パッチノート/Alpha 17.x Release Notes

Last-modified: 2019-10-03 (木) 16:58:02

原文はこちら→「http://7daystodie.com/news/

Alpha 17.3 Is Out!(2019/5/14)

We’ve just released Alpha 17.3 B18 Stable
For A17.3 we have set focus on bug fixes and RWG.
We have fixed the issue which caused chunks to be reset to their original state, often affecting players’ bases.

RWG

  • For RWG we worked over to remove the POI replication spawns (radio tower cities), reworked the roads so be more vehicle-friendly, overworked the world layout and adjusted the placement of POIs and cities.
  • This framework we are backporting to 17.3 is part of a larger Alpha 18 plan to make it awesome.

Added

Changed

Fixed

Known Issues

Alpha 17.2 Is Out!(2019/2/27)

We’ve just released Alpha 17.2 B27 with many fixes, changes and some great new game options

Alpha 17.1 Experimental B8 Is Out!(2019/1/18)

Hey Survivalist,

We’ve just released Alpha 17.1 Experimental B8 and could really use your help finding the last remaining big issues.

To improve stamina players now start with 150 food which is now shown in the hud and menu to communicate you can overeat and not waste food.

When players stamina is between 100 and 150, there are no detrimental stamina effects.

Strength requirements for the Sexual Tyrannosaurus perk have been lowered and we have made the description clear that it does reduce mining stamina costs as well as melee costs. We moved it from the combat perk section to a new section called general strength perks. We’ve reduced the stamina cost of all tools. We’ve also reduced stone tool stamina penalties.

Water now goes to 150%, and until the water debuff comes on screen at 75% water, you will experience no stamina regeneration penalties.

For builders, we have bolstered XP for harvesting and mining substantially allowing for support roles to keep up with combat and scavenger roles.

A17.1 b1-b8

Added

  • Entityclasses AIPathCostScale (min/max) and set a variety of values for different AI entities
  • Sleeper 20% bonus to AIPathCostScale
  • Vehicle manager saves when vehicles are added or removed
  • Added Cigars to trader wares
  • Added old cash to laundry and nightstands
  • AI will do destroy area 60% on a fall after unreachable side path
  • Traders now sell glue

Changed

  • Optimized catwalk rail metal corner, catwalk rail single, catwalk wedge rail, chair, coffee table
  • Separated pathing distance cost from break/jump cost and added per path scaling to allow path variations
  • Increased trader rewards
  • AI JumpMaxDistance to a random range, set zombie ranges and made heavier zombies jump shorter
  • Updated several buff descriptions and journal entries to reflect changes
  • Added a beaker to medical quest loot
  • Return of the ghosted block preview from A16
  • Added acid to lab equipment loot
  • Water and food to show the value of current water and food plus the consumed water and food amounts to be applied
  • Adjusted max water amounts in progression to reflect the food amounts
  • Updated chrysanthemum seed icon.
  • Show the water/food as actual value instead of percent.
  • Increased dog and wolf health
  • Death penalty cannot stack on repeated deaths
  • Increased block upgrade speed of nail gun and claw hammer
  • A wood pole can be crafted without the table saw
  • Updated vehicleWheels icon.
  • Increased amount of old cash found in containers and zombie loot.
  • ModMeleeStructuralBrace can be installed on bows and has fewer stacking issues
  • Increased size of snake colliders
  • Increased harvesting / upgrade XP
  • Increased AI range to attempt a gap jump
  • General Strength Perks have their own category.
  • Perks concerning harvesting, looting or carrying things require lower attribute scores to unlock
  • Increased the amount of food you can overeat to 50.
  • Increased stack count of buff magazines
  • Increased stack number of cash
  • Allowed 45° rotations on wood/iron bars
  • Added support for lumberjacks. Wood now sells for a reasonable amount at traders
  • Player sellback rate improved so selling items to traders is more profitable
  • Increased drop % of armor mods in loot
  • Vehicles can be assembled from parts without a perk
  • Glue requires only 1 bone now instead of 2.
  • Reduced price of glue it was more expensive than duct tape
  • Terrain in prefabs is now integrated into the height map and saved into a temporary file dtm_processed.raw on server side
  • Optimized the way imposter prefab are calculated (less network traffic)

Fixed

  • Stat Current life does not reset upon death.
  • Craft timers not being loaded from saved data correctly
  • AI climb flag not set when temp move
  • LCB icon is still shown when LCB has been destroyed by another player.
  • Bedroll compass/map icon was still showing when destroyed by another player when out of chunk.
  • Crafting timer doesn’t advance properly when the chunk is unloaded
  • Fuel burn timer showing huge negative value in MP
  • Silencer does not actually silence all weapons
  • Tuned water message closer to actual in game effect
  • Increased quality of items for quest rewards
  • Vehicle out of world check using different positions for chunk and terrain tests, so vehicles could get killed and removed Kill
  • Zombies prefer to not path glass blocks
  • Player backpack can be pushed under the world
  • Dupe anything in a container.
  • If a server is restarted shortly after placing a vehicle, the vehicle will disappear
  • Fixed mismatched reinforced padding icon.
  • Any block that can be picked up, can be picked up in a lcb protected area.
  • Relogging on activate marker.
  • Quests sometimes require moving to corner/center of POI to show Rally Marker.
  • Wellness achievement updated to use fortitude
  • Relogging on fresh quest will break trigger area.
  • Tier5 does not give you a complete quest after requirements are met.
  • When blocks are placed where sleepers would spawn, they can turn yellow
  • Replaced cntmrandomloothelper in house_old_mansard with random store crate
  • Allow harvested decor plants to be scrapped
  • Weapon bags do not fall when POI’s fall
  • Clothing change can cause major lag spike/fps drop
  • Updated mining journal entry
  • Tree duping issue when hit by vehicles in LCB
  • Holding F is not mentioned on relevant item descriptions
  • Open\Close toggle issues with some hatches.
  • Strong zombies dropped less cash than weak zombies
  • Item is lost if left on the mouse when closing a container.
  • Toolbelt items being stuck after use.
  • Bleeding buff carries over to respawn
  • Sidewalk terrain will not allow placing blocks on it
  • Self medicated perk magazine is still in game
  • Command smoothworldall only working for 4k maps
  • Corrected more burn times
  • XBOX controller has not designated button/switch for making air vehicle point down (added controller action 2 to hop)
  • Fixed distant water not being flat as a client
  • Wrong stats displayed on some armor mods
  • Grandpa’s Awesome Sauce is too awesome
  • Water is not wet enough. Swimming / rain will now cool you down.
  • GunToolNailgun can use trigger group mods
  • ModArmorWaterPurifier collides with modArmorHelmetLight

Known Issues

  • Continued b240 savegames may have problems with food/water levels when a replenishing buff was active when game is continued in A17.1, character’s death restores functionality
  • Some tier 5 dungeons may not complete the clear quests
  • In some scenarios double swing may still occur
  • Tool damage localization is different than actual value
  • RWG: Floating POIs (Minimal occurrence now)
  • Trader Jen has a deep voice
  • Trader Rekt is nicer than usual
  • Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not
  • Scrapping items in crafting queue while re-logging may go lost
  • Re-logging when crafting usable items are in the crafting queue may have negative side effects
  • Crafting speed bonus and mod slots do not properly apply to workstations after being closed
  • Clipping into blocks to see through terrain
  • Vultures play their fly animation when dead for clients
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • Hitting ESC while generating a map preview will blank screen. Must use CTRL, ALT, DEL to exit game.
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Mining helmet light doesn’t show for other players
  • Client molotovs thrown down from an edge not working as good as Host
  • Hatches don’t always open on the first try
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff
  • Flames don’t move with zombie ragdolls
  • Resolution does not always save when >1080p options are available
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Crashes on Mac for a possible workaround, please look at https://7daystodie.com/forums/showthread.php?101758-Found-workaround-for-constant-crashes-on-Mac&p=914106#post914106
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • White lines may occur on imposter POIs
  • Some Linux users experience problems
  • When using REALLY excessive amounts of resources they may vanish in cement mixer’s crafting queue
  • Loot abundance setting needs another look
  • Placing a new landclaim may cause the icon to disappear

A17 Official Release Notes(2018/12/22)

Hey Survivors,

やあ、サバイバー諸君

We just release Alpha 17 B240 stable. Check our forums for more information on reporting bugs.

たった今Alpha17 b240安定版をリリースした。情報とバグレポートのためには、フォーラムをチェックしてくれ。

Hard to believe but it’s been nearly a year and a half since our last major update. That said, this has been our longest and largest update so far. On top of that, it’s the biggest content drop we’ve ever done. In the future, you can expect shorter 3 month build cycles as we have done all the heavy framework changes we wanted to do in this build.

信じがたいが、我々の最後のメジャーアップデートからほぼ1年半経っている。とはいえ、それはこれまでのところ、我々の最長かつ最大のアップデートだ。それに加えて、我々がこれまでにやった中で最大のコンテンツドロップだ。このビルドでやりたかった重いフレームワークの変更をすべて済ませたので、今後はより短い3ヶ月のビルドサイクルを期待してもらって構わない。

Please remember that this is build is not without issues. See known issues at the bottom of this post. We will be patching the build after the holidays. More optimizations are coming, so if you are not getting the performance you did in previous builds, we highly recommend you lower your resolution and view distance as the first steps. Our team has commented how much better the game looks than previous builds even with a lower resolution and view distance as the HD textures, PBR and distance trees have really changed the game. If you’re still not seeing enough performance, lower reflection quality and tree quality.

これは問題が全くないビルドというわけではない。既知の問題については、この一番下を見てほしい。祝日の後にパッチをあてる予定だ。まだバグ修正、バランス調整、最適化が必要だ。まだ多くの最適化が行われている最中なので、以前のビルドで行ったパフォーマンスが得られない場合は、最初の手順として解像度を下げて表示距離を短くすることを強く勧める。HDテクスチャ、PBRと距離のある樹木の表示が実際にゲームを変えたので、我々のチームは、解像度と表示距離がより小さくても、以前のビルドよりもゲームがどれほど優れているかをコメントした。それでも十分なパフォーマンスが得られない場合は、光の反射と樹木の表示の品質を下げることを勧める。

Problems aside, Alpha 17 is great and in the spirit of getting Alpha 17 it into the hands of our community for the holidays.

問題は残っているにせよ、A17は素晴らしい出来栄えなので、A17を祝日に欲しいというコミュニティメンバーの気持ちを尊重する。

We are extremely excited and proud of this build which was a huge team effort and we believe it truly is a new game. Now without further ado, here is a complete list of Alpha 17 release notes!

