How’s it hanging Survivalists,

The team has been busting ass on Alpha 13 A.K.A. ‘Apocalypse Release’ and we’re getting very close. We have about 50 issues of importance left to fix so it could come out between Friday and Monday if things go well and additional showstoppers don’t rear their ugly zombie heads.

That being said we have had hundreds of requests for release notes to be published before the official release so you folks can digest the mass of information we have compiled for you. Unless you‘ve been living under a rock you’ve probably heard this is one big mother lode of content! In fact it’s got more features than any release we’ve ever done and internally we’re on build number 134 for A13 to give you an idea of the magnitude of this coming update. Folks this is by far the largest update to date and as Michael Buffer says “Let’s get ready to rumble!”

Stay cool, be patient and read on Chaka Khan!

For up to date news and info on 7 Days to Die please visit Madmole’s Blog

Official Alpha 13 Release Notes

HD Zombies, Motion Capture, Dismemberment and Combat Knockdown System

New Zombies, High-Res Zombies and Animals – We have 5 new base male and 3 new base female high res zombies, a new high res nurse, a new high res frozen lumberjack, a new hazmat zombie and a new hd crawler. Basically all zombies are high res now and the apocalypse never looked so sexy! If that wasn’t enough we’ve added a new Screamer Zombie that investigates world heat map locations that are too hot based on noise, smells and activity so the spider zombie has returned to a normal zombie in the spawning mix. We’ve also added zombie bears to the game be very careful with these guys they will fuck you and your fort up. Last of all we’ve added chickens to the game for another source of meat, feathers and eggs their finger licking good.

Motion Capture Zombie Animations – We’ve integrated a complete set of new motion capture animations for the zombies that are root motion driven. Meaning they are anchored to the world and their animations drive their motion and speed. The set includes per region pain animations, jumps, attacks, bites, dramatic deaths and a new death to ragdoll animation transition system. There are several variants of walk and run including fit, fat, convulsions, strong and crawl as well as a custom spider zombie moving on all 4s set.

Zombie Dismemberment System – We’ve added a brand new cutting edge dismemberment system. The system allows players under the right weapon conditions to lop-off with a melee weapon or shoot off with a firearm a zombie’s limb at the elbow, shoulder, knee or hip and take off their heads. Zombies keep coming until their head is taken off or the damage given meets the required damage threshold. Damage to zombie arms/legs cannot kill the zombie, only direct damage to head/chest can kill it now.

Dynamic Limping and Crippling System – In-conjunction with the new dismemberment system we’ve added a new dynamic limping and crippling. You can attack a zombie legs and their walk can change from normal to a hobbled walk and if you damage them enough they fall to the ground and become a crawling zombie. Spiked traps, landmines, pipe bombs, landmines and fire damage also interact with this system with similar results.

Knockdown Combat System – We also added a new knockdown combat system that allows player to knock down zombies into prone or kneeling stunned states and deal more damage during these states. With this change health of all zombies have been adjusted up. When a zombie is in the prone stunned state players deal 3X damage and while in the kneeling stunned state deal 2X damage. The system tracks accumulative damage to an upper body knockdown pool for prone knockdown and accumulative damage to a lower body knockdown pool for the kneeling knockdown. For each knockdown pool the damage is accumulative and must reach 0 in a limited time for a knockdown to occur as there is a constant refill rate.

We like it Cold, Hot and Wet! Extreme Weather Survival System

World Temperature – The world has a global temperature in Fahrenheit Degrees and is displayed in the new map under map stats and can also be seen by hitting F8 in debug mode only. This world temperature fluctuates per biome, per time of day, and gets colder the higher you are and warmer the lower you are. Wind speed can also impact the temperature which is also shown in the map screen maps stats section.

Player Temperature – The player has a core temperature in Fahrenheit degrees which is the world temperature +/- how it feels to the player and is displayed in the new character menu in the player stats section next to the thermometer icon.This can also be seen by hitting F8 in debug mode only. When the player gets too cold a snowflake buff displays in the lower right corner of the screen with the players core temperature next to it warning the player of his current status. When the player gets too hot a sun buff displays in the lower right corner of the screen with the players core temperature next to it warning the player of his current status. These buffs can also be seen and examined in the new active buffs panel in the new character screen.

Player Wetness – The player can get wet by moving through water volumes in the world or by being exposed to rain or snow overtime. The more the player submerges himself in water or the longer he is exposed to rain or snow the higher the wetness % goes up to 100%. When the player gets wet an umbrella buff displays in the lower right corner of the screen with the players wetness % next to it warning the player of his current status.

Temperature and Wetness Defense – All clothing has a positive or negative insulation degree value which can be seen by left clicking an item and examining it which displays the stats in a new Item info window above the backpack. Most items have a positive insulation defense value but a few are special and have a negative value for hot weather survival. Some clothing have a waterproof defense % which can be seen by left clicking an item and examining it which displays the stats in a new Item info window above the backpack with full item stats. A players total summed Insulation and Waterproof values can be seen in the new character screen in the upper left of the character window next to the thermometer and umbrella icons.

Temperature Modifiers

Wearing clothing that has a negative insulation value will cool down the player and is desirable for hot weather survival. F.E. the cowboy hat keeps the player cooler in the desert.

Wearing clothing that has a positive insulation value will warm the player and is desirable for cold weather survival.

Getting wet by moving through lakes, rain, or snow will make the player wet and colder when he’s cold and cool the player down when he’s hot.

Activity that uses stamina, like running or swinging a pickaxe, will warm up the player.

Standing near a campfire or forge that is burning will warm up the player.

All clothing will have a waterproof % capping how wet the player can get.

Going indoors will warm you when you’re cold and cool you when you are hot.

Exposure to direct sunlight will warm, and shade will cool, the player.

Some foods and drinks have temporary core temp warming or cooling properties. F.E. drinking coffee warms you while water and goldenrod tea will cool you.

