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cover-7 Days to Die

Friday, June 27, 2025 5:02:29 PM

V2.0 Yama Notları

Hey Survivors,here is the V2.0 Changelog.
You can find the changelog and release notes here also.Added Sound to indicate that the spawn window is ready for the playerAnimal footsteps now have sound when turningInventory UI Audio – BedrollInventory UI Audio – BlocksInventory UI Audio – FurnitureInventory UI Audio – Lights and GlassInventory UI Audio – Material BlocksInventory UI Audio – Misc Wood and Metal ItemsInventory UI Audio – Player CratesInventory UI Audio – Various ItemsInventory UI Audio – Wood and Metal Doors, ShuttersNew SFX for character footstepsNew SFX for the Frostclaw and Plague Spitter zombie typesNew SFX for the new Dentist perkNew SFX to support the new Biome Hazard and Biome Storm systemsNew ‘Use’ SFX on some medical and food itemsSFX for when player is kicked or leaves a Discord voice channel SFX for when spawn window is ready for playerSleeper Spawn Material SFXUI SFX for player joining and leaving DiscordVehicle engines now have pitch variationsVehicles now have a turbo triggered soundZombie crawlers now have footstep soundsZombie Dog collar chain now rattlesZombie Dog, Wolf, and Coyote now have footstep soundsBookcase Cube Full to the shape menuCube 1/2 Corner Baseboard Outside, Left, and Right to the shape menuCube 1/2 Corner Chair Rail Outside, Left, and Right to the shape menuStairs Filled 1/4 Crown 2 Left and Right to the shape menuWind motion to blueberry, aloe, yucca, coffee, cotton, hedge and shrub plantsDedicated server and LAN server browsers for PS5 and XboxAI ranged attack will rotate entity during first half of attackAI ranged attacks are interrupted based on pain felt after applying pain resistanceAll Frostclaw types and the Infernal Cop have high pain resist until reaching a lower health thresholdCrouch upper spine bending for 1m zombie ingressHooked up zombie projectile CollisionRadius settings and adjusted valuesNew Insect Swarm enemy type for Desert Biome and as Plague Spitter spawned enemySkinned mesh, and prefab for new Coyote modelSkinned mesh, animations, animator controller and prefab for new Grace modelAuto-party with friends featureShelter calculation for the local player now uses raycastsStorm Frequency option on the New Game screenThemed loot bags for Nurse, Lab, Biker, Thug, Utility Worker, and Soldier zombiesBlock Info pane to Shape Selection Menu.Chat window supports clicking names to whisper individuals or click party/friends text to switch to those chatsGeneric 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 itGlobal XUi binding “is_world_loaded”Made Area UI wider and removed background to prevent fading in and outNew HD screen effects to support new Biome Hazard and Biome Storm systems XUi label view can define maximum width/height when in overflow=resizefreely modeXUi panel view allows overriding the border sprite nameXUi panel view allows setting an inset on the border spriteXUi TextInput support for effect attributesXUi view TextList supports “first_line_prefix” attribute that is applied to every new entryXUi views can specify a paddingXUiC_SimpleButton support for “hovered” bindingXUiV_Sprite support for gradientsEntityclasses.xml named colors and MatColor property which sets emissive using nameEntityclasses.xml replace_passive_effect to allow naming of common values instead of raw numbersExample game event that starts a buff on an event dateLog error on loading items if an item has an invalid UnlockedBy propertyLog message when mod localization files become too large to be transferred to clientsLogging of BlockValues now includes the block’s nameNew ModEvent CreateWorldDoneNew ModEvent GameStartingNew ModEvent MainMenuOpening, allowing to interrupt the processNew ModEvent when server is registered with backendsPlayerJoinedGame ModEventXUi combobox support for custom value formattingXUi XML attributes support “\\n” as linebreaksNew POI parts for the Navezgane map12 new industrial parts for POI DesignA variety of filler and remnant POIs to the Burnt Forest biomeA variety of filler and remnant POIs to the Wasteland biomeBase_survivor_02 Cave_11Cave_12 Crater_deco POIs for Navezgane and RWGEnabled the Prefab Editor “Easy Volume Select” with “Left ALT” by defaultExample map of trees for level designHouse_old_cottage_01 forNew Lake POI partsLevel design tutorial POI – house_old_cottage_01New min script examples in aaa_script_entrancesNew POI parts for NavezganePart_driveway_countryresidential_16 Part_spawner_01 – 06 for new Crawl Out and Trickle Spawn systemsNew POI Bunker_00 – Tier 5 POI with all quest typesNew POI Remnant_commercial_large_02New