Hey Survivors,

We are proud to announce that the Alpha 19 Stable is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum bug reporting pool.

Forum Bug Reporting Pool

Alpha 19 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advises you to delete you 7 Days save Game data folder before playing.

TFP is extremely excited for this release. It’s as big as the last couple alphas and is packed full of new content, bug fixes, optimizations, and game balancing. Read on for more information!

Alpha 19 Official Release Notes

Linear Color Space Lighting

Alpha 19 has gotten a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself.

The video option to adjust gamma has been changed to brightness, so it works with the new lighting. It also has a more balanced range of darker to lighter adjustment.

Lights now use a priority system, so close lights are updated rapidly to reduce visible jumps in their intensity and range.

Interactive Loading Screen

We added a brand new interactive loading screen with over 20 tool-tips on how to play the game from basic to advanced. The user can cycle back and forth through them and learn how to play the game better while it’s loading. It also looks better with new HD screenshot backgrounds.

Improved Game-pad Support

We have combed through all game-pad functions making sure everything is up to date and working and we also improved defaults like for driving. Additionally we added a new reverse directions for block rotation placement.

New Survival System & Critical Injuries

We gutted the old ISS or interactive survival system that blackened and clamped your health and stamina bars from filling because it was confusing to players. We replaced it with an all new critical system.

All critical injuries that blacken or clamp your max health or stamina will be caused by a new critical buff on the left of the screen. These new critical buffs are clickable, taking the player directly to the player status effect screen where you can read about the problem and its cure.

When you are at full health a zombie can never cause a critical on the first hit so we don’t want to hear about unfair crits! =) Once you take a few hits, or get reckless in close combat the chances increases. Being at low health also increases the chance of receiving a critical. Armor reduces this chance by a flat amount, creating a buffer that enemies must overcome before they can hit you with criticals.

Some criticals are incremental. A sprained arm makes you vulnerable to getting a broken arm.

Some injuries don’t take kindly to being ignored. Sprinting or jumping with a broken leg will not work in your favor. If an injury is affected by an action like that then the buff icon will blink briefly and you will know that something happened.

New and reworked critical injuries include:

Abrasions – The most common injury that you get in fights. They cause no additional problems.

– The most common injury that you get in fights. They cause no additional problems. Sprained or Broken Arm – Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it.

– Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it. Sprained or Broken Leg – Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it.

– Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it. Deep Lacerations – Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit.

– Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit. Concussion – Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers.

– Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers. Infections – Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless until it reaches 5%. At that point it starts getting worse and you need medication to cure it. While you have an infection any hit you take will make it worse.

Food and Water Bars

We’ve added food and water UI bars under the players belt inventory. The blue bar is for your water level and green for is for your food level. You will see them go up and down based on your current hunger and thirst levels.

HD Characters

We have overhauled and re-imagined many of the characters in HD. They may look better but they have less draw calls and are slightly better in performance. New HD zombies include:

Zombie Arlene

Zombie Darlene

Zombie Marlene

Zombie Boe

Zombie Joe

Zombie Moe

Zombie Yo

Zombie Steve

Big Mama Zombie

Crawler Zombie

Trader Jen

Trader Joel

Player arms – male and female

Dynamic Music System

TFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features.

The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player.

From this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader.

Exploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. As of Alpha 19 there, are 31,558 unique combinations of music.

Music volume, daily allotted probability and On/Off toggles are available in the audio menu.

We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape.

Loot Progression/Balance

Loot distribution has been smoothed out so that you do not find end game loot too soon and have no more upgrades to look forward to.

Loot has been balanced to provide a smooth progression from primitive, iron and steel items. This change provides a steady progression for the player and gives some incentive to craft, while slowing the economy a bit early game.

The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality.

There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals.

Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.

– Primitive tools, weapons and armor including a bow and the blunderbuss. Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.

– Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun. Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.

– The best melee items, bows and armor and mid range firearms like a pump-action shotgun. Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle.

Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest.



We will be continuing to fine tune loot progression in patches. In the future we plan on unifying loot progression, quest loot reward progression and trader for sale item progression more unified. We are planning on having biomes and/or POI with both harder enemies and better loot.

Enemy Progression/Balance

Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value and player parties accumulate roughly 2/3 of the combined game-stage that they used to. This makes the enemy difficulty grow slower you won’t see high end enemies on the 2nd blood moon.

On Screen Sprite System

We added a brand new Nav Objects On-Screen Sprite System to help players more easily locate important items in the world such as fetch quest containers, player backpacks, spears and more. We are using this system on many of the harder to find important items and events in the game.

The new Nav Objects On-Screen Sprite System, which govern the On Screen Icons, Compass Icons and Map Icons. These functions are easily configured in the XML and allow adding custom Nav Objects for Entities, Quest Objectives and Items for those who enjoy modding the game.

Some of the items that are using the new Nav Objects On-Screen Sprite System include:

Quest Rally Markers

Quest Fetch Objects

Dropped Player Backpacks

Player Bedrolls

Player owned vehicles

Traders

Thrown spears

Air Drops

Quest Improvements

We have improved many of the quest types and even added new quests here are some of the improvements

Quest Sprites – We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find.

– We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find. Dig Quests – The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure.

– The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure. Opening Routes – We have added new trader to trader quests that guide the player to the next closest trader after completing 10 quests. This continues until the player has delivered a package to all 5 traders.

We added a ton of new locations to the game including remnants. These give the player easier low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge.

We have updated Navezgane significantly increasing the playable space into the radiated zone with new roads that lead to new developments adding many new POIS or locations that were never in Navezgane before or updating cities. Locations include:

New Desert business development

New Snow modern development

New Forest old housing development

New Desert modern housing development

New Desert old housing development

Desert City of Departure has been updated

Snowy city of Perishton has been updated

Wasteland City of Gravestowne has been updated

Some Trader locations in Navezgane have been moved to improve distances between traders

We have improved Random Gen in A19 to use every POI possible in the game so players will see the breadth of content like never before along with a lot of tagging updates and improvements. In fact an A19 Random Worlds can have over 500 unique POIS!

We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include:

2 Grocery Stores

2 Gun Stores

2 Pharmacies

2 Hardware Stores

2 Clothing Stores

2 Electronics Stores

7 Ranger Stations

Carlot_01

New High School

sawmill_01

house_modern_12

house_modern_13

house_old_gambrel_04

12 Remnants

departure_city_blk_plaza

park_basketball

park_plaza_01

park_plaza_02

red_mesa

celltower_01

Changed

Light intensity correction to all POIs to work better with the new linear lighting

Wasteland biome now spawns smaller but improved deco remnants

Removed un-needed random gen POIS

Improved naming conventions of some biome spawned poi remnants and deco piles. all will have the term deco first in their file names now

Renamed bank to store_bank_01

Removed un-used old tree piles

Deprecated old cover pile pois that were not being used anymore

Moved special totoz east of football stadium

Moved pawnshop from departure to rural pine forest where old small bookstore was

Removed all non forest and burnt forest player spawn locations to work with the new trader to trader quest progression in Navezgane. Will be adding more back to get variety

Adjusted pine forest biome to take over a small amount of the winter biome in Navezgane

Moved gas station 6 to outskirts of Perishton to make room for new plaza across from courthouse

Fixed over-sized trees in Persihton and improved city block performance

Deprecated old burnt pine cluster POIS as the are not needed

Removed alleys from Gravestowne blk improved Gravestownes overall look

Optimized Diersville city blk a little

Size and position of remnant mill so it fits to the alley in Perishton

Replaced many duplicate survivor sites with POIS never in Navezgane

Trader Hugh and Trader Joel can now spawn in any biome in RWG

Single bed & mattresses POI replacement

Optimized store_autoparts_01 from 487K verts/513K tris to 317K verts 315K tris

Fixed

Cabinets in Fastfood_04 are not lootable

Cemetery 02 torches that were not on

Wrong bookcases in bank POI

Boat docks 02 collapses

Boats Docks 3 collapses

Si issue bar_stripclub_01

Fake cabinets in Berserker Bill’s

Loot cover in abandoned_house_05 has an SI issue

Trailer_01 prefab si issue when wrenching the car

Missing support pillar in gas station 05

Incorrectly rotated drinking fountain in factory 01

Survivor_site_05 has cobblestone clipping through tent

Garage roof at house_old_pyramid_01 has si issue when stepped on

Lights in front of the Bear Den are too bright

CeilingLight04 spotlight was sideways and adjusted defaults

Environment Art

The Art Team has grown much bigger and they have made some major improvements including:

Snow Trees – Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume.

– Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume. Burnt Trees – Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest.

– Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest. New skies – Updated sun and moon rendering, cloud blending and lighting, and horizon blending.

– Updated sun and moon rendering, cloud blending and lighting, and horizon blending. New fog – Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water.

– Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water. Updated Textures – Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering.

– Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering. Commercial Stores – All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs!

