Alpha 19 Official Release Notes Linear Color Space Lighting
Alpha 19 has gotten a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself.
The video option to adjust gamma has been changed to brightness, so it works with the new lighting. It also has a more balanced range of darker to lighter adjustment.
Lights now use a priority system, so close lights are updated rapidly to reduce visible jumps in their intensity and range.
Interactive Loading Screen
We added a brand new interactive loading screen with over 20 tool-tips on how to play the game from basic to advanced. The user can cycle back and forth through them and learn how to play the game better while it’s loading. It also looks better with new HD screenshot backgrounds.
Improved Game-pad Support
We have combed through all game-pad functions making sure everything is up to date and working and we also improved defaults like for driving. Additionally we added a new reverse directions for block rotation placement.
New Survival System & Critical Injuries
We gutted the old ISS or interactive survival system that blackened and clamped your health and stamina bars from filling because it was confusing to players. We replaced it with an all new critical system.
All critical injuries that blacken or clamp your max health or stamina will be caused by a new critical buff on the left of the screen. These new critical buffs are clickable, taking the player directly to the player status effect screen where you can read about the problem and its cure.
When you are at full health a zombie can never cause a critical on the first hit so we don’t want to hear about unfair crits! =) Once you take a few hits, or get reckless in close combat the chances increases. Being at low health also increases the chance of receiving a critical. Armor reduces this chance by a flat amount, creating a buffer that enemies must overcome before they can hit you with criticals.
Some criticals are incremental. A sprained arm makes you vulnerable to getting a broken arm.
Some injuries don’t take kindly to being ignored. Sprinting or jumping with a broken leg will not work in your favor. If an injury is affected by an action like that then the buff icon will blink briefly and you will know that something happened.
New and reworked critical injuries include:
Abrasions – The most common injury that you get in fights. They cause no additional problems.
Sprained or Broken Arm – Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it.
Sprained or Broken Leg – Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it.
Deep Lacerations – Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit.
Concussion – Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers.
Infections – Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless until it reaches 5%. At that point it starts getting worse and you need medication to cure it. While you have an infection any hit you take will make it worse.
Food and Water Bars
We’ve added food and water UI bars under the players belt inventory. The blue bar is for your water level and green for is for your food level. You will see them go up and down based on your current hunger and thirst levels.
We have overhauled and re-imagined many of the characters in HD. They may look better but they have less draw calls and are slightly better in performance. New HD zombies include:
Big Mama Zombie
Player arms – male and female
Dynamic Music System
TFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features.
The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player.
From this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader.
Exploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. As of Alpha 19 there, are 31,558 unique combinations of music.
Music volume, daily allotted probability and On/Off toggles are available in the audio menu.
We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape.
Loot distribution has been smoothed out so that you do not find end game loot too soon and have no more upgrades to look forward to.
Loot has been balanced to provide a smooth progression from primitive, iron and steel items. This change provides a steady progression for the player and gives some incentive to craft, while slowing the economy a bit early game.
The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality.
There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals.
Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.
Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.
Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.
Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle.
Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest.
We will be continuing to to fine tune loot progression in patches. In the future we plan on unifying loot progression, quest loot reward progression and trader for sale item progression more unified.
Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value and player parties accumulate roughly 2/3 of the combined game-stage that they used to. This makes the enemy difficulty grow slower you won’t see high end enemies on the 2nd blood moon.
On Screen Sprite System
We added a brand new Nav Objects On-Screen Sprite System to help players more easily locate important items in the world such as fetch quest containers, player backpacks, spears and more. We are using this system on many of the harder to find important items and events in the game.
The new Nav Objects On-Screen Sprite System, which govern the On Screen Icons, Compass Icons and Map Icons. These functions are easily configured in the XML and allow adding custom Nav Objects for Entities, Quest Objectives and Items for those who enjoy modding the game.
Some of the items that are using the new Nav Objects On-Screen Sprite System include:
Quest Rally Markers
Quest Fetch Objects
Dropped Player Backpacks
Player owned vehicles
We have improved many of the quest types and even added new quests here are some of the improvements
Quest Sprites – We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find.
Dig Quests – The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure.
Opening Routes – We have added new trader to trader quests that guide the player to the next closest trader after completing 10 quests. This continues until the player has delivered a package to all 5 traders.
World and Location updates
We added a ton of new locations to the game including remnants. These give the player easier low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge.
