Monday, November 19, 2018

7 Days to Die Alpha 17 Experimental now available to opt-in - MASSIVE update! (15 months dev time)

To get this you must opt-in to latest_experimental in the beta tab

7 Days to Die Alpha 17 (A17) is the biggest alpha release to date, with 15 months of development behind it. Many have commented that it feels like a new game. Each Alpha release is a "complete game" as this is a zombie horde survival crafting game with no exact end just as Minecraft has no end, so don't be turned off by the "Early Access" status of this game. Please give it a try, you can always refund it if you don't enjoy it, and support these developers who have been supporting Linux for a long time now!

7 Days to Die Steam Store Page

Videos of Alpha 17

One of the dev's Twitter account where he posts about 7DtD content


This was the release notes posted a few days ago but the A17-Experimental release notes will be similar.

Link to A17 Official Early Release Notes

A17 Official Early Release Notes

Hey Survivors,

We just release Alpha 17 Experimental. Check our forums for more information on opting in and helping us find the biggest issues. Forum Post

Hard to believe but it’s been nearly a year and a half since our last major update. That said, this has been our longest and largest update so far. On top of that, it’s the biggest content drop we’ve ever done. In the future, you can expect shorter 3 month build cycles as we have done all the heavy framework changes we wanted to do in this build.

Please remember that this is an experimental build, so it is not without issues. It still needs bug fixing, balancing and optimizations. More optimizations are coming, so if you are not getting the performance you did in previous builds, we highly recommend you lower your resolution and view distance as the first steps. Our team has commented how much better the game looks than previous builds even with a lower resolution and view distance as the HD textures, PBR and distance trees have really changed the game. If you’re still not seeing enough performance, lower reflection quality and tree quality.

Problems aside, Alpha 17 is great and in the spirit of getting Alpha 17 it into the hands of our community, we opted to get it out sooner to help us in our goal of a stable version out before the end of the year.

We are extremely excited and proud of this build which was a huge team effort and we believe it truly is a new game. Now without further ado, here is a complete list of Alpha 17 release notes!

Alpha 17 Official Early Release Notes (B184)

Art, Lighting, PBR Rendering and Texture Streaming

First off, we’ve updated Unity Engine versions to take advantage of physically based rendering features, as well as greatly improved scene lighting. We have also integrated Unity’s new Texture Streaming which lowers texture ram and provides support for crisp HD textures. This streaming allows us to add nearly unlimited art content in future updates.

  • Nearly all objects and surfaces in game have been improved to support the new lighting features.
  • Ambient lighting improved to show more natural scene lighting.
  • Many surfaces now light with natural subtle reflections to improve overall scene appearance.

Party System

Join up with friends to form a Party which allows you to play together much easier. Do this by simply inviting a player to your Party from the players menu tab. The system offers these benefits:

  • Share team XP with nearby party members of Zombie Kills
  • Share Quests.
  • Track Party members location, and health.

Quest System

We’ve added a brand-new quest system. The player receives quests by simply talking to a Trader and looking at his offered jobs and accepting a quest. The player can progress through the ranks of 6 quest difficulty tiers receiving better reward choices for each quest and for graduating each Tier. With it comes a new quest reward system that gives the player XP, money and a growing choice of multiple rewards that can be modified by perking up into the new Daring Adventurer Perk. The system supports many new and old quest types including:

  • Clear Sleeper
  • Fetch
  • Hidden Cache
  • Buried Supplies
  • Clear and Fetch
  • Clear and Hidden Cache
  • Treasure (Old)
  • Challenge (Updated)

Navezgane Improvements

The Navezgane world grew from 16 square kilometers to 36 square kilometers in size and has been given a new terrain height overhaul. They height is much more extreme and natural looking. You will not recognize the world.