Nearly 150 new commercial assets including: Hardware store shelves Grocery stores stocked with food, beverage items Rotten produce bins Trashed store shelves Frozen food refrigerators Beverage refrigerators Pharmaceutical drug shelves Clothing racks Clothing shelves Mannequins Store display cases Gun and ammo display cases Gun racks Shoe racks Electronic store shelves Book shelves Shooting target Square and round hay bales Restroom signs

– All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs! Nearly 150 new commercial assets including:

New Weapons & Items

We added several new tools and weapons:

Tech level 3 – we’ve added a whole new line of weapons to give you the firepower you will need to face future special infected, bandits and more!

Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.

– This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill. Automatic shotgun – This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you.

– This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you. Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.

– This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles. Impact Driver – This tech level 3 tool is the fastest way to harvest mechanical items. Strip down cars and mechanical items down in seconds!

Tech level 2

Ratchet – This new tech level 2 harvesting tool is faster than a wrench and degrades slower.

– This new tech level 2 harvesting tool is faster than a wrench and degrades slower. Tactical Assault Rifle – This new tier 2 assault rifle is a step above the 762 in range, accuracy and fire rate.

Tech level 1

Robotic Sledge – This robotic weapon is a stationary turret with a large sledgehammer shaped pulverizing arm that punches enemies and can knock them down easier at higher quality levels. It is governed by robotics

– This robotic weapon is a stationary turret with a large sledgehammer shaped pulverizing arm that punches enemies and can knock them down easier at higher quality levels. It is governed by robotics Blunderbuss – Not a new weapon, but with the loot re-balance this weapon might save your skin early game and is craft-able from basic components.

All existing tools and weapons have either been remade from scratch or had an art update to pbr textures for the new linear lighting.

New Candy

We have added candy to the vending machines, they allow players to have a short term modification to game-play and provide a few calories:

Atom Junkie – Atom sized candy and atomic sized power! Increase explosive damage 50%.

– Atom sized candy and atomic sized power! Increase explosive damage 50%. Covert Cats – Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage.

– Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage. Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot.

– Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot. Hackers – These tasty treats give you 20% more harvest when salvaging.

– These tasty treats give you 20% more harvest when salvaging. Health Bar – Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster.

– Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster. Jail Breakers – Be the daddy to that stubborn lock. 100% success chance to pick a lock.

– Be the daddy to that stubborn lock. 100% success chance to pick a lock. Nerd Tats – Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits.

– Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits. Oh Shitz Drops – Be prepared for those Oh Shitz moments! Fall damage immunity.

– Be prepared for those Oh Shitz moments! Fall damage immunity. Rock Busters – Jawbreakers got nuthin’ on us! Gain 20% more resources mining ores.

– Jawbreakers got nuthin’ on us! Gain 20% more resources mining ores. Skull Crushers – Rock hard candy that gives you a rock hard punch. Increases melee damage 50%.

– Rock hard candy that gives you a rock hard punch. Increases melee damage 50%. Sugar Butts – If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Get a 10% better deal buying and selling.

New Perk Books

We’ve added three new book sets, Bar Brawler, Spear Hunter and Tech Junkie!

Bar Brawler

Basic moves – Adds 10% damage.

– Adds 10% damage. Drop a bomb – Sprinting power attacks can knock down your opponent.

– Sprinting power attacks can knock down your opponent. Killer Instinct – Gain 5% damage with each kill up to 15%.

– Gain 5% damage with each kill up to 15%. Finishing Moves -Do extra damage to knocked down opponents.

-Do extra damage to knocked down opponents. Adrenaline Healing – Recover extra health with each punch.

– Recover extra health with each punch. Rage mode – Attack and move faster after getting hit.

– Attack and move faster after getting hit. Boozed up – Drinking beer no longer blurs your vision and your buzz lasts twice as long.

– Drinking beer no longer blurs your vision and your buzz lasts twice as long. The 7th Curse – The 7th unarmed strike in a short time deals 300% damage.

Spear Hunter

Damage – deal 10% more damage.

– deal 10% more damage. Maintenance – Spears degrade 20% slower.

– Spears degrade 20% slower. Steel Spears – Craft steel spears.

– Craft steel spears. Strong Arm – Spears travel faster and further.

– Spears travel faster and further. Rapid Strike – Thrust spears 10% faster.

– Thrust spears 10% faster. Punctured Lung – slows your target.

– slows your target. Deadly Combo – Hits scored in quick succession do 10% more damage up to 30%.

– Hits scored in quick succession do 10% more damage up to 30%. Kill Move – Power attacks to downed opponents do 50% more damage.

Tech Junkie

Robotic Damage – Robotics do 10% more damage.

– Robotics do 10% more damage. Maintenance – Robotic weapons degrade 20% slower.

– Robotic weapons degrade 20% slower. AP Ammo – Craft AP ammo for robotic weapons.

– Craft AP ammo for robotic weapons. Robotic Turret Shells – Craft shotgun ammo for robotics.

– Craft shotgun ammo for robotics. Stun Repulsor – Craft this mod that sends enemies flying on charged hits.

– Craft this mod that sends enemies flying on charged hits. Charged Strike – Increases chance to get an instant charged strike.

– Increases chance to get an instant charged strike. Hydraulics – Increase the fire rate of robotic weapons.

– Increase the fire rate of robotic weapons. Bulk Crafting – Craft all robotic ammo in bulk.

Perk Balance

We have restructured existing perks and removed others so auxiliary perks don’t always have 5 ranks, as well as reduced some attribute requirements for auxiliary perks. This was changed to give less desirable perks more bang for the buck.

Perception Perks

Lockpicking, The Infiltrator, Animal Tracker now only have 3 ranks.

The Penetrator has 4 ranks instead of 5.

The treasure hunting ability of lucky looter that reduced dig radius has now been removed from Lucky looter and is its own 3 rank perk that reduces the new treasure hunting radius ring.

Strength Perks

Sexual Tyrannosaurus has 4 ranks instead of 5.

Heavy armor was moved from Fortitude to Strength and now only has 4 ranks.

Fortitude Perks

Well Insulated, Living off the Land, and Rule #1 Cardio now only have 3 ranks.

Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank.

Agility Perks

Run and Gun, Flurry of Blows now only have 3 ranks.

Light Armor and Parkour now only have 4 ranks.

Intellect Perks

The Daring Adventurer, Charismatic nature and Physician now have 4 ranks. Yeah Science is removed and its perks are merged with various other perks.

AI Improvements

Enemy Break-through System

We have added a new Enemy Break-through System that gives enemies random animation probabilities when enter the scene after breaking through a door, 2-meter opening or monster closet. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include: Ragdoll Entrance – The enemy will ragdoll through the opening and then get up Stubble Entrance – The enemy will stubble through the opening before pursuing the player Lunge/Boost Entrance – The enemy will lunge and boost through the opening towards the player



Enemy Falldown System

We have added a new Enemy Falldown System that gives enemies random animation probabilities when enter the scene when falling from heights of 2 or more meters. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include: Falldown Ragdoll Entrance – The enemy will ragdoll after landing and then get up Stubble Entrance – The enemy will stubble after landing before pursuing the player Lunge/Boost Entrance – The enemy will lunge and boost after landing towards the player



Enemy Pain Stun Lock

AI Pain resistance has been improved. It still builds up over time, but has been adjusted to be harder to stun lock enemies. We fixed pain reactions not always triggering. Pain now uses a new hit blending system, so different strengths and durations of pain are shown and can happen while AI is attacking.

Head Tracking

We have added head tracking to zombies, NPCs and animals. They will now turn their heads to look at their target.

Enemy and Animal Swimming

Zombies and animals are able to swim in water and at a faster speed than they moved before, so be careful in the water. Zombies and the bear now have swim animations. AI pathing still generally follows the bottom of a body of water, but when they near their destination, they can swim upwards.

