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       #Post#: 10865--------------------------------------------------
       Alpha 16 Experimental B112 is Out!
   DIR By: guest215
       Date: June 14, 2017, 10:15 pm
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       Yes it's a wipe as they changed alot.
  HTML https://7daystodie.com/forums/showthread.php?64622-Alpha-16-Experimental-B112-is-Out!&p=656197#post656197
       #Post#: 10866--------------------------------------------------
       Re: Alpha 16 Experimental B112 is Out!
   DIR By: Patchup
       Date: June 14, 2017, 10:51 pm
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       The server looks like it is back up but I am not getting past
       the password step.
       Am I being to anxious?
       #Post#: 10868--------------------------------------------------
       Re: Alpha 16 Experimental B112 is Out!
   DIR By: Madman
       Date: June 15, 2017, 8:52 am
       ---------------------------------------------------------
       Here is the changelog for the update:
       Added
       • Arch 2m blocks/recipes.
       Changed
       • Skill screen allows purchase of multiple skills at once.
       • Skill screen now shows -- for cost of maxed out skills.
       • Skill screen now shows KNOWN for buy option when trying to
       purchase a known rank.
       • Skill info window now shows skill purchase cost.
       • Skill points gained per level have been increased to 6.
       • Slowed player leveling per level.
       • Replaced pigs with wild boars. They attack if provoked.
       • Reduced the wood cost of tools and weapons.
       • Cobblestone frames no longer exist. Flagstone can be upgraded
       to cobblestone.
       • More flagstone block recipes added.
       • The stone axe works better against wood and worse against
       stone. (it's an axe, not a pick)
       • The adobe material has been removed from the game. Flagstone
       has been fleshed out with new shapes.
       • Increased player outgoing damage on higher difficulty levels.
       On "Insane" it is now x0.5 instead of x0.25.
       • Gamestage increases much faster on higher difficulty levels
       making zombies big, bad, and bountiful.
       • Small adjustment to bacon & eggs to match the latest changes
       • The compound bow draws faster than the wooden bow.
       • Reduced probability of vultures in hordes because their AI
       makes them inefficient for that.
       • Vultures had too much fun swimming. The relevant AI task was
       removed.
       • Rebalanced wildlife so there are less larger mammal and more
       rabbits and chickens. Changed: There were too many wolves and
       too much meat as a result.
       • There are more zombies in the wild (and towns as a result),
       except in the snow biome which is still low population but made
       of harder zombies like lumberjacks.
       • Compound bow draw is faster, making it better than the wooden
       bow in every way.
       • Misc crafting is now a perk.
       • Added descriptions to Painting blocks.
       • Increased harvest amount on stone tools.
       • Increased the chance to occasionally find a house empty of
       zombies.
       • maxAlive in horde stages ramps up a little quicker.
       • Optimized cube frame.
       Fixed
       • woodHalf has no vendor price set.
       • Allow shift clicking fuel in workstation.
       • Model error on harvestable potato plant.
       • Duke token amount is not updating correctly.
       • Wrong fall event on some doors and hatches.
       • Broken wooden bow gets stuck in zoom position.
       • Hitting any trader with a torch and setting them on fire
       awards player kills.
       • First Person Muzzle Flashes are out too far from the barrel at
       different FOV’s
       • Workstations output goes to first free slot - ignoring
       existing stacks.
       • Zombie corpses are not being cleaned up in unloaded chunks.
       • Player Editor has invalid character selections available.
       • Wolves don't lunge attack through the player and doors now.
       • Improved description for the paint tool.
       • Wood spikes are using A15 repair costs.
       • Debug menu: Cannot set speed slider to 1
       • Pressing ESC in SP during spawn/death anims freezes game.
       • Toolbar interaction possible with in-game menu open.
       • Reload/Take all cannot be rebound.
       • Closing 7dtd without having a game started causes NRE.
       • Binding ALT key to any action kills mouse control for that
       game session.
       • Mouse sensitivity limit lowered.
       • Adobe arch blocks in prefabs cannot be repaired.
       • Industrial Light is in the wrong crafting tab.
       • Electrical lights have no description.
       • Texture Picker now can only select unlocked textures.
       • Using noclip as client causes teleports.
       • Zombie crawler walks after being electrocuted (Note that
       crawlers and spiders still stand up when being electrocuted, we
       need a couple of more shock animations)
       • Adjusted burn times of chairs.
       • Floating POIs in RG
       • Fix missing -no shadows- option.
       • batterybankSchematic teaches the recipe, not the perk.
       • Bad grammar on the Trigger Delay and Duration journal.
       • Electricity skills/perks need their descriptions.
       • Craftable items missing descriptions.
       • Disappearing POIs in RG.
       • Steel smithing does not display required science skill.
       • Stats do not show for lvl 0 crafting
       • Fixed: Wolf fur looks off [Hangs too low]
       • When in the paint picking menu, if you try to drop items they
       go to your backpack.
       • Added missing icon for loose floor 3x3 trap.
       • Switch in front of battery bank also turns it off.
       • Sounds turns off on bladetrap and solarpanel when a player
       leaves the area.
       • Opening dialogs while moving can cause action hotkeys to
       trigger.
       • Tooltip not showing for map waypoints.
       • Minibike lock locking out owners.
       • Name on Block 784 same as 786.
       • Supply crates now float above water.
       • Falling through the world on dedi.
       • Compound bow preview window is incorrect.
       • Rebinding actions can cause conflicts between local/gui and
       permanent actions.
       • Made all actions rebindable.
       • Trouble Looting or Destroying Zombie Ragdolls in Shallow
       Water.
       • Player Editor has invalid character selections available.
       • Bulletproof Glass has Concrete particles.
       • Increased Radial delay making it easier to use Tab/R/E without
       the radial popping up.
       • ERROR: VM.mesh[0].Vertices.Count (65248) has too many
       vertices! Reverted to an alpha cutout frame on a cube instead of
       a 3d cube.
       KNOWN ISSUES (No more reports needed, thank you)
       • Hunted Status not working properly
       • Clipping issues with bears, wolves, and spider zombies
       #Post#: 10869--------------------------------------------------
       Re: Alpha 16 Experimental B112 is Out!
   DIR By: Madman
       Date: June 15, 2017, 8:59 am
       ---------------------------------------------------------
       My favorite one supposedly fixed is "• Falling through the world
       on dedi."
       #Post#: 10870--------------------------------------------------
       Re: Alpha 16 Experimental B112 is Out!
   DIR By: Belinik88
       Date: June 15, 2017, 11:05 am
       ---------------------------------------------------------
       Amen, I wasn't sure whether it was a game bug or HOTROD
       teleporting me through the world. I was betting on it being
       hotrod, but I guess he's in the clear for now.
       #Post#: 10871--------------------------------------------------
       Re: Alpha 16 Experimental B112 is Out!
   DIR By: guest215
       Date: June 15, 2017, 2:06 pm
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       so maybe it wasn't me!
       #Post#: 10872--------------------------------------------------
       Re: Alpha 16 Experimental B112 is Out!
   DIR By: Cajun
       Date: June 15, 2017, 2:39 pm
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       Or maybe it was  :o
       #Post#: 10873--------------------------------------------------
       Re: Alpha 16 Experimental B112 is Out!
   DIR By: Patchup
       Date: June 15, 2017, 5:41 pm
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       I was so proud of myself for figuring out that you saved
       materials upgrading flagstone to cobblestone, then they go and
       make it the only way.
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