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7 Days to Die News

40% of During Summer Sale

[p]7 Days is on Sale now through July 10th for 40% Off on the Steam Summer Sale. The 2.0 Storm's Brewing Stable is coming soon so now is a great time to jump in![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

V2.0 b294 EXP Update

[p]Hello Survivors!

b294 just hit experimental!

Here's what changed since b292:[/p][p][/p][p]Changed [/p]
  • [p]Animal dismemberment visuals now only show the particles and improved the particles [/p]
  • [p]EULA to include language for Discord features [/p]
  • [p]Improved RWG highways to prevent overlapping wilderness POIs [/p]
  • [p]Increased RWG POI padding from tile edges [/p]
  • [p]Localization is updated with new entries [/p]
  • [p]Permanent death event drops the player backpack again [/p]
  • [p]Updated Robotic Turret Shells max range and effective range to match Robotic Turret Ammo due to automatic detection range [/p]
[p]Fixed [/p]
  • [p]AI break block task was canceling for enemies on ladder and not touching ground [/p]
  • [p]Discord friends should still be able to join others when Server Visibility set to Friends Only [/p]
  • [p]RWG POI padding from tile edges was not used on right or bottom [/p]
  • [p]Zombies will now attack hatches above them when on ladders[/p]

V2.0 b292 EXP Update

[p][/p][p]Hello Survivors![/p][p]We have another EXP patch for you guys.[/p][p]Have a wonderful day![/p][p][/p][p][/p][p]Here what changed since b289:[/p][p][/p][p]Added [/p]
  • [p]Biome zombies move at blood moon speeds during damaging storms[/p]
  • [p]Command to complete challenges[/p]
  • [p]Player shelter check looks diagonally up for openings[/p]
  • [p]RWG spawnWildernessPrefab overflows TileSize warning[/p]
  • [p]Server browser filters for Biome Progression and Storm Frequency settings[/p]
  • [p]Tool tip for the "Filter small POIs" toggle in the Teleport to POIs menu[/p]
[p]Changed [/p]
  • [p]Added a few more POIs missing from Navezgane map [/p]
  • [p]Grace does a lot more block damage [/p]
  • [p]Improved loot quality in mine_01 based on feedback [/p]
  • [p]Increased snow terrain health [/p]
  • [p]Lowered the chance of general zombie loot bag drops from 5% to 4% [/p]
  • [p]Minor adjustments to some Burnt Zombie VO attacks and added some new variations [/p]
  • [p]Reduced biome time requirement for biome challenges by 5 minutes [/p]
  • [p]Removed buffMediumStealthBoots and buffHeavyStealthBoots as they are no longer needed [/p]
  • [p]Removed canHaveCosmetic tag from all armor sets [/p]
  • [p]Reworked Stealth Boots Mod to show stats and update stats on boots when installed [/p]
  • [p]Stealth Boots Mod now reduces Stamina/s and Noise by 01 and -10% for both Medium and Heavy Boots [/p]
  • [p]Updated Sleeper Spawn material SFX and audio source [/p]
  • [p]Updated all blocks tagged with PercMasteryDukeHarvest to use destroy event instead of harvest to help prevent exploits [/p]
  • [p]Updated perk localization to reflect recent balancing changes for non-english languages [/p]
  • [p]Vehicles are now placed as unlocked [/p]
[p]Fixed [/p]
  • [p]Adjusted face assignment and closed gap in brick_half_destroyed06 [/p]
  • [p]Animals and the demo were only attacking the lower block and then trying to walk through the 1m hole [/p]
  • [p]Biome Skulls are not being colored properly [/p]
  • [p]CRT TV audio loop continues to play while game is paused [/p]
  • [p]Electrocutioner perk extended shock durations not working with Intellect Mastery level 5 [/p]
  • [p]Entering a vehicle with ranged items in hand as a passenger disables post processing for other players [/p]
  • [p]Error spam while updating windows 'crafting' on loading when repairing [/p]
  • [p]Grace was slimmed down to fit through 1m wide openings and her face pokes through walls less [/p]
  • [p]Incorrect rotation on Navezgane map POI [/p]
  • [p]Incorrect terrain type in Navezgane residential tiles [/p]
  • [p]Insect Swarms were moving faster when their target was on vehicle [/p]
  • [p]Missing infestation loot chest in mine_01 [/p]
  • [p]Not all biomes were inside the biomes node in biomes.xml [/p]
  • [p]Players could move into tight areas and not be sheltered from storms [/p]
  • [p]RWG wilderness mod prefabs in 137 to 149 size range caused generation errors [/p]
  • [p]RWG wilderness mod prefabs larger than 150 would not be correctly centered in their tile [/p]
  • [p]Rally Marker Ambient Loop [/p]
  • [p]Stretched UV's on concrete_half_destroyed06 [/p]
  • [p]Supply crate interact text shows unlocalized name [/p]
  • [p]Terrain and POI position bugs on Navezgane map [/p]
  • [p]Treasure map quest lock only works for the first map used [/p]
  • [p]Updated logic to clear CVars for Photographic Memory perk after using Grandpa's Fergit’n Elixir[/p]