Locations

We’ve re-imagined dozens of original A16 locations with a complete art and gameplay overhaul converting them to beautiful and quest-able dungeon experiences. We have also created many brand-new locations. These locations are all setup to support a variety of quests of 6 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 125 new locations and counting. Some of these include:

  • Shamway Factory
  • Shotgun Messiah Factory
  • Navezagne Hospital
  • Perishton Courthouse
  • 4 Skyscrapers in Departure
  • New giant Perishton Church
  • 4 new Perishton Business Strips
  • 9 Old Businesses
  • 8 Abandoned houses (Non Quest)
  • Apartment Building
  • 65 Houses of varying size and challenge
  • 8 Ramshackle Survivor Sites
  • Water Works Utility Company
  • 3 Army Camps
  • 3 Barns
  • Bus Stop (Non Quest)
  • Cemetery
  • Road Culvert (Navezgane Olny)
  • 7 New Garages
  • Red Mesa Installation
  • Vacant Lot
  • Gas Station
  • Docks

Vehicles

We’ve completely rewritten and overhauled the vehicle system with from the ground up making many new additions, improvements and changes include:

  • New real physics that make the vehicles feel like a real driving game
  • New Bicycle vehicle that consumes stamina when you pedal it
  • New Badass Motorbike vehicle
  • New 4×4 vehicle that allows a friend to ride shotgun as a passenger
  • New Gyrocopter vehicle allows players to own the skies
  • Updated minibike that uses the new systems
  • New vehicle placement system
  • New vehicle camera system with turning to where you are looking
  • New vehicle controls for hop and turbo. Vehicle control binds were added in a menu/controls/vehicle section
  • New vehicle sound system that handles gears and loops better
  • New ragdoll system so you can drive over zombies and they will realistically ragdoll react to vehicle impacts and go flying in the air taking damage. Surprisingly they can get up again if you didn’t kill them.
  • Improved vehicle storage so it’s on its own radial button with different storage amounts per vehicle
  • New Vehicle mod support. The system will allow players to install vehicle mods that can make vehicles perform better, have more storage and more. Note: Mod items are coming in a future version. This replaces changing of vehicle parts

AI and Pathing

We’ve completely overhauled the enemy AI and pathing, writing an entirely new A-Star pathing system that rocks. Enemies can do many things in this system including:

  • New path calculations based on distance vs destroying blocks and uses the block health including block downgrades
  • New movement, turning and target estimation
  • New obstacle detection to better path around or destroy
  • New jumping across gaps and up onto ledges (Spiders have a long jump)
  • Improved jumping onto obstacles
  • Updated jump animations with three separate parts
  • Improved handling of stairs
  • Improved ladder climbing, including skipping rungs
  • New digging down if their destination is below them and they can’t walk to it
  • New destroy area mode, when players can’t be reached
  • New group damage bonus, when AI are close together
  • New Vulture AI including circling, attacking the weak and re-positioning in combat. New Radiated Vulture
  • Improved sleeper spawning and tracking. New types of sleepers
  • All sleeper spawns are now game-staged to up the challenge as you level up or party in a group

Animals

We’ve added a couple new animal models including:

  • New Stag
  • New Doe

Modded Item System

We’ve added a new mod system that allows users to install mods into weapons, firearms, clothing, armor and vehicles. Basically, anything with a quality can be modded. We removed the old tedious weapon part system to make room for this. There are already over sixty mods to augment your items of quality. Here are a few item mod examples:

  • Attachments like a weapon, scopes, flashlight, silencer or duck bill
  • Internal modifications like a trigger group for burst fire, increased damage, increased fire rate, improved accuracy, full auto, and increased magazine size
  • Adding barbed wire or a different grip to a club for improved damage or swing speed
  • Mods to make tools more efficient
  • Armor mods to help with encumbrance, heat, cold and stealth
  • Mods to dye items to unify your clans look.

New Items / Recipes

  • We’ve added dozens of new items, recipes, modes too many to list check out the creative menu for more information or play the game.
  • New foods, drinks and drugs to craft and use.
  • Magazines to grant you temporary attribute and perk levels.
  • Item mods, of course.
  • Schematics to craft mods yourself.
  • Dyes to personalize your weapons and armor.
  • Table saw for crafting furniture and advanced wooden blocks.
  • Grandpas Moonshine (Increases Melee damage for limited time)
  • Grandpas Learnin’ Elixir (Gives you 20% XP boost for limited time)
  • Grandpas Awesome Sauce (Increases your barter ability for limited time)
  • Recog Drug (Increases perception for increased ranged weapon damage)
  • Steroids (Increases strength attribute and removes all encumbrance penalties for a limited time)
  • Mega Crush now boosts your running speed to extreme levels for a limited time.