Added

AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance

AI partial path picking may choose lower paths if lower AI intelligence and less dumb AI will pick higher paths over time

Bear pain resistance, moved pain to an anim layer, so can still move and doubled health

Pain resistance on all animals and anim layer on boar, deer, mountain lion and wolf

Zombie Hit layer

Create Bear Swimming animations

Swim state to deer and wolf

Trader head tracking

Zombie random move speeds based on difficulty

Blood moon spawner will instead spawn a radiated vulture 50% of time if target is in a vehicle

Blood moon zombies will 50/50 teleport closer or die if target player is far away

Blood moon zombies have an increased loot drop rate after every x have spawned

Blood moon vultures always see and chase at any distance

Blood moon vultures chase vehicles at 250% speed

Vultures can now attack blocks when chasing their prey

Sleeper pose material and low res texture

Zombie rage chance scales based on hit damage

Zombie rage duration does not count down while stunned

Ai rage console command

Crawler’s climb will exit anim early at destination, moves same as anim motion, disables tilt to ground and reduced snap speed

Zombie normal/fat attacks are faster right handed and slower with left

Zombie hits are triggered by anim Hit events

Zombie random attack anim blending and additional anims

Zombie mirrored wall attack anims

Fat zombie attack anims



Changed

AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance

Reduced AI rage chance base damage to 40

Zombies have more pain resistance and will attack even if playing pain animations more frequently

Lowered non bashing pain threshold to 6 damage

Removed bashing attacks randomly not causing pain

Reduced blood moon zombie corpse despawn time to ⅓

Increased radiated vulture damage to 150% entities and 400% blocks

Improved vulture attack reposition duration

Increased vulture attack anim speed

Greatly reduced zombie alert times when hurt or after chasing a seen target

Increased health of dire wolf and mountain lion dramatically, zombie dogs and wolves marginally

Increased boss Grace’s health

Aggressive animals in the forests only spawn at night

Direwolf now shares assets with regular wolf and uses new scale code instead of a scaled prefab

Removed all old direwolf assets

Removed start of crawler climb up anim

Fixed

Zombie attacks are triggered too early by charging towards and then back peddling quickly

Hostile animals attack while electrocuted

Spider zombies can still jump while being shocked (and mountain lions)

Zombie crawler shock effect displays as if walking

Rabbits are digging when idle

Wrong name for IsAnimalEntity property making AnimalCount stat always zero

GetMoveToLocation raycast not using origin and giving wrong height

PhysicsSetMaxHeight was adjusting the first animal large collider

Animal larger colliders would shift to wrong offset depending on facing direction

AI rage chance above the base damage

AI digging when blocked and above but only a short horizontal distance

AI sliding down steep slopes that player can use

Movement slowing when attacked was not removed with pain resistance

Jumping after a fall due to blocked time accumulating during fall

Vultures could wander instead of attacking

Vulture attack origin too high, gliding while attacking and excessive repositioning if blocked

Animal attack anims skipped when rapid attacks

Wandering horde zombies seen sliding and not walking on dedi and P2P

Zombie controller decreasing AttackAnimation, UseAnimation and SpecialAttack2 playing times when base already does





Random Gen Improvements

Random world generation has undergone a few changes to help improve generation.

Biome generation – We have made biomes random in placement and size to allow for less predictable layouts.

– We have made biomes random in placement and size to allow for less predictable layouts. Trader World Placement – Trader world placement was separated from regular wilderness POI placement so it could be made more predictable.

– Trader world placement was separated from regular wilderness POI placement so it could be made more predictable. Player Spawns – Initial player spawns were changed to make starting out easier for new players.

– Initial player spawns were changed to make starting out easier for new players. POI Distribution – We have improved Random Gen in to use every POI possible in the game so players will see the breadth of content like never before. Random Worlds can now have over 500 unique POIs that can spawn!

– We have improved Random Gen in to use every POI possible in the game so players will see the breadth of content like never before. Random Worlds can now have over 500 unique POIs that can spawn! Pregen Maps – We re-created 3 brand new alpha 19 pregenerated maps to play

Animation Improvements

Added rigs and content created for support on new weapons and tools including: Impact Driver, Auto Shotgun, Desert Eagle, Sharpshooter Rifle, Double Barrel Shotgun (reworked model), Junk Drone, Junk Sledge, and Ratchet.

Added fall/land animations to support new fall-down system. Also added additional stumble animations when breaking through obstacles.

Added zombie swim animations to support new swimming system for zombies.

Updated 3rd person locomotion lower body update and upper-body update that supports up/down aiming and firing for new and existing melee weapons.

Updated various zombie characters and player arms with new models.

Dynamic Resolution

A dynamic resolution system has been added that allows the game to draw 3d graphics at a lower resolution than the main game window is running at. This can increase FPS while allowing the UI to run at full resolution.

Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings:

Dynamic Resolution Mode Off – Disables Auto – Enables it and will change resolution based on your FPS. This uses some video memory. Scale – Enables it at a fixed resolution. Useful if you are trying to hit a specific FPS value like 60 and prefer a constant resolution. This uses less video memory than Auto.

Dynamic Resolution Min FPS – When Mode is Auto and running below this FPS value it will decrease the 3d resolution.

– When Mode is Auto and running below this FPS value it will decrease the 3d resolution. Dynamic Resolution Scale – The percentage to scale down 3d rendering when mode is Scale.

Lowering your screen resolution will only increase FPS if your video card (GPU) is the bottleneck. If your CPU is the bottleneck, a lower resolution will not increase FPS.

Vehicles

We have done a number of improvements to vehicles listed below.

Added

Vehicle collisions with entities uses their mass ratio and hit angle for damage, velocity reduction and ragdoll threshold/chance

Vehicle collisions with entities during blood moon slows vehicle and is harder to ragdoll

Vehicle damage by entities during blood moon slows and pushes vehicle

Vehicle cosmetic slot that accepts dye (this is not functional and will be used for some type of modding in the future)

Players exiting vehicles retain most velocity

Vehicles keep full velocity when driver exits and no wheel on ground

Vehicle driving increases food consumption

Changed

Increased vehicle damage from entity collisions

Removed vehicle parent_part from xml

Entities killed by vehicle hits would have little ragdoll force or play an anim and improved ragdoll hit force

Vehicles that are supposed to be up on blocks are in them

Vehicle damage amount to entities did not use actual relative motion

Vehicle ragdoll force on entities was inverted

Removing vehicle mods did not update item

Vehicle physics not transferred when client or server took control

Vehicle engine would not stop if broken

Controls break when hitting esc at the same time you enter a vehicle



Server administration and multiplayer

config changes, console commands, etc

Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”

Added optional “display names” to admin / ban / whitelist commands to make it easier to remember who the entries in the XML belong to

Added command “camera” to allow locking the camera in place or saving/loading exact camera positions, e.g. for screenshots

Added the ability to search for commands with “help * <searchstring>”

Added the command “getlogpath” to easily find location of the current log file

Available buff names are now listed when using the “buff”/”debuff” commands without arguments

Fixed the “buff” console command recognising all valid buffs

Changed the “debugshot” command to also save the list of currently bought perks as CSV next to the screenshot

Changed the “chunkreset” command to work when run by clients too

Changed the “chunkreset” command to take block coordinates instead of chunk coordinates

Fixed games hosted as “Friends only” could be joined by random people through the Steam profile page if you had not set your profile to private

Changed the “Terminal Window” window name to include the server name and port

Fixed the game logging errors when the executable was called with non-GamePref command line arguments

Client side cached map view no longer persist between different servers with the same world a player connects to

Added a note about port ranges for servers to show up on the LAN tab of the server browser to the serverconfig.xml template

In-Game Commands

Networkclient and networkserver console commands each with latencysim and packetlosssim commands to enable latency and packet loss simulation

Screenshots are saved as tga when pressing left shift + F9

Gfx graph #, cvar, pe and stat console commands

Gfx graph fps and gfx graph dr console commands (type gfx for help, example “gfx graph fps 200”)

Chunkreset console command f parameter

Teleport to POI window, triggered by console command “tppoi”

Modding Support

(In game) Localization from mods now pushes to clients

Added: Support loading prefabs from mods

Added: EntityClasses can be hidden from spawn menu with the property “HideInSpawnMenu”

Added: Target health bar visibility can be configured from XML

Added: Support XUi binding of CVars with specified formatting

Added: XML driven on-screen icon system

Added: Worldglobal config file

Changed: World file processing is no longer based on file timestamps but rather actual content changes

Fixed: XPath insertAfter patches inserted elements in reverse order

Fixed: Multidim blocks were only interactible on one end

Level Editor Improvements

Added: editor only command “sleeperreset” to reset sleeper volumes for quicker testing without reloading level

Added: Disable biome spawns in playtest mode

Added: Screamers will not spawn in playtest mode

Changed: Light editor max range to 40 and step to .5

Changed: Light editor to remove tile data when saving with defaults

Changed: Increased light editor min/max spot angle

Changed: Updated default spectrums for POI editor

Changed: integrate standard localization handling for Light Editor properties

Fixed: Light editor Esc key cancelled, but left the visible changes

Fixed: Light editor changed tile entity color when only save should

Fixed: Light editor not removing all changes on cancel

Fixed: Reduced fog in POI editor

Fixed: Can not create a world using World Editor and receives an NRE

Fixed: DirectoryNotFoundException from Prefab Editor from non-existing maps

UI Improvements

Map popup for creating waypoints can now be dismissed by clicking on the map

Added UI scaling option

Added a refresh button to the server browser

Added support to paste “IP:port” combinations into the IP field in direct connect window and automatically extract the port to the port field

Added a warning on the New Game window when the selected world was created with a different major version of the game, mostly as the world’s prefab list could contain outdated entries

Fixed: Scoreboard admin star can no longer get covered by player names

Fixed: The last letter of some tooltips was below the tip box

Fixed: Hovering over a blank slot in a container showed item tooltips from items in another container

Fixed: Hovertext on lootable/harvestable items was displaying two messages

Fixed: XUi tool tip backgrounds ghost on main game screen

Fixed: Fog of war covered parts of the map were actually transparent

Fixed: Quite a bunch of missing localizations

Audio Improvements

All new weapons have supported audio

Lockpick sounds

New Trader Jen VO

Other Visual Improvements

Cloud moon glow and darkening at lower heights

Atmosphere ground plane below horizon

Sky color alpha scales outside ambient sky color

Clouds are darker at lower heights at night

Specific moon phases every 7 days

Separate moon size, color and phase when blood moon

Background cloud layer

Moon phase and color effect moon glow

Sun punch through of fog

Color spectrums blend between colors

Worldglobal ambient night values

Interior ambient light scaling

Antialiasing Low, High and Ultra options

Sun shafts on moon

Underwater fog

Analytics and Telemetry

We have partnered with Super Nimbus and GameSparks to capture game analytics from Alpha 19 to Gold. We plan on capturing many things to help balance the game and improve the overall experience only generic game-play data all of which is already been covered in our EULA. For Alpha 19 we are capturing the most important data for balance and progression.

