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7 Days to Die Releases Massive 2.0 Update

CadenceGames2025-06-299450

The Fun Pimps has officially dropped the Storm’s Brewing V2.0 update for 7 Days to Die, and it’s a big one. This update brings a hefty list of gameplay changes, quality-of-life improvements, and customization options designed to let players shape 7 Days to Die to fit how they want to play.

7 Days to Die originally hit early access way back in December 2013. After a solid ten years of development, the long-awaited 1.0 version finally landed in July 2024. The full 7 Days to Die release saw a huge spike in player activity, pulling in over 125,000 players on Steam alone, with another 70,000 on PS5 and 75,000 on Xbox Series X/S. Recently, the dev has been hyping up version 2.0, teasing features and posting previews in the lead-up to launch.

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Now, 7 Days to Die Storm’s Brewing V2.0 update is live, and it’s shaking up biome progression in a big way. A new Biome Progression system adds serious environmental hazards to every biome except the Pine Forest. To push deeper, players need to take on seven biome-specific challenges – covering combat, crafting, and more – to earn Biome Badges. These badges boost resistance to hazards, raise loot stage caps, and encourage players to explore the increasingly dangerous biomes, with the Wasteland standing as the most punishing. Each biome now also specializes in one type of ore, making resource gathering more strategic and less random.

Tied into that is a fully reworked weather system called the Dynamic Storm System. Storms are now biome-specific and deadly; Ember Storms, Radiation Storms, and others will chip away at health if players aren’t under cover. 7 Days to Die's Navezgane has been redesigned around this system, with new POIs, better trader locations, and improved travel paths that align with the new biome loop. Two new special infected, Plague Spitter and Frost Claw, are now tied to biomes as well, and high-level players will find themselves facing stronger, color-coded radiated enemies.

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Core progression and perks have also gotten a major pass in 7 Days to Die V2.0. There’s now a General Perks tab where core abilities are available without needing to spec into a certain attribute. Each attribute now has ten perks plus a unique Mastery line. A new book series, “Sledgehammer Saga,” buffs melee-focused builds, while nearly 140 new POIs, including Tier 5 wilderness dungeons, add more exploration options than ever. 7 Days to Die crossplay is finally supported for dedicated servers, and Discord integration is deeper now.

On the technical side, V2.0 brings serious performance gains. DLSS upscaling is now in, tree rendering has been optimized, and enemy spawning is a lot smarter. Sound has been added for more in-game actions, and a bunch of bugs, balance tweaks, and backend issues have been addressed to smooth out the 7 Days to Die experience overall.

7 Days to Die V2.0 Storm’s Brewing Patch Notes

Biome Progression

With the new Biome Progression option enabled, all biomes except the Pine Forest will have a unique environmental hazard to overcome. Like a Boy Scout earning a merit badge, complete challenges to learn about each biome’s inhabitants and resources. When a biome’s challenges are completed, a Biome Badge can be collected at any nearby Trader.

Here are the biomes listed in their order of severity:

The Pine Forest – Starting biome with no hazards The Burnt Forest – Combat the hot embers & thick black smoke The Desert – Overcome the extreme heat The Snow – Survive the freezing temperatures and windchill The Wasteland – Conquer the high radiation fallout

There are seven challenges for each hazardous biome:

Wearing specific armor or obtaining the previous biome’s badge Harvesting biome specific resources Crafting remedies to increase your hazard resistance Mining biome specific resources Killing biome specific enemies Looting in the biome Spending a specific amount of time in each biome

The Biome Progression system is on by default but can be disabled in the game and server options which will turn off the biome hazards and requirements for Biome Badges.

Biome Progression Loot Stage Cap

In addition to the biome hazards, each biome will have a progressive loot stage cap. This will help to encourage players to explore each biome and seek out higher tiered loot. Loot caps are increased by progressing forward through each biome’s challenges.

Caps are automatically increased when entering into a harder biome To raise the cap in the current biome, complete the next higher biome’s challenges Continuing to progress and complete more biome challenges will keep raising the cap in the previous biomes The loot cap is off if the Biome Progression option is disabled

Biome Resources

To encourage biome exploration, dominant ore types have been redistributed across the world. Each biome now favors a specific ore: Iron in the Pine Forest, Potassium Nitrate in the Burnt Forest, Oil Shale in the Desert, Coal in the Snow biome, and Lead in the Wasteland. While all ores can still be found in low volumes elsewhere, venturing into the right biome will greatly improve your yields.

Dynamic Storm System

Can you weather the storm? We have overhauled the legacy weather system and added a new Dynamic Storm System to the game. These storms have an increased severity per biome with random frequency and duration. Biome Badges will not protect against these storms. There are five types of storms listed below in their order of severity:

Thunderstorms – All Biomes (No damage to the players) Ember Storm – Burnt Forest Biome Only (Damages players) Sand Storm – Desert Biome Only (Damages players) Snow Storm – Snow Biome Only (Damages players) Radiation Storm – Wasteland Biome Only (Damages players)

A Storm is Brewing:

Storms will occur occasionally with some random variation in time and can last for several minutes. The Storm Frequency option adjusts how often storms occur, ranging from 0% (storms disabled) to 500% (five times more frequent storms). When a severe storm begins, the following will happen: The player will hear a warning siren accompanied by a HUD message on the top of the screen ‘Storm Warning! Seek Shelter!’ or ‘Storm Warning! Leave Biome!’ depending on if a player has earned their Biome Badge. The HUD message is accompanied by a 60 second timer. After the timer expires, the HUD message changes to ‘Seek Shelter Now!’ or ‘Leave Biome Now!’ depending on if a player has earned their Biome Badge. A storm Buff timer will then display on the left side of the screen showing how much time a player has before they will take damage. If the player is not sheltered, they will take damage. If they have found a sufficient shelter, the HUD text will change to ‘You are safe from the storm’. Players can also build a quick shelter or use first aid kits to prolong their life in the storm. Note: If you have not gained your Biome Badge, seeking shelter will only protect you from the storm. The biome hazards will still be active and will require hazard reducers while sheltered.

