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,
What changed
- Gameplay
- UI and audio
- Server
- Balance
- Maps
- Events
here is the V2.0 Changelog.
You can find the changelog and release notes here also.
Added
Sound to indicate that the spawn window is ready for the player
Animal footsteps now have sound when turning
Inventory UI Audio – Bedroll
Inventory UI Audio – Blocks
Inventory UI Audio – Furniture
Inventory UI Audio – Lights and Glass
Inventory UI Audio – Material Blocks
Inventory UI Audio – Misc Wood and Metal Items
Inventory UI Audio – Player Crates
Inventory UI Audio – Various Items
Inventory UI Audio – Wood and Metal Doors, Shutters
New SFX for character footsteps
New SFX for the Frostclaw and Plague Spitter zombie types
New SFX for the new Dentist perk
New SFX to support the new Biome Hazard and Biome Storm systems
New ‘Use’ SFX on some medical and food items
SFX for when player is kicked or leaves a Discord voice channel
SFX for when spawn window is ready for player
Sleeper Spawn Material SFX
UI SFX for player joining and leaving Discord
Vehicle engines now have pitch variations
Vehicles now have a turbo triggered sound
Zombie crawlers now have footstep sounds
Zombie Dog collar chain now rattles
Zombie Dog, Wolf, and Coyote now have footstep sounds
Bookcase Cube Full to the shape menu
Cube 1/2 Corner Baseboard Outside, Left, and Right to the shape menu
Cube 1/2 Corner Chair Rail Outside, Left, and Right to the shape menu
Stairs Filled 1/4 Crown 2 Left and Right to the shape menu
Wind motion to blueberry, aloe, yucca, coffee, cotton, hedge and shrub plants
Dedicated server and LAN server browsers for PS5 and Xbox
AI ranged attack will rotate entity during first half of attack
AI ranged attacks are interrupted based on pain felt after applying pain resistance
All Frostclaw types and the Infernal Cop have high pain resist until reaching a lower health threshold
Crouch upper spine bending for 1m zombie ingress
Hooked up zombie projectile CollisionRadius settings and adjusted values
New Insect Swarm enemy type for Desert Biome and as Plague Spitter spawned enemy
Skinned mesh, and prefab for new Coyote model
Skinned mesh, animations, animator controller and prefab for new Grace model
Auto-party with friends feature
Shelter calculation for the local player now uses raycasts
Storm Frequency option on the New Game screen
Themed loot bags for Nurse, Lab, Biker, Thug, Utility Worker, and Soldier zombies
Block Info pane to Shape Selection Menu.
Chat window supports clicking names to whisper individuals or click party/friends text to switch to those chats
Generic bindings on XUiC_List and XUiC_ListEntry: “hasselection” to return whether an entry is selected, “hasentry” whether a list entry UI element has actual data assigned to it
Global XUi binding “is_world_loaded”
Made Area UI wider and removed background to prevent fading in and out
New HD screen effects to support new Biome Hazard and Biome Storm systems
XUi label view can define maximum width/height when in overflow=resizefreely mode
XUi panel view allows overriding the border sprite name
XUi panel view allows setting an inset on the border sprite
XUi TextInput support for effect attributes
XUi view TextList supports “first_line_prefix” attribute that is applied to every new entry
XUi views can specify a padding
XUiC_SimpleButton support for “hovered” binding
XUiV_Sprite support for gradients
Entityclasses.xml named colors and MatColor property which sets emissive using name
Entityclasses.xml replace_passive_effect to allow naming of common values instead of raw numbers
Example game event that starts a buff on an event date
Log error on loading items if an item has an invalid UnlockedBy property
Log message when mod localization files become too
Source
Changelog.gg summarizes and formats this update. How we read updates.