We have updated Navezgane significantly increasing the playable space into the radiated zone with new roads that lead to new developments adding many new POIS or locations that were never in Navezgane before or updating cities. Locations include:
New Desert business development
New Snow modern development
New Forest old housing development
New Desert modern housing development
New Desert old housing development
Desert City of Departure has been updated
Snowy city of Perishton has been updated
Wasteland City of Gravestowne has been updated
Some Trader locations in Navezgane have been moved to improve distances between traders
We have improved Random Gen in A19 to use every POI possible in the game so players will see the breadth of content like never before along with a lot of tagging updates and improvements. In fact an A19 Random Worlds can have over 500 unique POIS!
We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include:
2 Grocery Stores
2 Gun Stores
2 Hardware Stores
2 Clothing Stores
2 Electronics Stores
7 Ranger Stations
New High School
Light intensity correction to all POIs to work better with the new linear lighting
Wasteland biome now spawns smaller but improved deco remnants
Removed un-needed random gen POIS
Improved naming conventions of some biome spawned poi remnants and deco piles. all will have the term deco first in their file names now
Renamed bank to store_bank_01
Removed un-used old tree piles
Deprecated old cover pile pois that were not being used anymore
Moved special totoz east of football stadium
Moved pawnshop from departure to rural pine forest where old small bookstore was
Removed all non forest and burnt forest player spawn locations to work with the new trader to trader quest progression in Navezgane. Will be adding more back to get variety
Adjusted pine forest biome to take over a small amount of the winter biome in Navezgane
Moved gas station 6 to outskirts of Perishton to make room for new plaza across from courthouse
Fixed over-sized trees in Persihton and improved city block performance
Deprecated old burnt pine cluster POIS as the are not needed
Removed alleys from Gravestowne blk improved Gravestownes overall look
Optimized Diersville city blk a little
Size and position of remnant mill so it fits to the alley in Perishton
Replaced many duplicate survivor sites with POIS never in Navezgane
Trader Hugh and Trader Joel can now spawn in any biome in RWG
Single bed & mattresses POI replacement
Optimized store_autoparts_01 from 487K verts/513K tris to 317K verts 315K tris
Cabinets in Fastfood_04 are not lootable
Cemetery 02 torches that were not on
Wrong bookcases in bank POI
Boat docks 02 collapses
Boats Docks 3 collapses
Si issue bar_stripclub_01
Fake cabinets in Berserker Bill’s
Loot cover in abandoned_house_05 has an SI issue
Trailer_01 prefab si issue when wrenching the car
Missing support pillar in gas station 05
Incorrectly rotated drinking fountain in factory 01
Survivor_site_05 has cobblestone clipping through tent
Garage roof at house_old_pyramid_01 has si issue when stepped on
Lights in front of the Bear Den are too bright
CeilingLight04 spotlight was sideways and adjusted defaults
The Art Team has grown much bigger and they have made some major improvements including:
Snow Trees – Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume.
Burnt Trees – Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest.
New skies – Updated sun and moon rendering, cloud blending and lighting, and horizon blending.
New fog – Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water.
Updated Textures – Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering.
Commercial Stores – All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs!
Nearly 150 new commercial assets including:
Hardware store shelves
Grocery stores stocked with food, beverage items
Rotten produce bins
Trashed store shelves
Frozen food refrigerators
Pharmaceutical drug shelves
Store display cases
Gun and ammo display cases
Electronic store shelves
Square and round hay bales
New Weapons & Items
We added several new tools and weapons:
Tech level 3 – we’ve added a whole new line of weapons to give you the firepower you will need to face future special infected, bandits and more!
Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.
Automatic shotgun – This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you.
Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.
Impact Driver – This tech level 3 tool is the fastest way to harvest mechanical items. Strip down cars and mechanical items down in seconds!
Tech level 2
Ratchet – This new tech level 2 harvesting tool is faster than a wrench and degrades slower.
Tactical Assault Rifle – This new tier 2 assault rifle is a step above the 762 in range, accuracy and fire rate.
Tech level 1
Robotic Sledge – This robotic weapon is a stationary turret with a large sledgehammer shaped pulverizing arm that punches enemies and can knock them down easier at higher quality levels. It is governed by robotics
Blunderbuss – Not a new weapon, but with the loot re-balance this weapon might save your skin early game and is craft-able from basic components.
All existing tools and weapons have either been remade from scratch or had an art update to pbr textures for the new linear lighting.
