17.2 experimental is out

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Boss Llama
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17.2 experimental is out

Post by Boss Llama » Sat Feb 09, 2019 8:42 am

Though from what they've said, there weren't supposed to be any notable changes to the RWG, initial player reports on Reddit indicate that there are in fact some significant changes and improvements. This is still the experimental build, not the stable, so probably best to wait a little, but here are the notes thusfar:

We added some new game options including:
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Blood Moon Frequency
This option allows the player to set a minimum amount of days for when the blood moon hordes appears.

Blood Moon Range
When this setting is enabled the player can make a min/max random blood moon range.

Landclaimcount
You can now edit the serverconfig.xml to allow multiple landclaims

XP Multiplier
Players can increase or decrease the overall experience gained.

We have added several new player and ai block damage options
For serverowners:
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Added: serverconfig property "UserDataFolder" to specify where all generated data on the server is stored, including generated RWG worlds
Added: new properties “XPMultiplier”, “BlockDamagePlayer”, “BlockDamageAI”, “BlockDamageAIBM”
Removed: old properties “BlockDurabilityModifier”, “ZombiesRun”
Changed: TerminalWindowEnabled default is set to true

Please be sure you are using these properties in your serverconfig.xml:

<property name="BloodMoonFrequency" value="7" /> <!-- What frequency (in days) should a blood moon take place -->
<property name="BloodMoonRange" value="0" /> <!-- How many days can the actual blood moon day randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency -->
<property name="LandClaimCount" value="1"/> <!-- Maximum allowed land claims per player. -->
<property name="BlockDamagePlayer" value="25" /> <!-- How much damage do players to blocks (percentage in whole numbers) -->
<property name="BlockDamageAI" value="100" /> <!-- How much damage do AIs to blocks (percentage in whole numbers) -->
<property name="BlockDamageAIBM" value="100" /> <!-- How much damage do AIs during blood moons to blocks (percentage in whole numbers) -->
<property name="XPMultiplier" value="100" /> <!-- XP gain multiplier (percentage in whole numbers) -->
Added
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Option to disable texture streaming
Sleeper check if chunk ready for spawning
Launcher cleanup function for generated RWG worlds
Hits between animals of the same exact class are ignored
Log message for how much XP you got from different sources during your last level
AI FindDestroyPos far to close mode and randomized starting edge check
AI Destroy Area can randomly trigger when close but has a long path (higher % with lower intelligence)
AI Destroy Area will try far mode if normal unreachable
AI Destroy Area states, so seek time and attack time are separate
Landclaims now have a radial menu access to new options
Changed
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Decreased sleeper despawn delay to 45 and added passive despawn delay of 10 seconds
Meat stew only uses 5 meat. Added animal fat to Recipe. Now it gives 50 max stamina and 25 health
Steak and potato meal now only use 5 meat but require 2 mushrooms. Now it gives 50 max stamina and 25 health
Increased chance for rare medicine at traders
Bartering now changes final price instead of reducing/increasing markup.
Gravel trails in the desert are more visible
Vehicles no longer collide with small rocks.
Added acid to traders
Increased the duke value of raw meat
Nerfed barter perk sell rates to half of what they were.
Cut sell rate from .2 to .15 value
Reduced amounts of food for sale at traders
Increased width of newContinueGame window, panels and gameoption control
Dropped usage of settings ini file, everything is controlled by Unity's preferences system again
Increased radius of dog and wolf controllers
Increased probability of bones on gore blocks and body bags
Gore blocks and body bags can drop nitrate
Increased probability of coal on burnt blocks
Reduced repair cost of claim blocks
Slightly reduced the depth of the topsoil to make finding ore easier
Optimized counter sink, cupboard corner, deco pole round, tile broken, metal rail.
Reduced "static" memory usage for map data, reduces amount of RAM required, more pronounced on bigger maps
Fixed
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Buried supplies show as empty when they're not should make same as satchels.
Placed landclaims are printed in the console for everyone to see.
Sleeper volume final room bungalow_06 (Eric)
ERR Unknown particle effect: impact_bullet_on_resourceWood when shooting air supply crate
Snowberry extract uses it's instead of its in description
DismemberChance can not stack correctly between buffs, items, and perks
Lowered stamina cost for jumping is not mentioned in parkour description
Spawn probability of radiated zombies is not scaling
Sleeper despawn range to a tighter range
When in the prefab/world editor, then starting a game the party carries over
Dismemberment NRE spam
Scrapping paintbrush exploit to dupe paint.
Clients do not see the vulture death animation (dedicated)
Buff kills dont share XP.
