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!
What changed
- Gameplay
- Events
- Compatibility
- UI and audio
- Store
- Balance
Here's the b5-b14 changelog:
Added
Player stealth meter is green when no alert entities are near you otherwise it turns yellow
Stealth is less affected by player movement and ramps up over time
countrytown_business_15
remnant_downtown_filler_24
remnant_downtown_filler_25
remnant_downtown_filler_26
remnant_downtown_filler_27
remnant_downtown_filler_28
Controller support for the 3D map preview on the RWG window
(PC Only) Controller Icon Style combo box added to controller settings menu, allowing players to override automatic controller detection and Steam Input to display either Playstation or Xbox icons
New explosion particles for Propane Tanks, Barrels and Vehicles
New inventory pick and place sounds for Robotic Sledge, Turrets, Traps, Mods, Crafting Stations, Dew Collector and other various items
Support for SoundPickup and SoundPlace for blocks
Blood splatter to zombie bear and dire wolf
Prefab Editor "Rnd decorate Sel." also sets random rotations
Enable All and Disable All for Extras through the Twitch Options menu
Changed
Increased bear and dire wolf sight and hearing
Increased Assassin and Rogue outfit sneak effectiveness
Reduced distance from and radius that AI picks to investigate near the target
Balanced stealth world and block ambient light
Balanced stealth effectiveness for all combinations of perks, armor and light levels
Improved player stealth UI to be twice as sensitive to light, half to sound and round off value
Balanced player stealth enemy search duration reduction from perks and armor
AI alert timer starts after investigation ends and with some random variation
Updated descriptions of Salvage Operations to prevent confusion of harvest speed
Increased duration of all fire weapons influenced by Fireman's Almanac Vol 4 by 1 second for display lag and rounding
Adjusted StaminaLoss and AttacksPerMinute on Iron and Steel Axes to match Iron and Steel Pickaxes
Removed Q6 items from airdrops and infested loot
Added storeHardware theme tag to remnant_business_04
Sleeper, pathing and art improvements to army_camp_07 based on player feedback
Added audio trigger and additional pathing improvements to army_camp_07
Increased price of #mind_wipe and #newbie
#newbie is now an Extra.
Break Claim triggered cooldown from 20 to 30 seconds.
Updated organic destroy effect
Updated explosions particles for land mines
Added flag to turn off barrel on fall
Updated icon for yucca fruit to better represent the in-game models
Updated icon for Knuckle Wraps to better represent the in-game models
Knuckle Wraps now use cloth for crafting, repairing, and scrapping
Updated Knuckle Wrap description references from leather to cloth
Updated tags for various window blinds to count towards polymer harvest challenge (does not show nav objects due to overabundance)
Reduced the amount of duct tape needed to craft Robotic Drones
Updated landmines with repair properties for the Infiltrator perk
Adjusted glowy eye on zombie bear and dire wolf
Memory optimizations including a refactor of RWG to use less static fields so it can be garbage collected.
Set mipmap streaming on for entity textures that had the setting missing
Burnt Zombie FX Processing
Wrong/Missing class, tags, and particle settings were keeping gas pumps from exploding properly
Updated persistent electricity effect when dismembering electrocuted zombie
Adjusted backpack, camping, and car loot lists to clamp T0 tools/weapons from mid/late game loot probabilities
Increased the harvest count of Augers and Chainsaws by 20%
Downtown_filler_plaza_03 replaced fountain with new design
Progression and save game safe adjustments to unlock values with electrical crafting magazines. Sensors section from
Source
Changelog.gg summarizes and formats this update. How we read updates.
