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V1.1 b4 EXP


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Hello Survivors!
After another successful round of bug fixing and balancing based on all of your tremendous feedback, we are pleased to announce our latest release for experimental testing, v1.1 b4.

 

This update addresses some problems related to vehicle interaction with player colliders, as well as some audio issues, and a TON of smaller fixes to various POIs. As such, a new game is highly recommended in order to experience these updated POIs in all of their glory.

 

We didn't forget about the modders, bringing a fix for an NRE related to custom sign text in custom POIs, adding a GameShuttingDown mod event, and have updated the rwgmixer to allow custom district names via XML.

 

For our console users, expect to see these changes and more once v1.1 Stable is released.

 

What's next? Our efforts continue to be focused on squashing bugs and working hard to get closer to a v1.1 Stable release, so stay tuned for future updates!

 

To get access to this version:

  1. Right click on 7 Days to Die in your Steam Library
  2. In the windows that opens, Click on 'Properties'
  3. Click the 'Betas' tab on the left side of the panel
  4. From the dropdown in the top left, select 'latest_experimental'
  5. Now the game will begin to download
  6. Once it's completed, start playing!


V1.1 b4 Changelog:

 

Added

  • Wilderness_filler_21
  • GameShuttingDown mod event
  • Rwgmixer xml district prefab_name property and changed forest_rural to use that
  • Lot_vacant_09
  • Inventory UI Audio Various Resources
  • Inventory UI Audio Rocket

 

Changed

  • Victorian_08 trigger unlock doors for easy exit
  • Updated several Spanish translation issues based on community feedback for pistols and file cabinets
  • Localization sync for Japanese updates
  • DMS section type for traders is read from npc.xml
  • Keep F3 CVar filter text when leaving to main menu and loading back into game
  • Trader Rekt gate access is now easier especially for bikes
  • Bungalow_02 Easy exits set to Trigger Unlock
  • Increased vehicle armor and plow damage reductions
  • Increased vehicle reserve fuel tank capacity
  • Added keyrack for quick exit/unlock for exterior doors in house_burnt_02
  • Connected additional door to keyrack quick exit / unlock in house_old_modular_04
  • Connected additional door to keyrack quick exit / unlock in house_old_modular_05
  • Connected additional door to keyrack quick exit / unlock in house_old_modular_07
  • Added quick exit / unlock keyrack to house_old_tudor_04
  • Removed completed facade from aaa_arizona_downtown_01 test map
  • Added quick exit / unlock keyrack countrytown_business_07
  • Reduced sleeper volume count in countrytown_business_07 based on feedback
  • Art pass and sleeper volume adjustments in ranger_station_01
  • Skyscraper_01 reduced by 591,469 verts 221,936 tris
  • Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI's
  • Store_clothing_02 loot balance pass
  • Downtown_building_03 area rebuilt with new blocks
  • Downtown_filler_31 texture fix, block type replaced
  • Hotel_04 locked optional room door to make it clear to the player that's not the actual path
  • House_modern_27 path improvement
  • Rest_area_05 replaced block curtains for vertical curtains, enabled unlock exit doors
  • House_modern_29 added front balcony for aesthetic reasons
  • Nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode
  • Countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass
  • House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11
  • House POIs That Need Trigger Unlock various POIS
  • House_construction_04 small blocks and terrain update
  • Apartments_04 POIs needed trigger unlock
  • Additional adjusted sleepers in utility_refinery_02
  • Lot_vacant_09 changes made based on feedback
  • Removed: FPSScaling option removed for consoles
  • New Gore for: Hazmat
  • Persistent electricity effect when dismembering electrocuted zombie


