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Crater Creator

Crater Creator

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

 

A22 Target Release Date: 2024 (source)

 

Confirmed A22 Features

 

  • New armor system
    • All new art
    • Replaces old clothing & armor systems
    • Themed armor sets like farmer, lumberjack, commando
    • Armor sets still consist of pieces that can be mixed & matched
    • Acquire and wear the complete set for a bonus
    • First person hands reflect what you’re wearing
  • New character system
    • All new player character base models to choose from
    • Customize appearance with different parts like face, eyes, hair, facial hair
    • Redone animations to support the new characters & armor
    • New hair shader
    • Updated player profile editor (source)
  • New zombie variants
    • Individual zombies will spawn with one of several albedo texture variants
    • Tech allows for one zombie model to have different clothing designs, hair colors, skin colors, etc.
    • More performant than old UMA zombies
  • New animal art
    • Animals use a new fur shader
    • New stag
    • New cougar
    • New bear
    • New pig
    • New coyote
    • New Grace (mutated boar)
  • New vehicle art
    • Vehicle appearance changes depending on the mods installed
    • New bicycle
    • New minibike
    • New motorcycle
    • New 4x4
  • New points of interest (POIs)
    • Tier 4 army camp
    • Tier 5 school
    • Haven Hotel
    • Tier 2 commercial business strip
    • Tier 5 football stadium (source)
    • Tier 2 apartment building (source)
    • more wilderness POIs unconnected to roads to discover
    • new POI trigger improvements, like AND/OR logic for doors (source 1) (source 2)
  • RWG improvements
    • reduced memory usage
    • improved stamp performance
    • faster road generation (source)
    • improved road smoothing
    • roads carve through mountains
    • improvements to RWG preview camera
    • improved UI layout for RWG creation
    • new biome generation algorithm places less blocky biomes, insures all biomes are present, and may put one biome in the center (source)
  • New props/world art
    • Pallets of recycled cans and cardboard
    • Campsite tents
    • Road decals
    • Can place blocks on top of road paint (source)
  • New graphics & visual effects
    • “Many new visual FX are coming to Alpha 22”
    • Fire barrel
    • New gore art/tech for dismembered zombies
    • New contact shadows and ambient occlusion (source)
  • Optimization/Performance
    • A new window tinting system makes window glass opaque until you get close. Occluding the interior improves performance, especially for skyscrapers.
    • Game updated to Unity 2022 LTS with better Vulkan and DX12 support (source)
    • New lighting update manager
    • Ambient occlusion better handles large amounts of props (source)
    • Block entities (props) spawn over multiple frames (source)
    • Balancing gameplay is ongoing
  • Console
    • Alpha 22 will be released for PlayStation 5 and Xbox Series X/S along with Windows/Mac/Linux.
    • It will be the same game on PC and console, with the same features & content.
    • TFP are looking into offering a discount for players that own the old 2016 console release.

 

Known to be coming for Gold, but not ready for Alpha 22

  1. Bandits
  2. Weather improvements
  3. Improved biome progression (source)
  4. Story & factions
  5. Steam Workshop support

 

A small team will continue to support and update 7 Days to Die after Gold.

Crater Creator

Crater Creator

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

 

A22 Target Release Date: “This year” (2024)

 

Confirmed A22 Features

 

  • New armor system
    • All new art
    • Replaces old clothing & armor systems
    • Themed armor sets like farmer, lumberjack, commando
    • Armor sets still consist of pieces that can be mixed & matched
    • Acquire and wear the complete set for a bonus
    • First person hands reflect what you’re wearing
  • New character system
    • All new player character base models to choose from
    • Customize appearance with different parts like face, eyes, hair, facial hair
    • Redone animations to support the new characters & armor
    • New hair shader
    • Updated player profile editor (source)
  • New animals
    • Animals use a new fur shader
    • New stag
    • New cougar
    • New bear
    • New pig
    • New coyote
    • New Grace (mutated boar)
  • New vehicles
    • Vehicle appearance changes depending on the mods installed
    • New bicycle
    • New minibike
    • New motorcycle
    • New 4x4
  • New points of interest (POIs)
    • Tier 4 army camp
    • Tier 5 school
    • Haven Hotel
    • Tier 2 commercial business strip
    • Tier 5 football stadium (source)
    • Tier 2 apartment building (source)
    • new POI trigger improvements, like AND/OR logic for switches (source 1) (source 2)
    • more wilderness POIs unconnected to roads to discover
  • Props/World Art
    • Recycled can and cardboard pallets
    • Campsite tents
    • Road decals
    • Can place blocks on top of road paint (source)
  • New zombie variants
    • Individual zombies will spawn with one of several albedo texture variants
    • Tech allows for one zombie model to have different clothing designs, hair colors, skin colors, etc.
    • More performant than old UMA zombies
  • New graphics & visual effects
    • “Many new visual FX are coming to Alpha 22”
    • Fire barrel
    • New gore art/tech for dismembered zombies (lumberjack zombie shown)
    • New contact shadows and ambient occlusion (source)
  • RWG improvements
    • reduced memory usage
    • improved stamp performance
    • faster road generation (source)
    • improvements to RWG preview camera
    • improved UI layout for RWG creation
    • with adjusted ranges for biomes
    • roads carve through mountains
    • improved road smoothing
    • new biome generation algorithm places less blocky biomes, insures all biomes are present, and could put one biome in the center (source)
  • Optimization/Performance
    • A new window tinting system makes window glass opaque until you get close. Occluding the interior improves performance, especially for skyscrapers.
    • Game updated to Unity 2022 LTS with better Vulkan and DX12 support (source)
    • New lighting update manager
    • Ambient occlusion handles large amounts of props better (source)
    • Block entities (props) spawn over multiple frames (source)
    • Balancing gameplay is ongoing
  • Console
    • Alpha 22 will be released for PS5 and Xbox Series X/S along with Windows/Mac/Linux.
    • It will be the same game on PC and console, with the same features & content.

