized player door HP values and crafting recipes 
  • Improved Grace material and texture settings 
  • Master Chef Level 1  Use 20% less of a recipe’s main ingredients and cook 40% faster 
  • Master Chef Level 2  Adds a chance to find meat in dumpsters and cook 60% faster 
  • Master Chef Level 3  Use 40% less of a recipe’s main ingredients and cook 80% faster 
  • Physician Level 1  Splints and Casts cure sprains instantly 
  • Physician Level 1  Treated Critical injuries heal 15% faster 
  • Physician Level 2  Treated Critical injuries heal 25% faster 
  • Physician Level 3  Treated Critical injuries heal 50% faster 
  • GetStreetTile uses random order pick for prefabs that do not have a min/max count 
  • StreetTile Wilderness POI spawn now retries a few times when it runs into an issue 
  • Cleaned up UsedPrefabsWorld order of operations 
  • Order of operations on wilderness poi spawning and path/terrain smoothing 
  • Master Chef reduced from 5 levels to 3 and unlocked at Strength levels 1, 4, and 7 
  • All food related crafting recipe times increased 400% (i.e. Meat Stew 1:15 is now 6:15 without perks, 0:47 with perk maxed) 
  • Removed acid ingredient from Can of Sham recipe 
  • Can of Sham recipe is now only 1 craft at a time with a much lower craft time 
  • Charismatic Nature increased from 4 levels to 5 and unlocked at Intellect levels 5, 7, 8, 9, and 10 
  • Charismatic Nature level 1  Allies/Party members naturally regenerate 50% faster (cannot be starved or dehydrated) 
  • Charismatic Nature level 4  Allies/Party members find 10% better loot 
  • Charismatic Nature level 5  Allies/Party members find 20% better loot and receive +1 to all attributes 
  • Vehicle hit damage from entities to be the inverse mass ratio 
  • Adjusted vehicle health (decreased except for 4×4) 
  • Increased vehicle collider bounciness 
  • Improved vehicle hit forces on ragdolls 
  • Repair kits restore a fixed amount of vehicle heath 
  • Greatly increased vehicle block damage and self damage 
  • Improved vehicle block collision damage calculations 
  • Reduced the probability of zombie bears that can spawn during the Game Stage 38 zombie animal wandering horde 
  • Increased vehicle block, terrain and entity damage given and received by various amounts 
  • Optimized RWG stamp drawing 
  • Optimized RWG water map cleanup 
  • Optimized RWG SmoothStreetTiles 
  • Optimized RWG water map creation time 
  • Recipes for regular robotic turret ammo use lead instead of iron. AP uses half iron and half lead. 
  • Optimized RWG smooth road terrain, improved smoothing method and does many more passes 
  • Revised DynamicMesh system to operate on individual chunks instead of whole prefab clusters. Improves performance, reduces memory and disk space usage, and should improve stability.
  • Optimized imposter generation speed 
  • Improved prefab bulk console command 
  • Improved AI finding screamer spawn position 
  • Reduced the price of Grandpas Forgetting Elixir and made them sellable to traders 
  • Grandpas Forgetting Elixir has a low chance to be found in T5 loot chests 
  • Rabbits, Chickens, and Snakes now give 5 bones with axes, knives, and steel knuckles 
  • Localization and display values of Grandpas Moonshine to better align with buffs received 
  • Updated the colliders on stairs.fbx to prevent players and zombies from snagging on them when passing through doorways 
  • Players now start with 2 jars of water 
  • Improved blood moon, screamer and wandering AI finding spawn locations 
  • Basic light bulb recipe now requires a headlight in the recipe 
  • Improved AI corpse eating positioning 
  • AI corpse targeting to have less range and last longer 
  • Removed Reading Materials from the Mods category in trader inventory 
  • Removed Traps from the Tools category and moved active traps to Science and passive traps to (NonTrader) Building 
  • Removed “Building” category in trader inventory and moved items/blocks to Science or Decor 
  • Removed “Chemicals” category in trader inventory and moved items/blocks to Science 
  • Reworked trader inventories to provide a better mix of items for sale 
  • Removed resourceCobblestones from the basics tab of the crafting menu to showcase the dew collector on page one 
  • Removed wire tool from science category so it only shows in tools category and to prevent duplicates showing in trader inventories 
  • Removed legacy save migration code that moved saves from documents to appdata. 
