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V1.0 b325 EXP (b327 Hotfix)


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Survivors!
This b325 EXP update is deleting the old EXP Pregens. New ones are provided and named differently to prevent accidental savegame issues.
To preserve your current progress, please copy your currently played Pregen and paste it into your generated worlds folder:
%APPDATA%\7DaysToDie\GeneratedWorlds

 
Locate your existing world here:

<Your_Steam_Library_Drive>:\SteamLibrary\steamapps\common\7 Days To Die

 
Alternatively, find it by:
 
  1. Right-clicking on the game in Steam
  2. Selecting "Properties"
  3. Going to the “Installed Files” tab
  4. Clicking “Browse…”
  5. Opening the “Data” folder
  6. Opening the “World” folder



If you didn't copy the old Pregen world before the update, don't fear. You can still download the EXP Pregens here: Google Drive

We’ve made significant improvements to RWG since the original Pregen worlds for EXP. We want you to enjoy these enhancements, but we also respect your current save games and want you to continue playing if you wish.



Thank you for your understanding and cooperation!


We are preparing for stable next week.

Have an awesome and fun filled weekend,
The Fun Pimps

 

b328 Hotfix:

  • Fixed: Twitch bit commands not working

 

b327 Hotfix:

  • Fixed: save game breaking NRE spam resulting from dropped molotovs

 

b326 Hotfix:

  • Fixed: hotel_02 not spawning



B325 Changelog:

Added
 
  • Inventory UI Audio Drugs & Candies
  • Inventory UI Audio Trophy
  • Inventory UI Audio Books
  • Inventory UI Audio Coal
  • Inventory UI Audio Door Knob
  • Inventory UI Audio Gas Can and Oil
  • Inventory UI Audio Short Iron Pipe
  • Inventory UI Audio Dyes
  • Wilderness_filler_20
  • Filter server confirmation texts and server names in progress window.
  • RWG township outskirt district parameter to scale down tile count
  • RWG country towns have some rural tiles
  • RWG mountain stamp smoothing
  • Prefab editor: ControlShiftV paste preview also shows terrain blocks
  • Engine fire SFX for vehicles
  • Locked slots in inventory can be selected per slot
  • Pregen04k1, Pregen04k2, Pregen04k3, Pregen04k4, Pregen06k1, Pregen06k2, Pregen06k3, Pregen06k4, Pregen08k1, Pregen08k2, Pregen08k3, Pregen08k4, Pregen10k1, Pregen10k2, Pregen10k3, Pregen10k4 for v1.
  • Player ragdolls have stand up animations
  • Wraparound navigation for DPad navigation. If there is nothing to select at the edge of the UI, selection will be made from the opposite edge of the screen.
  • Downtown_filler_05 as tier 3.
  • Remnant_downtown_filler_23
  • Added Trader Voice Actors to credits
  • Xml, loc, icons, mats, and prefab variants for tvCRT_PlayerOff and tvCRT_PlayerOn to prevent confusion/inconsistencies with icons and placement preview
  • Wilderness_filler_13
  • ItemStackGrid cycling. Press the back/select/touchpad button to cycle through active item grids (inventory, toolbelt, loot containers etc.). If you are holding an item in the draganddrop slot, it will attempt to find an empty slot to select.
  • Adjusted fur, added glowing eye, and brightened up flesh on Zombie Bear
 
