PC V2.0 Storms Brewing Dev Diary

So, everybody playing, nobody talking, I see. :unsure:
That's actually a testament to how good this latest release is in my opinion.

Well, and summer holidays of course...
 
I haven't really seen anyone mention the improvements to the prefab editor. Definitely one of my favorite things about 2.0.

Selecting nested volumes is SO MUCH easier now.
Volume creation has been refined, as well. "Create Volume from Selection" is awesome.
The new "material replace" tool is something I've wanted for awhile. Batch converting shapes will be so much faster now.

The only complaint I have is the removal of invisibility. Did it get moved somewhere else? Because I can't find it. I hate accidentally punching blocks when I'm trying to select something.

I don't know who was responsible for all the editor improvements, but they deserve praise.

Also found it curious that the Info Volume was still there; Info volumes have never worked and I assumed would probably be removed with 2.0. I was surprised to see it actually get its own little selection button on the Volumes menu. Haven't tried messing with it yet, though. Does anyone know if Info Volumes are usable now?
 
To add onto this, thank goodness the wasteland wilderness is actually traversable now by ground vehicle. The removal of all those rubble and metal pieces has made such an improvement to the biome.

I sorta' liked the old rubble-clogged Wasteland. There was a real element of danger in driving through especially at night. Everything's going along good, then WHAM you get hung up on a clump of hedgehogs! ...you try to get free, back up, turn...and then you hear the screeches, groans, etc. and know you're in trouble. Jump off the bike and start clearing, or run and hope for the best??
I would work to clear paths removing the worst of the rubble along routes that I'd frequently take. It was satisfying to drive along these "roads" knowing you'd built them. Sometimes you could still get lost and be like "where the hell did the path go??".
In general, this was one of the few places that you needed to chart your course on real roads.
Everywhere else you can pretty much just take a simple beeline to your destination (kinda' boring).

The fragile nature of vehicles now would make it very difficult to offroad in the Wasteland. I'm guessing this was a big reason why it got changed, but I say put it back and let us have to figure it out...or get the vehicle perks, or plan ahead and figure out the roads.
 
Writing off criticisms of the game as "people are miserable" is not accurate. To be sure, there are people flipping out and losing their minds over issues, but there are absolutely valid criticisms to be made of 2.0.
I agree. Like I said I don't expect anyone to like everything about an update and criticism is always welcome, but I have witnessed many people spew nothing but hate and negativity and that's what is miserable to me. Even I hold some criticism about the update :)
 
I agree. Like I said I don't expect anyone to like everything about an update and criticism is always welcome, but I have witnessed many people spew nothing but hate and negativity and that's what is miserable to me. Even I hold some criticism about the update :)

There are definitely people who are bitter over changes made in the past and wouldn't have been positive no matter what TFP released if it didn't include a complete reversion back to what they enjoyed before. Expect to read their negativity about bandits, the UI, the new quests, the event manager, the story, and workshop support in the future.

Others just don't express dislike very tactfully and have that convenient layer of anonymity of the internet to bring out their inner toddler.
 
It is currently the morning of day 15 (on my standard custom 75-minute day cycle), I recently maxed out the Perception attribute after hyperfocusing it for a while (gosh was that painful >.<), and now I've just maxed out the Perception Mastery perk, and I'm one point off of completing Dead Eye. Rifles are about to ascend to a whole other level. I cannot wait!

The perk to get steel from cars is honestly such a lovely game changer for Perception players. If you're not planning a large horde base, this is another helping hand if you don't want to invest too heavily into the mining perks.
 
I agree. Like I said I don't expect anyone to like everything about an update and criticism is always welcome, but I have witnessed many people spew nothing but hate and negativity and that's what is miserable to me. Even I hold some criticism about the update :)

As they say, the players satisfied with the update are playing it, and most who are not casually move onto other games. The online community is (being hyperbolic here) the 1%, the nerdiest of the nerds or the geekiest of the geeks. These are typically the most passionate, and people are more likely going to express negativity over positivity - that's just human nature. Elsewhere though, the toxicity has been growing so rampant I can no longer dismiss or ignore it, thus I avoid those spaces entirely now. It's sad that many bad apples ruin the bunch, but I digress.