Some things we are capturing include:

Game simulation settings

How XP is earned

How players die

How players kill enemies

The speed of player leveling

Loot Progression at key points

We are not capturing and storing any personnel information from users such as

IP addresses

Names

Steam usernames

Device Names

Anything that can be used to identify any particular user

Alpha 19 b1-b180

Added

Buffs’ icons caused by an outside source, not by an item action triggered by the player, will blink for the first 3 seconds

Intersection block shapes

Added a Critical Hits journal entry

Block shapes that play nice with the new counter mounted sink mesh

Entity physics rigidbody uses the actual mass

Block model entity enables LOD fading

Trader to Trader quests at each quest tier.

Expand the LootQuantity passive to affect whole containers

Super corn can be used to craft glue

Current POI to player section of debug panel

Biome node system

Trader Hugh now specializes in firearms, gun parts, and ammo

Trader Rekt specializes in food and seeds

OptionsGfxResetRevision to allow resetting on startup

Hotzone settings for Nav Object Compass settings

Dimming of sun and moon light from high fog and moon phase

Worldglobal xml fogPower

Journal entry for stealth

New polished hardwood floors

EntityProjectile to allow syncing of spears between server and client as well as allow saving and loading of spears in chunks

Journal entry for the Activity Map

Anim controller SetFloat change threshold and idle time change threshold, but removed for zombies

Stone axe hit organic sounds

Custom toolbox and toolchest sounds

Allow hay bales to scrap to plant fibers

SetTransformActive updates reflection probe

Console command gfx st budget 0 disables streaming and >0 enables

Writable Storage Box

American Flag Version Flagpole

Chair versions of plaid and leather sectional couches

Player stats UI shows values using tags if set

Night is darker when the moon is not full

Added POI name to dbs command screenshots

Option to change size of FPS display

Old Wild West Coffins

Tough Guy Sunglasses that boost your fortitude. Found in loot and for sale at traders

Allow XUi list ComboBoxes to be initialised with ints/floats from XML

Allow enabling/disabling XUi SimpleButtons from XML/bindings

Allow XUi controllers to react to binding changes at runtime

Mem obj and mem objs console commands to list and shrink the object pool

HD Biker Zombie

Chainsaw/auger flesh impacts for melee & harvest.

Added hits/grazes to all 3 tiers knuckles.

Visual clue for text orientation on player storage crate

Radiated vulture vomit attack sfx.

Gfx st discard console command

Setup xml, localization, and icons for Gas Pump Remake

Updated localization for Wild West Coffin helper

Setup xml and localization for Bleachers Set

destroyed concrete material

“gfx graph tex mem” and “gfx graph tex stream” console commands

“gfx st reduction” console command

“gfx st” b/d/f/r console command abbreviations

woodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse)

tppoi window can be opened from ESC menu, also autofocuses search box now

HD Office Chair (no new icon yet)

Writable Storage Box Insecure to match textures when Writable Storage Box is downgraded

New gun fire effects for weapons that had been sharing with others

Missing tooltip for buffArmSplintedTooltip

Added new icons for new inventory management buttons

Create digging animation for crawlers

Rusted Metal Roof Material

“gfx texlimit” console command

Move items buttons for containers<>inventory

High quality water depth transparency and improved edge transparency, edge foam, waves and undulations

Utility_celltower_02

Allow the complete freezing of zombies within the game (ctrl-num* toggles)

Add chunk boundary markers that look like the land claim bounds box (Shift-num+ toggles)

Changed

Rough adjustment for loot drops. QL6 primitive items drop at GS 30. T1 start dropping at GS 12, T2 at GS 60, T3 at GS 105. You will always start seeing low qualities of a “new” tier first.

Auger no longer has a low priority to be for sale at traders

Cooking pot land mines cannot be picked up

Added dysentery chance when eating rotting flesh and raw meat

Radiator only drop radiators when harvested with a wrench

Reduced snow storm particle saturation and opacity

Hop seeds are now found in loot

Food poisoning is removed, but some foods can now cause dysentery. Cooked foods now buff your max stamina varying degrees based on the tier of the food, up to 40 max stamina

Acid barrels now have a chance to drop acid when harvested with the wasteland treasures perk

Game credits are updated with new folks from the team added

Splints can not be used (wasted) when you don’t have a broken arm/leg. Plain bandages can not be used without bleeding. Sewing kits not without bleeding/laceration

Improved Light Manager light registration

PerkHealingFactor heals less regular health but heals critical hits up to 2x as fast

Put skinny eaves on Canyon Mine building

Replaced old flaming barrel effect

Replaced old charged baton effect

Updated bullet\metal impact effect

Adjusted some blood particles that were too bright

Replaced old first person pipe bomb fuse effect

Optimized Chunk OnDisplay

Improved lights console command

Improved dynamic light fading

Light view distance to larger of MaxDistance or 150% of range

Merged the rod&spring and auto trigger group mods

Removed old unused biomes: city wasteland, wasteland hub and city

Instead of starting the game with “over eaten” food/drink stats, stamina regen costs less food/water up to level 5

Gunpowder crafts much faster

Improved RandomPositionGenerator funcs to allow points in water if not found on land or are swimming

Healing factor now heals critical wounds 20% faster with each rank

Scaled existing weapon recipes to accommodate three tiers

Changed navezgane prefabs.xml and rwgmixer.xml to new names

Improved how in water, swimming and water level is updated

Improved water movement slowing and added slower turning

Burnt forest friendly animals are now identical to the pine forest

Burnt forest no longer spawns vultures and the burnt forest difficulty is on par with the pine forest

Removed unused biome entries for legacy cities

Scaled chicken bigger so it’s easier to target and find

Optimized some chunk code

Improved pickup collider for dropped torches

Updated snow tree sizes and replaced second stage growth stage with prefab variant

Upgraded old plaid and leather couch models

Updated snow trees

Reduced sun saturation and intensity in snow biome spectrum

Buried treasure loot guarantees dukes and ammo

Armor items have less base durability. Armor perks increase durability more

30% of the armor value of a piece of armor is generated by the quality level

Food/Water consumption converted to ISS v2.0. Both food and water stats increase up to 200 along with HP and stamina. There is no overeating/drinking but the first 20 points you eat above the cap will tick down more slowly

Backpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)

Books, schematics, and recipes show in Mods tab at trader

Added commercial sink proxies and fixed sleeper fall setups

Improved map rendering

Ammo piles, food piles and workstations to LOD fade

Dart trap placement orientation hard to see in dim light

Audio Sources for body impacts to a much smaller radius

Body impacts audio source to custom rolloff

Roll times and play probability are calculated from daily allotted

Snowstorm to GameParticleLit shader and increased particle transparency

PerkHeavyArmor moved to the strength attribute

Quest is now tracked before showing the toolbelt message about new quest

Smokestorm particle to GameParticleLit shader and improved color, emission, velocity

Updated Fir Large and Fir Medium with modern frond techniques

Lights are fully disabled when turned off

Updated flashlightDecor, lanternDecor and porchLight01 lights

Lens flares use less light intensity, dim with ranges less than 4 and disable at distance

Adjusted streetLamp_Classic defaults

Did a rough pass on Fall Behavior variables

Baseball bat is the T2 club, the steel club is T3

Increased BulbFlare size

Street_light01 to shadow casting point light and dimmed

LanternDecor to cast shadows

Improved GameObjectPool

Linear Color Space tree balance

Melee weapon 3rd person upperbody locomotion sets integrated

Linear Color Space balance

Turret camera view to normal color with a little static

Renamed water jars for consistency

Magnum ammo is cheaper and has increased stack size

.44 Magnum invoked the Rule of Cool and has increased range, damage and rate of fire