Navezgane has gotten a makeover to work seamlessly with the new biome progression system. Biome boundaries and trader POI positions were updated to improve travel times between large POI townships. Added new 2.0 POIs and others that were not previously on the map (e.g. roadside checkpoints) Updated new player spawn points to be closer to trader (e.g. ~700 meters) Increased density of wilderness POIs with connected pathways. This improves exploration as there are more POI choices visible in the distance to investigate. Updated downtown city in the wasteland biome. (teleport to trader joel then follow roads SW) Rebalanced POI tiers across every biome (e.g. more T5 in the wasteland, etc.)

New Zombies & Higher Gamestaged Zombie Classes

We have added two new special infected zombies and two new higher colored game staged spawn classes to 2.0. The new enemies & classes include:

Plague Spitter – A new special infected desert zombie that can vomit a swarm of insects which attacks the player. Melee weapons are more effective against the swarm. The Hornets are back, only a little smaller! Frost Claw – A new special infected snow zombie that has a long ranged boulder throw attack that does radius splash damage. Watch out for falling rocks! Charged Blue Zombies – A new higher game staged radiated blue class of zombies that turn, attack and run faster than the radiated green zombies, but they do more entity damage. Infernal Orange Zombies – A new higher game staged radiated orange class of zombies that are slower & tankier than the radiated green zombies, but they do more block damage.

Zombie Spawn Improvements

We have added functionality to allow zombies to spawn and crawl out of smaller spaces or tighter areas. Many POIs have been adapted to use these crawl outs, so stay alert survivors. We have improved spawning and respawning of enemies by making increased use of our scripted spawning system which enhances many of the larger POIs. This improves the performance of the POIs and their pacing. You will notice an increased use of roaming enemies in larger POIs which provides a more varied experience. Roam where you want to zombies!

Perk Updates & Rebalance

We’ve added a brand-new General Perks tab and moved some perks that don’t need to be governed by any particular attribute. This allows players to gain certain skills without spending perk points on an attribute their character hasn’t specialized in.

Light, Medium, and Heavy Armor Master Chef Living off the Land Lock Picking Lucky Looter

With those perks moved, we’ve filled in those empty slots with many exciting new perks!

All Attributes have 10 perks Each perk has 5 levels Each Attribute has a new Mastery Perk set that starts at attribute level 6 We’ll let you discover these details on your own

Some Attributes have new or updated perks Perception The Infiltrator – Added ability to pick up various land minds per level Animal Tracker – Adjusted animals tracked per level and added zombie variants Treasure Hunter – Added increased dirt damage, reduced damage when near treasure, and more items found in chests

Strength Grand Slam – Grants the ability to ragdoll enemies with clubs, bats, or sledgehammers while sprinting Pack Mule – Increases the crafting speed of items in your inventory and adds a chance to ignore physical damage when hit Junk Miner – Mining tools can harvest more junk resources like cloth, scrap polymers, scrap iron, and more

Fortitude Siphoning Strikes – Melee kills grant +2 HP per level Rule 1: Cardio – Levels 4 and 5 grant +25 max stamina each

Agility Hard Target – Take less damage while moving Parkour – Added ability to reduce injuries or damage per level

Intellect The Daring Adventurer – Moved pick two quest rewards to level 5

Sledgehammer Saga

I wanna be… Your Sledgehammer! We’ve added a new book series for the sledgehammer weapon class including:

Sledge Saga Vol 1: Adds 10% knockdown chance. Sledge Saga Vol 2: Sledgehammers degrade 20% slower. Sledge Saga Vol 3: Power attack kills weaken and slow nearby enemies for 10 seconds. Sledge Saga Vol 4: Adds 25% more damage to enemies below 30% health. Sledge Saga Vol 5: Gain double XP from sledgehammer headshot kills. Sledge Saga Vol 6: Adds a 10% chance to knock enemies unconscious. Sledge Saga Vol 7: Sledgehammer Power attacks bypass 50% of armor. Completionist Bonus: Refill your stamina with each power attack kill.

Clothing Cosmetic Options, Twitch Drops & DLC

Wear what you want for protection but look how you want cosmetically with new outfits. We will be adding some new cosmetic DLCs options and Twitch Drops to 2.0! Get ready to unlock awesome new content and show off your unique style. Are you too sexy for your shirt?

Trees and Foliage Update

All of the trees have been optimized to run on the same speed tree shader and with reduced draw calls for a performance boost. The burnt forest, wasteland and some of the other trees have been redone stylistically for a new look. All of the trees have newly adjusted wind settings for consistency with the new dynamic storm system. We have improved sub-biome foliage to create clearings and thicker foliage areas with lower growing plants on their perimeter for a much more believable look without sacrificing performance.

POIs: The World is Expanding!

Nearly 140 POIs are coming to V2.0, many have been created to bolster the wilderness POI counts. These include:

125 Explorable Tier 0 Remnant POIs 13 Questable Tier 1 POIs 6 Questable Tier 2 POIs 3 Questable Tier 3 POIs Two new town/city tiles 3 new Questable Tier 5 wilderness POIs bunker_00 (Area 7) mine_01 (Hybrid Mining) quarry_02 (Correa Rockworx)

The larger Tier 4 and Tier 5 POIs combat will feel like a new experience because of scripting, crawl out, and wandering sleeper improvements!

Random Gen Improvements

Town tiles and wilderness POIs use separate terrain smoothing distances and are shorter to keep more height variations in the world. Wilderness POI spawning has been improved allowing a lot more wilderness POIs to spawn and their spawn locations have better random positioning. Wilderness road generation uses improved pathing and can now connect along the length of other wilderness roads. Towns now have independent elevations and wilderness POI elevations use a better calculation. Fixed terrain height accuracy which sometimes caused seams in the world.

