Full notes
Full 7 Days to Die update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello Survivors! Today we have the A21.1 b12 EXP update for you all! It addresses an issue with airdrops in the current EXP build and has numerous other fixes and changes.
What changed
- Gameplay
- Maps
- UI and audio
- Events
- Balance
To opt in please follow these steps:
[olist]
Right click on the game in steam
Click on properties
Click the “betas” tab
The drop down menu will have latest_experimental available <— you want THAT
Select that and wait for the game to download [/olist]
We recommend you start a new game when participating in EXP. We are not aware of anything affecting existing savegames negatively. If you plan on using your regular savegame, we advise of at least making a backup.
Here is what changed since A21.1 b6 EXP:
Added
GameEvent Requirements for Biome, POI and Progression.
FailQuest Action for GameEvents.
OnQuest Requirement for GameEvents.
BuffInjuryBleedingCooldown that adds BuffResistance after bleeding buffs to help reduce consecutive bleeds
Shape blocks support attribute hide_helper_in_creative
Exploding vehicles spawn a loot bag of contents
Dew collector audio.
F8 heat info shows active count and up to 10 events in current area
Count and Count Type to Item Actions for GameEvents.
Changed
Updated colliders on control panel block set to allow projectiles to pass around them easier
Updated the collider for officeChair to allow projectiles to pass under them easier
Updated the collider for hospitalBedPrefab to allow projectiles to pass under/over them easier
Updated the collider for palletsWoodStackPrefab to allow projectiles to pass around them easier
Updated the colliders for drink vending machines to prevent floating items placed on top
Updated collider for industrial_fence_bottom_02
Updated localization for Salvage Operations to say you can gain UP TO the percentage of each perk level. This is due to how harvest events need to be tagged and the amounts of resources that are randomized for general harvest.
Updated food bundles with a couple of mineral waters
Updated the description for food bundles
Updated all forge recipes with is_trackable="false" parameter
Updated collision property settings on rampFrame shapes to allow projectiles to pass through them
Removed the chance to receive buffInjuryBleedingTwo inside buffAbrasionCatch
Reduced the chances of random rolls hitting other crits inside buffOnAnyCrit
Moved corpse removal passive effect to buffStatusCheck02 to prevent item stats from being inflated when near a corpse
Removed corpse removal passive effect from all items and added tag "corpseRemoval" instead
Updated bulletproofShapes with hide_helper_in_creative attribute to hide bulletproofShapes:VariantHelper as it is blank and not needed
Set LODCullScale for the duct block set to cull at approximately the same distance
Reworked critical buff pop out icon colors for consistency. White = Treated, Orange = Untreated, and Red = Severe
Set LODCullScale for several corner pipes to cull at approximately the same distance
Restored the ability to sell pumpkins, yucca, and hops
Adjusted loot lists for T2 Buried Supplies
Updated dysentery localization for water/food cap being removed over time
Updated zombieBusinessManRadiated xp to be in line with other radiated zombies
Removed unused sound noise range, playerOnly, hordemeter and hordeMeterPlayerOnly parsing and storing
Removed misc xml noise parsing
Removed unneeded entity TintMaterial code and xml (caused excess material creation)
Removed unneeded entity ReplaceMaterialx code and xml (caused excess material creation)
AI player inventory tracking only stores specific items so less data handling
Removed sound noise range
Zombies, Zombie Animals, Traders, and Junk Drones now have
Source
Changelog.gg summarizes and formats this update. How we read updates.
