V2.3 Stable

That seems possible, plus perhaps opening gates at your own base.

How about creating "heat" for attracting screamers? ;)

Convincing Bandits to climb into your 4x4?
I like the idea of it working at my base even more than at the trader. Cameras are fine, but they often open the doors when I don't mean for them to open just because of the limited ability to adjust the cameras to cover a decent amount of area without covering areas you don't want. Honking would be a great option.

You said the "H" word!!? Hehe. I wouldn't care if they added heat to using the horn, though I think people wouldn't use the horn that often even if it can open doors, so it probably wouldn't make a lot of difference.

Bandits? I'm curious what you'd do with them once you get them inside. Maybe add a "mod" for the vehicle that is a set of explosives and blow up the vehicle and bandits? That would be expensive to have to craft a new vehicle, but it would be fun to do. :)
 
Just wanted to mention that I'm really enjoying the v2.3 update.

Yesterday I died in the burnt forest about 2.5 km away from my bedroll. So I respawned and did a naked corpse run without any biome gear. 😄

It was a lot of fun, ducking into buildings to catch my breath, avoiding ferals, and sometimes sprinting like crazy while the biome timer was running out. 2.5 km is a LONG hike without biome gear!

Eventually made it back to my backpack and minibike, reequipped my gear, and returned to camp right as a storm was starting.

Gotta say...it's been a long time since I had so much fun in 7DTD doing something as mundane as a corpse run.
 
In general terms, and with an undefined timeline, could someone from TFP, please, tell us if there is still an extensive list of changes, fixes, and new features intended for 2.0...or is there relatively little left to button up?

V2.4 will have some more changes to storms, bug fixes, etc.
Probably some other goodies too depending on how long we let it cook.
About all I can say about it right now.
 
Just wanted to mention that I'm really enjoying the v2.3 update.

Yesterday I died in the burnt forest about 2.5 km away from my bedroll. So I respawned and did a naked corpse run without any biome gear. 😄

It was a lot of fun, ducking into buildings to catch my breath, avoiding ferals, and sometimes sprinting like crazy while the biome timer was running out. 2.5 km is a LONG hike without biome gear!

Eventually made it back to my backpack and minibike, reequipped my gear, and returned to camp right as a storm was starting.

Gotta say...it's been a long time since I had so much fun in 7DTD doing something as mundane as a corpse run.
I just wish they removed the spawn close to your body! That would add so much risk and danger. Yes you dont have too but if you give people the opinion they will do it
 
View attachment 36599

Hello Survivors!
Today we have V2.3 b9 Stable for you.

This update covers several points we talked about in the Town Hall Stream. There are more changes to come down the line in later releases.
We have made all attempts to prevent the need for a new save game. We have tested on all platforms and have not seen any issues with existing save games.

TFP wishes everyone a ton of fun with the V2.3 update.

Note:
Storm frequency setting defaults to 0

This does not change the setting for current save games. As we are still working to improve the player experience with the storm system, we want new players to start with our upcoming version instead of the current version. We hope to get the new version out as soon as possible. Thanks for your patience!

Here is what changed since V2.2:

Added
  • Bee Swarm entity variant for tree stump game event
  • Bee Swarm hand item with non critical debuffs
  • Updated icons for Biome Survival Gear
  • WornItemMods min effect requirement
  • HonkEvent for vehicles to allow game events to fire based on honking the horn
  • AI wander and look are more active while alert
  • AI randomly turns during look while alert
  • Second column of icons to use for custom map waypoints
  • Launcher cleanup features "local prefabs" and "mods"
  • Game launcher now supports argument "selfconfined" (with optional path as next argument) so that it will automatically use its setting file, logs and UserDataFolder from its own location (or the specified path)
  • HarvestByTag Challenge objective
  • Nav Object Tracking to ChallengeStatAwarded
  • Localization for challengeBiomeRewardTooltip for biome challenge rewards
  • Grab and Place SFX for Biome Survival Gear
  • GameEvent Requirement for InTraderArea
  • Custom Radial events for blocks through xml for modders
  • GameEvent action to get all players in game
  • Rubble_wasteland_filler_10
Changed
  • Removed erroneous second set of tags from ammoCrossbowBoltExploding
  • Disabled biome Wear, Loot, and Time challenges
  • Biome Badges are now separate weather items per biome
  • Removed RepairItemsMeshDamage property from jail doors since they don't have a door frame stage
  • Taking shelter without survival gear will recover biome hazard effects
  • All biome hazards now have 3 minutes of survival time without gear
  • Survival gear is now dropped on death with drop on death settings
  • Updated icons for biome hazard reducers
  • Removed food and water stats from Black Lung Serum and Fallout Flush
  • Increased food, water, and health stat on Scorcher Stew to be inline with other stew stats
  • Increased water stat on Sunstroke Tonic
  • Updated the recipe for Scorcher Stew
  • Tree stumps now roll once for honey, then again for bees. Bees always come with honey, but not all honey comes with bees
  • Reworked buff weights for a lower chance of infection from Plague Spitter Insect Swarm
  • Reduced dew collector activity value
  • Replaced plague spitter fade with a low rate of wandering
  • Storm messages will no longer say to leave biome
  • Biome Hazards recover in any other biome
  • Improved AI wander position variety
  • Increased AI alert time after investigation point reached
  • Increased rate AI interest distance returns to the default value
  • Updated shotgun shell icon to match other shotgun ammo icons
  • Improved behaviour related to console crossplay when server config is nonstandard: Added extra ranges to handle 'disabled' values as valid for AirDropFrequency and LootRespawnDays
  • Improved behaviour related to console crossplay when dedicated server config is nonstandard: Added startup error when crossplay incompatible server config is detected and crossplay is enabled
  • Storm buff descriptions no longer instruct players to leave the biome
  • Stealth Boots Mod can now be installed into Assassin Boots for the stamina reduction
  • Reverted change to challengeRewardTooltip in Localization for basic and advanced challenge rewards
  • Increased the probability boost of Armored Up magazines when perked into Light, Medium, or Heavy Armor
  • Updated Honey Harvest challenge to track the location of stumps
  • Agility Mastery level 3 Bleeding Hearts now includes bows and crossbows
  • Increased TimeStayAfterDeath of all zombie loot bags and dropped container bags for consistency and for those playing with longer day and night length settings
  • Updated wilderness tree stumps with hole model variant
  • Increased the total number to spawn in the last group of all blood moon horde game stages to 999 with no duration to allow spawns until morning
  • Removed wind drift effect from 4x4 when driving through storms
  • Storm frequency setting defaults to 0 (Does not change setting for current games)
  • Increased delay between thunder during storms
  • Optimized Chunk SetBlock check of DeviceFlags
  • Optimized SpawnGroup memory use
  • Autorun starts only if run action was pressed for less than .2 seconds
  • Canned Food mesh so the main part of the label faces the player
  • Updated localization for 2.3 changes
  • POI sleeper volumes use a random seed in playtest
Fixed
  • AI ranged projectile attacks would start when the target was dead
  • Frostclaw, plague spitter, spider, cop, mutated and demolition zombies would not eat animal corpses
  • Water is not visible through glass
  • Distant water seam if near water is to the side
  • Underwater distortion could be clipped at certain angles
  • Trader Bob VO Trade 17 line cuts off
  • Air drop marker still shows when setting has it off
  • NRE when spawning insects after destroying tree stump using vehicle
  • Icon background textures not cleared when switching between containers - second issue
  • AI wander random range was 1m too short and only used 1m increments
  • Biome spawned AI move speed increase from storms did not happen at night
  • Launcher cleanup feature "old remote maps" working again
  • Apartments_06 placed trees on flat ground to avoid bugs
  • On Navezgane Completing Basics of Survival Quest While in Trader Rekts causes an error saying No Trader for the Journey to Settlement Quest
  • Updated Honey Harvest challenge to receive credit via a game event triggered buff (NOTE: This will reset the challenge for old save games whether they are completed or still in progress)
  • Issue with challenge reward tooltip using the same text_key in two game events
  • PlayerDataFile failed to load (mismatched read/write in WaypointCollection).
  • Black screen when crouching, entering biomes, accepting quests
  • Weeds and debris appear inside trader bounds
  • Fire and smoke effect not visible through glass blocks
  • Red quest bounds are rotated during quests
  • Updated biome max timers to reset when entering the game if not set to 180
  • OnSelfPlaceBlock not working correctly for placing blocks.
  • Trader UI header icon overlap
  • Thunder sounds would leak an object if played too often
Are Burnt Forest areas supposed to be flooded with water?
 
I like the idea of it working at my base even more than at the trader. Cameras are fine, but they often open the doors when I don't mean for them to open just because of the limited ability to adjust the cameras to cover a decent amount of area without covering areas you don't want. Honking would be a great option.

You said the "H" word!!? Hehe. I wouldn't care if they added heat to using the horn, though I think people wouldn't use the horn that often even if it can open doors, so it probably wouldn't make a lot of difference.

Bandits? I'm curious what you'd do with them once you get them inside. Maybe add a "mod" for the vehicle that is a set of explosives and blow up the vehicle and bandits? That would be expensive to have to craft a new vehicle, but it would be fun to do. :)
That's why I prefer pressure plate switches at my doors, had to many screw ups and letting zombies in my base while I was busy crafting or whatever. Nothing like getting a surprise smack in the back of the head from a zombie inside your base lol
 
That's why I prefer pressure plate switches at my doors, had to many screw ups and letting zombies in my base while I was busy crafting or whatever. Nothing like getting a surprise smack in the back of the head from a zombie inside your base lol
Did they change those? In the past, they didn't trigger if you were in a vehicle.
 
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