New Hand Use Items

We’ve added many new usable hand items with custom animations to improve the games overall immersion including:

New special can with custom label for every canned food item New tintable liquid jars for every drinkable item New special stew food handheld item New special plate food handheld item New generic wrapped parcel for the rest New steroids handheld item New pill bottle handheld item

New Quest Rally Marker

We’ve added a new quest rally maker that displays a custom flag per quest type. If a party has more than one shared quest at the same POI, each unique flag will be shown Player 1 has a clear quest Player 2 has a fetch quest Both players will see both flags Each player will see a green light next to their quest flag

Spawn Near Friend

Starting a new save? Choose a friend to spawn near for ultimate teamwork! We’ve added a handy button to go back to the main menu before joining a game – no more getting stuck! Works for crossplay if you are friends on Discord Note: You cannot spawn near a friend on a server that has biome progression enabled if the inviting player is in a hazardous biome

Discord Implementation

We’ve worked with Discord to make their voice chat the default in 7 Days to Die Players are able to link their main Discord account and see their friend list in game or use an anonymous account, if they don’t want to or don’t have one This includes: The ability to switch between global server and party chat Messaging in and out of Discord (can be hidden) Inviting your friends through Discord Adding Discord Game friends Utilizing your Discord friend list to spawn near friends on a different platform

We’ve also included Discord’s Rich Presence giving you a good idea of what your friend is currently doing in-game

Crossplay on Dedicated Server

2.0 Comes with crossplay on dedicated servers Enjoy a game on a server with max 8 players with all friends of different platforms (Note: This depends on the client) For Console Players servers with compatible console game settings in your region will appear in the server browser. If the server uses settings that are not compatible with your console it will not appear in the server browser. You can always play on your multiplayer game with console without a host having to be around PS5 and Xbox Series clients cannot join dedicated servers with mods. You can rent servers here: Bluefang PingPerfect Frag Nitrado GPORTAL

Serverconfig.xml

For dedicated servers to host players on Xbox Series and PS5 consoles, the following settings in serverconfig.xml should be configured: ServerMaxPlayerCount set to maximum of 8 ServerAllowCrossplay set to True EACEnabled set to True IgnoreEOSSanctions set to False

Other new options: BiomeProgression StormFreq AllowSpawnNearFriend

Audio

We’ve added more footstep variety, making the world feel more alive and immersive than ever! Player footstep sounds now support 3rd person. Sound support for the new biome hazard and biome storm systems. The Frostclaw and the Plague Spitter zombies have their own custom sounds! We have added an increased variety of inventory item sounds. New perk sounds. Discord integration sounds! Sleeper spawning from material SFX (vents, wood, etc.) Zombie dogs have collar chain rattles to better alert players to their presence. Vehicles have greater pitch variation and improved turbo sounds. Improved volume and mix for various zombie voices. Adjusted Minibike sounds for better acceleration and deceleration handling. Fixed enemy alert sounds now playing upon wake and immediate line of sight to player.

DLSS Upscaling

We have added Nvidia’s DLSS upscaling to our graphics rendering system. It is an option under Video/Display/Upscaler Mode. DLSS (Deep Learning Super Sampling) is an AI-powered upscaling technology that boosts performance in games by rendering them at a lower resolution and then using AI to reconstruct a higher resolution image. This allows for higher frame rates and/or higher graphics settings at a given output resolution. DLSS uses AI models, motion vectors, and prior frames to enhance image quality and stability.

Performance

A lot of things have been done to improve performance in V2.0 including:

Added Nvidia’s DLSS upscaling option allowing higher frame rates and/or higher graphics settings at a given output resolution. Unified all trees to be on the same speed tree graphics shader and reduced draw calls on trees for better performance Many of the larger POIS have been updated to utilize the new/spawn and respawning code which improves performance More City remnants POIs have been added to improve framerates in the denser areas of cities