 

Known to be coming for Gold, but not ready for Alpha 22

  1. Bandits
  2. Weather improvements
  3. Improved biome progression (source)
  4. Story & factions
  5. Steam Workshop support

 

A small team will continue to support and update 7 Days to Die after Gold.

Crater Creator

Crater Creator

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

 

A22 Target Release Date: “This year” (2024)

 

Confirmed A22 Features

 

  • New armor system
    • All new art
    • Replaces old clothing & armor systems
    • Themed armor sets like farmer, lumberjack, commando
    • Armor sets still consist of pieces that can be mixed & matched
    • Acquire and wear the complete set for a bonus
    • First person hands reflect what you’re wearing
  • New character system
    • All new player character base models to choose from
    • Customization options like face, eyes, hair, facial hair
    • Redone animations to support the new characters & armor
  • New animals
    • Animals use a new fur shader
    • New stag
    • New cougar
    • New bear
    • New pig
    • New coyote
    • New Grace (mutated boar)
  • New vehicles
    • Vehicle appearance changes depending on the mods installed
    • New bicycle
    • New minibike
    • New motorcycle
    • New 4x4
  • New points of interest (POIs)
    • Tier 4 army camp
    • Tier 5 school
    • Haven Hotel
    • Tier 2 commercial business strip
  • Props/World Art
    • Recycled can and cardboard pallets
    • Campsite tents
    • Road decals
    • Can place blocks on top of road paint
  • New zombie variants
    • Individual zombies will spawn with one of several albedo texture variants
    • Tech allows for one zombie model to have different clothing designs, hair colors, skin colors, etc.
    • More performant than old UMA zombies
  • New visual effects
    • “Many new visual FX are coming to Alpha 22”
    • Fire barrel
    • New gore art/tech for dismembered zombies (lumberjack zombie shown)
  • RWG improvements
    •  
  • Optimization/Performance
    • A new window tinting system makes window glass opaque until you get close. Occluding the interior improves performance, especially for skyscrapers.
    • Game updated to Unity 2022 LTS with better Vulkan and DX12 support (source)
    • Balancing gameplay is ongoing
  • Console
    • Alpha 22 will be released for PS5 and Xbox Series X/S along with Windows/Mac/Linux.
    • It will be the same game on PC and console, with the same features & content.

 

Known to be coming for Gold, but not ready for Alpha 22

  1. Bandits
  2. Weather improvements
  3. Story & factions
  4. Steam Workshop support

 

A small team will continue to support and update 7 Days to Die after Gold.

Crater Creator

Crater Creator

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

 

A22 Target Release Date: “This year” (2024)

 

Confirmed A22 Features

 

  • New armor system
    • All new art
    • Replaces old clothing & armor systems
    • Themed armor sets like farmer, lumberjack, commando
    • Armor sets still consist of pieces that can be mixed & matched
    • Acquire and wear the complete set for a bonus
    • First person hands reflect what you’re wearing
  • New character system
    • All new player character base models to choose from
    • Customization options like face, eyes, hair, facial hair
    • Redone animations to support the new characters & armor
  • New animals
    • Animals use a new fur shader
    • New stag
    • New cougar
    • New bear
    • New pig
    • New coyote
    • New Grace (mutated boar)
  • New vehicles
    • Vehicle appearance changes depending on the mods installed
    • New bicycle
    • New minibike
    • New motorcycle
    • New 4x4
  • New points of interest (POIs)
    • Tier 4 army camp
    • Tier 5 school
    • Haven Hotel
    • Tier 2 commercial business strip
  • Props/World Art
    • Recycled can and cardboard pallets
    • Campsite tents
    • Road decals
    • Can place blocks on top of road paint
  • New zombie variants
    • Individual zombies will spawn with one of several albedo texture variants
    • Tech allows for one zombie model to have different clothing designs, hair colors, skin colors, etc.
    • More performant than old UMA zombies
  • New visual effects
    • “Many new visual FX are coming to Alpha 22”
    • Fire barrel
    • New gore art/tech for dismembered zombies (lumberjack zombie shown)
  • RWG improvements
    •  
  • Optimization/Performance
    • A new window tinting system makes window glass opaque until you get close. Occluding the interior improves performance, especially for skyscrapers.
    • Game updated to Unity 2022 LTS with better Vulkan and DX12 support (source)
  • Console
    • Alpha 22 will be released for PS5 and Xbox Series X/S along with Windows/Mac/Linux.
    • It will be the same game on PC and console, with the same features & content.