  • Hunter’s Journal vol 7 now refers to humanoids and zombies 
  • Improved zombie corpse eating to target belly and move smoother 
  • Reworked all tool and weapon tier bonus and random stats to prevent crafting overlap between quality tiers  
  • Improved PassiveEffect xml parsing 
  • Improved White River and Trader flag albedo and alpha clip 
  • Removed attacks per minute penalty from melee tools and weapons 
  • Removed random attacks per minute from melee tools and weapons 
  • Removed random stamina loss from melee tools and weapons 
  • Removed random magazine sizes from ranged weapons 
  • Removed random rounds per minute from ranged weapons 
  • Sleeper volume counts allow decimal scaling 
  • Sleeper console command to have list/listp parameters and help 
  • Moved sleeperreset console command to sleeper r 
  • T3 chests are now 5000 HP and T4 chests are now 7500 HP 
  • Moved Lock Picking skill to Intellect 
  • Craftsmanship Perks renamed to General Intellect Perks 
  • Updated White River Flag with new design 
  • Updated cloth shader with alpha clip for frayed flag edges 
  • Control sensitivity UI increments to .01 
  • Spear Master Power Attacks have a 20,40,60,80 and 100% chance to slow enemies. 
  • Strong Arm: Renamed to Primal Kill: Kills with spears refill your stamina. 
  • AI being hurt always switch if current target is dead 
  • Adjusted AI target/corpse settings 
  • Increased mutated zombie damage 
  • Mutated zombie ranged attack is a higher priority and triggers at a longer range if target unreachable 
  • Implemented LandClaimExpiryTime check in GameUtils.CheckForAnyPlayerHome (used for triggering SleeperVolumes and checking POI lockouts). This makes land claim expiry behavior more consistent across all systems. 
  • Spawner gamestage xml will spawn nothing if current GS less than first GS 
  • Renamed spawnwanderinghorde console command to spawnwandering (spawnw) with b for bandits and h for horde 
  • Wandering enemies do not spawn near or just after a blood moon 
  • Moved backpack position tracking from PlayerDataFile to PersistentPlayerData and allowed tracking of up to three backpacks. Navigation UI still points to the most recently dropped backpack, but can now fall back to the next in line after the most recent one has been collected or destroyed. The tracked position is also now updated when a backpack moves from its original location. Note: Tracking will not be maintained for any existing backpacks in save data created prior to this commit. 
  • Rule One Cardio affects swimming run 
  • Adjusted Grace’s attack range/damage, health and experience 
  • Updated localization for cloth shape description 
  • Set ignore_loot_abundance to true for several important loot containers such as loot room chests, store crates, safes, air drops, mailboxes, and more to prevent empty loot when playing with lowered loot settings 
  • Improved road asphalt textures 
  • Boosted the headshot damage of all rifles in a tiered zombie fashion (i.e. A headshot with a no perk no mod pipe rifle will 1 shot 1 kill an Arlene, but not a Thug, Soldier or Biker) 
  • Cleaned up swimming and head in water handling 
  • Separated handling of player camera and head in water 
  • Rewrote entity and camera in water checks 
  • Improved water shader to show surface when under water 
  • Adjusted player water height that starts swimming 
  • Improved player swim movement (speed based drag) 
  • Increased player swim speeds 
  • Mutated Zombie xp is now 400, 750, and 1200 for regular, feral, and radiated 
  • Recipe for green drawer now crafts Steel Wall Cabinet and requires more ingredients 
  • Optimized Chunk SetBlock 
  • Improved Block “has child parent” error logs 
  • Re-added the missing Shamway safe to factory_lg_01 
  • Removed brewery safe and associated loot lists as they were not used. The schematic that was found in this safe is now part of the A21 crafting progression unlocks as well. 
