PC V2.5 EXP out NOW!

I used to love throwing craps at people lol
My 2 older brothers and I play on our own server and we used to throw them at each other all the time...now with the Smell system added back in and possibly adding extra stink to someone...oh that would have been amazing lol


I just loaded up my 2.4 game, with my base in the snow...started right away with the "You are freezing" message and no clothes or mods, had to go hide inside till a storm passed. went out and did 2 Poi's and was hoping for clothes or mods...nope! lol, so even though I have an amazing base etc etc on day 78...I think I will just start over...to collect jars, clothes and mods etc so when I head to the snow I am not constantly freezing and eating a crap ton of food...
 
started playing 7D2D recently 2.4 stable, and now that 2.5 is due out in few weeks (stable), do i have start a whole fresh game and start all from scratch? or can you just update the game to 2.5 and use your current world ? it'd suck if had to start from day one again, and grind all over ..
sorry for the dumb questions ..... love the game though ... play co-op with a friend for months now ..
 
started playing 7D2D recently 2.4 stable, and now that 2.5 is due out in few weeks (stable), do i have start a whole fresh game and start all from scratch? or can you just update the game to 2.5 and use your current world ? it'd suck if had to start from day one again, and grind all over ..
sorry for the dumb questions ..... love the game though ... play co-op with a friend for months now ..
You don't have to, but we always recommend to do so. If you dont want to, we did not encounter any issues besides a few people having their crafting queue of workstations cleared. So before updating abort everything crafting in workstations or wait for them to finish.
If you started in V2.4, make sure to enable the storms in your savegame on the continue screen once you start on V2.5 as we turned them off by default for V2.4.
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How do we get the new cosmetics? Or are those not available until Stable?
Santa hat should be findable in loot from November 25th until January 2nd. The Classic Survivor Outfit will be a free DLC available for $0 with or shortly after stable.
 
started playing 7D2D recently 2.4 stable, and now that 2.5 is due out in few weeks (stable), do i have start a whole fresh game and start all from scratch? or can you just update the game to 2.5 and use your current world ? it'd suck if had to start from day one again, and grind all over ..
sorry for the dumb questions ..... love the game though ... play co-op with a friend for months now ..
Hated already replied regarding 2.5, but just for reference for other versions:

The rule of thumb is that any major update (2.0, 3.0, or 4.0) will require you to start a new save, but minor updates (2.1, 2.2, 2.3, etc.) do not require you to start a new save. However, keep in mind that not starting a new save can mean you miss out on some changes. For example, if there are new POI, you won't have those on an existing map. In addition, depending on what changes are made, you may need to reapply your perk points or you may lose something such as anything currently being crafted in a workstation as Hated mentioned. There are also rare times when a minor update requires a new save, but the patch notes will tell you if it is required or only recommended (they'll always recommend it even if it isn't necessary).

If you are on PC, I recommend that if you care about your save game, that you backup your save before starting your current save in a new version. That way, if there are problems, you can recover your save game even if it gets messed up and then if you are on Steam, you can go back to the previous version. Also, don't forget that if you use mods on PC, those mods will often not work in a new version, even if it's just a minor version. You'll often need to update the mods before they will work in a new version of the game. Keep an eye on the posts about the mods you use to see if anyone says if they are compatible or not and when a new version is released.
 
My honest review of 2.5 after playing a bit ( a bit more than a bit already, jeez)

Honestly, the new RWG improvements are huge. Tiny improvements here and there and I find it difficult to spot jarring landscapes or features. Get it? jarring. Smell? 10 out of 10 implementation. Rotting can't be implemented due to overhead I guess, but this is great, I am enjoying it a lot. Jars? the option to keep them or not puts an end to whiners, it´s a whine-whine situation. I meant win-win, because this is good. I love the "best of both worlds" approach for this new gameplay design tweak.

I recommend THIS next feature for the next patch, which is easier to do than implementing a whole lore-friendly convoluted situation in which people and traders get rebuilt and rehired.

Another jarring thing is traders. Not only in 2.5, but it's been happening since they are in. Invulnerable, impossible to kill, immortal, bedrock-glued traders.

The possibility to get wandering traders that transfer current active or inactive quests to the next one if killed and can be spotted on the map with a skill or item is a must. Also, these traders should spawn on a prop (kiosk or whatever) and should be able to also be killed, and the process of respawning would restart. They wouldn't interact with the player at night, they would just get inside whatever thing they've got and might be killed too if happenstance happens.

Also, Invulnerability of their compounds should be optional in the starting game options.

Remember the original quickstarter goals? Forget that. Remember the actual DESCRIPTION of the game? And I quote:

Build – Design your fort to include traps, electric power, auto turrets, automated doors, gadgets and defensive positions to survive the undead in a fully destructible and moldable world.
 
Santa hat should be findable in loot from November 25th until January 2nd. The Classic Survivor Outfit will be a free DLC available for $0 with or shortly after stable.
So is that the window for the christmas event conditional in the xml? I was gonna use that for my mod stuff but was always curious what the exact timing of it was. Guess I can add it in now for next year. Haha.
 
The only thing ive seen that could be changed and making veggie based foods make much less smell. I understand meat and meat like stuff but veggies is silly like I saw someone eat canned pears and they lured zombies. Who the ■■■■ eats pears anyways they nasty

And possibly Maybe make the default speed jogging but we could change it np so im not worried about that but to not ""scare off new players"" but really I don't care about that
 
Hey guys, thx for the great update and your hard work. The new Rancher and Chuck models look amazing 🤩
Just a quick question, will the Dew Collector be fuel based in later patches/updates?
Madmole mentioned it back then on reddit, when jars will come back then the dew collector would need to be fuel based too.
 
I would have liked to see the return of the 600 weapons in 4 pieces to assemble. A deeper map to dig in and be safe at the bottom. The maps are not good, there is still a lot of work to do.
Disappointed even if there has been progress, I also regret learning through practice; lack of balance, I hope it will come back, just like immersion. In the meantime, 2.6, to have a decent game......
 
I just played for 7 hours. The smell mechanic is very nice. It adds a nice layer to the gameplay.
I walked up to the Wasteland and the Snow Biome while there were storms going on and it really looks cool. It looks so ominous and threatening. Excellent work.

Jars are cool. I put them at 50% recovery. I might put it back to default, but the option to adjust how many you might get back is very good.

3rd person doesn't feel so good. It's jittery, for one. You can see the model shaking at times - looking kinda blurry under certain conditions. And I guess with the way melee combat works in general, it results in the visual action looking disconnected. You have to rely 100% on the reticle and it doesn't look like you're really hitting the target when you do connect. Judging distance to the target might have to take some getting used to as well. In other 3rd person games I've played with melee combat I could rotate the camera to a more top-down angle to judge distance, but that doesn't really work here.

Otherwise I'm very satisfied. I didn't really delve too deep into anything else to form much of an opinion, but I will be playing for another 7 or so hours tmrw. And I don't know if the lighting was adjusted but things look a little nicer. But I tend to think that any time I don't play the game for more than two days....
 
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