PC V2.0 Storms Brewing Dev Diary

New from TFP:



With this status update, I’m pleased to kick off a new Developer Diary. Here you'll find a compilation of confirmed features and content for Version 2.0 - Storms Brewing. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not features that are merely rumored or contemplated. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to V2.0 Storms Brewing may be moved or removed.

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Target Release Dates (“if all goes as planned”):

The Dev Stream – Tuesday June 10th

Come and Join Lathan Meadows and Richard Huenink for an in-depth discussion on 2.0 features. On Tuesday, June 10th at 9 PM CT here: http://twitch.tv/fubar_prime

Streamer Weekend – Friday June 13th – Sunday June 15th
Watch a sneak peek of 2.0 from your favorite TFP Creators! If you are interested in participating, apply to our creator program here: https://creators.thefunpimps.com/

2.0 Experimental – Monday June 16th
The Public can opt into the 2.0 experimental on this day.

2.0 Stable – Monday June 30th
Barring any game breaking bugs or Certification issues we are planning on releasing stable on pc and consoles on this date.


Confirmed Features & Content
Update 6/11/25 The full release notes are now available.

Biome Progression / Elemental Survival
  • Threat levels and challenges increase as you progress through each biome
  • Maximum loot is also capped per biome, to encourage exploration
  • Smoke, heat, cold, and radiation hazards
  • Conquer tough biomes in manageable chunks, with damage, remedies, and survival against each type of hazard
  • Push your limits with craftable consumables that temporarily increase your biome/elemental resistance
  • Complete challenges to unlock permanent immunity against biome/elemental hazards
  • New accompanying visual effects, sound effects, and player HUD elements
  • New zombie types specific to the desert (plague spitter) and snow (frost claw) biomes
  • Can be disabled for ‘classic’ gameplay
Dynamic Severe Storms
  • Unique storm type per biome
  • Forces players to take or build shelter
  • Regular rain and snow still exist but are not hazardous
Perk Updates & Rebalance
  • Some perks moved to a new General Perks tab with no attribute requirement, allowing more customized builds
  • Perk tree filled out completely, with 10 perks per attribute
  • New and improved perks, such as the new Mastery perk for each attribute
  • All perks have 5 levels
Sledgehammer Saga
  • A new book series for the sledgehammer weapon class
New Higher Gamestaged Zombies
  • New Charged Blue and Infernal Orange zombie archetypes
  • Expands on the Radiated Green zombies, but with new behaviors
  • Appear at higher gamestages to intensify the later game experience
Trees and Foliage Update
  • Most tree shaders optimized for SpeedTree 8, with reduced draw calls for improved performance
  • New, better looking trees in burnt and wasteland biomes
  • New, more believable sub-biome foliage system
    • Thinned out clearings & thicker forested areas
    • Shorter plants on the perimeter
    • Maintains performance
Crawl out Zombies
  • Zombies can spawn in smaller 1 meter spaces and crawl out of them
  • Zombies are better able to navigate and crawl through tight areas
  • Improved level design tools for spawning and respawning enemies
  • Many larger POIs are reworked to take full advantage, maintaining the challenge while improving performance
Navezgane Makeover
  • Updated to work seamlessly with the new biome progression/elemental survival system
  • Biome boundaries and trader POI positions updated to improve travel time and flow between towns
Points of Interest (POIs)
  • Aiming for 50 new POIs, adding expanded depth and variety to the world
  • Greater variety of wilderness POIs
  • More remnant POIs added, which help performance
  • Some more demanding POIs updated to use new crawl out spawns, for improved performance
Audio
  • Meaningful individual footsteps
  • Sound effects for new biome zombies
  • Voice chat can now go directly through Discord (source: dev stream)
Clothing Cosmetic Options, Twitch Drops and DLC
  • Define your look with a cosmetic outfit, separate from what armor you wear for protection
  • New cosmetic DLC options
  • New Twitch Drop content to unlock
Random Gen Improvements
  • More wilderness POI spawning
  • Improved positioning of wilderness POIs
  • Improved wilderness road placement
New Quest Marker System
  • New quest marker art, with custom flags per quest type
Multiplayer
  • Choose to spawn near a friend, so you can team up right away
  • Button added to return to Main Menu before joining a game
Crossplay on Dedicated Servers
  • Consoles will officially be able to play on dedicated servers, contingent on passing certification on each platform. Fingers crossed!
Graphics
Animals
  • New Grace model (source: dev stream)
Post-1.0 Roadmap
  • V2.0 Storms Brewing
    • (you are here)
  • V3.0 A New Threat
    • Bandits
    • UI/main menu overhaul
    • Event system
    • New quest type
  • V4.0 The Road Ahead
    • Trader overhaul
    • Story mode
    • Steam workshop support
    • New quest type