Added, Changed, Fixed Notes

V2.0 b295

Added

Sound to indicate that the spawn window is ready for the player Animal footsteps now have sound when turning Inventory UI Audio – Bedroll Inventory UI Audio – Blocks Inventory UI Audio – Furniture Inventory UI Audio – Lights and Glass Inventory UI Audio – Material Blocks Inventory UI Audio – Misc Wood and Metal Items Inventory UI Audio – Player Crates Inventory UI Audio – Various Items Inventory UI Audio – Wood and Metal Doors, Shutters New SFX for character footsteps New SFX for the Frostclaw and Plague Spitter zombie types New SFX for the new Dentist perk New SFX to support the new Biome Hazard and Biome Storm systems New ‘Use’ SFX on some medical and food items SFX for when player is kicked or leaves a Discord voice channel SFX for when spawn window is ready for player Sleeper Spawn Material SFX UI SFX for player joining and leaving Discord Vehicle engines now have pitch variations Vehicles now have a turbo triggered sound Zombie crawlers now have footstep sounds Zombie Dog collar chain now rattles Zombie Dog, Wolf, and Coyote now have footstep sounds Bookcase Cube Full to the shape menu Cube 1/2 Corner Baseboard Outside, Left, and Right to the shape menu Cube 1/2 Corner Chair Rail Outside, Left, and Right to the shape menu Stairs Filled 1/4 Crown 2 Left and Right to the shape menu Wind motion to blueberry, aloe, yucca, coffee, cotton, hedge and shrub plants Dedicated server and LAN server browsers for PS5 and Xbox AI ranged attack will rotate entity during first half of attack AI ranged attacks are interrupted based on pain felt after applying pain resistance All Frostclaw types and the Infernal Cop have high pain resist until reaching a lower health threshold Crouch upper spine bending for 1m zombie ingress Hooked up zombie projectile CollisionRadius settings and adjusted values New Insect Swarm enemy type for Desert Biome and as Plague Spitter spawned enemy Skinned mesh, and prefab for new Coyote model Skinned mesh, animations, animator controller and prefab for new Grace model Auto-party with friends feature Shelter calculation for the local player now uses raycasts Storm Frequency option on the New Game screen Themed loot bags for Nurse, Lab, Biker, Thug, Utility Worker, and Soldier zombies Block Info pane to Shape Selection Menu. Chat window supports clicking names to whisper individuals or click party/friends text to switch to those chats Generic bindings on XUiC_List and XUiC_ListEntry: “hasselection” to return whether an entry is selected, “hasentry” whether a list entry UI element has actual data assigned to it Global XUi binding “is_world_loaded” Made Area UI wider and removed background to prevent fading in and out New HD screen effects to support new Biome Hazard and Biome Storm systems XUi label view can define maximum width/height when in overflow=resizefreely mode XUi panel view allows overriding the border sprite name XUi panel view allows setting an inset on the border sprite XUi TextInput support for effect attributes XUi view TextList supports “first_line_prefix” attribute that is applied to every new entry XUi views can specify a padding XUiC_SimpleButton support for “hovered” binding XUiV_Sprite support for gradients Entityclasses.xml named colors and MatColor property which sets emissive using name Entityclasses.xml replace_passive_effect to allow naming of common values instead of raw numbers Example game event that starts a buff on an event date Log error on loading items if an item has an invalid UnlockedBy property Log message when mod localization files become too large to be transferred to clients Logging of BlockValues now includes the block’s name New ModEvent CreateWorldDone New ModEvent GameStarting New ModEvent MainMenuOpening, allowing to interrupt the process New ModEvent when server is registered with backends PlayerJoinedGame ModEvent XUi combobox support for custom value formatting XUi XML attributes support “\n” as linebreaks New POI parts for the Navezgane map 12 new industrial parts for POI Design A variety of filler and remnant POIs to the Burnt Forest biome A variety of filler and remnant POIs to the Wasteland biome Base_survivor_02 Cave_11 Cave_12 Crater_deco POIs for Navezgane and RWG Enabled the Prefab Editor “Easy Volume Select” with “Left ALT” by default Example map of trees for level design House_old_cottage_01 for New Lake POI parts Level design tutorial POI – house_old_cottage_01 New min script examples in aaa_script_entrances New POI parts for Navezgane Part_driveway_countryresidential_16 Part_spawner_01 – 06 for new Crawl Out and Trickle Spawn systems New POI Bunker_00 – Tier 5 POI with all quest types New POI Remnant_commercial_large_02 New POI Remnant_commercial_strip_03 New POI Rubble_burnt_filler_03 New POI Rubble_burnt_filler_04 New POI Rubble_burnt_filler_05 rubble New POI Rubble_burnt_filler_22 New POI Rwg_tile_rural_t_05 New POI Site_camp_01. New POI Site_camp_02 New POI Site_grave_01 New POI Site_grave_02 New POI Site_shack_01 New POI Site_utility_01 New POI Site_utility_02 New POI Site_vendor_01 New POI Site_vendor_02 New POI Utility_celltower_03 WIP commit for bunker_00 to be included in pregens Prefab Editor Light Density Stat Prefab Editor Composition Grid Prefab Editor toggle paint texture visibility Prefab Editor Replace shape blocks’ material feature Terrain smoothing buttons to POI Editor General Perks tab to decouple some perks from attributes Agility – Mastery perk set Fortitude – Mastery perk set Fortitude – Siphoning Strikes perk set where melee kills grant 5, 10, 15, 20, and 25 HP Intellect – Mastery perk set Perception – Mastery perk set Strength – Grand Slam perk set Strength – Junk Miner perk set Strength – Mastery perk set Biome terrain layers can randomly pick a block from a list ‘terrDestroyedGrass’ distributed randomly in main and sub biomes Console command and help for “showhits damage” to enable Damage Text Debug Tool for Damage Text that shows 3d numbers on entities each time they take damage – off by default Debug screenshot “save perks” checkbox now also saves buffs and cvars New setting “AllowSpawnNearFriend” Spawn Menu Spawn Filtered button which spawns all currently listed entities in a ring pattern Spawn near friends on first time joining a server User text profanity filtering to PC-XBL client New Rally Marker model for quest activation Robotics loot list to Trader Bob’s specialty inventory Biomes xml weather range parameter Storms reduce vehicle traction and push them with wind Weather global storm Weather group duration and standard length Weather heavy rain/snow settings for each biome Weather storm console command for debugging Improved HD particles and explosion VFX for Molotov cocktail New HD particles to burning enemies New particles to support the new Biome Hazard and Biome Storm systems Sleeper zombies spawned in crawl out locations play a particle effect Wind motion to blueberry, aloe, yucca, coffee, cotton, hedge and shrub plants Added a sound to indicate that the spawn window is ready for the player SFX for when spawn window is ready for player Made Area UI wider and removed background to prevent fading in and out Prefab Editor Composition Grid SFX for when player is kicked or leaves a Discord voice channel WIP commit for bunker_00 to be included in pregens XUi combobox support for custom value formatting Themed loot bags for Nurse, Lab, Biker, Thug, Utility Worker, and Soldier zombies (Allan) Debug screenshot “save perks” checkbox now also saves buffs and cvars Hooked up zombie projectile CollisionRadius settings and adjusted values Running Steam as Ubuntu Snap without microphone permission showing warning window Tool tip for the “Filter small POIs” toggle in the Teleport to POIs menu Command to complete challenges