  • Explosion falling block spawning rate to every x instead of random 
  • Falling block mass, drag and cube collider scale 
  • World global ambient balance 
  • Creative menu sorts when no filter set 
  • Reduced boar and dog large collider lengths, so they get stuck less 
  • Cleaned up AI stopping pathing 
  • Reworded perkGreatHeistGemsLongDesc to reflect the actual loot items that can be found 
  • SpawnTrader block is now using the female mannequin model and icon for easier placement 
  • Localization for spawnTraderDesc now shows the keyboard shortcut for selecting the trader 
  • Hooked up waterPurifier mod with a buff to prevent losing health when drinking murky water or with hands 
  • DescriptionKey of Candelabras since they are no longer setup as lights 
  • Tile objects are now selected based on the exits set on individual street tiles 
  • Order of operations when creating the world to enable ability to make the most of out of the free space by doing terrain features AFTER townships 
  • District layout is now more accurate 
  • Wilderness POI spawning is now controlled on a per tile basis allowing us to keep wilderness prefabs a decent distance from each other 
  • Cleaned up animal anim controller sleeper handling 
  • Item actions with Hitmask_override support all values and combinations 
  • Added missing water stat to sham chowder 
  • Improved occlusion settings 
  • Increased occlusion render precision 
  • Improved occlusion depth culling 
  • Improved explosion dismemberment to handle multiple body parts and corpses 
  • Updated garbage_decor1 harvest from paper to cloth to better match the new artwork visuals 
  • Updated garbage_decor2 harvest from paper to polymers to better match the new artwork visuals 
  • Corn on the Cob is now Grilled Corn, requires the cooking grill, but no longer requires boiled water 
  • Yucca Juice is now unlocked with the food crafting skill magazines and requires a cooking pot to craft 
  • Murky water does 5 health 
  • Boiled water requires a cooking pot 
  • Prices at food/candy vending machines are now the same as base trader prices (markup changed from 1 to 3 to match trader) 
  • Traders no longer sell seeds, bones, meat, vegetables and other food crafting ingredients in bundles of 5 
  • Removed 5 water stat from Corn Bread 
  • Concrete Mix sold by traders is now governed by trader stage (unlocked at TS20 with the workbench and cement mixer) 
  • Added MaterialHitpointMultiplier to the broken sidewalk shapes to match other broken/destroyed shape hit points 
  • POI safes now downgrade to open versions when empty  
  • Removed BlockShape IsTransparent so only the Block’s Collide “sight” matters 
  • Prefab inside data to smaller memory format 
  • Removed plant class from treeAzalea since they are just deco, don’t have a growth cycle, and to prevent IOOR errors when they are used in POI’s 
  • Yucca juice now requires 1 water and 1 yucca 
  • Removed drinks from cabinets and cupboards 
  • Removed “clean” water from most loot 
  • Tea, coffee, and yucca drinks are now very rare in most loot groups 
  • Removed drinkJarPureMineralWater from water coolers and jugs 
  • Blue “water” barrels are no longer lootable 
  • Adjusted vehicle loot to no longer skip T0 tools and weapons 
  • Reduced the amount of gas found in loot 
  • Removed obsolete blocksA16PrefabConversion.xml from the project 
  • Lockpicking is the default action for pickable chests 
  • Reduced all drinks found in loot by 50% 
  • Reduced all clothing found in store loot 
  • Optimized block rotation calculations 
  • Converted Speed Tree 8 shader from metallic to specular to prevent backlit sun luminance due to close range shadow clip 
  • Updated book bundles with new book names 
  • Optimized occlusion shadow caster handling by skipping when initially added 
  • Heavy armor UI template to show new armor values 
  • Removed from shapes.xml as it is no longer needed
  • Se console command spawns .3 higher 
  • Kill console command will not kill entities spawned during the kill loop 
  • Updated Window Store shape set to prevent Z-fighting 
  • The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting. 
  • Set Culling Mode to Always Animate on chainlinkFenceDoorPrefab 
  • Removed path grid drop down not connecting if solid block 
  • The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting. 
  • The Great Heist vol 3 Timed Charge to Gold rush: Find 10% more dukes and cash in safes 
  • Disabled the extension of the IsTerrainDecoration property on bookshelves to prevent Z-fighting when placed on terrain 
  • Block upgrade/downgrade names created from shapes to only add :shapeName if no : in name 
  • Volume 3 Steel spears now adds a 25% chance to cause bleeding damage.
  • Added Position field to PersistentPlayerData. Existing save data is not compatible after these changes. 
  • Adjusted ragdoll min/max angles 
  • Art of Mining completion perk now grants 20% more ore instead of 20% more damage. 
  • Art of mining vol 7: Mining tools do 10% more damage instead of unlocking mining helmet crafting 
  • Book perk Batter Up Gear is now Batter up Stealing Bases: Sprinting with clubs in combat uses 20% less stamina 
  • Modified save data format for decorations (trees) to differentiate between those which are generated or dynamically placed. Existing save data is not compatible after these changes. 