我々は非常に興奮しており、チーム全体で大きな努力を払ったこのビルドを誇りに思っている。我々はこれが本当に新しいゲームだと信じている。難しい話は抜きにして、A17リリースノートの完全なリストを以下に示す。

 

Alpha 17 Official Release Notes (B240)
A17公式リリースノート(B240)

 

Art, Lighting, PBR Rendering and Texture Streaming

●アート、照明、物理ベースレンダリング、テクスチャストリーミング

 

First off, we’ve updated Unity Engine versions to take advantage of physically based rendering features, as well as greatly improved scene lighting. We have also integrated Unity’s new Texture Streaming which lowers texture ram and provides support for crisp HD textures. This streaming allows us to add nearly unlimited art content in future updates.

まず、物理ベースレンダリング機能を活用するためにUnity Engineのバージョンを更新し、光に関する演出を大幅に改善した。Unityの新しいテクスチャストリーミング機能も統合され、テクスチャのRAM使用量を下げ、鮮明なHDテクスチャをサポートする。このストリーミングにより、将来のアップデートでほぼ無制限のアートコンテンツを追加することができる。

 
  • Nearly all objects and surfaces in game have been improved to support the new lighting features.
  • Ambient lighting improved to show more natural scene lighting.
  • Many surfaces now light with natural subtle reflections to improve overall scene appearance.
  • ゲームのほとんどすべての物体とその表面が、新しいライティング機能をサポートするように改良された。
  • 周囲の照明がより自然な光となるように改善された。
  • 多くの物体の表面は自然な微妙な反射で明るくなり、外観の見た目全体を改善する。

Party System

●パーティシステム

 

Join up with friends to form a Party which allows you to play together much easier. Do this by simply inviting a player to your Party from the players menu tab. The system offers these benefits:

フレンドプレイヤーと一緒にパーティーを組むことで、一緒に遊ぶことができるようになった。プレーヤー自身ののメニュータブからパーティーにフレンドプレイヤーを招待するだけで良い。このシステムは次の特徴がある。

 
  • Share team XP with nearby party members of Zombie Kills
  • Share Quests.
  • Track Party members location, and health.
  • ゾンビを殺害した時に近くのパーティメンバーとチーム経験値を共有する。
  • クエストを共有する。
  • パーティメンバーの所在地と健康を追跡する。

Quest System

●クエストシステム

 

We’ve added a brand-new quest system. The player receives quests by simply talking to a Trader and looking at his offered jobs and accepting a quest. The player can progress through the ranks of 6 quest difficulty tiers receiving better reward choices for each quest and for graduating each Tier. With it comes a new quest reward system that gives the player XP, money and a growing choice of multiple rewards that can be modified by perking up into the new Daring Adventurer Perk. The system supports many new and old quest types including:

新しいクエストシステムが追加された。プレイヤーはトレーダーと会話し、提供された仕事を見てクエストを受諾することで、クエストを受け取る。プレイヤーは6つのクエスト難易度のランクを進めることができる。各段階から昇格することで各クエストに対してより良い報酬を受けられる。それにはプレイヤーに経験値、金銭、あるいは複数の報酬の選択肢を与える新しいクエスト報酬システムが登場するが、新しく追加されたDaring Adventurer(大胆な冒険者)のパークによって、クエスト報酬を変更することができる。このシステムは、以下を含む多くのタイプのクエストをサポートしている。

 
  • Clear Sleeper
    スリーパーゾンビの殲滅
  • Fetch
    アイテムの収集
  • Hidden Cache
    隠された貯蔵物の回収
  • Buried Supplies
    埋設物資の回収
  • Clear and Fetch
    殲滅とアイテムの収集
  • Clear and Hidden Cache
    殲滅と隠された貯蔵物の回収
  • Treasure (Old)
    (以前からあった)宝物の回収
  • Challenge (Updated)
    (新しくなった)チャレンジ

Navezgane Improvements

Navezganeの改善

 

The Navezgane world grew from 16 square kilometers to 36 square kilometers in size making it over double the size. With that the terrain and the height have been given a full overhaul. The height is much more extreme and natural looking. You will not recognize the world.

Navezganeは16平方キロメートルから36平方キロメートルのサイズに拡張され、2倍の大きさとなった。地形と標高の全てが一新された。標高はより一層激しく、自然な見た目になっている。世界の大きさを認識して、落胆するようなことは無い。

Locations

●ロケーション

 

We’ve re-imagined dozens of original A16 locations with a complete art and gameplay overhaul converting them to beautiful and quest-able dungeon experiences. We have also created many brand-new locations. These locations are all setup to support a variety of quests of 6 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 150 new locations and counting. Some of these include:

数多くのオリジナルのA16の建造物を再現し、アートとゲームプレイの見直しを行い、それらを探検可能な美しいダンジョンを体験できるようにした。また、多くの真新しいロケーションが作られている。これらはすべて、6段階の難易度のさまざまなクエストに対応できるようにセットアップされている。すべての建造物はNavezganeとランダム生成の世界に生成される。150以上の新しいロケーションには次のものがある。

 
  • Shamway Factory
    Shamwayの工場
  • Shotgun Messiah Factory
    Shotgun Messiahの工場
  • Navezagne Hospital
    Navezagneの病院
  • Perishton Courthouse
    Perishtonの裁判所
  • 4 Skyscrapers in Departure
    Departureの高層ビル4つ
  • New giant Perishton Church
    新しい巨大なPerishtonの教会
  • 4 new Business Strips
    4種類の新しい商店街
  • 9 Old Businesses
    9種類の古い企業
  • 8 Abandoned houses (Non Quest)
    8種類の捨てられた家(クエスト無し)
  • Apartment Building
    アパートの建物
  • 65 Houses of varying size and challenge
    大きさや対応するクエストが異なる65の住宅
  • 8 Ramshackle Survivor Sites
    8種類の崩壊寸前の生存者の居留地
  • Water Works Utility Company
    水道局の施設
  • 3 Army Camps
    3種類の陸軍キャンプ
  • 3 Barns
    3種類の納屋
  • Bus Stop (Non Quest)
    バス停(クエスト無し)
  • Cemetery
    道路の排水溝(Navezganeのみ)
  • Road Culvert (Navezgane Olny)
  • 7 New Garages
    7種類の新しいガレージ
  • Red Mesa Installation
    Red Mesa軍事施設
  • Vacant Lot
    空き地
  • 9 Gas Stations
    9種類のガソリンスタンド
  • 5 Docks (Navezgane Only)
    5種類の波止場(Navezgane のみ)
  • 15 Cabins
    15種類の小屋
  • 4 Caves
    4種類の洞窟
  • 2 diners
    2種類の食事処
  • 2 Fast food Restaurants
    2種類のファストフード店

Vehicles

乗り物

 

We’ve completely rewritten and overhauled the vehicle system with from the ground up making many new additions, improvements and changes include:

乗り物のシステムを完全に書き直し、改装して、多くの新しい追加、改良、変更を加えた。

 
  • New real physics that make the vehicles feel like a real driving game
  • New Bicycle vehicle that consumes stamina when you pedal it
  • New Badass Motorbike vehicle
  • New 4×4 vehicle that allows a friend to ride shotgun as a passenger
  • New Gyrocopter vehicle allows players to own the skies
  • Updated minibike that uses the new systems
  • New vehicle placement system
  • New vehicle camera system with turning to where you are looking
  • New vehicle controls for hop and turbo. Vehicle control binds were added in a menu/controls/vehicle section
  • New vehicle sound system that handles gears and loops better
  • New ragdoll system so you can drive over zombies and they will realistically ragdoll react to vehicle impacts and go flying in the air taking damage. Surprisingly they can get up again if you didn’t kill them.
  • Improved vehicle storage so it’s on its own radial button with different storage amounts per vehicle
  • New Vehicle mod support. The system will allow players to install vehicle mods that can make vehicles perform better, have more storage and more. Note: Mod items are coming in a future version. This replaces changing of vehicle parts
  • 実際の運転ゲームのように感じる新しいリアルな物理演算
  • プレイヤーがペダルを踏んだときにスタミナを消費することで進む自転車
  • ワルいデザインのモーターバイク
  • フレンドプレイヤーが乗客として助手席に乗ることができる新しい4輪駆動の車
  • プレーヤーが空を飛ぶことを可能にするオートジャイロ
  • 新しいシステムが適用されたミニバイク
  • 新しい車両配置システム
  • 車のカメラはあなたが見ている方向に向かう
  • ホップとターボによる新しい車両制御。ビークルコントロールバインドは、メニュー/コントロール/ビークルセクションで追加された。
  • ギアとループをより良く扱う新しい車両サウンドシステム
  • 新しいラグドールシステムにより、ゾンビを轢くことで、乗り物の衝撃に反応したゾンビが実際にラグドールして空中を飛びダメージを受ける。もしプレイヤーがゾンビを殺さなかったら、彼らは再び起きることができる。
  • ラジアルボタン付きで、車両ごとに大きさが異なる、改善された収納スペース
  • 新しく追加された乗り物に関する改造パーツについてのサポート。このシステムによって、車両のパフォーマンスを向上させたり、収納スペースを増やしたりことができる改造パーツが利用できるようになる。ただし、現在のバージョンにある車両部品交換システムを置き換える改造パーツの追加システムは今後のバージョンで提供される。

AI and Pathing

●AIと経路選択

 

We’ve completely overhauled the enemy AI and pathing, writing an entirely new A-Star pathing system that rocks. Enemies can do many things in this system including:

敵のAIと経路選択が見直されたA-Starパスシステムによって、敵は多くのことを行うことができるようになった。

 
  • New path calculations based on distance vs destroying blocks and uses the block health including block downgrades
  • New movement, turning and target estimation
  • New obstacle detection to better path around or destroy
  • New jumping across gaps and up onto ledges (Spiders have a long jump)
  • Improved jumping onto obstacles
  • Updated jump animations with three separate parts
  • Improved handling of stairs
  • Improved ladder climbing, including skipping rungs
  • New digging down if their destination is below them and they can’t walk to it
  • New destroy area mode, when players can’t be reached
  • New group damage bonus, when AI are close together
  • New Vulture AI including circling, attacking the weak and re-positioning in combat. New Radiated Vulture
  • Improved sleeper spawning and tracking. New types of sleepers
  • All sleeper spawns are now game-staged to up the challenge as you level up or party in a group
  • ブロックの耐久性をブロックのダウングレード込みで考慮したブロック破壊も含めた距離に基づく新しい経路計算
  • 新しい動き、旋回と目標推定
  • 障害物をより正確に検出または回避するための障害検出
  • 距離があってもジャンプで越え、棚にも上がる(スパイダーゾンビは長い距離をジャンプする)
  • 障害物へのジャンプを改善
  • 3つの別々の部分でジャンプアニメーションを更新
  • 階段のの扱いについての改善
  • ハシゴのない部分をスキップするなど、改良されたハシゴ登り
  • ゾンビの目的地が自身の下にあり、彼らがそれに向かうことができないならば地面を掘る
  • プレイヤーに到達できないときにとる、新しい破壊モード
  • AIが近くにいるときの新しいグループダメージボーナス
  • 新しいゾンビハゲワシAIは旋回し、戦闘の際に弱点を突き、再ポジショニングを行う。また放射能強化ゾンビハゲワシが新しく追加された。
  • 改良されたスリーパーの配置と追跡。新しいタイプのスリーパーが追加された。
  • プレイヤーがレベルアップしたり、グループに参加したりすることで、プレイヤーのゲームステージが上がると、スリーパーが強化される。

Zombie Speed Options

●ゾンビの速度設定

We’ve changed the way zombie run speed options are handled decoupling them into 4 new settings of Zombie Day Speed, Zombie Night Speed, Zombie Feral Speed and Zombie Bloodmoon Speed. Each can be set to these 5 speeds; Walk, Jog, Run, Sprint or Nightmare.

