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Alpha 20 goes live for survival game 7 Days to Die

The Fun Pimps have promoted Alpha 20 of 7 Days to Die to the stable release builds making in the new official update and it's a big one again.

Read the full article here: https://www.gamingonlinux.com/2021/12/alpha-20-goes-live-for-survival-game-7-days-to-die

A20 b238 goes stable

Hello survivors!

Today we release A20 b238 to stable.

Find our forum announcement here.
The complete changelog can be found here.

We do have a public test server running for people to join and hopefully reproduce chunk and/or region errors on it, so we analyze the log.
steam://connect/185.209.179.61:25008

TFP wish you all a Merry Christmas and a Happy New Year!

A20 b238 EXP


Alpha 20 B238 Experimental is out!

Official A20 Experimental Forum Bug Thread


Here is how you can access the A20 Experimental build:

  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available
  5. Select that and wait for the game to download


[h2] Changelog A20 b238[/h2]


Changed
  • AI destroy area works on full paths
  • Wrehouse_02: reduced street light intensity
  • Warehouse_05: replaced poles with parking blocks, reduced street light intensity
  • Pass on fixing POI densities


Fixed
  • AI path grid has missing ladder nodes from origin shift
  • Docks_02 has an SI issue with the bridge sign area.
  • Cleaned densities on terrain for house_old_ranch_10
  • Added key to front door on house_old_ranch_10

A20 b234-b237 EXP

Alpha 20 Experimental is out!

Official A20 Experimental Forum Bug Thread


Here is how you can access the A20 Experimental build:

  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available
  5. Select that and wait for the game to download




[h2]Changelog b234-b237 [/h2]
Added
  • Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values
  • Block LODCullMin to override culling minimum (2% default).
  • part_trader_tile_filler_03


Changed
  • Adjusted AI destroy area values
  • Switched the capsule collider to a box collider and adjusted the size to prevent floating arrows on large ammo piles
  • Set landmines to .1% min cull
  • Block shapes with 25% and 50% HP are now back to 100%
  • Suppressors attached to pipe pistols now suppress
  • Suppressors attached to .44 magnums now suppress, a little
  • Reduced sleeper count in volume in rwg_tile_countrytown_intersection
  • Updated part_trader_tile_filler_01, removed player sleeping bags and replaced them with the POI versions


Fixed
  • Car block can throw error when exploded
  • AI not attacking when blocked above a ladder
  • Regression in vehicle headlight toggling with a controller
  • Reduced AI trying to crouch when pushed into walls
  • AI uncrouching when someone above them which could push them through colliders
  • NRE ItemActionEntrySell HandleRemoveAmmo with a junk sledge when selling
  • Rwg_tile_gateway_cap with new part_trader_tile_filler_03
  • Terrain and road bumps in Navezgane.
  • Drone locks out owner, if anyone opens keypad window
  • Holding E to take the drone and then spamming E will cause an XUI error
  • On servers and MP sessions, drone repeats cut-out VO when shutdown
  • Robotic Drone only allows the first mod to be added via Shift + Click

A20 EXP update b233

Alpha 20 B233 Experimental is out!

Here is how you can access the A20 Experimental build:

  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available
  5. Select that and wait for the game to download


Official Forum Post Bug Reporting Thread

A20 b232 & b233 changelog

Added
  • Coffin/Casket open & close sounds.


Changed
  • Clamped item stack counts to 65535 when saved
  • "DecorateChunkOverlapping biome null" warning to show chunk
  • Improved path node penalty clamp and added log
  • Updated metal hit metal and metal destroy sounds
  • Dynamic mesh default to land claim only


Fixed
  • Several pipe weapons have random stats. No primitive items should have any.
  • animalZombieDog sticky projectiles offset from model
  • Block preview displays wrong rotation for cupboards
  • Fixed missing texture in house_modern_05
  • Explosions still destroy water and drop the block
  • Damaging volume enemy from outside a sleeper attack volume did not wake the volume
  • Sticky Crossbow Bolts are floating
  • Sticky Arrows are penetrating too far through zombies