 

Known to be coming for Gold, but not ready for Alpha 22

  1. Bandits
  2. Weather improvements
  3. Story & factions
  4. Steam Workshop support

 

A small team will continue to support and update 7 Days to Die after Gold.

Crater Creator

Crater Creator

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

 

A22 Target Release Date: “This year” (2024)

 

Confirmed A22 Features

 

  • New armor system
    • All new art
    • Replaces old clothing & armor systems
    • Themed armor sets like farmer, lumberjack, commando
    • Armor sets still consist of pieces that can be mixed & matched
    • Acquire and wear the complete set for a bonus
    • First person hands reflect what you’re wearing
  • New character system
    • All new player character base models to choose from
    • Customization options like face, eyes, hair, facial hair
    • Redone animations to support the new characters & armor
  • New animals
    • Animals use a new fur shader
    • New stag
    • New cougar
    • New bear
    • New pig
    • New coyote
    • New Grace (mutated boar)
  • New vehicles
    • Vehicle appearance changes depending on the mods installed
    • New bicycle
    • New minibike
    • New motorcycle
    • New 4x4
  • New points of interest (POIs)
    • Tier 4 army camp
    • Tier 5 school
    • Haven Hotel
    • Commercial business strip
  • Props/World Art
    • Recycled can and cardboard pallets
    • Campsite tents
    • Road decals
    • Can place blocks on top of road paint
  • New zombie variants
    • Individual zombies will spawn with one of several albedo texture variants
    • Tech allows for one zombie model to have different clothing designs, hair colors, skin colors, etc.
    • More performant than old UMA zombies
  • New visual effects
    • “Many new visual FX are coming to Alpha 22”
    • Fire barrel
    • New gore art/tech for dismembered zombies (lumberjack zombie shown)
  • RWG improvements
    •  
  • Optimization/Performance
    • A new window tinting system makes window glass opaque until you get close. Occluding the interior improves performance, especially for skyscrapers.
    • Game updated to Unity 2022 LTS with better Vulkan and DX12 support (source)
  • Console
    • Alpha 22 will be released for PS5 and Xbox Series X/S along with Windows/Mac/Linux.
    • It will be the same game on PC and console, with the same features & content.

 

Known to be coming for Gold, but not ready for Alpha 22

  1. Bandits
  2. Weather improvements
  3. Story & factions
  4. Steam Workshop support

 

A small team will continue to support and update 7 Days to Die after Gold.

Crater Creator

Crater Creator

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

 

A22 Target Release Date: “This year” (2024)

 

Confirmed A22 Features

 

  • New armor system
    • All new art
    • Replaces old clothing & armor systems
    • Themed armor sets like farmer, lumberjack, commando
    • Armor sets are still broken down into slots that can be mixed & matched
    • Acquire and wear the complete set for a bonus
    • First person hands reflect what you’re wearing
  • New character system
    • All new player character base models to choose from
    • Customization options like face, eyes, hair, facial hair
    • Redone animations to support the new characters & armor
  • New animals
    • Animals use a new fur shader
    • New stag
    • New cougar
    • New bear
    • New pig
    • New coyote
    • New Grace (mutated boar)
  • New vehicles
    • Vehicle appearance changes depending on the mods installed
    • New bicycle
    • New minibike
    • New motorcycle
    • New 4x4
  • New points of interest (POIs)
    • Tier 4 army camp
    • Tier 5 school
    • Haven Hotel
    • Commercial business strip
  • Props/World Art
    • Recycled can and cardboard pallets
    • Campsite tents
    • Road decals
    • Can place blocks on top of road paint
  • New zombie variants
    • Individual zombies will spawn with one of several albedo texture variants
    • Tech allows for one zombie model to have different clothing designs, hair colors, skin colors, etc.
    • More performant than old UMA zombies
  • New visual effects
    • “Many new visual FX are coming to Alpha 22”
    • Fire barrel
    • New gore art/tech for dismembered zombies (lumberjack zombie shown)
  • RWG improvements
    •  
  • Optimization/Performance
    • A new window tinting system makes window glass opaque until you get close. Occluding the interior improves performance, especially for skyscrapers.
  • Console
    • Alpha 22 will be released for PS5 and Xbox Series X/S along with Windows/Mac/Linux.
    • It will be the same game on PC and console, with the same features & content.

 

Known to be coming for Gold, but not ready for Alpha 22

  1. Bandits
  2. Weather improvements
  3. Story & factions
  4. Steam Workshop support

 

A small team will continue to support and update 7 Days to Die after Gold.