Changed
 
  • NpcTraderTest is now using Trader Hugh model and voice
  • Max Health reduced properly for sprains vs. breaks
  • Rearranged the props behind Trader Rekt to see the menus a little easier
  • RWG District to support alternate names like forest_rural
  • RWG DuplicateRepeatDistance default to 1000
  • RWG has reduced chance that duplicate POIs are near each other or for empty tiles
  • RWG mixer mintiles set to 0 does not increase the chance to get that tile
  • RWG preview only shows POI meshes on Highest setting
  • Improved RWG plains, hills and mountains terrain generation using smaller tiles, better blending and mountain grouping
  • Improved RWG street tile height smoothing to the surrounding terrain by using a box blend
  • Improved forge rendering performance when burning or crafting
  • Optimized electric shock effect. Added toggleable shock effect to character shaders.
  • Deleted EXP Pregens
  • Made the box shader showing land claim sky high beams instead.
  • ChunkTransparent material render queue changed from 2000 to 2500 (Fixes grass rendering over chunk glass)
  • Updated tags on several props to allow harvest of pipes and radiators to count towards harvest challenges
  • Removed drop bags from all animals except Dire Wolf and Zombie Bear
  • DismemberMultiplierHead set to 0 on Dire Wolf and Zombie Bear
  • Hybrid cursor/DPad navigation for controllers. Left stick can be used to toggle to the cursor at any time. Pressing a DPad button will revert to the directional navigation.
  • Restored scaling of traderHughSignInteriorPrefab to prevent clipping issues
  • Excluded the extends of tags and index on modular rope set to prevent misleading nav icons for the polymer harvest challenge
  • Increased HP of Dire Wolf
  • Increased DMG of Dire Wolf hand item
  • Updated buff lists and weights on hand items of Zombie Bears and Dire Wolves to be more deadly
  • Adjusted XP on little bear and zombie bear
  • Rwgmixer limited sawmill_01 to spawn only in forest, burnt forest and snow biome. Also rural_outdoor_wedding_01 to spawn in forest.
  • Sawmill_01 reduced the amount of spawn chances.
  • Hotel_02 replaced red coolers for yellow coolers.
  • Rwgmixer.xml added spawn biomes for rural_outdoor_wedding_01, snow and burn forest.
  • House_modern_24 optimization pass reduced 307k verts / 87.5 tris. Added triggered sounds
  • Roadside_checkpoint_05 added sound to draw the player's attention.
  • Removed duplicate coolers in aaa_block_props
  • Updated mat for Trader Bob Interior Sign with no lights
  • Adjusted RWG country town and mountain settings
  • Limited RWG spawning of gateway straights to min 0, max 1 as these cannot have traders
  • Restored controller settings for cursor sensitivity, hover speed and cursor snapping
  • Improved handling of combo box and pager gamepad callouts that work consistently with both Dpad and Cursor navigation
  • Default controller binding for inventory while in vehicles now the same as the onfoot inventory binding
  • Extra security for ensuring on console platforms changing inputs to a controller will always use that platforms icons
  • Improved contextual usage of the right stick when highlighting paged lists and combo boxes with the virtual cursor.
  • Updated colliders on clothes half shelves to allow projectiles to pass through them easier
  • Remnant_downtown_filler_19 changes made based on feedback
  • Remnant_downtown_filler_12 reduced verts from 358k to 326 and tris from 147k to 136k
  • Hotel_02 added visual aid to path
  • All military POIs given siteMilitary theme tags and 500 distance.
  • Apartments_02 added elevator sound. Minor blocks update
  • Remnant_downtown_filler_19 changes made based on feedback
  • Updated tvBlockVariantHelper with new tvCRT player versions
  • Dismemberment adjusted the lifetime of the parts during blood moons
  • Updated localization for resourceNailDesc
  • Serverconfig.xml to reflect new pregen names in world list comment.
 