POI Remnant_commercial_strip_03New POI Rubble_burnt_filler_03 New POI Rubble_burnt_filler_04New POI Rubble_burnt_filler_05 rubble New POI Rubble_burnt_filler_22New POI Rwg_tile_rural_t_05New POI Site_camp_01.New POI Site_camp_02New POI Site_grave_01 New POI Site_grave_02New POI Site_shack_01New POI Site_utility_01New POI Site_utility_02New POI Site_vendor_01New POI Site_vendor_02New POI Utility_celltower_03WIP commit for bunker_00 to be included in pregensPrefab Editor Light Density StatPrefab Editor Composition Grid Prefab Editor toggle paint texture visibilityPrefab Editor Replace shape blocks’ material featureTerrain smoothing buttons to POI EditorGeneral Perks tab to decouple some perks from attributesAgility – Mastery perk setFortitude – Mastery perk setFortitude – Siphoning Strikes perk set where melee kills grant 5, 10, 15, 20, and 25 HPIntellect – Mastery perk setPerception – Mastery perk setStrength – Grand Slam perk setStrength – Junk Miner perk setStrength – Mastery perk setBiome terrain layers can randomly pick a block from a list‘terrDestroyedGrass’ distributed randomly in main and sub biomesConsole 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 defaultDebug screenshot “save perks” checkbox now also saves buffs and cvarsNew setting “AllowSpawnNearFriend”Spawn Menu Spawn Filtered button which spawns all currently listed entities in a ring patternSpawn near friends on first time joining a serverUser text profanity filtering to PC-XBL clientNew Rally Marker model for quest activationRobotics loot list to Trader Bob’s specialty inventoryBiomes xml weather range parameterStorms reduce vehicle traction and push them with windWeather global stormWeather group duration and standard lengthWeather heavy rain/snow settings for each biomeWeather storm console command for debuggingImproved HD particles and explosion VFX for Molotov cocktailNew HD particles to burning enemiesNew particles to support the new Biome Hazard and Biome Storm systemsSleeper zombies spawned in crawl out locations play a particle effect Wind motion to blueberry, aloe, yucca, coffee, cotton, hedge and shrub plantsAdded a sound to indicate that the spawn window is ready for the playerSFX for when spawn window is ready for playerMade Area UI wider and removed background to prevent fading in and outPrefab Editor Composition Grid SFX for when player is kicked or leaves a Discord voice channel WIP commit for bunker_00 to be included in pregensXUi combobox support for custom value formattingThemed loot bags for Nurse, Lab, Biker, Thug, Utility Worker, and Soldier zombies (Allan)Debug screenshot “save perks” checkbox now also saves buffs and cvarsHooked up zombie projectile CollisionRadius settings and adjusted valuesRunning Steam as Ubuntu Snap without microphone permission showing warning windowTool tip for the “Filter small POIs” toggle in the Teleport to POIs menuCommand to complete challengesChanged Adjusted minibike engine sound settings and added acceleration/deceleration soundsAudio Volume Balancing for Humanoid Zombie VoicesPlayer Footstep sounds when walking on various plantsReduced animal footstep sound delay and added a short delay on new movement soundVolume Balance for Challenge UI SFXBurning barrels can now be toggled on/offRecipe for King Sized Bed now makes a color variable helper versionUpdated all vehicles with CanPlayersSpawnOn property set to false to help prevent players spawning inside cars on first spawn in RWGUpdated Plumbing Fixtures Variant Helper with Kitchen SinkRevised 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 platformsDecreased vulture battle fatigue max time and increased cooldown min timeDemolisher zombie’s shoulder explosive now can be set off by turrets, when a turret is manually controlled by a playerGame stage spawn defaults to num 1, maxAlive 1, duration 1Improved AI run away distances, timings and how it resetsImproved animal and zombie movement animation blending rate and separated the rates of walk and runImproved animation hit reaction blend valuesImproved zombie crouch rules and uses new animationImproved zombie root motion settings on a few animationsIncreased AI look time after wanderingIncreased bear and boar wander move speedIncreased ProjectileMoveScript lerp rate to the ideal position Lowered vulture attack threshold to 80% healthReduced AI wait time to jump when path blockedReduced small bear massReduced Zombie Dog sense and alert volumesBlood moon party maximum active enemy count with increased game stage scaling based on the full countJunk Drone recipe now uses electrical parts instead of motion sensorsLandClaimCount default increased to 5 to allow players to have claims in