  • Timestamp data in region files is now stored as total in-game minutes that have passed since world creation. Existing save data is not compatible after these changes. 
  • Laundry, store shelves/coolers/freezers/produce/gun rack, coffins, caskets, file cabinets, shoe/pant/shirt/book piles, medical cabinets, medicine cabinets, utility carts, and ammo displays are now using destroy_on_close=”empty” and DowngradeFX 
  • MaxRepeatRate set to 0 for refrigerator running sounds 
  • CntCoffinWildWestStack and cntCoffinWildWestLeaning are now non-lootable props 
  • Removed the audio component from the Street Lamp Classic Prefab (was using the FridgeLP sound) 
  • Improved ragdoll to animation blending 
  • Reduced delay between a chunk being changed and those changes propagating to the visual mesh 
  • Reworked quest reward vehicle bundles to guarantee one of the major vehicle components 
  • Adjusted EnemyAnimalsForest night spawn to reduce nightly meat delivery 
  • Optimized zombie animation state transitions 
  • Removed empty jars, empty cans, fishing weights, trophies, candle sticks, and door knobs from loot 
  • Removed the action of getting a jar or can back after eating/drinking 
  • Removed the ability to scrap food items 
  • Doors now give scrap brass instead of door knobs with Wasteland Treasures Vol 5 
  • Most recipes now use water instead of murky water 
  • Removed jars and cans from recipes 
  • Removed snowball murky water recipe 
  • First Aid Bandages use Bandages instead of cloth 
  • Removed xml settings for projectile collisions on candelabra 
  • Adjusted colliders on all sectional furniture block prefabs to help prevent projectile issues 
  • Adjusted colliders on coffee table shape to help prevent projectile issues 
  • Cleaned up zombie anim sleeper transitions and cripple/leg triggers 
  • “Boiled Water” to “Water” and updated other references to the boiled version 
  • Updated xml for all perk books to fire the 7/7 completion event sound only once 
  • Updated all mushroom variants with new art and icons 
  • Wires now hide when you are not holding the wire too 
  • Water purifier mod description is more accurate 
  • Updated pipeSmallBlockVariantHelper with new small pipe color variants 
  • Improved BlockShapeNew rotation conversions 
  • Removed BlockShapeNew unused rotations from mesh arrays and get mesh functions 
  • Updated the old tv recipes into one tv block variant helper recipe 
  • Workbench recipe now uses duct tape and nails instead of the hammer and wrench 
  • Reduced spare tire shine 
  • Removed medicalBandage, medicalAloeCream, and medicalSplint from the medical crafting skill as they are unlocked by progression
  • Rebalanced mailbox loot to give a better mix of the “day 1” perk books and skill magazines 
  • Added stability support to 5×4 door to allow building on top (Raner)
  • Updated perkArtOfMiningLanternLongDesc to say mining helmets instead of mining hats 
  • Added movement tag to collide property for both weapon bags 
  • Updated some localization mistakes that were confusing Japanese players 
  • Removed tags that allowed ranged weapon mods to be installed into the Robotic Drone 
  • Updated the collider on endTableLamp to allow harvesting while aiming at the lamp itself 
  • Updated several blocks to use dropextendsoff to exclude the harvest and destroy drop event parameters of an extended block 
  • Removed admin pistol kick and spread 
  • Removed camera shake from actions if kick is zero 
  • Wood door to use a single AudioPlayer 
  • Updated adobe_tan block material 
  • Secure wood door to have a  state and stage 2 health of 1, so frame is left 
  • Updated adobe_peach block material 
  • Animation polish pass for vulture, slightly adjusted skinning on lod0 
  • Updated drywall_creme block material 
  • Updated granite block material 
  • Updated granite_black block material 
  • Reworked survivor_site_01 with new layout and artwork 
  • Updated block plaster material 
  • Updated business glass, bulletproof glass, and glass opaque to support new transparent shader 
  • Updated materials and properties to support new transparent shader 
  • TextureAtlasBlocks to support GMER texture porting to specular when baking transparent atlas 
  • Updated blocktextures.xml to use glass opaque 2, and removed glass opaque due to legacy formats and locked meta’s 
  • Added alpha cutoff support to Entity Tint Mask shader 
  • Removed Legacy ControlPanel 
  • Description of snowballs to reflect they can be thrown to distract zombies 
  • Refactored XmlPatcher to allow adding new patch types easily 
  • Network prioritization now applies to players in close proximity 
  • Canceling the quest accept screen from the trader takes you back to the quest list 
  • Add property to exclude players from nearby targeting for game events 
  • PerkLivingOffTheLandCrafting recipe and progression boosts now properly setup for 3 levels instead of 5 