Graphic quality preset FOV values

Optimized BlockValue

Spears are armor piercing

Spears benefit from perkPenetrator

Increased sneak attack damage on blades and bows, lowered on sledgehammers

Video gamma option is now brightness

Improved default concrete material

Night clouds and fog now have a subtle blue tint

Moon to phong shading plus ambient lighting and supports all phases and new fog

Updated blood moon spectrum to correct fog density and color modifications

Shifted blood moon sprite color to fix the pink hue

Sun horizon light spreading and tinting

The table saw can not be crafted and is no longer needed to craft any recipes

Wood shape blocks like poles or stairs that were in odd places on the crafting menu are now found in the wood frame variant block

Biome affects player threat level

Modified spectrums to support new horizon fog gradient

Magnum model updated, points to new prefab, weapon anims, 1st person anims

Reduced player spawn in effect duration

Reduced global sky ambient saturation

Spawning screen effect starts brighter

Linear color space texture updates

Updated Pine, Snow, Desert, Burnt Forest, and Wasteland Spectrums

Improved cloud rendering

Linear color space texture updates

Material optimization and cleanup

Linear color space Post Processing updates

Cloud shader settings and source art

Height fog shader settings

World global ambient settings

Pine Forest spectrum updates

Reduced star frequency

Latest interior ambient balance

Adjusted Water Distant Surface shader to look like the near shader

Removed SSR due to visual artifacts

Ambient levels

Updated fog spectrums

Default sun saturation

Updated world global XML values

Adjusted default interior light prefab values for linear color space

Linear color space texture balance

Chandelier prefab alignment to ceiling center for 2.5cm pillar compatibility

Yongha’s New Hunting Knife model integrated

Reduced ground ambient

Linear color space spectrum balance

Split destroyed concrete shape into N,S,E,W segments for painting

New Stone Axe model integrated

Temp removal of fog to prepare for ‘s new exponential fog

Improved Reflection Manager fix for when probes refuse to render

First pass sun intensity adjustments and weather fog reduction prep for new fog

Updated post processing to v2

Lowered amounts of prepared food and drink at traders

Enabled linear color space

Disabled post processing options until we can get this swapped out with 2.0

Entity damage buffs store the damage remainder and use next tick

Optimized 15 avatar controller parameter names to use hashes

Optimized World GetEntity to do one dictionary lookup

TerrDesertGround has more hit points and clay harvest

Rotations are now working on doors

Consistent LOD distance on all player lights

Updating house_modern_06, small fix to sleepers in the master bathroom closet

PerkMasterChef, moved ingredient bonus to T4

Balancing and clarification on fore grip and bipod mods

Removed animator from steel sledgehammer and created new box collider

Chemistry station no longer uses wood or burning barrels in the recipe. Instead, they use forged iron, more short pipes, and 5 acid

Steel axe plays heavy woosh sounds

Moved chili dogs, beer and Yucca Smoothies to rank 3 of Master Chef

Removed tree seeds from seed loot and traders

Salvage Operations now affects ratchets and impact drivers as well as wrenches

Improved entity speed replication difference check

Ranged weapon AutoReload property to effect one shot weapon reload

Blunderbuss to not auto reload

Set hunting rifle and crossbows to not auto reload

Explosion resist is another random armor stat

No side effects on steroids/recog

Clothing and armor pocket mods are named differently

Increased base water drain. (was less than food)

Fixed inconsistent rotation on metal railing

Updating streetLight01 mesh and textures

Changed army truck to mesh collider

Burning shaft mod adjustments, can only installed in weapons and tools with a long shaft or blade

Animal remains collider size increased

Working Stiffs crates drop a minimum of 1 tool

Removed harvest and craftable clutter from working stiff loot crates

Removed paper, polymer and junk from construction supply crates, buffed quantities of glue, duct tape and scrap iron

Updated beverage list in the game to include more drinks. Removed empty jars from beverage loot list

Chunkreset x1 z1 x2 z2 to not require last two parameters and check for huge area

Default daily allotted for dynamic music system

Removed item Sound_harvesting prop

Lab equipment piles drop gunpowder, not nitrate/coal

Bullet casings in “junk” loot drop as brass

Increased ammo count in loot groups, ammo piles and hero chests drop an additional, guaranteed “ammo” group

Cheap wooden chests or desk safes have less storage capacity, large storage boxes are tougher, gun safes have the same capacity as large boxes

Cube storages boxes show up in the “building” crafting tab with the other relevant crafted storage containers

Replaced particles on third person “on fire” effect

Coal burns longer than wood

Added testosterone extract to cigar recipe

Price of paper is consistent with other ammo supply costs

Reduced chance for drink in refridgerators and increased chance for food. Increased quantity of eggs that spawn in fridges

Unlocked End reward chests in T1 and T2 POIs

Gamestage diminishing returns to a scale and set to .5 and difficulty bonus to a single number and set to 1.2

Lucky Looter adjusted to be in line with the loot quality distribution

Blunderbuss ammo only requires 2 gunpowder instead of 3

Adjusted steel hatch colliders to improve ladder climbing.

Reduced AI 1m jump distance

Zombies have a faster/shorter jump land anim

Decreased chance to find workstation schematics in destroyed workstations

Reduced Blur shader samples by half

Gas_station5 linear lighting and new art pass.

Replaced flame effect on burning arrow & bolt

Improved first person hands lighting when using burning arrows & bolts

Reduced amount of painkillers in loot

Quests per tier changed from 5 to 10.

Removed unneeded small signs, street lights and trees from rwg poi list

Linear color space balance on ammo display cases and gun racks

Changed primative colliders to mesh collider on all cars

Tier 1 quests no longer offer Armor, Weapons or tools as a reward

Party size from 6 to 8.

Store_clothing_02 new clothing wall racks.

Utility_celltower_01 remade

Replaced tree helper with dead tree & smoothed navazgane terrain

Sounds.xml better tactical AR fire sound playback with auto trigger mod

Utility_celltower_01 navazgane terrain painting

Updated flame effect on first person and wall candles.

Updating old barrel fire particle effect.

Campfire and forge tools have a small icon to show that they belong to a workstation

Barrels are containers.

Removed Texture Streaming video option and made streaming always on

Ammo drops are less abundant in the early game, blunderbuss ammo and iron arrows can be more common.

Closet rod and clothing piles destroy on loot

Neon “Open” sign emits light now

Loot probability templates normalised to 1 to make them usable in more situations

Demoted exception to error (no console popup) when country can not be retrieved

Item Type Icon to workstation tools.

Items that cure a condition show 100% instead of an unspecified amount

Updating steel club icon to match mesh changes

Zombie bears drop testosterone extract

Yucca juice recipe no longer needs water but is boiled in a cooking pot

The stamina buff from cooked food does not count down while your food bar is full.

Put a small weapon bag in survivor_site_02

Bullet casings now partially visible in iron sight aim for AK47

Reworked laser attachment effect for desert vulture

Boiled water does not cause dysentery

Reduced excessive food value on super corn

Merged heavy/light armor, all melee weapon and all ranged weapon loot groups for better performance due to fewer probability table lookups

Schematics scaled in loot. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages.

Physics push to not angle down and if not on a ragdoll use x5 force

Traders sell tech 3 weapons in the higher secret stash inventories

Robo sledge YawRange changed to 170°, making it easier to place in tight quarters.

Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it.

Loot abundance to effect each item in the container instead of the master count

Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic.

Chainsaw and auger are not unlocked by perkAdvancedEngineering

Slower recovery of the dynamic crit resistance that occurs when taking multiple hits from zombies

Added more friendly animals to all biomes

Enemy animals can spawn during the day in forests

Chickens can spawn in forests now

All animals respawn much faster than before

10% less resistance against stun and bleeding

Blade trap hits don’t prime the demolition zombie

Food max stamina buffs will not overwrite if an existing higher value buff is above half duration.

Stone block destruction doesn’t fire heat events like wood or iron blocks

Auto shotgun cannot use scopes for now

Improved sleeper volume noise response

Boars, coyotes, dogs, mountain lions and wolves can attack while moving forward

Temporarily disabled reflex sight as a visible attachment on the auto shotgun

Increased amount of small animals spawning in the forests and decreased larger animals.

All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.

Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night

Shotgun damage and auto shotgun rate of fire reduced.

Added floats so spawning of zombies and predators are less predictable.

Reduced stamina cost on iron harvesting tools

Bandolier mod increases reload speed by 15%

Removed candy tins, hub caps and air filter items from the game.

Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Hub cap mine uses a nail instead of a spring

Deprecated candy tins and other redundant items

Cooking pot mine is also crafted from basic resources

Normal entities load their prefabs and meshes on demand instead of during world load

Reduced distance to backpack after death if no respawn point is set

Block entities to load on demand using the object pool

The object pool large pools to active pools which will fully remove pool objects and non active prefabs over time

Added various scales to zombies so they are different heights

Texture streaming to only use the main camera

Store_autoparts_01 updated to commercial standards.

Updated lots of oldwest POIs with new art

Art and new block update for house_old_abandoned_07

Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day

Increased push up motion when player is stuck

Increased chance of getting criticals on the 2nd hit

Nerfed water cooler loot to drop 12 pure waters instead of 1 to 4.

