7 Days To Die A17.2 is out!

R

rhuenink

Guest
We’ve just released Alpha 17.2 B27 with many fixes, changes and some great new game options.

Blood Moon Frequency

  • This option allows the player to set a minimum amount of days for when the blood moon hordes appear. In the menu the player can disable them, have them daily, every 3 days, default weekly, once every two weeks and once every 30 days.
Blood Moon Range

  • Here the player can change how many days can the actual blood moon day randomly deviate from the frequency setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency
Landclaimcount

  • We added a property to the serverconfig.xml that allows server owners to change the maximum amount landclaims per player.
XP Multiplier

  • Players can increase or decrease the overall experience gained. To suit the XP speed for the length of game they desire.
Adjustable Block Damages

  • Players: Players can decrease or increase their damage dealt to blocks
  • AI: The damage dealt to blocks by normal AI
  • Blood Moon AI: The damage dealt to blocks exclusively by AI during blood moon horde time
For serverowners:

Added: serverconfig property “UserDataFolder” to specify where all generated data on the server is stored, including generated RWG worlds

Added: new properties “XPMultiplier”, “BlockDamagePlayer”, “BlockDamageAI”, “BlockDamageAIBM”

Removed: old properties “BlockDurabilityModifier”, “ZombiesRun”

Changed: TerminalWindowEnabled default is set to true

Please be sure you are using these properties in your serverconfig.xml:

<property name=”BloodMoonFrequency” value=”7″ /> <!– What frequency (in days) should a blood moon take place –>

<property name=”BloodMoonRange” value=”0″ /> <!– How many days can the actual blood moon day randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency –>

<property name=”BloodMoonWarning” value=”8″ /> <!– The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show. –>

<property name=”LandClaimCount” value=”1″/> <!– Maximum allowed land claims per player. –>

<property name=”BlockDamagePlayer” value=”25″ /> <!– How much damage do players to blocks (percentage in whole numbers) –>

<property name=”BlockDamageAI” value=”100″ /> <!– How much damage do AIs to blocks (percentage in whole numbers) –>

<property name=”BlockDamageAIBM” value=”100″ /> <!– How much damage do AIs during blood moons to blocks (percentage in whole numbers) –>

<property name=”XPMultiplier” value=”100″ /> <!– XP gain multiplier (percentage in whole numbers) –>

Added

  • Option to disable texture streaming
  • Sleeper check if chunk ready for spawning
  • Launcher cleanup function for generated RWG worlds
  • Hits between animals of the same exact class are ignored
  • Log message for how much XP you got from different sources during your last level
  • AI FindDestroyPos far to close mode and randomized starting edge check
  • AI Destroy Area can randomly trigger when close but has a long path (higher % with lower intelligence)
  • AI Destroy Area will try far mode if normal unreachable
  • AI Destroy Area states, so seek time and attack time are separate
  • Landclaims now have a radial menu access to either show bounds to help building or remove them, if you dont want to destroy them by hand
  • Logging when player makes levels
  • Clamping to huge xp gains and changed giveselfxp to allow huge numbers
  • A “Blood Moon Warning” option.
Changed

  • Decreased sleeper despawn delay to 45 and added passive despawn delay of 10 seconds
  • Meat stew only uses 5 meat. Added animal fat to Recipe. Now it gives 50 max stamina and 25 health
  • Steak and potato meal now only use 5 meat but require 2 mushrooms. Now it gives 50 max stamina and 25 health
  • Increased chance for rare medicine at traders
  • Bartering now changes final price instead of reducing/increasing markup.
  • Gravel trails in the desert are more visible
  • Vehicles no longer collide with small rocks. Updated small rock texture.
  • Upgraded rock texture resolution to 512.
  • Added acid to traders
  • Increased the duke value of raw meat
  • Nerfed barter perk sell rates to half of what they were.
  • Cut sell rate from .2 to .15 value
  • Reduced amounts of food for sale at traders
  • Increased width of newContinueGame window, panels and gameoption control
  • Dropped usage of settings ini file, everything is controlled by Unity’s preferences system again
  • Increased chance to play power attack grunt sounds
  • Increased radius of dog and wolf controllers
  • Increased probability of bones on gore blocks and body bags
  • Gore blocks and body bags can drop nitrate
  • Increased probability of coal on burnt blocks
  • Reduced repair cost of claim blocks
  • Slightly reduced the depth of the topsoil to make finding ore easier
  • Optimized counter sink, cupboard corner, deco pole round, tile broken, metal rail.
  • Reduced “static” memory usage for map data, reduces amount of RAM required, more pronounced on bigger maps
  • Vending machines no longer have prepared food or raw ingredients, only canned food and drink
  • Increased quality tier of items found in loot
  • Renamed Bone Shiv to Bone Knife
Fixed

