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]