I hold criticisms as well, as expressed in some of my posts here. I find the storms more of an irritation than anything (although I may revisit them in the future and may come to like them), whilst the biome progression system is currently too meaningless and bare bones (and slightly annoying) for me to play with it enabled. Hopefully it can be expanded upon in the future to be deeper than a puddle. Otherwise, the update doesn't depart much from 1.0, which is fine - I'm still thoroughly enjoying the experience. The building in this game is second to none. <3 I'm currently working on a cute little cottage for my next build.
 
Perk Changes: B We like them fine. The new mastery perks are fun. None of us have tried the sledge hammer build yet so that might up the score when we try it. My brother is Perception, my mom is Fortitude, and I'm Intellect and there's been some appreciation with the perks that are in the general category. My mom likes to farm but she chose Fortitude anyway so this run hasn't felt much different to her. Next run if she does strength and is also able to farm I think she'll feel more impressed by the changes. The 4th and 5th rank of fortitude mastery are not super exciting. More HP is definitely beneficial but just not very exciting. I like the baton mastery perks so far and my brother loves the perception one. He destroys couches for coins like crazy and warns us all away from his sofas during quest runs....lol
The new fortitude impressed me. With it, I feel like a terminator. Yes, the 4th and 5th levels of mastery are not impressive, but they are very useful. I had so many moments when I lacked some 10-15 health to not die, now I have enough. And the 3rd level seemed very funny to me. These regular "ding", "ding" and pieces of gold and silver appearing in the inventory make the fight fun. But in fortitude, in addition to mastery, there is now also "Siphoning Strikes", also a very strong skill.

In general, playing with fortitude, you want to put on a leather jacket, get on a motorcycle and say: "I'll be back"
 
The new fortitude impressed me. With it, I feel like a terminator. Yes, the 4th and 5th levels of mastery are not impressive, but they are very useful. I had so many moments when I lacked some 10-15 health to not die, now I have enough. And the 3rd level seemed very funny to me. These regular "ding", "ding" and pieces of gold and silver appearing in the inventory make the fight fun. But in fortitude, in addition to mastery, there is now also "Siphoning Strikes", also a very strong skill.

In general, playing with fortitude, you want to put on a leather jacket, get on a motorcycle and say: "I'll be back"
I mean they do have the biker outfit for that! Or you could grab the priest outfit, so you can kick 🤬🤬🤬 for the lord!
 
Trader inventories continue to do far more harm than good. Daring adventurer still has far too big an impact on trader selection, and trader purchases can completely invalidate even the currently skewed crafting progression. Crucibles and easy access to electric fences from day 1 being the biggest offenders I can think of.

Maybe all this stuff doesn't get looked at until the Trader/Economy overhaul in 4.0, and if so great, although personally I'd say 'give the players a reason to do something' comes earlier on the critical path than 'make it harder for the players to do that thing'.
I agree with this. The trader inventories are so strong and encourage you to buy a tier ahead for tools and weapons when you can afford it early on. Crucibles are showing up in trader inventories before day 10? I can definitely save up for that by day 13

I'd like to see the trader's inventories start with maybe 2-3 items per category (some categories empty of stock) except for the category they specialize in 5-10 items. As you do quests for them you upgrade them by unlocking different types of inventory, from scrap to more advanced items. Each upgrade to the trader would bring in more items per category. The final upgrade would be when you complete the open trader quest, essentially giving the trader access to their full inventory. I would think this would look like what day 1 trader has now.
 
@faatal I know your stance on vehicle armor for the bicycle, but it has two mod slots. Are we ever getting vehicle storage mods? Or something else for the bicycle? Kinda lame all it gets is the headlight, and nothing for its other slot.

And whatever happened to vehicle armor for the minibike?
Storage mods should be coming someday. What happened is a lot of other things are higher priority. One of our programmers is starting work on inventory (container) code cleanup and improvements to make the system more reliable. It will synchronize modifications through the server. That will be a while before that is ready, but once done then perhaps storage mods could be done using the updated system.
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Elsewhere though, the toxicity has been growing so rampant I can no longer dismiss or ignore it, thus I avoid those spaces entirely now. It's sad that many bad apples ruin the bunch, but I digress.
Which is why most of us devs avoid reading those locations as it provides little useful information and just makes us mad or sad.
 