Physical Attribute Skill System and Progression

We gutted and rebuilt the skills system from the ground up to be more of a true skill tree.

This re-configuration of the skills system centers around five main physical attributes of the player: Perception (PER), Strength (STR), Fortitude (FRT), Agility (AGI) and Intellect (INT),. Each of these attributes are tied to the player’s physical body, and can be affected by equipment, injuries, and illnesses, creating boons and banes to the player’s skills and abilities. Under this system, all skills and perks are governed by one of the five attributes, grouping the skills and perks into general areas of play, and allowing for players to more easily create “class” archetypes by focusing on one or more attributes.

The new system has endless possibilities. For example the player might get a concussion which lowers his intellect attribute which has the side affect of not being bale to craft certain items until the concussion heals.

Perks grant you specific abilities and higher perk levels require certain attribute levels. Attributes have 10 levels and most perks have 5 levels. The governing attributes and child perks are as follows:

  • Perception Attribute (Perception is the measure of your sensory awareness. Increasing Perception raises damage with firearms)
  • * Marksmanship Perks
  • * * Gunslinger
  • * * Shotgun Messiah
  • * * Automatic Weapons
  • * * Dead Eye
  • * * Archery
  • * * Explosive Weapons
  • * * Boom! Headshot!
  • * * Run and Gun
  • * Scavenging Perks
  • * * Lucky Looter
    • * Salvage Operations
  • Strength Attribute

    • Melee Combat Perks
    • * Wrecking Ball
    • * Sexual Tyrannosaurus
    • * Flurry of Blows
    • * Deep Cuts
    • * Stay Down
    • * Heavy Metal
    • * Skull Crusher
    • Construction Perks
    • * Miner 69’er
    • * Pack Mule
    • * Mother Lode
  • Fortitude Attribute

    • Survival Perks
    • * Heavy Armor
    • * The Huntsman
    • * Intrinsic Immunity
    • * Well Insulated
    • * Living Off The Land
    • * Pain Tolerance
    • Recovery Perks
    • * Healing Factor
    • * Fully Hydrated
    • * Slow Metabolism
    • * Self Medicated
  • Agility Attribute

    • Athletic Perks
    • * Rule 1: Cardio
    • * Light Armor
    • * Charging Bull
    • * Parkour
    • * Olympic Swimmer
    • Stealth Perks
    • * Ninja Movement
    • * Hidden Strike
    • * From The Shadows
  • Intellect Attribute

    • Influence Perks
    • * Better Barter
    • * The Daring Adventurer
    • * Charismatic Nature
    • Craftsmanship Perks
    • * Hammer and Forge
    • * Grease Monkey
    • * Advanced Engineering
    • * Yeah, Science
    • * Physician
    • * Master Chef

Integrated Survival System ISS

We’ve thrown out the old wellness system and added the new Integrated Survival System. The core concept behind the ISS is the introduction of “hard damage” to the player’s Max Health and Max Stamina caps. This “hard damage” represents the cumulative wear and tear to the player’s physical condition through repeated injury or exertion, and is represented by reducing/capping the maximum portion of the health and stamina bar that is recoverable through normal means. Mechanically, the system requires the introduction of two new player stats: “Max Health” and “Max Stamina”. Here’s the breakdown:

  • Health
  • * Your current health is displayed in red and max health is grey. Damaged health or your max health cap is displayed in black.
  • * Eat food or use medicine to restore health. Use bandages or med kits to restore your max health cap.
  • Stamina
  • * Your current stamina is displayed in blue and max stamina is grey. Damaged stamina or your max stamina cap is displayed in black.
  • * Drink water to restore stamina. Eat food to restore your max stamina cap.
  • Recovery Rate
  • * Health and stamina recovery rate is determined by your water level found in the character stats menu.