NRE while holding "R" and fast mouse wheel scrolling to another slot with item in it.
NRE when trying to remap with the number "9" key
Players torch ignores game settings.
Exploiting gun/auto turret and nailgun for free unlimited nails.
Nail gun nails dupe
Clear sleeper quests can't be completed
Scrapping dupe exploit
Lower loot abundance may not be working
EntityAlive MinEventContext Tags not being updated
Duping thousands of gas cans (disabled equip when in a vehicle)
Invisible zombies for P2P and dedi clients
Animals are not displaying attack animation for clients
Issue with having 2 finding white river supplies quests.
Dupe exploit using task manager to close client when on a dedi.
Consumeable dupe via mouse and inventory use.
Vending machines dont add time to rented days.
VM dupe using partial stacks.
Clients cannot hear the running blade trap
When placed singly pallets placed on other will fly off, when base is removed
Chicken texture is incorrect
Bicycle doesn't fall over for clients, only the wheels do
Vehicles placed on a client face north and then rotate to placed rotation
Auto turret damages are not matching the damage of their ammo
Bicycle dismounting causes player movement to lock and lose toolbelt items
Small rocks, corn and dead corn were not using local uvs
Players always score sneak damage in pvp when crouched
Goth clothes are not in loot lists
Dupe items with destroying a container and using "E" key at same time its destroyed.
Score achievements replaced by gamestage based achievements
Fire axes did not play power attack grunt sounds
Dogs and vultures are not attacking properly
ModArmorMuffledConnectors should be a stealth class mod
Achievement Playing Doctor was not working
PerkHealingFactor is incompatible with some other forms of healing
Despite being turned off blade traps can still be heard spinning (faintly)
Wrong (repair) upgrade path and burn value on wood spikes
Wedge60 tip corner top was hiding adjacent faces when it shouldn't
Descriptions for modArmorMuffledConnectorsSchematic and modArmorAdvancedMuffledConnectorsSchematic are switched
Ping doesn't show correctly on the server browser
Wrong loot group assignment for vehicle parts in zombie loot drops
Exiting game after placing campfire cancels trader quest.
Vultures fly backwards (made SetState clear reverse if left on and force some upward motion in StartAttackReposition)
Dart traps require forged iron to build but forged steel to repair
Buildings and signs etc are popping in a short distance from the player
Glass placement preview is impossible to see on most none squared shapes
Known Issues
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In some scenarios double swing may still occur
Tool damage localization is different than actual value
RWG: Floating POIs (Minimal occurrence now)
Trader Jen has a deep voice
Trader Rekt is nicer than usual
Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not
Scrapping items in crafting queue while re-logging may go lost
Crafting speed bonus and mod slots do not properly apply to workstations after being closed
Clipping into blocks to see through terrain
Shotgun driver loses sound on 4×4 after a while
Workstation tools do not refresh the recipe list when the tools are installed
Can use torch and flaming arrows as light underwater
Hitting ESC while generating a map preview will blank screen. Must use CTRL, ALT, DEL to exit game.
RWG preview tool localization
Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
Mining helmet light doesn’t show for other players
Client molotovs thrown down from an edge not working as good as Host
Hatches don’t always open on the first try
Player model jumps forward of the player camera when accessing an auto turret inventory
Turrets will not target self when set to do so\Player can consume any consumable while mounted in vehicle but will not get the buff/debuff
Resolution does not always save when >1080p options are available
Burning shaft mod flame effect can transfer to other items on the toolbelt
Healing other players with RMB doesn’t work
Self medicated is not working properly. Not being able to purchase perk is intended.
Crashes on Mac for a possible workaround, please look at https://7daystodie.com/forums/showth...106#post914106
If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
White lines may occur on imposter POIs
Some Linux users experience problems
When using REALLY excessive amounts of resources they may vanish in cement mixer’s crafting queueChunk corruption errors
Showbounds for landclaims shows a box instead of it actual infinite size for y
Illness buff may not properly run out
Nightvision goggles are not very effective

Good to see a little bit of optimization happening in there. I know the game has very eccentric performance characteristics, in terms of some computers it works totally fine, while on other equally powerful systems it is unplayable. Hopefully this includes work towards fixing that.

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-Boss Llama

Boss Llama
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Re: 17.2 experimental is out

Post by Boss Llama » Sat Feb 23, 2019 10:18 pm

FYI, for anybody unaware - the server has been updated to 17.2 b27, and the map has been pulled back to a 6x6 to avoid the somewhat insane sprawl of last time.

Many thanks to Stevo for the update!
-Boss Llama

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