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  1. A17 Feature List: Updated as Developers reveal them!
  2.  
  3. Vehicles Overhaul
  4. +New Physics
  5. +New Vehicle: Bicycle
  6. +New Vehicle: Motorcycle
  7. +New Vehicle: Jeep
  8. +New Camera Controls
  9. +Shift button to increase Torque on Bicycle for uphill speed
  10. +Space bar to bunny hop on Bicycle
  11. +Jeep can damage blocks.
  12. +Steering using the mouse 2/12/18
  13. +New Vehicle: Gyrocopter 10/15/18
  14. Sleepers 2.0
  15. +Vulture Sleepers
  16. Dungeon POI 2.0
  17. +Environmental Hazards
  18. +Zombie Closets
  19. +Climbable Trellises and/or Vines
  20. +Backstories for many of the POIs
  21. +"Helper Blocks" that visually show whether containers are empty or lootable
  22. +Random loot containers to make each POI unique for where loot may be
  23. +More than 70 new POI's that have been level designed 4/14/18
  24. Player(Bandit) Motion Captured Animation
  25. +Separate male and female movement styles
  26. +Players now look up and down and always appear to be breathing
  27. +Combat movements including power moves 2/21/18
  28. Weapon Overhaul
  29. +Replace gun parts with attachable modifications, compatible with buff and skill frameworks
  30. +Whole guns instead of parts in loot containers
  31. +Weapon quality determines how many mods can be attached
  32. +Mods won't have quality tiers. 3/21/18
  33. +Removing a mod may not be possible....still in development
  34. +Size of crosshairs accurately reflects cone of hit probability.
  35. +All mods use a single item id# but allow for 30,000+ variable mods possible
  36. +Power moves for melee weapons use the right mouse button and expend stamina 2/21/18
  37. +Weapon sounds tagged to animations to better maintain sounds syncing correctly 2/21/18
  38. +Perks and skills and buffs will affect various aspects of each weapon 2/21/18
  39. +Weapons can be crafted at workstation. Mods added through assembly interface 3/20/18
  40. +Mods won't be craftable. Obtained through scavenging, trader, and quests 3/21/18
  41. +Weapons can be tinted to other colors using up a special tinting mod slot 3/28/18
  42. +Six tiers of weapons. Each tier determines how many mods can be attached and durability. 7/24/18
  43. +Weapon damage determined by mods and skill and not weapon tier level. 7/24/18
  44. Buff Overhaul
  45. +Improving old buff system with a more robust and optimized framework
  46. +Designed to work and stack with blocks, items, weapons, clothing, skills, perks, and attributes
  47. +Can be triggered and modified by events during a buff's lifetime.
  48. +Designed to be modder's wet dream 9/15/18
  49. Progression Overhaul
  50. +Improving old skill system with a more robust and optimized framework, also designed to work with items and buffs.
  51. +Character attributes added to better create classes and differentiate play styles.
  52. +Must do activities in a category to improve the category and unlock perks in that category 7/24/18
  53. +Not enough skill points to buy everything. Specialization is the vision. 7/24/18
  54. +Debuffs can cause temporary loss in attribute scores which then cause temporary loss of perks. 10/13/18
  55. Integrated Survival System
  56. +Changes to how health, stamina, fullness, and hydration will work
  57. +Hunger represented by reduction in stamina max. Eating restores max 4/14/18
  58. +Thirst represented by recovery rate. Higher thirst means slower recovery of stamina and health 4/14/18
  59. +There is now "temporary" damage and "permanent" damage. 8/26/18
  60. +Temporary damage recovers slowly over time according to hydration 8/26/18
  61. +Permanent damage lowers your HP max. It can only recover through first aid items. 8/26/18
  62. Quest System
  63. +Cool new group quests
  64. +Dynamically spawns a boss to guard quest objective
  65. +Dialogue system that is fully moddable 3/5/18
  66. +Trader initiated quests 3/5/18
  67. +Quests and quest POIs will work in Random worlds as well as Navezgane 4/19/2018
  68. +Party quests will provide xp sharing when party members stay close to each other 7/24/18
  69. Stealth System
  70. +New Stealth related display bar with as of yet unknown functions.....