Buff Notification and new Buff System

Properly notifying the player of active status changes and their effects is a current problem with our system. The popout notifications are uniform, regardless of severity, and thus don’t draw enough attention to effects that are critical to the player. We aim to correct this with a new notification system design.Under this new system, each status effect is assigned a severity: Standard (White), Elevated (Amber), and Severe (Red). The notifications for each status effect are color coded accordingly and have additional behaviors based on the severity.

The entire legacy buff system has been rewritten for maximum flexibility and transparency between other systems. System designers can add buffs to anything in the game whether hidden or not allowing a multitude of buffs and debuffs. Some new or changed Buffs include:

  • Overhauled all legacy buffs to work with the new system.
  • Near Death Trauma (Lowers your master attributes for a day if you die)
  • Encumbrance and the handling of falling damage are driven by buffs
  • Buffs can play sounds and sound loops, activate screen effects or particle effects at any time.
  • Many new improvements, additions and buff changes too many to list.

Backpack Space and Encumbrance System

We’ve increased the backpack space from 32 slots in previous builds to a generous 45 slots in alpha 16. Although we’ve given the player more back space we have added a new encumbrance system and here is how it works:

  • The player starts a new game with the bottom 3 rows of his back pack darkened with the encumbrance icon
  • These encumbered slots can be used but with a movement penalty.
  • When no encumbered slots are used there is no movement penalty.
  • The player can purchase 5 levels of the new Pack Mule perk to remove the encumbrance icons form the pack pack and the penalties
  • The can get buffs that cause slots to become encumbered from sickness and other things

Reworked Weather Survival

We have simplified and reworked weather survival system and here are a few key points:

  • Clothing can have both a hypo-thermal level for cold protection and hyper-thermal level for heat protection no more dressing and undressing constantly.
  • Armor can be modified to add further hypo and hyper thermal protection.
  • The player starts new games with a elemental protection that lasts for the first 5 levels.
  • Various items and blocks can change your protection values including campfires, forges and held torches.

New Loot Containers

We’ve done a lot of work to improve, balance and make a more guided loot experience. Here are a few of the notable changes:

  • Many common loot containers visibly have a “looted” state and the ones that are lootable are rarely empty.
  • We’ve added a lot of hidden loot to the POIS in hard to find places.
  • Added: Dozens of new loot containers too many to list.
  • Added: Store crates with logos so you can tell its good loot not just random construction loot.
  • Added: Large and Small Gun Bags.
  • Added: Reinforced chests and super chests.

Random Gen

Random gen has gotten some love and been sped up with these new features:

  • Common file formatting with Navezgane which allows distant trees, pre-generated height for much better performance.
  • New improved Random Gen Previewer located in the main menu/editing tools/random gen previewer.
  • The previewer now has a legend key and the user can set the size of the generated map.
  • New maps can be generated from new game, dedi server and from the previewer.
  • Entire map is generated using tiles(sockets) which allows for future features to be added.
  • Generated maps are now able to be continued even if there are patches to random gen.
  • Terrain generator now has the ability to read in heightmap images for generation. This will be improved in a18.

Note: Generating 16k maps is currently disabled until we have time to speed it up.

Other World Generation and Biome Changes

Biomes have undergone some changes, too including:

  • The plains biome has been removed.
  • Distant decorations (trees) complement the distant terrain for a more realistic scenery
  • Boulders spawn in places where ore veins come close to the surface.
  • Clay does not litter biomes with small sub biomes but is found in all “dirt” topsoil.

Item Compare System

We added a new system that allows the player to compare items of quality of the same type in loot containers, inventory or worn to be compared. Here is how it works:

  • Click on and inspect item 1 and then mouse over item 2 to see how much better or worse item is than item 1.
  • Positive Stats will appear in Green with a + before the number.
  • Negative Stats will appear in Red with a – before the number.
  • Green is Good and Red is Bad.
  • Worn clothing works the same way but takes into account your worn items. You can simple inspect a similar item in your inventory like an item you wearing and see the difference.

