7 Days To Die Alpha 17 Experimental B221 is out

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rhuenink

Guest
#1
Hey Survivalist,
We’ve just released Alpha 17 Experimental B221 and could really use your help finding the last remaining big issues. Opt in instructions can be found here:

B221 Forum Page

Added

  • More food and drink types to vending machines
  • New tier 1 cabin_09 dungeon to the game and RGW
  • New Cabin_08
  • Mods to traders inventory and secret stash.
  • Move speeds to AI debug info
  • Zombie movement settings Nightmare speed
  • Improved zombie run/walk settings (replaced ZombiesRun preference with ZombieMove, ZombieMoveNight, ZombieFeralMove, ZombieBMMove. Each can be Walk, Jog, Run or Sprint)
  • Two new tier 1 cave POIs, and made cave_05 larger
  • Updated server browser to support the new zombie move settings
  • New tier 1 quest-able cabins 8, 9 and 10 to Navezgane and random gen
  • Potential fix for some macOS users getting errors about too large socket buffers
  • New medicine cabinets, sinks, medical piles and ammo piles
  • Overhauled cabin 07 as a dungeon tier 1 to support fetch, clear, hidden cache
  • Cabin_01 has been overhauled in to a small dungeon tier 1 that supports clear quests
  • Docks 02 is now a new overhauled tier 2 questable dungeon
  • Docks_03 overhaul
  • Gas_station4 as a tier 1 questable POI
  • Cabin_04 as tier 1 clear, fetch, hidden_cache
  • New diner_03 to navezgane and replaced a couple dupe cabins with new ones
  • New diner 03 tier 1 dungeon
  • New cabin_11 tier 1 POI

Changed

  • Update the ancient torch model
  • Crafting steel bolts and arrows is not gated by a perk
  • Overhauled diner 02 into a tier 1 dudgeon
  • AI destroy area to check more often and last 2 seconds longer
  • Iron and Steel fireaxes do bonus damage to wood
  • Iron and Steel pickaxes do bonus damage to stone and iron
  • Trader Update: Added mods, clothing, all new food and drug items, rebalanced most item prices, added more construction materials, improved Trader Joel graphics
  • Now logging all chat on the server
  • Removed AstarPath calling GC Collect, which causes lag spikes when new path grids made
  • Pine forest sun is more vibrant
  • Increased vehicle placement height, so easier on uneven ground
  • Bicycles and wheels no longer need a workbench to craft
  • Vultures will target a noisy player if none seen
  • Dart traps moved to Engineering 2
  • Increased next wandering horde delay range
  • Increased wandering horde min pitstop distance and range
  • Vulture targeting of the closest player to check if seen on each one and check light level, so stealth at night works
  • Ranged weapons and zombie HP scaling rebalanced
  • Decreased noise of jumping and step sounds
  • Rescaled zombie tier hit points and gamestagebased spawn probabilities
  • Reduced wandering horde counts
  • Trader doesn’t have a really bright light on him now
  • Removed duplicate dock 04 from smaller lake
  • Merged the Slow Metabolism and Fully Hydrated perks
  • Normalized zombie anim blends, so 1.35 move speed is a full run for all
  • Increased normal zombie MoveSpeedAggro max and decreased spider to 1.35 max
  • Intellect reduces crafting speed by up to 65%
  • Perception increases accuracy with ranged weapons
  • Decreased reflection quality settings of Low/Middle/High/Ultra and added Ultra to UI and added private Ultra
  • Entity speed properties to MoveSpeed, MoveSpeedNight, MoveSpeedAggro, MoveSpeedPanic
  • Feral MoveSpeedAggro minimum to 37% of max value in XML
  • Removed AIDirector checking run for some distances and increased day distances
  • Power attack damage higher than before but mostly perkbased
  • Perks Deep Cuts, Stay Down, Heavy metal increase power attack damage on stunned/staggered enemies
  • Stoneaxe, pickaxe, shovel, hoe are bladed weapons
  • Removed Wrecking Crew perk
  • Melee weapons rebalanced
  • Guns and ammo prices
  • Intellect 10 goggles maximum craft speed reduction is 95% instead of 100%.
  • Increased AI obstacleCheckTickDelay to 4
  • Increased chance for power attack grunt sounds because power attacks cost more stamina
  • Reduced chance for grunts to play on all power attacks.
  • Made tier 6 pois tier 5 adjusted the tiers on a few more pois that should have been 1 or 2s
  • Reduced zombie kill XP
  • Fetch compass icon changes to up at 3 meters now instead of 2 above.