We have added candy to the vending machines, they allow players to have a short term modification to game-play and provide a few calories:
Atom Junkie – Atom sized candy and atomic sized power! Increase explosive damage 50%.
Covert Cats – Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage.
Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot.
Hackers – These tasty treats give you 20% more harvest when salvaging.
Health Bar – Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster.
Jail Breakers – Be the daddy to that stubborn lock. 100% success chance to pick a lock.
Nerd Tats – Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits.
Oh Shitz Drops – Be prepared for those Oh Shitz moments! Fall damage immunity.
Rock Busters – Jawbreakers got nuthin’ on us! Gain 20% more resources mining ores.
Skull Crushers – Rock hard candy that gives you a rock hard punch. Increases melee damage 50%.
Sugar Butts – If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Get a 10% better deal buying and selling.
New Perk Books
We’ve added three new book sets, Bar Brawler, Spear Hunter and Tech Junkie!
Basic moves – Adds 10% damage.
Drop a bomb – Sprinting power attacks can knock down your opponent.
Killer Instinct – Gain 5% damage with each kill up to 15%.
Finishing Moves -Do extra damage to knocked down opponents.
Adrenaline Healing – Recover extra health with each punch.
Rage mode – Attack and move faster after getting hit.
Boozed up – Drinking beer no longer blurs your vision and your buzz lasts twice as long.
The 7th Curse – The 7th unarmed strike in a short time deals 300% damage.
Damage – deal 10% more damage.
Maintenance – Spears degrade 20% slower.
Steel Spears – Craft steel spears.
Strong Arm – Spears travel faster and further.
Rapid Strike – Thrust spears 10% faster.
Punctured Lung – slows your target.
Deadly Combo – Hits scored in quick succession do 10% more damage up to 30%.
Kill Move – Power attacks to downed opponents do 50% more damage.
Robotic Damage – Robotics do 10% more damage.
Maintenance – Robotic weapons degrade 20% slower.
AP Ammo – Craft AP ammo for robotic weapons.
Robotic Turret Shells – Craft shotgun ammo for robotics.
Stun Repulsor – Craft this mod that sends enemies flying on charged hits.
Charged Strike – Increases chance to get an instant charged strike.
Hydraulics – Increase the fire rate of robotic weapons.
Bulk Crafting – Craft all robotic ammo in bulk.
We have restructured existing perks and removed others so auxiliary perks don’t always have 5 ranks, as well as reduced some attribute requirements for auxiliary perks. This was changed to give less desirable perks more bang for the buck.
Lockpicking, The Infiltrator, Animal Tracker now only have 3 ranks.
The Penetrator has 4 ranks instead of 5.
The treasure hunting ability of lucky looter that reduced dig radius has now been removed from Lucky looter and is its own 3 rank perk that reduces the new treasure hunting radius ring.
Sexual Tyrannosaurus has 4 ranks instead of 5.
Heavy armor was moved from Fortitude to Strength and now only has 4 ranks.
Well Insulated, Living off the Land, and Rule #1 Cardio now only have 3 ranks.
Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank.
Run and Gun, Flurry of Blows now only have 3 ranks.
Light Armor and Parkour now only have 4 ranks.
The Daring Adventurer, Charismatic nature and Physician now have 4 ranks. Yeah Science is removed and its perks are merged with various other perks.
Enemy Break-through System
We have added a new Enemy Break-through System that gives enemies random animation probabilities when enter the scene after breaking through a door, 2-meter opening or monster closet. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
Ragdoll Entrance – The enemy will ragdoll through the opening and then get up
Stubble Entrance – The enemy will stubble through the opening before pursuing the player
Lunge/Boost Entrance – The enemy will lunge and boost through the opening towards the player
Enemy Falldown System
We have added a new Enemy Falldown System that gives enemies random animation probabilities when enter the scene when falling from heights of 2 or more meters. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
Falldown Ragdoll Entrance – The enemy will ragdoll after landing and then get up
Stubble Entrance – The enemy will stubble after landing before pursuing the player
Lunge/Boost Entrance – The enemy will lunge and boost after landing towards the player
Enemy Pain Stun Lock
AI Pain resistance has been improved. It still builds up over time, but has been adjusted to be harder to stun lock enemies. We fixed pain reactions not always triggering. Pain now uses a new hit blending system, so different strengths and durations of pain are shown and can happen while AI is attacking.