UI Changes and Improvements

We’ve done a ton of work to the main menu with many improvements including:

  • Main Menu – Overhauled basic visual style.
  • Main Menu – Organized many screens making the information accessible by Tabs and Gamepads.
  • Main Menu – Added Gamepad controller bind diagrams.
  • Main Menu – Added an Editing Tools section where players can create POIS or Preview Random Gen worlds.
  • Main Menu – Streamlined the server browser to make it easier to find servers and your friends.
  • Main Menu – Made it possible to start a solo game and continue it in multiplayer with your friends.
  • Tools Menu – Using the Playtest button, you can launch a single POI as a playable map and immediately see the result of any changes.

These in-game UI changes have also been done:

  • We’ve overhauled the Item stats window with a new description and stats tab consolidating the more useful stats.
  • The character screen now has a new primary stats tab and a secondary stats tab to see even more information about your character and the buffs that are affecting him.
  • New Journal tips will be marked with an orange icon and flash when you unread journal tips.
  • The skills menu has been redone with major attributes, perk categories and nested perks underneath. It feels much more like a skill tree.

New Creative Block Shapes

  • Over 700 new blocks, shapes and decorations have been added. Don’t make us list them all!

Land Claim Improvements

  • You can only have one active land claim block but the claim area is much larger.
  • Claim blocks are cheap to craft and repair. Placing another will instantly deactivate but not destroy your previous one.
  • The claim area prevents zombie respawn.

New Stealth System

We’ve torn up our old stealth system and created Stealth 2.0. The new system is more player data focused and has less data to manage. Much like horde heat maps players have their own heat signature value that goes up and down over time represented in a new UI stat at the bottom left, colored yellow with an eyeball icon. This stealth UI stat bar is only shown when the player crouches. The fullness of the bar represents how un-stealthy the player currently is accumulating the player’s noise, lighting, movement and posture into one stat. The fuller the yellow bar the more un-stealthy the player is being.

Things that affect a players heat signature +/-

  • * Player Light Level (Combination of world lighting and player equipped lights that are on)
  • * Player Stance (Crouching improves your stealth)
  • * Player Motion Level (Moving raises a player’s heat level stillness lowers it)
  • * Player Noise Level (Noises raise a players heat level being quiet lowers it. Noises have decay so pounding repeatedly or repeatedly opening loot containers can build up the noise level)
  • * Distance from an enemy determines how likely they are to see or hear you

New Weapons and Weapon Improvements

  • Weapons have a lot more individual stats.
  • Aiming a weapon will cost some stamina.
  • Reloading a gun or drawing a bow will somewhat slow down your movement speed.
  • Guns no longer auto-reload when the last bullet is fired.

World Precision System

  • We’ve re-engineered the center of world precision system so the player will not experience shaky animations and other precision issues when you are far out from the center of the world.

Foliage Improvements

  • We’ve added a system that automatically places the correct foliage on POI landscape depending on the biome it spawns in.
  • We added a brand-new distant tree rendering system that renders imposter trees outside of the chunk distance. This is an amazing change that makes the world look vast.
  • We’ve also redone all the pine trees and added a brand new live oak type which can be seen in the desert.
  • We’ve added tree helpers which make POIS spawn and use the native trees of the biome they are in. This change makes the POIs always look grounded to their environment.

Animation Improvements

  • We’ve updated all third person player animations with motion capture.
  • We’ve updated/tuned melee animations.
  • We’ve added custom animations for all heavy melees.
  • We’ve updated/tuned animal animations.
  • We’ve added blending from ragdolls back into prone and standing animations

Kickstarter Vain Survivalist Fulfilled

A big thanks to the vain survivalist below who now have the portraits in the game

  • Kickstarter backer Ben Brett
  • Kickstarter backer Lorien Green
  • Kickstarter backer Derek Med

Servers administration (serverconfig.xml etc)