私たちはゾンビの走行速度の設定を4種類の詳細な設定、Zombie Day Speed(日中の速度)、Zombie Night Speed(夜間の速度)、Zombie Feral Speed(フェラル化ゾンビの速度)、Zombie Bloodmoon Speed(Bloodmoonホードのゾンビの速度)に分けた。それぞれが5段階の速度から選べる。Walk(歩く)、Jog(早足)、Run(走る)、Sprint(全力疾走)、Nightmare(悪夢)

Animals

●動物

 

We’ve added a couple new animal models including:

新たに1対の動物モデルが追加された。

 
  • New Stag
  • New Doe

Modded Item System

●アイテム改造システム

 

We’ve added a new mod system that allows users to install mods into weapons, firearms, clothing, armor and vehicles. Basically, anything with a quality can be modded. We removed the old tedious weapon part system to make room for this. There are already over sixty mods to augment your items of quality. Here are a few item mod examples:

プレイヤーが武器、銃器、衣服、鎧や乗り物に改造を施すことができるようにする新しい改造パーツシステムを追加した。基本的には、品質のあるものは何でも改造可能である。一方で古い武器パーツシステムを削除した。プレイヤーが品目を増やすために既に60以上の改造パーツがある。改造パーツの例を以下に示す。

 
  • Attachments like a weapon, scopes, flashlight, silencer or duck bill
  • Internal modifications like a trigger group for burst fire, increased damage, increased fire rate, improved accuracy, full auto, and increased magazine size
  • Adding barbed wire or a different grip to a club for improved damage or swing speed
  • Mods to make tools more efficient
  • Armor mods to help with encumbrance, heat, cold and stealth
  • Mods to dye items to unify your clans look.
  • スコープ、懐中電灯、消音器、またはダックビル等の武器に取り付ける付属物
  • バースト射撃、ダメージの増加、連射速度の向上、精度の向上、フルオート、弾倉の増加といった銃内部の機構の変更
  • 有刺鉄線や別のグリップの棍棒への追加によるダメージやスイングスピードの向上
  • ツールをより効率的にするための改造
  • 妨害、熱、寒さとステルスを助けるためのアーマーの改造
  • プレイヤーのクランの見た目を統一するためにアイテムを染色する改造

New Items / Recipes

●新しいアイテム/レシピ

 

We’ve added dozens of new items, recipes, modes too many to list check out the creative menu for more information or play the game.

数多くの新しいアイテム、レシピ、多くのモードが追加された。詳細についてはクリエイティブメニューを確認したり、ゲームを実際にプレイして確認を。

 
  • New foods, drinks and drugs to craft and use.
  • Magazines to grant you temporary attribute and perk levels.
  • Item mods, of course.
  • Schematics to craft mods yourself.
  • Dyes to personalize your weapons and armor.
  • Table saw for crafting furniture and advanced wooden blocks.
  • Grandpas Moonshine (Increases Melee damage for limited time)
  • Grandpas Learnin’ Elixir (Gives you 20% XP boost for limited time)
  • Grandpas Awesome Sauce (Increases your barter ability for limited time)
  • Recog Drug (Increases perception for increased ranged weapon damage)
  • Steroids (Increases strength attribute and removes all encumbrance penalties for a limited time)
  • Mega Crush now boosts your running speed to extreme levels for a limited time.
  • クラフトして使用する新しい食品、飲み物、薬品
  • あなたに一時的なキャラ属性とパークレベルを与える雑誌
  • アイテムの改造
  • 自分で改造パーツを作るのに必要な設計図?
  • プレイヤーの武器と鎧をパーソナライズするための染料
  • 基本形状以外の木製ブロック家具を作るためのテーブルソー
  • おじいちゃんの密造酒(一時的に近接戦闘ダメージを増加させる)
  • おじいちゃんの勉強薬(一時的に経験値が20%増加する)
  • おじいちゃんのとっておきのブツ(一時的にあなたの売買・取引能力を向上させる)
  • 認識力向上薬(遠隔武器ダメージの増加に対する認知力のキャラ属性を高める)
  • ステロイド(強靭さのキャラ属性を強化し、一時的にすべての装備の重さに関するペナルティを除去する)
  • メガクラッシュ(プレイヤーの走行速度を一時的に極端に向上させる)

Physical Attribute Skill System and Progression

●身体属性スキルシステムと進行

 

We gutted and rebuilt the skills system from the ground up to be more of a true skill tree.

A17ではスキルシステムを掘り下げて作り直し、真のスキルツリーになるようにした。

This re-configuration of the skills system centers around five main physical attributes of the player: Perception (PER), Strength (STR), Fortitude (FRT), Agility (AGI) and Intellect (INT),. Each of these attributes are tied to the player’s physical body, and can be affected by equipment, injuries, and illnesses, creating boons and banes to the player’s skills and abilities. Under this system, all skills and perks are governed by one of the five attributes, grouping the skills and perks into general areas of play, and allowing for players to more easily create “class” archetypes by focusing on one or more attributes.

再構成されたスキルシステムでは、認知力(PER)、強靭さ(STR)、忍耐力(FRT)、敏捷性(AGI)および思考力(INT)の5つの主な身体的属性を中心にしている。これらのキャラ属性はそれぞれ、プレーヤーの身体に結び付けられ、装備、怪我、病気の影響を受け、プレーヤーのスキルと能力に大きな影響を与える。このシステムでは、すべてのスキルとパークは5つの属性の中の1つに属し、スキルとパークを一般的なプレイエリアにグループ化し、プレイヤーは1つ以上の属性に焦点を当てて簡単に「クラス(職業?)」の原型を作成できる。

The new system has endless possibilities. For example the player might get a concussion which lowers his intellect attribute which has the side affect of not being bale to craft certain items until the concussion heals.

新しいシステムには無限の可能性がある。例えば、プレイヤーは脳震盪によって思考力のキャラ属性が低下するが、これは、脳震盪が治癒するまで、特定のアイテムを作ることができないという副作用を有する。

Perks grant you specific abilities and higher perk levels require certain attribute levels. Attributes have 10 levels and most perks have 5 levels. The governing attributes and child perks are as follows:

パークは特定の能力を与えるが、より高いパークレベルを得るには一定以上のキャラ属性のレベルを必要とする。キャラ属性は10レベルで、ほとんどのパークレベルは5である。ベースとなるキャラ属性と派生のパークは以下の通り。

 
  • Perception Attribute (Perception is the measure of your sensory awareness. Increasing Perception raises damage with firearms)
    • Marksmanship Perks
      • Gunslinger
      • Shotgun Messiah
      • Automatic Weapons
      • Dead Eye
      • Archery
      • Explosive Weapons
      • Boom! Headshot!
      • Run and Gun
    • Scavenging Perks
      • Lucky Looter
      • Salvage Operations
  • 認知力のキャラ属性(認知力はあなたの知覚認識の尺度であり、認知力の増加は銃器によるダメージが増える)
    • 射撃技術関連パーク
    • スカベンジング関連パーク
      • 幸運な盗掘者
      • サルベージ作戦
  • Strength Attribute
    • Melee Combat Perks
      • Wrecking Ball
      • Sexual Tyrannosaurus
      • Flurry of Blows
      • Deep Cuts
      • Stay Down
      • Heavy Metal
      • Skull Crusher
    • Construction Perks
      • Miner 69’er
      • Pack Mule
      • Mother Lode
  • 強靭さのキャラ属性
    • 近接戦闘関連パーク
    • 建設関連パーク
  • Fortitude Attribute
    • Survival Perks
      • Heavy Armor
      • The Huntsman
      • Intrinsic Immunity
      • Well Insulated
      • Living Off The Land
      • Pain Tolerance
    • Recovery Perks
      • Healing Factor
      • Fully Hydrated
      • Slow Metabolism
      • Self Medicated
  • 忍耐力のキャラ属性
    • 生存性関連パーク
      • 重装甲
      • 猟師
      • 内因性免疫
      • 良好な断熱性
      • 環境寄生(or この土地に生きる)
      • 疼痛耐性
    • 回復力関連パーク
      • 治癒因子
      • 完全な水和
      • 緩慢な新陳代謝
      • 自己判断の投薬
  • Agility Attribute
    • Athletic Perks
      • Rule 1: Cardio
      • Light Armor
      • Charging Bull
      • Parkour
      • Olympic Swimmer
    • Stealth Perks
      • Ninja Movement
      • Hidden Strike
      • From The Shadows
  • 敏捷性のキャラ属性
    • 運動能力関連パーク
    • ステルス性能関連パーク
      • 忍者の歩法
      • 奇襲攻撃
      • 影からの一撃
  • Intellect Attribute
    • Influence Perks
      • Better Barter
      • The Daring Adventurer
      • Charismatic Nature
    • Craftsmanship Perks
      • Hammer and Forge
      • Grease Monkey
      • Advanced Engineering
      • Yeah, Science
      • Physician
      • Master Chef
  • 思考力のキャラ属性
    • 影響力関連パーク
      • ベターなバーター
      • 大胆な冒険家
      • カリスマ気質
    • 生産技術関連パーク

Integrated Survival System ISS

●総合サバイバルシステムISS

 

We’ve thrown out the old wellness system and added the new Integrated Survival System. The core concept behind the ISS is the introduction of “hard damage” to the player’s Max Health and Max Stamina caps. This “hard damage” represents the cumulative wear and tear to the player’s physical condition through repeated injury or exertion, and is represented by reducing/capping the maximum portion of the health and stamina bar that is recoverable through normal means. Mechanically, the system requires the introduction of two new player stats: “Max Health” and “Max Stamina”. Here’s the breakdown:

古い健康システムは放棄され、新しい統合サバイバルシステムが追加された。ISSの背後にあるコアコンセプトは、プレイヤーの最大健康値と最大スタミナ量のキャップとして「ハードダメージ」を導入することだ。この「ハードダメージ」は、度重なる負傷または激しい運動によるプレーヤーの体調が累積的に磨耗していることを表し、正常な手段で回復可能なスタミナの上限を減らす/キャップする。このシステムでは、2つの新しいプレイヤーの統計情報、「最大健康値」と「最大スタミナ量」の導入が必要である。内訳は次の通り。

 
  • Health
    • Your current health is displayed in red and max health is grey. Damaged health or your max health cap is displayed in black.
    • Eat food or use medicine to restore health. Use bandages or med kits to restore your max health cap.
  • Stamina
    • Your current stamina is displayed in blue and max stamina is grey. Damaged stamina or your max stamina cap is displayed in black.
    • Drink water to restore stamina. Eat food to restore your max stamina cap.
  • Recovery Rate
    • Health and stamina recovery rate is determined by your water level found in the character stats menu.
  • 健康
    • 現在の健康値は赤色で表示され、最大健康値はグレーで示される。磨耗した健康値または最大健康値は黒で表示される。
    • 食べ物を食べる、あるいは薬を使うことで健康値が回復する。包帯または医療キットを使用することで最大健康値のキャップが上昇する。
  • スタミナ
    • 現在のスタミナ量は青色で表示され、最大のスタミナ量はグレーで示される。磨耗したスタミナ量または最大スタミナ量は黒で表示される。
    • 水を飲むことでスタミナ量が回復する。食べ物を食べることで最大スタミナ量のキャップが上昇する。
  • 回復率
    • 健康およびスタミナ回復率は、キャラクターのデータメニューにある体内水分量によって決まる。

Buff Notification and new Buff System

●バフ通知と新しいバフシステム

 

Properly notifying the player of active status changes and their effects is a current problem with our system. The popout notifications are uniform, regardless of severity, and thus don’t draw enough attention to effects that are critical to the player. We aim to correct this with a new notification system design.Under this new system, each status effect is assigned a severity: Standard (White), Elevated (Amber), and Severe (Red). The notifications for each status effect are color coded accordingly and have additional behaviors based on the severity.

The entire legacy buff system has been rewritten for maximum flexibility and transparency between other systems. System designers can add buffs to anything in the game whether hidden or not allowing a multitude of buffs and debuffs. Some new or changed Buffs include:

現在のシステムではアクティブな状態変化とその影響をプレーヤーに正しく通知することができていない。ポップアウト通知は、内容の重大度にかかわらず統一されているため、プレイヤーにとって重大な事態が生じているかどうか十分注意が払われているとは言い難い。この新しいシステムでは、各ステータスの状態には、標準(白)、注意(オレンジ)、重大(赤)の重症度が割り当てられている。各ステータス状態の通知は、それに応じて色分けされ、重症度に基づいて追加の対応を行うことになる。

従来のバフシステムは、他のシステム間の柔軟性と透過性を最大限にするために変更された。システム設計者は、隠されているかどうかにかかわらず、バフを追加したり、バフやデバフを多数許可したりすることができる。新規または変更されたバフには以下が含まれる。

 
  • Overhauled all legacy buffs to work with the new system.
  • Near Death Trauma (Lowers your master attributes for a day if you die)
  • Encumbrance and the handling of falling damage are driven by buffs
  • Buffs can play sounds and sound loops, activate screen effects or particle effects at any time.
  • Many new improvements, additions and buff changes too many to list.
  • 従来のバフの内、新しいシステムで動作するすべてをオーバーホールした。
  • 臨死体験のトラウマ(プレイヤーが死ぬと1日の間マスターキャラ属性が下がる)
  • 装備重量と落下ダメージにはバフが影響する。
  • バフによって、サウンドやループを再生したり、スクリーンエフェクトやパーティクルエフェクトをいつでもアクティブにすることができる。
  • バフの改良点、追加点、および変更点が大量にリストに含まれている。

Backpack Space and Encumbrance System

バックパック容量と装備重量システム

 

We’ve increased the backpack space from 32 slots in previous builds to a generous 45 slots in alpha 16. Although we’ve given the player more back space we have added a new encumbrance system and here is how it works:

バックパック容量を従来のビルドの32スロットからの45スロットまで広げた。プレーヤーに追加のバックパック容量を与えることになるが、同時に新しい妨害システムが追加されている。

 
  • The player starts a new game with the bottom 3 rows of his back pack darkened with the encumbrance icon
  • These encumbered slots can be used but with a movement penalty.
  • When no encumbered slots are used there is no movement penalty.
  • The player can purchase 5 levels of the new Pack Mule perk to remove the encumbrance icons form the pack pack and the penalties
  • The can get buffs that cause slots to become encumbered from sickness and other things
  • 新規ゲーム開始時のプレイヤーのバックパックの下3行に妨害アイコンがついている。
  • これらの妨害されたスロットは使用することができるが、移動の際にペナルティを伴う。
  • 妨げられたスロットが使用されていない場合、移動ペナルティはない。
  • プレイヤーは、パックパック内のペナルティを構成する妨害アイコンを削除するために、5つのレベルからなるPack Muleパークを購入することができる。
  • プレイヤーは、病気や他のものからスロットに妨害が入るようなデバフを得ることがある。

Reworked Weather Survival

●天候に対するサバイバルの復活

 

We have simplified and reworked weather survival system and here are a few key points:

私たちは天気予報システムを単純化した。いくつかの重要なポイントがある。

 
  • Clothing can have both a hypo-thermal level for cold protection and hyper-thermal level for heat protection no more dressing and undressing constantly.
  • Armor can be modified to add further hypo and hyper thermal protection.
  • The player starts new games with a elemental protection that lasts for the first 5 levels.
  • Various items and blocks can change your protection values including campfires, forges and held torches.
  • 衣服は、低温保護のための低温レベルと高温保護のための高温レベルの両方を有していても、それ以上の着衣と脱着はなくなる。
  • アーマーには、低温や高温からの保護が可能なように修正することができる。
  • ゲーム開始時は最初の5レベルまで持続する保護が付いている。
  • キャンプファイヤー、鍛冶、保持されたトーチなどのさまざまなアイテムやブロックによって保護レベルの値が変わる。

New Loot Containers

●新しいルートコンテナ

 

We’ve done a lot of work to improve, balance and make a more guided loot experience. Here are a few of the notable changes:

改善のために多くの作業を行い、バランスを取ってより多くのガイド付きの戦利品獲得経験ができるように変更した。注目すべき変更のいくつかは以下の通り。

 
  • Many common loot containers visibly have a “looted” state and the ones that are lootable are rarely empty.
  • We’ve added a lot of hidden loot to the POIS in hard to find places.
  • Added: Dozens of new loot containers too many to list.
  • Added: Store crates with logos so you can tell its good loot not just random construction loot.
  • Added: Large and Small Gun Bags.
  • Added: Reinforced chests and super chests.
  • 多くの一般的な戦利品コンテナは目に見える形で「略奪された」状態にあり、戦利品が得られることはめったにない。
  • 場所を見つけるのが難しいPOIにたくさんの隠れた戦利品を追加した。
  • 追加:数十種類の新しい戦利品入りコンテナ
  • 追加:良い戦利品が入っている箱には店のロゴがついている。そうでなければ中身はランダムな建設現場の箱
  • 追加:大小2種類の銃バッグ
  • 追加:強化チェストとスーパーチェスト

Random Gen

●ランダムマップ生成

 

Random gen has gotten some love and been sped up with these new features:

ランダムマップ生成は、以下に示す新しい機能でスピードアップされている。

 
  • Common file formatting with Navezgane which allows distant trees, pre-generated height for much better performance.
  • New improved Random Gen Previewer located in the main menu/editing tools/random gen previewer.
  • The previewer now has a legend key and the user can set the size of the generated map.
  • New maps can be generated from new game, dedi server and from the previewer.
  • Entire map is generated using tiles(sockets) which allows for future features to be added.
  • Generated maps are now able to be continued even if there are patches to random gen.
  • Terrain generator now has the ability to read in heightmap images for generation. This will be improved in a18.
  • はるかに良いパフォーマンスのために事前生成された高さを持つ遠くの木の描写を可能にするNavezganeの共用ファイルフォーマット
  • 新しく改良されたRandom Gen Previewerは、main menu -> editing tools -> random gen previewerにある。
  • プレビューアには凡例キーがあり、ユーザーは生成されたマップのサイズを設定できる。
  • 新しいマップは、新しいゲーム、専用サーバー、およびプレビューアから生成できる。
  • タイル(ソケット)を使用してマップ全体が生成されるが、これによって将来的に機能を追加することができる。
  • ランダム生成のパッチがあっても、ランダムマップ生成を継続できるようになった。
  • 地形ジェネレータは、地形生成するための高さマップ画像を読み込む機能を持つようになった。これはA18で改善される見込み。
     
  • Note: Generating 16k maps is currently disabled until we have time to speed it up.
  • 注意:16kマップの生成は、速度が上がるまでの間、無効にしている。

Other World Generation and Biome Changes

●その他のマップ生成とバイオームの変化

 

Biomes have undergone some changes, too including:

バイオームには以下のような変更が加えられた。

 
  • The plains biome has been removed.
  • Distant decorations (trees) complement the distant terrain for a more realistic scenery
  • Boulders spawn in places where ore veins come close to the surface.
  • Clay does not litter biomes with small sub biomes but is found in all “dirt” topsoil.
  • 平原バイオームは除去された。
  • 遠くの装飾(樹木)によって遠くの地形が補完され、より現実的な風景を作り出す。
  • 鉱脈が地面に近づく場所では、丸石が露出する。
  • 粘土は小さなサブバイオームとして点在することはなくなり、代わってすべての「土」の表土として生成される。

Item Compare System

●アイテム比較システム

 

We added a new system that allows the player to compare items of quality of the same type in loot containers, inventory or worn to be compared. Here is how it works:

A17では、プレイヤーが戦利品のコンテナ、インベントリ、または着用している同じ種類のアイテムのクオリティを比較する新しいシステムを追加した。

 
  • Click on and inspect item 1 and then mouse over item 2 to see how much better or worse item is than item 1.
  • Positive Stats will appear in Green with a + before the number.
  • Negative Stats will appear in Red with a – before the number.
  • Green is Good and Red is Bad.
  • Worn clothing works the same way but takes into account your worn items. You can simple inspect a similar item in your inventory like an item you wearing and see the difference.
  • 調べたいアイテム1をクリックして、項目2にマウスを重ねると、項目1よりどれほど良いか悪いかを確認できる。
  • 正の値は緑で表示され、数字の前に+が表示される。
  • 負の値は赤で表示され、数字の前に-が表示される。
  • 緑は良い結果であり、赤は悪い結果である。
  • 着用している服は同じ方法で動作するが、着用しているものを考慮に入れる。プレイヤーは自分が身に着けているアイテムの類似品を在庫から簡単に調べ、違いを見ることができる。

UI Changes and Improvements

●UIの変更と改善

 

We’ve done a ton of work to the main menu with many improvements including:

メインメニューには、次のような多くの改良点がある。

 
  • Main Menu – Overhauled basic visual style.
  • Main Menu – Organized many screens making the information accessible by Tabs and Gamepads.
  • Main Menu – Added Gamepad controller bind diagrams.
  • Main Menu – Added an Editing Tools section where players can create POIS or Preview Random Gen worlds.
  • Main Menu – Streamlined the server browser to make it easier to find servers and your friends.
  • Main Menu – Made it possible to start a solo game and continue it in multiplayer with your friends.
  • Tools Menu – Using the Playtest button, you can launch a single POI as a playable map and immediately see the result of any changes.
  • メインメニュー
    • オーバーホールされた基本ビジュアルスタイル
    • 画面を整理して、タブやゲームパッドで情報にアクセスできるようにした。
    • ゲームパッドコントローラのバインドダイアグラムが追加された。
    • 編集ツールセクションが追加され、プレイヤーはPOIまたはランダム生成の世界を作成できる。
    • サーバーとフレンドを簡単に見つけるためにサーバブラウザを合理化した。
    • ソロでゲームを開始しても、後からフレンドとマルチプレイヤーで続けることができる。
  • ツールメニュー
    • Playtestのボタンを使用すると、単一のPOIを再生可能なマップとして起動し、変更の結果をすぐに見ることができる。

 
These in-game UI changes have also been done:

これらのゲーム内UIの変更も行われた。

 
  • We’ve overhauled the Item stats window with a new description and stats tab consolidating the more useful stats.
  • The character screen now has a new primary stats tab and a secondary stats tab to see even more information about your character and the buffs that are affecting him.
  • New Journal tips will be marked with an orange icon and flash when you unread journal tips.
  • The skills menu has been redone with major attributes, perk categories and nested perks underneath. It feels much more like a skill tree.
  • より有用な統計情報を統合した新しい説明と情報タブを使い、Item statsウィンドウを見直した。
  • キャラクター画面にはプライマリ情報タブとセカンダリ情報タブが追加され、キャラクターとそのキャラクターに影響を与えているバフに関するさらに詳しい情報が表示されるようになった。
  • 新しいジャーナルのヒントは、オレンジ色のアイコンでマークされ、ジャーナルのヒントが読み取られないと点滅する。
  • スキルメニューは、主要なキャラ属性、パークのカテゴリ、ネストされたパークの順にスキルツリーのような感じに再編した。

New Creative Block Shapes

●新しいクリエイティブなブロック

 

Over 700 new blocks, shapes and decorations have been added. Don’t make us list them all!

700種類以上という、リストにするのが面倒なくらいの数の新しいブロック、形、装飾が追加された。

Land Claim Improvements

●Land Claimの改善

 
  • You can only have one active land claim block but the claim area is much larger.
  • Claim blocks are cheap to craft and repair. Placing another will instantly deactivate but not destroy your previous one.
  • The claim area prevents zombie respawn.
  • アクティブなland claim blockは1つしか持つことができないが、クレームエリアははるかに大きくなる。
  • land claim blockはクラフトし修理するのが安価になった。別のものを配置すると直ちに無効になるが、前のものが破壊されることはない。
  • land claim blockのエリアではゾンビがリスポーンしないようになった。

New Stealth System

●新しいステルスシステム

 

We’ve torn up our old stealth system and created Stealth 2.0. The new system is more player data focused and has less data to manage. Much like horde heat maps players have their own heat signature value that goes up and down over time represented in a new UI stat at the bottom left, colored yellow with an eyeball icon. This stealth UI stat bar is only shown when the player crouches. The fullness of the bar represents how un-stealthy the player currently is accumulating the player’s noise, lighting, movement and posture into one stat. The fuller the yellow bar the more un-stealthy the player is being.

A17では、古いステルスシステムを破棄し、ステルス2.0を採用した。新しいシステムは、より多くのプレーヤーデータを考慮するようにしているが、管理するデータは少なくなっている。ホードのヒートマップのように、プレイヤーは左下の新しいUI情報で表され、黄色の色の目玉アイコンで表される、時間の経過とともに上下する独自のヒートシグネチャ値を持つ。このステルスUIのステータスバーは、プレーヤーがしゃがんだときにのみ表示される。バーの示す値は、プレーヤーが出すノイズ、光の当たり方、動き、および姿勢を1つのステータスに蓄積していることを表す。黄色いバーが満タンに近いほど、プレイヤーはよりステルス性が高い。

 

Things that affect a players heat signature +/-

以下がプレーヤーのヒート・シグニチャーの上下に影響を与えるものである。

 
  • Player Light Level (Combination of world lighting and player equipped lights that are on)
  • Player Stance (Crouching improves your stealth)
  • Player Motion Level (Moving raises a player’s heat level stillness lowers it)
  • Player Noise Level (Noises raise a players heat level being quiet lowers it. Noises have decay so pounding repeatedly or repeatedly opening loot containers can build up the noise level)
  • Distance from an enemy determines how likely they are to see or hear you
  • プレーヤーに関係する光のレベル(環境照明とプレーヤーが装備している照明の組み合わせ)
  • プレイヤーの姿勢(しゃがめばプレイヤーのステルス性が向上する)
  • プレイヤーの動きのレベル(移動するとプレイヤーのヒート値が上がり、静止していれば下がる)
  • プレイヤーの騒音のレベル(騒音はプレイヤーの熱を上げて静かにする。騒音は減衰するが、繰り返し打撃音を発したり戦利品のコンテナを何度も開いたりすると騒音レベルが上がることがある)
  • 敵からの距離によって、彼らがプレイヤーを見たり、プレイヤーの出す音を聞いたりする可能性が決まる。
     

New Weapons and Weapon Improvements

●新しい武器とその改良

 
  • Weapons have a lot more individual stats.
  • Aiming a weapon will cost some stamina.
  • Reloading a gun or drawing a bow will somewhat slow down your movement speed.
  • Guns no longer auto-reload when the last bullet is fired.
  • 武器には多くの個別データがある。
  • 武器で狙うと、いくらかのスタミナが消費される。
  • 銃をリロードしている、あるいは弓を引いた状態だと、プレイヤーの移動速度が若干遅くなる。
  • 最後の弾丸が発射されたとしても、銃は自動でリロードしない。

World Precision System

●世界精密化システム

 
  • We’ve re-engineered the center of world precision system so the player will not experience shaky animations and other precision issues when you are far out from the center of the world.
  • 世界精密化システムの中心を再設計して、世界の中心から遠く離れているときに、プレーヤーが不安定なアニメーションやその他の精度による問題に遭遇することがなくなった。

Foliage Improvements

●葉の描写の改善

 
  • We’ve added a system that automatically places the correct foliage on POI landscape depending on the biome it spawns in.
  • We added a brand-new distant tree rendering system that renders imposter trees outside of the chunk distance. This is an amazing change that makes the world look vast.
  • We’ve also redone all the pine trees and added a brand new live oak type which can be seen in the desert.
  • We’ve added tree helpers which make POIS spawn and use the native trees of the biome they are in. This change makes the POIs always look grounded to their environment.
  • 私たちは、それが生まれたバイオームに応じてPOIの景観に葉を正しく自動的に配置するシステムを追加した。
  • 我々は、チャンクの距離外に偽物の木をレンダリングする樹木レンダリングシステムを追加した。これは世界を広大に見せる素晴らしい変化である。
  • また、松の木のすべてをリフォームし、砂漠で見ることができるまったく新しい生きたオークを追加した。
  • POIを生成された時に、その中にある樹木をバイオームに生息する樹木にするツリーヘルパーを追加した。この変更により、POIは常に本来のバイオームにあるように見える。

Animation Improvements

●アニメーションの改善

 
  • We’ve updated all third person player animations with motion capture.
  • We’ve updated/tuned melee animations.
  • We’ve added custom animations for all heavy melees.
  • We’ve updated/tuned animal animations.
  • We’ve added blending from ragdolls back into prone and standing animations
  • プレイヤーの三人称視点のアニメーションをすべてモーションキャプチャで更新した。
  • 近距離アニメーションを更新/調整した。
  • すべての強攻撃にカスタムアニメーションを追加した。
  • 動物のアニメーションを更新/調整した。
  • うつ伏せや直立のアニメーションにラグドールを折衷して加えた。

Kickstarter Vain Survivalist Fulfilled

●達成したキックスターターのイケてるサバイバリスト達

 

A big thanks to the vain survivalist below who now have the portraits in the game

以下のイケてる生存者に大きな感謝の意を。

 
  • Kickstarter backer Ben Brett
  • Kickstarter backer Lorien Green
  • Kickstarter backer Derek Med
  • キックスターターの支援者、Ben Brett
  • キックスターターの支援者、Lorien Green
  • キックスターターの支援者、Derek Med

Servers administration (serverconfig.xml etc)

  • Network: RakNet was removed by Unity, UNET removed due to its instability. Currently we use LiteNetLib and SteamNetworking – the latter has had a bunch of stability fixes.
  • Ports currently in use:
    • ServerPort+0/UDP and ServerPort+1/UDP for Steam
    • ServerPort+2/UDP for LiteNetLib
    • ServerPort+0/TCP for Server information
  • Thanks to the port switch Steam connect links on websites and adding servers in Steam’s own serverbrowser now use the ServerPort instead of ServerPort+1
  • Added a Terminal window if running the dedicated server on Windows which can be enabled by a new serverconfig.xml setting
  • New setting “ServerVisibility” to allow more fine grained control of the visibility of the server in the server browser
  • Setting a value to “ServerLoginConfirmationText” makes users see a window during login that they have to confirm to join
  • The Telnet command interface now allows defining limits for failed logins from a single IP
  • Servers create a copy of the save’s main.ttw automatically and try to revert to the backup if loading the main file fails
  • Passwords passed to the server on the command line are no longer shown in the log
  • Config options passed to the server on the command line no longer have to be case sensitive