Fixed

  • Recipe unlock issues with gunPumpShotgun, thrownAmmoPipeBomb, thrownDynamite, tnt, rScrapIronPlateMine, ceilingLight01_player, toolForgeCrucible, resourceArrowHeadSteelAP, resourceForgedSteel
  • Particle effects of destroyed terrain blocks were always black
  • Parent spam on survivor camps
  • Client not showing if you tried to connect to a server with an invalid password
  • EAC keeps connecting and disconnecting
  • Creating a Blank game then hitting continue brings unused game settings
  • EAC keeps connecting and disconnecting
  • Blood draw kit does not take away any health
  • AI could be distracted when it had a target
  • Burnt zombie sound persists when in Pause
  • Collision on jail bars
  • Placed TNT is not explody enough
  • Armor perks can easily make you invulnerable
  • Rabbit very difficult to butcher from middle of its body (chicken too, made HasRagdoll false and set CC layer to cLayerLargeEntityBlocker on death when no ragdoll)
  • Zombies are no longer attacking doors or monster closets
  • Repair speed of stone axe, hammer, wrench and nail gun and syncronized animations with delay
  • FastTags GetTagNames not returning correct extended names
  • DrugRecog and drugFortBites have wrong craft tool assigned
  • The POI burning barrels have no collider to them
  • Perk Stay Down level 1 and 2 are not working
  • Active challenge prevents trader quests.
  • All mining ores have unique textures again
  • Light fixtures showing up dark.
  • Pathing issue with 1/2 blocks (added AI obstacle sidestepping)
  • AI CheckEntityBlocked not using origin and changed to SphereCast with longer range
  • Host can have still standing chopped down (POI?) trees remaining in their game
  • Power attacks with iron fire axe play grunt sounds
  • Land claims compass icons were showing for other people.
  • Nail gun nails don’t do damage and/or have collision (reworked launched obj handling, fixed offset from gun)
  • Nail projectiles not being deleted on collision
  • Infection adds a severe cap on stamina
  • Steel fire axe didn’t play grunt sounds on power attack.
  • perkHeavyMetal applies the correct effect
  • Torches are not at the 3D location where they were placed
  • Courier satchels appear for clients instead of normal containers

Important for dedicated servers:

<property name=”ZombiesRun” value=”0″ /> <!– OLD! 0 = default day/night walk/run, 1 = never run, 2 = always run; this setting ONLY affects regular zombies, some zombies like ferals always run –>
<property name=”ZombieMove” value=”0″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>
<property name=”ZombieMoveNight” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>
<property name=”ZombieFeralMove” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>
<property name=”ZombieBMMove” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>

Known issues:

  • Some scenarios where trees remain in the world, repro cases are welcome
  • Auger and chainsaw soundloop in MP games reloading and switching slots fixes this temporarily
  • Trader Jen has a deep voice
  • Players visually disappear for another when looking up
  • No lights on vehicles
  • Turrets target zombies through walls
  • Guns with a magazine size of 1 still autoreload
  • Some mods are in a testing phase only and do not work yet
  • Stealth has some issues that may not get fixed until the next patch
  • Server connection issues
  • Floating POIs
  • Repair material not refunded when repair was cancelled
  • In some scenarios double swing may still occur
  • Ammo count of nailgun goes broke, when equipped with full auto receiver
  • Trader Rekt is nicer than usual
  • Some achievements can not be obtained at the moment
  • Charismatic Nature is not working right now
  • Scrapping items in crafting queue while relogging may go lost
  • Relogging when crafting usable items are in the crafting queue may have negative sideeffects
  • Debugshot/dbs closes instantly on Linux and Mac
  • Nightvision does not properly work
  • Crafting speed bonus does not properly apply to workstations
  • Clipping into blocks to see through terrain
  • Vultures play their fly animation when dead for clients
  • Vehicle key mapping does not save
  • Shotgun driver loses sound on 4×4 after a while
  • Self medicated can be purchased but should not
  • Server browser does not display the proper values for zombie movement speed
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • Hand held weapons and items show light on them while inside sealed rooms or underground at night
  • Clothing items should be removed and swapped out manually or risk deleting them

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