パッチノート

Last-modified: 2021-01-07 (木) 21:13:57

原文はこちら→「http://7daystodie.com/news/」 「https://7daystodie.com/forums/forumdisplay.php?4-News-amp-Announcements/

Alpha18.0 b155

Here's what changed since b152:

Changed

  • PerkPenetrator rescaled and extended to archery
    パークのPenetratorが再調整されてアーチェリーに拡張
  • Added vitamins to quest item rewards list
    クエスト報酬にビタミン剤を追加
  • Backpacks drop >0 items and more survival type items
    バックパックには1個以上のアイテムとサバイバル系のアイテムをドロップ
  • Set POI culling to 1 for live build
  • Improved XP and cash reward on T5 quests
    Tier5クエストの経験値とトークン報酬を改善
  • Drawbridge is placed closed now by default
    跳ね橋はデフォルトで閉じた状態で設置される
  • Increased backpack retries when falling out of world
  • RWG will now default to CPU terrain generation if VRAM is at or below 2048
  • Melee tuning
    近接戦闘をチューニング
  • Increased animation speed on several melee weapons
    いくつかの近接武器のアニメーションスピードが向上
  • House_old_ranch_03 resize optimization 75K tris/verts lost.
  • Traders do not sell QL6 weapons
    トレーダーで品質6の武器は販売しない
  • Destroyed workstations now have a 25% chance to contain that workstations crafting schematic.
    壊れたワークステーションには、25%の確率でコンテナの中にワークステーションの設計図が入っている

Fixed

  • Incorrect graze swing angle on some items
  • Wrong icons on hubcaps
    ハブキャップのアイコンが違っていた
  • Archery mentions wooden bow unlock, but not iron crossbow
  • BookBatterUpConditioning not in loot list
  • You can throw a spear at 0 stamina
    スタミナ0でスピアを投げることができる
  • Harvest mods like wood splitter can negate harvest XP
  • Bleeding effect on barbed wire mod not working
  • Dedicated servers using large amounts CPU when idle
    専用(Dedicated)サーバでアイドル中の大きなCPU占有率を改善
  • In serverconfig disabled network protocols still started on dedi servers
  • When a player dies in the middle of a BM the BM zombies stop spawning
  • Blood moon zombies being fixated on a single player causing toggling between a better target
  • Adjusted colliders of bridges to minimize vehicle damage.
  • Reflex sight on a double barrel shotgun looks bad
  • Inability to harvest sandbag single 05.
    土嚢が拾えない
  • Client NRE on server join when another player hits rally marker.
  • NRE caused by player in two parties at the same time.
  • No harvest on decoLargePetCage
  • Monitor's LoD shows it a block behind
  • Mod and dye dupe
  • Upside down portraits in house_old_pyramid_03
  • Light not emitting light in fire_station_02
  • Dead space beneath bus_stop_01
  • Remnant_business_1 listed in rwgmixer. Confirmed that all other listed prefabs exist.
  • XP bonus from buffs/items does not provide the stated bonus for kill/quest XP.
  • Typo/oversight in the Run & Gun perk description level 1
  • Advance door rotations allow for player clipping exploits
  • ModGunMeleeTheHunter recipe can not be unlocked
  • Missing stat display on college jacket
  • Mining helmet does not craft at correct quality level
  • Master Chef and the cooking pot crafting speed bonus do not play nice

Alpha18.0 b152

Added:
Oil Recipe / Schematic
Display Direction to quest locations from traders.
Create smaller version of the icon atlas (for low VRAM)

Changed:

  • Campfires, workstations and torches heat map activity cools down faster.
    キャンプファイヤー、ワークステーション、松明のヒートマップはより早く冷却されます
  • 4x the torches and candles can be used without triggering a screamer.
    以前に比べトーチとキャンドルを4倍使用しなければスクリーマーのフラグは立ちません
    Increased mass of deer, mountain lion and vultures
    Steel arrows/bolts are crafted from polymer, not wood
    Machete and Clubs Heavy Fire anim update
    Quality 6 items are not craftable
    Tier 3 items scrap for more parts than T2 and require more to craft
  • Drum magazine can be installed on the SMG
    ドラムマガジンはサブマシンガンに使用できます
  • Increased ammo capacity on junk turret
    ジャンクタレットの装弾数を増やした
  • PerkTurrets increases ammo capacity when reloading a junk turret
    タレットのパークは装弾数を増やします
  • Increased stack size of junk turret ammo
    ジャンクタレットの弾薬のスタック数を増やした
    Increased texture budget to 90% of VRAM
    Decreased texture streaming max reduction to 2
  • Increased nightmare move speed by 5%
    ナイトメアの移動速度を5%増加
  • Bird nests drop 1 more feather
    鳥の巣が更に1枠の羽根を落とすようにした
    PerkTheHuntsman better description

Fixed:
Garage Door Industrial (Powered) not unlocked when reading schematic

  • Mild Anemia buff persists
    軽度の貧血バフが続いていた
  • Forge does not give max resource back when you chose max.
    フォージが作成個数最大を選んだ時最大値を返さなかった
    Using the rotating yellow exclamation mark should activate the quest on the HUD.
    Quests were showing "Locate" instead of "Head to Rally Point".
    Blade Trap NRef
    Rank 4 demo expert has typo
    Treasure maps and Challenge Notes can be kept after reading.
    Hover display on Pack Mule 4 is incorrect
    Exploding/Flaming arrows/bolts are double gated by books
    Burning Barrel sound persists in pause menu
    Ranged attacks defaulting to bashing damage, which caused huge ragdolls

Alpha18.0 b149

Added
Gfx tex command calls UnloadUnusedAssets
Streaming texture budget is set based on VRAM size
Anisotropic filtering is disabled if 3 GB or less of VRAM
Biome feral night born zombies will be old and die at dawn
Zombie super rage
Journal entries on weapon and armor stats (work in progress)

Changed
Harvesting farm plots was a bit too easy.
Wetness buff displays a percentage.
DrinkJarPureMineralWater and drinkJarRedTea improved description
Reduced file size of the 3 loading screen images by 75% saving a couple of Meg of memory without compromising the quality

  • Rescaled durability of items. Unless modified by perks the durability number now means number of uses until broken. Fast, low damage weapons have higher durability to account for needing more swings to achieve similar results as a slow weapon. Many items will need to be repaired if you continue an existing game.
    アイテムの耐久性を再調整しました。パークによって変更されない限り、耐久度の表記は残り使用回数を意味するようになりました。高速で低ダメージの武器は、低速高威力の武器と同様の結果を得るためにより多くのスイングが必要になるため、耐久性を高くしました。既存のゲームを続行する場合、多くのアイテムを修復する必要があります(前バージョンのゲームを続行する場合、今回調整された武器防具耐久値は0になっていますので修理する必要があります)
    You can use a blood draw kit while the death debuff is up, rebalanced BDK and updated display
    PerkPhysician has a bonus for creating blood bags
    Player crafted farm plots can be dug up and relocated
    PerkLuckyLooter adds 10-50 to loot gamestage
  • Adjusted torque and friction of ground vehicles
    地上車両のトルクと摩擦の調整
    Dye will scrap to paint
  • Helmet lights were too bright
    ヘルメットの照明が明るすぎた
    Optimized out about 80K verts and 90K tris from pyramid_05
  • Items crafted by players can now have random stats. No random stats on primitive/stone items. Weapon and similar perks add 1 crafting quality per level so you can eventually craft QL 6 items.
    プレイヤーがクラフトしたアイテムもランダムなステータスを持つようになりました。ストーン系ツールに関してはランダム性はありません。パーク値と同様の品質から+1されるようになり、最終的に品質6のアイテムがクラフト出来るようになりました。
    Updated PREGEN01-03
    Removed old script from wall torch
    Steel knuckles are useful for gutting animals
  • Reduced heat map from torches and candles
    キャンドル松明のヒートマップを削減
    Old zombies won't die if they have a target
  • Increased nightmare move speed to faster than a player
    (難易度)ナイトメアの移動速度をプレイヤーより早くした
    Added light sources to burning shaft mod prefabs.

Fixed

  • Cancelling a lockpick attempt will result in using a lockpick on opening any other container.
    ロックピックの使用をキャンセルすると他のコンテナを開く時にロックピックを消費してしまう。
    Using consumables before entering vehicle does not reduce quantity, breaks hotbar.
    Some animal textures weren't streaming and adjust streaming priority of animals
    Texture streaming on appliance models.
    Localisation key for perksniperghost
    Some electrical models do not stream and cleanup unused assets
  • Blackstrap coffee needs "art of mining vol 4" but craft window say different
    ブラックストラップコーヒーのクラフトには「Art of Mining vol 4」を読む必要がありますが、クラフトウィンドウに別の習得方法が記載されていた
    Some system languages cause problems during gameplay
    Cleaned up barrel collisions.
    Broken collision on burned siding 04.
    Some industrial objects were not streaming
    Description on perkRangersAPAmmo
    Description on ammoGasCan
    PerkArtOfMiningPallets does not unlock resourceLeadBundle
    Wrong scrap info on steel tools
    Blood moon horde may have 2 waves instead of 3
    Blood draw kit can cause a death loop
    Some lighting model textures didn't stream
    Some outdoor decor model textures didn't stream
    Character throwing broken spear still makes power attack sound
    All tools have salvage harvest enabled
  • Lvl 5 penetrator perk affects standard 7.62 ammo when it shouldnt
    The Penetratorパークのレベル5が通常の7.62mm弾にも適応されていた
    Seeds can be planted and grown on rotated farm plots
  • Coffee seed and coffee bean have the same icon
    コーヒーの種とコーヒー豆が同じアイコンだった
    Drawbridge difficult to find snap point
    Bicycles have a chance to spawn above the skybox
    Turrets Syndrome increases RoF of deployed turret(s) when one is held in hand
    Junk Turret ownership can be lost
    Clothing items do not show mod cog in paper doll slots.
    RWG 8K issues with a Radeon video card
    AlaskaCedar60 billboard being invisible
    PC monitor LOD is elevated
    Laser sight does not work until weapon is reactivated on toolbelt slot
  • A club harvests more meat than a stone axe
    クラブでストーンアックスより多くの肉が取れていた
    Nighttime textures are very ugly and blurry with reflection quality turned off
    Profiles.sdf player height exploit
    Item stats on explosive arrows/bolts
  • Using the craft metal furniture, it is possible to make brass radiators
    クラフト可能な金属家具から真鍮のラジエーターが作れていた
    Trader's category tabs are wildly inconsistent with the number of items for sell.
    Buff popups on the left (and status effect listing) are not localized

Alpha18.0 b143

Added
Gfx st budget/forceload console commands
Gfx tex console command to show texture usage info
Gfx dt console command help
Gfx af console command

Changed

  • Improved item display and descriptions for shotgun ammo
    ショットガン弾薬のアイテム表示と説明の改善
    Junk turret HP is the same as durability of the held item
    Make junk turrets able to be picked up by enemies
    ToolAnvil and toolBellows are unlocked by schematics, not perkAdvancedEngineering
    Farm plots are worth less to sell
    Vitamins also prevent Dysentery
    Updated many POI xml tags with better zoning, and allowed townships
    Item stat displays improved. They can now display values like "XP 10%".
    Raft texture settings to save memory (is in game, but not spawnable)
    Changed house_old_pyramid_02 resize optimized out 75K verts/tris
    Renamed woodFurnitureBlockVariantHelper to Wooden Storage / Furniture
    All ak47's are referred to as machine guns now in items and perk descriptions so they are not confused with rifles
    Improved many POIS tagging so they will show up better and in more appropriate zones in RWG
    All items with parts that belong to the same perk scrap to the same part. For example all handguns now scap to “handgun parts” and all handgun class weapons such as pistols, smgs, and magnums are crafted from handgun parts. Existing m60 parts, sniper rifle parts etc can be scrapped to the new parts
    PerkFlurryOfBlows adjusted and description improved
    Updated attachment positions on M60.
    Gfx key console command to not put GAME_ in front of name
    Sledgehammer and Baseball bat heavy fire now swings through target.
    Removed test raft from blocks xml to lower memory footprint at startup
    Beds no longer harvest cotton plants
    Safes, munitions box, power line and light poles harvest steel with a wrench

Fixed
Junk Turrets can be duped
Junk turret can now take damage to the point of being disabled
Junk turrets dont use their "durability used" value when deployed
Junk turrets will all be activated when ownership is lost
Junk turret ammo uses mod of item held in hand. ie. burning shaft mod
Lockpicks no longer break instantly.
Junk turret with mods causes 0 Stream Exception
Reading books is heard for other players in around a 30 block radius
Double barrel shotgun playing an additional shot animation after reload
Spear tooltip is missing when you try to throw broken spears
Water journal entry references cans of water
PerkHealingFactor not working reliably and description needs work
Unlock info on drinkJarPureMineralWater
Removed broken map marker on junk turrets
Advanced bellows recipe does not perk unlock
Hidden strike description of knives doing 200% extra damage on rank 1 was incorrect.
Allow display of a leading "" on item stats.
Incorrect message displays to client when player disconnects from party.
No grenade sound being played when thrown straight in the air
Fixed shadow artifact issue on dirt cloud particles.
Changing texture quality did not unload previous texture arrays
OptionsGrassDistance exploit
Mp_waste_hole_asphalt01 has bad ground issues from setting triangles
Add more stone to ore surface boulders
Change tool tip and journal to not include fire/torch for cold weather help
Give trader inventory a full reset.
Removed temporary green path arrows from red mesa
Reading books is heard for other players in around a 30 block radius
Wrong description assigned to lockpick bundle
Offline nonadmin players all have admin star when not online
Terrdest. stone imposter uses old wooddebris texture
Several recipes had missing unlock info
Dress shoes claim you repair them with a repair kit
Small stone bundle cannot be crafted
Window03Wood can not be crafted
Enabled texture streaming on many new loot containers
Enabled texture streaming on all trader and npc assets
Vehicles and hand items like cans, bags etc were not streaming textures
Fixed & block stability issues in settlement_trader_04.
Zombie pbr textures and radiated textures were not streaming

Alpha18.0 b139

Changed

  • Volume of notifications to be heard better.
    通知音が聞こえやすくなった
  • Perk descriptions now describe crafting unlocks more clearly.
    パークの説明文でレシピの解放を詳しく説明した
  • Oil uses a can in the recipe
    オイルの作成レシピに缶を追加
    Added Name(s) to entity death logs
    死亡ログに名前を表示
    Volume of wrench harvest sound to be less annoying.
    レンチ資源回収音をうるさくなくした
    Ammo and resource bundle naming convention improved
    弾薬と資源の圧縮クラフトの名前をルールにしたがって名付けた
    Removed chance for fog in all biomes
    どのバイオームでももやがかからなくした
    Improved description on multiple choice / variant blocks
    複数の選択肢や代わりのブロックがあるときの説明を改良した
    Better default icon for Wood Fences and Railings helper block
    Wood FenceとRailingsシリーズのデフォルトアイコンを更新
    Craftable wooden signs are a separate helper block
    作成可能な木の看板はヘルパーブロックからの派生を独立させた
    Lowered the rate of fire of unperked junk turrets
    ジャンクタレットのパーク無しでの毎秒火力を落とした
    Double barrel shotguns can install barrel attachments
    ダブルバレルショットガンにバレル用modsを追加できるようになった