Changes to serverconfig.xml:

  • Replaced “ServerIsPublic” with “ServerVisibility”
  • Added “WorldGenSeed” and “WorldGenSize” to be used with “GameWorld” = “RWG”
  • Changed “GameMode” to default to the currently only mode “GameModeSurvival”
  • Added “TelnetFailedLoginLimit” and “TelnetFailedLoginsBlocktime”
  • Added “TerminalWindowEnabled”
  • Added “PartySharedKillRange”
  • Added “ServerLoginConfirmationText”

Console commands

  • Added “xui” – List/open/close XUi windows
  • Added “debugshot” – Create a screenshot with additional info
  • Added “exportcurrentconfigs” – Export the all XMLs as they are currently used (i.e. with mod patches applied)
  • Added “exportprefab” – Export a given area of the world as a prefab
  • Added “getoptions” – Get all game options (as opposed to getgameprefs which returns server options)
  • Added “placeobserver” – Place a chunk observer on the map to make a certain (area) of chunks loaded
  • Added “prefabupdater” – Used to update old prefabs to the new format. See below in the modding section
  • Changed “teleport” and “teleportplayer” – Added variants that allow specifying the direction the player is supposed to look after the teleport

Modding support

Log:

  • Chat message logging includes SteamID and EntityID of sender as well as the target group

Mod DLLs:

  • Server code mods no longer use inheritance for events but rather register manually to events in the ModEvents class. The only required class from now on is inheriting IModAPI and with an parameterless InitMod method that can be used to register events etc.
  • Allow multiple DLLs in a single mod so that third party libraries can easily be included (still only one is allowed to contain an IModAPI descendant)
  • Renamed old event ChatMessage to GameMessage (no longer handles actual chat messages) and added a new event ChatMessage which handles global chat messages
  • PlayerLogin event signature changed to be able to disallow the client from connecting (return false and optionally specify a message string for the reason)
  • ConnectionManager methods to get ClientInfos were moved to ClientInfoCollection (e.g. ConnectionManager.GetClientInfoForEntityId -> ConnectionManager.Clients.ForEntityId)

Generic improvements:

  • XUi texture views no longer leak memory when using a texture with a @file or @http texture
  • Entity spawn menu uses a pageable list to accomodate large numbers of custom entities
  • Performance in recipe searches was fixed to allow large numbers of recipes

XML features:

  • Added support for config mods: Create a “config” folder in your mod folder and place XMLs with the name of the vanilla XML you want to patch. Uses XPath based patches similar to what SDX used. A tutorial by Sphereii can be found on the forum: https://7daystodie.com/forums/showthread.php?93816-XPath-Modding-Explanation-Thread
  • Added support for “CustomIconTint” in blocks.xml
  • Added support for “@modfolder:” prefixes in mod config XMLs – currently used for XUi texture views and everything that loads files from AssetBundles
  • Added support for files from AssetBundles like entity meshes
  • Added XUi controls support for “Defined(<identifier>)” function to test if a parameter was defined when using a control
  • items and blocks no longer have IDs in the XML
  • Added a XUi window template (“serverinfowindow”) that can be filled by a server admin to show server information like rules in ESC menu

Level/POI Editor
We’ve have improved our internal level editor tool and are shipping in with this build. Users can access it in from the main menu/editor tools/level editor. With it you can do many things including:

  • Browse the POIS that TFP has made.
  • Create a new POI from scratch from the ground up
  • Copy and Paste sections of POIS between levels
  • Multiplayer level edit (Host can save)
  • Add/Edit lights to have custom intensity, color, dynamic pulsing, fluctuating, blinking and more.
  • Playtest a POI by itself in a test world
  • Note: There is a help section in the tools UI if you hit escape. Nearly all functions come from the right menu panels 4 categories and hot keys. The tool is pretty robust but as of now we don’t have any online tutorial or videos they will come in the near future. Until then interested folks should go to our forums modding section and ask questions. If you want to be able to save work you must launch it without EAC. Currently saved files are saved here: steamapps\common\7 Days To Die\Data\Prefabs. You can add you custom POIs to a random gen world by editing and adding a text entry in the rwgmixer.xml file located here: Steam\steamapps\common\7 Days To Die\Data\Config

Prefabs:

  • Added an Export Prefab dialog (requires active selection box with DebugMenu enabled)
  • A16 prefabs can be converted to A17 ones with the “prefabupdater” console command. See instructions in blocksA16PrefabConversion.xml

Other:

  • Custom worlds can now be added by creating a heightmap etc. Just look at Navezgane for a full example. You don’t have to create a dtm.raw, this is automatically created from dtm.tga when not present.
  • We switched to Unity 2018.2.0f2. Make sure to adopt your custom assets
 

その他のアップデート

Added

More robust settings for if the world generator should auto export data
Armor now makes noise. heavy armor is louder than light armor
Stats page to armor mods
Power attack block damage to item stats
Added grunt sounds to power attacks
Food, health, water and stamina stats to all food and drinks
Entities drop loot containers based on lootdropprob and lootdropentityclass
Added a temperature protection buff for when you first spawn into the game potency decreases the higher level you get
Armor degradation and armor rating to UI Stats
Vehicles can explode (20% of time when hit while broken and after 3% extra damage has been taken)
Honey harvest to tree stumps
World Generation to new game window
World Generation to dedicated server startup
Being on fire can warm you up
Level, days alive, difficulty and diff bonus to gamestage console command
New screen effects for buffs and status
Entity SizeScale property and made normal vulture smaller
Radiated vulture with vomit weapon
Console command spawnwh for spawnwanderinghorde
Debug output of temperature info under player debug info window
Sleeper volume timer 1 hour expire delay, so it won’t respawn with a player inside
Land claim check to sleeper volume is player home (bedroll) check
Sleeper console command to show volume info
JumpStrength passive effect is now implemented in the engine
Zombie pain resistance. Adds per hit and decreases 20% a second. At 100% shows hit, but quickly exits and attacks will continue. Cap is 300%
3rd normal zombie attack anim
Entity armor hits can cause pain or stuns and uses “metal” hit effect if armor damaged more than health
Middle and Ultra reflection quality
Class name to SleeperVolume spawning log
Support for optional view direction on teleport commands
New menu music
Converted backpack loot containers to model entity.
Road barricade prefab *Note that the glow on the lights isn’t set up correctly yet
Vehicle sprint key sets turbo and setup vehicles to have a normal and turbo max speeds
2nd higher block check for if on elevator/ladder
Low res textures for blocks and weapons
Passive Effect Mobility that will affect armor and environment based movement
Wasteland and burnt forest spectrum rework
Vulture circling mode
Vulture glide anim, which blends in/out depending on vertical motion and state
Vulture wander height check, so stays a nice random distance above terrain
Made vulture sight range long and added drifting toward closest visible player when in wander mode
Arrow item drops from stuck arrow when a zombiecorpse disappears
Rabbit and chicken anim crossfades
Export Prefab dialog (requires active selection box with DebugMenu enabled)
Sleeper passive mode (spawns on, keeps from waking, enter volume to turn off)
Ability to find random mod by tag
Sleeper spawn group for burnt zombies
HUD entity name min/max range for font size.
Trader Jen Lung NPC
DR damage resist thresholds based on durability
Buff proc chance based on defense values and BuffProcChance
New damage resistance system that does a flat subtraction of damage
Attacker side buff proc chance calculation based on damage resistance
BuffProcChance from both attacker and defender when doing damage
Chat target selection: global, friends, party members
New ModAPI method ChatMessage which handles global chat messages
Crafting recipes for firearms and nail gun
Crawler zombie pulls up to climb.
A16 prefabs can be converted to A17 ones. See instructions in blocksA16PrefabConversion.xml
Reload speed anim param for all ranged weapons
Made sleepers outside all volumes show (purple) when any volume selected.
Updating of what sleepers are shown when volume moved or sized.
Sleeper volume trigger y padding.
Vehicle turn towards look mode (default on), LMB to toggle and RMB for freelook.
Blimp (called jokeblimp in menu).
Melee attacks now have an impact frame on hit
New wooden and metal catwalk rail single for another catwalk block with only 1 railing is needed for special situations
Vehicle crouch ‘c’ to brake the wheels x2.
XUi window template (“serverinfowindow”) that can be filled by a server admin to show server information like rules in ESC menu
Option to select if a new journal entry is shown as a popup window or tooltip only
Controller layout view in Controls Dialog
Animal spawn and sleeper groups
Breath hold / aiming mechanic – Resets if you move.
XUi based version of controls menu
Showrangeddebug command
ReloadSpeed animation variable
Reload sound events to pump shotgun
Effect_group(s) can now be added to entity classes in entityclasses.xml
Female walk and run animations & blend tree
Female lab zombie
Level bar above tool belt.
Bloom and Heat distortion FX tied into weather (local-humidity,biome-temperature,time-of-day)
Region identifier added to F3 info window
Creative menu sorting
Old House paintable railing
Zombies turning into crawlers can receive a specific hand item.
Added a plaster cast that is more efficient than a splint.
Gore blocks that don’t decay and can be used as decorations
DX11 support to all shaders.
Feathers to chicken, fur to stag and rabbit.
Sticky arrows: arrows and bolts now stick into entities
Console command printobjectcount
Self light to stealth debug HUD
Player spawns now generated during world generation
Zoom sensitivity option
NightVision screen effect
New custom Tier 1 custom POI to Navezgane only
New Tier 1 gas station in Perishton, can also spawn in RandomGen
Some more detailed explanations in serverconfig.xml
ModMeleeClubBurningShaft is functional
Moonlight to and adjusted sunlight in stealth calculation
Animal gore to roads for an easy supply of bone shivs and bones for glue.
Gas_station7 in Navazgane.
Gamma Reset Button
Vehicle support for multiple lights, brightness is in xml
New Fast Food 04 Tier 1 dungeon
New diner 03 tier 1 dungeon
Move speeds to AI debug info (toggled by hitting 0 on numpad with dm enabled as host)
Zombie movement settings Nightmare speed
EntityAlive IsFeral from Entity Tags and tagged on all ferals in XML