There are definitely people who are bitter over changes made in the past and wouldn't have been positive no matter what TFP released if it didn't include a complete reversion back to what they enjoyed before. Expect to read their negativity about bandits, the UI, the new quests, the event manager, the story, and workshop support in the future.

Others just don't express dislike very tactfully and have that convenient layer of anonymity of the internet to bring out their inner toddler.
I fully expect with 3.0 to hear similar complaints to what we get now - "lazy devs! you added nothing! I just turned these stupid bandits off!".

People are such extremists. Ignoring biome hazards and storms, reading the full patch notes shows there are a lot of other changes.
 
I'll tell you as someone that has a computer that can handle it, the latest mod that makes forests more dense is a frame tanker.
I don't know if there are any coding tricks to make dense forests be more performance friendly, but I know for sure the mod ain't doing it.

Mods are great, but if many of the popular mods were actual vanilla features...from visual weirdness to performance degradation - a lot of players would probably not be very happy.

As for Redditors and the like complaining more now with 2.0...it's the same as it ever was. And it really has nothing to do with 7 Days To Die as much as it has to do with people in general. Complaining seems to become a bit of a hobby for a lot of people. I don't know about you, but I've gotten tired of complaining about things I engage in that are voluntary. If something leads me to a point of complaining a lot...I stop engaging with it.
Performance gets worse with each tree and how large each one is on your screen. Code does not help there as it is a GPU fill rate issue with all those layers of branches/leaves being drawn. A ton of pixels.
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I agree with this. The trader inventories are so strong and encourage you to buy a tier ahead for tools and weapons when you can afford it early on. Crucibles are showing up in trader inventories before day 10? I can definitely save up for that by day 13

I'd like to see the trader's inventories start with maybe 2-3 items per category (some categories empty of stock) except for the category they specialize in 5-10 items. As you do quests for them you upgrade them by unlocking different types of inventory, from scrap to more advanced items. Each upgrade to the trader would bring in more items per category. The final upgrade would be when you complete the open trader quest, essentially giving the trader access to their full inventory. I would think this would look like what day 1 trader has now.
I am not a fan of traders as we have them now. I wish in the beginning they were very wary of strangers, would sell you little and you had to earn their trust. Hopefully we make them more dynamic for 4.0.
 
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Storage mods should be coming someday. What happened is a lot of other things are higher priority. One of our programmers is starting work on inventory (container) code cleanup and improvements to make the system more reliable. It will synchronize modifications through the server. That will be a while before that is ready, but once done then perhaps storage mods could be done using the updated system.
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Which is why most of us devs avoid reading those locations as it provides little useful information and just makes us mad or sad.

Awesome news! <3 Do you also know if lockable vehicle slots will make their return? I remember it being in the code before, before the lockable slots were officially activated and the community had to rely on a mod for it.
 
I am not a fan of traders as we have them now. I wish in the beginning they were very wary of strangers, would sell you little and you had to earn their trust. Hopefully we make they more dynamic for 4.0.
Mmhmm. This is why in some of my playthroughs, I don't visit the traders for the first in-game week, until after the blood moon. I roleplay that they have scouts and spies keeping a watchful eye on the survivor before sending you the note that'll actually deliver you to their location. By surviving the blood moon in the local area, I've shown I've "proven my worth" to begin further "investigation" / relationship building.

It seems a little odd that you craft a few basic primitive supplies and that's all that's enough to convince them, heh.
 
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Awesome news! <3 Do you also know if lockable vehicle slots will make their return? I remember it being in the code before, before the lockable slots were officially activated and the community had to rely on a mod for it.
Maybe. We have been talking about lockable storage slots.
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Mmhmm. This is why in some of my playthroughs, I don't visit the traders for the first in-game week, under after the blood moon. I roleplay that they have scouts and spies keeping a watchful eye on the survivor before sending you the note that'll actually deliver you to their location. By surviving the blood moon in the local area, I've shown I've "proven my worth" to begin further "investigation" / relationship building.

It seems a little odd that you craft a few basic primitive supplies and that's all that's enough to convince them, heh.
Amazing, you actually limit yourself and role play and make the game fun for you?!?

If people spent more time on the positives than negatives, they would have less stress in their lives and be happier and healthier.
 
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