A21.1 b6 EXP

Date: Mon, 01 Jan 2024
7 Days to Die Game Banner
Genre: Action, Adventure, Indie, RPG, Simulation, Strategy, Early Access
Developer: The Fun Pimps
Release Date: Fri, 13 Dec 2013
Hello Survivors!

Today we bring you our first point release for A21 to Experimental.


To opt in please follow these steps:

  • Right click on the game in steam
  • Click on properties
  • Click the “betas” tab
  • The drop down menu will have latest_experimental available <— you want THAT
  • Select that and wait for the game to download



    We recommend you start a new game when participating in EXP.
    We are not aware of anything affecting existing savegames negatively.
    If you plan on using your regular savegame, we advise of at least making a backup.



    Here is what changed since A21 b324 stable:


    Added

    • Tier 5 hotel_ostrich
    • Moderator OzHawkeye to credits
    • Ability to change prices for twitch actions through Twitch Info Screen.
    • Ability to reset prices for all twitch actions through Twitch Options Screen.
    • Loot entries have tags and if set then will ignore if looter has no matching tags
    • Opening loot container adds masterChef2 loot tag if player has Master Chef level 2
    • Loot container console command to log the results of opening a container
    • Extend ClientInfo logging
    • Prefab ins file read error log
    • Trader placement protected area of 3 meters on each side
    • Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc
    • Nest Audio open/close/destroy
    • ApproachDistraction AITasks added to cop, demo, and mutated zombies



    Changed

    • Twitch: Extended the cooldown times for all supply crates.
    • Twitch: Extended the cooldown times for all vision effects.
    • Adjusted point costs for twitch actions to be multiples of 25.
    • Updated Master Chef progression to use new hard coded masterChef2 tag instead of LootProb
    • Updated dumpster loot to work with new hard coded masterChef2 tag
    • Removed unneeded tags from items.xml used in old progression setup
    • Remove event spawned zombies when Homerun Derby ends.
    • No longer require overlay if not using Twitch Actions.
    • Show the current crafting level when showing the unlock level required in the crafting info.
    • Trader area calculations are done dynamically
    • Increased trader protected area by 1 meter on each side
    • Stopped camera shake running at zero strength when no damage
    • Updated stats on all armor for linear progression
    • Adjusted vehicle revert collision motion
    • Broken vehicles take 10% collision damage
    • Reduced the amount of explosives in Twitch crates by half
    • Removed explosives from mystery supplies channel point redeem.
    • Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors
    • Adjusted colliders on various bed prefabs
    • Adjusted colliders on chairCampingPrefab
    • Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture
    • House_modern_26 replaced regular window by bulletproof windows.
    • Updated progression for Effective Range and Max Durability stats for tools and weapons
    • Updated Melee Damage on Steel Club that got missed on the first progression pass
    • Bows now show Effective Range
    • Removed hideui tag from roadside_truckstop_01 to allow the localization name to show on the location HUD
    • Dew Collectors now harvest for components instead of itself with a 50/50 roll for the filter. They still have the land claim block radial menu option to pick up.
    • Updated valid trees with path solid property
    • Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab
    • Updated several loot lists to prevent 100% Q6 T1 tools in containers after loot stage 55 as it was only intended to be a boost for Working Stiffs crates
    • Reduced gas production to 2 gas per shale and sped up crafting time
    • Removed already disabled jiggle script from neck of Demolisher to prevent the head collider from being disabled at a distance
    • Increased the amount of cloth needed for various recipes
    • Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs
    • Updated loot lists for generic vehicle loot to not have T2 or T3 weapons\tools
    • Generic vehicle loot now has a low chance for vehicle skill magazines with another low chance for others
    • GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench
    • AmmoGasCan moved from groupRareAutomotive to groupAutomotive
    • Increased the economic value for ammoGasCan
    • All Traders now have ammoGasCan for sell
    • Updated the localization for timed charges to insure players know what they are effective against



    Fixed

    • AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP
    • Stuns do not reset the stun counter when stacked.
    • Zombie attack can break after receiving fall damage (Hit tag)
    • Entity vertical movement could cause incorrect results for finding entities in chunks
    • Floating terrain deco issue in countrytown_business_03.
    • AI pathing issues with cube_corner_beveled not having the path solid property
    • #mindwipe does not work correctly on servers.
    • House_old_mansard_03 stability issue.
    • Twitch Prime Subs were not registering their events correctly.
    • Always do authorization cleanup on main thread
    • Steam game servers list reports incorrect port to connect to game
    • Robo sledging a player on a vehicle breaks camera
    • Vehicles could take increased collision damage from blocks due to player block damage setting
    • Player third person pose (ragdoll/vehicle) would stay in last positions when switching to first person leading to inconsistent hits and possibly ugly anim blends
    • Sleeper volumes trying to spawn an entity that just died
    • Vehicles being excessively damaged from separate collision events
    • Particles did not try to play on a dedi so the player noise creation was skipped, this resulted in different stealth and zombie behavior on servers compared to single player
    • Wrong tag used to scale the steel when crafting higher quality levels of junk turrets
    • NRE: Exiting game before camera stops shaking.
    • Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors
    • Typo with woodenGarageDoor5x3_PoweredOak key in localization
    • Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons
    • Swapped two wanderingHordeStageGS groups that were out of order
    • Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders
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