Fixed

Animal Tracking causes NRE for clients members
動物の追跡時に参加者に発生するNREエラー
NRE spam when radiated vulture lost its leg and survived
Radiated vultureが足の部位破壊を受けて生きてるときの連続NRE
NoteDuke01 claims to be readable
NoteDuke01が読めそうに見えていたバグ
Improved description of breaching slugs and Elemental Protection buff
ブリーチングスラッグ弾と新入り用気温保護状態の説明文の改良
Ambiguous description of Hidden Strike
Bows using gun AudioSource radius.
Hidden Strike Bowが銃の音の範囲になるように誤解する説明文
PerkYeahScienceRank5 is a 3rd unlock for timed charge
Yeah Scienceレベル5で三回目の時限爆弾解放になっていた説明文のミス
Multiple item descriptions missing repair/scrap info
複数のアイテム説明文に修理、スクラップのアイテムが載っていなかった
Wrong description on drinkJarGoldenRodTea
Goldenrod Teaを飲んだときの説明が間違ってた
Gun attachments for double barrel and crossbow have no definition / are way off
二連式ショットガンとクロスボウmodsになにも説明がないか、おかしくなっていた
Attacks and Power attacks do not affect stealth level
攻撃、パワーアタックともにステルスへの影響がなかった不具合
Trees disappearing
木の消失
Inconsistent bundle unlocks on perkRangersComplete
Ranger Bookを全巻読破しても、その瞬間しか効果がなかった
Mining journal entry not fully accurate
採掘のTipsが一部間違ってた
Knuckle wraps have no impact sound
Knuckle wrapsの攻撃が当たっても音がしなかった
Animal tracker perk description is completely wrong
Animal Trackerの説明は完璧に間違っていた
Snakes show up as rabbit icons using Animal Tracker
Animal Trackerヘビのときにウサギが表示されていた
Sawed-off barrel mod can be installed in the (sawed-off) double barrel shotgun
すでにソウドオフの二連式ショットガンに、ソウドオフmodsが付けられた
Junk turret can never miss
ジャンクタレットが全弾命中だった
Turrets Syndrome description is ambiguous
Turret Syndromeの説明が不十分だった
Imposter eaves in barn 03
barn 03の遠景設定するの忘れてたわ
Able to apply any mod to items via cosmetic mod slot
染料mods用スロットになんでも置けた不具合
ResourceYuccaFibers icon was named wrong
植物繊維のアイコンが間違っていた
Charred meat stats window has incorrect water info
Charred Meatの水分が間違った情報を表示していた
Update serverconfig.xml to include new RWG pregen maps in game world comment
servercconfigs.xmlを更新して、RWGの同梱マップの説明を表示させるのを忘れていた

 

Alpha18 Official Release Notes

Hey Survivors,

Alpha 18 Experimental Streamer Weekend is finally here, and Team TFP is extremely excited for this release. It’s bigger than Alpha 17 and is packed full of new content, bug fixes, optimizations, and balance.

We will be running the Streamer Weekend event from Friday, October 4th starting at 12 pm CST through Sunday, October 6th. Expect a public experimental to follow sometime Monday afternoon October 7th.

We have partnered with over 130 streamers from 27 countries. Streamer Links here!

 

やあ、サバイバー諸君。

ついに公式ストリーマーが今週末に配信するAlpha18テスト版が完成した、開発チームTFPはこのリリースに非常にワクワクしている。Alpha17よりも大きく、新要素やバグ修正、最適化、バランス調整が詰まっている。

配信者の週末イベントは、日本時間の10月4日(金)の27時から10月7日(月)の午後3時まで行われる。全ての人がテスト版にアクセスできるようになるのは、日付が10月8日になってから昼を迎えるまでのどこかだと考えてくれ。

我々は27カ国以上から参加してくれた、130人以上の配信者と協力してこのイベントを行う。配信者のリンクは以下の通りだ。

Alpha 18 Official Release Notes
Alpha 18 is finally here! To make Alpha 18 a great build we combed through hundreds of community reviews and forum posts to compile a large list of the most common Alpha 17 feedback. You spoke, we listened, and committed a ton of effort and resources to address what the Team and Community felt needed improving.

We think folks will notice this effort and believe Alpha 18 to be by far the most impressive version of the game to date. And, we suspect you’ll come back.

 

Alpha18がついに来た!Alpha18を素晴らしいバージョンにするために、我々はAlpha17に対する数百のレビューとフォーラムへの投稿から一番共通するものをすき取って、一つの大きなリストにまとめた。諸君が意見を言い、我々がそれを聞き取り、大いなる努力と資源をかけて開発チームとユーザーが改良すべきだと思うものを見つけてきた。

我々は諸君がこの努力に気づき、そしてAlpha18は今までで最高に感動的なバージョンになると信じている。そして、きっとこのゲームに戻ってきてくれると思うよ。

XP Earning & Balance

We had a lot of feedback from Alpha 17 on how XP was was mostly earned by Zombie Kills, making play styles other than ‘Killers’ invalid as you could only level up by killing zombies. In Alpha 18 we streamlined and balanced the ways players earn XP to support multiple play styles and supporting rolls. These include XP for Killing Zombies, Completing Quests, Harvesting Resources, Mining, Upgrading Blocks, and more.

There are many ways to play the game, but we believe players primarily play as one or more play-style archetypes that we have identified as The Killer/Looter, The Quest/Builder, The Builder/Gatherer, and/or The Miner.

The testing team painstakingly played build after build purposely playing as these archetypes and collecting XP earning data, recording and analyzing the results, and working with the game designers to re-balance. We believe the game now supports all the current play-styles. We plan to collect telemetry data in the future to help us further improve this aspect of the game.

 

Alpha17の経験値について、ほぼゾンビを倒して手に入れるばかりだ、ゾンビを倒す以外でレベルが上がらないから殺人鬼以外のプレイスタイルは間違いだと言っているようだ、という意見を大量にもらった。Alpha18ではプレイヤーの経験値取得の方法を合理化し、バランス調整して、様々なプレイスタイルやロールプレイングを受け入れるようにした。ゾンビを倒す、クエストをクリアする、資源を集める、採掘する、拠点を強化する、それ以外でも経験値は貯まる。

楽しみ方はそれぞれだが、きっとプレイヤーは次の基本的なプレイスタイルのうち、幾つかの組み合わせじゃないかと思っている、探索兼ゾンビキラー、クエスト兼建築家、建築家兼資源あつめ、もしくは時々炭鉱夫。

テスターが苦労して集計した、これらのプレイスタイルとスキルビルドで集まる経験値のデータを、記録して解析し、ゲームデザイナーとバランス調整を繰り返した。今やこれら全てのプレイスタイルはゲームに受け入れられると信じている。プレイヤーからも遠隔でプレイデータをあつめ、この観点でゲームを改良していくかどうかは検討中だ。

Stamina Balance

TFP also heard a lot of A17 feedback about how starting player stamina was too low and player stamina drain was too much making actions like harvesting, mining, and running a grind and a chore.

We’ve reduced stone axe stamina costs, so a new player can get started harvesting resources and not be interrupted with low stamina alerts. Many other primary attack stamina costs have been reduced. Power attacks still have a hefty cost and reward. Armor perks and mods now reduce stamina and movement penalties as well. There are perk books in loot that reward stamina for kills.

We changed encumbrance so players start with a full extra backpack row in new games so your not penalized so quickly when you inventory is fills up. We also added deep pocket mods so you can carry more without being encumbered so you don’t have to perk into pack mule.

 

Alpha17の序盤のスタミナが低すぎ、減少も速すぎるために、資源あつめや採掘、レベル上げや雑用すらままならないという意見を大量にもらった。

我々は石斧のスタミナ消費を減らし、初期プレイヤーがスタミナ不足の警告に邪魔されることなく資源をあつめ始められるようにした。そのほか多数の通常攻撃のスタミナ消費は減少している。パワーアタックは消費が重く、効果が高いというのはそのままだ。防具のパークやmodsもスタミナ減少や移動速度減少を和らげる効果を追加した。相手を倒すたびスタミナが増える効果のパーク本も探索で見つかる。

我々は所持量ペナルティーのについても変更を加え、バックパック一行ぶんの容量を追加したから、初めてすぐにインベントリがいっぱいになることはない。さらに大容量ポケットmodsも追加し、ペナルティーを受けずに持ち運べる量が増え、Pack Muleを取得しなくても良い。

Optimizations

We had a lot of feedback from Alpha 17 on how performance was lower than Alpha 16. We have made many changes to improve performance including:

Occlusion System – We engineered a proprietary new occlusion system that stops the rendering of chunks, block entities or trees that are onscreen, but not visible to the player. This will often greatly increase your FPS, especially in indoor areas. The new system does add some minor popping artifacts, where occluded objects may take a moment to appear. Occlusion can be disabled in the video options if desired.
Incremental Garbage Collection – We updated to Unity 2019.1, taking advantage of their new incremental garbage collection mode, which means the old hitching we all noticed has been greatly if not fully reduced for most users.
Collision Mesh Optimizations – We went through a lot of the models that had complex collision meshes and simplified them which reduces physics calculations and improves performance.
POI detail reduction – We engineered a proprietary tool in the level editor that shows vertices and triangle counts. With this we we’re able to optimize POIs in the game reducing unneeded and sometimes abusive details by as much as 40% in some locations.
Entity Ticking – Players, animals and zombies now update over multiple frames, which reduces the CPU load during any single frame, which reduces frame rate spikes.
AI – Has a new character controller that uses a bit less CPU.
With our changes the game runs a lot better for most users. However we do recommend learning how to use the game’s video options to lower detail, resolution, reflections and other options to get the best performance for your hardware. Keep in mind 7 Days is a fully dynamic game where you can add to, change or destroy everything in a huge open world, so it cannot be compared to games using smaller static level worlds with pre-baked lighting and visibility. This means that just because your hardware can run the latest Call of Duty at 4k, doesn’t mean you can run 7 Days at 4k with the same hardware.

 

Alpha17がAlpha16に比べてどれだけ重いかという意見を大量にもらった。パフォーマンスの改善のために行った変更の一部は以下の通り。

遮蔽システム - 我々の開発した独自の遮蔽システムにより、画面上のチャンク、モデル利用ブロックや木の中で、プレイヤーから見えないものは描写をやめるようにした。これによりしばしばフレームレートが大きく上昇する、特に屋内ではね。この新システムのおかげで遮蔽されてたものが表示される瞬間に時間がかかり、多少の描写バグが現れるようになった。遮蔽システムはVideo設定で無効化できる。
段階的ガベージコレクション - Unityを2019.1に更新し、新たな段階的ガベージコレクションの恩恵を得られた、つまり今までみんなが感じていた瞬間的なカクツキが、全てのユーザーで完全に減少、と行かないまでも大いに減少しているということだ。
建物の描写簡略化 - 我々の開発した独自のlevel editorに含まれるツールで、モデルの頂点数とポリゴン数を表示できる。これを使って、建物の表示に不要な部分を最適化して、やりすぎな作り込みを最大40%軽減した。
キャラクターの更新頻度 - プレイヤー、動物、ゾンビは何フレームかに一度更新される。これはフレーム毎のCPU負荷を減少し、瞬間的なフレームレート減少を減らした。
AI - 新たなAIはCPU使用量が少し減っている。
これらの変更により、大半のユーザーにとっては良く動くようになっている。しかし、Video設定を下げて描写、解像度、反射を簡略化し、他の設定を使って環境ごとに最高のパフォーマンスが得られる方法を見つけるように勧める。7 Daysは巨大なオープンワールドに何でも追加できて、置き換えられて、取り去れる、遊ぶたびにいくらでも変われるゲームだということを忘れないでほしい、いつも同じ見えない壁に囲まれた、照明の計算も、行ける場所も、前もって作った通りのレベルデザインのゲームと比較することはできない。Call of Dutyが4Kで遊べる環境だからといって、7 Daysが4Kで遊べる根拠にはならないってことだ。

Zombie Balance

We heard many comments about how there we’re too many zombies in POIs and in the world in Alpha 17 and how the game lacked POIs that we’re smaller and simply explore-able with few or no zombies.

To resolve this we grouped POIs into questing Tiers and set there spawns to reasonable max counts/numbers for those Tiers and balanced enemy counts in every POI quest-able or not.

We also lowered biome spawning some so players could have a little more breathing room when just exploring the world.

On top of this we created nearly 30 new smaller POIs we call remnants much like the abandoned house in a variety of themes. These remnants are smaller, less populated and have a chance for 0-2 zombies giving players many less threatening explore-able spaces especially when they are starting a new game or when limited on how much daylight is left.

In future builds we plan to add more of these for every zone type.

 

Alpha17は世界中の建物にゾンビがいすぎて、小さい、簡単な探索可能なゾンビの少ない建物がほとんどない、という意見をたくさんもらった。

この解決として、クエストの難易度で建物をグループ分けし、納得のいく出現数、上限を難易度ごとに設定して、クエスト用もそうでない建物も敵の出現数を調整した。

さらに、バイオームごとのフィールド湧きも減らして、世界を探索したいだけの時は一息つける余裕を少し与えた。

その第一に、様々なテーマに沿った廃屋を、新しい小さな建物(遺物)として作成した。これらの遺物は小さく、ゾンビも0-2体と少ないから、序盤や夕暮れ時でもプレイヤーは脅威を感じることなく探索できる場所が与えられる。

新しいバージョンでは、町の各地区に合わせてたくさん追加する予定だ。

Attribute Balance

We heard many comments in A17 about how we forced players to choose Strength and Intellect attributes as they had many must have perks under them. Making the playing of different player skill builds nearly impossible. To resolve this we made a number of changes.

First and foremost each attribute has been balanced and given melee and ranged weapons they govern so every build has a new unique feeling to it with specialized weapons they use. Secondly we removed level requirements , so a player can specialize very early game now and unlock any perk in the game once they meet the attribute requirements.

We have slowed leveling because a level 40 character is now very powerful if you specialize mostly under one attribute. This doesn’t mean you can’t grab a few perks from every attribute and we encourage people to experiment with it and make the right build that matches their play style and is the most fun. We have also lowered a lot of requirements for some perks, so you can get three ranks of quite a few perks with a fairly low attribute, making players adequate at say mining with just three ranks. The top rank attributes have a much lower cost now too, making less points needed to reach rank 10. We’ve also added schematics that unlock nearly every craftable item in the game, so players no longer need intellect to craft most items.

 

Alpha17で我々がStrengthIntellectの取得を強制している、それ無しで取れるたくさんのパークは必須なものばかりだ。プレイヤーごとに異なるスキルビルドをするのは不可能だ、という意見をもらった。この解決として、多くの変更を行った。

まず、元になるAttributeからそれぞれバランス調整し、それぞれ近距離武器遠距離武器を与えた。これにより、それぞれのAttributeを試すたびに、特有の武器を使うことで新鮮で特別な気持ちになれるようになった。次に、レベル制限を撤廃したため、プレイヤーがゲーム初期からでも特化することで、Attributeの条件さえ満たせばどんなパークでも開放できるようになった.