Player shader name to Game/UMA and removed 10 unused properties

Increased chicken and rabbit run speed

Command “killall alive” no longer kills turrets

Biome generation now allows biomes other than pine forest to be in center

Optimized Arlene texture sizes

Optimized Big Momma texture sizes

Optimized Biker texture sizes

Renamed Arlene emissive to proper name and readded missing texture

Blade trap repair cost reduced to not be more than its crafted cost

Optimized Boe texture sizes

Optimized Crawler texture sizes

Optimized Darlene texture sizes

Optimized Fat texture sizes

Optimized player hand texture sizes (AO only) and fixed filtering

Optimized Joe texture sizes

Optimized Marlene texture sizes

Optimized Mechanic texture sizes

Optimized Moe texture sizes

Optimized Steve texture sizes

Optimized Yo texture sizes

Optimized ammo piles texture sizes

Optimized dropped backpack texture sizes

Optimized Brute trash can texture sizes

Updated officeChair01 icon

Optimized loot container texture sizes

Optimized vehicle texture sizes

Optimized non HD zombie textures

Optimized animal texture sizes

Optimized appliances texture sizes

Optimized commercial texture sizes

Optimized crafting texture sizes

Optimized decor texture sizes

Optimized door texture sizes

Optimized electrical texture sizes

Optimized furniture texture sizes

Optimized gore texture sizes

Optimized industrial texture sizes

Optimized outdoor decor texture sizes

Optimized plants texture sizes

Optimized plumbing texture sizes

Optimized resources texture sizes

Optimized remaining entity texture sizes

Optimized UMA texture sizes

Updated existing weapon effects

Light from gunfire now has smooth fade in\out rather than abrupt click on\off

Gun fire light adjusted for the new brighter first person lighting

Removed cntSuitcase from RandomLootHelpers

Sleepers always ragdoll on death

Block ExcludeWalkType uses a name

Bulk updated the POI imposters after concrete pass.

Increased duration of the Charismatic Nature buff

Improved sky fog sun punch through and to work with dark fog colors

Console command “weather fogcolor” to use red for green and blue if those params not given

“gfx st budget” to disable streaming before setting budget

Separated sort button on inventory/containers from the window icon

“Water Particles” video quality option to “Particles”, which now also decreases world particle count

Deleted chunk water depth object creation, mat and shader

Improved Low quality water transparency, waves and smoothness

Worlds’ splat maps support PNG again to reduce world sizes

Replaced collider and shadow caster on car parts ramp

40 prefab materials to use the crossfade shader

100+ block entities to consistent LOD culling heights

Top tier foods sell for more dukes, and no longer have economic bundles of 5 but 1, so single meals can be sold

Fixed

Backfacing issue on road signs

DrugVitaminsDesc needs to be updated to reflect fatigue cure

Replanted missing ground under Rekt’s stairs

Added support to the waterwork’s fence, car removal no longer makes it collapse

Wood Black Overwritten with Wood Painted 3

OnSelfDestroyedBlock && onSelfDamagedBlock were not yet functional with block tags

Add storage pocket mod and cargo storage pocket mod to inventory crafting clothing tab

Treasure quests no longer spawn underwater

ToolsB linear color space balance

Animals are not always removed after harvest

White lines on edges of UI graphics.

Collider hinders player movement saw horse block shape

Impact particles have material color overwritten when spawned

Handheld torch no longer burns underwater

Unable to harvest animals and collide with zombie corpses

Chemstation emission light blinks in and out while moving around it

AudioManager Play using wrong origin pos for SignalAI

Trader Bob profile pic missing from UI Atlas.

Handheld junk turret does not get the rate of fire increase from the perk

Some objects have extremely small render distance

Cars pop up when you harvest them

God mode speed hotkeys not working for x and z movement

If you catch a vulture on fire, the fire stays in one place while it flies around.

Fixed don’t allow attacking while falling or while playing a forced root motion anim(landing behaviors)

Particle scale on flaming zombies.

ERR RemoveChunkTransforms !zone

Stained glass albedo and transparency

Incorrect shadow caster scale for Fir Medium

Emissive light handling of block lights

LightLOD overwriting original shadow strength

Electrocuted zombies still attack while being electrocuted

Fire anim is not seen when setting zombies on fire

Destroyed blocks during join game process cause NRE on connecting client.

Slow lens flare fade

Street_light01 collider blocking flare

List of glass blocks that are black

Two paint textures are incorrect

Solid plane showing in candle prefab.

Upgraded wood planks seem to be too shiny

Glass Pane is way too reflective including the frame

Grass and trees not spawning on many sloped areas ()

Players could still be immune from a previous death at next blood moon

Trees have some color issues since linear lighting update

Trees change colours when falling.

Removed 2 incorrectly placed blocks

Global UVs, face hiding\collision on destroyed concrete set.

Edge alignment on destroyed concrete set.

Using turret inventory changed player camera when in 3rd person view

Player model jumps forward of the player camera when accessing an auto turret inventory

Shocked buff not following ragdolled bones

You can have a splinted and sprained leg at the same time

Collider tags using the same name for upper and lower arms

Treasure quests now use Nav Objects.

On perks like perkGunslinger you do not gain hit counters or benefits for hitting dead enemies

Removed artifacts from plaster material

The Iron Gut perk increases buff duration by 100%, not 50%, and the description on food/water is too vague.

Sun shafts turning off early on sun

Updated JoelRagdoll prefab with the new Joel2 model

Fixing shadow casting error.

Moon sprite distance so same as sky for correct perspective/horizon clipping

Chandelier needs a bulb material

Moon has wrong orientation

Scale up basketball hoop

Set roughness, metalness, and ambient occlusion textures to sRGB off for Autodesk Interactive assets

Missing faces on some placements of destroyed concrete.

Rockets using car explosion particle effect

PerkFromTheShadows updated, stealth rules explanation improved on perkHiddenStrike. May end up doing a Journal entry on it but it’s a lot more consistent now so may be overkill.

Barbed Wire block has buff issues, too large area affected

Damage based camera shakes now working again

Moon light intensity staying decreased from lightning

Removed large scratch texture artifact

Multiple Black glass materials caused by incorrect texture settings

Being able to look under a water plane when above

Wall light prefab set to wrong mode

Green ambient values

Broken leg buff resets on relog.

Listed water cost on drugs fortbites and recog is incorrect

Black industrial glass

Clients on mp games cannot turn weather survival off

God mode enabled message shows on joining game when god mode is not enabled

Kicked while in camera screen spams errors and warnings in console

Reduced grass saturation

Dark cotton and Chrysanthemum materials in shadow

Create window store set that has unbroken full panes of glass

Foliage brightness fix for linear color space

Tree branch brightness fix for linear color space

Fixed tree trunks using incorrect internal speed tree shader to use speed tree standard shader for linear

Spear stuck in ground disappears when player dies or relogs

Stone arrows showing as generic bag

SMG turret clips into block above it.

Bike digging/destroying terrain on horizontal path and loses hp (new wheel colliders)

When in god mode and continuing game you are still in god mode

Rotations on some car components.

Distant gun sounds not working

Replaced old supply crate landing effect with new one.

Electric fence wire causing PhysX errors in console

Several more weapons had no sound if modified to auto fire

Missing explosion on cars.

Offset car explosions.

Wood particles getting stuck on surfaces.

Changed Item Compare to use Base Values.

Show colored values for modded values in ItemInfo when not comparing.

Ranged damage not updated in modify window when mod is installed.

Fixed incorrect sound effect and visual in acid impact effect.

Fire particles appearing in acid puke particle.

Forge tool slots arranged in a logical order

Fixing broken import scale on farm_plot fbx

Trees grow on dedicated servers while the server is empty

Illumination issue with iron and steel spears.

Another Junk Turret/Mod dupe

Motor tools too prevalent in their quest loot group because there is no padding

M60 now has a custom collider box

Wooden Bow does not require string tension

Burning shaft mod isn’t toggling emissive on materials of their weapons

Microsplat bleed issue on garage_5 in the wasteland

Player getting stuck digging

Zfighting on broken tile custom shape

Player fall impact triggering on speeds of 0

Steel harvest exploits on safes

Changing spectate mode did not send the change to other players

Artifact in charred meat icon

Breaching slugs destroy blocks just as fast as doors

Allow POIs from towngroup to spawn in wilderness, if they have that tag

Increase transparency of turret and motion sensor vision cones.

Better Barter works on player vending machines.

Spear vanishes on dismemberment

Skill screen and quest screen now both are fully localized

Stun Baton charge lost on missed attack

Players can use flashlights to attack again

Redo dead grass texture (hay bale)

Brick_destroyed03 custom shape doesn’t show bottom face

Filled back faces on animal remains

Skill point cost tooltip does not always use localisation keys.