each biomeReduced 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 weaponWorkstation mods and crafted items now drop into a loot bag if the workstation is destroyedYou can now repair armor directly from the Player Equipment slots using the Action MenuAdded movement mode toggle button to Extended Character Stats screen to display stats as they would be calculated when that movement mode is activeAirdrop NavObjects now persist between sessionsData Management screen now hides built-in worlds when they have no associated save data and cannot be meaningfully interacted withIn-game debug menu tab refactorIncreased padding between day and time under the compass for some languagesXUi – Apply parent view size to controls when they do not provide a default and the respective dimension is not explicitly overridden by the instantiationXUi TabSelector component updated for flexibility, also now supports hiding individual tabs temporarilyAdditional documentation for game stage spawns in gamestages.xmlEvent onSelfLeaveGame hooked upModEvents take a ref struct argument for easier argument identification and update compatibilityIncreased blood moon party distance to add playersRemoved timeout for fetching news from storageServer Browser backend improvements for LAN/Dedi support (LAN advertising on PC Only, all platforms can search LAN)Updated serverconfigxml with BiomeProgression and StormFreq settingsHouse cleaning of small changes and tweaks to several VFX assetsImproved AI handling of blocks in their wayImproved Weather Manager lightning spawning locationsImproved cloud lightning renderingImproved falling block movement on clientsImproved lightning pulse counts, timing, movement,  fade and made framerate independentImproved performance on Burning Barrel fireImproved performance with updated particles and materials for CampfireImproved performance with updated particles and materials for ForgeLowered volume of smoke chimney – mostly at farther distancesNormal lighting/thunder is managed by each clientOptimized CalcPositionInDirectionOptimized Chunk block light access and the Light ProcessorOptimized DictionarySave ParseData garbage genOptimized EntityStats by adding PlayerEntityStats to manage player only valuesOptimized GameRandom inliningOptimized Min Effects slightlyOptimized Occlusion light cullingOptimized Perlin noise generationOptimized Stat classOptimized buff and effect value lookupsOptimized chunk’s block entity render setup garbage generationOptimized entity factory GetEntityTypeOptimized entity spawning AI task parsingOptimized entity stats creation/loadingOptimized getting chunks from world positionOptimized materials and effects for Cement Mixer prefabOptimized nav icon updatesOptimized nav icon’s UI to be made when displayed instead of for example when entities spawnOptimized performance on barrel prefab explosionsOptimized shotgun turret firing particles to only spawn once per set of raysOptimized vehicles to not use a container objectOptimized voxel mesh terrain texture id to colorsOptimized zombie animation controller parametersOptimized zombie animation clip masksOptimized zombie spawning performancePerf pass on prefabExplosionsRemoved scheduled plant ticks on block removal, fixes issue where plants grew slowly when replaced by the same block ID in quick successionRemoved unused icons from Data/ItemIcons and refreshed whole folderReorganised Player assets for better bundle sizes and future unloading effortsReorganised Zombie assets for better bundle sizes and future unloading effortsRevised 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 presetSmall performance pass on explosion for RocketUpdated upscaling implementation: removed FSR 2, replaced FSR 3, and added DLSS for compatible hardwareExplosion10 textures performance passBetter terrain smoothing on lake partsBlock material concrete to brick on downtown_filler_01Block material concrete to brick on remnant_business_06Hotel_ostrich updated for new systemsIncreased 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 jumpsMinscript added to rooftop of skyscraper_01Minscript, lighting pass, trigger unlock passPerformance pass on house_old_tudor_03Prefab Editor ‘Show Options’ tab reorganizationPrefab terrain copying into world repeats the surface terrain upward and removed the biome topsoil block settingPrefab Tools & Block Tools are now split into individual tabs in the Prefab EditorRed mesa updated for new systemsReefactored Prefab Editor Volume Tools tab Sleeper Volume Window Reorg & CleanupAdmin Tough Guy Shirt now has the wasteland weather kit 4 built-in at no additional chargeAgility – All perks have been reworked to have 5 levelsAgility – 