Attribute一本に特化すると、40レベルでも非常に強力なプレイヤーになるため、レベルの上昇スピードを遅くした。これは全てのAttributeからは少しのパークしか取れないという意味ではなくて、一人一人が試してみて、正しい、そして自分にあった、楽しいスキルビルドを見つけてほしい。さらに、いくつかのパークはAttributeの条件も緩和した。Attributeの最高レベルに必要なコストも減っていて、ランク10までに必要なポイントは少なくなった。さらに、ゲーム中ほぼ全てのクラフト可能なアイテムは、開放する設計図を追加して、Intellectを取得しなくてもほとんどが作れるようにしている。

Gameplay Changes

  • Item changes – All item crafting is now governed by the perk tree its affected by. So rather than intellect controlling the quality of a shotgun you crafted, its governed by the Boomstick perk. Players can craft up to blue quality. Faulty and poor quality items have one mod slot, fair and good quality items have two mod slots, great quality items have three mod slots, and fine quality items have four mod slots. Items scrap to parts like shotgun parts, light armor parts, etc and are crafted from them. Higher quality items require more parts and materials to craft. For example a crude shotgun only requires 3 shotgun parts but a great shotgun requires 15 parts. Primitive items like stone and wood items do not require special parts and are crafted from common ingredients. Items quality now influences damage and armor ratings. All weapons and armor have random stats now, and its possible that a brown club might be better than a orange club, so check the stats. Mods still increase damage when installed but not as much since item quality influences damage.
  • Schematics – We’ve added classic item schematics back to the game that permanently teach the player how to craft specific items and sometimes an entire group of items. There are hundreds of schematics to find so if you don’t want to spend perks on intellect you can find schematics to unlock nearly everything in the game. There are even recipe cards for nearly every food item in the game as well. We have removed the perk books and ingredient based schematics from the game.
  • Armor Changes – Armor rating now never changes based on perks. Armors offer great protection now early game, even cloth and scrap armor is worth using. Cloth armor does not slow the player or cost any stamina to wear. Armor significantly reduces chance for bleeding and stun. Heavy armor is the best but has the heaviest penalties. Perks and mods can remove nearly all penalties from light armor and most from heavy armor.
  • Encumbrance – We’ve removed a whole row of encumbrance so early game is more forgiving. There are also pocket mods you craft for clothing to reduce encumbrance very early game. It is possible to have zero encumbrance with no pack mule perks now, you just have to get the right gear.
     
  • アイテムの変更 - 全てのアイテムのクラフトは、使うときに関係するパークによって開放される。つまりIntellectがショットガンのクラフト品質を変化させるのではなく、Boomstickのパークによって変化する。プレイヤーは青(Great)品質までクラフトできる。Faulty, Poor品質はmods枠1つ、Fair, Good品質はmod枠2つ、Great品質はmod枠3つ、そしてFine品質はmod枠4つもっている。各アイテムはそのパーツにスクラップすることができる、例えばショットガンパーツ、軽装備パーツ、などなど、そしてそれらを使ってアイテムをクラフトする。高品質なアイテムはパーツや素材が増加する。例えば、低品質なショットガンはパーツ3つでクラフトできるが、優れたショットガンは15こ必要、ということだ。石製、木製の原始的なアイテムは特別なパーツは必要なく、ありふれた素材でクラフトできる。アイテムの品質は、今やダメージや防具の軽減率に影響する。そして、全ての武器防具の性能はランダムになり、茶色品質の棍棒がオレンジ品質よりも良いかもしれない、という可能性があるので性能を確認してほしい。modsは相変わらずダメージに影響するが、品質によってダメージが変わるので、前ほどではない。
  • 設計図 - 以前の設計図をゲームにまた戻した、これはプレイヤーが一部のアイテム、もしくはアイテムグループのクラフトを永続的に学べるものだ。レシピ帳でさえゲーム中のほぼ全ての食べ物を網羅している。我々はパーク本と、各素材に限定された設計図については廃止した。
  • 防具の変更 - 防具の防御率はパークで変化しなくなった。防具は序盤でも大きな能力を発揮し、布やくず鉄すら使う価値がある。もう布の防具で遅くなったりスタミナが減ることはない。防具は劇的に出血とスタンの確率を減らす。重装備は最高で、最大のペナルティが付いてくる。パークやmodsはほぼ全てのペナルティを軽装備から取り去り、多くを重装備から緩和する。
  • 所持量ペナルティー - 我々は一列丸々ペナルティを取り去り、ゲームの序盤をより優しくした。最序盤にクラフト可能な、衣服用の所持制限緩和modsを用意した。Pack Mule無しでペナルティーを完全になくすことも可能になった、良い装備を手に入れなければならなくなっただけだ。

Death Loop Improvements

Many players complained about getting into death loops or cheap deaths in the game at times when they were not taking risks. Here are some of the things we have done to improve this.

  • The death debuff has been changed from lowering attributes health and stamina to losing XP resulting in less cheap back to back deaths.
  • After a player dies during a blood moon, zombies will no longer know where you are and normal stealth rules apply. If you re-engage an enemy, blood moon behaviors recommence.
  • We lowered the default difficulty from Nomad to Adventurer since A18 is a little harder with the new zombie rage speed boosting behavior.
  • We changed AI noise detection to play sense sounds and lowered hostile animal’s noise and sight detection ranges. Some animals now have a chance to flee when damaged in combat.
  • Bleeding does less damage per second and armor reduces the chance to bleed dramatically.
     
    たくさんのプレイヤーがデスループから抜け出せなくなったり、リスク無しで生き返れたりすることに不満を漏らしていた。この改善策が次のようなものだ。
  • 死亡時のペナルティーを体力・スタミナ・Attributeの減少ではなく、死ぬたびに決して小さいとは言えない経験値の減少につながるように変更した。
  • ブラッドムーンホード中にプレイヤーが死亡すると、ゾンビはあなたを見失い、普通のステルスが適用される。もしまた会敵すれば、ブラッドムーンの状態が始まる。
  • AIの音の探知に変更を加えて、気づかれたときの音がなるようにした、攻撃的な動物は音や視覚の探知範囲を狭くしている。動物の中には、戦いの中でダメージを受けると逃げる可能性があるものもいる。
  • 出血のダメージは減少し、防具は出血率を劇的に減らすようになった。

Melee hit Detection and Glancing Blows

Some folks gave us feedback about how you would swing and miss zombies too often. Melee was too binary, hit or miss. To remedy this, as well as make melee feel more impactful, we added a swing arc to detect hits along the path of the weapon. If you miss with the crosshairs, you will still hit enemies along the arc of the weapon swing, just for less damage. This allows melee users to do splash damage to crowds while primarily attacking one target. We will be improving on this new system as time goes on.

 

プレイヤーの中には、殴っても当たらないことが多すぎると意見をくれている。近接はあまりにも当たるか外すかの二極すぎたのだ。この緩和策として、そして近接がパワフルに感じるように、武器の描く曲線を考えてその途中でも当たったかどうか判断するようにした。もしクロスヘアから外しても、その途中の曲線で敵に当たり、ただダメージが減るだけになった。これにより、近接戦プレイヤーは集団の一帯に攻撃しても、範囲ダメージを周りに与えられるようになる。この新しいシステムはこれから改良の予定だ。

Melee Impact Audio Polish

To improve upon the existing melee sounds, we have gone through our melee weapons and added new crunchier impacts. We also added sounds for glancing blows and player power attacks sounds which makes melee feel much more immersive.

 

今ある近接戦闘の効果音を改良するために、粉砕する衝撃音が鳴るようにした。さらに、スカ当たりの時と、パワーアタックの時の効果音にも追加して、近接に没入感を与えた。

Animation Polish

We expanded our animation team and they have been kick-ass on polishing and making all first person animations more fluid, snappy and satisfying.

With this also came new item hide/show code which allows thrown or placed items to be hidden and shown on the right frames to make things like grenades, c4 and rocks look great#br
アニメーション開発チームを拡大し、1人称視点の動きを全て滑らかで、きびきびした満足いくものへと洗練するようにムチを振るった。
これはアイテムを表示し、消す時のコードを含み、投げたり設置したアイテムは消えるようにし、グレネードやc4爆弾、石ころはフレーム単位で正しいタイミングに表示されるようにし、素晴らしい出来栄えだ。

Dynamic Music System

TFP has teamed up with Native Darkness Productions to bring a fully dynamic music system to Alpha 18. The system procedurally generates a complete musical arrangement from a set of interchangeable loops. As of now there, are over 750 unique combinations.

Our hope is that this feature will make Alpha 18 that much more immersive. We have set a default cap on the music, which will allow it to play for 30% of a given day, but you are in control of how much music you can hear through the ‘Daily Time Allotted’ property in the audio options menu. (Note that setting this property to 100% will not give you constant music, as that percentage is a daily cap and not a guarantee.)

At the moment, our system is designed to provide music while the player is exploring the world. We do however intend to broaden the system in the next Alpha with not only more content but to include suspense, combat, and trader music. That being said, for the time being, we hope you enjoy this new addition to the 7 Days soundscape.

 

TFPはNative Darkness Production(代表例:ゼルダの伝説, Darksouls, Silent hill)と提携し、プレイに応じて全く変化するBGMシステムをAlpha18に追加する。このシステムは切り替え可能な音楽のループから、次々に変化していく音楽をその場で生成する。今の所、個別に750種類の組み合わせがある。

我々の希望としては、Alpha18をこのシステムで没入度の高いものすることだ。音楽は、1日の30%を上回らないように上限が設定されているが、Audio設定の「Daily Time Allotted」でどれだけ音楽が流れるようにするか設定できる。(ただし、100%に設定しても常にBGMが流れるわけではなく、最低保障ではなく上限を設定していることに気をつけて。)

今は世界を探索しているときに音楽が流れるようにシステムを設計している。しかし、次のAlphaで拡張されたときに、発見時、戦闘時、トレーダー内のBGMも追加しながら、音楽のバリエーションを増やす予定だ。前に言ったように、現時点では、7 Daysの音響に加わった新たな音楽を楽しんでくれれば何よりだ。

New Infection, Dysentery, and Stun Changes

  • New infection system – Infection is easier to contract when you have low health than high health. 1% is barely infected, at 100% infection you die. Stage 1 lasts one (real time) hour and up to 14% and has no side effects. Stage 2 lasts 3 hours (up to 57%) and has -25% stamina recovery. Stage 3 lasts 3 hours and is -35% stamina recovery and -1 to all attributes. Getting hit by zombies can increase infection level. Take antibiotics to slowly cure infection, such as honey, herbal antibiotics or pharmacy grade antibiotics. Antibiotics lessen stamina recovery penalty by half while curing. Make sure to have a larger cure amount than your infection amount or you will get sick again when the cure buff runs out.
  • Dysentery and food poisoning – Dysentery and food poisoning are non-lethal but easier to contract. All foods except canned now have a chance to contract food poisoning. Food poisoning causes you to throw up and you lose most of the food you have consumed. Recover by eating. Dysentery causes diarrhea which will drain your water causing dehydration. Drink goldenrod tea to recover faster from dysentery. Boiled water still has a chance to contract dysentery so drink teas, coffee or the new mineral water to be exempt from dysentery. The perk slow metabolism has been renamed to Iron Gut which reduces chance for dysentery and food poisoning with each rank.
  • Stun System – Armor greatly reduces chances for being stunned.
     
    新たな感染症システム - 体力が多い時よりも、少ない時の方が感染症にかかりやすい。1%はほぼ感染していない、100%は感染で死亡することになる。ステージ1は実時間1時間分続き, 14%まで上がるが効果はない。ステージ2は3時間続き(57%まで)スタミナ回復が25%減る。ステージ3は3時間続き、スタミナ回復が35%減り、全てのAttributeが1減る。ゾンビの攻撃を受けると感染のレベルが上がることがある。抗生物質は徐々に感染を直す、効果があるのは、蜂蜜やハーブ抗生物質、薬局の抗生物質だ。抗生物質はスタミナ回復ペナルティーを半分に減らす。ただし、感染度より多くの抗生物質を使うように気をつけないと、効果が切れた後も症状が出ることになる。
  • 赤痢と食中毒 - 赤痢と食中毒は致死性ではないが、しょっちゅうかかる。缶詰以外の全ての食べ物は食中毒の危険があり。食中毒が起きると食事が中断され、食べたもののほとんどを無くしてしまう。吐いた分は食べて取り戻す。赤痢は下痢を引き起こし、水分が減って脱水状態になる。Goldenrod Teaを飲むと赤痢の治りが早くなる。煮沸した水も赤痢の可能性があるので、お茶かコーヒーか、新しく追加されたミネラルウォーターで赤痢を避けよう。Slow MetabolismはIron Gutに改名され、赤痢と食中毒の可能性をレベルごとに減少させる。
  • スタンシステム - 防具はスタンになる可能性を大きく下げる。

HD Icons

We overhauled the icon Atlas to support power of 2 images and created new HD icons for all blocks and items. They are now much sharper and higher resolution.

 

アイコンアトラスを以前の二乗のサイズまで格納できるように変更し、全てのブロックとアイテムの高解像度なアイコンを作った。はっきりして、解像度が上がっている。

New Books and Schematics

We have added 16 book sets to the game the game with 112 total unique books. Reading these books unlocks unique perks and skills and completing a set unlocks a book series perk. Book sets are:

  • The Fireman’s Almanac – gain perks based around fire fighting, heat resistance, harvest more coal from burnt embers and more.
  • The Great Heist – Gain perks that help you become a master thief. Gain new stealth abilities, craft timed charges to open safes quickly and more, damage land claimed areas 20% faster and more.
  • Lucky Looter – Each volume helps you find more specific items in loot.
  • Needle & Thread – Become a tailor and learn to craft clothing, coats, hats and even pocket mods for your clothing to reduce encumbrance without strength perks.
  • The Night Stalker – Become the ultimate assassin and gain stealth and combat bonuses at night.
  • Magnum Enforcer – Maximize the capabilities of the .44 Magnum.
  • Batter Up! – Learn to craft baseball bats and hit zombie heads out of the park!
  • Wasteland Treasures – Learn to to harvest new materials from various objects to become the ultimate junk collector of the apocalypse.
  • The Hunters Journal – Do more damage against different types of animals with each volume.
  • The Art of Mining – Enhance your life as a miner with new craftable equipment and mining tricks to oneshot ore!
  • Rangers Guide to Archery – Become the ultimate archer with this set of books. You can even craft exploding arrows.
  • Pistol Pete – Master the use of 9mm weapons with this set of books.
  • Shotgun Messiah – Become the action hero you always dreamed of with this complimentary set of books
  • Sniper – If exploding heads is your thing, look no further. Craft special ammunition, ghillie suits and more!
  • The automatic weapons handbook – Learn every trick in the book about machine guns.
  • Urban Combat – Become the ultimate commando with Urban combat and look like a sexual tyrannosaurus.
     
