SnowDog1942
Navezgane's Perv
Are we just NPCs to you!?
You can be my Trader Jen, bb.
Are we just NPCs to you!?
Nope, just thinking out loud, unplugged.......Unfortunately.Sheetz hittin the Egg Nog early!

Hey @faatal Did you mean: "We are pushing it out" IN "several weeks"? Or do you mean that a few different 2.5 EXP builds will be released soon? (I think you already mentioned that it will be a few experimental builds with a few features added each times).We are pushing it out several weeks.

Why is 2.5 being held back? Sorry, but, some kind of explanation would be nice. Is everything be held back so all the content goes out in one 2.x?
We are pushing it out several weeks.
When can we roughly expect the update with the bandits — will it be released this year?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.

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 & ContentUpdate 6/11/25 The full release notes are now available.
Biome Progression / Elemental Survival
Dynamic Severe Storms
- 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
Perk Updates & Rebalance
- Unique storm type per biome
- Forces players to take or build shelter
- Regular rain and snow still exist but are not hazardous
Sledgehammer Saga
- 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
New Higher Gamestaged Zombies
- A new book series for the sledgehammer weapon class
Trees and Foliage Update
- 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
Crawl out Zombies
- 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
Navezgane Makeover
- 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
Points of Interest (POIs)
- 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
Audio
- 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
Clothing Cosmetic Options, Twitch Drops and DLC
- Meaningful individual footsteps
- Sound effects for new biome zombies
- Voice chat can now go directly through Discord (source: dev stream)
Random Gen Improvements
- 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
New Quest Marker System
- More wilderness POI spawning
- Improved positioning of wilderness POIs
- Improved wilderness road placement
Multiplayer
- New quest marker art, with custom flags per quest type
Crossplay on Dedicated Servers
- Choose to spawn near a friend, so you can team up right away
- Button added to return to Main Menu before joining a game
Graphics
- Consoles will officially be able to play on dedicated servers, contingent on passing certification on each platform. Fingers crossed!
Animals
Post-1.0 Roadmap
- New Grace model (source: dev stream)
- 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
Bugs and things not finished. He's mentioned that they are still working on storms, for example. He's also said that not everything will be in 2.5, so it's not because of trying to get everything into 2.5. But the things that he's mentioned for 2.5 still need to be finished before it's released. Just need some patience.Why is 2.5 being held back? Sorry, but, some kind of explanation would be nice. Is everything be held back so all the content goes out in one 2.x?
The wording would indicate that they are delaying the release of experimental for a several weeks. "Pushing it out several weeks" is the same as saying delaying it for several weeks.Hey @faatal Did you mean: "We are pushing it out" IN "several weeks"? Or do you mean that a few different 2.5 EXP builds will be released soon? (I think you already mentioned that it will be a few experimental builds with a few features added each times).
Sorry if I might have misunderstood what you meant... Just woke up from a nap.
Not only that but fresh new contentBugs and things not finished. He's mentioned that they are still working on storms, for example. He's also said that not everything will be in 2.5, so it's not because of trying to get everything into 2.5. But the things that he's mentioned for 2.5 still need to be finished before it's released. Just need some patience.
No. Roughly…..2026 sometime. With 2.5 being pushed back several weeks it looks like they will be focusing on 2.x updates and bug fixing right up to their Christmas/New Year holiday.When can we roughly expect the update with the bandits — will it be released this year?
Wym by 4.5? You mean version 4.5?
I was going to say 4.5 is more then a week away. Or is itSorry. 2.5. I fixed it.
I'm sorry, but, It would be nice to get a better explanation than "it happens"...there's a long list of things that are going to be added from the "town hall" and stuff that still needs to be fixed from the 2.0 launch. They have stated that they have a short list of things they wanted to put out as 2.5 (without really telling us which ones they are) and the rest in following 2.x releases. Great. But several weeks...however you want to define that...puts us out to a xmas vacation/new years range. Again, Sorry, but, to be console centric...we won't be seeing 2.5 until the new year...and we don't even know what is in it....what's still left for further 2.x.