Wind speed can also cool the player down and will be seen in the new map screen under map stats.

Harvest and Universal Block Upgrade System

Harvest System – We’ve overhauled block health so everything in the world from a wood wall to a deer carcass has a health and when attacked decreases and adds resources into the player’s inventory automatically showing both added and dropped inventory changes with a GUI informational pop-out on the bottom right corner! The system is global giving the player the right feedback and additionally allows the player to yield bonus items when using the right tool for the right job. For Example using a wrench to take apart a car or air conditioner or using a knife to harvest a deer can yield special bonus items or larger yields. The system also communicates resources removed or needed when attempting to repair or upgrade blocks. Note: With the introduction of harvest and crafting list we have had to majorly change the amount of resources the player receives from wood, stone, metal, clay basically everything and the costs for crafting them so a lot of rebalance has gone into this.

Universal Block Upgrading – We’ve added a universal block upgrading system. With it nearly every block in the game can be upgraded if the player has a construction class tool such as a Stone Ax, Wrench, Claw Hammer or Nail gun and the right resources such as wood or scrap iron on his person. The game knows what a blocks core materials are to start with such as wood or brick and takes it to the next higher tier in the games overall upgrade hierarchy. This allows players to take over locations easier and save them the trouble of tediously tearing out a block to upgrade it unless it’s part of a new floorplan design. Not to worry we have maintained our old building system so you can still build and the old way. This includes every door, window, most full size wall blocks, roofing blocks and more.

Block Upgrade Hierarchy – So the overall upgrade system hierarchy is listed below including 1 meter blocks, stairs, roofs, poles, windows and doors. Building has never been more fun!

Wood blocks upgrades to reinforced wood blocks by right clicking with a repair tool and using wood resource

Reinforced wood blocks upgrade to metal reinforced wood by right clicking with a repair tool and using scrap iron.

Metal reinforced wood blocks upgrade to a scrap iron blocks by right clicking with a repair tool and using scrap iron

Scrap iron blocks upgrade to a reinforced scrap iron blocks by right clicking with a repair tool and using scrap iron

Reinforced scrap iron blocks upgrades to a reinforced concrete by right clicking with a repair tool and using concrete mix

Reinforced concrete walls upgrades to a steel walls by right clicking with a repair tool and using concrete mix

Brand New GUI with added functionality and Skill System

New Inventory controls – Ok before you get on our case about changing inventory controls please try it and give it a chance. Your muscle memory will fight you at first but after you get use to the new controls we think you’ll like it. We had to change them to allow item inspection and actions to be done from a static window. So here are the new controls:

[Left Click] to inspect an item, recipe or active effect

[Left Click] hold and drag to take a stack

[Left Click] to drop or swap a stack

[Right Click] hold and drag to take a half stack

[Right Click] to drop one item at a time

New Clean GUI Design Framework – The first thing you’ll notice is the minimalistic new clean design. The minimalistic design is more immersive improving flow and conveying needed information better displaying it all in one large page not sub-pages under sub menus. Even veteran players will appreciate the new flow and ease of use. Our team members have even commented that they find themselves crafting items they never knew existed. The system will allow us to iterate much faster and add new stations quicker and provide a great framework for mod support. In the video options we’ve added UI background and UI foreground opacity with defaults of 50% for background and 100% for foreground which can be tweaked to your liking. Note: there are some minor issues and elements to be grouped with this.

Paging System – We have integrated a new global player inventory paging system accessed by hitting the ‘Tab’ key. The new paging navigation system is located at the top center of the screen and clicking on the icons switches between crafting, character, map, skills, players, and creative screens. The old short cuts still exist ‘m’ key for map, ‘I’ key for the scoreboard which is now the player’s screen, ‘U’ for the creative and new ones ‘B’ for character screen and lastly ‘N’ for skills all of which can be rebound to your liking.

Item info window – We have added an item info window that appears on every screen that the players backpack does right above it. With it you can read descriptions and stats for every item, recipe, skill or buff in the game and where applicable perform actions taking the place of the old right click menu. Note: We have done a first pass on descriptions buffs and skills all have descriptions and most items you can loot, or make have them except for some of the misc. décor type items.

Crafting System – The new crafting system can be accessed by hitting the ‘Tab’ key or the crafting icon in the new paging system header. The crafting system has been overhauled with a large generous recipe window on the left which includes a favorite’s button, search and page scrolling. We’ve also added a brand new info window over the backpack which allows item description information to be displayed with a left click. The info window also shows available actions per item such as scrap, drop or equip. When you click on a recipe the info window changes to a crafting window which displays in a table format the recipes required items, names, amounts needed and the amounts you have. In the crafting window action panel you can increment the amount you want up or down or hit the max count button and simply hit craft. The crafted items will go into the crafting queue under the recipe window with a timer and will dump into your backpack when they are done. Up to 4 recipes can be queued at once. You can cancel queued items by clicking on them. Inventory management has been changed to left click to view an item info, left click and drag to take an item , right click and drag to split a stack, right click to drop one item at a time and shift left click to move a stack between spaces.

Character System – The new character system can be accessed by clicking on the character icon in the new paging system header. The new system offers a generous new larger character window to see your character better than ever playing a cool animation with no sub-page clicking to see what you need. On the upper left of the character window you can see your characters total clothing defensive values displayed. We have streamlined these defensive clothing attributes into 7 core groups including: Concussive defense % by the hammer icon, puncture defense % by the knife icon, fire defense % by the fire icon, radiation defense % by the nuclear icon, insulation defense temperature by the thermometer icon, water defense % by the umbrella icon and clothing weight % by the weight icon. Worn clothing can also be individually inspected showing stats in the new info window. We’ve also added a new player stats window with many valuable player stats and a new buff window where active buffs can be viewed and inspected for more information.