Fixed

  • Missing texture in downtown_filler_05
  • NRE on world load when using player signs in custom POI's
  • House_old_gambrel_02, tree clipping when POI spawned in burnt forest or snow biomes, swapped with smaller dead tree
  • Unable to join game invite through Steam if player does not proceed past the news screen
  • UI textures loaded from web/files are affected by texture quality setting
  • ItemValue's Metadatas were not properly cloned when splitting stacks
  • Trader name unlocalized when sharing their location marker
  • Potential NRE in ServerPasswordWindow
  • PassiveEffects with OR requirements always applied independent of the actual requirement states
  • Fixed electrocuting dismembered stumps
  • Density on lot_rural_filler POIs
  • Rwg_tile_gateway_straight, removed three guard rails that were not being overwritten by part_driveway_gateway_checkpoint_01 when checkpoint_01 spawned on this tile
  • Remnant_burnt_07, removed car that had alignment issues
  • House_old_victorian_10, missing paint
  • House_old_ranch_10, replaced wood carpet roll with cloth carpet roll
  • Unable to hear air drop if ambient sound is muted
  • House_burnt_01 easy exits set to Trigger Unlock
  • House_burnt_04 easy exits set to Trigger Unlock
  • House_burnt_05 easy exits created & Trigger Unlock set
  • Tudor_06 floating book pile, loot reduction, trigger unlocks on exits
  • House_modern_09 Missing paint, props, added rope climb out
  • House_old_pyramid_01 trigger unlock easy exit
  • School_daycare_01 shrub clips into wall
  • House_old_tudor_02 untagged from culdesac due to issues
  • House_old_bungalow_12 deleted odd terrain block
  • Bungalow_05 replaced clipping rubble with debris instead
  • Store_pharmacy_01 loot balance
  • Bungalow_10 loot rebalance
  • FPS drop from very wide angle spot lights
  • Vehicle velocity was not retained on server when a client driver exits
  • Vehicle is kinematic warnings on dedi when driver exits
  • Players can ragdoll themselves getting out of 4x4
  • Players could flip or destroy the 4x4 when exiting on steep slopes
  • Trader_jen missing paint
  • Auto turrets are pinging like bedrock/trader protection when hitting dirt
  • Triggerable level design POI sounds do not play for Clients, only SP or host in P2P
  • Auto turret is having issues targeting allies and self
  • Quest searching issues
  • Disable electric shock on dismembered limbs
  • Zombie variant texture dismemberment issues
  • Bows swapping ammo types has some visual issues showing wrong ammo type
  • Removed some exterior walls / fences from football_stadium POI to allow players to drive their vehicles through
  • Skyscraper_01 texture issues and reduction to 4,158,553 verts & 1,757,478
  • Hotel_04 mispainted texture.
  • House_modern_27 wrong type of window block in wine cellar, replaced texture for the ceiling of the same area
  • Sleepers waking up by back fence in utility_refinery_02
  • Fix Xbox crash in rare cases when coming out of suspend while on the main menu
  • Trader_jen, mismatched paint
  • Lodge_01 trap block results in floating light
  • Fastfood_06 mismatched paint and fastfood_06 wood clipping
  • Hotel_04 requires player to open elevator door to complete quest
  • School_01 school desks clipping
  • School_01 window SI issue
  • School_01 mismatch texture near the roof
  • Missing tags for advanced engineering workbench craft time reduction perk
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soon they will get on a balancing act for creamers and absurd bullet sponges showing up way too early. I mean irriadiated bikers show late game, but direwolves in horde spawns, not talking biome spawns, show up at gamestage 47? and they have 50% more hp than the irriadiated hard zombies. need to balance the progression more.

 

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I didn't see anything about the drone issue and vehicle issue when the games crashes. unable to find them at all ie the drone. This is a big problem for console as it has never been fixed on pc either. 

 

My group of 4 on ps5 crash still can't find there drones. 

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Quote

For our console users, expect to see these changes and more once v1.1 Stable is released.

 

 

  1. Consoles do not get experimental releases.
  2. We don't expect to see any game breaking issues with old save games, but we always recommend starting a new game. Not only for various bugs that "may" occur, but for the benefit of new or updated content such as art, POI's, and/or RWG algorithm updates.
  3. We are working to push more bug fixes into V1.1 to address console specific issues.
  4. As of this writing, V1.1 is NOT scheduled to have crossplay or RWG on consoles.

    Stay tuned for more.
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Any plans to adjust sleeper trigger?

Because it is getting kinda annoying how everything in the room automatically aggros on the player when certain block threshold is crossed, even while sneaking.