Crater Creator

Crater Creator

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

 

A22 Target Release Date: “This year” (2024)

 

Confirmed A22 Features

 

  • New armor system
    • All new art
    • Replaces old clothing & armor systems
    • Armor sets are still broken down into slots
    • Can still mix & match elements of different armor sets
    • First person hands reflect what you’re wearing
    • Acquire and wear the complete set for a bonus
  • New character system
    • All new player character base models to choose from
    • Customization options like face, eyes, hair, facial hair
  • New animals
    • Animals use a new fur shader
    • New Grace (mutated boar)
    • New pig
  • New vehicles
    • bicycle
    • minibike
    • motorcycle
    • 4x4
  • Console
    • Alpha 22 will be released for PS5 and Xbox Series X/S along with Windows/Mac/Linux.
    • It will be the same game on PC and console, with the same features & content.
  • New points of interest (POIs)
    • Tier 4 army camp
    • Tier 5 school
    • Haven Hotel
    • Commercial business strip
  • Props/World Art
    • Recycled can and cardboard pallets
    • Campsite tents
    • Road decals
  • New zombie variants
    • Individual zombies will spawn with one of several albedo texture variants
    • Allows for one zombie model to have different clothes, hair color, skin color, etc.
    • More performant than old UMA zombies
  • New visual effects
    • “Many new visual FX are coming to Alpha 22”
    • Fire barrel
  • Optimization/Performance
    • A new window tinting system makes window glass opaque until you get close. Occluding the interior improves performance, especially for skyscrapers.

 

 

Known to be coming for Gold, but not ready for Alpha 22

  1. Bandits
  2. Weather survival overhaul
  3. Story
  4. Steam Workshop support

 

A small team will continue to support and update 7 Days to Die after Gold.

Crater Creator

Crater Creator

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t get bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

 

A22 Target Release Date: “This year” (2024)

 

Confirmed A22 Features

 

  • New player models (character system) and clothing system
    • Clothing/armor sets
    • Marauder armor
    • Player character base model
    • Iron armor
  • New animals and fur shader
    • Grace, the mutated wild boar
    • Pig
  • New vehicles
    • motorbike
    • minibike
    • 4x4
    • bicycle
  • Console
    • In addition to Windows/Mac/Linux, Alpha 22 will be released for PS5 and Xbox Series X/S.
    • Console players will experience the same features & content as PC players. It’s the same game.
    • A playable demo was shown at last TwitchCon in Las Vegas.
    • Live footage of Alpha 21 running on a PS5.
    • Xbox demo video
  • New points of interest (POIs)
    • Tier 4 army camp (not to be confused with the one added in A21)
    • Tier 5 school
    • Haven Hotel
    • Commercial business strip
  • Props/World Art
    • New recycled can and cardboard pallets
    • Campsite tents
    • Road decals
  • New albedo texture variants on zombies
  • New visual effects
    • Fire barrel
  • Animation
    • 3rd person rocket reload
  • Performance
    • Window tinting system