    我々は16種類、合計112冊の本をゲームに追加した。これらの本を読むことで、独立したパークとスキルを解放し、各種類を読み終えると、シリーズパークが解放される。
  • The Fireman’s Almanac – 火周りのパーク、戦闘、熱への耐性、燃えかすから手に入る石炭の増加など。
  • The Great Heist – 泥棒を究めるためのパークを手に入れる。新しいステルス能力、金庫を素早く開けたりするのに使える時限爆弾のクラフト、ランドクレイム範囲への攻撃を20%速く行う、などなど。
  • Lucky Looter – 各巻がそれぞれ、あるアイテムが探索で見つかる量を増加する。
  • Needle & Thread – 裁縫師になって服、コート、帽子、そしてポケット追加modsさえも作り出し、Strengthパーク無しで所持量ペナルティーを減らす。
  • The Night Stalker – 究極の暗殺者になり、夜中のステルス・戦闘ボーナスを得る。
  • Magnum Enforcer – .44マグナムの能力を最大にする。
  • Batter Up! – 野球バットのクラフトを学び、ゾンビの頭で場外ホームランだ!
  • Wasteland Treasures – 終末世界のゴミ拾いを究めて、様々なものから新たな素材を取り出す方法を学ぶ。
  • The Hunters Journal – 各巻がそれぞれ別の動物に対するダメージを増加する。
  • The Art of Mining – 鉱夫として人生を高め、新しい道具のクラフトと、鉱物を一撃で叩き割る技術を手に入れる。
  • Rangers Guide to Archery – 究極のアーチャーになって、爆発矢さえも作れるようになる。
  • Pistol Pete – 9mm 口径武器の使い方を究める。
  • Shotgun Messiah – シリーズを読んで、憧れのアクションスターになろう。
  • Sniper – 頭を吹き飛ばせるようになれば、もうそれで十分だ。特別な銃弾とギリースーツ(迷彩服)などなどをクラフトしよう。
  • The automatic weapons handbook – マシンガンにまつわる全ての技術を学ぼう。
  • Urban Combat – 現代格闘術を身につけ究極のコマンドーになろう、筋肉モリモリマッチョマンに見えるはずだ。

New Weapons

This is by far the biggest weapon update we’re ever had which includes 20 new weapons to play with.

  • Spears – Spears have great range and can be thrown. From stone, iron and steel, there is a spear for you. Steel spears are loot or schematic craft only. They can be modified and are governed by the new perception perk “Javelin Master”. Primary attack jabs and secondary attack performs a power attack that charges up the spear and releasing throws it. Press E to reclaim your spear.
  • Junk Turret – Junk turrets are governed by the new intellect perk “Turrets Syndrome”. They are a hand held weapon that is fired with primary attack and reloaded like a normal weapon. Secondary attack deploys it in the world and it will target zombies and animals as long as the player is close enough to it. Turrets deactivate when the player is too far away and will stop making noise and the barrel will aim at the floor when they run out of ammo or are out of range.
  • Stun Baton – A new melee weapon governed by the new intellect perk “The Electrocutioner” gives intellect players a shock baton that charges with each attack. Each rank of Electrocutioner reduces the number of swings needed to achieve a charge.
  • Baseball Bat – The baseball bat is a top tier club that is loot or schematic craft only. Clubs and bats are governed by Pummel Pete under Strength.
  • M60 – The M60 is a top tier machine gun class weapon that is loot or schematic craft only. It is governed by Machine Gunner under Fortitude.
  • New Sledgehammers – Want to be a sledgehammer guy early game? Craft a stone sledgehammer right away from basic ingredients like stone, wood and plant fibers. Later game you can find steel sledgehammers or craft them with a schematic. Sledgehammers are governed by Skull Crusher under Strength.
  • Knuckle Wraps, Brass Knuckles, Spiked Knuckles – Ever wanted to just punch a zombies head off but the old vanilla fists were just too weak? Well now you can perk into “The Brawler” under Fortitude and use leather knuckle wraps, Brass Knuckles and Spiked knuckles to punch their face into a pulp. “But won’t I get infected being so close to zombies?” you might ask? Fear not because they come with a special built in perk that removes a zombies ability to infect you by punching out their teeth (punch to head instantly neutralizes zombies infection ability).
  • Double Barrel Shotgun – Fires two shots, but you can double tap and basically shoot both at once. Shotguns are governed by the perk Boomstick which is under Strength.
  • New Explosives- Grenades and timed charges have been introduced to alpha 18. There are normal grenades that bounce and contact grenades which explode on contact. Timed Charges deal massive damage to safes and doors and are great for raids. They are governed by Demolitions expert under Perception.
  • New bows – The normal bow people are used to has been turned into a primitive bow so it will probably feel worse to experienced players. We’ve added a new wooden bow which behaves similar to the old bow, and the compound bow is still the top tier bow. We’ve added a new compound crossbow which is a top tier crossbow that is loot or schematic craft only. Both bows and crossbows alike, can use flaming and exploding ammunition. Bows are governed by Agility now.
  • New ammunition – All firearms can use regular ammo, HP ammo which does more damage, and AP ammo which pierces through enemies and low hit point structures like wood and glass. Shotguns have breaching ammo for wrecking safes and doors, bows have exploding arrows. Advanced ammunition requires a schematic to craft. Steel ammunition has been removed from the game, but there are many new ways to acquire brass including smelting dukes.
     
    これは超最大級の武器アップデートで、20種類の新武器を含む。
  • 槍 - 槍は範囲が広く、投擲もできる武器だ。石製、鉄製、鋼製の中から、あなただけの槍を選ぼう。鋼製の槍は探索か、設計図でのクラフトに限られる。槍はmodsをつけることができ、新しいPerceptionパークの「Javelin Master」に性能が左右される。左クリックは突きで、右クリックのパワーアタックが槍で突進し、離すと投げつける。Eキーで槍を拾い上げる。
  • Junk Turret - ジャンクタレットは新しいIntellectパークの「Turrets Syndrome」に性能が左右される。これは手で持って使える武器であり、普通の武器と同じように左クリックで撃ち、リロードする。右クリックはワールド状に設置して、プレイヤーが近くにいる限り、ゾンビと動物を狙う。タレットはプレイヤーが遠すぎるときは停止して、騒音を立てる。弾薬が切れるか、射程外になると銃口は下を向く。
  • Stun Baton - 新しいIntellectパークの「The Electrocutioner」で性能が左右される近接武器で、Intellectを選ぶプレイヤーは攻撃の度充電されるショックバトンを使うことができる。Electrocutionerのレベルが上がるごとに、一振りするのに必要な充電量が減少する。
  • 野球バット - 野球バットは最高性能の棍棒で探索品としてか設計図クラフトでのみ手に入る。棍棒とバットはStrengthPummel Peteによって性能は左右される。
  • M60 - M60は最高性能のマシンガン系武器で探索品としてか設計図クラフトでのみ手に入る。Fortitudeの中のMachine Gunnerによって性能は左右される。
  • 新しいSledgehammers - 序盤からスレッジハンマー使いになりたい?Stone, Wood, Plant Fibersなどの基本的な素材から石のスレッジハンマーをクラフトだ。後々鋼のスレッジハンマーを見つけたり、設計図からクラフトすることができる。スレッジハンマーはStrengthの中のSkull Crusherによって性能は左右される。
  • Knuckle Wraps, Brass Knuckles Spiked Knuckles - ゾンビをただただ殴って頭を吹き飛ばしたいと思ったことはないかい?そして、今までのバニラの拳は弱すぎるとも?それなら、これからはFortitudeの中の「The Brawler」を取得して拳に革のバンデージを巻いたり、Brass KnuckleやSpiked Knuckleを使って奴らの顔をぐちゃぐちゃに殴ろう。「でもゾンビに近づきすぎたら感染するんでしょ?」気になる?恐れる必要はない、この武器は特別なパークにより、ゾンビの歯を攻撃して感染能力を奪うことができるからだ。(頭を殴った瞬間にゾンビの感染能力は失われる)
  • 新しい爆発物 - 手榴弾と時限爆弾がAlpha18で導入される。ぶつかって跳ね返る通常手榴弾とぶつかると爆発する接触手榴弾がある。時限爆弾は金庫、ドアに強力なダメージを与え、建物の攻略にもってこいだ。これらはPerceptionの中のDemolitions Expertに性能が左右される。
  • 2連式ショットガン - 二発装填だが、ダブルタップで実質同時に2連射可能だ。ショットガンはStrengthの中のBoom Stickによって性能が左右される。
  • 新しい弓 - 普通の弓を使う人々はずっと原始的な弓に慣れており、熟練プレイヤーにとっては良くない印象を持っている者もいるだろう。今までの弓と似た扱いの、新たなウッドボウを追加し、その上のコンパウンドボウは最高の弓のままだ。最高のクロスボウとして、コンパウンドクロスボウを追加し、探索か設計図クラフトでのみ手に入るようになった。弓もコンパウンドボウも同じように、火矢と爆発矢を使うことができる。弓の左右されるスキルはAgilityになった。
  • 新しい弾 - 全ての火器は通常弾と威力の高いホローポイント弾、敵を貫き木やガラスなどのもろい構造物を破壊できる徹甲弾を使うことができる。ショットガンには金庫・ドアの破壊用にブリーチング弾があり、弓には爆発矢がある。高性能な弾薬は設計図でのクラフトが必要になる。鋼の弾薬は無くなったが、真鍮を手に入れる方法は増え、デュークスコインを溶かすことでも手に入る。

Thrown Items

In multiplayer games, thrown items were moved by the server, which means if your computer was not the server you would see a delay when you threw an item and see lag in its position updates and collisions with the world. In A18 we added a Physics Master system that lets the player’s computer that threw the item spawn and run the item’s physics, so you get the same lag free throwing as a single player game and they will accurately hit other players.

Many thrown items have been resized and had their colliders adjusted, so they are easier to use. Molotovs have a smaller radius and a more forgiving distance check to players, so it is harder to set yourself on fire.
Rocks and snowballs can be thrown much further now which is useful to lure zombies away from your backpack or a POI you want to sneak into.

 

マルチプレイでは、今まで投擲物は参加者のPCではなくサーバーによって管理され、目視できる現在の位置や、衝突のタイミングはサーバー以外から見ると遅れて見えていた。Alpha18では物理演算一新システムを導入し、アイテムを投げたプレイヤーのPCにその物理演算を任せ、シングルプレイでの体験と同じように相手に当たるようになる。

多くの投擲物は大きさと当たり判定を調整し、使いやすいものにしている。火炎瓶は半径を狭めてプレイヤーへの安全地域を広げているので、自分に火がつくのは少なくなった。
石ころや雪玉はさらに遠くに投げれるようになり、自分のバックパックや探索する建物からゾンビを離すのに便利になった。

New Terrain Blending, Unity Distant Terrain & PBR Terrain Textures

We have integrated a new terrain shader that blends the terrain textures in a much more natural way. With it we can do interesting things like base the texture weight on slope angles (e.g. grass grows on relatively flat terrain only and steeper surfaces have eroded stone etc).

Along with this we have converted our old distant terrain to use Unity’s distant terrain giving us much more fidelity in the distance as you can now see details like erosion and higher resolution mountains and plateaus.

If that wasn’t enough we have overhauled all the terrain textures not only in a higher resolution but also to support the new PBR art pipeline.

 

我々は地形ブロック用のシェーダーを新たに統一されたものに更新し、自然な移り変わりを実現した。これによりブロックの斜度に合わせてテクスチャを変えるなどの面白いことができるようになった。(例えば草は平らな場所にだけ生えるようにして、急な斜面は崖やメサのようにするなど)

この変更に伴い、遠景描写をUnityのものに切り替え、遠景が忠実に再現できるようになったため、切り立った地形の細かな部分や、山や高原の高精細さがわかるようになった。

これでも不十分だというなら、地形のテクスチャは解像度が上がっただけではなく、PBR(Physically Based Rendering)によって凹凸まで再現するシステムも採用したということを付け加えておこう。

New Random World Gen

Random World Generation has been overhauled to use a new custom in-house solution. This new system uses a combination of artist driven graph networks, and improved programmatic algorithms to distribute custom Artist created height map stamps for the terrain geometry and unique biomes, along with smart systems that control placement of roads, bridges, towns, and designer built POIs. With each new seed generation, a new and exciting world is created for the player to explore.

 

ワールドランダム生成のアルゴリズムは一新され、独自の方法を作ることにした。この新しいシステムはアーティストの作った地形と、それを配置して地理的な地形と特徴あるバイオームを形作るための改良されたプログラミングアルゴリズムからなっており、道、橋、街、デザイナーの作った探索場所を配置する賢いシステムも追加された。それぞれのシード値で、新たな、ワクワクするワールドがプレイヤーの探索を待っている。

POI Locations

We’ve re-imagined dozens of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences. We optimized and re balanced all existing quest-able locations and re-balanced all locations in the game.

We have also created many brand-new locations. These locations are all setup to support a variety of quests of 5 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 101 new locations and counting. Some of the new or re-imagined locations include:

  • Modern houses
    近代家屋
  • Burnt businesses
    焼けた商店
  • Burnt houses
    焼けた家
  • Burnt remnant/abandoned
    焼けた遺物、放棄された家
  • Old west businesses and business strips
    ウェスタン風商店、ストリップ
  • Old west remnants/abandoned
    ウェスタン風遺物、放棄された家
  • More house remnants/abandoned
    その他の遺物、放棄された家
  • New lodge
    新しいロッジ
  • Updated auto parts store
    リニューアルした自動車バーツ店
  • Trailer park
    トレイラー駐車場
  • Trailers
    トレイラー
  • Army camps
    軍事キャンプ
  • Army barracks
    軍事駐屯所
  • Fire Station
    消防署
  • Funeral home
    葬儀所
  • Diners
    軽食店
  • Fast food
    ファストフード店
  • Garages
    ガレージ
  • Water towers
    貯水塔

Reflections

Reflections are shown using reflection probes. We added a new reflection manager that tracks multiple probes and blends between them to reduce hard transitions. Probes now update based on player movement or changes to the world, instead of all the time, which can give an increase in FPS.

AI, Animals and Zombies

We have made a variety of improvements to the game’s AI including:

  • A coyote and mountain lion were added. The mountain lion uses the new animal leap ability.
  • The demolition zombie was added. Beware his explosive charge!
  • Zombies have a new rage mode. There is a chance when damaging zombies, based on the game difficulty, that they will move faster for a short amount of time. This add more variety to combat.
  • Sense sounds have returned to the game. They are played when hostile AI investigates a noise.
  • Hostile AI no longer investigates player noise at the exact position of the player, but rather picks a spot somewhere on the player’s breadcrumb trail based on how well the AI can hear.
  • Some types of hostile animals may flee when injured.
  • Zombies will now fight bears or wolves that attack them.
  • Zombies can ragdoll when they fall.
  • Sleeper volume triggering was improved.
     
