Today we are officially releasing v1.3 Stable! This release focuses on everything gore: Optimizations, bug fixes and updates to the final zombie who was still using the legacy gore system, the Tourist.
TFP wishes you all a great time and a fun Valentine's Day playing 7 Days. We have some really exciting stuff coming down the pipe, so stay tuned for more information on future releases!
Here's the changelog to leave on your loved one's pillow.
V1.3 b9 Changelog:
Added
Texture and Material variants for several zombies and gore blocks for PS5 Japanese rating only. Console command tcc can be used at the main menu for those that would like to toggle Japanese gore variants on PC, Linux, and Mac versions.
Gore to fat Hawaiian
Changed
Limit RWG Preview Quality to High on console devices
Show readable error when trying to add duplicate entity class names
Improved lots of dismemberment pieces
Optimized bag and inventory updates for remote players
Fixed
NRE when starting game with EOS disabled
Button localizations on PlayerList/BlockedPlayers were the wrong way around
Mod event PlayerSpawnedInWorld not called for listen server host player
PS5 crash when exiting game
Change the default GameCoreSaveStorageProvider back to Blobs to avoid rare save corruption on Xbox
Some level design tools cannot be unchecked
PS5 game can hang during startup
Unable to clear school_03 "Grover High" plus large combat performance improvements
XUi: Reloading main menu causes exception
Adjusted issues with some dismemberment pieces
Lit molotov illuminating way too much area
Error with filtered language when Trader Rekt announces closing soon
Laser dot visibility issues in MP
Laser dot position when reloading
Trader Joel & Party Girl Available Now!
Hey Survivors!
Our new youtooz figures are out now! They are only available for 7 days.
Today we have a small patch to the V1.3 EXP version.
TFP wishes a lot of fun and an enjoyable weekend to everyone!
b9 changelog:
Changed
Optimized bag and inventory updates for remote players
Fixed
Lit molotov illuminating way too much area
Error with filtered language when Trader Rekt announces closing soon
Laser dot visibility issues in MP
Laser dot position when reloading
V1.3 B6 Experimental
Hello Survivors!
V1.3 is here for all to enjoy! We have officially passed CERT for our Japanese PS5 version. This update mostly concentrates on gore updates and improvements.
TFP wishes everyone a great weekend and much fun with this update.
Here is how you participate:
Right click on the game in steam
Click on properties
Click the “betas” tab
The drop down menu will have latest_experimental available <— you want THAT
Select that and wait for the game to download
V1.3 b6 Changelog
Added
Texture and Material variants for several zombies and gore blocks for PS5 Japanese rating only. Console command tcc can be used at the main menu for those that would like to toggle Japanese gore variants on PC, Linux, and Mac versions.
Gore to fat Hawaiian
Changed
Limit RWG Preview Quality to High on console devices
Show readable error when trying to add duplicate entity class names
Improved lots of dismemberment pieces
Fixed
NRE when starting game with EOS disabled
Button localizations on PlayerList/BlockedPlayers were the wrong way around
Mod event PlayerSpawnedInWorld not called for listen server host player
PS5 crash when exiting game
Change the default GameCoreSaveStorageProvider back to Blobs to avoid rare save corruption on Xbox
Some level design tools cannot be unchecked
PS5 game can hang during startup
Unable to clear school_03 "Grover High" plus large combat performance improvements
XUi: Reloading main menu causes exception
Adjusted issues with some dismemberment pieces
7 Days to Die is now on sale
7 Days to Die now with Crossplay is on sale now through Jan 2nd for 30% off on the Steam Winter Sale.
Today we are making our V1.2 Crossplay patch available to every platform. Players on Xbox, PlayStation, and PC can now enjoy cross-platform gameplay.
Please note: The Xbox and Microsoft PC Store versions are taking a little longer than expected to pass certification. We don’t expect any issues and hope to release them as soon as possible. Thank you for your understanding—we’re excited for everyone to jump into the update soon!
For cross-platform games to show in the server browser: Console: Set the option General>Crossplay Enabled: On PC: Set the option General>Crossplay Enabled: On, but it also requires EAC Protected set to On Maximum supported player count for crossplay is 8 and world size of 8192.
We always encourage a new save with every update, but we do not expect any issues continuing older save games. Enabling crossplay for those older save games should be safe as well.
Here is the complete V1.2 Changelog:
Added
Cross platform block lists
Implemented console Performance/Quality graphics modes, selectable through the video options UI.