--- old A21 post below this line ---

  • Places of Interest
    • 100+ New places to explore
    • additional environmental storytelling in POIs
    • 100s of classic POIs updated to current standards
    • Many new T5 and T4 POIs
    • All POI's have a proper name
    • All trader compounds updated and enhanced
    • Huge tunnel in Navezgane
  • Art
    • Cars, Minivans, Police Cars, trucks, tractors, Fire Engines, Semis, Heavy Machinery, Forklifts
    • Improved glass shaders
    • Light emissive color matching
    • Improved reflections
    • Many new props for indoor and outdoor
    • A large variety of Posters and Pictures on walls
    • New forge model showing upgrades as they are slotted in
    • New workbench model shows visible indicator that crafting is happening
    • New signs for trader compounds
    • Lots of flavor art revealing backstories for the traders
    • Lots of small pipe variations for decorative purposes
  • Additional Advanced World Generation Options
    • Biome Percent Sliders (included in Alpha 20.6)
    • Option to hide map during advanced generation
  • Learn By Reading System
    • 23 new skills to govern crafting (photo in gallery below)
    • 23 new magazines added to loot
    • Perks no longer unlock recipes or govern crafting at all
    • The only schematics that still unlock recipes are mod attachments. 
    • Crafting skill is increased by finding and reading magazines
    • Skill increases unlock recipes at certain points as well as increase quality of crafting for items with quality
    • Each tech level has a separate range in the skill spectrum so that you have to work up through primitive tech and then iron tech and then steel tech and being able to craft a blue stone axe no long means you automatically can also craft a blue iron axe.
    •  Some skills have 100 levels but others have less depending on how many unlocks there are for recipes and quality tiers.
    • A new skill page showing your progress has been added to the player interface (photo in gallery below)
    • Skill magazines can be found, bought, and/or received as quest rewards. The topic of the magazine matches the location you would expect to find it in the world.
    • Perks slightly affect the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world. It isn't a significant bonus but it does prevent the player from being screwed over.
    • When you max out a skill, that slight probability bonus granted by perks for finding the corresponding magazine for that skill drops off. The magazine will still show up randomly in loot but no longer have a boost. The probability boost for finding matching parts will remain.
  • Interactive Environmental Hazards https://www.youtube.com/watch?v=G0mgZ9zB9m4 
    • Flaming broken gas pipes blocking the way. A valve to turn off the gas flow is located elsewhere.
  • Doors
    • Double Doors
    • Partially damaged doors with large holes can be shot/meleed through to damage enemies on the other side
    • hundreds of door variations
  • Water Simulation
    • All new water coding--water is no longer a block but a water voxel
    • Water voxels flow into neighboring voxels that are marked to allow it.
    • Water can be in the same space as a block
    • Water does not flow or fall continuously like a river or a waterfall
    • Player movement in water has been enhanced
  • Armor -Pushed to A22 with bandits and character models
  • Drinking Water Rebalance
    • Murky water is the only water found in loot and water sources.
    • Empty Glass bottles removed from game to match all the rest of the containers in the game
    • Dew collector work station added
    • Players can drink murky water directly from water sources with empty hand by pressing "e".
    • Drinking murky water causes 5 hp of damage and has a chance to give dysentery
    • Pot is now required to boil murky water into boiled water
    • Glue crafting taken into consideration
  • Spears
    • Spear damage increased
    • Spear power attack is a thrust instead of a throw
    • Throw attack for spears removed
  • Chunk Reset Option
    • Default is disabled
    • Options for days all the way up to 70 days
    • Chunk resets to its pregenerated state if no player has entered the chunk after the number of days selected.
    • An active LCB or bedroll will prevent a chunk from resetting.
  • Trader Changes
    • New Trader compounds
    • Trader inventories rebalanced with the new crafting progression
    • Removal of Secret Stash
    • Further specialization of traders and what they carry
  • Electricity Changes
    • Wires only visible when holding wire cutting tool
  • Player HUD changes
    • Danger Meter added to show danger level of biomes and POIs
    • Crafting Recipe Tracker can be toggled to show on the HUD to help players as they gather materials needed for crafting
    • When crafting, the player can select on the hud the quality level they would like to craft as long as it is equal to or less than what they've learned.
    • An armor state indicator to warn when your armor durability is low.
    • F7 now supports interacting with objects so the entire HUD can be removed for cinematic play.
  • Perk Rebalancing
    • Sexual T-Rex removed. Stamina improvement now incorporated into the separate perks for each relevant weapon
    • Each attribute will get its own version of Flurry of Blows as an additional perk for the melee weapons within that attribute
    • Grease Monkey now increases the amount of health that repair kits restore to vehicles. (One repair kit no longer restores a vehicle back to max health)
    • The cooking perk speeds up cooking times
  • Vehicle Changes
    • Repair kits restore a fixed amount of health and each level of Grease Monkey adds 10% of the vehicle's total health to the amount restored.
    • Increased vehicle damage to blocks, terrain, and entities by various amounts.
    • Increased vehicle damage received from collisions by various amounts
    • Improved vehicle block collision calculations
    • Greatly increased damage given and received to and from block collision.
    • Increased bicycle, gyro, and 4x4 health
    • Vehicle spark effects on bigger self damage hits
    • Vehicle blood splatter effects on high damage collisions with entities
  • Entity Activity Throttling System
    • Zombie pathing updates less frequently (server-side) based on distance from player
    • Jiggle components disabled (client-side) based on distance from player
    • Each player can always have some fully simulated zombies
    • Helps with large numbers of zombies from Blood Moon & sleeper volumes
  • New Terrain Tool
    • Sphere-shaped brush with adjustable size
    • Grows terrain in all directions instead of just upwards
    • Can fill space with any block (including non-terrain)
    • Undo function
  • Graphics Improvements
    • Shadows re-enabled on grass, based on quality settings
  • Quests
    • New quest type: Infested Clear
    • Infested quests increase the Tier level of the quest by one level and greatly increase the number of zombies.
    • T5 infestation quests are therefore considered T6.

 

Known to be Coming Post-Alpha 22 (ROADMAP TO GOLD AND BEYOND)

  1. Bandits
    1. White River bandit enemies
  2. Armor
  3. Weather
  4. Factions & Story
  5. Steam Workshop Support

 

After Gold a small team will continue to support and update 7 Days to Die going forward. Bandits unlikely to be ready for A21 but should be good for A22.