Changed

Blood moon does 360 check for best spawn directions and randomly picks one
Put in new day/night/bloodmoon/death/respawn stingers
Vehicles have a built in lock and whoever locks becomes owner
Blood moon adds a small path grid where zombies spawn
Default head shot damage of 1.5
Shades boost your perception by 2 points
Planted crops revert back to seeds when harvested.
Wandering hordes have 30% chance to skip for 12 hours if targeting a single player
Replaced minibike horn part with vehicle hornsound property and added to all vehicles
Flashlight key now has a radial for all activatable held and worn items
A falling block will do a maximum of 40 damage and armor protects against that
The blunderbuss repairs with forged iron.
Wandering hordes to start and end on a line 30-45m to the side of the targeted players
Aviator goggles now make you find better loot and reduce the radius for buried treasures
Cigars make you stronger and get better deals at traders
Goggles are renamed to ski goggles and now boost your agility
Simplify zombie limb dismemberment (changed dismemberment calculations, hooked up tags for primary/secondary/head/arm/leg)
Hasbuff and nothasbuff now use the buff name instead of hashcode
Spider zombies run faster
Barbed wire fences now do one damage but trigger pain animations on zombies making them effective at slowing them down and they no longer jump in slow motion over the trap
Improved zombie jumping (variable air time based on distance and height diff) and added different heights for different types of jumps
You should harvest animal corpses with knife-like tools
Harvesting an animal corpse with a “mining” tool can only get you a femur
Improved placement of middle position of torch
Zombies only take 50% fall damage with a max of 33% of their full health
The level cap is 300 so you get 299 + the tutorial quest in skill points
You no longer pick up farm crop blocks to harvest. Fertiliser has been removed.
Sneak x2 UI to show actual bonus amount
Removed action xp from items
Iron Armor is now called Steel Armor. Bandit Armor is craftable and now called Iron Armor.
Increased stack count for bandages and aloe cream, lowered for splints
Skill exp gain now pointed to Level exp gain
Zombies get up faster when knocked down to avoid confusing is he dead or not scenarios
Cold weather to debuff fortitude and strength
Hot weather to debuff strength and perception
Fists are now faster
Removed “eyeglasses”
Cigars boost your barter by 10%
Player slows down while reloading
Bleeding and other directly harmful buffs have blinking icons
Wood spike traps are redesigned from the ground up with new game play and meshes.
Decreased blood moon spawn distance to 40 and radius to 10, increased angle to 90
Core Temp is adjusted at one degree per EntityStats update [~0.5s]
Improved zombie jumping to support greater than 1m distances
The radiation zone around the map border (Navezgane) is now lethal
The bleeding effect can stack up to 3 times, increasing its severity
Sleepers/hordes adjusted to the current gamestage function
Mining hat intensity from 2 to 1
All skills that improve by performing actions have been removed
Concrete blocks are only craftable in the concrete mixer
Player spotlight has less intensity so its not washing out pixels so much
Decreased wandering horde spawn distance to 100
Scrap iron frames are only craftable in the forge
Adjusted flames on molotov explosion.
Loot now uses gamestage to calculate what probabilities are
Moved bedroll position from player data file to persistent data ( Offline owner bedrolls do not count towards protection for sleepers) (offline player bedrolls show name as unknown)
Femurs are no longer usable as weapons
RWG now uses multithreading to further speed up world generation
Changed removed sleepers from player start car wrecks
Changed pine forest sun and default sun to be less orange
Off reflections to a reflection of just dim sky at a 3 FPS update
Reflection quality values for refresh rate, far clip plane, shadow distance, time mode, intensity and culling
Bridge open speed to x2 and removed bridge anim delays
Spikes use a box collider and at a lower position
Removed all uma zombies, bandits and their baked textures
Removed fur from animals
ItemUse changed to now use trigger “UseItem”
Supply crate has a low LOD smoke particle instead of cloud sprite
Thinned resource rocks and junipers
Default spectrums now match pine forest
Block models atlas reduced to 4096×4096 size due to entity conversions.
New snake attack anim
Sleeper volumes with all spawn points visible spawn farthest from players until minimum number is reached
Color corrected forest grass, cotton and goldenrod to look better with new lighting
Feather drops reduced due to arrows being recoverable
Containers with an empty state model do not drop 0 items when looted
Zombie corpses are hard to destroy with bullets
Optimized all metal catwalk collision
Beer crafting no longer requires a schematic
Optimized all block shapes by ensuring import animation is off and rig set to none
Sun Intensity x1.5
No shadow option disables shadows
Far shadow option uses high resolution shadows
Uppdated desert sand, desert wall, bush and spectrums
Removed chainsaw and auger parts from loot and traders
Updated the player gamestage settings to a new function and documented what they do
Chat message logging includes SteamID and EntityID of sender as well as the target group
Chest and back stun anims to be selected from hit direction
Replaced stun getup timer with a check for an anim stun tag
Switched game network port and Steam query port. Steam connect links and adding entries in Steam’s server browser now will use the port specified in ServerPort directly instead of ServerPort+1
Deleted maple forest ground texture
Removed all custom topsoils from sub biomes.
Removed clay as a separate block from biomes.
Ore distribution in the desert aligned with how other biomes are structured
Ores only use 2 textures now, regular and shiny
Deleted plains ground textures
Target bar now only shows when needed for gameplay without making it too easy
Reloading a scoped gun will wait 1/3 second after the shot to see the shot happen
F3 debug menu open is not showing npc names anymore. Enabled AI info HUD in normal builds. With debug menu enabled, use keypad-0 to show names
Increased entity walk anim blend out rate
Removed bookcase texture from a paintable texture
Player noise adds sorted/weighted volume levels instead of range/clamp
Increased gun firing volume levels. Decreased overall levels
Boulders and ore piles on the surface designate underground ore veins and their type
The SMG and Sniper Rifle have been renamed to SMG-5 and MR-10
Shifted values of snow biome to more of a cold blue and increased ambient intensity. Changed snowing to match
Snow doesn’t blow out in the sunlight any more
Removed scope and silencer from Sniper Rifle base mesh.
QuestRandomLootHelper object for previewing hidden backpack loot locations changed to display new satchel instead of block model backpack.
Animator parameters are now synced over the network when they change
Non local 3rd person entities will immediately update holding item
Fire sound on the ak to the hunting rifle fire sound
Hunting rifle fire sound to use the sniper rifle sound
Buffs proc chance controls buff application from weapons on both attacker and defender side (DamagePostArmor / MaxHealth) + BuffProcChance
Recipes are now unlocked with passive effect RecipeTagUnlocked and the recipe tag
Stat bars now have a solid border and a vertical line indicating the modified cap
ItemActionSpawnMinibike is now ItemActionSpawnVehicle
Renamed old ModAPI method ChatMessage to GameMessage (no longer handles actual chat messages)
Changed ceilingLight07 to use a light mask instead of shadows, and cut number of light emitters from 2 to 1.
Updated older decor light prefabs with new light masks.
Reimagined wasteland skies spectrums
Intensified sunset in pine forest
ModAPI PlayerLogin signature to disallow the client from connecting (return false and optionally specify a message string for the reason)
Blocks and items.xml no longer use num item IDs
Pressing E on trader now starts dialog instead of opening shop.
Vehicle keys. Space to brake and C for hop.
Item holster and unholster times now controlled by first person anim
Removed GameModes SurvivalMP and SurvivalSP in favor of a single combined mode Survival. Pause is supported as long as no other clients are connected to the game
Reorganised ammo types and descriptions
Modifiers for passives are now base_set, base_add, base_subtract, perc_set, perc_add, perc_subtract, perc is applied to base after all base operations
AK47 and MP5 fire sounds now use single fire sounds and the “fire_start” audio clips
Crosshair now express the circluar area on screen that the gun will fire in
Removed references to player specific food stat
Cabinets will randomly spawn as an open or closed (lootable) version.
Changed fists to be a two handed weapon so more bones can animate in new punches
Made ragdoll blend happen across ground anim and into stand anim.
Slowed player walk down slightly to look good with new walk animations.
Entity spawn menu uses a pageable list to accomodate further entity additions
Hold type simplification. Everything that can not be used on the hotbar will now show as a sack model
Forge input now has a timer indicating how long until the current item is finished
UFPS to have smoother/snappier animations while also not making players seasick
Tuned in weapon bob when running and walking for new smooth bob code
Added a note on fire to the water tooltip
Optimized all door controllers
Bullets use the bag model as a drop mesh
Shortened some material/block names and made the descriptions more detailed
Default renderer set to DX11
Drink items provide stamina regen over a longer duration
Water is twice as hydrating now, and reduced recipes to use one jar of water
All decorative and advanced wooden building shapes are now crafted at a table saw which is unlocked with advanced engineering tier 1.
A hoe is needed to start a farm
Increased streaming priority of block moels atlas
Stealth so move speed (not state) increases your light level
Stealth so crouching has an increasing effect (curve) at lower light levels
Stealth so the self to world light ratio adjusts your self light, so your light will be more detectable in darkness
Added movement collision to work light.
Replaced curtain textures with higher resolution source.
Cleaned up NetPackagePlayerStats data, changed bools to flags and don’t send player data to non players
Adjusted death penalty
Take arrow prompt no longer shows on living entities
Removed trickle zombies from 7 day hordes
Improved BloodMoonParty logging
Hobo stew takes 10 rotting flesh
Decreased player noise distance by 8%
Removed cinder blocks from country roads and removed small rocks from the main roads
Console command “debugshot” can also be executed by the short hand “dbs”
Added buff resistance to armor
Decreased player path grid size from 80 to 76
Increased sleeper volume padding xz to 8 and despawn delay to 60 seconds
Lower volume on auger/chainsaw prefab
Rain max volume for environment audio to more reasonable level
Video option reflection off to actually disable the probe and specular part of Overlayed_TA shader
NVG now will still light up in pitch black, vignette enabled
Removed old MedicineCabinet
Normalized zombie anim blends, so 1.35 move speed is a full run for all
Entity speed properties to MoveSpeed, MoveSpeedNight, MoveSpeedAggro, MoveSpeedPanic
Feral MoveSpeedAggro minimum to 37% of max value in XML
Removed AIDirector checking run for some distances and increased day distances
Optimized world entity is visible to local player check (stop animal/zombies from always setting, get player AimingGun once)
Removed trickle zombies from 7 day hordes
Improved BloodMoonParty logging