Fixed
 
  • Swapping toolbelt while throwing timed charge results in invisible weapon
  • Stun baton charge animation missing when moving it to a different toolbelt slot,
  • Disabled dynamic batching. Fixes cases where motion vectors for skinned mesh renderers such as zombies were being drawn through walls, causing visible distortion with TAA or FSR enabled.
  • Big Biome Decos spawning inside POIs.
  • Replacing blocks does not reset number of upgrade hits.
  • Error when dew collector is destroyed while a player has its UI opened
  • The 'RightArm' and 'BothArms' animation masks were both missing the roll joints causing some really ugly deformation on the arms when poses were played through those masks
  • Controller cursor gets stuck off screen when the save confirmation dialog is shown on the world gen preview window
  • Default input for news screen set to relevant mode on consoles, not Keyboard.
  • Trader_hugh tree clipping
  • Missing texture in remnant_house_20
  • PC Xbl Online games freezing game on exit
  • Load audio creating source objects when beyond max distance
  • No trader teleport when riding on a 2 wheeled vehicle
  • Ambient stinger sounds play too often
  • RWG sloped highways not smoothly blending height to street tiles
  • Forge did not update effects when crafting stopped until the window closed
  • Warnings logged about convex meshes
  • Effects Textures do not refresh after quality settings change
  • Punching while an item completes repairs and returns to that slot while punching fix has had a regression.
  • Player corpses play pain audio when struck.
  • A thrown rock does not make a sound when it strikes a target.
  • Fixed MultiBlockManager error spam when joining a Prefab Editor session as a client. MBM will now correctly initialize in client mode, supporting client side MultiBlock terrain alignment functionality.
  • Fixed logfile argument passing in Linux dedicated server start scripts
  • Fixed land claim boundaries not being cleaned up.
  • Picking up empty workstations creates a loot backpack for a short moment
  • Weapons sometimes require toggling mod twice to turn back on after repairing.
  • Clients were able to perma sneak attack in combat
  • Ranch_08 terrain density issue
  • Countrytown_business_01 missing textures.
  • Plaster casted leg instantly heals if they break it again
  • Male assassin outfit can be seen clipping into camera when wrenching
  • Drape texture
  • Treasure quests have the red symbol for no quest progression.
  • All completed quests count toward progression on relog.
  • Messy bunk bed clipping issue with blanket
  • Forum Report: Storage Crate upgrade issue in MP
  • Gap in skin when holding 1 handed item
  • Wooden Signs description
  • Description for Scavenger Boots needs correction
  • Wrong variable names used for localization strings on crafting challenge reward quest
  • Prevent index OOB error when closing the map screen due to pager counts changing.
  • Quest tier progression count and quest limit debuff are not accurate.
  • Fixed ordering of face buttons on the controller layout diagram
  • Right stick paging not working while virtual cursor is active
  • Unplugging a controller on PC reverts to keyboard controls properly.
  • Inventory radial menu can be used while in a vehicle
  • List of guns that are missing reload animations from 2nd player perspective with SDCS characters
  • Deploying a junk sledge causes other junk sledge in hot bar to be deployed with altered quality level.
  • Hazmat radiated color variants have orange limbs when dismembered
  • Guard tower SI issue in football_stadium POI.
  • Moved the Duplicate Repeat Distance field to the Prefab Tags tab.
  • Prefab clone constructor not copying over the other prefab's `ThemeRepeatDistance` and `DuplicateRepeatDistance`.
  • Prefab Editor not giving unsaved changes warning when Difficulty Tier, Theme Repeat Distance or Duplicate Repeat Distance was changed.
  • Farm_08 fixed mispainted textures and terrain density issue.
  • Stop console error if item stack swap icon fails to load
  • Mismatched textures in office_03.
  • Path jump exploit in theater_stage_01
  • Missing driveway part on house_old_bungalow_01
  • Hotel_ostrich curb adjustment
  • Warehouse_01 missing part of catwalk.
  • Farm_17 missing texture.
  • Janitor zombie's dismemberment issues
  • Inmate zombie has striped texture on hand after dismemberment
  • Theater_stage_01 roof wrong zombies early breakout making path confusing.
  • Zombie cop and mutated zombie stand up to "puke" when they have no legs
  • Misspelled localization lines
  • Fixed Suggested Chinese localization edits
  • Remnant_church_01 collapsing windows frames when picking up food pile
  • Vehicle tire colliders using wrong shape
  • Downtown_strip_12 fixed mispainted texture.
  • Players were trying to head look during ragdolls
  • Clients on P2P or on a server receive duplicated turret ammo/other similar placeables

 
Edited by Hated (see edit history)
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1 minute ago, Shemasheko said:

iam unable to klick the link ?!

 

 

 

1 minute ago, Darko said:

Link to google drive dont work

Fixed, thank you.

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It’s getting very close to the stable release date, I hope whatever is done to address the big downgrade in controller support gets added in by the 25th, it’d kinda stink if release console players (which normally would include me, though I’ll hold off buying a week or two if it isn’t a day 1 fix) got to deal with borked controls.

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1 minute ago, Jack11803 said:

It’s getting very close to the stable release date, I hope whatever is done to address the big downgrade in controller support gets added in by the 25th, it’d kinda stink if release console players (which normally would include me, though I’ll hold off buying a week or two if it isn’t a day 1 fix) got to deal with borked controls.


We've made some adjustments to the controllers in B325. If you still have concerns, please be specific on what areas of the controller you have issues with. Thanks!

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26 minutes ago, schwanz9000 said:


We've made some adjustments to the controllers in B325. If you still have concerns, please be specific on what areas of the controller you have issues with. Thanks!

I’ll make sure to hop on and try. But the change log just mentioned wraparound for the d-pad (unless I missed a note, if so, my bad).

 

Edit: I did in fact, miss it. The cursor is back, a few issues remain though.
 

 

When 1.0 unstable first released, the removal of the cursor, the requirement to hold triangle, and d-pad controls (mainly quick swapping) were the main issues. The lack of a cursor makes inventory management much more clunky and objectively slower than the previous top speed by a lot, requiring dozens of button clicks in a chest. The requirement to hold triangle adds nothing except slowing down using or doing something with multiple items rapidly, and the d-pad changes both made the hotkey useless (it now moves to your previous item, which on controller is ALWAYS one button away anyway because you normally use R1 / L1. Also the new buttons like light toggle being moved around cause dissonance with vehicle controls. The radial menu hot bar is an appreciated gesture, but locking the player in place and not being rapidly usable in combat due to that ultimately made it futile. 
 