  • Network: RakNet was removed by Unity, UNET removed due to its instability. Currently we use LiteNetLib and SteamNetworking – the latter has had a bunch of stability fixes.
  • Ports currently in use:
  • * ServerPort+0/UDP and ServerPort+1/UDP for Steam
  • * ServerPort+2/UDP for LiteNetLib
  • * ServerPort+0/TCP for Server information
  • Thanks to the port switch Steam connect links on websites and adding servers in Steam’s own serverbrowser now use the ServerPort instead of ServerPort+1
  • Added a Terminal window if running the dedicated server on Windows which can be enabled by a new serverconfig.xml setting
  • New setting “ServerVisibility” to allow more fine grained control of the visibility of the server in the server browser
  • Setting a value to “ServerLoginConfirmationText” makes users see a window during login that they have to confirm to join
  • The Telnet command interface now allows defining limits for failed logins from a single IP
  • Servers create a copy of the save’s main.ttw automatically and try to revert to the backup if loading the main file fails
  • Passwords passed to the server on the command line are no longer shown in the log
  • Config options passed to the server on the command line no longer have to be case sensitive

Changes to serverconfig.xml:

  • Replaced “ServerIsPublic” with “ServerVisibility”
  • Added “WorldGenSeed” and “WorldGenSize” to be used with “GameWorld” = “RWG”
  • Changed “GameMode” to default to the currently only mode “GameModeSurvival”
  • Added “TelnetFailedLoginLimit” and “TelnetFailedLoginsBlocktime”
  • Added “TerminalWindowEnabled”
  • Added “PartySharedKillRange”
  • Added “ServerLoginConfirmationText”

Console commands

  • Added “xui” – List/open/close XUi windows
  • Added “debugshot” – Create a screenshot with additional info
  • Added “exportcurrentconfigs” – Export the all XMLs as they are currently used (i.e. with mod patches applied)
  • Added “exportprefab” – Export a given area of the world as a prefab
  • Added “getoptions” – Get all game options (as opposed to getgameprefs which returns server options)
  • Added “placeobserver” – Place a chunk observer on the map to make a certain (area) of chunks loaded
  • Added “prefabupdater” – Used to update old prefabs to the new format. See below in the modding section
  • Changed “teleport” and “teleportplayer” – Added variants that allow specifying the direction the player is supposed to look after the teleport

Modding support

Log:

  • Chat message logging includes SteamID and EntityID of sender as well as the target group

Mod DLLs:

  • Server code mods no longer use inheritance for events but rather register manually to events in the ModEvents class. The only required class from now on is inheriting IModAPI and with an parameterless InitMod method that can be used to register events etc.
  • Allow multiple DLLs in a single mod so that third party libraries can easily be included (still only one is allowed to contain an IModAPI descendant)
  • Renamed old event ChatMessage to GameMessage (no longer handles actual chat messages) and added a new event ChatMessage which handles global chat messages
  • PlayerLogin event signature changed to be able to disallow the client from connecting (return false and optionally specify a message string for the reason)
  • ConnectionManager methods to get ClientInfos were moved to ClientInfoCollection (e.g. ConnectionManager.GetClientInfoForEntityId -> ConnectionManager.Clients.ForEntityId)

Generic improvements:

  • XUi texture views no longer leak memory when using a texture with a @file or @http texture
  • Entity spawn menu uses a pageable list to accomodate large numbers of custom entities
  • Performance in recipe searches was fixed to allow large numbers of recipes

XML features:

  • Added support for config mods: Create a “config” folder in your mod folder and place XMLs with the name of the vanilla XML you want to patch. Uses XPath based patches similar to what SDX used. A tutorial by Sphereii can be found on the forum: https://7daystodie.com/forums/showthread.php?93816-XPath-Modding-Explanation-Thread
  • Added support for “CustomIconTint” in blocks.xml
  • Added support for “@modfolder:” prefixes in mod config XMLs – currently used for XUi texture views and everything that loads files from AssetBundles
  • Added support for files from AssetBundles like entity meshes
  • Added XUi controls support for “Defined(<identifier>)” function to test if a parameter was defined when using a control
  • items and blocks no longer have IDs in the XML
  • Added a XUi window template (“serverinfowindow”) that can be filled by a server admin to show server information like rules in ESC menu