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 metersAgility – 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 lootBook – Urban Combat Vol 05 no longer grants full land mine immunity, but has a trigger delay of 2 secondsFortitude – All perks have been reworked to have 5 levelsFortitude – 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 staminaIncreased the accuracy of bows and made the accuracy progressively better for each tech tierIntellect – All perks have been reworked to have 5 levelsIntellect – Calculated Attacks levels reworked to 5, 10, 15, 20, and 25%Intellect – Daring Adventurer 2nd quest reward choice moved to level 5Intellect – 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 50Kill Some Boars Challenge kill requirement reduced to 1Light Armor perk set is now in the General Perks tabPaper can now be made with a beaker in the campfire at the cost of more woodPerception – All perks have been reworked to have 5 levelsPerception – Animal Tracker levels reworked with new animal unlocks and now including zombie dogs and zombie bearsPerception – 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 secondsPerception – The Infiltrator levels reworked with landmine pickup on level 5Perception – The Penetrator levels reworked with level 5 now penetrating four additional targetsPerception – Treasure Hunter level 3 now grants 50% reduced incoming damage when near buried chestsPerception – Treasure Hunter level 4 now adds additional dukes and cash to all buried chestsPerception – Treasure Hunter level 5 now adds an additional weapon, armor, or rare item to all buried chestsPerception – Treasure Hunter levels 1 and 2 reworked with dirt damage of 50 and 100% more damageReworked ‘noteDuke01’ to be consumable for XP after readingUpdated logic requirements on Admin Tough Guy Shirt to only work when equippedUpdated stun baton probability in Mo Power containers to prevent them from spawning too soonVarious advanced ammo types are now loot staged in loot containersAdjusted decorations in the Burnt and Wasteland biomesBiomes and sub biomes use a single noise generator with caching and increased detailDecreased RWG town tiles smoothing rangeForest has a small shrubs and trees sub biomeImproved forest flower and heavy short grass sub biomesImproved RWG township height calculation to a 9 point average, is raised 3m and raised even more if snow or wastelandImproved RWG wilderness path generation Improved RWG wilderness road pathing to other wilderness roadsIncreased RWG wilderness road max step heightMoved forest biome trees to a large sub biome and rebalancedOptimized RWG FindDetailedPathRebalanced 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 biomesRemoved RWG wilderness township and POI padding for 4x available locationsRWG roads do not smooth heights inside POI or tile boundsRWG tiny townships like traders use a short tile smoothing rangeRWG towns to have individual heightsSlightly increased or  additional chances for boar spawns in forest and burnt biomeSplit RWG country town township into desert and snow variantsUpdated biomes.xml to use specific trees in the burnt forest and wastelandUpdated several tree helpers to use biome specific treesWilderness POI tiles now have a separate small rangeAllow ignoring chest locks when debug mode is enabledGame launcher on Linux/macOS now uses the same folder for logs as WindowsPOI teleporter window shows biome namesReorganized biomes.xml to be in biome progression orderSet default upscaler mode to FSR3 for all platformsUpdated localization of foodCanChiliDescUpdated server start scripts to put logs at root level instead of the Data folderPOI names are now displayed in trader quest listsSuper Corn and Super Corn seeds now appear in Trader Rekt’s inventory starting at around Trader Stage 40Traders now have different greetings for times of dayRenamed all Twitch related references of Marksman Rifle to Lever Action RifleImproved weather bloodmoon check rateWeather storm values now split out per biome.Better resolution tagged textures in goreImproved bullet impact light rangeImproved machinegun firing particlesImproved pistol, SMG and robotic turret firing particlesImproved rifle firing particlesImproved shotgun firing particlesImproved SMG and shotgun turret firing particlesNew art for campfire fire particleNew art for MolotovPrefab and molotovExplosionRemastered buff_smoke male and female soundsUpdated particles and materials for CampfireUpdated particles and materials for ForgeIn-game debug menu tab refactorRenamed all Twitch related references of Marksman Rifle to Lever Action RifleUpdated serverconfigxml with BiomeProgression and StormFreq settingsXUi – Apply parent view