    ゲームのAIに様々な改善を加えた
  • コヨーテとマウンテンライオンが追加された。マウンテンライオンは新たな動物捕食能力を持っている。
  • 解体業者ゾンビが追加された。突進からの爆発に注意しろ!
  • ゾンビは怒りモードが追加された。これはゾンビにダメージを与えたときに難易度依存の確率で発生し、短時間の移動速度上昇が起きる。これは戦闘に新たな局面を追加する。
  • 発見効果音が戻ってきた。これは敵対AIが音の元を探すときに鳴る。
  • 敵対AIはプレイヤーの音をたどるときに、正確な位置をたどるとは限らなくなり、AIの音の感知能力によってはむしろプレイヤーが移動した痕跡をたどった場所に向かうようにした。
  • 敵対動物は傷ついたときに逃げる可能性のあるものもいる。
  • ゾンビは熊や狼が攻撃したときに、反撃するようになった。
  • ゾンビは落下したときにラグドール化して転がることもある。
  • スリーパーの出現範囲の起動は改良された。

Vehicles

Vehicles have had several improvements done to them:

  • Steering, tire rotation, bicycle pedaling and the gyro rotor can now been seen moving when looking at other player’s vehicles.
  • Vehicles fall more accurately and riders can take falling damage.
  • Damage when colliding with the world is more accurately calculated and less land claim damage is done.
  • Using the hop action on two wheeled vehicles lifts the front tire more, so it is easier to drive over obstacles.
  • Vehicle UI, locking and passcode interaction was improved.
     
    乗り物はいくつかの改良が行われた。
  • ステアリング(転回)とタイヤの回転、自転車のペダルやジャイロのローターは他の人から見たときも正しく表示される。
  • 乗り物は忠実な落下を再現するようになり、乗客は落下ダメージを受ける。
  • ワールド上の衝突ダメージは正しく計算され、ランドクレイム範囲の軽減も適用される。
  • 二輪車のホップ動作は前輪をもっと持ち上げるようになり、障害物を越えやすくなった。
  • 乗り物のUI、つまりロックやパスワード設定は改良された。

Mining Overhaul

Mining has been overhauled and made much easier to find the ore you need. Now there are brand new 3d surface boulders of each ore type identifying where matching ore can be found below. What you see is what you get. See Lead, mine it and below the boulder will be a new lead textured underground ore that matches the surface boulder. Each boulder has a unique look so they are easy to identify at a distance what type of ore it is. These boulders are uncommon so there are still many deposits close to the surface that can only be found by digging.

 

採掘は一新され、必要な鉱物が見つけやすくなった。地上には全く新しい3D岩石が鉱石の種類ごとに現れ、対応する鉱石がどこの地下で見つかるのか判断できる。見たまんまのものが手に入るのだ。鉛が見つかれば、それを壊して取った後、地下に掘り進めれば新しい鉛のテクスチャをした地下鉱石が地上の岩石と同じように手に入る。それぞれの岩石は見た目から明らかに違い、遠くからでもどの鉱石かがわかりやすい。これらの岩石はあちこちにあるわけではないので、掘ってみないとわからない埋蔵物が、地表付近にも眠っている。

Server administration (config changes, console commands, etc)

  • Due to a change in Unity the -logfile argument now seems to require an absolute path passed in, otherwise no log is generated at all
  • Added serverconfig option “ServerMaxAllowedViewDistance”, allowing to limit the view distance clients can use to save memory and performance.
  • Added serverconfig option “ServerMaxWorldTransferSpeedKiBs”, allowing to override the data rate limit which is applied while transferring the world files to new clients.
  • Changed serverconfig option “DropOnDeath” values to now match the “DropOnQuit” values, thus also now allowing “nothing” as a valid setting and shifting all previous values by 1
  • Added serverconfig option “BedrollExpiryTime”, allowing to specify after how many days of owner inactivity a bedroll will no longer prevent zombie spawns / quest respawns
  • Added console command “gfx dt 0/1” to toggle the distant terrain rendering
  • Added console command “gfx pp ssrdist/ssrit/ssrq”
  • Added console commands to “mem” to control garbage collector (type “help mem” for info)
  • Updated console command “killall” ‘alive’ and ‘all’ parameters to work correctly and updated help
  • Added console command “spawnentityat” takes stepXYZ parameters
  • Updated console command “getoptions” now also allows filtering by substring
  • Updated console command “exportcurrentconfigs” now also exports rwgmixer when run from main menu
     
  • Unityの更新により -logfile の引数は絶対パスを入れないと、ログファイルが生成されない。
  • 新しいserverconfigオプション “ServerMaxAllowedViewDistance” は参加者のView Distanceに上限をかけ、メモリ使用量と負荷を軽減する。
  • 新しいserverconfigオプション “ServerMaxWorldTransferSpeedKiBs” は新規参加者へのワールドデータの送信時のビットレートに制限をかけ、他の参加者との通信を安定させる。
  • 仕様変更serverconfigオプション “DropOnDeath” は "DropOnQuit" に一致するようになり、 "nothing" が通常設定となったため、1ずつ数字がずれている。
  • 新しいserverconfigオプション "BedrollExpiryTime" はベッドロールの持ち主が何日ログインしない場合、ゾンビの出現とクエストの再出現を許可するか設定する。
  • 新しいconsole用コマンド "gfx dt 0/1" で遠景描写をON OFFできる。
  • 新しいconsole用コマンド "gfx pp ssrdist/ssrit/ssrq"
  • 新しいconsole用コマンド "mem" でガベージコレクションを操作する。( "help mem" でマニュアル)
  • 更新したconsole用コマンド "killall" 'alive'か'all'で正しく動く。helpも更新した。
  • 新しいconsole用コマンド "spawnentityat" はXYZの距離を受け取る。
  • 更新したconsole用コマンド "getoptions" は部分一致で絞り込みがかけられる。
  • 更新したconsole用コマンド "exportcurrentconfigs" はメインメニューでrwgmixerも出力する。

Modding Support

  • Support for localization from mods – not pushed from servers yet
  • Custom journal entries can be added
  • XUi: Reworked adding/overriding UI sprites. ItemIcons now go to “<mod>/UIAtlases/ItemIcons”. The new system can also be used for the regular UIAtlas that is used with generic XUi sprites (“<mod>/UIAtlases/UIAtlas”) or completely new custom sprite atlases (any other folder name in UIAtlases). Added sprites can be any size (a sensible limit would be 1024×1024 though) and aspect ratio. Created atlases are dumped to disk for inspection when the game is ran with the argument “-exportcustomatlases”
  • Asset bundles from mods are now loaded on game startup instead of when contents of them are first used (e.g. due to spawning an enemy the first time)
  • Allow blocks to have particle effects from custom bundles
  • Mod XML method “removeattribute”
  • Fixed an interaction issue with custom multiblocks
  • XUi: Added support for stash-buttons to “windowBackpack”. Example usage is commented out within that window’s vanilla XML
  • XUi: Allow MaxSpawnedZombies/Animals to be added to the XUi XML for the new/continue game window
  • XUi: Applying a “style” attribute when using a control is now supported
  • XUi: Fixed texture file references not working on macOS

Changelog B1 – B128

Added

  • New reset_books parameter for ResetProgression action
    ResetProgressionイベント用のreset_bookパラメータ。
  • Pathing will cross 1m ladder gaps
    AIの移動経路は1mのはしごくらいは超えられる。
  • Log when the Origin changes
  • Player vomit sounds
    プレイヤーが吐く効果音
  • VehicleManager signature error message, load message and counts to save message
  • Mark server admins (permission level 0) in player list
  • TGALoader grayscale image support
  • Advanced Engineering reduces material cost of forge recipes up to 20%
    Advanced EngineeringForgeレシピの素材コストを20%まで減少させる。
  • AudioSource for Alerts, senses, giveups
  • AI SetNearestEntityAsTarget max hear distance parameter and set on animals to be about 5m farther than max see distance
  • AI SetNearestEntityAsTarget plays sense sound when investigating noise
    AIのSetNearestEntityAsTargetイベントは音をたどるときに感知音を鳴らす。
  • Wandering hordes are disabled in playtest mode
    放浪ホードはplaytestモードでは無効化される。
  • 4 second delay after world gen to ensure cleanup is done
    ワールド生成後、ガベージコレクションが終わるように4秒クールタイムを設ける。
  • Vehicle steering and tires sent to remotes and FixedUpdateMotors is run
    乗り物の転回とタイヤはサーバーに送られ、FixedUpdateMotorsイベントを実行する。
  • Flag players that died during blood moon as invalid GPS
    ブラッドムーン襲撃時にプレイヤーが死ぬと、その地点めがけてゾンビが向かい、見つかるまでは現在地に向かわない。
  • AI Director blood moon 1.5 sec update delay for targeting
  • Entity Physics Master system so clients can run physics
  • Occlusion video option
    遮蔽のVideo Option
  • Bandages, First aid bandages, first aid kits and splints now give XP
    包帯救急包帯救急キット、添え木は経験値をあたえる。
  • Physician perk now gains 20% more xp per rank for using medical items
    Physicianはレベルごとに救急アイテムの経験値を20%追加する。
  • Timed charge sounds
  • Gas can schematic recipe to loot and traders
    Gas Can設計図を探索とトレーダーに。
  • Encumbrance journal entry after you get the buff for the first time
    所持量ペナルティーを初めて受けたときにジャーナルを表示。
  • Grenade sound effects & explosions
  • Machete sounds with custom impact overrides.
  • Vultures will get battle fatigue and stop attacking for a while
    ハゲワシは戦いで疲れると、しばらく攻撃を止める。
  • Battle fatigued vultures will not circle toward far players
    疲れたハゲワシは遠くのプレイヤーに向かって周回しない。
  • Air conditioners and new car radiators models drop radiators when destroyed.
    エアコン室外機と新しい車のラジエーターのモデルからは、壊れたときにラジエーターが手に入る。
  • Powered vault door & vault hatch
    電動Vault DoorVault Hatch
  • 3 new craftable player lights. Unlock via schematic or electrician perk
    3のクラフト可能なプレイヤー用ライト。設計図かElectricianパークで解放。
  • Electrical schematics to loot and traders
    Electrical Schematicsが探索品とトレーダーに。
  • Craftable power doors and bridges. Unlocked via schematic or tier 4 of Advanced Engineering (still need to clean up attachment points)
    クラフト可能な動力開閉ドアと橋。設計図かTier 4 Advanced Engineeringで解放。(接続場所は要調整。)
  • 4 new modular pc models Modular Desktop PC
  • Basketball Hoop
  • Yeah Science offers a 20% crafting speed boost to all items crafted at chemistry stations
    Yeah ScienceはChemistry Stationsでクラフトするすべてのアイテムのクラフトスピードを20%増加させる。
  • Advanced Engineering offers a 20% crafting speed boost to all items crafted at table saws
    Advanced EngineeringはTable Sawsでクラフトするすべてのアイテムのクラフトスピードを20%増加させる。
  • Empty cans can be forged
    空き缶はforgeで作成可能。
  • New icons for dyes that match the new colors
  • Garment Bag & Modular Closet Rods
  • Advanced engineering ranks 3 through 5 give you 20, 35 and 50% XP for kills electric based turrets make
    Advanced Engineeringのランク3~5で電動タレットを使って倒した敵からも20%,35%,50%と経験値がもらえるようになる。
  • Blacksmith and Tinkerer perks now give you faster crafting time on anvils and workbenches.
    BlacksmithとTinkererはAnvilWorkbenchesでのクラフト速度を上昇させる。
  • Master Chef now lets you cook 10% faster per rank
    Master Chefはランクごとに10%クラフト速度を上昇させる。
  • #HeldItemRoot for AddPart to be able to attach parts to held items
  • Advanced engineering grants a 20% crafting speed bonus to items crafted at workbenches, table saws and cement mixers
    Advanced EngineeringWorkbenches, Table Saws, Cement Mixersでのクラフト速度を20%増加させる。
  • HitSound and GrazeSound overrides for melee weapons. Stone sledge as example
  • TrapIncomingDamage passive effect
  • CVars can now be displayed on buff popout and in buff list. See cold/hot temp buffs
  • Coal ore model
