Full notes
Full 7 Days to Die update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Fixes
- Store
- Events
- Maps
The EXP branch is now populated with our first point release to A20. Give it a go and have fun.
Starting a new savegame on a fresh world is recommended. Old savegames should still be compatible, create a backup anyway, just in case.
To participate:
right click on the game in steam 2. click on properties 3. click the "betas" tab 4. the drop down menu will have latest_experimental available ← you want THAT 5. select that and wait for the game to download.
A20.1 b5
Added
Show Stability makes a clearly different green for max and darkens colors every 1m of world space
Changed
Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
Updated to house_modern_18 made path more obvious, added torches, added triggers so sleepers arent' left behind, etc.
Updates to remnant_skyscraper_01 based on QA feedback.
Updated house_construction_01 and house_construction_02 with new art props
Updated remnant_business_0205, updated with new art and shapes
Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes
House_modern_23 Changes made based on feedback
Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback.
- Warehouse_04added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen's floor, replaced shelfs to prevent zfight.
Remnant_waste_01 replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling
Updated downtown_strip_10 based on player feedback.
Downtown_filler_27 removed door frame simulating door that was permanently closed to avoid confusion
House_modern_23: changes made after level designers meeting feedback
Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest
Slightly increased the probability of books found in book piles and crackabook shelves
Enabled graphics jobs
Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door.
Updated loot probability and quality templates to better align with the new loot stage system
Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available
Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books early game
Reworked tiered chest loot to better reflect POI difficulty
Reduced the amount of aloe cream found in backpacks
Increased the chance to find acid in sinks and chemical sets
Added another low chance to find vehicle wheels in PassNGas crates
- Warehouse_04final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimetral wall )
Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties
Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before)
Moved the storage crate and writable storage crate to their own recipes (same recipe as before)
Moved the old chair out of the furniture helper and gave it its own new recipe
Added produce baskets, pallets, and empty clothes shelves to furniture helper
Updated preview thumbnail JPGs for part_loot_t1 through t5.
Updated house_old_tudor_06 to new RWG standards.
Updated house_old_bungalow_08 for new RWG country residential.
Updated large_park_01 moved kiosk 1 block to the back, added extra floor under it
Farm_04 made changes so it's no longer easy to reach and kill final sleepers before
Source
Changelog.gg summarizes and formats this update. How we read updates.
