Patch Notes 7 Days to Die

7 Days to Die Update V1.2 EXP Patch Notes on December 5th

Prepare for update 1.2 EXP for 7 Days to Die.

· 3 min read
7 Days to Die Update V1.2 EXP Patch Notes on December 5th

Update 1.2 EXP for 7 Days to Die is here, bringing fixes, optimizations, and preparations for console crossplay. With various optimizations for all platforms and the ability to generate RWG maps for console players, crossplay will be fully enabled once V1.2 goes stable. Read the full patch notes below for the details.

7 Days to Die Update V1.2 EXP Patch Notes:

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:

  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. 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

Source: Steam


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