Map System – The new map screen features everything the old one did and so much more including a full 3 kilometer zoom out. It can still be accessed by ‘M’ shortcut or by clicking on the map icon on the new paging system header. On the top left you’ll notice a new map stats window which displays time and day, outside temp, wind speed and your elevation. The central map window top bar has a row of buttons where you can see your player’s current position, show it on the map, see your bedrolls position and show it on the map, see your cursors position and remove your quick waypoints. When you right click on the map you can set a quick waypoint or save a waypoint picking an icon for it and naming it which adds it into the new waypoint window on the top right. In this waypoint window you can click on a waypoint in the list and in the button bar track it on your compass, show it on your map, remove it from your saved waypoints or share it with allies or everyone on the server. These shared waypoints will go out to others who will receive them in the new waypoint invites window on the lower right. Here you can add the waypoint to your waypoint list, show it on the map or remove it. Who needs google maps with a system like this?

Players System – We’ve decoupled the old player invite screen from the map and combined it with the scoreboard. It can still be accessed by the ‘I’ shortcut or by clicking on the players icon in the new paging system header. The new screen offers everything the old one did and a lot more. You can see all the player’s on a server and their important stats, invite them as allies, track multiple allies, show them on the map and see their distance from you in Km. Note players must be allies to track them or show them on the map.

Skill System – We’ve added a first version of skills which we have big plans to expand with a lot more skills, special perks and a way to choose your initial profession and hobby. The page can be accessed by clicking on the skills icon on the new paging header. The system divides a lot of the major items into both usage and crafting groups. F.E. you can level up your mining tools usage expertise by using a mining tool like a pickaxe to mine and level up your tool smithing expertise by crafting mining tools. Many of the weapons, tools and activities in the game are combined into skill groups including blades, blunts, construction, mining, fists, pistols, shotguns, rifles, cloth clothing and fur clothing, scrap clothing, iron clothing and more. There are 37 total in our first version. These skills level up to 100 and can be leveled up 2 ways: First by performing activities like attacking, firing, repairing or crafting with an item from a skill group and the second way to level up a skill is to purchase the next level up in the skill purchasing menu. Skill points to spend are awarded whenever you level up your player level. You can inspect an item to see what skill groups it belongs to and see what your level and progress is in that group. In this first version there is only one perk available we call Quality Joe which has 3 tiers adding 25, 50 and 100 quality to found looted items but we have lots more planned for this so stay tuned.

Creative Menu Page & System – The new creative menu can still be accessed by the ‘U’ hotkey or by the new paging system light bulb icon. The new GUI provides 3 main categories all, all items and all blocks. We’ve also added a quick select and a show dev blocks toggle for modding. You can mouse wheel scroll for pages of blocks or click on the paging arrows at the top as well as search. This new creative GUI has made building more fun than ever.

Campfire System – The overhauled campfire system has a large generous recipe window on the left which includes a favorite’s button, search and page scrolling. Just like the new crafting system the campfire has an info window over the backpack which allows item information to be displayed with a left click. The info window also shows available actions per item. When you click on a recipe the info window changes to a cooking window which displays in a table format the recipes required items, names, amounts needed and the amounts you have. Like crafting in the cooking window action panel you can increment the amount you want up, down or hit the max count button and simply hit cook. The cooked items will go into a queue under the recipe window with a timer and will dump into the campfires output overflow when they are done. Up to 4 recipes can be queued up at once. On the top right is the new 3 slot tool/utensil window for adding the cooking pot, cooking grill and beaker. Recipes that have utensil requirements will list the required tools on the cooking window header showing a green check if you have the right utensils and a red X if you do not. On the middle right is the 3 slot fuel window for adding burnable items which has a new button for turning on and off the fire to preserve fuel and control how much you alert zombie hordes. And lastly on the bottom right the campfire has a generous 6 slot output overflow for finished recipes. Like Emeril you’ll be saying ‘Bam’ before you know it.

Forge System – Like the crafting and campfire the new forge system has a recipe window on the left which includes a favorite’s button, search and page scrolling. Just like crafting and campfire the forge has an info window over the backpack which allows item information to be displayed with a left click. The info window also shows available actions per item. When you click on a forge recipe yes the forge now has recipes the info window changes to a smelting window which displays in a table format the recipes required materials, names, material amounts needed and the amounts you have. Like in the crafting window the in the forge window action panel you can increment the amount you want up, down or hit the max count button and simply hit smelt. The smelted items will go into a queue under the recipe window with a timer and will dump into the forges output overflow when they are done. Up to 4 recipes can be queued up at once. On the top right is the new 3 slot tool window for adding the new forging tools the anvil, the caliper and the tool and die kit which have replaced the molds. The anvil can be crafted in the forge but the calipers and tool and die set can only be found in rare loot. Recipes that have tool requirements will list the required tools on the smelting window header showing a green check if you have the right tools and a red X if you do not. On the middle right is the 3 slot fuel window for adding burnable items which has a new button for turning on and off the fire to preserve fuel and control how much you alert zombie hordes. Also on the middle right the new forge has a material input where players can process a huge amount of 6 raw material types including: iron, brass, lead, glass, tone and clay. Forge recipes can now require up to 5 material types and a tool. Lastly on the bottom right the forge has a generous 6 slot output overflow for finished recipes.

New Compass – We’ve added a new compass on the top center of the screen. The new wider compass allows more tracked icons to be seen easier. All saved waypoints, player backpacks, bedrolls, tracked friends and waypoints show on the compass. But now they scale and fade based on their distance and importance giving the player a sense of how far things are away on the compass.

New Buff and Inventory change pop outs – We’ve changed buffs to have a new semi-transparent gradient background behind the icons and they can pop-out as warnings or lasting problems. The pop-outs allow additional information to be displayed next to the icon such as the stage of the buff or the percentage it’s affecting you. In the lower right corner of the screen the same pop-outs are used to display ammo count and resources added, resources subtracted and finished recipes.