We have added head tracking to zombies, NPCs and animals. They will now turn their heads to look at their target.
Enemy and Animal Swimming
Zombies and animals are able to swim in water and at a faster speed than they moved before, so be careful in the water. Zombies and the bear now have swim animations. AI pathing still generally follows the bottom of a body of water, but when they near their destination, they can swim upwards.
AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
AI partial path picking may choose lower paths if lower AI intelligence and less dumb AI will pick higher paths over time
Bear pain resistance, moved pain to an anim layer, so can still move and doubled health
Pain resistance on all animals and anim layer on boar, deer, mountain lion and wolf
Zombie Hit layer
Create Bear Swimming animations
Swim state to deer and wolf
Trader head tracking
Zombie random move speeds based on difficulty
Blood moon spawner will instead spawn a radiated vulture 50% of time if target is in a vehicle
Blood moon zombies will 50/50 teleport closer or die if target player is far away
Blood moon zombies have an increased loot drop rate after every x have spawned
Blood moon vultures always see and chase at any distance
Blood moon vultures chase vehicles at 250% speed
Vultures can now attack blocks when chasing their prey
Sleeper pose material and low res texture
Zombie rage chance scales based on hit damage
Zombie rage duration does not count down while stunned
Ai rage console command
Crawler’s climb will exit anim early at destination, moves same as anim motion, disables tilt to ground and reduced snap speed
Zombie normal/fat attacks are faster right handed and slower with left
Zombie hits are triggered by anim Hit events
Zombie random attack anim blending and additional anims
Zombie mirrored wall attack anims
Fat zombie attack anims
AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
Reduced AI rage chance base damage to 40
Zombies have more pain resistance and will attack even if playing pain animations more frequently
Lowered non bashing pain threshold to 6 damage
Removed bashing attacks randomly not causing pain
Reduced blood moon zombie corpse despawn time to ⅓
Increased radiated vulture damage to 150% entities and 400% blocks
Improved vulture attack reposition duration
Increased vulture attack anim speed
Greatly reduced zombie alert times when hurt or after chasing a seen target
Increased health of dire wolf and mountain lion dramatically, zombie dogs and wolves marginally
Increased boss Grace’s health
Aggressive animals in the forests only spawn at night
Direwolf now shares assets with regular wolf and uses new scale code instead of a scaled prefab
Removed all old direwolf assets
Removed start of crawler climb up anim
Zombie attacks are triggered too early by charging towards and then back peddling quickly
Hostile animals attack while electrocuted
Spider zombies can still jump while being shocked (and mountain lions)
Zombie crawler shock effect displays as if walking
Rabbits are digging when idle
Wrong name for IsAnimalEntity property making AnimalCount stat always zero
GetMoveToLocation raycast not using origin and giving wrong height
PhysicsSetMaxHeight was adjusting the first animal large collider
Animal larger colliders would shift to wrong offset depending on facing direction
AI rage chance above the base damage
AI digging when blocked and above but only a short horizontal distance
AI sliding down steep slopes that player can use
Movement slowing when attacked was not removed with pain resistance
Jumping after a fall due to blocked time accumulating during fall
Vultures could wander instead of attacking
Vulture attack origin too high, gliding while attacking and excessive repositioning if blocked
Animal attack anims skipped when rapid attacks
Wandering horde zombies seen sliding and not walking on dedi and P2P
Zombie controller decreasing AttackAnimation, UseAnimation and SpecialAttack2 playing times when base already does
Random Gen Improvements
Random world generation has undergone a few changes to help improve generation.
Biome generation – We have made biomes random in placement and size to allow for less predictable layouts.
Trader World Placement – Trader world placement was separated from regular wilderness POI placement so it could be made more predictable.
Player Spawns – Initial player spawns were changed to make starting out easier for new players.
POI Distribution – We have improved Random Gen in to use every POI possible in the game so players will see the breadth of content like never before. Random Worlds can now have over 500 unique POIs that can spawn!
Pregen Maps – We re-created 3 brand new alpha 19 pregenerated maps to play
Added rigs and content created for support on new weapons and tools including: Impact Driver, Auto Shotgun, Desert Eagle, Sharpshooter Rifle, Double Barrel Shotgun (reworked model), Junk Drone, Junk Sledge, and Ratchet.
Added fall/land animations to support new fall-down system. Also added additional stumble animations when breaking through obstacles.
Added zombie swim animations to support new swimming system for zombies.