size to controls when they do not provide a default and the respective dimension is not explicitly overridden by the instantiationIncreased ProjectileMoveScript lerp rate to the ideal position Biome smoothies now grant a 10% speed boost while in the appropriate biomeHoney is now using a mason jar and hold type for drinkingIncreased the amount of gas found in quad barrelsIncreased the entity damage on Shotgun SlugsIntro to Buried Supplies quests are now clamped to the Pine ForestLight Armor perk now adds 1 Armor Rating per perk level to each Light Armor piece equippedOptimized EnumDecoAllowedExtensionsRenamed Banded Armor Plating Mod to Advanced Armor Plating ModRenamed Customized Fittings Mod to Advanced Armor Fittings ModRenamed Improved Fittings Mod to Armor Fittings ModSleeper Spawn Material Sounds (Metal only)Updated tool box loot lists with various tool themed magazinesRemnant_house_06 sleepers quantity to prevent unguarded lootVehicles 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 weaponsPlayer footsteps now play when in 3rd personSleeper enemies now play an alert sound if they wake and have immediate line of sight to a playerBurning barrels no longer burn under waterDrawbridge open/close state now saves on chunk unloadEnd table lamp light should no longer self shadowMultiBlock helpers that spawn single-blocks are now correctly re-rolled on subsequent POI resetsPOI imposter billboard blocks no longer flicker from back faces drawingPOI 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 offStorage Crates now upgrade properly while another player is accessing itWrong material being used on dirty drape topsPS5 Only – DualSense effects will now pause when in UIPlay Offline is now enabled when the PSN is unreachable and when EOS external auth service is unavailableRare crash on PS5 when getting quests from the traderRare crash on Xbox when exiting to the main menuAI crouch head offsetAI jumping would be cancelled by starting the Look AI task AI ranged attacks would continue while electrocutedAnimation blend choppiness when speed and strafe changesApproach and Target AI task will now attack an entity 2 or more meters above their Y positionAvatarAnimalController finding transforms twice during spawn Burnt zombie walk animation now triggers footstep soundsCrawler “footsteps” now play for all materialsCrawler 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 spineHazmat 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 themProjectileMoveScript collisions could rarely missRadiated vulture vomit starting positionReduced particle rate of Cop VomitSome root transforms were not removed from Origin when returning to main menuSpider zombie colliders were too tallSpider zombie walk and run animations now trigger footstep soundsSpider zombies can no longer move into or attack through blocksVulture bodies are no longer invisible when they fall from sky on deathZombie wall attack animations no longer briefly move downwardZombies no longer drift with AI disabled Zombies no longer play step sounds when idleAccuracy update is now framerate independentAfter gathering resources for a recipe, Craft action is enabled without UI refreshAir drop loot bag no longer falls through worldAK47 muzzle particle positioningArrows and bolts stuck in the world would move and might be seen floating in air after an origin shiftArrows and bolts stuck in the world would not despawn until world shutdownBeing struck with an armor rating of 56+ no longer defaults to metallic soundBloodmoon Game Stage increase for large zombie counts was too strong at low Game StagesBuff triggerfatigued no longer causes the player to lose health on re-logCamera shake from concussions or stuns could break rotating the camera Changing weapons during a reload now applies in the 3rd person animationClients are unable to loot any containers with “E” if teleporting while opening containerCrossbow is now held correctly in 2nd and 3rd person viewsDaring Adventurer no longer affects the quantity of an item received in challenge rewardsDart traps now contribute to player kill countDiagonal movement is no longer louder than non-diagonal.Diagonal movement speed is now normalized to straight-line movement speedEquipping 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 highGunfire and bullet impacts were not lighting the worldKnuckle weapon animation no longer breaks when switching weapons on toolbelt to same slot Motion Sensor is not working correctly if placed by a clientNight 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 inventoryPhantom 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 animationPipe pistol, pipe shotgun, and desert vulture no longer get