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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
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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
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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
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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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