 

I will say credit where it’s due, there’s now better keybinding options for controller, and aiming sensitivity, deadzone, Aim assist option, etc is all appreciated. But the actual core features of inventory management sadly took a dive.

Edited by Jack11803
I missed part of the patch notes. (see edit history)
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2 minutes ago, jenniann said:

How do you lock your inventory slots now? Not sure why it was changed but for the life of me I cannot figure it out lol

 

Open the inventory and click on the lock icon.
You are now in Lock Toggle Mode.
Select any inventory slot to enable the lock.
Click on the lock or close the inventory window to save your options.

Edited by schwanz9000 (see edit history)
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Game hangs for about a minute at Loading Particles... with muted music  Resolved after an additional Verify which found all files verified? /shrug

Game doesn't shut down properly after exit, staying on the title backdrop with music playing. Have to manually terminate.


2024-07-20T01:30:23 150.649 ERR Loading prefab "hotel_02" failed: Block "cntCoolerClosedYellow" (18638) used in prefab is unknown.
2024-07-20T01:30:23 150.657 WRN Could not load prefab 'hotel_02'. Skipping it

Edited by Skullfracture (see edit history)
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We are aware of an issue that is rolling back quest progression.
This is an unfortunate side effect of changes to that area in the code.
This is why we call it experimental.

You have two options:

1. Continue playing and enjoy some easy quest rewards
2. Start a new game and enjoy some of the new changes to the Random World Generation maps

Thanks for playing!

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1 minute ago, Skullfracture said:


Game hangs for about a minute at Loading Particles... with muted music

Game doesn't shut down properly after exit, staying on the title backdrop with music playing. Have to manually terminate.


2024-07-20T01:30:23 150.649 ERR Loading prefab "hotel_02" failed: Block "cntCoolerClosedYellow" (18638) used in prefab is unknown.
2024-07-20T01:30:23 150.657 WRN Could not load prefab 'hotel_02'. Skipping it


hotel_02 is unrelated to your issue.

Please post a bug report with your output log so we can take a look at why it may be freezing for you. Thanks!

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28 minutes ago, schwanz9000 said:


We've made some adjustments to the controllers in B325. If you still have concerns, please be specific on what areas of the controller you have issues with. Thanks!

Apologies, I did in fact miss part of the notes. I’m so happy the cursor is back. I can’t find it it the notes, at least for now, is holding triangle to scrap, drop, etc still required? And is d-pad still reduced to only one quick swap that’s your previous item, instead of the previous 3 on the left of the hot bar? The former is, in my experiencing far more frustrating than the latter which is only a tiny downgrade. But if those get addressed, I will certainly be a happy camper. A way to move during the new quick wheel for the hot bar would also perfectly substitute the old d-pad usage.

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6 minutes ago, schwanz9000 said:

We are aware of an issue that is rolling back quest progression.

 

So quest progression is still buggy?
Or is it fixed as stated in the patch notes? I am confused now 😵

 

I didn't even expect a new EXP patch until 1.0.

So thank you all so much for your hard work. Maybe you can enjoy at least a part of the week-end if crunch time lets you. 😅

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6 minutes ago, Thaledwyn said:

So quest progression is still buggy?
Or is it fixed as stated in the patch notes? I am confused now 😵

 

I didn't even expect a new EXP patch until 1.0.

So thank you all so much for your hard work. Maybe you can enjoy at least a part of the week-end if crunch time lets you. 😅

Stable is first an experimental release, so one of these experimentals will become stable.

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Thank you for clarification.

 

And if I have read correctly, trader locations also got an improvement?

Got a big town in dessert and snow biome in my last RWG map with no trader at all (they were loctaed far outside in the nowhere) 😂

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18 minutes ago, schwanz9000 said:

Quest progression should be tracking better now, but with the side effect of the roll back. Sorry for the confusion.

 

What kind of roll back are you talking about?

Just loaded the patch and I am still at 60/100.

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2 hours ago, Hated said:
  • Inventory UI Audio Trophy
  • ...
  • Inventory UI Audio Door Knob

When were trophies and door knobs added back? I thought they were gone due to just being inventory clutter.

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13 minutes ago, Thaledwyn said:

 

What kind of roll back are you talking about?

Just loaded the patch and I am still at 60/100.


Looks like you got lucky then. Are you on Single Player or Multiplayer (P2P or Dedi)?
 

12 minutes ago, Gronal said:

When were trophies and door knobs added back? I thought they were gone due to just being inventory clutter.


HA! Didn't even notice those myself to be honest. Those items have not and will not be added back.

Edit: Ah! They are still in the creative menu. I'll get those cleaned up. Thanks!
 

Edited by schwanz9000 (see edit history)
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