  • Buried supplies show as empty when they’re not should make same as satchels.
  • Placed landclaims are printed in the console for everyone to see.
  • Sleeper volume final room bungalow_06 (Eric)
  • ERR Unknown particle effect: impact_bullet_on_resourceWood when shooting air supply crate
  • Snowberry extract uses it’s instead of its in description
  • DismemberChance can not stack correctly between buffs, items, and perks
  • Lowered stamina cost for jumping is not mentioned in parkour description
  • Spawn probability of radiated zombies is not scaling
  • Sleeper despawn range to a tighter range
  • When in the prefab/world editor, then starting a game the party carries over
  • Dismemberment NRE spam
  • Scrapping paintbrush exploit to dupe paint.
  • Clients do not see the vulture death animation (dedicated)
  • Buff kills dont share XP.
  • NRE while holding “R” and fast mouse wheel scrolling to another slot with item in it.
  • NRE when trying to remap with the number “9” key
  • Players torch ignores game settings.
  • Exploiting gun/auto turret and nailgun for free unlimited nails.
  • Nail gun nails dupe
  • Clear sleeper quests can’t be completed
  • Scrapping dupe exploit
  • Lower loot abundance may not be working
  • EntityAlive MinEventContext Tags not being updated
  • Duping thousands of gas cans (disabled equip when in a vehicle)
  • Invisible zombies for P2P and dedi clients
  • Animals are not displaying attack animation for clients
  • Issue with having 2 finding white river supplies quests.
  • Dupe exploit using task manager to close client when on a dedi.
  • Consumeable dupe via mouse and inventory use.
  • Vending machines dont add time to rented days.
  • VM dupe using partial stacks.
  • Clients cannot hear the running blade trap sound loop
  • When placed singly pallets placed on other will fly off, when base is removed
  • Chicken was using legacy shader ( Chicken texture is incorrect
  • Bicycle doesn’t fall over for clients, only the wheels do
  • Vehicles placed on a client face north and then rotate to placed rotation
  • Auto turret damages are not matching the damage of their ammo
  • Bicycle dismounting causes player movement to lock and lose toolbelt items
  • Small rocks, corn and dead corn were not using local uvs
  • Players always score sneak damage in pvp when crouched
  • Goth clothes are not in loot lists
  • Dupe items with destroying a container and using “E” key at same time its destroyed.
  • Score achievements replaced by gamestage based achievements
  • Fire axes did not play power attack grunt sounds
  • Dogs and vultures are not attacking properly
  • ModArmorMuffledConnectors should be a stealth class mod
  • Achievement Playing Doctor was not working
  • PerkHealingFactor is incompatible with some other forms of healing
  • Despite being turned off blade traps can still be herd spinning (faintly)
  • Wrong (repair) upgrade path and burn value on wood spikes
  • Wedge60 tip corner top was hiding adjacent faces when it shouldn’t
  • Descriptions for modArmorMuffledConnectorsSchematic and modArmorAdvancedMuffledConnectorsSchematic are switched
  • Ping doesn’t show correctly on the server browser
  • Wrong loot group assignment for vehicle parts in zombie loot drops
  • Exiting game after placing campfire cancels trader quest.
  • Vultures fly backwards (made SetState clear reverse if left on and force some upward motion in StartAttackReposition)
  • Dart traps require forged iron to build but forged steel to repair
  • Buildings and signs etc are popping in a short distance from the player
  • Glass placement preview is impossible to see on most none squared shapes
  • Clients can see entities when walls don’t render anymore
  • P2P connection issues, Skipping LiteNetLib connection attempt, no IP given
  • Landclaim “Show bounds”, also shows for inactive lcb’s
  • No Kill / Kill Allies only lead to some buff/features not working.
  • Worlds without any water source in XML fail to load
  • Quest rewards dont reflect changes to XP multiplier.
  • Puny GOD mode does not make you invulnerable
  • Error when changing female character’s hair
  • Airdrop in prefab editor
  • Chat font size to what it was before
  • Zeds get confused when spawned on top of shelves
  • Server browser errors after a dedi having issues
  • Hitting ESC during RWG previewer generation will cause NRE
  • Clear part for sleeper quests now also works on/for old savegames
Known Issues

  • RWG Generation is not in its final state. Work is currently being done to improve roads, towns, terrain, generation speed, and world size. These changes will come in a later A17.x patch once they are ready.
  • In some scenarios double swing may still occur
  • Tool damage localization is different than actual value
  • RWG: Floating POIs (Minimal occurrence now)
  • Trader Jen has a deep voice
  • Trader Rekt is nicer than usual
  • Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not
  • Scrapping items in crafting queue while re-logging may go lost
  • Crafting speed bonus and mod slots do not properly apply to workstations after being closed
  • Clipping into blocks to see through terrain
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Mining helmet light doesn’t show for other players
  • Client molotovs thrown down from an edge not working as good as Host
  • Hatches don’t always open on the first try
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff
  • Resolution does not always save when >1080p options are available
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Crashes on Mac for a possible workaround, please look at https://7daystodie.com/forums/showth…106#post914106
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • White lines may occur on imposter POIs
  • Some Linux users experience problems
  • When using REALLY excessive amounts of resources they may vanish in cement mixer’s crafting queue
  • Chunk corruption errors
  • Showbounds for landclaims shows a box instead of it actual infinite size for y
  • Illness buff may not properly run out
  • Nightvision goggles are not very effective
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