7 Days to Die V1.1 b4 EXP Patch Notes

Tim Blisz
7 Min Read

A new experimental version of 7 Days to Die is available for download. The patch brings a wide range of fixes developed from the community’s feedback over the past weeks. To get access to this version of the game, go the Steam Library, right-click on & Days to Die > Properties > Betas > choose select ‘latest_experimental’ from the drop-down and the exp. version will start downloading. Here are the patch notes.

7 Days to Die V1.1 b4 EXP

V1.1 b4 Changelog:

Added

  • Wilderness_filler_21
  • GameShuttingDown mod event
  • Rwgmixer xml district prefab_name property and changed forest_rural to use that
  • Lot_vacant_09
  • Inventory UI Audio Various Resources
  • Inventory UI Audio Rocket

Changed

  • Victorian_08 trigger unlock doors for easy exit
  • Updated several Spanish translation issues based on community feedback for pistols and file cabinets
  • Localization sync for Japanese updates
  • DMS section type for traders is read from npc.xml
  • Keep F3 CVar filter text when leaving to main menu and loading back into game
  • Trader Rekt gate access is now easier especially for bikes
  • Bungalow_02 Easy exits set to Trigger Unlock
  • Increased vehicle armor and plow damage reductions
  • Increased vehicle reserve fuel tank capacity
  • Added keyrack for quick exit/unlock for exterior doors in house_burnt_02
  • Connected additional door to keyrack quick exit / unlock in house_old_modular_04
  • Connected additional door to keyrack quick exit / unlock in house_old_modular_05
  • Connected additional door to keyrack quick exit / unlock in house_old_modular_07
  • Added quick exit / unlock keyrack to house_old_tudor_04
  • Removed completed facade from aaa_arizona_downtown_01 test map
  • Added quick exit / unlock keyrack countrytown_business_07
  • Reduced sleeper volume count in countrytown_business_07 based on feedback
  • Art pass and sleeper volume adjustments in ranger_station_01
  • Skyscraper_01 reduced by 591,469 verts 221,936 tris
  • Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI’s
  • Store_clothing_02 loot balance pass
  • Downtown_building_03 area rebuilt with new blocks
  • Downtown_filler_31 texture fix, block type replaced
  • Hotel_04 locked optional room door to make it clear to the player that’s not the actual path
  • House_modern_27 path improvement
  • Rest_area_05 replaced block curtains for vertical curtains, enabled unlock exit doors
  • House_modern_29 added front balcony for aesthetic reasons
  • Nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode
  • Countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass
  • House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11
  • House POIs That Need Trigger Unlock various POIS
  • House_construction_04 small blocks and terrain update
  • Apartments_04 POIs needed trigger unlock
  • Additional adjusted sleepers in utility_refinery_02
  • Lot_vacant_09 changes made based on feedback
  • Removed: FPSScaling option removed for consoles
  • New Gore for: Hazmat
  • Persistent electricity effect when dismembering electrocuted zombie

Fixed

  • Missing texture in downtown_filler_05
  • NRE on world load when using player signs in custom POI’s
  • House_old_gambrel_02, tree clipping when POI spawned in burnt forest or snow biomes, swapped with smaller dead tree
  • Unable to join game invite through Steam if player does not proceed past the news screen
  • UI textures loaded from web/files are affected by texture quality setting
  • ItemValue’s Metadatas were not properly cloned when splitting stacks
  • Trader name unlocalized when sharing their location marker
  • Potential NRE in ServerPasswordWindow
  • PassiveEffects with OR requirements always applied independent of the actual requirement states
  • Fixed electrocuting dismembered stumps
  • Density on lot_rural_filler POIs
  • Rwg_tile_gateway_straight, removed three guard rails that were not being overwritten by part_driveway_gateway_checkpoint_01 when checkpoint_01 spawned on this tile
  • Remnant_burnt_07, removed car that had alignment issues
  • House_old_victorian_10, missing paint
  • House_old_ranch_10, replaced wood carpet roll with cloth carpet roll
  • Unable to hear air drop if ambient sound is muted
  • House_burnt_01 easy exits set to Trigger Unlock
  • House_burnt_04 easy exits set to Trigger Unlock
  • House_burnt_05 easy exits created & Trigger Unlock set
  • Tudor_06 floating book pile, loot reduction, trigger unlocks on exits
  • House_modern_09 Missing paint, props, added rope climb out
  • House_old_pyramid_01 trigger unlock easy exit
  • School_daycare_01 shrub clips into wall
  • House_old_tudor_02 untagged from culdesac due to issues
  • House_old_bungalow_12 deleted odd terrain block
  • Bungalow_05 replaced clipping rubble with debris instead
  • Store_pharmacy_01 loot balance
  • Bungalow_10 loot rebalance
  • FPS drop from very wide angle spot lights
  • Vehicle velocity was not retained on server when a client driver exits
  • Vehicle is kinematic warnings on dedi when driver exits
  • Players can ragdoll themselves getting out of 4×4
  • Players could flip or destroy the 4×4 when exiting on steep slopes
  • Trader_jen missing paint
  • Auto turrets are pinging like bedrock/trader protection when hitting dirt
  • Triggerable level design POI sounds do not play for Clients, only SP or host in P2P
  • Auto turret is having issues targeting allies and self
  • Quest searching issues
  • Disable electric shock on dismembered limbs
  • Zombie variant texture dismemberment issues
  • Bows swapping ammo types has some visual issues showing wrong ammo type
  • Removed some exterior walls / fences from football_stadium POI to allow players to drive their vehicles through
  • Skyscraper_01 texture issues and reduction to 4,158,553 verts & 1,757,478
  • Hotel_04 mispainted texture.
  • House_modern_27 wrong type of window block in wine cellar, replaced texture for the ceiling of the same area
  • Sleepers waking up by back fence in utility_refinery_02
  • Fix Xbox crash in rare cases when coming out of suspend while on the main menu
  • Trader_jen, mismatched paint
  • Lodge_01 trap block results in floating light
  • Fastfood_06 mismatched paint and fastfood_06 wood clipping
  • Hotel_04 requires player to open elevator door to complete quest
  • School_01 school desks clipping
  • School_01 window SI issue
  • School_01 mismatch texture near the roof
  • Missing tags for advanced engineering workbench craft time reduction perk
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I am an avid gamer who loves to write about games. I started gaming with a copy of Call of Duty 4: Modern Warfare. Since then, I have fallen in love with games with a particular inclination towards Call of Duty titles.
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