Health, Stamina, Food and Water – To reduce GUI clutter and improve the games immersion the food and water stats have been moved to the character screen but will show up as warning buffs to give the player the needed information. The Health and Stamina GUI have changed to larger horizontal bars. The bars now display 2 numbers each separated by a forward slash representing current level and maximum capacity governed by the players wellness.

Gun and Item Assembly System – We’ve changed guns, chainsaws and augers so they players can inspect them and change parts assembling them in a different way. Basically you can left click on any gun , chainsaw, auger or single part of one of these and you’ll see a preview of every part or attachment it has and the quality of those parts across the bottom of the info window. If you’ve read the right book or schematic for a gun, chainsaw or auger you can click on the new ‘Assemble’ action in the item actions pane. Once clicked a new assembly window will appear. Here you can add parts and drag them onto slots or the larger preview window just like the minibike or character screen. The system allows you to combine 2 or more parts to start making a gun, chainsaw or auger even if you don’t have enough parts to finish it. The partial gun will show up with no quality and a grey bar and cannot be fired. Note if a gun is locked by a book you have not read the part or gun will display a book next to the word assembly in a greyed out color letting you know you need to read the book before you can perform gun crafting with that gun.

Characters, Clothing and Items

UMA 2 – We’ve updated to latest version of UMA integrating the Unity 5 standard shader on players. We’ve clamped bad looking sliders in the character creation tool and fixed bad rigging on neck and shoulder bones and small gap in male players mouth.

Hair Styles – We’ve added a unisex afro and dreadlocks hair style to the game which allows players to make a convincing black character

Clothing – We’ve redone the leather clothing, iron armor, added a new early game craft-able plant fiber clothing set, added a new animal hide clothing set which can be crafted without leather knowledge, added a new long leather duster, added puffer coats for cold weather survival of several colors, added a new black cowboy hat, and a complete hazmat outfit for upcoming radiation survival. If that wasn’t enough we’ve added functional night vision goggles to the game that turn on with the flashlight key.

Player Animations – We’ve redone or added many player animations including: Death animations, place block, nailgun use, wrench harvest, animal harvest, Ak47, Machete and more.

New Items – we’ve added a bunch of new items including a new baddish makeshift rocket launcher, AK-47 Assault Rifle, Machete, Chainsaw and Auger are craft-able and improved and much more!

World and Blocks

Location Updates – We’ve added 8 old abandoned houses that don’t have zombies in them but don’t have much loot either. They work perfect for a starter for or a place to hold up for an early night. We’ve also added a new fenced in parking lot and a new Water works Utility complex to the game and 2 new ponds for random gen. On top of that we added a destruction pass and garbage debris pass to many of the old buildings making the apocalypse that much more gritty. If that wasn’t enough we have flooded some areas basements forcing players to swim to get loot and 2 new water towers.

Block Updates – We’ve added a new chain-link fence set, a new industrial pipes set, a new loot-able dumpster, new decal trash piles, new industrial control panel set, new duct-work, new vault doors, new vault hatches, new old sinks and cabinets and a new industrial pipe set that replaces the old one.

Random Gen – We ‘ve added all the new locations to random gen and fixed some previously overlooked locations such as vacant lots that weren’t spawning. Also added country housing to wilderness POIs, abandoned houses to town hubs and more. We’ve also added the first pass of randomized lakes.

Audio

Recording Session – We recorded our first pass professional voice over audio session at Okratron 5000 a popular Dallas based recording studio casting the talents of Ric Spiegel, Caitlin Glass and Mike McFarland who have combined credits in many projects including Borderlands, Duke Nukem Forever, Full Metal Alchemist and Dragon Ball Z to name a few . We captured both male and female player sounds, base and special infected zombie sounds and future audio for traders, quest givers and bandits so stay tuned.

New Audio Mixing System – We’ve added a brand new audio mixing system for mixing all game sounds and setting custom falloff, digital signal processing effects and so much more. We’re just scratching the surface of its capabilities but you’ll immediately notice a big improvement in footstep, zombie audio and general mixing right away.

Player Audio – Using source from our recording session we’ve added all new male and female player sounds replacing the old small pains, large pains, deaths and out of stamina sounds. On top of that we’ve added new jump, land soft, land hard, hot debuff, cold debuff, run cycle loops and more

Zombie Audio– We’ve also integrated a new screamer zombie sound set from our recording session source a new base male second set for Boe the Infected Survivor and Moe our new Bloated Walker. If that wasn’t enough we’ve added a second base female set we’re using on Marlene ‘The Decayed Mother’ and Darlene ‘The Departed Woman’.

Dynamic Fluids System

No more BLOCKS – Water now takes the shape of its surroundings more naturally, though still voxelized, it has a much smoother look.

Reduced viscosity – We’ve loosened up the water a bit to allow it to flow more; with weaker polar attractions between the voxels so the water will act less like sticky blobs of jello, yay!

Pathing – Water now takes on new paths, looking for the easiest path “down”, trying to find its way through openings, and slipping over itself and filling those caverns. It might feel a little different from what you’re used to in 7 Days to Die but we’re all about a dynamic world.

Water flow and Flooding – You can control where the water goes now by digging trenches for the water to flow through. Drop enough water into a hole and it will fill up. Dig a trench to your friend’s base and let the water flow and flood their belongings (Note: you will need a water source with enough water and elevation in order to flood other areas).

Wet loot – Get your lungs ready, because we’re putting some of the loot you may want deep under water. Swim through flooded basements or even lakes to find extra survivalist treasures.

Evaporation – Water must be kept in buckets, enclosed structures or holes in the ground or it will evaporate and soon be gone.

Buckets, Jars & Hands – Buckets pickup 3 water lowering the waters density while jars and hands pickup 1 water block also lowering a water blocks density

The Other Stuff

Added

Added: Car batteries can now be repaired with repair kits

Added: Potassium nitrate formations to the world

Added: Specular to female shaggy hair

Added: Kitchen sink harvesting

Added: Light to the new spot light.