I understand we can turn off biome progression which I’d like to do.

But…I love the idea of the storms …if we turn off biome progression will we lose the storms as well???

Thank you
 
I'm surprised that people are still saying loot is bad in 2.0. I'm on 21 in the snow biome, normal loot settings and day length etc, and I already am getting Q5 steel tools in loot and the trader even has Q4 and Q5 Drones and Augers and Autoshotguns etc for sale

Meanwhile I can't even craft a q3 double barrel shotgun, and can't craft steel at all

The lootstage bump from biomes is pretty huge again, and progression feels extremely fast, yet most of the posts I see are people still in the forest biome complaining about getting pipe weapons only lol
 
My deaths were from taking unnecessary risks. For example, I don't like sitting around doing nothing so 2 of my deaths were due to the biome damage over time (ran out of smoothies).

One death was trying to complete a T2 POI with only one smoothie......at night. (A must try for those who want an intense experience...😅)

Not the smartest thing I know but the extra challenge was too enticing for me.
Why are there not more default challenges like that entered into the game?

Basically when you and other team members are playing a bit reckless and just for
the fun of it. Whether it turned out favorable, or with you ending up bent over a
barrel.

1 It relays team experiences into, realtime, and makes each a tangible experience
for others to attempt and to share.

2 That would make around 20 or so personalized challenges plus, that can come from the
entire team, per alpha or release.

3 It would inject personalized vs generalized challenges into the game, you see the
responses received from personalized team replies on the forum.

4 They can be the craziest whacked out things that you all experience giving a peek
behind the curtain. Can have personalized back story, personal text inputs, to accompany
each, Have credit name for creator, And ridiculous prerequisites.

5 It could be a part of another differentiation, added to the game, the game is already
different and proven viable for years. Just saying. The more difference that has been added
the more it has attracted attention. If you build it more will come.

6 It generates stories, conversation, interaction on both sides. Think back to some of the highest
volume of conversations within any of the threads. I remember a lot of conversations that ended
with someone getting FUBAR.

7 they could range from entering the game, to much later.

8 It could be named "The LazMan Standing Challenges" or something else. Why I suggested this, there
is a zombie figured after a backer, Pois named after backers, a zombie and a trader modeled after an
owner, A trader that is the Id of an owner, one poi named after a team member, but no personal
representation of the team that makes it all possible. Except the credit roll.

Kind of like what K.I.S.S. did with their comic book. It makes it an extension of the entire group.
 
@faatal

These questions are about the zombie AI.

How long has the rage mode been on a variable accelerated speed, in other words some
just come full tilt, and some actually start slow and pickup speed depending on distance?
It was not a feral or special, except the burning man.

And I like the burning man, or bionic man, I shot him one time and he closed the distance before I could noc
another arrow, that dude is fast as the vultures after vehicles.

When did the multiblock jumping swipe get added, or have I just not noticed before. I had one jump up and deliberately
swipe me while I was on top of a vehicle, he did not try to get on the vehicle only jumped up high enough
to punch at me, same when I was on a wall, and also had one jump up high enough to get on the elevated ladder
I was on, but only jumped to hit me, not to climb.