Changed

Adjusted minibike engine sound settings and added acceleration/deceleration sounds Audio Volume Balancing for Humanoid Zombie Voices Player Footstep sounds when walking on various plants Reduced animal footstep sound delay and added a short delay on new movement sound Volume Balance for Challenge UI SFX Burning barrels can now be toggled on/off Recipe for King Sized Bed now makes a color variable helper version Updated all vehicles with CanPlayersSpawnOn property set to false to help prevent players spawning inside cars on first spawn in RWG Updated Plumbing Fixtures Variant Helper with Kitchen Sink Revised the console graphics mode selection logic and UI to decouple the selection of an upscaler mode from the graphics Performance and Quality presets. Exposed FSR2, FSR3 and Scale upscaling modes on console. Set default upscaler mode to FSR3 for all platforms Decreased vulture battle fatigue max time and increased cooldown min time Demolisher zombie’s shoulder explosive now can be set off by turrets, when a turret is manually controlled by a player Game stage spawn defaults to num 1, maxAlive 1, duration 1 Improved AI run away distances, timings and how it resets Improved animal and zombie movement animation blending rate and separated the rates of walk and run Improved animation hit reaction blend values Improved zombie crouch rules and uses new animation Improved zombie root motion settings on a few animations Increased AI look time after wandering Increased bear and boar wander move speed Increased ProjectileMoveScript lerp rate to the ideal position Lowered vulture attack threshold to 80% health Reduced AI wait time to jump when path blocked Reduced small bear mass Reduced Zombie Dog sense and alert volumes Blood moon party maximum active enemy count with increased game stage scaling based on the full count Junk Drone recipe now uses electrical parts instead of motion sensors LandClaimCount default increased to 5 to allow players to have claims in each biome Reduced the amount of silver, gold, and diamonds needed for the Gather Precious Elements Challenge Reduced the drop chance of loot bags on Dire Wolf and Zombie Bear to 50% Updated 44 Magnum and Desert Vulture with new SoundDataNode setups to adjust heat_map_strength per weapon Workstation mods and crafted items now drop into a loot bag if the workstation is destroyed You can now repair armor directly from the Player Equipment slots using the Action Menu Added movement mode toggle button to Extended Character Stats screen to display stats as they would be calculated when that movement mode is active Airdrop NavObjects now persist between sessions Data Management screen now hides built-in worlds when they have no associated save data and cannot be meaningfully interacted with In-game debug menu tab refactor Increased padding between day and time under the compass for some languages XUi – Apply parent view size to controls when they do not provide a default and the respective dimension is not explicitly overridden by the instantiation XUi TabSelector component updated for flexibility, also now supports hiding individual tabs temporarily Additional documentation for game stage spawns in gamestages.xml Event onSelfLeaveGame hooked up ModEvents take a ref struct argument for easier argument identification and update compatibility Increased blood moon party distance to add players Removed timeout for fetching news from storage Server Browser backend improvements for LAN/Dedi support (LAN advertising on PC Only, all platforms can search LAN) Updated serverconfigxml with BiomeProgression and StormFreq settings House cleaning of small changes and tweaks to several VFX assets Improved AI handling of blocks in their way Improved Weather Manager lightning spawning locations Improved cloud lightning rendering Improved falling block movement on clients Improved lightning pulse counts, timing, movement, fade and made framerate independent Improved performance on Burning Barrel fire Improved performance with updated particles and materials for Campfire Improved performance with updated particles and materials for Forge Lowered volume of smoke chimney – mostly at farther distances Normal lighting/thunder is managed by each client Optimized CalcPositionInDirection Optimized Chunk block light access and the Light Processor Optimized DictionarySave ParseData garbage gen Optimized EntityStats by adding PlayerEntityStats to manage player only values Optimized GameRandom inlining Optimized Min Effects slightly Optimized Occlusion light culling Optimized Perlin noise generation Optimized Stat class Optimized buff and effect value lookups Optimized chunk’s block entity render setup garbage generation Optimized entity factory GetEntityType Optimized entity spawning AI task parsing Optimized entity stats creation/loading Optimized getting chunks from world position Optimized materials and effects for Cement Mixer prefab Optimized nav icon updates Optimized nav icon’s UI to be made when displayed instead of for example when entities spawn Optimized performance on barrel prefab explosions Optimized shotgun turret firing particles to only spawn once per set of rays Optimized vehicles to not use a container object Optimized voxel mesh terrain texture id to colors Optimized zombie animation controller parameters Optimized zombie animation clip masks Optimized zombie spawning performance Perf pass on prefabExplosions Removed scheduled plant ticks on block removal, fixes issue where plants grew slowly when replaced by the same block ID in quick succession Removed unused icons from Data/ItemIcons and refreshed whole folder Reorganised Player assets for better bundle sizes and future unloading efforts Reorganised Zombie assets for better bundle sizes and future unloading efforts Revised how upscaling settings are presented in the game UI. Players can now select between FSR 2, FSR 3, Dynamic Resolution, and Scale modes via Video Settings > Display > Upscaler Mode. Defaults to FSR 2 with the Balanced preset Small performance pass on explosion for Rocket Updated upscaling implementation: removed FSR 2, replaced FSR 3, and added DLSS for compatible hardware Explosion10 textures performance pass Better terrain smoothing on lake parts Block material concrete to brick on downtown_filler_01 Block material concrete to brick on remnant_business_06 Hotel_ostrich updated for new systems Increased siteMilitary theme tag distance from 500 to 1,000 for new wilderness changes. Minor adjustments to rwg_tile_countryresidential_straight_03 and related parts to allow for smoother vehicle ramp jumps Minscript added to rooftop of skyscraper_01 Minscript, lighting pass, trigger unlock pass Performance pass on house_old_tudor_03 Prefab Editor ‘Show Options’ tab reorganization Prefab terrain copying into world repeats the surface terrain upward and removed the biome topsoil block setting Prefab Tools & Block Tools are now split into individual tabs in the Prefab Editor Red mesa updated for new systems Reefactored Prefab Editor Volume Tools tab Sleeper Volume Window Reorg & Cleanup