  71. Terrain and World
  72. +Distant Trees 2/12/18
  73. +POI Editor accessible in main menu
  74. +Terrain Editor accessible in main menu 3/20/18
  75. +Navezgane terrain vastly improved 3/20/18
  76. +New Height maps for interesting cliffs, ridges, and better variety 4/14/18
  77. +Random maps will be pregenerated to load as fast as and play as optimized as Navezgane 4/27/18
  78. +New tree model for forest biome 5/21/18
  79. +Underwater decorations 6/24/18
  80. +Random Generated Worlds are now 8000x8000 meters 7/24/18
  81. +Random Maps assigned a "county" name for multiplayer server games in order to hide the actual seed name.7/24/18
  82. AI and Pathing System
  83. +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
  84. +Zombies prioritize obstacles according to block health. 4/19/18
  85. +Game scans terrain for multiple pathways a zombie can take after any change. 4/19/18
  86. +Turn smoothing and prediction added to reduce appearance of zigzag grid following 4/19/18
  87. +Zombies are slowed by water resistance when they move underwater 4/26/18
  88. +Zombies can dig downward when they detect a target below them. 4/26/18
  89.  
  90.  
  91. A17 Changes and Fixes List: Updated as we learn them from the developers!
  92.  
  93. Every biome remastered for Unity 2017/ 2018 5/30/18
  94. Game Engine update to Unity 2018 5/30/18
  95. Removed player collision from yucca and aloe to improve travel
  96. Replace houses in Diersville with dungeon style POI houses
  97. XP indicator bar added to HUD directly above the tool belt
  98. Directx11 and Vulkan menu items in game launcher added
  99. Zombies ragdoll upon impact by vehicles and no longer impede vehicle movement
  100. New art and animations for Deer
  101. Deer split into Stag and Doe versions
  102. Additional paint textures added
  103. Wainscotting Block added
  104. Current Wellness system removed
  105. Small decorative pipe set added
  106. Window trimming added
  107. Reworked the main menu navigation and appearance
  108. Increased the block id limit to....[higher than it was] 1/26/18
  109. Pause feature added to MP but only active when playing solo. 2/5/18
  110. Added Dynamic Origin Point to prevent the shakes when far away from actual (0,0). 2/11/18
  111. Map viewable while using vehicles 2/16/18
  112. Arrows stick to targets (Everdeen!) 2/21/18
  113. Quality tiers indicated by color and number 3/20/18
  114. Gun parts removed. Guns can be crafted from same mat types as all other craftable items. 3/20/18
  115. Shift reverted to familiar controls for running 10/12/18
  116. Zombies running in circles fixed and overall pathing and movements and actions improved 4/5/18
  117. Zombies ragdoll when stunned 4/14/18
  118. Plains folded into desert as sub-biome and maple and pine forests merged into just one forest biome 4/14/18
  119. Base movement speed increased. Running changed to "sprinting" which uses up stamina much more quickly. 4/14/18
  120. Micro-stuttering caused by UFPS camera and garbage collection has been fixed 4/24/18
  121. Friend chat/ Party Chat/ Global Chat modes added to chat window 5/1/18
  122. Water reflections and shading fixed and performance boosted 6/6/18
  123. Vulture flight, attacks, and idling behaviors improved 6/8/18
  124. Ambient lighting added 6/29/18
  125. Backpack inventory increased from 32 slots to 45 slots. 7/24/18
  126. Gamestage calculation simplified: (Level + Days Alive) 7/24/18
  127. Challenge quests found as notes grant xp instead of skill points. 7/24/18
  128. Zombies are no longer lootable nor can they be harvested. 8/26/18
  129. Bodies despawn instead of changing to gore blocks. 8/26/18
  130. If zombies have loot they will drop a loot bag. 8/26/18
  131. Arrows are retrievable 8/26/18
  132. Sprinting only increases speed when moving forwards. Player can still walk backwards, but not sprint. 8/26/18
  133. "Using" an item in your hand remapped to left mouse button 8/26/18
  134. Inventory slots "remember" what was in them so repairing a tool will return it to the same slot etc. 8/26/18
  135. Armor has encumbrance and will slow the player's movement speed. 10/12/18
  136. Armor divided into two classes: Light and Heavy. 10/12/18
  137. Inventory split into free and encumbered slots. Items in encumbered slots slow movement. 10/13/18
  138. All harvestable plants are harvested by hitting with free hand instead of using with "e" 11/1/18
  139. Harvested crop returns to first stage "baby plant" and regrows 11/1/18
  140. Seeds very rare 11/1/18
  141. Xpath is native to the 7DTD mod system 11/14/18
  142.  
  143.  
  144. Dropped Features:
  145.  
  146. Behemoth
  147. Ziplines
  148. Plains & Maple Forest as full and distinct biomes
  149. Blimp 7/24/18
  150. bandits officially postponed to A18 7/24/18
  151. smell detection by zombies 10/12/18
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