  • Added a Take All option for output on workstations 

Fixed 

  • Exception in thread ChunkCalc with IOOR WorldDecoratorBlocksFromBiome 
  • Mods can be used from toolbelt 
  • Exploit with turret camera view can be used as an xray machine 
  • Vehicle audio transitions play multiple at once, overlap and don’t play audio for terrain collision for passengers 
  • Code was using lowercase Bullet_material property making auger, chainsaw and junk sledge use wrong hit effects 
  • Colors for party members are now applied to their map marker on clients 
  • DecoManager GetDecorationsOnChunk DecoObject NRE 
  • Terrain mesh generation could reuse old vertices or invalid indices 
  • Vehicle placement preview has headlights on 
  • Game crash while riding on a vehicle can pull players towards the vehicle 
  • Docks_04 collapses when you or a zombie walks on it 
  • Wall hugging on traders causes teleport 
  • Burning barrel has lighter smoke particles now 
  • ShiftClicking Items Into TileEntity and Disconnecting Causes Item to be Lost 
  • Various vehicle item dupes 
  • Getting kicked, disconnecting, crashing, force closing, or a P2P game session Exit while a player is in a vehicle inventory with freshly placed items in it, the items will be lost. 
  • TileEntityPoweredBlock cast error if missing 
  • Closing workstation UI triggered 5 modifies which each sent a network update 
  • Each workstation update was sending network data while idle 
  • Apply rare ragdoll velocities rigidbody NRE 
  • Hostile animals run forward while electrocuted from stun baton 
  • Left hand knuckle weapon disappears if camera is locked while in 3rd person 
  • Too many Frame Shapes in one chunk breaks it 
  • Zombie loot bag drop attempts are triggered on chunk load 
  • Bloodmoon zombies spawn too slow with multiple parties 
  • Sounds not playing through Game Event Belt Tip action 
  • Game Event Variables not handled correctly for Loops and Decision statements 
  • BlockHealth Action can now remove custom amounts of health 
  • TeleportToTarget action now can teleport others to the target instead 
  • Client can not join a Prefab Editor session when the loaded prefab is too small 
  • Large custom made prefabs can overlap other POI’s 
  • Part spawning always picks the same part 
  • Two people lockpicking the same container can cause a bug 
  • Player names were still showing above their heads with GUI disabled 
  • Potentially unnecessarily high traffic from AutoTurretFireController audio broadcasting 
  • Disappearing trees on quest POI reset 
  • “Assertion failed” Error when activating Rally Point Marker 
  • Reflex sight for the Tactical Assault Rifle doesn’t work 
  • Fixed performance spikes when layered music plays in the dynamic music system 
  • Parts with different casing in name won’t spawn in RWG 
  • Falling trees did not remove occlusion tracking it 
  • No Item Passive Effect should include placing blocks 
  • Screamers shouldn’t spawn during Boss Hordes 
  • Optimized the twitch teleporting 
  • Twitch Boss horde icons not showing for clients correctly 
  • Large custom prefabs in RWG wilderness throws AOOR 
  • Advanced RWG with Pine Forest set to 0% causes no spawn points 
  • Spacing on Twitch “Do not allow” entries 
  • Passive_effect match_all_tags comparing tags in reverse order 
  • Japanese localization mistakes for Robotics Inventor perk descriptions level 25 
  • All turrets target supply crates 
  • Blocks stacked very high on top of POI’s are partially immune to quest resets 
  • Inactive bedrolls are not removing from quest POI’s 
  • Pressing Tab+Escape at the same time breaks the GUI 
  • Some zombies used old feral eye material/shader 
  • Japanese localization uses gigolo points 
  • Japanese localization mistakes for Robotics Inventor perk descriptions 
  • Black lines and dots on shiney materials 
  • WorldBlockTicker dropping scheduled ticks for blocks in loaded chunks where the neighbor chunks are not loaded 
  • If a 4×4 or gyrocopter is reduced to 0hp by zombies, they can’t be blown up and grant XP per hit 
  • Credits already scrolled up the first time opening them 
  • Players could interact with sliding door frames 
  • Chainsaw/auger not restarting idle sounds after refueling 
  • Motorcycle back wheel sphere colliding and bouncing off curbs excessively 
  • Sometimes Blood Moon fog density is too thick 
  • Some “unlit” store signs are brighter than others 
  • Zombies who die from walking through a fire from a molotov now awards EXP for the kill 
  • Second player harvest blood splatter sound and effect is delayed 
  • Several firearms have an issue with the left hand pinky 
  • RWG biome image saved multiple times while waiting 
  • Punching arms are flipped from 1st to 3rd person 
  • Pain Tolerance lvl 1 prevents bleed damage
  • File path exception after Dynamic Meshes folder is manually deleted on standalone platforms whilst the server is running. 
