

Entity Ticking – Players, animals and zombies now update over multiple frames, which reduces the CPU load during any single frame, which reduces frame rate spikes.With this we we’re able to optimize POIs in the game reducing unneeded and sometimes abusive details by as much as 40% in some locations. POI detail reduction – We engineered a proprietary tool in the level editor that shows vertices and triangle counts.Collision Mesh Optimizations – We went through a lot of the models that had complex collision meshes and simplified them which reduces physics calculations and improves performance.Incremental Garbage Collection – We updated to Unity 2019.1, taking advantage of their new incremental garbage collection mode, which means the old hitching we all noticed has been greatly if not fully reduced for most users.Occlusion can be disabled in the video options if desired. The new system does add some minor popping artifacts, where occluded objects may take a moment to appear. This will often greatly increase your FPS, especially in indoor areas. Occlusion System – We engineered a proprietary new occlusion system that stops the rendering of chunks, block entities or trees that are onscreen, but not visible to the player.We have made many changes to improve performance including:

We had a lot of feedback from Alpha 17 on how performance was lower than Alpha 16.
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We also added deep pocket mods to allow you to carry more without being encumbered, which doesn’t require you to perk into pack mule. We changed encumbrance so players start with a larger backpack in new games so the penalty is less when your inventory fills up. There are perk books in loot that reward stamina for kills. Armor perks and mods now reduce stamina and movement penalties as well. Power attacks still have a hefty cost, but also a reward. Many other primary attack stamina costs have been reduced. We’ve reduced stone axe stamina costs, so a new player can get started harvesting resources and not be interrupted with low stamina alerts. TFP also heard a lot of A17 feedback about how starting player stamina was too low, and player stamina drain made actions like harvesting, mining, and running a grind and a chore. We plan to collect telemetry data in the future to help us further improve this aspect of the game. We believe the game now supports all the current play-styles.

The testing team painstakingly played build after build purposely playing as these archetypes and collecting XP earning data, recording and analyzing the results, and working with the game designers to re-balance. There are many ways to play the game, but we believe players primarily play as one or more play-style archetypes that we have identified as The Killer/Looter, The Quest/Builder, The Builder/Gatherer, and/or The Miner. These include XP for Killing Zombies, Completing Quests, Harvesting Resources, Mining, Upgrading Blocks, and more. In Alpha 18 we streamlined and balanced the ways players earn XP to support multiple play styles and supporting rolls. We had a lot of feedback from Alpha 17 on how XP was was mostly earned by Zombie Kills, making play styles other than ‘Killers’ invalid as you could only level up by killing zombies. Official A18 Balance Feedback Forum Thread Alpha 18 Official Release Notes XP Earning & Balance

And if you haven’t played it for a while we suspect you’ll come back. We think folks will notice this effort and believe Alpha 18 to be by far the most impressive version of the game to date. You spoke, we listened, and committed a ton of effort and resources to address what the Team and Community felt needed improving. To make Alpha 18 a great build we combed through hundreds of community reviews and forum posts to compile a large list of the most common Alpha 17 feedback.
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It’s bigger than Alpha 17 and is packed full of new content, bug fixes, optimizations, and game balancing. Alpha 18 Stable b155 is finally here, and Team TFP is extremely excited for this release.