Level/POI Editor

We’ve have improved our internal level editor tool and are shipping in with this build. Users can access it in from the main menu/editor tools/level editor. With it you can do many things including:

  • Browse the POIS that TFP has made.
  • Create a new POI from scratch from the ground up
  • Copy and Paste sections of POIS between levels
  • Multiplayer level edit (Host can save)
  • Add/Edit lights to have custom intensity, color, dynamic pulsing, fluctuating, blinking and more.
  • Playtest a POI by itself in a test world
  • Note: There is a help section in the tools UI if you hit escape. Nearly all functions come from the right menu panels 4 categories and hot keys. The tool is pretty robust but as of now we don’t have any online tutorial or videos they will come in the near future. Until then interested folks should go to our forums modding section and ask questions. If you want to be able to save work you must launch it without EAC. Currently saved files are saved here: steamapps\common\7 Days To Die\Data\Prefabs. You can add you custom POIs to a random gen world by editing and adding a text entry in the rwgmixer.xml file located here: Steam\steamapps\common\7 Days To Die\Data\Config

Prefabs:

  • Added an Export Prefab dialog (requires active selection box with DebugMenu enabled)
  • A16 prefabs can be converted to A17 ones with the “prefabupdater” console command. See instructions in blocksA16PrefabConversion.xml

Other:

  • Custom worlds can now be added by creating a heightmap etc. Just look at Navezgane for a full example. You don’t have to create a dtm.raw, this is automatically created from dtm.tga when not present.
  • We switched to Unity 2018.2.0f2. Make sure to adopt your custom assets

