PC V2.0 Storms Brewing Dev Diary

I gave this some thought, and I'll probably set it up so that snow->forest->burnt->desert->wasteland. So progressing to the snow biome will eventually require backtracking, but by the time you're ready for the snow biome you'll likely have a faster vehicle...so not really a issue.

But doing it in that order prevents you from having to skip through any biomes if progression is turned on.
I started a new game yesterday and doing it a bit different.

Perception, which I have never really played as I always do agility.

7k world with line biome layout. Forest 7% at bottom. Burnt forest about 12% and next 3 in the 20% range in progression order. Mountains at 15%, but hills higher to compensate. Forest has no towns, just a trader and a lot of wilderness POIs. It was still enough to do the 10 quests to get my bicycle by day 5. Base on top of a Red Mesa next to the trader and I never cleared it. Starting day 6 and after horde night I will be heading to the burnt forest which has a good sized town in the middle.
 
They are a bit higher than I expected them to be, but they are totally optional. And considering I was originally gifted a copy of the game back in the day that got me into it and I've got over 3k hours now, that ain't so bad for how much enjoyment I've gotten from the game. I've bought probably 2-3 copies to gift friends or give away, so even buying all the armor DLCs I've only spent maybe $60 on this game. I paid more than that for Starfield and only got like 8 hours of time out of that game before I just couldn't make myself launch it anymore. Lol.
 
I started a new game yesterday and doing it a bit different.

Perception, which I have never really played as I always do agility.

7k world with line biome layout. Forest 7% at bottom. Burnt forest about 12% and next 3 in the 20% range in progression order. Mountains at 15%, but hills higher to compensate. Forest has no towns, just a trader and a lot of wilderness POIs. It was still enough to do the 10 quests to get my bicycle by day 5. Base on top of a Red Mesa next to the trader and I never cleared it. Starting day 6 and after horde night I will be heading to the burnt forest which has a good sized town in the middle.

I tweak my rwgmixer to always place Red Mesa in the desert. I absolutely love that POI and use it as a base or safehouse in nearly every game.
 
No. They said there isn't room to have all in Navesgane.

I mean if the map is more dense due to that. I see that as a win! More to explore and makes the world feel more.. I guess. Alive

Even then they could expand it. There's so many areas I can look at and go.
"Yeah a town can be here"

Like around spillway lake
Or combine the wasteland city's together to make a dense super city.
 
They are a bit higher than I expected them to be, but they are totally optional. And considering I was originally gifted a copy of the game back in the day that got me into it and I've got over 3k hours now, that ain't so bad for how much enjoyment I've gotten from the game. I've bought probably 2-3 copies to gift friends or give away, so even buying all the armor DLCs I've only spent maybe $60 on this game. I paid more than that for Starfield and only got like 8 hours of time out of that game before I just couldn't make myself launch it anymore. Lol.

I went ahead and purchase one of the sets for a similar reason. I got the game on sale for around $5 I believe and already put in 4.5k hours. So paying $7 for a DLC was not an issue as I looked at it more as supporting a game developer that has given me so many hours of enjoyment over the years.
 
I got all 3 dlc and soon I'll buy my 7dtd shirt!
Post automatically merged:

I went ahead and purchase one of the sets for a similar reason. I got the game on sale for around $5 I believe and already put in 4.5k hours. So paying $7 for a DLC was not an issue as I looked at it more as supporting a game developer that has given me so many hours of enjoyment over the years.
I see it as supporting the devs I can fork out 21 dollars for a game I love and for such a small team
 
7k world with line biome layout.
I really think it should be the default or suggested default tbh, it just flows way better. Especially with a badge progression system that requires the previous one anyway, it makes progression feel more natural

The one with forest in the center is kind of a noob trap, where people I've introduced to the game always build in the forest and live there the entire game and spend half their time driving to where the actual loot and POI are


Man I am naive. I am stunned by the price of these, I assumed (being cosmetic) they'd be along the lines of $0.99 for the whole set.

Take me back to 2006 with you, we must change the timeline and stop Todd Howard releasing the Horse Armor DLC for $2.50 even then

Now days I basically expect a DLC to be *at least* $4.50 on sale, and much more likely to be $9-15 on release. Cosmetics in games are basically all $14-30 now, so it seems pretty inline. The real issue with the 7 days ones, is it's a first person game so you can't even see your own outfit

The devs must add first person POV mode, so you can look down at your own cleavage while wearing the desert gooner skin, it's the way to make infinite money
 
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.

storm_brewing_Final-2048x1152.jpg


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
Having issues joining dedicated server on console
Post automatically merged:

Help?
 

Attachments

  • received_1443895819865117.jpeg
    received_1443895819865117.jpeg
    49.7 KB · Views: 13
  • received_2516975448636309.jpeg
    received_2516975448636309.jpeg
    54 KB · Views: 13
I got all 3 dlc and soon I'll buy my 7dtd shirt!
Post automatically merged:


I see it as supporting the devs I can fork out 21 dollars for a game I love and for such a small team
Already bought mine too! Going to restart a game this weekend. Maybe tonight, even, but the family *insists* we go to some fest thing. 🥺

Silly question, did we get patch notes for any changes since b292, or is that the stable version? I apologize, I'm not at my PC to check, and won't be until later tonight.
 
Already bought mine too! Going to restart a game this weekend. Maybe tonight, even, but the family *insists* we go to some fest thing. 🥺

Silly question, did we get patch notes for any changes since b292, or is that the stable version? I apologize, I'm not at my PC to check, and won't be until later tonight.
I saw some stuff I haven't seen before but I might be wrong. There was ALOT
 
Back
Top