Last when did you change the block attack ai, I had more than one do this, they were hitting a block, I was out
of reach, I raised my bow, they went around the corner, pounded a bit then came back, after I had lowered the bow, I
raised it again and they changed position again? This was during a hordenight.

Personally whether intentional or not I like it. I keep running in the snow, to do partial pois then run out before
the timer runs out. I have not tried to complete the badge for it yet. It's kind of a guilty pleasure.

Although I think I'm doing something out of order. Are the smoothie drinks to extend your time in non accessed biomes
in order to finish the quests? If so then what do you do with them after you gain access.

I have been doing the biome quests in the raw.
It sounds like you are describing MoveSpeedPattern which is new for 2.0 and not rage.

Attacking while jumping has been a possibility for years.

There is some randomness in AI pathing block costs, randomness when each zombie is spawned for their cost scaling and sometimes blocks changing or you moving would cause the AI to make a different path.

Smoothies could be used to do quests in the biome but I would just get the badge first.
 
I thought the initial change was good because it incentivized horde nights and killing wandering hordes. Zombie loot bags are one of the few good dopamine hits in the game because you are rewarded for a core activity with the chance at receiving good/useful loot. Personally, I found the change to be enjoyable.

Ultimately, TFP have to decide if they want the game to be rewarding or a grind. Trying to split the difference is unlikely to please anyone. Those who want the game to be a grind will not be happy unless the loot bags are extremely rare. Those who want the game to be rewarding are going to want loot bags to be a regular occurrence.
Any number is likely to please someone. 0% - "Yes! Go find you own loot!". 100% - "Yes! I want constant loot!"
No number will please everyone and the game is filled with thousands of different numbers which we try to balance across all the opinions the team and players have.

Options are great until you have a thousand options and everyone is confused and we could never test all the combinations. We want a sane reasonable amount of options and mods can add more.
 
The helmet has a mobility value of .049 instead of .05 as this was causing a rounding issue due to how Unity handles floating point numbers.
This is then resulting in your calculated mobility value showing lower than it should on the display.
Fingers crossed we can get a fix for this someday.
Ah ok, that makes sense. Thanks for explaining!
 
In the winter biome I could see lessening the damage a little if they had a torch and making the area immediately adjacent to a campfire not advance the timer for biome damage as well as the timer for acclimation. That is, you could survive next to a fire but not make progress towards acclimation/the badge.

I'm not sure what to say about the desert biome. Perhaps pause all timers if you're in water? That could let you travel via river; I don't know if that's desirable. Maybe if you're not-moving and in water?
My thoughts on storms is you are being hit by blasting winds and debris. Picture a hurricane. A torch or campfire is not helping that. Underwater would be fine, except you have to stick your head up to breath.

I would not even mind block damage, except it would make a mess of the world and probably have high overhead, so it would need to be selective. Landclaim? You could just remove it to avoid the damage or run off so the chunks are not loaded. Possibly damage only close to each player.
 
My deaths were from taking unessecarry risks. For example, I don't like sitting around doing nothing so 2 of my deaths were due to the biome damage over time (ran out of smooties).

One death was trying to complete a T2 POI with only one smoothie......at night. (A must try for those who want an intense experience...😅)

Not the smartest thing I know but the extra challenge was too enticing for me. I almost pulled it off too but I missed one zombie in my clear and ended up getting cornered by biome zombies who broke into the building.

The second death was my first encounter with a plague spitter. I had nothing more to do one night and decided to try and make progress on my desert biome challenge. Combination of low visibility (I play at 25% brightness), spitters and other biome zombies who heard my gun fire led to my eventual demise. (This was back when insects would speed up when you were on a bicycle).