Admin Tough Guy Shirt now has the wasteland weather kit 4 built-in at no additional charge Agility – All perks have been reworked to have 5 levels Agility – Parkour level 5 now gives “Never take fall damage” Agility – Parkour reduce stamina cost of jumping by 10, 20, 30, 40, and 50% Agility – Parkour safe distance by 1, 2, 3, 4, and 5 meters Agility – Run and Gun hip fire improved by 5, 10, 15, 20, and 25% Agility – Run and Gun movement speed penalty reduced to 40, 30, 20, 10, and 0% Agility – Whirlwind levels reworked to 5, 10, 15, 20, and 25% Strength – Big and Fast levels reworked to 5, 10, 15, 20, and 25% Book – Fireman’s Almanac Vol 1 now adds a chance to find more water in loot Book – Urban Combat Vol 05 no longer grants full land mine immunity, but has a trigger delay of 2 seconds Fortitude – All perks have been reworked to have 5 levels Fortitude – Lightning Hands levels reworked to 5, 10, 15, 20, and 25% Fortitude – Rule 1: Cardio level 4 adds 25 to max stamina, level 5 adds another 25 to max stamina Increased the accuracy of bows and made the accuracy progressively better for each tech tier Intellect – All perks have been reworked to have 5 levels Intellect – Calculated Attacks levels reworked to 5, 10, 15, 20, and 25% Intellect – Daring Adventurer 2nd quest reward choice moved to level 5 Intellect – Daring Adventurer quest duke bonus reworked to 5, 10, 15, 20 and 25% Intellect – Daring Adventurer trader stage boost reworked to 10, 20, 30, 40 and 50 Kill Some Boars Challenge kill requirement reduced to 1 Light Armor perk set is now in the General Perks tab Paper can now be made with a beaker in the campfire at the cost of more wood Perception – All perks have been reworked to have 5 levels Perception – Animal Tracker levels reworked with new animal unlocks and now including zombie dogs and zombie bears Perception – Quick and Perceptive levels reworked to 5, 10, 15, 20, and 25% Perception – The Infiltrator levels 4 and 5 with trap damage of -60 and -75% Perception – The Infiltrator levels 4 and 5 with trap delay of 3 and 5 seconds Perception – The Infiltrator levels reworked with landmine pickup on level 5 Perception – The Penetrator levels reworked with level 5 now penetrating four additional targets Perception – Treasure Hunter level 3 now grants 50% reduced incoming damage when near buried chests Perception – Treasure Hunter level 4 now adds additional dukes and cash to all buried chests Perception – Treasure Hunter level 5 now adds an additional weapon, armor, or rare item to all buried chests Perception – Treasure Hunter levels 1 and 2 reworked with dirt damage of 50 and 100% more damage Reworked ‘noteDuke01’ to be consumable for XP after reading Updated logic requirements on Admin Tough Guy Shirt to only work when equipped Updated stun baton probability in Mo Power containers to prevent them from spawning too soon Various advanced ammo types are now loot staged in loot containers Adjusted decorations in the Burnt and Wasteland biomes Biomes and sub biomes use a single noise generator with caching and increased detail Decreased RWG town tiles smoothing range Forest has a small shrubs and trees sub biome Improved forest flower and heavy short grass sub biomes Improved RWG township height calculation to a 9 point average, is raised 3m and raised even more if snow or wasteland Improved RWG wilderness path generation Improved RWG wilderness road pathing to other wilderness roads Increased RWG wilderness road max step height Moved forest biome trees to a large sub biome and rebalanced Optimized RWG FindDetailedPath Rebalanced ore nodes per biome. Forest = High mix/Low volume of all ores minus Oil Shale, Burnt = Coal, Desert = Oil Shale, Snow = Lead, Wasteland = Iron. Potassium Nitrate is mixed in all biomes with slightly higher probability of other Low Mix/Low volume ores in all biomes Removed RWG wilderness township and POI padding for 4x available locations RWG roads do not smooth heights inside POI or tile bounds RWG tiny townships like traders use a short tile smoothing range RWG towns to have individual heights Slightly increased or additional chances for boar spawns in forest and burnt biome Split RWG country town township into desert and snow variants Updated biomes.xml to use specific trees in the burnt forest and wasteland Updated several tree helpers to use biome specific trees Wilderness POI tiles now have a separate small range Allow ignoring chest locks when debug mode is enabled Game launcher on Linux/macOS now uses the same folder for logs as Windows POI teleporter window shows biome names Reorganized biomes.xml to be in biome progression order Set default upscaler mode to FSR3 for all platforms Updated localization of foodCanChiliDesc Updated server start scripts to put logs at root level instead of the Data folder POI names are now displayed in trader quest lists Super Corn and Super Corn seeds now appear in Trader Rekt’s inventory starting at around Trader Stage 40 Traders now have different greetings for times of day Renamed all Twitch related references of Marksman Rifle to Lever Action Rifle Improved weather bloodmoon check rate Weather storm values now split out per biome. Better resolution tagged textures in gore Improved bullet impact light range Improved machinegun firing particles Improved pistol, SMG and robotic turret firing particles Improved rifle firing particles Improved shotgun firing particles Improved SMG and shotgun turret firing particles New art for campfire fire particle New art for MolotovPrefab and molotovExplosion Remastered buff_smoke male and female sounds Updated particles and materials for Campfire Updated particles and materials for Forge In-game debug menu tab refactor Renamed all Twitch related references of Marksman Rifle to Lever Action Rifle Updated serverconfigxml with BiomeProgression and StormFreq settings XUi – Apply parent view size to controls when they do not provide a default and the respective dimension is not explicitly overridden by the instantiation Increased ProjectileMoveScript lerp rate to the ideal position Biome smoothies now grant a 10% speed boost while in the appropriate biome Honey is now using a mason jar and hold type for drinking Increased the amount of gas found in quad barrels Increased the entity damage on Shotgun Slugs Intro to Buried Supplies quests are now clamped to the Pine Forest Light Armor perk now adds 1 Armor Rating per perk level to each Light Armor piece equipped Optimized EnumDecoAllowedExtensions Renamed Banded Armor Plating Mod to Advanced Armor Plating Mod Renamed Customized Fittings Mod to Advanced Armor Fittings Mod Renamed Improved Fittings Mod to Armor Fittings Mod Sleeper Spawn Material Sounds (Metal only) Updated tool box loot lists with various tool themed magazines Remnant_house_06 sleepers quantity to prevent unguarded loot Vehicles are now placed as unlocked Grace does a lot more block damage Increased snow terrain health EULA to include language for Discord features Improved RWG highways to prevent overlapping wilderness POIs Increased RWG POI padding from tile edges