Corpses starting with damage by attacks that do multiple hits

Buried supplies quest do not fail if another player destroys the chest.

Traders can be affected by knockdowns

Fixed items sticking through the other side of some shelves

Corner_round_plate shape makes adjacent wall faces disappear.

Steel exploit with broken vending machine

Wrench doesn’t have any glancing blows on power attack

Linear color space balance on remaining ore models and terrain textures

Iron and Coal boulders and terrain textures updated for linear color space

Fixed mismatched knobs on versions of white house door

Reinforced wood is not as shiny anymore

Mac with AMD GPU has a chaotic screen blur effect

Reflections on Mac cause wild issues

Loot room sleepers don’t wake up until volume is triggered

Zombies left standing after death for clients

Open/close radial option texts for doors are now properly worded

Some window header backgrounds not respecting background opacity

Drawbridges are no longer suffering excessive amounts of explosion damage

Blade and turret traps causing standing AI on owner client

Paint issue in treasure room of modular_06

Corner cupboard incorrectly deleting faces

Several inconsistencies with visible shotgun attachments

Gamepad doesn’t index trader inventory pages using right joystick

Disabled K menu when not in world or POI editor

White River Citizen quest shows 0m and points to 0,0,0 if trader is not found.

Nailgun reload sound doesn’t play.

Backpack loot bypasses the progression scaling

Player’s own turrets will shoot player’s own robotic drone

Junk turrets fall through stairs and any solid blocks below them when placed from a distance

Business_old_08 upside down bookshelves.

Prevent players from loading existing RWG worlds as they will be broken for A19 due to missing traders

Business_old_05 upside down bookshelves.

Corner cupboard culling faces incorrectly

Prevent server DDoS

The perk HealingFactor works while player is supposed to die from hunger or thirst

The Repulsor mod is now working

Steroids add 50% run speed instead of the stated 10%

Missing documentation for how the “soft cap” on overeating works.

Wrong oven paint in apartment_brick_6_flr

Falling window pieces in modular_03

Replaced faucet with showerheads in fire_station_02

BuffElementCold, buffElementFreezing, drinkJarRedTea, perkSlowMetabolism have no effect on food.

Put proper shelving support in vic_13

Removed windowsidings from vacant_lot_05

perkTreasureHunter and/or Lucky Goggles are not speeding up treasure radius reduction

Armor not resisting bleed buffs

Factual and grammar errors in the Dysentery and Survival journals

Wrong ingredient count on ammoBundleBlunderbuss

Both robotic turrets/sledges jitter while aiming at their targets

Trader setups have nonfunctional item quality parameters

Robo sledge displays an ammo counter

Several items state wrong recipe unlocks.

Molotov now applying burning when entering the flames

Fast Food 2 has suitcase poke through bathroom hiding spot

Added missing bock to cemetery_02’s surface building’s ceiling

Pure mineral water cures dysentery?

Candle light not illuminating surfaces when standing too close to them

wood texture seams on frames when upgraded are not lining up properly

Better Barter 5 incorrect description

False Max Stamina Buff from Healing Items

Underground airpocket in Ranch03

Collapsing railing in fire_station_01

Z fighting with trimblocks and paint issue in modern_07

Applied paint to block behind comfy chair in modular_05

Adjustment to zombie footstep sound playback

Knuckles harvest too quickly ( use attack speed )

Breaching rounds do not work on the Shamway safe

Ratchet, ImpactDriver, SteelClub must now be crafted at a workbench

Steel spear shows proper unlock info

Scope mods are now visible on tactical assault rifle

Robosledge does not display a ammo count anymore

Beer sign does not have a white line on texture

Chest in funeral_home_01 now has loot

Create world feature is functional again

Can now place blocks around all lockers

Identical look for XP bar and food/water bars

Shovel hold animation is no longer used for all weapons and tools

Upside down door frame in apartment_adobe_red_5_flr

Bar_sm_01 no longer has false cabinets

Animals can not die from infection anymore

Weighted head mod is not compatible with blade mods on machete.

Food does not heal after you eat broken glass. Also, please reconsider your diet.

Fixed chainsaw and auger reload sound playback.

Some farm plots cannot be planted due to stability

Crate_storePrefab renderer was in TerrainCollision layer

Gas_station5 billboard SI issue.

Carlot_01 has beams that block entities

Graph value updating on non repaint events

First person weapon brightness values don’t match third person

Player hands brightness adjustment due to auto exposure fix

Back side of both flags have an alpha issue

Prefab editor Ctrl modifier shortcuts overlap with other shortcuts

“Path node otherHeight bad” warnings by allowing a small overlap

RWG only generating 1/4 maps on dedi

Tree poking through in vic_03

SI issue with entertainment center in house_old_ranch_01

Removed the cabinet texture from the backside of the wall oven

House_pyrimid_05 has si issue with loot crate in garage

House_old_modular_08 has an SI issue with trim around the farm plots

House_old_modular_08 kitchen cabinet helper blocks facing wrong way

Chair clipping in medium junkyard

House_old_victorian_03 chandelier is floating

Si issue house_old_bungalow_02 attic furnace loot cover

Salvage operations harvest amount does not scale as stated. (removed salvage harvest if the same resource is also on general harvest)

NRE when trash and car share the same space

Missing loot timer on store freezers

Prefab Editor Able to place blocks above workbench helper block

Marksman and Sniper aim to idle transition fixed

Spear attack updated to prevent screen artifacts

Timed Charge goes to unholster anim if ammo is available

Prefab editor update imposter function causing NRE when prefab is loaded from mods folder

Crits trigger differently for clients and hosts

Misspelled credit fixed

Change right side header text info color to white

Backpack disappears again

Ratchet localization says wrong scrap material given

Adjusted meshes on trim01.fbx for woodHalfPlate painting issues

Molotovs no longer explode when dropped.

Particle System is trying to spawn on player mesh with zero surface area (player arms)

The description for Lucky Looter Volume 5 is very unclear,

Remove magnification wording from reflex site

Localization wrong for inventory on fill (middle choice) button

CntStoreShelfElectronicsDoubleBottomGoods04 is not lootable and has no hitbox (missing TBlock Tag)

Building floating base on rockResource block

All 3 bows polished reload anims, blend times and weapon/player is in sync.

Sniper, Tactical, .44, Desert Eagle, Pistol and M60 with fixed blends from ADS to reload.

Crossbows default to a “no ammo” idle after fire.

Particles in snow and desert cause major FPS drops

Bombshelter_01 rwgmixer.xml update

It is not possible to scrap yucca drink and coffee

Copy sleeper volume’ misspelled in Prefab Editor Menu

Low quality water was drawn too high in the world

BurntWoodBlock4 wad unpaintable

Running, reloading or changing weapons would not zoom back in while holding the aim button

Aiming while running would briefly try to aim

Missing sign backface on street barricade

Client view distance setting ignored for player render distance

Blocks with simple rotation enabled cannot be reversed with R key

Prefab editor client does not render terrain sometimes

Z-fighting and missing block in modern_01

Z-fighting in modular 7

Clipping tree in cabin_15

Z-fighting on house_burnt_02

Loot containers and store shelves aim\target fighting

Zombies “popup” after knockdown stun while electrified

Zombie electrocution anim starting late

Zombie electrocution anim playing too long

UpdateNPCStatsOverTime not playing damage effects (electrocution) if total health change was positive from regen

POI Diner_01 shelving collider interrupts loot container

Biker cannot fit under chain link pole in utility_waterworks_01

Cigar on Hotbar Adds Extra Str and Bartering

Blunderbuss animates a flare from the muzzle when equipped

Hands invisible when wearing Military Gloves

Sticky projectiles prevent hitting blocks/zombies

Perks that increase fire rate do not work until modification screen is opened and closed

Steel armor parts are using same description as weapons and tool parts

Journal updated for Treasure Map Journal Entry

Arrows and bolts are not showing in weapons and not sticking to zombies properly

Spears do not follow the entities they are stuck in

3 zombies can’t go through cabin_11’s doorway

Zombies get stuck on trapSpikesNew

Hey Survivors,

We are proud to announce that the ‘Alpha 19 B-180 Experimental’ is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum B-180 Release Notes and how to opt in.

B-180 Forum Release Notes

This is how you access the A19 Experimental build:

Right click on the game in steam Click on properties Click the “betas” tab The drop down menu will have latest_experimental available <— you want THAT Select that and wait for the game to download.

Alpha 19 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advises you to delete you 7 Days save Game data folder before playing.

TFP is extremely excited for this release. It’s as big as the last couple alphas and is packed full of new content, bug fixes, optimizations, and game balancing. Read on for more information!

Alpha 19 Official Release Notes

Linear Color Space Lighting

Alpha 19 has gotten a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself.

The video option to adjust gamma has been changed to brightness, so it works with the new lighting. It also has a more balanced range of darker to lighter adjustment.

Lights now use a priority system, so close lights are updated rapidly to reduce visible jumps in their intensity and range.