stuck in broken open state if swapped during reloadPlayer is no longer naked during death animationPlayers are now able to access loot bags in the same space as spike trapsPlayers are now able to use tool belt after harvesting animal or corpsePlayers no longer go through the reload animation again after interacting with an auto turret Relogging insider a trader POI no longer automatically kicks player outRepair option is now disabled while reloading weaponsRepair tools now upgrade blocks with correct amount of hits, and XP is properly rewardedRespawning on Permadeath or with no respawn points/inventory now uses the starting spawn pointsRespawning 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 particlesSalvage tool hit sounds no longer desyncs with animationShared quests with the same location are now tracking properlySpotlight, 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 worldSwapping toolbelt item while throwing timed charge no longer results in invisible weaponSwitching toolbelt slots no longer retains animation between itemsThrowable items no longer get stuck when opening inventory while chargedUsing repair tools to repair or upgrade no longer causes HP loss with recovering Broken or Sprained armsWandering hordes should no longer trigger right after a blood moonWeapon particle effects no longer detach while aiming down sightsWire tool animation for starting cable placement in second and third person viewsWire 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 consistentMap waypoint invites list supports more than four rowsSleeper volume indicators no longer persist after deathWorkstation 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 switchedAI would not attack an entity around 2m above their y position Damage entity GeneralDamageResist used the previous attacker valueNon 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 10Both host and client can now see air drop on map when it spawns far awayChopped down trees will no longer reappear and eat blocks and land claimsClients 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 hostClients should no longer see chicken and rabbits glide aroundCould not use keyracks / switches in POIs with files not available on the clientCritical hits no longer trigger differently for clients and hosts.Dedicated Server Client infection can no longer progress and revert at the same timeEquipping armor pieces should no longer make remote players’ armor pieces’ jiggle tech bound around Exception as client in playtesting session from DynamicMesh systemException as client in playtesting session from nav markers for triggersMultiplayer clients taking damage no longer have a chance to instantly die when having pack mule and pain tolerance under certain conditionsMultiplayer clients can now purchase multiple items from traders and vending machines without the item selection resettingSome 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 clientsAdded gates to entrance of roadside_checkpoint_01 to improve flowAddressed strong light bleed in house_old_pyramid_01Barn_03 no longer collapses when looting a load bearing bagCabinet 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 lotFloating weapons bag in country_junkyard_01Gravel path to nowhere in abandoned_house_01 now leads to somewhereHelper for Quest rally marker no longer shows in-game Inconsistent POI sleeper spawn counts between RWG and PlaytestIncorrect sleeper volume spawn counts on Arlene, Chickens and Inmate zombies in aaa_all_zombiesInteractive triggers no longer stop working if player leaves and returns to areaIssues preventing quest completion in school_03Light bleed in bathroom of store_hardware_03Load bearing curtains in courthouse_med_01 no longer cause windows to collapseLuggage clipping in hotel_ostrich Mismatched paint in house_burnt_03Mismatched paint in house_burnt_03Mismatched paint in house_old_gambrel_02Mismatched paint in house_old_ranch_10Mismatched surfaces in house_old_rancMismatched texture in house_old_modular_01 Mismatched textures in house_old_victorian_05Mismatched textures in house_old_victorian_05Mismatching textures in remnant_house_modern_04 Mispainted textures in house_old_pyramid_04 Missing barb wire in house_old_gambrel_03Missing paint in barn_03Missing paint in house_burnt_04Missing paint in house_old_gambrel_01 Missing paint in house_old_modular_08Missing paint in house_old_victorian_06Missing paint in store_hardware_03Missing texture in gas_station_05 Missing textures in hospital_01Missing textures in skyscraper_01 & min script quest completionPrefab 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 overhangRefactored side beam connections on bridge_asphalt_broken