  • Changing ammo types while reloading weapons desyncs animation 
  • Visual duplication to chickens and rabbits while a sleeper volume is highlighted 
  • Supply crates can be killed by falling trees 
  • Player feet poke through the 4X4 
  • Block stick chance should be zero in trader protected areas to prevent griefing of falling blocks 
  • Blank menu after backing out of password prompt in server browser with ESC 
  • Mod Attachment Indicator icon doesn’t update in real time when switching between items 
  • Player isn’t always seated properly on gyrocopter 
  • UMACharacterBodyAnimator assignLayerWeights calling Animator many times 
  • Mod Attachment Indicator icon doesn’t update in real time when switching between items 
  • Imposters having stray terrain geometry 
  • AI pathing may fail if large height difference to target 
  • LightLOD script now updates all emissive materials instead of just one 
  • If a client passenger is killed in a vehicle, they fail to respawn (P2P) 
  • Item bundle Random_item_count property not giving the proper count 
  • Wandering AI would often not spawn due to end position being too far 
  • Water can be exploited to avoid blood moon hordes entirely 
  • It is possible to receive Tier Complete rewards twice.
  • Can no longer accept a new quest without turning in the previous one 
  • Block destroy and impact particle prefabs having some bad life times 
  • Armor functions at 0 durability 
  • Turning in quests at trader closure Null Ref/game break 
  • Placing sleeper blocks did not apply volume color 
  • Sleeper selection boxes color issues after save/load 
  • Pressing escape after using the radial menu to select Trader on a trader with a completed quest breaks the trader GUI 
  • Dedi : Issues with having 2 fetch or clear quests at the same time 
  • DropallOnQuit doesn’t cancel Crafting Queue on Exit 
  • Turning in quests at trader closure Null Ref/game break 
  • Double consumables usage 
  • Armor functions at 0 durability 
  • Chainsaw issues with harvesting rabbit/chickens 
  • Buried supply quest does not show circle on GLCore 
  • You would not attach to ladders while swimming and feet off ground 
  • Issue that wouldn’t allow Treasure Hunter perk from increasing quantities in treasure chests 
  • Issue that wouldn’t allow the barbed wire mod to apply the bleeding buff to other players 
  • Sexual Tyrannosaurus killing blow stamina bonus not granted 
  • (Retroactive)  Weather spectrum visuals now properly syncs to clients in networked games 
  • (Retroactive) Various animation blends have been smoothed out for network clients 
  • Set decal normal map texture type to normal 
  • Player trying to crouch walk up a ladder usually did not attach to ladder 
  • Player swimming up with jump was very slow 
  • Adjusted collider on tire_stackPrefab to allow projectiles to pass around them better 
  • Adjusted collider on monitorKeyboardMousePCPrefab to allow projectiles to pass around them better 
  • Reloadentityclasses console command being unrecognized 
  • Falling block rotation was not set to match source block 
  • Falling block would sometimes appear after a delay 
  • Falling block used wrong height check for skipping damage when below entity head 
  • Player can camera clip underground 
  • POI remains locked when client activates quest then disconnects prior to completion 
  • Error when trying to edit a world shipped with the game on the Xbox release 
  • Added a collider to the front of the motorcycle to prevent them from getting stuck in/on other objects 
  • End table lamps can be used to x-ray exploit
  • Wood particle effects cause lag 
  • Added destroying the block game event when the event fires 
  • Block Game Event did not know who triggered it 
  • Adjusted the vault hatch door collider to prevent players from getting stuck 
  • Water is only visible from a medium distance while in underwater bases 
  • Player can’t loot anything after POI reset while in loot container 
  • Several mods were missing materials that wouldn’t allow them to be scrapped 