Added: Clay harvesting, you now get clay lumps directly from harvesting clay. Changed all recipes using clay to use clay lumps.

Added: Destroyed stone harvesting

Added: Cinderblock harvesting

Added: Oven harvesting. They yield scrap metal and additionally scrap cables and short metal pipes if disassembled with a wrench.

Added: New player death animations, specific to being shot in the head, chest, each arm and leg

Added: Torch idle sound

Added: Oil mining and refining. You can find oil deposits in the desert and mine them to get oil shale. Oil shale is refined into gasoline in the beaker

Added: Random cars to roads, and replaced old wasteland voxel cars with new mineable prefab cars

Added: Ingredient based crafting time to all cooked items. Recipes are now calculated by how long each ingredient takes to cook rather than a generic time

Added: Car harvesting. Players need to use a wrench to get parts from it. Parts include small engine and batteries (30% chance), radiators and oil (505 chance), and springs, scrap metal, and cloth (100% chance)

Added: UNET networking

Added: Sand recipe from crushed sand

Added: Corn meal and honey to canned food loot group (Joel)

Added: Honey to tree stump loot

Added: harvest to planted trees and stumps

Added wood log recipe and wood log harvest (Joel)

Added: Sub biomes grass patches with cars in them to the wasteland biomes.

Added: Spider zombies are back in regular spawn groups

Added: scrap hatch, made from 10 scrap metal, upgrades take 5 scrap metal

Added: Vault hatch which is made from steel ingots, springs and is upgradeable

Added: Campfire harvest

Added: Insulation to skullcaps and unified them using extends feature

Added: Insulation to bandanas and unified with extends

Added: Shade and enclosure effects on core body temp added

Added: weathersurvival console command: weathersurvival on/off

Added: Machete weapon

Added: Chainsaw blade item to rare automotive parts group

Added sledgehammers and schematics to working stiff tools

Added: First aid schematic to rare medical

Added: Particle effect for first person breath in cold environments

Added: LODs for new zombie nurse model.

Added: All brick blocks (not ramps, stairs etc) are now repairable with cobblestones, and can upgrade to reinforced concrete with concrete mix and a repair tool. They are downgraded to solid wood frames

Added: All concrete (square) blocks can be upgraded to reinforced concrete and repaired with concrete mix

Added: Blue to the ambient of the snow biome and green to pine forest sky spectrums

Added: All new blocks and items to the english localization file

Added: unique footstep sounds for walking on trash

Added: Inside and outside corners made from concrete and steel

Added: Mocap puke anims to fat zombie cop

Added: Scrap stairs and reinforced scrap stairs

Added: Burnt wood can be upgraded

Added: Hooked up new block hold/fire animations

Added: Player made wooden outside corners can be upgraded all the way to steel

Added: Mobs can’t spawn on flag to all master blocks which means zombies can only spawn on terrain blocks

Added: Wooden pillar recipe

Added: Scrap iron pillars, concrete pillars and steel pillars

Added: All pillars can be upgraded to steel

Added: Rebar pillars that can be upgraded to concrete (Joel) I skipped giving them a form and then a wet concrete version that has to dry because all the other old cured concretes can be repaired or upgraded to the reinforced concrete in an instant.

Added: Lumberjack loot, they drop warm clothing and rare tools

Added: A new decapitation blood effect.

Added: Repair cost to player made doors

Added: 3rd person sack animation (Hold and Fire) to Player Controllers

Added: Poles drop wood debris

Added: New hd zombies to english localization

Added: Wedge 60 blocks that can be upgraded to steel

Added: New control board machines and ducts to factories and sawmill POIs

Added: Faster snappy iron sight transitions to all weapons

Added: All wood wedge 60’s can be upgraded to steel

Added: A new larger wilderness pond to rg

Added: A new mouse sensitivity algorithm that changes it based on normal and iron sighting

Added: New nail gun use animation

Added anvil, calipers, and tool and die set as new tools for the forge replacing molds

Added: Stone recipe made from 10 small rocks

Added: debugweather — will dump all weather data to console/log file. Please run this command when you encounter bugs with player temperature issue, and include your log file in bug reports.

Added: new decayed brick corrugated metal gable block

Added: Red tea to the game, made from Chrysanthemum plants which cools you down.

Added: Butcher to machete

Added: New bucket hold animation,

Added: Shit to the new toilet loot and you can throw it.

Added: Recipe for new large bed. Large beds give better resting bonuses.

Added: New a new ammo swapping radial menu just press and hold ‘R’ with the desired weapon equipped and you will see your ammo choices for that weapon.

Added: Male and female hide armor and recipes

Added zombie bears

Added: New player level up sound

Added: Burnt Forests now randomly appear outside of the desert and snow

Added: Lakes, these still need work

Added: Chainsaw schematic item and added it to loot

Added ak47 schematic item and loot

Added toilet open and close sounds

Added water source 8 as a block you can collect with buckets and jars

Added: New zombie screamer female zombie. She replaces the spider zombie who use to call the dynamic horde

Added: You can now scrap plant fiber clothing

Added: Military weapon schematics to military loot

Added: Rocket launcher schematic to rare books loot

Added: Gun jam sound to sniper rifle when it’s fully degraded

Added: A relax animation for when the player is idle

Added: Duct tape as an ingredient to more recipes

Changed

Changed: Potassium nitrate to coal material so it mines easier

Changed: Coal and potassium nitrate now drop coal lumps and nitrate powder directly when mined

Changed: Less chance for fog in all biomes

Changed: Create real physics and collision for thrown rock and thrown pipe bomb

Changed: Improved attack anims for all mocap characters

Changed: Barbed fences now slow down players and zombies

Changed: Players run slower up hill and faster downhill. Players run backwards slower

Changed: Tweaked walk and run speeds

Changed: Bears chase players longer before they give up, have more health, give more xp, and run faster.