Removed vehicle prop in country_junkyard_01Replaced grate in rwg_tile_downtown_cornerReplaced juniper with helper version at trader_jenResolved a cabinet conflict in house_old_tudor_03 Rope to nowhere in house_burnt_06Several 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 tilesSleeper no longer falls off roof in business_burnt_02Stability issues in house_old_gambrel_03, Stability issues in house_old_ranch_13Stove and cabinet no longer conflict in tudor_03 Structural integrity issue in house_old_pyramid_01 Terrain density issue in house_old_victorian_01Terrain density issue in store_pharmacy_01Terrain issue in mansard_03 Terrain layers no longer move upward when reset with a POI that added terrainTexture 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 lootableTree clipping in rwg_tile_downtown_intersection_02Trees that have been POI reset no longer add unneeded scheduled ticks for each of their blocksTrigger button set incorrectly on aaa_demolitionTrigger volumes fail to work after chunk reset Uneven terrain in gas_station_09Uneven terrain in rwg_tile_downtown_tZombies no longer spawn in player view in house_burnt_03 Deco manager (trees) only used trees from main biome instead of sub biomesRWG MinHeapBinned allocating memory for each pathRWG preview window keyboard controls were active while typing in the seed edit boxRWG saved heights range did not exactly match loaded heights in world RWG wilderness POI random positioning to be more randomAnimation ForcedRootMotion did not activate Audio Manager play on an entity checked maxVoicesPerEntity before removing old soundsClock drift was preventing title storage data from being retrievedSDTD-23941 Blood Moon calculations in SkyManager only valid for 18 hour daysSet colliders to allow dropping items for the paintbrush, wooden bow, double barrel shotgun, and lever action rifle Water at low quality is no longer translucentTrader quest list was not resetting for clientsLow stamina no longer causes heavy breathing to continue on vehiclesVehicle turbo pitch was inconsistentLightning directional light angles Pump shotgun particlesTrader quest list was not resetting for clientsSeveral cases of switches in “ON” state when they should be “OFF” during a restore power quest Radiated vulture vomit starting positionAvatarAnimalController finding transforms twice during spawn Clients are unable to loot any containers with “E” if teleporting while opening containerMotion Sensor is not working correctly if placed by a clientMemory 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 menuArrows and bolts stuck in the world would not despawn until world shutdownAI ranged attacks would continue while electrocutedPlayer or AI projectiles could rarely not collide with an entity moving towards themProjectileMoveScript collisions could rarely missArrows and bolts stuck in the world would move and might be seen floating in air after an origin shiftAI pathing issue addressed in church_02Adjusted rally marker in tudor_02 Bandage cancels unless user waits longer for it to complete than feels rightBiome general atmospheric particle effects were not playing Clipping issues in cabin_16Drone projectile collider issueGame launcher CLI argument for UserDataFolder now overrides same argument if supplied in the custom arguments text boxGarage door replaced in house_old_ranch_08Garage door replaced in house_old_tudor_02Insect swarm no longer has trouble hitting players a second time on dediInsect swarms can now hit you if you’re walkingInvalidCastException thrown in networking when clients are passengers in a vehicle while holding a ranged weaponJunk sledge should now target insect swarm on dediLeft and Right news screen is now mapped to same buttons on controllerLighting issue in house_burnt_01Low volume modified on Track SFX for Challenge UIMinor adjustments to mine_01 based feedbackMissing tags are now on Rad Remover for charged and infernal zombie variantsPercentage in description was not updating properly for Farmer Full Set BonusPerception 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 / joinPrefab Editor no longer starts during night timeRally Marker SFX Loop is no longer heard when game is paused Reworked logic to prevent Modify option on Biome BadgesSettings option no longer overlaps logo after exiting audio settings in Discord first time promptSnow particles are no longer seen in the pine forestStructural issues in fire_station_03Texture issues in countrytown_business_02 Texture issues in remnant_house_10Vehicles shouldn’t restore HP after damage and re-mount on dedi anymoreWeather shelter checks adjusted on some sloped wallsCRT 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