Fixed

Chainsaw and Auger sounds no longer continue when swapping weapons Player footsteps now play when in 3rd person Sleeper enemies now play an alert sound if they wake and have immediate line of sight to a player Burning barrels no longer burn under water Drawbridge open/close state now saves on chunk unload End table lamp light should no longer self shadow MultiBlock helpers that spawn single-blocks are now correctly re-rolled on subsequent POI resets POI imposter billboard blocks no longer flicker from back faces drawing POI torches and candles that are set as lit in editor will no longer remain lit in game when underwater. SFX for activating generator are now audible if ambient volume is off Storage Crates now upgrade properly while another player is accessing it Wrong material being used on dirty drape tops PS5 Only – DualSense effects will now pause when in UI Play Offline is now enabled when the PSN is unreachable and when EOS external auth service is unavailable Rare crash on PS5 when getting quests from the trader Rare crash on Xbox when exiting to the main menu AI crouch head offset AI jumping would be cancelled by starting the Look AI task AI ranged attacks would continue while electrocuted Animation blend choppiness when speed and strafe changes Approach and Target AI task will now attack an entity 2 or more meters above their Y position AvatarAnimalController finding transforms twice during spawn Burnt zombie walk animation now triggers footstep sounds Crawler “footsteps” now play for all materials Crawler zombies could move too far visually into obstacles Grace’s ‘body’ collider was on the wrong joint so she couldn’t be damaged/harvested from her spine Hazmat zombie collider on his tank hits the upper block when crouching Memory access violations caused by mutated zombie particle effect by adding a delay to the smallSteam particle emission Most animals had a delay before their jump motion Player or AI projectiles could rarely not collide with an entity moving towards them ProjectileMoveScript collisions could rarely miss Radiated vulture vomit starting position Reduced particle rate of Cop Vomit Some root transforms were not removed from Origin when returning to main menu Spider zombie colliders were too tall Spider zombie walk and run animations now trigger footstep sounds Spider zombies can no longer move into or attack through blocks Vulture bodies are no longer invisible when they fall from sky on death Zombie wall attack animations no longer briefly move downward Zombies no longer drift with AI disabled Zombies no longer play step sounds when idle Accuracy update is now framerate independent After gathering resources for a recipe, Craft action is enabled without UI refresh Air drop loot bag no longer falls through world AK47 muzzle particle positioning Arrows and bolts stuck in the world would move and might be seen floating in air after an origin shift Arrows and bolts stuck in the world would not despawn until world shutdown Being struck with an armor rating of 56+ no longer defaults to metallic sound Bloodmoon Game Stage increase for large zombie counts was too strong at low Game Stages Buff triggerfatigued no longer causes the player to lose health on re-log Camera shake from concussions or stuns could break rotating the camera Changing weapons during a reload now applies in the 3rd person animation Clients are unable to loot any containers with “E” if teleporting while opening container Crossbow is now held correctly in 2nd and 3rd person views Daring Adventurer no longer affects the quantity of an item received in challenge rewards Dart traps now contribute to player kill count Diagonal movement is no longer louder than non-diagonal. Diagonal movement speed is now normalized to straight-line movement speed Equipping armor pieces with cloth components can cause single frame glitches and occlusion issues Fall damage refactored to improve consistency and better reflect the design intent – e.g. where damage and injuries only begin to apply for falls of greater than six meters high Gunfire and bullet impacts were not lighting the world Knuckle weapon animation no longer breaks when switching weapons on toolbelt to same slot Motion Sensor is not working correctly if placed by a client Night Vision Mod can no longer be toggled from the toolbelt NRE when switching from an external camera like a turret or motion sensor to the player inventory Phantom reload caused by swapping partway through a reload or swapping back and starting immediate reload via LMB Pipe Pistol reload-swap no longer breaks reload animation Pipe pistol, pipe shotgun, and desert vulture no longer get stuck in broken open state if swapped during reload Player is no longer naked during death animation Players are now able to access loot bags in the same space as spike traps Players are now able to use tool belt after harvesting animal or corpse Players no longer go through the reload animation again after interacting with an auto turret Relogging insider a trader POI no longer automatically kicks player out Repair option is now disabled while reloading weapons Repair tools now upgrade blocks with correct amount of hits, and XP is properly rewarded Respawning on Permadeath or with no respawn points/inventory now uses the starting spawn points Respawning without bedroll/backpack always makes you spawn in the location you died. Robotic Turret now has a reload cancel Robotic, SMG and shotgun turrets were leaking disabled smoke particles Salvage tool hit sounds no longer desyncs with animation Shared quests with the same location are now tracking properly Spotlight, Motion Sensor, and Turret no longer throw errors when the camera targeting function is accessed Stun Baton charged effect is no longer difficult to notice Stun Baton particles now light the world Swapping toolbelt item while throwing timed charge no longer results in invisible weapon Switching toolbelt slots no longer retains animation between items Throwable items no longer get stuck when opening inventory while charged Using repair tools to repair or upgrade no longer causes HP loss with recovering Broken or Sprained arms Wandering hordes should no longer trigger right after a blood moon Weapon particle effects no longer detach while aiming down sights Wire tool animation for starting cable placement in second and third person views Wire tool sounds now play for clients Chinese, Japanese and Korean characters will now show on player writable signs and storage crates in console builds. Extended player display no longer alternates between values randomly, and stat lookups are consistent Map waypoint invites list supports more than four rows Sleeper volume indicators no longer persist after death Workstation Craft quantity amounts no longer reset if item shifts in the list, it now will retain counts as long as the view isn’t a recipe item when switched AI would not attack an entity around 2m above their y position Damage entity GeneralDamageResist used the previous attacker value Non helper container blocks are now lootable when added to biomes.xml using blockontop elements OnPerkLevel only worked on the skill not the entire player. RomanNumber formatter no longer does endless loop with inputs greater 10 – this allows for quest tiers above 10 Both host and client can now see air drop on map when it spawns far away Chopped down trees will no longer reappear and eat blocks and land claims Clients adding or removing buffs were sent back to them by the server – this fixes weather buffs being ignored on clients if using same player account as host Clients should no longer see chicken and rabbits glide around Could not use keyracks / switches in POIs with files not available on the client Critical hits no longer trigger differently for clients and hosts. Dedicated Server Client infection can no longer progress and revert at the same time Equipping armor pieces should no longer make remote players’ armor pieces’ jiggle tech bound around Exception as client in playtesting session from DynamicMesh system Exception as client in playtesting session from nav markers for triggers Multiplayer clients taking damage no longer have a chance to instantly die when having pack mule and pain tolerance under certain conditions Multiplayer clients