V2.0 b289 EXP update

[p][/p][p]Hello Survivors!
Here is our first EXP update for V2.0. [/p][p]We wish you all an enjoyable and relaxing weekend! [/p][p][/p][p]Here's what changed since b285:[/p][p][/p][p] Added
[/p]
  • [p]bunker_00 - Tier 5 POI with all quest types[/p]
  • [p]POI Editor Light Density Stat[/p]
  • [p]Running Steam as Ubuntu Snap without microphone permission showing warning window[/p]
[p]
Changed
[/p]
  • [p]Biome smoothies now grant a 10% speed boost while in the appropriate biome[/p]
  • [p]Honey is now using a mason jar and hold type for drinking[/p]
  • [p]Increased the amount of gas found in quad barrels[/p]
  • [p]Increased the entity damage on Shotgun Slugs[/p]
  • [p]Intro to Buried Supplies quests are now clamped to the Pine Forest[/p]
  • [p]Light Armor perk now adds 1 Armor Rating per perk level to each Light Armor piece equipped[/p]
  • [p]Optimized EnumDecoAllowedExtensions[/p]
  • [p]Reduced Berserker from 50% for 10 seconds to 25% for 5 seconds[/p]
  • [p]Reduced Hard Target from 10, 20, 30, 40, 50% to 5, 10 ,15, 20, 25%[/p]
  • [p]Reduced Pack Mule from 10, 20, 30, 40, 50% to 5, 10, 15, 20, 25%[/p]
  • [p]Reinstated biome loot stage modifier and loot stage bonus[/p]
  • [p]Renamed Banded Armor Plating Mod to Advanced Armor Plating Mod[/p]
  • [p]Renamed Customized Fittings Mod to Advanced Armor Fittings Mod[/p]
  • [p]Renamed Improved Fittings Mod to Armor Fittings Mod[/p]
  • [p]Sleeper Spawn Material Sounds (Metal only)[/p]
  • [p]Updated tool box loot lists with various tool themed magazines[/p]
  • [p]remnant_house_06 sleepers quantity to prevent unguarded loot[/p]
[p]

Fixed
[/p]
  • [p]AI pathing issue addressed in church_02[/p]
  • [p]Adjusted rally marker in tudor_02[/p]
  • [p]Bandage cancels unless user waits longer for it to complete than feels right[/p]
  • [p]Biome general atmospheric particle effects were not playing[/p]
  • [p]Clipping issues in cabin_16[/p]
  • [p]Drone projectile collider issue[/p]
  • [p]Game launcher CLI argument for UserDataFolder now overrides same argument if supplied in the custom arguments text box[/p]
  • [p]Garage door replaced in house_old_ranch_08[/p]
  • [p]Garage door replaced in house_old_tudor_02[/p]
  • [p]Insect swarm no longer has trouble hitting players a second time on dedi[/p]
  • [p]Insect swarms can now hit you if you're walking[/p]
  • [p]InvalidCastException thrown in networking when clients are passengers in a vehicle while holding a ranged weapon[/p]
  • [p]Junk sledge should now target insect swarm on dedi[/p]
  • [p]Left and Right news screen is now mapped to same buttons on controller[/p]
  • [p]Lighting issue in house_burnt_01[/p]
  • [p]Low volume modified on Track SFX for Challenge UI[/p]
  • [p]Missing tags are now on Rad Remover for charged and infernal zombie variants[/p]
  • [p]Percentage in description was not updating properly for Farmer Full Set Bonus[/p]
  • [p]Perception Mastery: Vital Wound and Agility Mastery: Bleeding Hearts no longer use the maxBleedCounter that is governed by Deep Cuts[/p]
  • [p]Plague Spitter swarm can no longer hold arrows[/p]
  • [p]Players in v2.0 are no longer spawning with no challenges when using Steam invite / join[/p]
  • [p]Prefab Editor no longer starts during night time[/p]
  • [p]Rally Marker SFX Loop is no longer heard when game is paused[/p]
  • [p]Reworked logic to prevent Modify option on Biome Badges[/p]
  • [p]Settings option no longer overlaps logo after exiting audio settings in Discord first time prompt[/p]
  • [p]Snow particles are no longer seen in the pine forest[/p]
  • [p]Structural issues in fire_station_03[/p]
  • [p]Texture issues in countrytown_business_02[/p]
  • [p]Texture issues in remnant_house_10[/p]
  • [p]Vehicles shouldn't restore HP after damage and re-mount on dedi anymore[/p]
  • [p]Weather shelter checks adjusted on some sloped walls[/p]

V2.0 Storm's Brewing Experimental is Out!

[p]The Fun Pimps are pleased to announce the Storm's Brewing V2.0 Experimental is out now!. We are still aiming for a Steam & Console Stable Release on Monday June 30th (Barring Show stopping Bugs or Cert Issues)[/p][p] [/p][p]Here is how to OPT-IN:[/p]
  • [p]Open Steam.[/p]
  • [p]Go to your Library and right-click on "7 Days to Die".[/p]
  • [p]Select "Properties" and then the "Betas" tab.[/p]
  • [p]Choose the "latest_experimental - Unstable build" from the drop-down menu and close the window.[/p]
  • [p]Steam will download the updated files, and you can then launch the game to play the experimental version. [/p]
[p][/p][p]V2.0 Storm's Brewing Release Notes[/p][p] [/p]