Its not really 1.0 its still alpha 22. Whole reason its called 1.0 is due to some red tape to get it certified to come out on sony and MS consoles, the game is clearly far from finished as it has nothing past early game atm, I mean the first screen you see when you load the game still says its pre-release software on pc. There is no way they missed that considering in testing they would have to load the game up a TON.
7dtd used to be one of my fave games even in unmodded vanilla, but these days, I cannot stand vanilla without mods, its just too lacking, the skill system still sucks and is unfun for single player games, due to having 5 stat gates for perks and more importantly weapons, I'd prefer it like a16.4 and just have a single char level gate instead with action skills for the weapons and mining tools (Yeah I know beating a dead horse but its still the better skill system by far). The lock picking is garbage, it needs a skyrim/fallout style minigame so its more based on player skill than RNG garbage. There is a mod for a21.2 that will prob come to a22 aka 1.0 that does just that, changes lockpicking to an actual minigame, and changes the perk to make it easier to win as you level it. Would be nice if vanilla got this, as I am tired with max perks breaking 10-15 lockpicks to open 1 container because thats how random it is. If one guy by himself can code a skyrim/fallout style lockpick system including graphics and models for it, there is no reason TFP can't when they have a entire team. Also "Mod it in" is not an excuse to avoid having to improve vanilla with features players want, I know people like to use that excuse all the time.
I do propose a way to fix the stat system, and all it'd need really is some perks being shuffled around. A 3 stat system, Combat, Survival and Utility. Combat has all the weapons in it and perks that directly effect combat like the + sneak attack damage perk as well as the base stat effecting headshot dmg and dismember chance bonus. Survival has stuff like Master Chef, Physician, Parkour, hidden in shadows. Utility has stuff like miner 69'er/motherload, Advanced engineering, grease monkey, lockpicking etc. This way the skill system is better for single player AND people can still specilize for multiplayer, Like your miner or builder is prob going to go high into utility at first and leave combat and survival lower. Base Mom/Dad that does the cooking etc is gonna go into survival heavily at first. Then you have your fighters, they'd go heavy into combat first. Magazine and perk book loot chances are based on the levels of the perk like pummel pete etc instead of the stat being a factor if it is a factor in the first place. Could also add some uniqueness to the stats as well, where each gives a small bonus to things, well you'd basically have to do this for survival and utility, as Combat would have one already with the headshot/dismember chance bonus.
Note I am not an employee of TFP and I also don't have all the kickstarter goals memorized. And after 12 years any TFP employee who reads this might also not know what he is talking about unless he is more specific.
Oh, look, that's not vague at all. Thank you. There might be people on the forum who know more about this particular goal and they can answer now even without a search.
@Roland maybe?
Generally, there are still some kickstarter goals missing, like bandits, but they are on the roadmap as the game isn't really finished. There will be further free versions published in the next 2 years. And I would suspect physical kickstarter rewards like above will get sent when they **really** declare the game finished
PS: This FAQ might be helpful:
https://7daystodie.com/alpha-exodus-leaving-early-access/
I am hoping with the random gen for consoles its actually random, instead of what we have currently in 1.0 where every map is essentally the same, due to the limits set, I also hope it comes to pc, as the current randomgen kinda sucks, as every map is basically the same atm, only real diff is what poi's spawn in a town, and how close your first trader is to another biome. Yes I am aware I can mod it out, but I'd prefer to just have a option in game to disable it, and a option to force 1 of each proper trader in their biome but allow the others to be randomized. I'd also like a option to disable zombie rage (The speed boost they get when taking damage randomly) as it just results in alot of cheap hits, especially when zombies can often attack during a stumble animation with 0 attack animation and hit you, that needs to get fixed, needs to be animation limits so they cannot start an attack during a stumble or getting up off the floor etc. We have a option to enable/disable feral sense, so I see no reason why we cannot get this for the cheapshot aka zombie rage system in the options as well when you start a new game or load a old one.