See cold/hot temp buffs, New 3d lead ore model to surface to easily spot lead ore mines, Iron ore surface boulders to distinguish iron ore mines, Zombies set short controller and physics heights when start as or turned into crawlers, ModMeleeClubMetalChain with 10% knockdown chance, MeleeKnucklesLeather as a T1 brawling weapon, Cargo storage pocket mods for clothing that reduce encumbrance by 2 that are unlocked with needle and thread book, Changing the held item during weapon reload cancels reload, Syncing of junk turret targets over the network, Sleeper volume trigger modes (Active, Passive, Attack), AI SetNearestEntityAsTarget investigates player noise using random distance breadcrumb, Sleepers go active from moderate noise at .9m outside the volume, GenerationInfo.txt for host side only, contains various generation info and original seed, Urban combat book allows crafting of cigars, Military stealth boots which have no stamina penalty and muffle movement sounds, Military fiber schematic and added to loot and traders, AI RunawayWhenHurt param1 is chance to flee when hurt and a minimum health needed to trigger, Wolf type AI will RunawayWhenHurt 40% of time when below 10%40% health, EntityPenetrationCount passive effect and hooked up to perk, Ability for ranged weapons to penetrate multiple targets, Logic to cause blocks to take away 1 penetration point for every 100 max block hp, Soft particles are enabled when water particle limiter is above .5, Traders now have vehicle parts for sale, and complete vehicles, Clean Densities button to level tools 2, setting all densities to default value, either within the current selection or if no selection in the whole prefab. These boulders are uncommon so there are still many deposits close to the surface that can only be found by digging. Stage 3 lasts 3 hours and is -35% stamina recovery and -1 to all attributes. Held items spawn with random stats. Stage 1 lasts one (real time) hour and up to 14% and has no side effects. Jan 7, 2018 @ 9:03am Originally posted by Insomniac Cyber: Hey guys, when does Alpha 17 come out? … Limited the hit indicator sound to ONLY ranged, Reduced resource rocks they are not needed in abundance with new mining, Workstation prices have been increased and are all for sale at traders, Set all hand items and weapons to not be read/write enabled to save memory, Desaturated cowboy boots and icon so dyes show better. We also lowered biome spawning some so players could have a little more breathing room when just exploring the world. With this also came new item hide/show code which allows thrown or placed items to be hidden and shown on the right frames to make things like grenades, c4 and rocks look great. Getting may hit increases infection. ItemIcons now go to “/UIAtlases/ItemIconAtlas”. The anvil and tool&die set forge tools are not gating any recipes, Grease monkey requirements are now INT 2,4,6,8,10. We changed encumbrance so players start with a larger backpack in new games so the penalty is less when your inventory fills up. Our hope is that this feature will make Alpha 18 that much more immersive. This new system uses a combination of artist driven graph networks, and improved programmatic algorithms to distribute custom artist created height map stamps for the terrain geometry and unique biomes, along with smart systems that control placement of roads, bridges, towns, and designer built POIs. See Lead, mine it and below the boulder will be a new lead textured underground ore that matches the surface boulder. Now using Autodesk Interactive shader also on transparent meshes (f.e. Power attacks still have a hefty cost, but also a reward. ObjectiveZombieKill and ObjectiveAnimalKill now allow comma delimited target lists. Wir hatten viele Rückmeldungen von Alpha 17 darüber, wie EPhauptsächlich durch Zombie-Kills verdient wurden, wodurch andere Spielstile als„Killer“ ausgebremst wurden, da man nur durch das Töten von Zombiesaufsteigen konnte. You spoke, we listened, and committed a ton of effort and resources to address what the Team and Community felt needed improving. Gyrocopter is faster and gets better mileage. Sense sounds have returned to the game. Currently, the latest experimental build is A18 B155. From Wikipedia, the free encyclopedia 7 Days to Die is an early access survival horror video game set in an open world developed by The Fun Pimps. Experimental builds became public early October. Removed: Perk magazines that temporarily increased an attribute and a perk. The death debuff has been changed from lowering attributes health and stamina to losing XP resulting in less cheap back to back deaths. Still needs some work but is functional asis, Vehicle turbo button toggles it when using a controller. They are played when hostile AI investigates a noise. Scrapped the T3 armor mods, increased base armor values. Dazugekommen sind unter anderem schlafende und Biker-Zombies. An installed mod increases weapon damage by 10%. 