  • Adjusted colliders on old chair to allow projectiles to pass under them 
  • Adjusted colliders on several duct prefabs to allow projectiles to pass by them easier 
  • AI animals could get stuck moving when trying to jump at something above them and switching to look task 
  • Fixed bug that caused dedicated servers to process updates more frequently than desired 
  • Level Tools 2 tab in the prefab editor doesn’t show correctly the the first time after loading the editor 
  • Gameevents can now target any entity instead of only players 
  • Harvest bar stops decreasing after power attack 
  • Workstation overflow into inventory halves output quantity 
  • Adjusted face assignments to prevent hiding faces and other shape cleanup of the wedge narrow shape set 
  • Vending machine does not shock with Robotic Sledge 
  • Shocking vending machine and spear problem 
  • Typo for ductStraightSideCentered localization 
  • Typo in questRewardBonusArmorBundleDesc 
  • Falling block models spawned without block tint color 
  • Player spectators triggered sleeper volumes 
  • Adjusted the colliders on signNoParking and signHandicapParking to prevent odd behaviors 
  • Adjusted the y by .07 on pickupTruckPrefab and suvPrefab to prevent the tires from clipping too much into the ground/blocks 
  • Animals not using sleeper pose 
  • Entities visually turning when spawned 
  • Zombie sleepers visually sliding upwards when spawned 
  • ProjectileMoveScript collision forcing NotMoveable when overriding 
  • Vehicle preview gets stuck at end of placement range 
  • Vehicle placement motion was not smooth 
  • Vehicle placement could show as red when initially at a good location 
  • Several glass blocks are visible in fog 
  • Cleaned up Z-fighting on picture_frame and picture_frame_filled 
  • Renamed all references to stripper zombie to party girl in gameevents.xml 
  • Crippled legs would prevent dismemberment 
  • Dev terrain tools’ sphere can get locked into origin repositioning in other game sessions 
  • Twitch repair buffs do not work while on a vehicle 
  • Adjusted the colliders on the pool table prefabs to allow projectiles to pass over/under 
  • No more using Twitch Bloodmoon right before night time 
  • ItemActionEat detection of water, renamed Condition_raycast_block to BlocksAllowed and use block names 
  • Added to several ladder type blocks and shapes to prevent them from acting as air underwater when falling 
  • Players with non latin characters in their Windows user profile are unable to start game through the game launcher 
  • Gun impact particles shown on lakebed instead of surface 
  • Removed upper case from text electrical trap kills in advanced engineering rank 5 to be consistent with other ranks. 
  • God mode doesn’t prevent death in MP (client) 
  • Issue with wedge narrow rail shapes hiding faces on some rotations 
  • Tier 2 chest in Tier 1 fastfood_01 
  • Tier 2 chest in Tier 1 diner_03 
  • Sawmill_01 quest loot visibly clipping into vent 
  • Spot on the roadside in Navezgane that isn’t finished
  • Zpacks root y position was not at bottom 
  • Path grid drop down connections now ignore checking of lower block’s sides
  • EAC crashing the game on macOS Monterey 
  • Using Grandpa’s Fergit’n Elixir will no longer reset character level to 1
  • Using mousewheel to cancel hunting rifle reload skips reload timer 
  • AI pathing issue in house_old_victorian_01 by replacing the Stairs Filled 1/4 blocks on the right side of the pantry door with Cube 1/2 Corner blocks 
  • School Bus (short/regular) models have stretched 2d textures on the inside of the doors 
  • Melee hit ragdolls moving in an old direction 
  • XUi FilledSprite view not properly updating on position changes 
  • PartSpawn in POI Marker doesn’t pull parts from mod folders 
  • Block placement overlay frame was drawn under the block’s transparency 
  • Decoration placement logic behaved differently between the first load of a map versus subsequent loads. 
