A20.1 Stable
Author: Hated,
published 2 years ago,
Today we are releasing A20.1 b6 as stable.
The update comes with many fixes and small balance improvements including fixes to POIs, a fix for the drone dupe, a fix to make achievements work again, balance changes and much more.
Save games should be compatible with A20 b238.
[url=https://community.7daystodie.com/a20-bug-database/bug-pool/before-you-post-a-report-r1/]Official A20 Bug Reporting Thread[/url]
We hope everyone enjoys A20.1 b6!
Have a good day!
[h3][b]A20.1 b6 changelog:[/b][/h3]
[b]Added [/b]
[list]
[*] Show Stability makes a clearly different green for max and darkens colors every 1m of world space
[/list]
[b]Changed [/b]
[list]
[*] AI destroy area is canceled when damaged by an entity
[*] Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
[*] Updated to house_modern_18 based on YT player feedback. (made path more obvious, added torches, added triggers so sleepers arent' left behind, etc.)
[*] Updates to remnant_skyscraper_01 based on feedback.
[*] Updated house_construction_01 and house_construction_02 with new art props
[*] Updated remnant_business_0205, updated with new art and shapes
[*] Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes
[*] House_modern_23 (TIER4) Changes made based on feedback
[*] Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback.
[*] Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen's floor, replaced shelfs to prevent zfight.
[*] Remnant_waste_01: replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling
[*] Updated downtown_strip_10 based on player feedback.
[*] Downtown_filler_27 (TIER3, search, clear) removed door frame simulating door that was permanently closed to avoid confusion
[*] House_modern_23: changes made after level designers meeting feedback
[*] Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest
[*] Slightly increased the probability of books found in book piles and crackabook shelves
[*] Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door.
[*] Updated loot probability and quality templates to better align with the new loot stage system
[*] Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available
[*] Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books early game
[*] Reworked tiered chest loot to better reflect POI difficulty
[*] Reduced the amount of aloe cream found in backpacks
[*] Increased the chance to find acid in sinks and chemical sets
[*] Added another low chance to find vehicle wheels in PassNGas crates
[*] Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimetral wall
[*] Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties
[*] Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before)
[*] Moved the storage crate and writable storage crate to their own recipes (same recipe as before)
[*] Moved the old chair out of the furniture helper and gave it its own new recipe
[*] Added produce baskets, pallets, and empty clothes shelves to furniture helper
[*] Updated preview thumbnail JPGs for part_loot_t1 through t5.
[*] Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle
[*] Updated Localization for furniture helper blocks
[*] Drone description no longer references the ability to fight
[*] Reduced ammo loot counts by ~15 to 30%
[*] Reduced amount of ammo found in yellow zombie loot bags from large to medium group
[*] Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1
[*] Updated colliders and xml on all arrow slits to work like iron bars
[*] Yes Arlene, it's time to take the Christmas tree down! Removed Christmas themed items from loot.
[*] Improved AI destroy area trigger percents/distances, stun handling and capped spread to allies
[*] TerrDestroyedWoodDebris now harvests 1,2 wood instead of 3 to be better aligned with the cost of frame shape blocks
[*] Mmetal_weak to Mmetal on stoves to match other appliance HP pools
[*] Increased the max HP from 5 to 100 on lootable backpacks, duffle bags, sports bags, and purses to help prevent premature loot loss
[*] Added quick exit keyrack to POI oldwest_business_13.
[*] Large_park_01 moved kiosk 1 block to the back, added extra floor under it
[*] Farm_04 made changes so it's no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door.
[*] Farm_08 locked front door. Added light pointing at the quest's entrance.
[*] Removed restore power quest from lot_downtown_filler_01
[*] Clean up and rename junk drone console commands to jd for local player data and jd clear for clearing.
[*] House_old_tudor_06 to new RWG standards.
[*] House_old_bungalow_08 for new RWG country residential.
[/list]
[b]Fixed [/b]
[list]
[*] Remnant_downtown_12, mispainted textures
[*] Terrain density covers satchel in warehouse_04
[*] Missing paint behind curtains in house_old_ranch_01.
[*] Missing paint in gas_station_07.
[*] In body_shop_01, loot room sleepers on rooftop spawn within players view
[*] Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds.
[*] Distant and/or low resolution reflections/lighting on arrows are pink
[*] Inaccessible cabinets in house_old_ranch_06.