9:03 Opprinnelig skrevet av Insomniac Cyber: Hey guys, when does Alpha 17 come out? Craftable storage pocket mods to modify clothing and decrease encumbrance, unlocked with needle and thread book. radius is fully used. In future builds we plan to add more of these for every zone type. The top rank attributes cost less, too, meaning less points needed to reach rank 10. We lowered the default difficulty from Nomad to Adventurer since A18 is a little harder with the new zombie rage speed boosting behavior. As of now there, are over 750 unique combinations. What we do know is we're working on some new books, a vehicle update, etc but how and when we roll out what is to be determined. Infection is easier to contract when you have low health than high health. Hier findest du alle Infos zum Action-Adventurespiel 7 Days to Die von The Fun Pimps Entertainment LLC für PC, PS4, Xbox One: Release, Gameplay und alles, was ihr wissen müsst. Getting hit by zombies can increase infection level. Farewell to a Mentor; A19 Streamer Weekend; A19 Official Release Notes; 7 Days now 66% Off! Exception when using “Show Facing” before a prefab was loaded, Entity collision Rigidbody reducing fast movement of character controller (fixes ), Torches burn and warm you when underwater, Stepping off the top of a ladder or stepping down a 1m block does not generate a heavy fall/impact sound, Teleport using the map was moving you to the spawn position while editing or playtesting a prefab, Vending Machine auto buy time being 50% longer than a day and incorrectly scaling by DayNightLength, AI SetAsTargetIfHurt ignore percent was too low, Deco pole round quarter was missing a polygon, Entity animateYaw applying time scale to delta time, Fix misalignment issue with TrackSet reader, Some bridge imposters not unloading as fast as other blocks on the bridge_wood1, Fix truncating issue with reader sample data, Optimized forge texture ram, deleted old spec and unneeded metallic texture, Hatches don’t always open on the first try, Allocations in AstarPath.Update (added a large LevelGridNode pool), Trees relocate to surfacelevel for clients when grown in inactive chunk, Animal death anims not ragdolling when over, Animal dismemberment (was never called, fixed finding bones, added bone alignment and scaling, made lower limbs remove upper too, fixed black streaks from scale of 0), Upper leg gore prefab not having any mesh objects, Dismemberment was not allowed on dead entity legs, ERR Unknown particle effect: impact_bullet_on_resourceWood when shooting air supply crate, Lowered stamina cost for jumping is not mentioned in parkour description, Billboard shape preview rotation does not match placed block rotation, Spawn probability of radiated zombies is not scaling, Dynamite will not explode in player’s hand, Placeable blocks can disappear when placed where there is no preview, AI nightmare speed was barely faster than sprinting, Burning Barrel sound persists in pause menu, Ranged attacks defaulting to bashing damage, which caused huge ragdolls, Laser sight does not work until weapon is reactivated on toolbelt slot, Some outdoor decor model textures didn’t stream, NRE spam when radiated vulture lost its leg and survived. The wrench no longer repairs. Recently added 40 View all 1,200. Stone sledge as example, CVars can now be displayed on buff popout and in buff list. Sand that is smelted into forges will display as sand in the forge. Increased backpack retries when falling out of world, Reduced file size of the 3 loading screen images by 75% saving a couple of Meg of memory without compromising the quality, Updated many POI xml tags with better zoning, and allowed townships, RWG maps are not guaranteed to have traders, business_old_04 (cabinet shop) has roof si issue, Crafting workbench uses modded tools from your inventory in the recipe, GPU stamp caching wasn’t using the correct value for outputMultiplier, Client’s don’t benefit from perkLuckyLooterDukes, Zombies won’t attack hatches nor climb ladders if covered with a hatch. Night light and celebrate Halloween added sprites can be installed new or re-imagined include! And 4 encumbrance slots to telling you how to unlock 3,3,4,4 and encumbrance... 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