Changed: Removed gunpowder charge from the game

Changed: All recipes that used gunpowder charges to use gunpowder instead

Changed: All blocks that dropped potassium to drop potassium nitrate powder

Changed: Trees now only drop wood planks

Changed: All recipes made from tree trunks now use wood

Changed: Nerfed Fire Ax damage to stone and metal

Changed: Players run and walk slower up hills and faster down hills, but only if the hills is > 25 degrees

Changed: Removed barnwood material from the game, barns now use standard wood (Joel)

Changed: Improved rock form 01 to look less flat

Changed: Lowered block damage on stone and fire axe

Changed: unified all shaggy hair and beards to use one texture

Changed: Beer dehydrates players

Changed: Increased damage on tnt to match new block damage health

Changed: If you are drunk you are immune to stun

Changed: Orange couches can now be harvested for cloth and planks. Leather couches can be harvested for leather and planks. They can no longer be picked up. They are harder to destroy.

Changed: Rebalanced repair on tools to fit new block health scheme

Changed: Renamed wood planks to “wood” and changed the icon

Changed: All recipes that used sticks now use wood

Changed: Condensed all meats to “Raw Meat”. Condensed pork, venison, rabbit and bear stews to just “Meat Stew”. Condensed all boiled grilled and charred rabbit, pork and venison to boiled, grilled and charred meat

Changed: Removed all legacy stew recipes and items

Changed: Reduced how common goldenrod is. It is now most common in the plains and rarely grows in the forests.

Changed: Boiled water has a 10% chance of giving you dysentery

Changed: Unified some wood frame recipes

Changed: Cannot pick up cinder blocks

Changed: 3rd person camera distance so death animations can be seen

Changed: Reduced specular on backpack so the buckles are shiny, but not like chrome

Changed: Now that blocks have density gore no longer downgrades to lower density versions when chopped up, but is a little harder to break

Changed: Stone now drops a few iron fragments when you harvest it

Changed: Stone axe and fire axe are now “butcher” tools

Changed: Increased minimum feather drops from nests

Changed: Storage crates all take 20 wood to make and no longer need unique items like crossbow bolts, stone etc to craft

Changed: Increased size of wasteland hubs and small cities

Changed: Ranger Stations and Cabins now spawn only 5 guys instead of 10 in random gen

Changed: Increased chance for it to rain

Changed: Set spring to stack 500, set stack limit on headlight to 50

Changed: block hold animation to same as idle

Changed: Unified all stalactites, stalagmites, coal and potassium nitrite blocks to drop the same amount of resources

Changed: Blunderbuss is the highest dealing shotgun now, pump shotgun second and long barrel shotgun third. Each has a narrower spread pattern

Changed: All block damage of all weapons. Materials are all now a hardness of one

Changed: Removed cornmeal listed individually from legacy loot system

Changed: Added a chance for clothing loot on zombies

Changed: Tree stumps can now drop any medicine group item instead of just painkillers

Changed: honey now cures infection stage 1, since honey is a natural antibiotic

Changed: Antibiotics no longer give wellness.

Changed: Increased vitamins wellness gain from 0.5 to 1

Changed: Sledgehammers have a chance to sprain legs

Changed: All cars in the world and in prefabs are the new cheaper versions that look just as good

Changed: Removed wasteland car from project

Changed: Introduce a radius for tree seed placement to prevent tree griefing or abuse

Changed: Door frames are made of weak wood and weak metal respectively

Changed: Small spike traps to be wood weak

Changed: Reinforced wood metal was too shiny

Changed: Removed all water gain from food

Changed: Grain alcohol lowers wellness

Changed: Increased chance for automotive loot in working stiffs crates

Changed: Tweaked auger damage for new block hit points

Changed: Spider zombies are no longer scout zombies, but a new female zombie is

Changed: wood upgrades to all cost 5 wood

Changed: Added random ore back to all biomes

Changed: Updated rocket launcher textures

Changed: Bacon and egg recipe uses meat and eggs

Changed: Harvesting crops via e or destroying them yields the same

Changed: Wood weak material is harder to destroy

Changed: Wooden desk to use wood weak material instead of cloth furniture group

Changed: Unified crop and plant harvesting. Plucking it or destroying it yields the same amount. However using a tool gives you xp

Changed: Crafting cotton seeds from cotton only gives you 2 seeds instead of 4

Changed: Adjusted material hardness for a wood weak and metals.

Changed: Moved all opaque textures to a single atlas for better performance

Changed: Updated medicine cabinet texture

Changed: Reduced chance of finding loot in cars

Changed: Increased cooking times of some items

Changed: Reduced block damage on knives

Changed: Reduced nail gun nail velocity

Changed: Removed santa hat

Changed: Updated green wallpaper textures to HD

Changed: Renamed hunting rifle bolt to hunting rifle receiver

Changed: Renamed hunting rifle bolt mold to hunting rifle receiver mold

Changed: Removed tungsten from the game

Changed: All clothing now uses a sack for hand model instead of piece of leather (Joel)

Changed: beds and desks have been replaced with the new multi-block models allows zombies to path around them better

Changed: Renamed handlebars to be spelled correctly, and icons, etc

Changed: Reduced zombie counts in biomes except wasteland

Changed: Male denim jacket to look like denim instead of leather

Changed: Chainsaw is now made from parts that have quality range and can be crafted

Changed: Rebar frame recipe to 10 short metal pipes

Changed: Updated load screens with current recipes

Changed: Removed sticks from the game all things are crafted from wood

Changed: Removed hive blocks from game

Changed: Moved many block id’s for extending properties with the new inherit code

Changed: Many loot container sizes so the minimum is 4 wide and 2 high

Changed: Updated the blood effects for body impacts

Changed: Slowed auger fire rate, reduced rays and increased damage

Changed: Made most recipes use 5 or 10 items, not 3, 7 or 9.