  • New 3d lead ore model to surface to easily spot lead ore mines
  • Iron ore surface boulders to distinguish iron ore mines
  • Zombies set short controller and physics heights when start as or turned into crawlers
  • Reflection Manager
  • ModMeleeClubMetalChain with 10% knockdown chance
  • MeleeKnucklesLeather as a T1 brawling weapon
    パンチ用武器のランク1としてMeleeKnucklesLeatherを追加
  • Buried Supplies Tier 2 quest
    Buried Suppliesクエストのランク2をつか
  • Cargo storage pocket mods for clothing that reduce encumbrance by 2 that are unlocked with needle and thread book
    Needle And Thread Bookで解放される、Cargo Storage Pocket modsは衣服につけて所持量ペナルティを2枠解放する。
  • Animal leap ability
    動物の逃げる能力
  • Changing the held item during weapon reload cancels reload
    武器のリロード中に持ち替えるとリロードを中断する。
  • Syncing of junk turret targets over the network
  • Entity ownership list
  • Demolition zombie
    Demolition Zombie
  • Sleeper volume trigger modes (Active, Passive, Attack)
  • Player breadcrumb system
    プレイヤーの移動痕跡システム
  • AI SetNearestEntityAsTarget investigates player noise using random distance breadcrumb
  • Sleepers go active from moderate noise at .9m outside the volume
  • New steel sledgehammer prefab
  • txt for host side only, contains various generation info and original seed
  • World Size ruleset switching
  • 4k biome and terrain to rwgmixer.xml
  • Urban combat book allows crafting of cigars
  • Forge schematic
    フォージ設計図
  • Military stealth boots which have no stamina penalty and muffle movement sounds
    軍用ステルスブーツはスタミナペナルティがないばかりか、移動の音を抑える。
  • Item random spin when thrown
  • Cosmetic dye slot to assemble window
    染色用のスロットが追加された。
  • Shotgun messiah complete perk.
  • Can bulk craft all shotgun ammo types
    どのショットガン弾薬も一括クラフト可能に
  • Mountain lions spawn in the snow biome
    雪山バイオームにマウンテンライオン追加
  • Military fiber schematic and added to loot and traders
    探索とトレーダーにミリタリーファイバー設計図追加
  • Coyote to desert spawns
    砂漠コヨーテ追加
  • AI RunawayWhenHurt param1 is chance to flee when hurt and a minimum health needed to trigger
  • Wolf type AI will RunawayWhenHurt 40% of time when below 10%40% health
    狼系のAIは40%の確率で、体力が10%40%を下回るとRunawayWhenHurt(攻撃を受けた時の逃げる動作)のイベントを行う
  • New firearms plus ammo to loot groups
    新しい銃火器の弾薬つきが探索で見つかるようになった。
  • Occlusion whole chunk culling
  • Properties to control grazing hits
  • EntityPenetrationCount passive effect and hooked up to perk
  • Ability for ranged weapons to penetrate multiple targets
    遠距離武器の貫通攻撃能力を追加
  • Logic to cause blocks to take away 1 penetration point for every 100 max block hp
  • Soft particles are enabled when water particle limiter is above .5
  • Traders now have vehicle parts for sale, and complete vehicles
    トレーダーパーツや完成品として乗り物を売るようになった。
  • Clean Densities button to level tools 2, setting all densities to default value, either within the current selection or if no selection in the whole prefab
  • Held items spawn with random stats. Crafted items are not random.
    手持ちアイテムはクラフト品以外ランダム性能で出現する。
  • Clothing spawns with random stats. Crafted items are not random.
    服はクラフト品以外ランダム性能で出現する。
  • Duct tape and leather to most tool recipes to keep them from being mass produced for big profits at traders
    ダクトテープと革をほとんどのツールレシピに追加し、大量生産してトレーダーで大儲けしづらくした。
  • Vehicle parts schematic items and added them to loot
    追加した車パーツレシピは探索で見つかる
  • Fireman’s almanac modification. Unlocks an axe mod that does 25% more block damage but 25% less entity damage
    Fireman's Almanac本のmodsとして、斧の攻撃力を25%下げ、対物破壊力を25%あげるものを追加。
  • Pure mineral water, unlocked by Wasteland Treasures
    Wasteland Treasuresで解放されるPure Mineral Water
  • Double barrel shotgun to loot and traders
    Double Barrel Shotgunを探索とトレーダーに。
  • AI attack motion estimation uses a random range
    AIは攻撃範囲の見積もりをランダムに間違うようにした。
  • Zombies when damaged have a chance based on difficulty to get a move speed boost for 410 seconds
    ゾンビは難易度に依存する確率で、攻撃を受けたときに410秒間の移動速度上昇が起こる。
  • Zombies can ragdoll when falling more than 2m (spiders immune, ferals cap at 70%)
    ゾンビは2m以上落下するとラグドール化する(スパイダーは無効。Feral化は70%が上限)
  • New block concretePlateCorner
  • Dismember chance is scaled by damage / max health
    部位破壊率はHP上限にしめる、ダメージの割合に依存する。
  • ConcretePlateBroke04
  • Timed charge recipe
  • Added breaching slugs
    ブリーチングスラッグ弾を追加
  • Army Truck
    軍事トラック追加
  • Craftable storage pocket mods to modify clothing and decrease encumbrance, unlocked with needle and thread book.
    クラフト可能なStorage Pocket ModsをNeedle And Thread Bookで解放、服についけて所持量ペナルティーを減らす。
  • Sewing kits, loot only, needed to craft non primitive clothing, armor and their mods
    裁縫キットを探索で見つかる品に追加、文化的な服や防具、modsの作成のために使う
  • Blackstrap coffee, a super strong long lasting coffee unlocked by one of The Art of Mining books
    Art of Mining本の一部で解放される、効果の強く長持ちするコーヒーBlackstrap Coffeeを追加
  • Diamond blade tip modification that doubles tool durability that can be crafted when reading one of the
    道具の耐久を倍にするDiamond tip modsを、????本を読むとクラフト可能に。
  • Lockpicks to loot and traders
    探索品とトレーダーロックピック追加。
  • Schematics for table saw, work bench, chemistry station, and cement mixer
    Table Saw、WorkbenchChemistry StationCement Mixer設計図を追加
  • Coyote prefab and adjusted xml
  • Mountain Lion
  • Art of Mining Bundles (allows players to craft bundles of ore to save inventory space)
    Art of Mining全巻読破効果(鉱石をまとめてインベントリを節約できる。)
  • Roughed in spear damage and power attack damage
    槍のダメージ、パワーアタックのお試し実装
  • Cardboard pallet prefab
  • Gun parts to shotgun messiah boxes
    パーツをShotgun Messiah Boxで見つかるように
  • Dynamic recipe costs for all firearms and power tools
    全ての銃パーツと強力なツールでレシピの消費が品質で変わるように
  • New materials for all new weapon and tool parts
    全ての武器、道具のパーツに新たな素材
  • All firearms can be scrapped into specific gun parts such as ak47 Parts, pistol parts, etc.
    全ての銃はその特有なパーツにスクラップされる、例えばAK47パーツピストルパーツ、などなど
  • Fuel tank mods for motor tools
    自動ツールにガソリン容量追加mods
  • New descriptions for deep cuts and run and gun.
  • Craftable Ghille suit gated by the sniper book series.
    Sniper Bookで解放されるギリースーツ
  • SignalProcessing methods for suspense dsp
  • Generalized Logarithm method and Reverb Room parameter automation
  • Dsp constants for managing dsp code in TransitionManager
  • Path start position motion estimation
  • AI slows down near end of path and won’t turn when close
  • New note to players inventory from the Duke of Navezgane when they start a new game
  • Block VehicleHitScale for vehicle collisions, removed heavy hit based on mesh tag and setup blocks (road debris and small cactus x999, signs x8, shopping cart x4)
  • Vehicle hopForce forward offset, so front tire lifts more on 2 wheelers and motorcycle does wheeliesPrefab instance name and volume count to sleeper console command
  • Modular Firewood Stacks
  • Janitor Cart
  • Cow Skull
  • Claw Foot Tub
  • Modular Rope & Noose
  • Sleeper Volume Grouping (added volume group ID and save/load, properties UI, selection box orange color, ] key to group with previous, shift ] key clears group id)
  • Toaster
  • Wip sniper book perks
  • Firefighter’s Helmet
    消防士ヘルメット
  • Ice machine prefab
  • Modular Hoist Set
  • Wood Burning Stove
  • Put in simple integration of clip streaming with dynamic music manager
  • Dms profiling code and additional streaming integration
  • Entity minimum step/height (rabbits and chickens can step .5m)
  • Add queueing system for ThreatLevelStreamer objects for dms integration
  • Lockpicking for Locked containers
    鍵のついた容器を空けるためのロックピック
  • Explosions do crits if >10% of max health
    10%以上のHPで爆発はクリティカル
  • Kneel stuns do ragdoll 25% of time and 100% on a crit
    足へのダメージによるスタン時間は通常時25%、クリティカル時100%
  • Left and right floating railings
  • Block IsCheckCollideWithEntity which CheckCollisionWithBlocks uses to only do bounds checks on blocks needing it (x2 performance)
  • Add synchronous stripping of clip data to reduce performance burden
  • Define new creation routine for ThreatLevelStreamer objects
  • Beer crafting to tier 4 of master chef
    Master Chefレベル4でビールのクラフト
  • Add a way for buffs to play gender neutral sounds
  • Code for managing streamed audio clips
  • Add simultaneous streaming of multiple clips
  • Tier 1 questable oldwest_business_10
  • Code for controlling streamed clips
  • Add code for asynchronous clip loading
  • Optimization: Entity Ticking
  • Oldwest_strip_01 Tier 2 clear/fetch/cache ready for playtesting
  • Add ClipSet class for streaming clips
  • Logging of time scale when changing with //enter keys
  • Household Coffee Maker
  • Create Chandelier
  • Commercial Coffee Maker
  • Soda Fountain
    ソーダ噴水
  • Spawn menu will spawn along a left to right line, 1m apart, when alt key down
  • Create Candelabra
    枝分かれ燭台のクラフト
  • Washing Machine Model
  • Command to start playing music immediately for dms
  • Controls for frequency manager in audio options
  • Domed Trash Can
  • Brute style trash can
  • Pool Table
  • Large Pet Cage
  • Hand Truck
  • Reptile Terrarium
    爬虫類飼育器
  • Additional logic for handling the read loop in the TrackSetManager
  • Minimum zombie dismemberment chance on death of 50% (heads 30%) if killing damage is strong enough
    ゾンビは最後のダメージが十分強ければ、死亡時に最低でも50%(頭は30%)の確率で部位破壊が起こる。
  • Read and build management code
  • New food piles
  • Add logic to build state process in TrackSetManager
  • Utility Carts
  • Tilt Truck
  • Classic Dog House
  • Orange sunrise in the pine forest
  • 10% chance to harvest military fiber from barracks chairs
    兵舎の椅子を壊すと10%の確率でMilitary Fiberが手に入る
  • Ower attack vocalizations.
  • Sound effect for swarm of flies .
  • Custom recipe read sounds
  • Add xml setting onslopes=”true” to prefabs in biomes.xml
  • Dry fire sound
  • New town site selection function. Still needs some work but is functional asis
  • Trap block material creak warning.
  • Item Break sound
  • Vehicle turbo button toggles it when using a controller