[*] In POI oldwest_business_12 sleeper stuck between 2 bookshelves.
[*] In POI house_old_victorian_05 nightstand and bed clipping into window ledges.
[*] House_old_modular_06 z fighting on exterior.
[*] Diner_03 density issue on roof.
[*] Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.)
[*] House_old_modular_08 zfighting on exterior windows
[*] POI canyon_gift_shop has extra blocks.
[*] Survivor_site_09 zfighting on watch tower.
[*] Fastfood_04 terrain hole under car.
[*] Treasure maps calculate location from 0,0
[*] Confuse does not affect vehicle controls.
[*] Active drones can duplicate
[*] Drone manager duplication
[*] Drone can fall under bedrock and get stuck
[*] JunkDrone stay command sync error with clients that could cause multiple drones.
[*] Remove the "and fight" from the Robotic Drone's information localization
[*] JunkDrone case where teleporting away was not creating a nav object for the unloaded chunk.
[*] Handled a case where picking up the junk drone was not fully cleaned up from the player data.
[*] NRE caused by highlighted text in inventory search field
[*] UI button hover scale effect only playing once per button per game session
[*] Playtest and give feedback on countrytown_business_13 The Dead Rooster
[*] HUDStatBar not working with "statcurrent" for "ActiveItem" when holding a paintbrush
[*] Playtest and give feedback on countrytown_business_06 Ruby's
[*] Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning
[*] Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory.
[*] Workbench duplication bug
[*] Can not shoot through bunkBedFrame
[*] Pathing incorrect ladder height check if open to sky
[*] SMG and Desert Eagle holosight location update.
[*] Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them
[*] Inconsistent resources and scaling on military armor recipes
[*] AK47 and Pump Shotgun holosight location update.
[*] Tactical AR holosight scope offset for dot alignment.
[*] Holosight dot position updates for Iron Crossbow and Compound Crossbow
[*] Holosight dot position updates for Lever Action Rifle and AutoShotgun
[*] Structural Integrity is not recalculating when block pillar is recreated
[*] Fixed Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun
[*] Playtest and give feedback on countrytown_business_13 The Dead Rooster
[*] Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback.
[*] Sniper Rifle holosight dot update.
[*] Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException
[*] Scrolling too fast in part selector causes NREs
[*] Show Stability could show old colors
[*] Playtest and give feedback on commercial_strip_01
[*] Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception
[*] Cellar door and shutter open/close issue
[*] Explosion of water fix would cause chunk regen to never resume
[*] ChangeBlocks handling of clusters with recursion
[*] Farm_07 mispainted texture in kitchen cabinet next to stove
[*] Achievements aren't working
[*] Fixed not tied to build : Cut Gamestage Achievements in half
[*] Switching between Steam offline mode and online within one savegame results in different player profiles/saves
[*] Restore power host melee desync
[*] Fixed zfighting on exterior windows at house_old_bungalow_11.
[*] In POI motel_01 sleepers in final room do not spawn until after player is inside room
[*] Door unlocked in house_old_victorian_01
[*] House_mansard_06 unstable cellar door
[*] Zfighting and missing paint at POI bank_01
[*] Exit sign in courthouse_med_01 is too low.
[*] Floating TV's in bank_01.
[*] Bank_01 zfighting
[*] Action_time_shift index out of range.
[*] Using Twitch teleports while in a workstation UI does not close the UI.
[*] Added missing IndexName property for chandelierLight to work with restore power quests
[*] Origin shift could cause objects to fall through world
[*] Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD
[*] Path node otherheight bad in cabin_11
[*] Arrow slit AI exploit ("Zombie Forcefield". Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient)
[*] Falling ragdoll ground hits did not do damage or AI handling
[*] Imposter issues on rwg_tile_downtown_t
[*] Updated missing paint on attic ceiling corners in house_burnt_01
[*] Updated missing paint on attic ceiling corners in house_old_bungalow_06
[*] Having a full inventory and equipping a tool or weapon deletes currently selected hotbar item
[*] Player bedroll and vehicle locations are displayed in the console
[*] Deleted two utility poles in the trader tile to remove an exploit
[*] Occasional NullRef's when decapitating wolves, mountain lions and deer as client on dedicated server
[*] Door near loot room was unlocked in POI oldwest_business_13.
[/list]