Changed: Unified all railings with master blocks

Changed: Pine forest spectrums, its darker at night and more natural looking

Changed: Stack size of wood to 1000

Changed: Deleted old low res zombie assets including base males and base females, nurses, Hawaiian shirt fat zombies. RIP you served us well.

Changed: Hard metal door recipe to use 10 forged iron

Changed: Overhaul the repair, upgrade, damage loot and pickup gui

Changed: smaller text size of E text

Changed: Removed day & time moved it into the new map stats window

Changed: Removed item name that is held in hand it’s now visible only in inventory and in the new item inspection window

Changed: Removed old fat zombie from the game

Changed: Gas can hand model and world model is now the gunny sack

Changed: Deleted old gas can assets

Changed: Books now give item recipe instead of mold recipe

Changed: Increased clay yield per block as clay has become a core forging ingredient

Changed: wood frames are now weaker

Changed: Renamed leather hat schematic leather hood schematic

Changed: Removed leather strips from the game

Changed: Leather is now used for leather repair

Changed: Increased hide drop from animals to support leather at a more granular level

Changed: Increased leather count needed to craft leather armor

Changed: Reduced health on deer and pigs.

Changed: Removed all molds from the game

Changed: Toilets no longer fill water jars, but are loot containers.

Changed: Most player made loot containers are 10 x 9

Changed: Increased clay lump stack limit to 500

Changed: Wood weak has more block stability

Changed: Cobblestone frames take 10 wood and 5 plant fibers

Changed: Loot timer size to be closer to the upgrade/downgrade circle size

Changed: Updated plant fiber clothing meshes

Changed: Players do not collide with backpacks any more

Changed: Weight of leather to 1 so that the lightest of leather items could be scrapped. Removed weights from all leather pieces and let the game auto calc how many you get based on recipe, added gated recipe for duster so it could be scrapped

Changed: Increased cost to craft a stone axe.

Changed: Removed last of the moldy molds

Changed: With the addition of the new skills system we’re giving the player the ability to gain skills which reduce craft timers and loot timers. Thus we remove the craft timer and loot timer menu and server options from the game

Changed: Most item weights to be scrapable with the new system

Changed: Zombie bears attack you from the normal zombie range

Changed: Old level up sound is now new skill gained sound

Changed: Dirt is a little harder to destroy

Changed: Reduced chance for infection and stun on normal zombies

Changed: Reduced chance for infection on fat zombies

Changed: 32 bit builds are now forced to quarter resolution textures to save memory

Changed: Removed hazmat zombies

Changed: Deleted old sniper rifle parts meshes including sniperRifle_barrel_2 model

Changed: Updated various world textures including concrete, asphalt, floor tiles, old cabinets and more.

Changed: Updated exploding zombie cop effect with a completely new one.

Changed: Removed filling jars from toilets

Changed: Old beds and mattresses can no longer be picked up

Changed: Gunpowder recipe now takes 1 coal and 1 nitrate to make 1gp instead of 10 and 10 to make 10. This way you don’t have to wait a long time and you can clean up your inventory of small remnants.

Changed: Recipe of bedroll to take 10 cloth

Changed: Ammo wording to rounds on ammo and ammo schematics

Changed: All ingots have been removed instead we now have forged iron and forged steel.

Changed: With the addition of the new recipe based forging system we have moved some recipes to the forge like buckshot, iron bars and brick based blocks stay tuned for more.

Changed: Updated loading screen with the proper recipes and tips

Changed: Brightened held flashlight, and flashlight on 9mm pistol to match other weapons.

Changed: Gas cans are now in tiny units, so about 200 units is equal to one old gas can.

Changed: Removed all mattress half blocks from all prefabs and the game

Changed: Updated physics settings on flying diamond blocks to be less jerky and bouncy

Changed: Old sinks to metal so they harvests faster

Changed: metal strips are removed from the game, now tools are repaired with forged iron

Changed: Set multi-block on store sign prefabs

Changed: Removed old snow zombies

Changed: Zombies can now be cleared out of the wasteland and city for 24 hours in small zones.

Fixed

Fixed: Placing Chair Rotation is Off

Fixed: City Hubs not randomly rolling their size

Fixed: When old rejoining a game you cannot track your friend

Fixed: Land claim does not protect the supposed area

Fixed: Block id 921 and 922 drop scrap metal when broken and leave girders when falling (Joel)

Fixed: Leveled loot not working properly on Multiplayer

Fixed: SpawnEntity playerid minibike does not work

Fixed: Typo in the sounds.xml related to hornet fly

Fixed: Tube drywall made of wood and now drops wood debris

Fixed: Some mushrooms are under rocks/invisible

Fixed: metal street lamp stores signposts break down into destroyed stone

Fixed: blocks that are supposed to slow players down like barbed wire

Fixed: Zombie cop loot container not big enough for all loot

Fixed: green metal roofs dropping wood debris

Fixed: Concrete trim now drops destroyed stone

Fixed: Dead shrub sounds like grass when hit, now it sounds like wood

Fixed: Torches attach to wall in a weird way

Fixed: Rockets exploding on water surface

Fixed: MaxGenerationDistance from center in RWG not working

Fixed: Goggles have no durability

Fixed: Pickaxe to do correct block damage

Fixed: hovering over landmine sets it off

Fixed: Log cabin recipe was broken

Fixed: Debug info carries over from sp to servers

Fixed: Wrench range

Fixed: Wrench losing durability when hitting air

Fixed: Creative Mode is only available in Navezgane

Fixed: All grass that was possibly dropping grass instead of plant fibers

Fixed: Spelling of caffeine in buffs

Fixed: Minibike moves on its own up hills

Fixed: Chopping down trees no longer damages player

Fixed: Using minibike to jump through a wall

Fixed: Player Kills awarded endlessly even though player killer is not involved

Fixed: Chat box closes when dying

Fixed: Zoom function stutters/snaps

Fixed: Recipe swapping when closing crafting and reopening

Fixed: Improved walk and run animation playback speeds on players so they skate less