New vulture model
New rabbit model
New chicken model
Biome spawner delays have a 10% random variation
CRT TV emergency broadcast sound (*enables with light)
Sleeper volumes reset the available spawn points when finding one if they have all been used
Deco manager tree grouping with async loading and work spread out more evenly
Additional flame prefabs to burning Zombies
SFX for nerd outfit extra crafting skill point perk
Missing spark textures for mines
Blood moon party maximum active enemy count with increased game stage scaling based on the full count
Changed
Revised first person rendering to use a single camera
Disabled the old resolution scaling and enabled FSR in Performance mode on all console platforms
Enable RWG menu items for console
Allow opening of chat window when communication blocked
Implement show user profile for PS5
Optimized entity effect groups by removing duplicate setters from ancestors
Improved biome entity spawners to run timers independently of counts and better track counts so they can't spawn over the limit
Re-balanced biome entity spawner counts and delays
Removed sleeper spawning at farthest position ground check if using min script
Improved active sleeper despawning rules to allow more distance and time
Optimized material cleanup
Optimized object pooling and containers
Optimized chunk wall volume containers
Video brightness setting darkens interiors and night when set below 50%
Decreased darkest range of moon light slightly
Helmet light mod to have less range
Optimized FindInChildren
Optimized entity spawning model type lookup
Updated Screamer sounds
Solar Cells can no longer be scrapped
Grace is no longer zombie food
Optimized vehicles to not use a container object
Increased blood moon party distance to add players
Re-enabled Game Version display in server browser for console clients
Fixed
Iron Gut does not apply on login
Xbox/PS5 Friends not working in Server Browser
RWG previewer not removing some of the button handlers on close
Server doesn't log chat sender names
NRE and loss of controls when sign or storage crate is destroyed while writing in it
Copy+paste kills tabs/linebreaks
Error loading prefabs with ExcludePOICulling=true due to outdated ins files
Effect groups do not extend from ancestors in the correct order in entityclasses xml
Vehicle manager respawns vehicles repeatedly if a non vehicle entity has the same id
A biome zombie type spawner could have a permanently disabled timer if they aged out before a player ever killed one (old data is removed and they will start spawning again)
Biome spawners could conflict and use the same status data
Arrow LOD issue zooming in and out while bow is pulled back
No respawn on min script sleeper volumes if entity despawned
Player drop time delay was affected by frame rate
Simple prefabs like part_streetlight_single generated an empty imposter mesh
Chunks being copied to Unity could rarely have the wrong object and block all copying
Primitive outfit has a read/write issue
Occasional Exception and NRE when exiting to Main Menu
Wall volumes were added to chunks they did not overlap and had unneeded padding
Sleeper and trigger volumes were added to chunks they did not overlap
Battery and solar banks beep when relogging
Player placed torches had a duplicate Audio Player
Audio sources with doppler could make squeaks or dropouts on player teleport or world origin shifts
Audio manager would still track many sounds after they were destroyed
Loot abundance settings below 100% would give less loot than it should
Hordestone Twitch Event should not auto respawn.
Tactical Assault Rifle missing reflex sight model
Headgear morphs won't spawn in when in first person view now.
Drone inventory can roll back as client while using drone healing mod
Drone can't heal player while on vehicle
First time the drone heals the player after a debuff has been healed, it fails to heal the player
Moving animals appear almost invisible with certain FSR settings
Invisible character when being transported out of trader on vehicle
Vehicle camera position glitches when origin shift happens
EntityFactory GetEntityType warnings from missing types
Fixed XML typo preventing DualSense trigger effect from being identified to be used for zooming with a 2x scope
HUD markers flickering positions
Prevent the server password window from automatically displaying the platform's virtual keyboard on open, blocking users from reading the dialog on some platforms
Mods that allow selling to non-trader vendors no longer generate NREs due to a trader entity not being present
Added fallback particle removals for bleeding and shock particles in status check player buff
Prevent NRE when spam clicking a trader to open the quest turn-in window as a client
V1.2 b27 EXP
Hey Survivors!
Quick update to the Experimental again. Here's what changed since b25:
V 1.2 b27 Changelog
Changes
Re-enabled Game Version display in server browser for console clients
Fixes
Fixed XML typo preventing DualSense trigger effect from being identified to be used for zooming with a 2x scope
HUD markers flickering positions
Prevent the server password window from automatically displaying the platform's virtual keyboard on open, blocking users from reading the dialog on some platforms
Mods that allow selling to non-trader vendors no longer generate NREs due to a trader entity not being present
Added fallback particle removals for bleeding and shock particles in status check player buff
Fixed excessive amount of animals spawned
Prevent NRE when spam clicking a trader to open the quest turn-in window as a client
Winter Patch Status
Hey Survivors, Here is an update for the status of our 1.2 Crossplay Patch, 1.3 Japanese Patch and the 2.0 Storms Brewing Patch. Read on for more information:
Here we have a small patch for you for our existing V1.2 EXP.
