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
Hey Survivors, we're pleased to announce the release of v1.1 b14 to our Stable branch. This update features several changes to stealth mechanics, as well as a multitude of fixes and optimizations to improve performance and enhance gameplay.
What changed
- Performance
- Gameplay
- Events
- Compatibility
- UI and audio
- Balance
Check out the full change log below!
b1-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
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
Inventory UI Audio Various Resources
Inventory UI Audio Rocket
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
GameShuttingDown mod event
wilderness_filler_21
lot_vacant_09
countrytown_business_15
remnant_downtown_filler_24
remnant_downtown_filler_25
remnant_downtown_filler_26
remnant_downtown_filler_27
remnant_downtown_filler_28
Rwgmixer xml district prefab_name property and changed forest_rural to use that
Changed
Balanced stealth effectiveness for all combinations of perks, armor and light levels
Reduced distance from and radius that AI picks to investigate near the target
Balanced stealth world and block ambient light
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
Increased Assassin and Rogue outfit sneak effectiveness based on other stealth calculations and balancing adjustments
Increased bear and dire wolf sight and hearing
AI alert timer starts after investigation ends and with some random variation
Adjusted StaminaLoss and AttacksPerMinute on Iron and Steel Axes to match Iron and Steel Pickaxes
Set the economic value to 1 for several blocks marked not to sell to traders to prevent rented vending machine exploits (full economy balance coming at a later date)
New Burnt Zombie Sound FX
New Gore for Hazmat zombie
Increased vehicle armor and plow damage reductions
Increased vehicle reserve fuel tank capacity
Removed Q6 items from airdrops and infested loot
Increased the harvest count of Augers and Chainsaws by 20%
Increased duration of all fire weapons influenced by Fireman's Almanac Vol 4 by 1 second for display lag and rounding
Persistent electricity effect when dismembering electrocuted zombie
Updated organic destroy effect
Updated explosions particles for land mines
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 glowing 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
Wrong/Missing class, tags,
Source
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