News Liste 7 Days to Die

V2.6 EXP
7 Days to Die
1 Tag 23:49 Community Announcements
[p][img src="https://clan.akamai.steamstatic.com/images/5383109/26edb487b47938638f31c70ee2131bf91bae212c.jpg"][/img][/p][p]Hello Survivors![/p][p]V2.6 Experimental is here with a group of fixes, tweaks, and gameplay changes.[/p][p][/p][p]Here are some of the highlights:[/p]
  • [p]Dew Collectors now require jars as "fuel" to produce water.[/p][/*]
  • [p]Jars no longer require the crucible to be crafted.[/p][/*]
  • [p]The default jar refund chance is now set to 60%.[/p][/*]
  • [p]Zombie XP has been rebalanced based on type, HP, and Damage.[/p][/*]
  • [p]Added tougher biome spawn zombies to the snow and wasteland biomes.[/p][/*]
[p]
Here is how you participate: [/p][olist][*][p]Right click on the game in steam[/p][/*][*][p]Click on properties[/p][/*][*][p]Click the “betas” tab[/p][/*][*][p]The drop down menu will have latest_experimental available <— you want THAT[/p][/*][*][p]Select that and wait for the game to download[/p][/*][/olist][p][/p][p]Continue reading below for more info![/p][p][/p][p]Added [/p]
  • [p]Discord friends' sessions now appear in server browser's friends tab[/p][/*]
  • [p]Replaced properties list for zombie xp values at the top of entityclasses.xml[/p][/*]
  • [p]Added Roaming sounds for animalChicken and animalChickenHostile[/p][/*]
  • [p]RWG town planner removes some connections between pairs of districts to increase the amount of T, L and Cap tiles[/p][/*]
  • [p]Radiated, charged and infernal mutated zombie's ranged attacks now have increased distance, speed and different patterns[/p][/*]
  • [p]Enemy AI now play an alert sound when they run away from either an entity or being hurt[/p][/*]
  • [p]RWG conversion of one L tile to a Cap per district group unless the group would split[/p][/*]
  • [p]Stag and Doe now have roam and alert SFX[/p][/*]
[p]Changed [/p]
  • [p]Removed the Bone Knife requirement from the Harvest Animals Challenge[/p][/*]
  • [p]Updated loot list parameters to include ignore_loot_abundance="true" for construction crate, hidden stash, and buried treasure[/p][/*]
  • [p]Adjusted spawn groups for the snow biome to include Radiated, Charged, and Infernal Chuck zombie variants[/p][/*]
  • [p]Adjusted spawn groups for the wasteland biome to include Radiated, Charged, and Infernal Mutated zombie variants[/p][/*]
  • [p]Increased the snow biome gamestage_modifier from 2 to 3 and gamestage_bonus from 20 to 30[/p][/*]
  • [p]Increased the wasteland biome gamestage_modifier from 3 to 5 and gamestage_modifier from 30 to 50[/p][/*]
  • [p]Adjusted the wasteland weather with new hot and cold events[/p][/*]
  • [p]Refactored zombie xp progression based on zombie HP and Damage[/p][/*]
  • [p]Reduced block damage on zombieSteveCrawler and zombieMaleHazmat hands to align better with other zombies in their group[/p][/*]
  • [p]Adjusted various zombie HP values to align better with other zombies in their group[/p][/*]
  • [p]Increased player kill XP[/p][/*]
  • [p]Removed legacy "Boss" EntityDamage passives from Radiated Utility Worker and Radiated Businessman[/p][/*]
  • [p]Updated chuck hand variants with new boulder projectiles that have progressive entity and block damage[/p][/*]
  • [p]Updated loadingTipApiary to warn about closing the Apiary instead of when opening it[/p][/*]
  • [p]Dew Collector requires jars as a "fuel type" to produce water [/p][/*]
  • [p]Crafting jars no longer requires the crucible[/p][/*]
  • [p]Updated the hit mask override on chuck zombie hands from arrow to rocket to prevent boulders from passing through bars[/p][/*]
  • [p]Gyrocopter can now have 5 mod slots (requires a new gyro to be crafted)[/p][/*]
  • [p]PC/Mac/Linux now use an uncompressed texture for the road splat map for higher quality blending[/p][/*]
  • [p]Increased dire wolf and zombie bear hearing and sight ranges[/p][/*]
  • [p]Increased mutated zombie ranged attack damage[/p][/*]
  • [p]Bears can now fit through 1x2m openings[/p][/*]
  • [p]Snakes now play footstep sounds[/p][/*]
  • [p]Improved terrain blending where topsoil is removed[/p][/*]
  • [p]Disabled allharvest HarvestCount penalty on several melee weapons to allow basic resource harvesting such as plant fibers, wood, and stone[/p][/*]
  • [p]Updated harvest tags on several blocks for perkJunkMiner[/p][/*]
  • [p]Updated oreWoodHarvest tag to only be applied to wood, stone, ore, clay, and sand[/p][/*]
  • [p]Updated localization for armor perks to describe their loot boosted items[/p][/*]
  • [p]Separated the dew collector and apiary fuel windows in code and XUI[/p][/*]
  • [p]Dew Collector output now has 3 rows for a total of 9 slots[/p][/*]
  • [p]Replaced old buff names used in logic for Stage 2 storm buffs[/p][/*]
  • [p]Reduced completion requirements of several medical challenges to 5 - If the challenge cannot be redeemed, one additional cure will trigger the completion[/p][/*]
[p]Fixed [/p]
  • [p]Paint rotation on baseboard in hospital_01[/p][/*]
  • [p]Switching Challenge tabs should no longer cause them to flicker[/p][/*]
  • [p]Large Quest Generators now display their smoke particles correctly[/p][/*]
  • [p]Localization keys for shapewedge60TipTrimQuarterLeft2Sided and shapewedge60TrimQuarterRight2Sided were flipped[/p][/*]
  • [p]Localization typo in some quest reward bundle descriptions[/p][/*]
  • [p]Removed debug logging of friend IDs[/p][/*]
  • [p]Vultures on a dedicated server would only attack once[/p][/*]
  • [p]ChangeBlocks could set the wrong neighbor block’s topsoil to broken[/p][/*]
  • [p]AI targeting range for nearest player was too short and inconsistent[/p][/*]
  • [p]Bear attack was hitting before animation hit[/p][/*]
  • [p]The spawner source was set after the entity was spawned in four cases [/p][/*]
  • [p]RWG mixer was using mountains instead of burntForest_mountains[/p][/*]
  • [p]Tagging issue that would prevent Legendary Parts from spawning when any armor perk was active[/p][/*]
  • [p]Apiary fuel is no longer lost when the apiary is picked up[/p][/*]
  • [p]Progression bar no longer resets if fuel is removed from collector class workstations[/p][/*]
  • [p]Shift-Click for "fuel" items in the collector class workstations is now working[/p][/*]
  • [p]Set the default jar refund rate to 60%[/p][/*]
  • [p]Floating platforms on growing trees are no longer possible[/p][/*]
  • [p]Issues with adding/removing vehicle storage mods and item loss[/p][/*]
  • [p]Large ragdoll forces no longer launches small animal corpses long distances[/p][/*]
  • [p]Sleepers had too short of a kill off timeout[/p][/*]
  • [p]Rogue Armor Set cowl would not show correctly[/p][/*]
[p][/p]
Logo for 7 Days to Die
Release:13.12.2016 Genre: Zombie Survival Game Entwickler: The Fun Pimps Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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