Updated 3rd person locomotion lower body update and upper-body update that supports up/down aiming and firing for new and existing melee weapons.
Updated various zombie characters and player arms with new models.
A dynamic resolution system has been added that allows the game to draw 3d graphics at a lower resolution than the main game window is running at. This can increase FPS while allowing the UI to run at full resolution.
Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings:
Dynamic Resolution Mode
Off – Disables
Auto – Enables it and will change resolution based on your FPS. This uses some video memory.
Scale – Enables it at a fixed resolution. Useful if you are trying to hit a specific FPS value like 60 and prefer a constant resolution. This uses less video memory than Auto.
Dynamic Resolution Min FPS – When Mode is Auto and running below this FPS value it will decrease the 3d resolution.
Dynamic Resolution Scale – The percentage to scale down 3d rendering when mode is Scale.
Lowering your screen resolution will only increase FPS if your video card (GPU) is the bottleneck. If your CPU is the bottleneck, a lower resolution will not increase FPS.
We have done a number of improvements to vehicles listed below.
Vehicle collisions with entities uses their mass ratio and hit angle for damage, velocity reduction and ragdoll threshold/chance
Vehicle collisions with entities during blood moon slows vehicle and is harder to ragdoll
Vehicle damage by entities during blood moon slows and pushes vehicle
Vehicle cosmetic slot that accepts dye (this is not functional and will be used for some type of modding in the future)
Players exiting vehicles retain most velocity
Vehicles keep full velocity when driver exits and no wheel on ground
Vehicle driving increases food consumption
Increased vehicle damage from entity collisions
Removed vehicle parent_part from xml
Entities killed by vehicle hits would have little ragdoll force or play an anim and improved ragdoll hit force
Vehicles that are supposed to be up on blocks are in them
Vehicle damage amount to entities did not use actual relative motion
Vehicle ragdoll force on entities was inverted
Removing vehicle mods did not update item
Vehicle physics not transferred when client or server took control
Vehicle engine would not stop if broken
Controls break when hitting esc at the same time you enter a vehicle
Server administration and multiplayer
config changes, console commands, etc
Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”
Added optional “display names” to admin / ban / whitelist commands to make it easier to remember who the entries in the XML belong to
Added command “camera” to allow locking the camera in place or saving/loading exact camera positions, e.g. for screenshots
Added the ability to search for commands with “help * <searchstring>”
Added the command “getlogpath” to easily find location of the current log file
Available buff names are now listed when using the “buff”/”debuff” commands without arguments
Fixed the “buff” console command recognising all valid buffs
Changed the “debugshot” command to also save the list of currently bought perks as CSV next to the screenshot
Changed the “chunkreset” command to work when run by clients too
Changed the “chunkreset” command to take block coordinates instead of chunk coordinates
Fixed games hosted as “Friends only” could be joined by random people through the Steam profile page if you had not set your profile to private
Changed the “Terminal Window” window name to include the server name and port
Fixed the game logging errors when the executable was called with non-GamePref command line arguments
Client side cached map view no longer persist between different servers with the same world a player connects to
Added a note about port ranges for servers to show up on the LAN tab of the server browser to the serverconfig.xml template
Networkclient and networkserver console commands each with latencysim and packetlosssim commands to enable latency and packet loss simulation
Screenshots are saved as tga when pressing left shift + F9
Gfx graph #, cvar, pe and stat console commands
Gfx graph fps and gfx graph dr console commands (type gfx for help, example “gfx graph fps 200”)
Chunkreset console command f parameter
Teleport to POI window, triggered by console command “tppoi”
(In game) Localization from mods now pushes to clients
Added: Support loading prefabs from mods
Added: EntityClasses can be hidden from spawn menu with the property “HideInSpawnMenu”
Added: Target health bar visibility can be configured from XML
Added: Support XUi binding of CVars with specified formatting
Added: XML driven on-screen icon system
Added: Worldglobal config file
Changed: World file processing is no longer based on file timestamps but rather actual content changes
Fixed: XPath insertAfter patches inserted elements in reverse order
Fixed: Multidim blocks were only interactible on one end
Level Editor Improvements
Added: editor only command “sleeperreset” to reset sleeper volumes for quicker testing without reloading level
Added: Disable biome spawns in playtest mode
Added: Screamers will not spawn in playtest mode
Changed: Light editor max range to 40 and step to .5
Changed: Light editor to remove tile data when saving with defaults