Changed

  • 8k maps can have up to 10 total traders
  • Player activity drains less food/water. Added a base drain.
  • Broken item sounds now play when pressing the button instead of waiting for tooltip
  • All biomes have night time zombie spawns
  • How some items are shifted to check if there is a difference on AMD
  • Decouple bedrolls decaying from landclaim settings
  • Fire_station_01 refactored, tier two 15 guys
  • 4×4 has much larger inventory
  • Glass jars, drinks, windows, etc. scrap to broken glass. Sand or terrain blocks do not scrap but can be smelted in a forge
  • Thinned out harvestable crops in field prefabs
  • Reduced radius of car explosions to 3.5m
  • Vehicle reset does not center steering
  • Odd/even check back to bit check instead of mod
  • Audio lowest and highest pitch default to 1
  • Removed audio pitch down on entities that were not a local player
  • Added pitch tags to the appropriate sound nodes in sounds.xml
  • Updated shaders for Vulkan and removed DX9 support
  • Improved duration display on items that provide buffs
  • Optimized Vector2i by changing x and y to fields
  • Drowning displays the time left in seconds
  • Removed black dusters from the game since you can dye them black now
  • Duke’s Casino Token can be scrapped for brass
  • Reduced gas craft component time since gas is more granular now
  • VoxelMesh MeshCollider cooking options to none for less CPU use
  • Even Odd calculation to use modulus instead of bitshift
  • Thinned biome spawning of zombies in all biomes & increased zombies at night in the wasteland
  • Wolves have a higher chance to flee in combat
  • UI World Generation now clears data BEFORE starting to load game
  • Brand new infection system. Infection is easier to contract when you have low health than high health. 1% is barely infected, at 100% infection you die. Stage 1 lasts one (real time) hour and up to 14% and has no side effects. Stage 2 lasts 3 hours (up to 57%) and is25% stamina recovery. Stage 3 lasts 3 hours and is 35% stamina recovey and 1 to all attributes. You die if it reaches 100%. Getting may hit increases infection. Take antibiotics to cure infection, such as honey, herbal antibiotics or pharmacy grade antibiotics. Antibiotics lessen stamina recovery penalty by half while curing.
  • Crafting drinkJarBoiledWater does not require a cooking pot but is very slow without one
  • Empty cans are not used for drinking or boiling water
  • More mods work on more weapons
  • Have bedroll show its covering area just like the land claim when placing it down
  • College jackets boost run speed by 10%. Arms/letter stay white, the body part accepts dyes
  • Bedrock now appears the same as stone
  • Repair and harvest of blade traps is simplified
  • Attributes cost less at higher tiers now
  • Nerfed gas crafting again. Now you get 10k gas for 1k shale.
  • Burning shaft mod doesn’t use a torch in the recipe but oil and gas instead
  • Rebar frames require 20 concrete to be upgrades to reinforced concrete
  • Crucible costs much more and isn’t sellable to the trader
  • Crucible is now under rare tools group and secret stash
  • Buffed feral/radiated zombie block damage by 50%, except for cops
  • Burnt cripple zombies now do full damage
  • Moved physician perk from craftsmanship perks to influence perks since it no lonoger unlocks any crafting items
  • Iron reinforced club model no longer changes its icon when barbed or spiked mod is installed
  • Construct concrete bags now drop cement instead of concrete mix
  • Slow metabolism only reduces hunger 5 to 25% instead of 10 to 50%.
  • Slow metabolism Perk to Iron Gut perk. Iron gut reduces chance to get food poisoning and does the things slow metabolism. Iron Gut also increases consumable buff duration 10 to 50%.
  • Clamped player ragdoll time to .5 secs
  • All helmets allow eyewear. Some show visuals of eyewear but full faced ones do not.
  • Now using Autodesk Interactive shader also on transparent meshes (f.e. glass)
  • Vitamins do not heal but grant disease immunity
  • Zombie cop vomit does less damage to wood/iron bars
  • Removed perk charging bull Remove charging bull from perk list
  • Disabled ragdoll if in fly mode
  • Traps require oil instead of duct tape in their recipe
  • Gas costs more shale to produce.
  • Air drops have = chance for any loot group to spawn
  • Replaced dead shrub with dead branch texture to save draw calls
  • Removed hoes from the game. They might return in a future alpha as a landscaping tool. Farming no longer requires them, simply place a farm plot and plant a seed.
  • Command getoptions now also allows filtering by substring
  • Working stiffs crates and destroyed forges have a chance to drop bellows and crucibles
  • The encumbrance buff on the HUD shows how many slots you are overweight
  • Vehicles have a terminal Y velocity instead of clamping with max velocity
  • Increased vehicle xz drag when no driver
  • It now costs 1 paint per face to paint instead of two. *Note it is currently broken and costs 0 paint
  • Grandpa’s learn’n Elixer is cheaper to craft
  • Renamed Brass car radiator to brass radiator since they are dropped by generic sources now
  • Traders have more forged steel (there were 2 loot drops, one was a small amount the other large, I made the sizes match)
  • Optimized Progression calculated levels (localPlayer tick is 4.5 times faster)
  • Steel AP crossbow bolts are unlocked by Rangers guide to archery
  • Vault doors and hatches require mechanical parts to craft
  • Being in the wasteland increases your gamestage
  • Console command exportcurrentconfigs now also exports rwgmixer when run from main menu
  • Increased AI per ally block damage boost to 20%
  • Starting to sprint while zooming will unzoom and start sprinting
  • A zombie hit can increase the degree (counter) of an existing infection if the attack procs that and the proc makes it past the player’s infection buff resistance. Try a hazmat zombie.
  • Improved shadow transitions
  • Spears can now carry over visual mod information when thrown
  • Pushed spears further out from what they collide with
  • Day time fog look, and darkened night time fog
  • Increased all gas harvest and crafting x10, increased fuel usage x10 so that chainsaws and augers were not gas hogs
  • Gyrocopter is faster and gets better mileage.
  • Limited the hit indicator sound to ONLY ranged
  • Reduced resource rocks they are not needed in abundance with new mining
  • Workstation prices have been increased and are all for sale at traders
  • Nerfed gas harvest from vehicles
  • Set all hand items and weapons to not be read/write enabled to save memory
  • Desaturated cowboy boots and icon so dyes show better. (note icon will appear updated after the next atlas bake)
  • Adjusted black dyes to appear more uniform
  • Sleeper volumes to not trigger from players standing on top of them
  • Updated abandoned_house_02 to use skinny eeeves
  • Turned off sound on p_electric_shock_small particle effect for now
  • Reduced thrown item drag and velocity
  • Deleted OnDisableLight and removed from prefabs
  • Small clean up and put skinny eaves on abandoned houses 38
  • Improved LightLOD init
  • Blue and green dyes to be less saturated and cartoony
  • Craftable gas barrel cannot be sold to traders
  • Networking handled in background threads
  • Shopping baskets are now plastic
  • Cigars scrap to plant fibers, mining hats and football helmets scrap to polymers
  • Removed storage crate recipe since its in the wooden furniture helper menu now
  • Removed legacy asset wood_painte2.
  • Lowered number of concurrent GPU threads to possibly help with device lost
  • Improved AI RunawayFromEntity
  • Timid animals run from hostile animals
  • Split logic up into server side and client side
  • All weapon and armor mods have the word mod at the end of the name and their schematics so it is clear it is a mod.
  • Improved boss Grace (AI aggressive to players, destroy area, territorial. Slightly smaller. Moves slower. Longer range and more damage)
  • Decreased wolf attack delay, range and damage
  • Increased dire wolf attack delay, range and damage
  • Decreased bear attack range/sphere values
  • Reduced bear, boar, canine and vulture hit check delays
  • Scrapped over 250 block recipes which will reduce lag in the crafting menus
  • All tier 2 and above weapon and tool recipes require parts and scale ingredient costs based on quality level
  • Nerfed Lucky Looter to match new less granular loot table
  • Nerfed goggles that boost looting to match less granular loot table
  • Helmet light mods and gun light mods now use flashlights instead of headlights
  • Improved sleeper volume dialog
  • Lowered price of mining helmet
  • Loot lists overhauled to match the A18 setup of tiered item types. All T2 weapons and T2 armor and all Basic ammo types can be found in loot.
  • Shotguns one shot wood blocks
  • AI SetNearestEntityAsTarget investigate time to 3060 second range
  • Sleepers go active when player .3m inside the volume
  • Reduced number of spawned arrays for GPU driven stamp caching
  • Nests were too low in the snow biome
  • Adjusted thrown explosive colliders
  • Cloth is now made from one cotton istead of two (I thought it was klunky having one left over cotton taking up space in inventory and too grindy making bandages early game)
  • Armor does not come with random dyes
  • Vehicles can collide with items
  • Optimized EntityItem
  • Vultures no longer spawn in the snow biome, slighty increased odds for bears and dire wolves to spawn in the snow
  • Install a bellows into a forge to smelt faster. Install an anvil into a forge to craft faster.
  • Unified all t1,t2 and t3 weapon prices.
  • Increased sell back price from 15% to 20% of value.
  • All armor recipes scale in ingredient costs, so it takes more mats to craft higher quality armor.
  • Recipe amounts for armor and some armor values
  • Military Fiber recipe creates 10 fibers since acid is so rare
  • Military clothing uses less military fiber to craft
  • Flagstone blocks craft faster
  • Iron Fireaxe and Claw hammer require leather and duct tape to craft
  • Unified common ammo supply counts at traders
  • Workbenches cost 2k at traders
  • Cement mixer costs 3k, chemistry stations cost 5k.
  • There is no gravel inside of ore veins. All stone that is found within ore veins is unstable stone.
  • Removed one row of encumbrance by default. Changed pack mule perks to unlock 3,3,4,4 and 4 encumbrance slots.
  • Cleaned up default item mod spawning to use list of item names or tags
  • Mods no longer have a rarity, there is now cosmetic_mod_chance for things like dye
  • Creative window can now add dyes to clothing
  • Order of mod checking so that one can re dye a found dyed clothing/armor item
  • Buffed wolf and boar damage
  • Buffed boar hit points
  • Shotgun slug recipe was too expensive
  • Repair kits are now made with forged iron and duct tape
  • All food and drink stack sizes are now 10. Food resources (uncooked foods) are 125. Medicated bandages are 5 med kits 3. Pills are 20.
  • There are only 2 types of armorincreasing mods and they can be installed in both light and heavy armor
  • Reinforced wood and metal reinforced wood blocks upgrade to cobblestone.
  • Block replace tool keeps density of replaced block if either replaced and replacement are both terrain or both nonterrain
  • Held items rebalanced on entity and block damage. Melee got about a 20% boost, arrows and firearms basically unchanged. Low end tools tend to have more block damage.
  • All weapons and armor now use repair kits to repair
  • Iron clubs now use iron, leather, duct tape and wood to craft
  • Stack limit on parts to 50
  • Furniture drops less leather when harvested
  • Ore piles are often found where ore veins exist close to the surface.
  • Zombies do much less block damage
  • Improved zombie jump accuracy and added distance variation
  • Player gains stamina back 20% faster. This should result in not getting exhausted doing basic activities like mining. Power attacks and sprinting still drain stamina quickly
  • Pump shotgun is rare
  • The stone axe upgrades blocks faster
  • Mining hat is now a tier 1 heavy armor.
  • Removed feathers from junk loot, and reduced feathers in nests
  • Mining helmets do not have an innate light feature but spawn with a helmet light mod preinstalled
  • Increased quality of player UI 3d model
  • SS Reflection video option to Off, Low, Medium, High and used for the 4 graphics quality presets
  • Sand that is smelted into forges will display as sand in the forge. Recipes will also list sand instead of glass.
  • Nerfed gas found in loot
  • Improved farming by changing tilled dirt terrain to a planter like block that is much easier to plant seeds in.
  • Fortitude rank names and long descriptions
  • You gain 1 HP/Stamina per player level instead of increasing this value with attributes.
  • Boss grace to have 0% head dismember
  • Increase the default settings for claim duration
  • UseTimes is now a float to allow for more range in degradation
  • Optimized Light LOD code
  • All armor and most armor mod recipes require sewing kits
  • Descriptions of every perception and intellect attribute ranks.
  • Plant fibers can be crafted into grass seeds for decoration purposes.
  • Recipes that you have not unlocked will default to telling you how to unlock them.
  • Improved player placed light shadow modes vs distance
  • Lights to decrease range instead of intensity with distance
  • Items have up to 4 mod slots. An installed mod increases weapon damage by 10%.
  • Weapon damage is increased by 10% per item quality tier.
  • Canned food has no chance of food poisoning
  • Farming rebalanced. Allows increased harvest of wild plants. Schematics allow crafting of seeds without a perk.
  • Reduced birds nests 50%
  • Tallow is no longer used in the game.
  • The wrench no longer repairs. It only harvests and has a power attack. It gains no benefit from Miner69er.
  • Thrown dynamite does more damage and costs more to craft.
  • The nailgun has no quality or mod slots
  • Yeah science description and changed what unlocks at what rank
  • The anvil and tool&die set forge tools are not gating any recipes
  • Grease monkey requirements are now INT 2,4,6,8,10
  • Scrapped the T3 armor mods, increased base armor values.
  • Reading books/recipes does not have an eating animation and does not cause weapon switching.
  • Item mod schematics do not require perkYeahScience to craft.
  • Removed hammer and forge perk tree.
  • Added forge crafting to Advanced engineering and reordered each perk and its requirements
  • The quality that an item is crafted at is unlocked by the governing perk such as Shotgun Messiah.
  • Bullet tips, casings, gunpowder, and the 4 basic ammo type recipes are not gated by any perk.
  • Forges do not require an anvil or crucible to be installed.
  • Descriptions of Hidden Strike perks
  • Descriptions for Better Barter, Daring Adventurer, and Charismatic Nature
  • Localization for Grease Monkey, Yeah Science and Physician.
  • Removed steel bullet casings and bullets. Added AP and JHP ammo types.
  • Many vehicle interactions to be server controlled and server owns that data
  • Vehicle Service and Storage access is allowed for non owners if unlocked or passcode entered and also when it has a driver
  • Vehicle Service and Storage UIs to not close if driven, but if vehicle moves away
  • Vehicles can’t be locked if being driven
  • Vehicle passcode button is hidden if not locked
  • Vehicle damage to update the Service UI instead of closing it
  • Nerfed bandages to only heal 5 health. Nerfed medicated bandages to heal 20, and large health kits heal 40
  • Pipe bombs, dynamite and molotovs have more velocity when thrown and reduced time to charge max
  • velocity
  • Decreased molotov radius damage
  • Increased HE rocket block damage
  • Descriptions on flurry of blows and from the shadows.
  • Deleted Ninja Movement perk and merged with from the shadows
  • Local player check if entities are render visible to use distance to camera not player
  • Removed player camera blend to 3rd person, since it would extend your hit range
  • Xml event triggers can no longer use name=eventType, only trigger=eventType
  • Cleaned up zooming to reduce camera clipping with sights
  • Reverb mix values for exploration
  • Descriptions on pain tolerance and living off the land
  • Healing factor descriptions
  • Descriptions of Archery and Gunslinger. Moved Gunslinger to Agility.
  • Stay Down! is now called Pummel Pete
  • Heavy Metal is now called Skullcrusher. Removed old Skullcrusher perk tree and head shot damage is
  • now tied to each attribute
  • Sexual TRex per descriptions
  • Optimized ItemValue ItemClass access
  • Desingletonize ThreatLevelTracker
  • Descriptions of miner 69er, Charging Bull and Master Chef
  • Master Chef Rank 3 perks are merged to rank 4 and rank 3 is now army cook which lets you bulk craft stews and certain foods
  • Get Mixer Master parameter directly from ThreatLevelTracker
  • Change low pass filter frequency determination function
  • Rename MusicUtils Constant class to avoid ambiguity with global ‘Constants’ class
  • Adapt ThreatLevelTracker to threat level constant relocation
  • Moved Automatic Weapons to fortitude and renamed it Machine Gunner
  • Localization for Heavy Armor and The Huntsman perks
  • Adjusted animal move/panic/turn speeds
  • Increased timid animal vision angle
  • Increased path point reached distance when sidestepping
  • Improved AI blocked distance, sidestepping and direct movement
  • Tie day/night/bloodmoon stingers to music volume parameter instead of ambient volume
  • AI returning home to use aggro speed (at 80%)
  • Deleted self medicated perk from Fortitude
  • Optimized EntityAlive updateCurrentBlockPosAndValue
  • Adjusted starter quest note from Noah about the Duke
  • Moved master chef perk to strength
  • Crossbows and Compound bows crafting is governed by archery
  • Remove dms options from audio menu that will not ship with a18
  • Abstract Frequency Manager references to improve readability
  • Optimized HUD target/crosshair update and reduced garbage gen
  • First pass refactor of ThreatLevelTracker
  • Refactoring/cleaning ThreatLevelTracker and TransitionManager
  • Correct scope issues with ThreatLevelTracker
  • Make CanScheduleTrack private set and public read
  • Dropped zombie loot bags stay in the game 1200 seconds instead of 300, or around 7.5 hours instead of under 2 with default game time.
  • Adjusted mass of 2 wheeled vehicles
  • Increased vehicle self damage
  • DropOnDeath options now match the DropOnQuit options
  • Shift left clicking item in modify window to make error sound if item can’t be installed instead of moving to toolbar or for vehicles it always moved to storage
  • Replace refs to deprecated dms object model class ‘MusicGroup’ with new def
  • Unify use of updated dms object model across system
  • Alt key in prefab editor to show all sleeper volumes in see through mode
  • Clearing unnecessary comments in DynamicMusicManager
  • Clean up files using deprecated dms classes
  • Vehicles do not have quality tiers
  • Optimized entity events/effects
  • Reorganize dms object model classes, and fix issue with persistent audio sources on streamers
  • Remove extraneous dms class files
  • Remove references to deprecated classes in currently used dms classes
  • Delete severed dms classes
  • Remove music due to new music organization structure for dms
  • Add exploration clips to resources for new dms music organization structure
  • Writing decorations now only every minute (if changed)
  • Fixed problem that decoration save game file grew over time too much
  • Physics Auto Sync Transforms to off, which is faster
  • Kneel stun test (strength) to be x2 on crits
  • ApplyExplosionForce to be a single burst on rigid bodies, use a max BlastPower of 100, have much higher
  • force and use RadiusEntities
  • Ranged weapons other than crossbows do not fire underwater
  • Entity to not push if has root motion (AI, expensive) and not to push other if it can’t be pushedNPCs to can’t push
  • Increased mod slot capacity of items
  • Triggering of player in water sounds and have a volume based on movement
  • Set music.xml to not be parsed on load
  • Streamlined tutorial. Now you only have to craft plant fiber shirt and plants, 1 arrow instead of two, and only 1 frame instead of 3. Recipes for campire were changed from 8 stones to 5. Plant fiber pants and shirt now only need 5 fibers instead of 10. Bedrolls only need 10 fibers instead of 20. Wooden Clubs need 5 wood instead of 6. Stone axe needs two stones instead of 4.
  • Replaced System.Random objects with GameRandom objects in Dynamic Music
  • Bones stack higher and are more granular so that harvesting perks scale better
  • It is possible to harvest bones from small animals
  • Implemented methods allowing for block execution on TrackSetReader
  • Set default on fluorescent light from 5 to 2.5
  • Modularized execution of TrackSetReader
  • Spawn menu to spawn entities slightly closer and only .5m above look position
  • Removed old “free camera move” mode (alt key)
  • Stability: pretty big performance optimization
  • Imposters: less white lines between triangles
  • Vending machines no longer have prepared food or raw ingredients, only canned food and drink
  • Integrated Music volume with Dynamic Music Volume in Audio Options
  • Optimized bookcase_full and concrete destroyed 05.
  • Added commands for testing new Track Building as a dms component
  • Optimized: pole.0125, pole.025, rebar, security gate centered
  • Optimized table
  • Optimized stairs_railing, stairs_railing_metal, table_pole.025
  • Optimized trap barbed fence, trussing
  • Optimized deco pole round quarter center, railing, trussing bent, trussing centered, window boarded
  • Adjust Suspense volume dynamics to make Suspense more prominent in mix
  • Optimized wood_debris03, wooden_rail
  • Decouple ducking of weapons by dynamic music
  • Duck Music when musical stingers play
  • Pack mule strength requirements are lower.
  • Removed legacy modern houses from the project added new modern house to random gen
  • Spikes no longer snap to terrain but flatten it out instead, like a wood frame
  • Pass n gas sealed crates now only drop good and relevant loot
  • Better Barter selling rates are nerfed to 5,10,15,20,30% discount.
  • Zombies respawn faster in the wild, aggressive animals respawn much slower, and prey repspawns the slowest
  • Smelting stone and crafting cement were too slow
  • Increased rock/snowball throw distance
  • Allow Block Destroy properties to be scaled with the existing HarvestCount passive
  • Change harvesting payout structure
  • Removed 32 bit Windows support
  • Removed: Perk magazines that temporarily increased an attribute and a perk.
  • Removed: Placeable TNT block.
  • Change: QoL, Spear can now be thrown through broken windows and iron bars via bullet HM
  • Change: QoL, Spear can now melee attack through iron bars via bullet HM
  • Expose block repair xp to be modifiable

