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- A17 Feature List: Updated as Developers reveal them!
- Vehicles Overhaul
- +New Physics
- +New Vehicle: Bicycle
- +New Vehicle: Motorcycle
- +New Vehicle: Jeep
- +New Camera Controls
- +Shift button to increase Torque on Bicycle for uphill speed
- +Space bar to bunny hop on Bicycle
- +Jeep can damage blocks.
- +Steering using the mouse 2/12/18
- +New Vehicle: Gyrocopter 10/15/18
- Sleepers 2.0
- +Vulture Sleepers
- Dungeon POI 2.0
- +Environmental Hazards
- +Zombie Closets
- +Climbable Trellises and/or Vines
- +Backstories for many of the POIs
- +"Helper Blocks" that visually show whether containers are empty or lootable
- +Random loot containers to make each POI unique for where loot may be
- +More than 70 new POI's that have been level designed 4/14/18
- Player(Bandit) Motion Captured Animation
- +Separate male and female movement styles
- +Players now look up and down and always appear to be breathing
- +Combat movements including power moves 2/21/18
- Weapon Overhaul
- +Replace gun parts with attachable modifications, compatible with buff and skill frameworks
- +Whole guns instead of parts in loot containers
- +Weapon quality determines how many mods can be attached
- +Mods won't have quality tiers. 3/21/18
- +Removing a mod may not be possible....still in development
- +Size of crosshairs accurately reflects cone of hit probability.
- +All mods use a single item id# but allow for 30,000+ variable mods possible
- +Power moves for melee weapons use the right mouse button and expend stamina 2/21/18
- +Weapon sounds tagged to animations to better maintain sounds syncing correctly 2/21/18
- +Perks and skills and buffs will affect various aspects of each weapon 2/21/18
- +Weapons can be crafted at workstation. Mods added through assembly interface 3/20/18
- +Mods won't be craftable. Obtained through scavenging, trader, and quests 3/21/18
- +Weapons can be tinted to other colors using up a special tinting mod slot 3/28/18
- +Six tiers of weapons. Each tier determines how many mods can be attached and durability. 7/24/18
- +Weapon damage determined by mods and skill and not weapon tier level. 7/24/18
- Buff Overhaul
- +Improving old buff system with a more robust and optimized framework
- +Designed to work and stack with blocks, items, weapons, clothing, skills, perks, and attributes
- +Can be triggered and modified by events during a buff's lifetime.
- +Designed to be modder's wet dream 9/15/18
- Progression Overhaul
- +Improving old skill system with a more robust and optimized framework, also designed to work with items and buffs.
- +Character attributes added to better create classes and differentiate play styles.
- +Must do activities in a category to improve the category and unlock perks in that category 7/24/18
- +Not enough skill points to buy everything. Specialization is the vision. 7/24/18
- +Debuffs can cause temporary loss in attribute scores which then cause temporary loss of perks. 10/13/18
- Integrated Survival System
- +Changes to how health, stamina, fullness, and hydration will work
- +Hunger represented by reduction in stamina max. Eating restores max 4/14/18
- +Thirst represented by recovery rate. Higher thirst means slower recovery of stamina and health 4/14/18
- +There is now "temporary" damage and "permanent" damage. 8/26/18
- +Temporary damage recovers slowly over time according to hydration 8/26/18
- +Permanent damage lowers your HP max. It can only recover through first aid items. 8/26/18
- Quest System
- +Cool new group quests
- +Dynamically spawns a boss to guard quest objective
- +Dialogue system that is fully moddable 3/5/18
- +Trader initiated quests 3/5/18
- +Quests and quest POIs will work in Random worlds as well as Navezgane 4/19/2018
- +Party quests will provide xp sharing when party members stay close to each other 7/24/18
- Stealth System
- +New Stealth related display bar with as of yet unknown functions.....