The third death was similar to the 2nd but a storm on top of it. I completed a T3 POI with enough smoothies but didn't have enough smoothies to wait out a storm and got murdered trying to bicycle out of the desert biome....😅
I did die to a storm once. I had the badge already, but was foolishly going for an airdrop I thought I could reach with my minibike.
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My thoughts on storms is you are being hit by blasting winds and debris. Picture a hurricane. A torch or campfire is not helping that. Underwater would be fine, except you have to stick your head up to breath.

I would not even mind block damage, except it would make a mess of the world and probably have high overhead, so it would need to be selective. Landclaim? You could just remove it to avoid the damage or run off so the chunks are not loaded. Possibly damage only close to each player.
By that logic then, how does it make sense that zombies would be able to run around faster? Wouldn't they be getting hit by the same debris and blasting winds? I know, I know. Logic in a zombie game is already a silly expectation. But c'mon.
 
By that logic then, how does it make sense that zombies would be able to run around faster? Wouldn't they be getting hit by the same debris and blasting winds? I know, I know. Logic in a zombie game is already a silly expectation. But c'mon.
Easy, zombies wander around (or do nothing) when they are not stimulated. Being pushed by winds stimulates them like seeing or hearing or smelling does or you hitting them does.
 
I did die to a storm once. I had the badge already, but was foolishly going for an airdrop I thought I could reach with my minibike.
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By that logic then, how does it make sense that zombies would be able to run around faster? Wouldn't they be getting hit by the same debris and blasting winds? I know, I know. Logic in a zombie game is already a silly expectation. But c'mon.
My guess is the storm kinds acts like a whip in the ass for them and they scramble and go into rage mode
 
Best technique I've seen for handling this is to use abstraction. Every perishable stack (including stacks of 1) has its own expiration timer. When stacks are merged the new stack uses the lowest timer. When the timer reaches 0 the stack size decreases by 1, and if the stack still exists then the timer is reset to the max value.

I believe PZ uses a system like this.

I wouldn't mind spoilage being a thing in 7 days, but I would want to have ways to counteract that spoilage. Maybe a high tier food recipes that have very long spoilage timers. Or refrigerators. Or both. Otherwise I would disable spoilage right off the bat.

That's how spoilage is handled in Icarus, as well. Reduces the inventory clutter and also CPU cycles/memory usage. I think The Long Dark does it that way too? Can't remember.

Of course, there should always be a way to mitigate it. In most survival games, you eventually get access to refrigeration or preservation tech which slows or halts spoilage.

It's been awhile, but I think in TLD simply keeping your food outside in the cold preserves it, but that then has the danger of drawing wolves to your camp.
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In the winter biome I could see lessening the damage a little if they had a torch and making the area immediately adjacent to a campfire not advance the timer for biome damage as well as the timer for acclimation. That is, you could survive next to a fire but not make progress towards acclimation/the badge.

I'm not sure what to say about the desert biome. Perhaps pause all timers if you're in water? That could let you travel via river; I don't know if that's desirable. Maybe if you're not-moving and in water?

Amusingly enough, that's exactly how the old temperature and wetness system worked before it was broken and then finally removed.
 
That's how spoilage is handled in Icarus, as well. Reduces the inventory clutter and also CPU cycles/memory usage. I think The Long Dark does it that way too? Can't remember.

Of course, there should always be a way to mitigate it. In most survival games, you eventually get access to refrigeration or preservation tech which slows or halts spoilage.

It's been awhile, but I think in TLD simply keeping your food outside in the cold preserves it, but that then has the danger of drawing wolves to your camp.
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Amusingly enough, that's exactly how the old temperature and wetness system worked before it was broken and then finally removed.
It broke because the new armor system but they do plan on bringing it back
 
Are Yucca juice smoothies supposed to provide a 15% stamina regen bonus with the buff? I noticed the buff got reworded to "boost stamina regeneration" due to the biome rework, but they don't seem to provide any noticeable increase once the hydration buff fades (the increase from 10 is due to my armor mods, and not the smoothie itself, as indicated how its exactly the same without the buff). I mostly ask since it seems strange for it to give a buff if it doesn't seem to be inherently doing anything anymore.

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