Fixed

  • RWG maps are not guaranteed to have traders
  • business_old_04 (cabinet shop) has roof si issue
  • Crafting workbench uses modded tools in recipe
  • GPU stamp caching wasn’t using the correct value for outputMultiplier
  • Client’s don’t benefit from perkLuckyLooterDukes
  • Tie power attack sound to end of spear throw
  • Zombies won’t attack hatches nor climb ladders if covered with a hatch
  • Typos in the rwgmixer.xml
  • Docks collapses when you pick up the barrel.
  • Minibike has a deadspot where player can’t interact
  • Sawed off double barrel reload animation not scaling with reload speed
  • Vehicle placement is getting difficult again (improved placement)
  • IMproved UVs on iron bars to work with wood grains
  • Falling bridges in b122 After 4 years of fighting bridge bugs we finally got them fixed. Please test all Navezgane bridges again and remember these words of caution “You breakamybridge and I breakayourface!”
  • Quest reset randomizer code rerolls the same
  • Motorcycle interact dead spot around handlebars
  • All bridge railings so they are not turned around inside out
  • TGALoader not using 255 alpha for 24 bit images
  • Mining hat shading artifacts
  • Still proximity issue with dropped molotov (reduced sized)
  • Navezgane Bomb Shelter Missing faucet in kitchen
  • Player “damage taken sound” doesn’t play anymore
  • God Mode desync after teleporting
  • Broken harvesting
  • Molotov and flaming arrow ignore game difficulty damage rules
  • Crawler zombies can give you a sprained leg debuff when hitting your chest or head.
  • AI SetNearestEntityAsTarget calling SeekNoise twice
  • Bears and wolves attack zombies but zombies wont fight back
  • Zombie bears would target zombies and move to them
  • Quest Rewards would display invalid negative bonus.
  • Some textures are blurry when starting a new RWG game
  • Towns very often have duplicated poi’s
  • When another player is riding the bicycle the players legs do not move
  • Stunned zombies still connect hits
  • Newly created character joins during Blood Moon Event has no safety
  • Graze center entity check could sometimes hit self
  • Army trucks do not place flat
  • Green trees in Nav snow biome at gas_station4
  • Players make power attack sound when placing last item from toolbelt
  • Explosions can cause void holes in the terrain
  • AddPart action holding on to old references causing bat flames to show on other items
  • Cars sinking and jerking around when harvesting them
  • Player planting tree seed as soon as tree falls will lose the sapling when tree dissolves
  • Clients throwing items is buggy
  • Hand thrown items go straight through other players
  • College jacket shirt is red, but should be white
  • WoodDestroyed06 block placed side by side will render one side transparent
  • Hatches have “butterfly” physics enabled when they fall
  • Switching to melee while reloading a ranged when zoomed would cause an FOV of 0
  • Fixed empty food can rotation.
  • Buggy shadow casters on luggage
  • Scrap helmet doesn’t allow eyewear but other full head helmets do
  • Int glasses effect can be used twice via active toolbelt slot
  • Mod texture references in XUi not working on macOS
  • Hatch can be used to push your way through walls
  • Player can be catapulted/glitched thru CLOSED hatch doors like an elevator
  • Using poles to fool zombies
  • Batteries cannot be charged with repair kits
  • When planting corn, you can see the alpha? Texture
  • Dogs can still remain standing when killed
  • Landclaim block preview doesn’t represent the actual block placement
  • Custom journal entries cause errors
  • Blocks can not have particles from bundles
  • Make UIAtlas overridable with new multi atlas system
  • FoV setting can be set outside of valid range
  • Player does not take fall damage while mounted to a vehicle
  • TreeDistance exploit
  • Ragdoll NRE for client
  • XUi controls do not apply styles
  • Some files from mod bundles were only loaded on first access, causing long delays during gameplay
  • Trader lights are blown out
  • Removed respec clearing your book perks.
  • Seeded containers dont reset with quests
  • Bridges break when driving over them and are now smooth with a gradual ramp.
  • Loaded junk turrets dissapear when placed
  • Pigs attack when you damage them unless you’re on/in a vehicle
  • ArrowHelper block left inside funeral_home_01 and updated its imposter
  • Search in journal now does a full title and description test
  • When loading alternate ammo on bows proper ammo type doesn’t show
  • Hitmask overrides were not working on melee weapons
  • Manually placing a stat mod in the cosmetics slot destroys the mod when mod slots are all filled
  • Bow zoom does not remain after shot with rmb held down
  • Weapon zoom prevents basic game control
  • Sun and moon light shadow crawl
  • Female characters left buttock looks distorted
  • Female character has boob issues
  • Male and female UMA characters have chicken legs
  • Reloading when zoomed in doesn’t zoom out
  • Eating animation, activated from backpack, shows in hand item twice
  • When swapping to torch from some items, torch rotates backwards
  • Player feedback impact sound playing on non ranged weapons
  • Players having two UpdateLightOnPlayers and always force updating
  • Exploit: Open character menu while using a consumable
  • Electrical effect on baton was lost upon changing weapons or quitting/loading game
  • Burning shaft mod gfx is cancelled by wearing or changing clothing/armor
  • Campfire ui open and running will cause extreme lag and fps drop
  • Selfbleeding for clients
  • Command smoothworldall not working with worlds outside of the game’s Worlds folder
  • Cabinet broken door had broken uvs causing a black spot
  • Area around paths was being flattened to far out via socket height
  • LightLOD global scale could scale itself when light reused
  • Held torch light clipping through world
  • Offset function causing small stamps to not be offset correctly when compared to graph
  • Player and weapon controllers each calling reload events
  • Buried Supplies treasure radius reduced.
  • Buried Supplies distance reduced.
  • Zombie AI pathing issue when breaking blocks to get to the player
  • Sleeper volumes could spawn additional sleepers at respawn positions
  • Sleepers could be awakened at range but won’t attack
  • Explosions using wrong sound name to notify AI of noise
  • Heatmap activity from noise not reduced by stealth
  • Hunter mod is missing description part that tells you which weapon it is for
  • Explosions doing no block damage on radius 1 (radius and damage are now decimals. radius is fully used. explosion damage starts from actual position with falloff starting at .5m. optimized)
  • Favorited recipes shall ignore the categories when favorites are toggled.
  • Quest items should be anchored to the top of each crafting tab.
  • Pocket mod showing up in clothing
  • Player can walk over tree stump as if there was a ramp on it
  • AI entities can’t be hit by Items when they spawn until they move or attack
  • Throw action not throwing when looking down
  • Player’s wall torch leaking light and not using game’s shadow quality setting
  • Wall torch fire being misaligned
  • Most zeds spawn as Twins
  • Player can heal themselves when landing from small or bigger heights
  • AI high blocked range being too short, so trying to jump over
  • Various calls to new ItemValue were lacking the needed create default mod items
  • Long and compound bows, charge function is not working
  • NRE in SetVisible when deleting a sleeper volume and saving
  • Burnt zombies didn’t do as much block damage as other zombies
  • Feral cop puke did not do massive block damage like they are supposed to (1 damage instead of 240)
  • Jumping with JumpStrength of 0 would leave entity in a jump
  • UI scaling option not applied
  • Mem command errors if world is not loaded
  • Forges and campfires are no longer working
  • Sawed off shotgun sound was not playing when using sawed off shotgun sound
  • Player placed lights not updating or disabling with distance from camera and added 60% distance increase
  • Zombies don’t remain in destruction mode long enough, prefer futile paths to player
  • Debug HUD “Spawning” not showing the last one (just 3)
  • Time stingers are controlled by music volume control
  • When wearing a mining helmet on a bicycle you cannot turn it off
  • Smelting times reset when chunk is reloaded
  • XP pop out value is not updated on second block when upgrading blocks.
  • EntityItems waiting 5 ticks to appear (visible check now uses camera distance, so sooner)
  • Removed unneeded import material from pipe bomb collider
  • Charismatic nature perk doesn’t buff other players as described
  • Buff stacking for buffs procced by other players was not working over network
  • Crafting timer doesn’t advance properly when the chunk is unloaded
  • Double swing with melee weapons
  • Weapon hold and camera breaks when switched when zoomed in
  • Crafting items finish nearly instantly after the first slot is cancelled
  • Matts in crafting queue are lost on relog
  • Holding shift key does opposite speed affect on a couple circumstances
  • Night vision goggles no longer working
  • Smelt in system of forge carries over time to dragged over items
  • Clients see bow hold animation of other clients holding a club
  • Hunting rifle reload animation
  • Smelt in system of forge carries over time to dragged over items.
  • XP gained shown when level up is reached is limited to amount required to level up.
  • Entity RotateToGround jittering on flat terrain, rewrote math and added springiness
  • Several textures were not set to use streaming so they used too much memory
  • UI ItemStack dirty flags (always updating) and optimized UI array access
  • Fleeing animals will get stuck in corners or run into walls (Bigger random angle. Shorter paths. A large
  • AIPathCostScale now makes paths that don’t go through blocks. Run away short paths switch to random escape direction)
  • CalcPositionInDirection not height testing correct position
  • Missing ambient stingers
  • Jacket (white one) when worn will render upper torso transparent
  • Smoking minibike when placed/spawned
  • Mushrooms can be damaged when run over by minibike
  • Wandering horde has too many duplicates side by side (Spawners, except biome, try 3 times for a different id)
  • Vehicles are a base wrecking machine (vehicles do half damage to land claimed blocks and make the
  • sound, use driver’s block damage scale)
  • Request for having bikes (2 wheelers) not do damage to blocks when they fall over after dismounting (increased minimum velocity required to damage and reduced damage amount)
  • Vehicle doing more damage on collision separation, block check could fail and block hits tended to undo the motion and repeat the damage
  • Restored sleepers roll on animal/zombie spots
  • 4×4 defies physics when parked on a drawbridge (added doors wake nearby vehicles when opened/closed)
  • NRE when server is shutdown via terminal window
  • Zombie crippling (Percent of health that a hit does is now the chance to cripple scaled by LegCrippleScale)
  • NRE when setting a door passcode in prefab editor (ignore if null)
  • Death anim is not playing for various deaths
  • ObjectiveZombieKill and ObjectiveAnimalKill now allow comma delimited target lists.
  • ObjectiveTime would never trigger complete.
  • Exception when using “Show Facing” before a prefab was loaded
  • Entity collision Rigidbody reducing fast movement of character controller (fixes )
  • Torches burn and warm you when underwater
  • Stepping off the top of a ladder or stepping down a 1m block does not generate a heavy fall/impact sound
  • Teleport using the map was moving you to the spawn position while editing or playtesting a prefab
  • Vending Machine auto buy time being 50% longer than a day and incorrectly scaling by DayNightLength
  • AI Manager errors on clients
  • AI SetAsTargetIfHurt ignore percent was too low
  • Deco pole round quarter was missing a polygon
  • Wood crown moulding now uses local uvs
  • College jacket shirt is red, but should be white
  • Issues with TrackSetWriter/Reader causing alignment errors
  • Entity animateYaw applying time scale to delta time
  • Fix misalignment issue with TrackSet reader
  • Some bridge imposters not unloading as fast as other blocks on the bridge_wood1
  • Fix truncating issue with reader sample data
  • Optimized forge texture ram, deleted old spec and unneeded metallic texture
  • Hatches don’t always open on the first try
  • Allocations in AstarPath.Update (added a large LevelGridNode pool)
  • Trees relocate to surfacelevel for clients when grown in inactive chunk
  • Animal death anims not ragdolling when over
  • Deer not using death anim
  • Animal dismemberment (was never called, fixed finding bones, added bone alignment and scaling, made lower limbs remove upper too, fixed black streaks from scale of 0)
  • Upper leg gore prefab not having any mesh objects
  • Dismemberment was not allowed on dead entity legs
  • ERR Unknown particle effect: impact_bullet_on_resourceWood when shooting air supply crate
  • Lowered stamina cost for jumping is not mentioned in parkour description
  • Billboard shape preview rotation does not match placed block rotation
  • Spawn probability of radiated zombies is not scaling
  • Dynamite will not explode in player’s hand

Known Issues

  • Linux machines with 8 GB RAM may crash on generating RWG worlds
    8GBメモリのLinuxはランダムワールド生成でクラッシュする。
  • Linux machines with 8 GB RAM may crash when loading into RWG games
    8GBメモリのLinuxはランダムワールド開始時にクラッシュする。
  • Radeon cards may generate comb like areas in RWG worlds
    Radeon GPUでランダムワールド生成をするとコブだらけの地域が生成される。
 

古いバージョンで遊ぶ場合

We’re also making the last stable older builds available to re download so here’s how you do it.

  1. Open your steam client.
  2. Click on Games/View Games Library
  3. Right click ‘7 Days to Die’ and select properties
  4. From the new popup dialogue box select the ‘BETAS’ Tab
  5. Under ‘Select the beta you would like to opt into’ – select ‘Alpha 9.2 Stable’
  6. The game will then update and download Alpha 9.2
  7. Switching back to the latest version is as easy as repeating steps 1-4 and on step 5 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest version

古いバージョンに戻す手順(原文はAlpha9.2)を以下に示します。再ダウンロードとなりインストールデータは再構築されます。

  1. Steamクライアントを開きます。
  2. ゲームライブラリ上の「ゲーム/ビュー」をクリックします。
  3. 「7 Days To Die」を右クリックしてプロパティを選択します。
  4. 新しいポップアップダイアログ・ボックスから「ベータ」タブを選択します。
  5. あなたが遊びたいベータ版を選択します。
  6. steamより、選択したゲームがダウンロードされます。

最新版へ戻す手順は、ステップ1~4を繰り返すこととほぼ同様です。
ステップ5でオプション 'なし’を選択します。「どのBetaプログラムにも参加しない」とは最新バージョンに戻すことを指します。

アップデート予定

キャラクターモデルに防具をきちんと表示するように
ノックバックシステム
AIの改善
ストーリーやミッションの拡張
ライオン, コヨーテ(草原オオカミ), ネコ等の野生動物の充実化
野生動物を飼いならせるように
季節や天候の実装
カラスを追加

キックスターター(どこまで実装されるかは不明です)

高層ビルなどの大型の名所の追加(全ての建物は内部を探索可能) →学校(改修)・工場(改修)・6階マンション・シネマ(映画館)・ホテル・牢屋
ストーリーやミッションの拡張
クエストを介して他の生存者やより良いアイテムの発見 →レシピ本により開放するアイテム
商人等の友好的なNPCとその隠れ家 →隠れ家(金庫がある売買店)
他の敵対するNPCとの戦闘 →クリエイトモードにてPvP対戦・Warなどで種類分割化
ライオン, コヨーテ(草原オオカミ), ネコ等の野生動物の充実化 →熊を実装α12 未実装(後手回し
野生動物を飼いならせるように →未実装(後手回し
行動探知機 →レーダーオミット 検証終了後、没
駆動可能な乗り物 →Alpha12よりminibikeをテスターの熱い要望より先回しに実装(車両・荷物・組み立てなど新たな素組みとして開発の熱意が込められている)
          →Alpha7.9で実験終了・・・段差による車両の停止が発覚 没
          →Alpha9.2時点では今後実装予定の噂・実験中?
経験値とスキルツリー →Alpha8.2で検証・・・Alpha8.8でポイント制とレシピ本や知識スキルポイントで代替
            →Alpha13以降レベルに応じて改修していく予定
季節や天候の実装 →Alpha12から雪・雨・曇り・雷(音のみ)実装 →Alpha12.4(変化の緩和・雷の停止)
気温や温度の影響 →Alpha8.8で満腹度や水分の変化を早めた、Alpha9.0から環境により歩き速度を変更 Alpha12から微調整 →エリア別に気温変化をAlpha13以降に導入予定→Alpha13.Xで実装
カラスを追加 →未実装

過去のパッチノート

wiki内ページ

Alpha 17.x Release Notes
Alpha 16.x Release Notes
Alpha 15.x Release Notes
Alpha 14.x Release Notes
Alpha 13.x Release Notes
Alpha 12.x Release Notes
Alpha 11.x Release Notes
Alpha 10.x Release Notes
Alpha 9.x Release Notes
Alpha 8.x Release Notes
Alpha 7.x Release Notes

公式サイト

Official Alpha 6.2 Release Notes
Official Alpha 6 Release Notes
Official Alpha 5 Release Notes
Official Alpha 4 Release Notes
Official Alpha 3 Release Notes
Official Alpha 2 Release Notes
Official Alpha 1.1a Release Notes