- Terrain and World
- +Distant Trees 2/12/18
- +POI Editor accessible in main menu
- +Terrain Editor accessible in main menu 3/20/18
- +Navezgane terrain vastly improved 3/20/18
- +New Height maps for interesting cliffs, ridges, and better variety 4/14/18
- +Random maps will be pregenerated to load as fast as and play as optimized as Navezgane 4/27/18
- +New tree model for forest biome 5/21/18
- +Underwater decorations 6/24/18
- +Random Generated Worlds are now 8000x8000 meters 7/24/18
- +Random Maps assigned a "county" name for multiplayer server games in order to hide the actual seed name.7/24/18
- AI and Pathing System
- +Zombies scan obstacles in 3 block height and target the middle block followed by bottom then top blocks depending on block hp 4/19/18
- +Zombies prioritize obstacles according to block health. 4/19/18
- +Game scans terrain for multiple pathways a zombie can take after any change. 4/19/18
- +Turn smoothing and prediction added to reduce appearance of zigzag grid following 4/19/18
- +Zombies are slowed by water resistance when they move underwater 4/26/18
- +Zombies can dig downward when they detect a target below them. 4/26/18
- A17 Changes and Fixes List: Updated as we learn them from the developers!
- Every biome remastered for Unity 2017/ 2018 5/30/18
- Game Engine update to Unity 2018 5/30/18
- Removed player collision from yucca and aloe to improve travel
- Replace houses in Diersville with dungeon style POI houses
- XP indicator bar added to HUD directly above the tool belt
- Directx11 and Vulkan menu items in game launcher added
- Zombies ragdoll upon impact by vehicles and no longer impede vehicle movement
- New art and animations for Deer
- Deer split into Stag and Doe versions
- Additional paint textures added
- Wainscotting Block added
- Current Wellness system removed
- Small decorative pipe set added
- Window trimming added
- Reworked the main menu navigation and appearance
- Increased the block id limit to....[higher than it was] 1/26/18
- Pause feature added to MP but only active when playing solo. 2/5/18
- Added Dynamic Origin Point to prevent the shakes when far away from actual (0,0). 2/11/18
- Map viewable while using vehicles 2/16/18
- Arrows stick to targets (Everdeen!) 2/21/18
- Quality tiers indicated by color and number 3/20/18
- Gun parts removed. Guns can be crafted from same mat types as all other craftable items. 3/20/18
- Shift reverted to familiar controls for running 10/12/18
- Zombies running in circles fixed and overall pathing and movements and actions improved 4/5/18
- Zombies ragdoll when stunned 4/14/18
- Plains folded into desert as sub-biome and maple and pine forests merged into just one forest biome 4/14/18
- Base movement speed increased. Running changed to "sprinting" which uses up stamina much more quickly. 4/14/18
- Micro-stuttering caused by UFPS camera and garbage collection has been fixed 4/24/18
- Friend chat/ Party Chat/ Global Chat modes added to chat window 5/1/18
- Water reflections and shading fixed and performance boosted 6/6/18
- Vulture flight, attacks, and idling behaviors improved 6/8/18
- Ambient lighting added 6/29/18
- Backpack inventory increased from 32 slots to 45 slots. 7/24/18
- Gamestage calculation simplified: (Level + Days Alive) 7/24/18
- Challenge quests found as notes grant xp instead of skill points. 7/24/18
- Zombies are no longer lootable nor can they be harvested. 8/26/18
- Bodies despawn instead of changing to gore blocks. 8/26/18
- If zombies have loot they will drop a loot bag. 8/26/18
- Arrows are retrievable 8/26/18
- Sprinting only increases speed when moving forwards. Player can still walk backwards, but not sprint. 8/26/18
- "Using" an item in your hand remapped to left mouse button 8/26/18
- Inventory slots "remember" what was in them so repairing a tool will return it to the same slot etc. 8/26/18
- Armor has encumbrance and will slow the player's movement speed. 10/12/18
- Armor divided into two classes: Light and Heavy. 10/12/18
- Inventory split into free and encumbered slots. Items in encumbered slots slow movement. 10/13/18
- All harvestable plants are harvested by hitting with free hand instead of using with "e" 11/1/18
- Harvested crop returns to first stage "baby plant" and regrows 11/1/18
- Seeds very rare 11/1/18
- Xpath is native to the 7DTD mod system 11/14/18
- Dropped Features:
- Behemoth
- Ziplines
- Plains & Maple Forest as full and distinct biomes
- Blimp 7/24/18
- bandits officially postponed to A18 7/24/18
- smell detection by zombies 10/12/18
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