Crater Creator

Crater Creator

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t get bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

 

A22 Target Release Date: “This year” (2024)

 

CONFIRMED A22 FEATURES

 

  • New player models (character system) and clothing system
    • Clothing/armor sets
    • Marauder armor
    • Player character base model
    • Iron armor
  • New animals and fur shader
    • Grace, the mutated wild boar
    • Pig
  • New vehicles
    • motorbike
    • minibike
    • 4x4
    • bicycle
  • Console
    • Alpha 22 is coming to PS5, Xbox Series X and S.
    • TFP has a team working on the new console version.
    • Demo shown at last TwitchCon in Las Vegas.
    • Live footage of Alpha 21 running on a PS5.
  • New points of interest (POIs)
    • Tier 4 army camp (was also previewed as an A21 addition??)
    • Tier 5 school
    • Haven Hotel
    • Commercial business strip
  • Props/World Art
    • New recycled can and cardboard pallets
    • Campsite tents
    • Road decals
  • New albedo texture variants on zombies
  • New visual effects
    • Fire barrel
  • Animation
    • 3rd person rocket reload

--- old A21 post below this line ---

  • Places of Interest
    • 100+ New places to explore
    • additional environmental storytelling in POIs
    • 100s of classic POIs updated to current standards
    • Many new T5 and T4 POIs
    • All POI's have a proper name
    • All trader compounds updated and enhanced
    • Huge tunnel in Navezgane
  • Art
    • Cars, Minivans, Police Cars, trucks, tractors, Fire Engines, Semis, Heavy Machinery, Forklifts
    • Improved glass shaders
    • Light emissive color matching
    • Improved reflections
    • Many new props for indoor and outdoor
    • A large variety of Posters and Pictures on walls
    • New forge model showing upgrades as they are slotted in
    • New workbench model shows visible indicator that crafting is happening
    • New signs for trader compounds
    • Lots of flavor art revealing backstories for the traders
    • Lots of small pipe variations for decorative purposes
  • Additional Advanced World Generation Options
    • Biome Percent Sliders (included in Alpha 20.6)
    • Option to hide map during advanced generation
  • Learn By Reading System
    • 23 new skills to govern crafting (photo in gallery below)
    • 23 new magazines added to loot
    • Perks no longer unlock recipes or govern crafting at all
    • The only schematics that still unlock recipes are mod attachments. 
    • Crafting skill is increased by finding and reading magazines
    • Skill increases unlock recipes at certain points as well as increase quality of crafting for items with quality
    • Each tech level has a separate range in the skill spectrum so that you have to work up through primitive tech and then iron tech and then steel tech and being able to craft a blue stone axe no long means you automatically can also craft a blue iron axe.
    •  Some skills have 100 levels but others have less depending on how many unlocks there are for recipes and quality tiers.
    • A new skill page showing your progress has been added to the player interface (photo in gallery below)
    • Skill magazines can be found, bought, and/or received as quest rewards. The topic of the magazine matches the location you would expect to find it in the world.
    • Perks slightly affect the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world. It isn't a significant bonus but it does prevent the player from being screwed over.
    • When you max out a skill, that slight probability bonus granted by perks for finding the corresponding magazine for that skill drops off. The magazine will still show up randomly in loot but no longer have a boost. The probability boost for finding matching parts will remain.
  • Interactive Environmental Hazards https://www.youtube.com/watch?v=G0mgZ9zB9m4 
    • Flaming broken gas pipes blocking the way. A valve to turn off the gas flow is located elsewhere.
  • Doors
    • Double Doors
    • Partially damaged doors with large holes can be shot/meleed through to damage enemies on the other side
    • hundreds of door variations
  • Water Simulation
    • All new water coding--water is no longer a block but a water voxel
    • Water voxels flow into neighboring voxels that are marked to allow it.
    • Water can be in the same space as a block
    • Water does not flow or fall continuously like a river or a waterfall
    • Player movement in water has been enhanced
  • Armor -Pushed to A22 with bandits and character models
  • Drinking Water Rebalance
    • Murky water is the only water found in loot and water sources.
    • Empty Glass bottles removed from game to match all the rest of the containers in the game
    • Dew collector work station added
    • Players can drink murky water directly from water sources with empty hand by pressing "e".
    • Drinking murky water causes 5 hp of damage and has a chance to give dysentery
    • Pot is now required to boil murky water into boiled water
    • Glue crafting taken into consideration
  • Spears
    • Spear damage increased
    • Spear power attack is a thrust instead of a throw
    • Throw attack for spears removed
  • Chunk Reset Option
    • Default is disabled
    • Options for days all the way up to 70 days
    • Chunk resets to its pregenerated state if no player has entered the chunk after the number of days selected.
    • An active LCB or bedroll will prevent a chunk from resetting.
  • Trader Changes
    • New Trader compounds
    • Trader inventories rebalanced with the new crafting progression
    • Removal of Secret Stash
    • Further specialization of traders and what they carry
  • Electricity Changes
    • Wires only visible when holding wire cutting tool
  • Player HUD changes
    • Danger Meter added to show danger level of biomes and POIs
    • Crafting Recipe Tracker can be toggled to show on the HUD to help players as they gather materials needed for crafting
    • When crafting, the player can select on the hud the quality level they would like to craft as long as it is equal to or less than what they've learned.
    • An armor state indicator to warn when your armor durability is low.
    • F7 now supports interacting with objects so the entire HUD can be removed for cinematic play.
  • Perk Rebalancing
    • Sexual T-Rex removed. Stamina improvement now incorporated into the separate perks for each relevant weapon
    • Each attribute will get its own version of Flurry of Blows as an additional perk for the melee weapons within that attribute
    • Grease Monkey now increases the amount of health that repair kits restore to vehicles. (One repair kit no longer restores a vehicle back to max health)
    • The cooking perk speeds up cooking times
  • Vehicle Changes
    • Repair kits restore a fixed amount of health and each level of Grease Monkey adds 10% of the vehicle's total health to the amount restored.
    • Increased vehicle damage to blocks, terrain, and entities by various amounts.
    • Increased vehicle damage received from collisions by various amounts
    • Improved vehicle block collision calculations
    • Greatly increased damage given and received to and from block collision.
    • Increased bicycle, gyro, and 4x4 health
    • Vehicle spark effects on bigger self damage hits
    • Vehicle blood splatter effects on high damage collisions with entities
  • Entity Activity Throttling System
    • Zombie pathing updates less frequently (server-side) based on distance from player
    • Jiggle components disabled (client-side) based on distance from player
    • Each player can always have some fully simulated zombies
    • Helps with large numbers of zombies from Blood Moon & sleeper volumes
  • New Terrain Tool
    • Sphere-shaped brush with adjustable size
    • Grows terrain in all directions instead of just upwards
    • Can fill space with any block (including non-terrain)
    • Undo function
  • Graphics Improvements
    • Shadows re-enabled on grass, based on quality settings
  • Quests
    • New quest type: Infested Clear
    • Infested quests increase the Tier level of the quest by one level and greatly increase the number of zombies.
    • T5 infestation quests are therefore considered T6.