It just discourages me from even trying stealth build and every perk or item that uses it.

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4 hours ago, Evil_Onion said:

No Fix to the Forge crafting stack?

Not yet, but the team is aware.

 

2 hours ago, DED-EFIM said:

Please rebalance the prices at the traders and in the players' vending machines, some prices are absurd, and some even ruin the game, especially on dedicated servers! 

Could you give some examples, especially those that "ruin the game"?

14 minutes ago, Jerry560 said:

Any plans to adjust sleeper trigger?

Because it is getting kinda annoying how everything in the room automatically aggros on the player when certain block threshold is crossed, even while sneaking.

It just discourages me from even trying stealth build and every perk or item that uses it.

Yes, Level Design is currently working to reduce some attack volumes.

 

The sneak/stealth systems may get some additional updates at some point, but nothing currently in the works AFAIK.

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First - I love this game. Much appreciation to the developers and also for working on it for such a long time. 

 

However I do have to say, it's 1.0 out of early access. You can't be asking players to restart their entire game and drop all progression just for a few minor POI fixes. I've been playing since about Alpha 18 or 19. I understand restarting from Alpha to Alpha because then, it's a ton of time in between, basically yearly, but 1.0 stable released the 25th of July, and you're asking us to restart already? Knowing what was to come, a lot of players waited until 1.0 Stable, skipping a long-awaited experimental. Basically for nothing then?

 

Surely it's possible to apply these minor fixes without requiring the player to start the whole thing over. It won't be mandatory when 1.1 Stable releases, right?

 

Plus, what if bigger updates come? Will the game ever be playable without restarting over and over?

 

Like I said, I have a lot of love for this game and the devs, I'd hate to think this post of mine could be received as a sort of big negative complaint and nothing positive, it's not - but this issue is something that urgently needs seeing to, and that a lot of users are talking about. As a paying customer, this is disappointing.

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6 minutes ago, DickJustice said:

First - I love this game. Much appreciation to the developers and also for working on it for such a long time. 

 

However I do have to say, it's 1.0 out of early access. You can't be asking players to restart their entire game and drop all progression just for a few minor POI fixes. I've been playing since about Alpha 18 or 19. I understand restarting from Alpha to Alpha because then, it's a ton of time in between, basically yearly, but 1.0 stable released the 25th of July, and you're asking us to restart already? Knowing what was to come, a lot of players waited until 1.0 Stable, skipping a long-awaited experimental. Basically for nothing then?

 

Surely it's possible to apply these minor fixes without requiring the player to start the whole thing over. It won't be mandatory when 1.1 Stable releases, right?

 

Plus, what if bigger updates come? Will the game ever be playable without restarting over and over?

 

Like I said, I have a lot of love for this game and the devs, I'd hate to think this post of mine could be received as a sort of big negative complaint and nothing positive, it's not - but this issue is something that urgently needs seeing to, and that a lot of users are talking about. As a paying customer, this is disappointing.

The game may be out of early access, but it isn't final.  Until the roadmap is finished, you can expect the normal alpha updates.

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15 minutes ago, Riamus said:

The game may be out of early access, but it isn't final.  Until the roadmap is finished, you can expect the normal alpha updates.

What is final then? This makes 1.0 meaningless. Why even take it out of early access in the first place if you're recommending players to start up again after not even 20 days? Why play the game at all? It shows little regard for the userbase experience.

 

As an addendum, you can go on to the Steam comments for the news post about the 1.1 update and see what I'm talking about. There's a lot of dissatisfaction. Often with user comments, I feel it's excessively negative and that often people just love to be really loud about very subjective complaints - but this I totally understand getting worked up about. The whole charm of the game is the player progression - going from easily getting overrun by slower groups of 3 zombies versus mastering the apocalypse, and it takes time and it takes a certain amount of healthy grinding, but you get there. Players who started 1.0 Stable thinking they were safe from restarts, what? They should throw 40 hours away without a second thought? What about working on elaborate bases? Extensive resource gathering?

Edited by DickJustice (see edit history)
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