TFP wishes all a great weekend!
Added
Blood moon party maximum active enemy count with increased game stage scaling based on the full count
Changed
Optimized vehicles to not use a container object
Increased blood moon party distance to add players
Fixed
Invisible character when being transported out of trader on vehicle
Vehicle camera position glitches when origin shift happens
EntityFactory GetEntityType warnings from missing types
b25 Hotfix:
Fixed
Moving animals appear almost invisible with certain FSR settings
V1.2 EXP
Hello Survivors!
Here is V1.2 b22 EXP for you all. While the team is all hands on deck working on V2.0, we wanted you all to get the fixes, optimizations and console crossplay preparations sooner rather than later. With this build we introduce various optimizations to all platforms, but also unleash the ability to generate RWG maps to our Console fans. Crossplay will be fully enabled once experimental ends, V1.2 goes STABLE and our Console users get access to V1.2. Until then there will be no-one to crossplay with.
This will open up crossplay between PS5, Xbox Series X|S and PC clients, however no dedicated servers just yet.
V1.2 should be compatible with existing save games, but we recommend starting a new game for the very best experience.
Here is how you participate:
Right click on the game in steam
Click on properties
Click the “betas” tab
The drop down menu will have latest_experimental available <— you want THAT
Select that and wait for the game to download
Changelog:
Added
Cross platform block lists
Implemented console Performance/Quality graphics modes, selectable through the video options UI.
New vulture model
New rabbit model
New chicken model
Biome spawner delays have a 10% random variation
CRT TV emergency broadcast sound (*enables with light)
Sleeper volumes reset the available spawn points when finding one if they have all been used
Deco manager tree grouping with async loading and work spread out more evenly
Additional flame prefabs to burning Zombies
SFX for nerd outfit extra crafting skill point perk
Missing spark textures for mines
Changed
Revised first person rendering to use a single camera
Disabled the old resolution scaling and enabled FSR in Performance mode on all console platforms
Enable RWG menu items in submission builds
Allow opening of chat window when communication blocked
Implement show user profile for PS5
Optimized entity effect groups by removing duplicate setters from ancestors
Improved biome entity spawners to run timers independently of counts and better track counts so they can't spawn over the limit
Re-balanced biome entity spawner counts and delays
Removed sleeper spawning at farthest position ground check if using min script
Improved active sleeper despawning rules to allow more distance and time
Optimized material cleanup
Optimized object pooling and containers
Optimized chunk wall volume containers
Video brightness setting darkens interiors and night when set below 50%
Decreased darkest range of moon light slightly
Helmet light mod to have less range
Deleted old hidden animator data from the ZController file
Optimized FindInChildren
Optimized entity spawning model type lookup
Updated Screamer sounds
Solar Cells can no longer be scrapped
Grace is no longer zombie food
Fixed
Iron Gut does not apply on login
Xbox/PS5 Friends not working in Server Browser
RWG previewer not removing some of the button handlers on close
Server doesn't log chat sender names
NRE and loss of controls when sign or storage crate is destroyed while writing in it
Copy+paste kills tabs/linebreaks
Error loading prefabs with ExcludePOICulling=true due to outdated ins files
Effect groups do not extend from ancestors in the correct order in entityclasses xml
Vehicle manager respawns vehicles repeatedly if a non vehicle entity has the same id
A biome zombie type spawner could have a permanently disabled timer if they aged out before a player ever killed one (old data is removed and they will start spawning again)
Biome spawners could conflict and use the same status data
Arrow LOD issue zooming in and out while bow is pulled back
No respawn on min script sleeper volumes if entity despawned
Player drop time delay was affected by frame rate
Simple prefabs like part_streetlight_single generated an empty imposter mesh
Chunks being copied to Unity could rarely have the wrong object and block all copying
Primitive outfit has a read/write issue
Occasional Exception and NRE when exiting to Main Menu
Wall volumes were added to chunks they did not overlap and had unneeded padding
Sleeper and trigger volumes were added to chunks they did not overlap
Battery and solar banks beep when relogging
Player placed torches had a duplicate Audio Player
Audio sources with doppler could make squeaks or dropouts on player teleport or world origin shifts
Audio manager would still track many sounds after they were destroyed
Loot abundance settings below 100% would give less loot than it should
Hordestone Twitch Event should not auto respawn.
Tactical Assault Rifle missing reflex sight model
Headgear morphs won't spawn in when in first person view now.
Drone inventory can roll back as client while using drone healing mod
Drone can't heal player while on vehicle
First time the drone heals the player after a debuff has been healed, it fails to heal the player