can now purchase multiple items from traders and vending machines without the item selection resetting Some server browser buttons were missing audio feedback XboxLive PC Friends will now show in the in-game search Wire tool sounds should now play for multiplayer clients Added gates to entrance of roadside_checkpoint_01 to improve flow Addressed strong light bleed in house_old_pyramid_01 Barn_03 no longer collapses when looting a load bearing bag Cabinet door clipping in cabin_14 Changes made to terrain density in the Prefab Editor are now saved for spaces occupied by MultiBlock children Clipping cloth pile removed in site_camp_01 Clipping hay bale in barn_03 Container clipping in docks_05 Cooler lid clipping into wall in cabin_03 Corrected missing small piece of barbed wire at trader_rekt Floating block in farm_16 Floating vent blocks removed from school_03 parking lot Floating weapons bag in country_junkyard_01 Gravel path to nowhere in abandoned_house_01 now leads to somewhere Helper for Quest rally marker no longer shows in-game Inconsistent POI sleeper spawn counts between RWG and Playtest Incorrect sleeper volume spawn counts on Arlene, Chickens and Inmate zombies in aaa_all_zombies Interactive triggers no longer stop working if player leaves and returns to area Issues preventing quest completion in school_03 Light bleed in bathroom of store_hardware_03 Load bearing curtains in courthouse_med_01 no longer cause windows to collapse Luggage clipping in hotel_ostrich Mismatched paint in house_burnt_03 Mismatched paint in house_burnt_03 Mismatched paint in house_old_gambrel_02 Mismatched paint in house_old_ranch_10 Mismatched surfaces in house_old_ranc Mismatched texture in house_old_modular_01 Mismatched textures in house_old_victorian_05 Mismatched textures in house_old_victorian_05 Mismatching textures in remnant_house_modern_04 Mispainted textures in house_old_pyramid_04 Missing barb wire in house_old_gambrel_03 Missing paint in barn_03 Missing paint in house_burnt_04 Missing paint in house_old_gambrel_01 Missing paint in house_old_modular_08 Missing paint in house_old_victorian_06 Missing paint in store_hardware_03 Missing texture in gas_station_05 Missing textures in hospital_01 Missing textures in skyscraper_01 & min script quest completion Prefab Editor operations did not mark a prefab as dirty: Smoothing, replace block/paint/materials, clean densities, strip texture, changing ground level Refactored roof on remnant_house_modern_04 to account for inconsistent overhang Refactored side beam connections on bridge_asphalt_broken Removed vehicle prop in country_junkyard_01 Replaced grate in rwg_tile_downtown_corner Replaced juniper with helper version at trader_jen Resolved a cabinet conflict in house_old_tudor_03 Rope to nowhere in house_burnt_06 Several cases of switches in “ON” state when they should be “OFF” during a restore power quest Shipping container issues resolved in gas_station_11 Sidewalk connections on residential tiles, as well as commercial_cap and downtown_intersection tiles Sleeper no longer falls off roof in business_burnt_02 Stability issues in house_old_gambrel_03, Stability issues in house_old_ranch_13 Stove and cabinet no longer conflict in tudor_03 Structural integrity issue in house_old_pyramid_01 Terrain density issue in house_old_victorian_01 Terrain density issue in store_pharmacy_01 Terrain issue in mansard_03 Terrain layers no longer move upward when reset with a POI that added terrain Texture issues and prop clipping in cabin_08 Texture issues in cabin_16 Texture issues in factory_03 Texture issues in house_old_mansard_06 Texture issues in skyscraper_02 The shoe rack behind the counter in trader_joel is no longer lootable Tree clipping in rwg_tile_downtown_intersection_02 Trees that have been POI reset no longer add unneeded scheduled ticks for each of their blocks Trigger button set incorrectly on aaa_demolition Trigger volumes fail to work after chunk reset Uneven terrain in gas_station_09 Uneven terrain in rwg_tile_downtown_t Zombies no longer spawn in player view in house_burnt_03 Deco manager (trees) only used trees from main biome instead of sub biomes RWG MinHeapBinned allocating memory for each path RWG preview window keyboard controls were active while typing in the seed edit box RWG saved heights range did not exactly match loaded heights in world RWG wilderness POI random positioning to be more random Animation ForcedRootMotion did not activate Audio Manager play on an entity checked maxVoicesPerEntity before removing old sounds Clock drift was preventing title storage data from being retrieved SDTD-23941 Blood Moon calculations in SkyManager only valid for 18 hour days Set colliders to allow dropping items for the paintbrush, wooden bow, double barrel shotgun, and lever action rifle Water at low quality is no longer translucent Trader quest list was not resetting for clients Low stamina no longer causes heavy breathing to continue on vehicles Vehicle turbo pitch was inconsistent Lightning directional light angles Pump shotgun particles Trader quest list was not resetting for clients Several cases of switches in “ON” state when they should be “OFF” during a restore power quest Radiated vulture vomit starting position AvatarAnimalController finding transforms twice during spawn Clients are unable to loot any containers with “E” if teleporting while opening container Motion Sensor is not working correctly if placed by a client Memory access violations caused by mutated zombie particle effect by adding a delay to the smallSteam particle emission Some root transforms were not removed from Origin when returning to main menu Arrows and bolts stuck in the world would not despawn until world shutdown AI ranged attacks would continue while electrocuted Player or AI projectiles could rarely not collide with an entity moving towards them ProjectileMoveScript collisions could rarely miss Arrows and bolts stuck in the world would move and might be seen floating in air after an origin shift AI pathing issue addressed in church_02 Adjusted rally marker in tudor_02 Bandage cancels unless user waits longer for it to complete than feels right Biome general atmospheric particle effects were not playing Clipping issues in cabin_16 Drone projectile collider issue Game launcher CLI argument for UserDataFolder now overrides same argument if supplied in the custom arguments text box Garage door replaced in house_old_ranch_08 Garage door replaced in house_old_tudor_02 Insect swarm no longer has trouble hitting players a second time on dedi Insect swarms can now hit you if you’re walking InvalidCastException thrown in networking when clients are passengers in a vehicle while holding a ranged weapon Junk sledge should now target insect swarm on dedi Left and Right news screen is now mapped to same buttons on controller Lighting issue in house_burnt_01 Low volume modified on Track SFX for Challenge UI Minor adjustments to mine_01 based feedback Missing tags are now on Rad Remover for charged and infernal zombie variants Percentage in description was not updating properly for Farmer Full Set Bonus Perception Mastery: Vital Wound and Agility Mastery: Bleeding Hearts no longer use the maxBleedCounter that is governed by Deep Cuts Plague Spitter swarm can no longer hold arrows Players in v2.0 are no longer spawning with no challenges when using Steam invite / join Prefab Editor no longer starts during night time Rally Marker SFX Loop is no longer heard when game is paused Reworked logic to prevent Modify option on Biome Badges Settings option no longer overlaps logo after exiting audio settings in Discord first time prompt Snow particles are no longer seen in the pine forest Structural issues in fire_station_03 Texture issues in countrytown_business_02 Texture issues in remnant_house_10 Vehicles shouldn’t restore HP after damage and re-mount on dedi anymore Weather shelter checks adjusted on some sloped walls CRT TV audio loop continues to play while game is paused Error spam while updating windows ‘crafting’ on loading when repairing Grace was slimmed down to fit through 1m wide openings and her face pokes through walls less AI break block task was canceling for enemies on ladder and not touching ground
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