  • Voice comms fail for player who was voiced in multiplayer party who then leaves game to main menu then rejoins game and party 
  • Voice chat fails to initiate for latest joiner to the party 
  • EAC error after entering server password 
  • Reenabled player reporting 
  • Removed Volumes from F6 Spawn Menu 
  • Reorganized buttons in Level Design Tab 
  • Updated collider on tilt trucks to allow projectiles to pass through the sides 
  • Updated collider on Dog House to allow projectiles to pass over the roof 
  • Updated collider on concrete_destroyed06 and concrete_half_destroyed06 to allow projectiles to pass over destruction 
  • Updated colliders on several fence shapes to allow projectiles to pass through them 
  • Crawler and spider zombies standing when getting up from ragdoll 
  • FormatException error when party invite is sent to a player with ‘{‘ or ‘}’ in name 
  • Missing comma in gameevents.xml for action_sequence “buff_greyscale” 
  • Crawler and spider ragdolls shift back when blending out 
  • EntityAlive updating which block it is in could use a child block value 
  • Zombie attack animation hit timing and improved blend choices 
  • Consumables used but not granting benefits when quickly switching tool belt selection and opening/closing inventory 
  • SI issue with shipping container in gas_station_11
  • SI issue with shipping container in store_hardware_01
  • Adjusted colliders and added xml movement to prevent player clipping into candelabra 
  • Added missing radiated tag on zombieBusinessManRadiated and zombieUtilityWorkerRadiated 
  • Potted plants can now be repaired with clay 
  • Sleepers spawning on blocks that exclude their walk type would create then unload it 
  • Zombie dance anim state delay and early loop 
  • Removed clipping mesh on back side of 45 MPH Speed Limit Sign 
  • Laser dot does not show when zoomed with a scope 
  • AI long pathing in complex POIs can hang all pathing 
  • Floating anomaly high above canyon in navezgane 
  • Using mousewheel to cancel magnum reload skips reload timer 
  • Missing paint in house_old_tudor_04 
  • Z fighting on a door trim in house_old_modular_02 
  • House_old_modular_04 is in need of a quick exit 
  • Remnant_house_16  mispainted texture behind chimney’s painting / Updated w/ new props 
  • Loot windows will take all items (‘R’) even if an input field is focused 
  • House_old_gambrel_04  mispainted textures in “kids” bedroom’s shelves. Replaced front door foor red front door, set some sleeper volumes  to active 
  • Corrected some Japanese localization typos 
  • The treeDeadPineLeaf looks too white when the brightness setting is turned up high 
  • Turned off normal flipping in Speedtree 8 shader causing incorrect vertex normal lighting 
  • Optimize Oak Trees for Improved Performance 
  • Set all trees to LOD shadow casting and remove shadow casters to improve performance 
  • Server configs allowing different size maps other than the supported ones 
  • Zombie dogs not shocked by electric fences 
  • Cleaned up Book perk logic 
  • Updated colliders and meshes on several stairs with railings to help AI navigation 
  • Adjusted the colliders on road railings to allow crawlers to crawl/path under them 
  • Adjusted meshes on siding_burnt03 and siding_burnt04 to prevent Z-fighting 
  • Adjusted meshes on siding_burnt05 to prevent Z-fighting 
  • Added missing comma to Penetrator perk to allow it to work with spears 
  • Adjusted the collider on Pole1m_open to allow projectiles to pass through them 
  • Updated the mesh on concreteDestroyed01 to prevent gaps when adjacent faces are hidden 
  • Smoothed sharp edges on inside of plate_corner_round_1m 
  • The albedo on the material for signRoadDestinationsWest was pointing to the wrong texture (was Albuquerque instead of Phoenix) 
  • Adjusted colliders on drawbridge hydraulic arms preventing placement of blocks across the top while in the closed position 
  • Traders now generate items based on the supplied list, not the amount of items needed 
  • ActionTimeChange now uses a start point to base the offset on 
  • Fixed the rotation on newspaper dispenser 
  • Updated rubble cement pile to not clip through blocks below 
  • Zombie dog is running too slow  adjusted blend tree so the animation plays at full play rate 
  • The wrench, ratchet, and impact driver are using the incorrect animation for harvesting.
  • Not all bleed debuff have the bleed particle effects 
  • AudioPlayer Play adding RootTransformRefEntity when not an entity 
  • Second player harvest blood splatter sound and effect is delayed 
  • A typo that allowed the open variant of apartment mailboxes to be lootable (param vs param1) 
  • Knife harvest can easily hurt other players if they are standing within a block and 1/2 of you 
  • Unable to complete achievement Handy Man 
  • Replaced ZombieDog with updated skinned mesh, animations, animator controller 
  • Updated description of Cooking Pot 

Source: 7daystodie.com