 

Known to be Coming Post-Alpha 22 (ROADMAP TO GOLD AND BEYOND)

  1. Bandits
    1. White River bandit enemies
  2. Armor
  3. Weather
  4. Factions & Story
  5. Steam Workshop Support

 

After Gold a small team will continue to support and update 7 Days to Die going forward. Bandits unlikely to be ready for A21 but should be good for A22.

Crater Creator

Crater Creator

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features for Alpha 22 and beyond. Members of The Fun Pimps may occasionally post updates on what they are working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like before, we want this thread to stay focused on discussing the features and content listed at the top, and responses to posts by TFP devs. Other conversations may be moved out, to maintain the focus of the conversation. Effort is made to only include confirmed features and content, not rumored or desired features that haven’t seen proof of development/implementation.

 

A22 Release Target Date: 2024

 

CONFIRMED A22 FEATURES

 

  • New player models (character system) and clothing system
    • Clothing/armor sets
    • Marauder armor
    • Player character base model
    • Iron armor
  • New animals and fur shader
    • Grace, the mutated wild boar
    • Pig
  • New vehicles
    • motorbike
    • minibike
    • 4x4
    • bicycle
  • Console
    • Alpha 22 is coming to PS5, Xbox Series X and S.
    • TFP has a team working on the new console version.
    • Demo shown at last TwitchCon in Las Vegas.
    • Live footage of Alpha 21 running on a PS5.
  • New points of interest (POIs)
    • Tier 4 army camp (was also previewed as an A21 addition??)
    • Tier 5 school
    • Haven Hotel
    • Commercial business strip
  • Props/World Art
    • New recycled can and cardboard pallets
    • Campsite tents
    • Road decals
  • New albedo texture variants on zombies
  • New visual effects
    • Fire barrel
  • Animation
    • 3rd person rocket reload