Fixed: Run/walk playback speed so full speed runs are played correctly

Fixed: Specular on cowboy hat

Fixed: Some keybinds activate on releasing key

Fixed: Own explosions killing oneself count as kills

Fixed: Lighting pipe bomb doesn’t play sound

Fixed: Enabling voice ingame causes error when trying to talk

Fixed: Generic death animation

Fixed: Specular/Shiny animals at dusk/night/dawn

Fixed: Eye specularity now reflects the environment

Fixed: Auger Damaging Blocks Around Your Target Block

Fixed: Null reference when pressing escape while joining server

Fixed: Null reference error on new game menu

Fixed: Black spots and strange map tiles after reconnecting to dedicated server (Chris)

Fixed: Black skies on Mac/Linux

Fixed: Some mesh particles from digging dirt were spawning black in sunlight

Fixed animal harvest bug giving too much meat

Fixed: Dead mountain pine billboard bug

Fixed: Torch light so it’s on the torch instead of behind players

Fixed: Wrong ceiling blocks in modern cabins

Fixed: Random NRE on dedi

Fixed: Stairs in cinema are rotated wrong

Fixed: Wooden Bow could not be repaired

Fixed: scrap Iron Spike is upgraded with metal not wood

Changed: Crossbow now uses wood for repair

Fixed: Save Game gets broken after disconnect when server did not respond anymore

Fixed: Player data error on Dedi & MP

Fixed: smoothing on skullcap

Fixed specular on concrete textures

Fixed: Player names can be ceen through walls

Fixed: Animation for eating does not sync with item count

Fixed: Campfire sounds are different between game types

Changed: Added another stage to infection. The first version can be cured with honey or antibiotics and has no negative side effects. After 24 hours it transitions to the traditional infection, stage 1,2,3 and 4.

Fixed: Some icons having a white line around the corners

Fixed: Dropped doors fall through the world

Fixed: It is now possible to build a tree house

Fixed: Bear not affected by safe zones

Fixed: window03wood could be shot through

Fixed: Oversized lampshade in top floor of apartment building

Fixed: Bad block rotations in old west jail

Fixed: Lit pipebomb can be collected without exploding

Fixed: Can now shoot through frames

Fixed: Dedicated server checks for non-allowed characters in game name (Christian)

Fixed: Allowed characters for game names are now: “A” – “Z”, “a” – “z”, “0” – “9”, “.”, “-“, “_”

Fixed: Coffee and Chrysanthemum are now unified like other crops, they cannot be taken, but must be harvested

Fixed: Exception: Unrecognized stat modifier type

Fixed: Exploding arrow splash damage travels through blocks

Fixed: Water in buckets

Fixed: Fixed zombie stuns: bullet/explosion damage stun is not based on player stamina.

Fixed: Hornets and dogs turn into gore instead of a human looking carcass

Fixed: All hold types so items that use burlap sack for a hand item are held correctly

Fixed: Damage decal on some blocks going through too fast

Fixed: Tazas stone axe so it can harvest, and it now extends the regular stone axe so everything should be unified except for its unique attributes

Fixed: Lead and clay fall exploit

Fixed: Wood debris providing infinite resources

Fixed: RMB function for repair tools locks in when opening inventory/map while RMB is upgrading

Fixed: Duct tape cannot be scrapped

Fixed: Fast degradation of mp5

Fixed: Chainsaw harvest triggers multiple destroy events on e.g. trees

Fixed auger mining through two blocks

Fixed: Iron sights have recoil

Fixed: zombies cannot see through frames

Fixed: Candle table awarding torch when broken

Fixed: Azalea blocks tree seed placement

Fixed: Connecting to a server with steam://connect/ links

Fixed: Can’t join a coop game a friend is in if the host is not your friend

Fixed zombie crawler bite animation

Fixed: Null Ref – EModelZombieUMA.Update

Fixed: campfire giving too many stones on harvest. Now it gives half the recipe on destroy

Fixed: Recipe on log cabin being too cheap

Fixed repair on a bunch of blocks

Fixed: Plains Tree Blocks Wood Frame Placement

Fixed: State of hatches not properly saved on relogging

Fixed: Coffins making cloth sounds when destroyed

Fixed: Campfire dupe get 2 for 1

Fixed: Out of Memory ERR Dedicated MP

Fixed: Players spawn not exactly on their sleeping bag

Fixed: Splinting a sprained leg slowed you down

Fixed: Floating trees in new house backyard

Fixed: Falling blocks have no audio

Fixed: Place animation of minibike chassis was playing wrong animation

Fixed: Backpacks dropped by players should not support anything

Fixed: Updated collision on sleeping bag to prevent seeing through cave exploit

Fixed floating geometry on level 3 vault door

Fixed: Lines missing between server info in browser

Fixed: z fighting in afro hair

Fixed: Too many chunks in cache when dedicated server is empty

Fixed: UV error on house door LODs.

Fixed: Windowed mode won’t go to 1920 x 1080 without a restart

Fixed: Various headgears not hiding hair and enabling hair back when removed

Fixed: Applied splint is not modifying broken leg speed

Fixed: Air drop appears to levitate in place and not fall for a very long time

Fixed drinking fountains were incorrectly rotated in stores and the school

Fixed: Collapsing large gas station roof from bad stabilit

Server.Config

With the new skills system we’re giving the player the ability to gain skills which reduce craft timers and loot timers. That said we removed the craft timer and loot timer menu and server options from the game

Added: Console ListEntities shows item type on dropped items

Added: Server config value “ServerDisabledNetworkProtocols” which is a comma separated list of networking protocols not to be used. Possible values: unet, raknet, steamnetworking

Known Issues

Not all items and blocks have a descriptions

Lots of things we missed that’s why we need your help.

Madmole is my little brother :)