Fixed

Scrapping guns does not return the loaded ammo.
Zombie dogs have a chance of remaining standing on death (possibly from fatal hit bug)
Capping holes on ac unit bottom.
Added custom stats to show for blocks for item info window.
Reinforced concrete has less support than rebar frames and could collapse when switching
Issue with day elapse on tracking cooldown/lock times
Waypoint tracking checkmark is blocking name.
PlayerDataFile handling of time born and new player having a born time of 0
Decreasing world time could underflow the player time alive causing a max gamestage bonus
Player party level calc used when opening loot container
Particle emission for smoke and fire for minibike
All Wood Window Trims have UV issue when placed horizontally
Weather Ranges to be more realistic. Internally 70 degrees F is added at parse time
Sleeper count/reset bugs with entities or volumes despawning and cops exploding ( Cop explosion causes Sleeper Volume to respawn)
MaxVoicesPerEntity name changed to maxVoicesPerEntity value on entity sounds
Bridge disappearing when looking at top
EntityAlive not updating block standing on when it changes (like when spikes destroyed)
Exiting a vehicle not checking for glass, tree, large entity and vehicle obstacles
Door colliders hitting player as they move by disabling during anim swing. Partially fixes standing at door hinge side will open and propel player upwards
Passwords passed on the command line showing in the log
Config options passed on the command line had to be case sensitive
Various black player facial hair styles and hair
Rabbit and chicken idle 2 anims instantly jumping to idle 1 when played
Sg OptionsFieldOfView exploit allows players to shoot through terrain
AI Approach Distraction not resetting if had a path value
Darker skinned characters have white eyes when wearing the nerdy glasses
Missing harvest on Wood and Metal Door Frames
Raycasting ignoring transparent (went through trap walls and pallets).
StartRagdoll forcing 2 seconds when a living player.
InitRigidBodies mass for non 11 bones and added alternate spine names.
Vulture “hip” bone error.
SmallRocks should now distract zombies if they don’t have an active target
Vending machine’s rent duration does not update upon changing 24 hour cycle.
Game time and real time in rentable vending machine’s description differ from their true values.
Paint tool: paint full block mode now also paints block if faced side has texture, replace paint mode is switched off when any other paint mode is chosen
DamageSource damageType not being set.
Change Loot volume text in sleeper K menu to read as Priority Volume
Stop allowing turrets/traps to be placed on the door itself
Burnt wood block textures don’t move with the mesh when falling
Stacked doors do not grant ownership
Symtype in hierarchy causing branch_legacy not to render
IronBarCentered #558 in certain orientations can not be painted
Velocity input parameter on players is noisy
Adjusted LOD distance on vault doors to make swap less noticable.
Small blocks like poles or landmines do not blocks sight for zombies.
Controllers cant easily close windows with an already active searchbar
Re-enabled menu while on vehicles.
Removed movement collision from aloe vera plants
The more you move away from 0,0 the more the models flicker
Join game from Steam Friends List is not working when game is not already running
Drawbridges can be used to make floating platforms
Player obtains coal and farming journal tip is triggered
Trader selling cue interrupted by finished crafting items.
Fixed Character’s sitting animation may persist after leaving minibike
When on a slope both bears have difficulty in attacking the player
All XUi ItemStacks using the same background / highlight color
Wrench harvest distance is way too close
Possible dupe method “destroying container”
Duping with 2 people using containers
Radiator doesn’t show up in harvest icons when you harvest cars.
Being stuck in 1*1 holes and then be catapulted
Client player can clone items/resources to destination processing stations and block source stations/containers from accessing.
Roads generating as Clay, Dirt, Gravel and Sand
All food items give improper amount of Fullness and Hydration.
Missing Accuracy and Range stats for certain ranged weapons.
Solar cells won’t show on trader refresh.
Adjusted head decapitation gib effect on Zombie steve to hide skinning issue
Water visuals disappear when Character aims through Sniper Rifle scope underwater
Adjusted bed02 collision to stop players head stuck in low ceilings upon spawn
Player logs out in building and if bedroll is deleted and he logs back in on roof top with message
SI Exploit for Rock Prefab
Player’s character keeps upgrading block after death if killed during said action
Clubs will not gather any resources at all
Open garage doors create a barrier zombies cannot cross.
Scrapping car may cause ground deformation and leave a hole in the world
Challenge notes for new quests were not in loot or trader tables.
Supply Crates do not drop any items when destroyed
Bumpier terrain needed for low res texturing, modified normal/albedo/AO based on normal map edges
Rain can be heard clearly a bedrock level
Surface of the water is not visible underwater
Jumping on active Forge does not set the player’s character on fire
Flashlightfunctionality remains after swaping guns of the same kind.
Redundant sound when breaking glass with mining tools and weapons
Throwables clip through trees
Fixed incorrect pieces displaying on LOD levels of Stage 2 Vault Door
Wrong sound on metal reinf. wooden blocks
Vultures and Chickens artifact when rag doll rolling down a slope
Sack disappears for another player, when is observed from 6 meters or above
Slanted blocks going bad when painted by 1×2 textures
No text is displayed in placeof Sell Price when an item cannot be sold
View distance 5 exchanges imposter very late
Corrected several fuel values to match the burn time change of wood.
Container Sorting – Same items of the same quality are not sorted by durability.
Fur now renders correctly and against/in water and just goes flat wet when foggy
Fur lighting, tonemapping, gamma, color matched, and wet specular values
Water in fog rendering
Vultures can fly under water
No ricocheting bullets effect can be observed when shooting at Vendor POI blocks
Smelted forge materials not registering in the recipe “HAVE” column
Last item in forge not smelted
Chance to spawn mods along with weapons not working
Mushrooms not growing when the player leaves the chunk and seem to grow slower than other plants
Flashing journal button when tips are available.
Scrapping guns does not return the loaded ammo.
Taking arrow from player holding bow
Wandering hordes can contain screamers
Tops of the cacti are not giving damage as they should
Kills from buffs do not reward any xp
2 bridges in navezgane wasteland collapse when walking over them
RWG floating poi issues
RWG floating/half floating POIs
POI’s are floating or partially floating in RWG and unstable
Health is random value on respawn
Sometimes you die and respawn only to die again
Mp sound looping for auto tools
Turrets can target zombies through wall
A bunch of mixing, zone tags to POIS for Random Gen. More things should spawn now
Fixed particle effects of destroyed terrain blocks were always black
Light fixtures showing up dark.
It is not possible to pick up or destroy deco items outside a trader
Client see trees that have no hitbox

Other

Renamed Hypo/Hyperthermal to Heat/Cold Resist
Updated forest ground to match grass better, whitened fog at sunset to help black back lit trees look better. Thickened fog in pine forest
Removed: UNET networking
Animal Hide (the resource) has been removed
Animal Hide Armor has been removed
Removed quality from paint brush / wiring tool
Removed old paintings and rebaked atlas
Updated game art for Create a portrait for kickstarter backer Ken Lau
Set shadow distance to 150 (near mode) and 300 meters (far mode)
Removed: Old percentage based damage resistance system
Removed: items.xml entries for iron, barbed, and spiked club, these are now mods
Replaced old radiated terrain with new sidewalk texture in POIS
Removed old radiated blocks from POIs and biomes
This also allows us to give each mod a specific icon of their own.
Added satellite dish.
Added table lamp and tipped over variant.
Updated orange metal roof texture to hd and redid
TerrainFiller is not “translated” but that should only be one number changed.
Investigated/Debugging tree hit sounds – added debug info found to ticket, might be something for so I passed the ticket to him.
Modified: ConnectionManager to include event handling for client join and client disconnect
Modified: AIDirectorZombieManagementComponent to cue threat level tracker that the world zombie profile has changed
Wired up ak47 iron sight aim blend tree
Removed: old and strange loop code, will readdress if we ever need to use looping and end sounds on an item
Removed: AutoFire property as it’s determined by BurstRoundCount and MagazineSize
Removed: old staminaUsage property as it’s no longer needed
Removed: CrosshairMinArea and CrosshairMaxArea and default to 20 for anything that might actually still use the old crosshair setup
Adjusted maple tree art
Navezgane: Moved biomes.png + poi.png into file system
Removed legacy green wallpaper, baseboard and crown texture
Updated all tree billboards to match new tree art
Updated forest flower to match new forest fall look to the biome
Updated: Grass in snow
Power attack stat is listed on repair tools
Redundant metal trussing recipe
Beer does not have the listed effect
Corrected several item stat displays
Some light armor descriptions said decrease instead of increase
Some greae monkey requirements were not localized.
pine forest fog transition from night to morning
It as impossible to rain in the burnt forest
Toolbelt item swap delay to 0.3 seconds when scrolling the mousewheel
Several drinks had improper amounts of water.

Known Issues

●既知の不具合

  • Some tier 5 dungeons may not complete the clear quests
  • You can potentially get a buff like bleeding after the moment of death
  • In some scenarios double swing may still occur
  • Tool damage localization is different than actual value
  • RWG: Floating POIs (Minimal occurrence now)
  • Trader Jen has a deep voice
  • Ammo count of nail gun goes broke, when equipped with full auto receiver
  • Trader Rekt is nicer than usual
  • Some achievements can not be obtained at the moment
  • Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not
  • Scrapping items in crafting queue while re-logging may go lost
  • Re-logging when crafting usable items are in the crafting queue may have negative side effects
  • Crafting speed bonus and mod slots do not properly apply to workstations after being closed
  • Clipping into blocks to see through terrain
  • Vultures play their fly animation when dead for clients
  • Shotgun driver loses sound on 4×4 after a while
  • Workstation tools do not refresh the recipe list when the tools are installed
  • Can use torch and flaming arrows as light underwater
  • Hitting ESC while generating a map preview will blank screen. Must use CTRL, ALT, DEL to exit game.
  • RWG preview tool localization
  • Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)
  • Mining helmet light doesn’t show for other players
  • Client molotovs thrown down from an edge not working as good as Host
  • Hatches don’t always open on the first try
  • Player model jumps forward of the player camera when accessing an auto turret inventory
  • Turrets will not target self when set to do so
  • LCB icon is still shown when LCB has been destroyed by another player
  • Player can consume any consumable while mounted in vehicle but will not get the buff/debuff
  • Flames don’t move with zombie ragdolls
  • Resolution does not always save when >1080p options are available
  • Burning shaft mod flame effect can transfer to other items on the toolbelt
  • Healing other players with RMB doesn’t work
  • Self medicated is not working properly. Not being able to purchase perk is intended.
  • Debuffs on respawn
  • Crashes on Mac
  • If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml
  • White lines may occur on imposter POIs
  • Some Linux users experience problems
  • Sometimes items get locked on the toolbelt, use shift LMB or the action button when item is highlighted to solve some sightings
  • When using REALLY excessive amounts of resources they may vanish in cement mixer’s crafting queue
  • Loot abundance setting needs another look
 

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 →α12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)
          →α7.9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 →α8.2で検証・・・α8.8でポイント制とレシピ本や知識スキルポイントで代替
            →α13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 →α12から雪・雨・曇り・雷(音のみ)実装 →α12.4(変化の緩和・雷の停止)
気温や温度の影響 →α8.8で満腹度や水分の変化を早めた、α9.0から環境により歩き速度を変更 α12から微調整 →エリア別に気温変化をα13以降に導入予定→α13.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