Interactive Loading Screen

We added a brand new interactive loading screen with over 20 tool-tips on how to play the game from basic to advanced. The user can cycle back and forth through them and learn how to play the game better while it’s loading. It also looks better with new HD screenshot backgrounds.

Improved Game-pad Support

We have combed through all game-pad functions making sure everything is up to date and working and we also improved defaults like for driving. Additionally we added a new reverse directions for block rotation placement.

New Survival System & Critical Injuries

We gutted the old ISS or interactive survival system that blackened and clamped your health and stamina bars from filling because it was confusing to players. We replaced it with an all new critical system.

All critical injuries that blacken or clamp your max health or stamina will be caused by a new critical buff on the left of the screen. These new critical buffs are clickable, taking the player directly to the player status effect screen where you can read about the problem and its cure.

When you are at full health a zombie can never cause a critical on the first hit so we don’t want to hear about unfair crits! =) Once you take a few hits, or get reckless in close combat the chances increases. Being at low health also increases the chance of receiving a critical. Armor reduces this chance by a flat amount, creating a buffer that enemies must overcome before they can hit you with criticals.

Some criticals are incremental. A sprained arm makes you vulnerable to getting a broken arm.

Some injuries don’t take kindly to being ignored. Sprinting or jumping with a broken leg will not work in your favor. If an injury is affected by an action like that then the buff icon will blink briefly and you will know that something happened.

New and reworked critical injuries include:

Abrasions – The most common injury that you get in fights. They cause no additional problems.

– The most common injury that you get in fights. They cause no additional problems. Sprained or Broken Arm – Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it.

– Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it. Sprained or Broken Leg – Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it.

– Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it. Deep Lacerations – Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit.

– Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit. Concussion – Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers.

– Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers. Infections – Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless until it reaches 5%. At that point it starts getting worse and you need medication to cure it. While you have an infection any hit you take will make it worse.

Food and Water Bars

We’ve added food and water UI bars under the players belt inventory. The blue bar is for your water level and green for is for your food level. You will see them go up and down based on your current hunger and thirst levels.

HD Characters

We have overhauled and re-imagined many of the characters in HD. They may look better but they have less draw calls and are slightly better in performance. New HD zombies include:

Zombie Arlene

Zombie Darlene

Zombie Marlene

Zombie Boe

Zombie Joe

Zombie Moe

Zombie Yo

Zombie Steve

Big Mama Zombie

Crawler Zombie

Trader Jen

Trader Joel

Player arms – male and female

Dynamic Music System

TFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features.

The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player.

From this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader.

Exploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. As of Alpha 19 there, are 31,558 unique combinations of music.

Music volume, daily allotted probability and On/Off toggles are available in the audio menu.

We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape.

Loot Progression/Balance

Loot distribution has been smoothed out so that you do not find end game loot too soon and have no more upgrades to look forward to.

Loot has been balanced to provide a smooth progression from primitive, iron and steel items. This change provides a steady progression for the player and gives some incentive to craft, while slowing the economy a bit early game.

The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality.

There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals.

Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.

– Primitive tools, weapons and armor including a bow and the blunderbuss. Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.

– Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun. Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.

– The best melee items, bows and armor and mid range firearms like a pump-action shotgun. Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle.

Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest.



We will be continuing to fine tune loot progression in patches. In the future we plan on unifying loot progression, quest loot reward progression and trader for sale item progression more unified. We are planning on having biomes and/or POI with both harder enemies and better loot.

Enemy Progression/Balance

Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value and player parties accumulate roughly 2/3 of the combined game-stage that they used to. This makes the enemy difficulty grow slower you won’t see high end enemies on the 2nd blood moon.

On Screen Sprite System

We added a brand new Nav Objects On-Screen Sprite System to help players more easily locate important items in the world such as fetch quest containers, player backpacks, spears and more. We are using this system on many of the harder to find important items and events in the game.

The new Nav Objects On-Screen Sprite System, which govern the On Screen Icons, Compass Icons and Map Icons. These functions are easily configured in the XML and allow adding custom Nav Objects for Entities, Quest Objectives and Items for those who enjoy modding the game.

Some of the items that are using the new Nav Objects On-Screen Sprite System include:

Quest Rally Markers

Quest Fetch Objects

Dropped Player Backpacks

Player Bedrolls

Player owned vehicles

Traders

Thrown spears

Air Drops

Quest Improvements

We have improved many of the quest types and even added new quests here are some of the improvements

Quest Sprites – We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find.

– We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find. Dig Quests – The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure.

– The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure. Opening Routes – We have added new trader to trader quests that guide the player to the next closest trader after completing 10 quests. This continues until the player has delivered a package to all 5 traders.

We added a ton of new locations to the game including remnants. These give the player easier low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge.

We have updated Navezgane significantly increasing the playable space into the radiated zone with new roads that lead to new developments adding many new POIS or locations that were never in Navezgane before or updating cities. Locations include:

New Desert business development

New Snow modern development

New Forest old housing development

New Desert modern housing development

New Desert old housing development

Desert City of Departure has been updated

Snowy city of Perishton has been updated

Wasteland City of Gravestowne has been updated

Some Trader locations in Navezgane have been moved to improve distances between traders

We have improved Random Gen in A19 to use every POI possible in the game so players will see the breadth of content like never before along with a lot of tagging updates and improvements. In fact an A19 Random Worlds can have over 500 unique POIS!

We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include:

2 Grocery Stores

2 Gun Stores

2 Pharmacies

2 Hardware Stores

2 Clothing Stores

2 Electronics Stores

7 Ranger Stations

Carlot_01

New High School

sawmill_01

house_modern_12

house_modern_13

house_old_gambrel_04

12 Remnants

departure_city_blk_plaza

park_basketball

park_plaza_01

park_plaza_02

red_mesa

celltower_01

Changed

Light intensity correction to all POIs to work better with the new linear lighting

Wasteland biome now spawns smaller but improved deco remnants

Removed un-needed random gen POIS

Improved naming conventions of some biome spawned poi remnants and deco piles. all will have the term deco first in their file names now

Renamed bank to store_bank_01

Removed un-used old tree piles

Deprecated old cover pile pois that were not being used anymore

Moved special totoz east of football stadium

Moved pawnshop from departure to rural pine forest where old small bookstore was

Removed all non forest and burnt forest player spawn locations to work with the new trader to trader quest progression in Navezgane. Will be adding more back to get variety

Adjusted pine forest biome to take over a small amount of the winter biome in Navezgane

Moved gas station 6 to outskirts of Perishton to make room for new plaza across from courthouse

Fixed over-sized trees in Persihton and improved city block performance

Deprecated old burnt pine cluster POIS as the are not needed

Removed alleys from Gravestowne blk improved Gravestownes overall look

Optimized Diersville city blk a little

Size and position of remnant mill so it fits to the alley in Perishton

Replaced many duplicate survivor sites with POIS never in Navezgane

Trader Hugh and Trader Joel can now spawn in any biome in RWG

Single bed & mattresses POI replacement

Optimized store_autoparts_01 from 487K verts/513K tris to 317K verts 315K tris

Fixed

Cabinets in Fastfood_04 are not lootable

Cemetery 02 torches that were not on

Wrong bookcases in bank POI

Boat docks 02 collapses

Boats Docks 3 collapses

Si issue bar_stripclub_01

Fake cabinets in Berserker Bill’s

Loot cover in abandoned_house_05 has an SI issue

Trailer_01 prefab si issue when wrenching the car

Missing support pillar in gas station 05

Incorrectly rotated drinking fountain in factory 01

Survivor_site_05 has cobblestone clipping through tent

Garage roof at house_old_pyramid_01 has si issue when stepped on

Lights in front of the Bear Den are too bright

CeilingLight04 spotlight was sideways and adjusted defaults

Environment Art

The Art Team has grown much bigger and they have made some major improvements including:

Snow Trees – Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume.

– Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume. Burnt Trees – Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest.

– Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest. New skies – Updated sun and moon rendering, cloud blending and lighting, and horizon blending.

– Updated sun and moon rendering, cloud blending and lighting, and horizon blending. New fog – Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water.

– Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water. Updated Textures – Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering.

– Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering. Commercial Stores – All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs!

Nearly 150 new commercial assets including: Hardware store shelves Grocery stores stocked with food, beverage items Rotten produce bins Trashed store shelves Frozen food refrigerators Beverage refrigerators Pharmaceutical drug shelves Clothing racks Clothing shelves Mannequins Store display cases Gun and ammo display cases Gun racks Shoe racks Electronic store shelves Book shelves Shooting target Square and round hay bales Restroom signs

– All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs! Nearly 150 new commercial assets including:

New Weapons & Items

We added several new tools and weapons:

Tech level 3 – we’ve added a whole new line of weapons to give you the firepower you will need to face future special infected, bandits and more!

Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.

– This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill. Automatic shotgun – This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you.

– This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you. Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.

– This 762 s