--- old A21 post below this line ---

  • Places of Interest
    • 100+ New places to explore
    • additional environmental storytelling in POIs
    • 100s of classic POIs updated to current standards
    • Many new T5 and T4 POIs
    • All POI's have a proper name
    • All trader compounds updated and enhanced
    • Huge tunnel in Navezgane
  • Art
    • Cars, Minivans, Police Cars, trucks, tractors, Fire Engines, Semis, Heavy Machinery, Forklifts
    • Improved glass shaders
    • Light emissive color matching
    • Improved reflections
    • Many new props for indoor and outdoor
    • A large variety of Posters and Pictures on walls
    • New forge model showing upgrades as they are slotted in
    • New workbench model shows visible indicator that crafting is happening
    • New signs for trader compounds
    • Lots of flavor art revealing backstories for the traders
    • Lots of small pipe variations for decorative purposes
  • Additional Advanced World Generation Options
    • Biome Percent Sliders (included in Alpha 20.6)
    • Option to hide map during advanced generation
  • Learn By Reading System
    • 23 new skills to govern crafting (photo in gallery below)
    • 23 new magazines added to loot
    • Perks no longer unlock recipes or govern crafting at all
    • The only schematics that still unlock recipes are mod attachments. 
    • Crafting skill is increased by finding and reading magazines
    • Skill increases unlock recipes at certain points as well as increase quality of crafting for items with quality
    • Each tech level has a separate range in the skill spectrum so that you have to work up through primitive tech and then iron tech and then steel tech and being able to craft a blue stone axe no long means you automatically can also craft a blue iron axe.
    •  Some skills have 100 levels but others have less depending on how many unlocks there are for recipes and quality tiers.
    • A new skill page showing your progress has been added to the player interface (photo in gallery below)
    • Skill magazines can be found, bought, and/or received as quest rewards. The topic of the magazine matches the location you would expect to find it in the world.
    • Perks slightly affect the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world. It isn't a significant bonus but it does prevent the player from being screwed over.
    • When you max out a skill, that slight probability bonus granted by perks for finding the corresponding magazine for that skill drops off. The magazine will still show up randomly in loot but no longer have a boost. The probability boost for finding matching parts will remain.
  • Interactive Environmental Hazards https://www.youtube.com/watch?v=G0mgZ9zB9m4 
    • Flaming broken gas pipes blocking the way. A valve to turn off the gas flow is located elsewhere.
  • Doors
    • Double Doors
    • Partially damaged doors with large holes can be shot/meleed through to damage enemies on the other side
    • hundreds of door variations
  • Water Simulation
    • All new water coding--water is no longer a block but a water voxel
    • Water voxels flow into neighboring voxels that are marked to allow it.
    • Water can be in the same space as a block
    • Water does not flow or fall continuously like a river or a waterfall
    • Player movement in water has been enhanced
  • Armor -Pushed to A22 with bandits and character models
  • Drinking Water Rebalance
    • Murky water is the only water found in loot and water sources.
    • Empty Glass bottles removed from game to match all the rest of the containers in the game
    • Dew collector work station added
    • Players can drink murky water directly from water sources with empty hand by pressing "e".
    • Drinking murky water causes 5 hp of damage and has a chance to give dysentery
    • Pot is now required to boil murky water into boiled water
    • Glue crafting taken into consideration
  • Spears
    • Spear damage increased
    • Spear power attack is a thrust instead of a throw
    • Throw attack for spears removed
  • Chunk Reset Option
    • Default is disabled
    • Options for days all the way up to 70 days
    • Chunk resets to its pregenerated state if no player has entered the chunk after the number of days selected.
    • An active LCB or bedroll will prevent a chunk from resetting.
  • Trader Changes
    • New Trader compounds
    • Trader inventories rebalanced with the new crafting progression
    • Removal of Secret Stash
    • Further specialization of traders and what they carry
  • Electricity Changes
    • Wires only visible when holding wire cutting tool
  • Player HUD changes
    • Danger Meter added to show danger level of biomes and POIs
    • Crafting Recipe Tracker can be toggled to show on the HUD to help players as they gather materials needed for crafting
    • When crafting, the player can select on the hud the quality level they would like to craft as long as it is equal to or less than what they've learned.
    • An armor state indicator to warn when your armor durability is low.
    • F7 now supports interacting with objects so the entire HUD can be removed for cinematic play.
  • Perk Rebalancing
    • Sexual T-Rex removed. Stamina improvement now incorporated into the separate perks for each relevant weapon
    • Each attribute will get its own version of Flurry of Blows as an additional perk for the melee weapons within that attribute
    • Grease Monkey now increases the amount of health that repair kits restore to vehicles. (One repair kit no longer restores a vehicle back to max health)
    • The cooking perk speeds up cooking times
  • Vehicle Changes
    • Repair kits restore a fixed amount of health and each level of Grease Monkey adds 10% of the vehicle's total health to the amount restored.
    • Increased vehicle damage to blocks, terrain, and entities by various amounts.
    • Increased vehicle damage received from collisions by various amounts
    • Improved vehicle block collision calculations
    • Greatly increased damage given and received to and from block collision.
    • Increased bicycle, gyro, and 4x4 health
    • Vehicle spark effects on bigger self damage hits
    • Vehicle blood splatter effects on high damage collisions with entities
  • Entity Activity Throttling System
    • Zombie pathing updates less frequently (server-side) based on distance from player
    • Jiggle components disabled (client-side) based on distance from player
    • Each player can always have some fully simulated zombies
    • Helps with large numbers of zombies from Blood Moon & sleeper volumes
  • New Terrain Tool
    • Sphere-shaped brush with adjustable size
    • Grows terrain in all directions instead of just upwards
    • Can fill space with any block (including non-terrain)
    • Undo function
  • Graphics Improvements
    • Shadows re-enabled on grass, based on quality settings
  • Quests
    • New quest type: Infested Clear
    • Infested quests increase the Tier level of the quest by one level and greatly increase the number of zombies.
    • T5 infestation quests are therefore considered T6.

 

Known to be Coming Post-Alpha 22 (ROADMAP TO GOLD AND BEYOND)

  1. Bandits
    1. White River bandit enemies
  2. Armor
  3. Weather
  4. Factions & Story
  5. Steam Workshop Support

 

After Gold a small team will continue to support and update 7 Days to Die going forward. Bandits unlikely to be ready for A21 but should be good for A22.

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