Added

More robust settings for if the world generator should auto export data Armor now makes noise. heavy armor is louder than light armor Stats page to armor mods Power attack block damage to item stats Hunting knife power attack 50% chance to dismember Grunt sounds to shiv and knife power attacks Added grunt sounds to pickaxe power attacks Added the continued living motivation buff Food, health, water and stamina stats to all food and drinks Entities drop loot containers based on lootdropprob and lootdropentityclass Added a temperature protection buff for when you first spawn into the game. 24 hours. make it count. Armor degradation and armor rating to UI Stats Vehicles can explode (20% of time when hit while broken and after 3% extra damage has been taken) Honey harvest to tree stumps World Generation to new game window World Generation to dedicated server startup Added weight bar prefab. AOE warming effect for campfire and forge Being on fire can warm you up Level, days alive, difficulty and diff bonus to gamestage console command New screen effects for buffs and status Encumbrance system to replace locked out slots Entity SizeScale property and made normal vulture smaller Radiated vulture with vomit weapon Console command spawnwh for spawnwanderinghorde Drunk effect shader Debug output of temperature info under player debug info window Sleeper volume timer 1 hour expire delay, so it won’t respawn with a player inside Land claim check to sleeper volume is player home (bedroll) check Sleeper console command to show volume info JumpStrength passive effect is now implemented in the engine Zombie pain resistance. Adds per hit and decreases 20% a second. At 100% shows hit, but quickly exits and attacks will continue. Cap is 300% 3rd normal zombie attack anim Entity armor hits can cause pain or stuns and uses “metal” hit effect if armor damaged more than health Middle and Ultra reflection quality Class name to SleeperVolume spawning log Support for optional view direction on teleport commands New menu music LiteNetLib networking, replacing both the no longer available RakNet and also the issue rich UNET Converted backpack loot containers to model entity. Road barricade prefab *Note that the glow on the lights isn’t set up correctly yet Vehicle sprint key sets turbo and setup vehicles to have a normal and turbo max speeds Low res textures to Sniper rifle, pistol, smg, hunting rifle, pump shotgun 2nd higher block check for if on elevator/ladder CVars are now usable in passive effect values Coretemp CVar now reflects the difference in temp from 70 degrees Wetness CVar which reflects the percentage of being wet 0-1 Support for CustomIconTint in blocks.xml Low res textures for trader signs Ability to use learn recipe to set CVar of recipe item name to 1 Ability to lock/unlock recipes via setting of the recipe name as a CVar Ability to reload XML at runtime Passive Effect Mobility that will affect armor and environment based movement Low res textures for radiator, chemsetb, winebarrels, gunsafe Console command to dump the currently loaded configs, including modifications applied from DLCs / mods SleeperVolume check and error message when using a bad block Support for “@modfolder:” prefixes in mod config XMLs (currently only used for XUi texture views) Wasteland and burnt forest spectrum rework Vulture circling mode Vulture glide anim, which blends in/out depending on vertical motion and state Vulture wander height check, so stays a nice random distance above terrain Made vulture sight range long and added drifting toward closest visible player when in wander mode Arrow item drops from stuck arrow when a zombiecorpse disappears Rabbit and chicken anim crossfades Entity move absolute mode, so non root motion can also slide to a move location Export Prefab dialog (requires active selection box with DebugMenu enabled) Sleeper passive mode (spawns on, keeps from waking, enter volume to turn off) Ability to find random mod by tag XUi version of character profile editor Sleeper spawn group for burnt zombies HUD entity name min/max range for font size. Trader Jen Lung NPC Cold/Heat damage using the current weather system DR damage resist thresholds based on durability Buff proc chance based on defense values and BuffProcChance Damage resist to all clothing and armor New damage resistance system that does a flat subtraction of damage MaxHealth and MaxStamina regen while in god mode Attacker side buff proc chance calculation based on damage resistance BuffProcChance from both attacker and defender when doing damage Chat target selection: global, friends, party members New ModAPI method ChatMessage which handles global chat messages Crafting recipes for firearms and nail gun Crawler zombie pulls up to climb. Optional confirmation dialog when joining a server, enabled by defining a message in the serverconfig.xml as “ServerLoginConfirmationText” A16 prefabs can be converted to A17 ones. See instructions in blocksA16PrefabConversion.xml Reload speed anim param for all ranged weapons Made sleepers outside all volumes show (purple) when any volume selected. Updating of what sleepers are shown when volume moved or sized. Sleeper volume trigger y padding. Vehicle turn towards look mode (default on), LMB to toggle and RMB for freelook. Blimp (called jokeblimp in menu). Melee attacks now have an impact frame on hit New wooden and metal catwalk rail single for another catwalk block with only 1 railing is needed for special situations Vehicle crouch ‘c’ to brake the wheels x2. Console window to dedicated Windows server (can be toggled in the serverconfig.xml with setting “TerminalWindowEnabled”) XUi based version of new game and continue game menus Configurable Telnet login limit XUi window template (“serverinfowindow”) that can be filled by a server admin to show server information like rules in ESC menu Option to select if a new journal entry is shown as a popup window or tooltip only Controller layout view in Controls Dialog Animal spawn and sleeper groups Breath hold / aiming mechanic – Resets if you move. XUi based version of controls menu Showrangeddebug command ReloadSpeed animation variable Reload sound events to pump shotgun Effect_group(s) can now be added to entity classes in entityclasses.xml Female walk and run animations & blend tree Female lab zombie Level bar above tool belt. Bloom and Heat distortion FX tied into weather (local-humidity,biome-temperature,time-of-day) List.ContainsWithComparer extension to search for elements in a list with a specific comparer (especially for List<String> when searching case independent with StringComparer.OrdinalIgnoreCase) Region identifier added to F3 info window Creative menu sorting First version of Creative Menu Improvements. Old House paintable railing Zombies turning into crawlers can receive a specific hand item. Added a plaster cast that is more efficient than a splint. Gore blocks that don’t decay and can be used as decorations DX11 support to all shaders. Feathers to chicken, fur to stag and rabbit. Sticky arrows: arrows and bolts now stick into entities Console command printobjectcount Self light to stealth debug HUD Player spawns now generated during world generation Zoom sensitivity option NightVision screen effect

Changed

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Fixed

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Known Issues

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Submitted November 20, 2018 at 02:00AM by Swiftpaw22 https://ift.tt/2DOH8Au

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