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! After another successful round of bug fixing and balancing based on all of your tremendous feedback, we are pleased to announce our latest release for experimental testing, v1.1 b4.
What changed
- UI and audio
- Fixes
- Gameplay
- Events
- Balance
- Maps
This update addresses some problems related to vehicle interaction with player colliders, as well as some audio issues, and a TON of smaller fixes to various POIs. As such, a new game is highly recommended in order to experience these updated POIs in all of their glory.
We didn't forget about the modders, bringing a fix for an NRE related to custom sign text in custom POIs, adding a GameShuttingDown mod event, and have updated the rwgmixer to allow custom district names via XML.
For our console users, expect to see these changes and more once v1.1 Stable is released.
What's next? Our efforts continue to be focused on squashing bugs and working hard to get closer to a v1.1 Stable release, so stay tuned for future updates!
To get access to this version: [olist]
Right click on 7 Days to Die in your Steam Library
In the windows that opens, Click on 'Properties'
Click the 'Betas' tab on the left side of the panel
From the dropdown in the top left, select 'latest_experimental'
Now the game will begin to download
Once it's completed, start playing! [/olist]
V1.1 b4 Changelog:
Added
Wilderness_filler_21
GameShuttingDown mod event
Rwgmixer xml district prefab_name property and changed forest_rural to use that
Lot_vacant_09
Inventory UI Audio Various Resources
Inventory UI Audio Rocket
Changed
Victorian_08 trigger unlock doors for easy exit
Updated several Spanish translation issues based on community feedback for pistols and file cabinets
Localization sync for Japanese updates
DMS section type for traders is read from npc.xml
Keep F3 CVar filter text when leaving to main menu and loading back into game
Trader Rekt gate access is now easier especially for bikes
Bungalow_02 Easy exits set to Trigger Unlock
Increased vehicle armor and plow damage reductions
Increased vehicle reserve fuel tank capacity
Added keyrack for quick exit/unlock for exterior doors in house_burnt_02
Connected additional door to keyrack quick exit / unlock in house_old_modular_04
Connected additional door to keyrack quick exit / unlock in house_old_modular_05
Connected additional door to keyrack quick exit / unlock in house_old_modular_07
Added quick exit / unlock keyrack to house_old_tudor_04
Removed completed facade from aaa_arizona_downtown_01 test map
Added quick exit / unlock keyrack countrytown_business_07
Reduced sleeper volume count in countrytown_business_07 based on feedback
Art pass and sleeper volume adjustments in ranger_station_01
Skyscraper_01 reduced by 591,469 verts 221,936 tris
Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI's
Store_clothing_02 loot balance pass
Downtown_building_03 area rebuilt with new blocks
Downtown_filler_31 texture fix, block type replaced
Hotel_04 locked optional room door to make it clear to the player that's not the actual path
House_modern_27 path improvement
Rest_area_05 replaced block curtains for vertical curtains, enabled unlock exit doors
House_modern_29 added front balcony for aesthetic reasons
Nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode
Countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass
House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11
House POIs That Need Trigger Unlock various POIS
House_construction_04 small blocks and terrain update
Apartments_04 POIs needed trigger unlock
Additional adjusted sleepers in utility_refinery_02
Lot_vacant_09 changes made
Source
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