[DGP] 7 days to die hacks

( Updated : October 23, 2021 )

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FRK Craftable Candy – 7 Days to Die Mods A19 Official Release Notes | 7 Days to Die
FRK Craftable Candy A19 Official Release Notes
Candies could be looted from food containers but the best way to acquire it is by buying it from a working drink vending machine that will reset. DemolitionsExpert > AtomJunkies · FromTheShadows > CovertCats · LuckyLooter > EyeKandy · SalvageOperations > Hackers · Physician > HealthBar · LockPicking >. Deal 50% more sneak damage. Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot. Hackers – These. Hackers are fine. Jail Breakers are If you haven't changed lockpicking or rebalanced it, they are more or less useless, since you can. We quickly cover the effects for the Kandies and then go and find examples in game of the effects. Atom Junkie – Atom sized candy and atomic. 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. 17 votes, 37 comments. I just want to feel the community of 7 days to die out. What are, in your experience, the worst habits players in 7. I've never heard the like in all my days," Mother said. "Did Father's babymaker hurt you? She's the one who got the dollar's worth of candy," we said.

Hey Survivors, We are proud to announce that the Alpha 19 Stable is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum bug reporting pool. Alpha 19 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advises you to delete you 7 Days save Game data folder before playing. TFP is extremely excited for this release. Read on for more information! 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. 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. We added a brand new interactive loading screen with over 20 tool-tips on how to play the game from basic to advanced. It also looks better with new HD screenshot backgrounds. 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. 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. 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. 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. 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:. 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, unique combinations of music. 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. Trader quest rewards scale similar to this system. We will be continuing 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. 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. We have improved many of the quest types and even added new quests here are some of the improvements. 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:. 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 all over 40 new or updated locations and counting. Some of the new or re-imagined locations include:. 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:. This was changed to give less desirable perks more bang for the buck. 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. Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings:. We plan on capturing many things to help balance the game and improve the overall experience only generic game-play data all of which is already been covered in our EULA. For Alpha 19 we are capturing the most important data for balance and progression. We are not capturing and storing any personnel information from users such as. B Forum Release Notes. 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. 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. 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. 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. Tech 0 GS — 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. 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. 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 Bedrolls Player owned vehicles Traders Thrown spears Air Drops Quest Improvements 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. 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. 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. 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! Desert Vulture — This. 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 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 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. New Candy 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! Covert Cats — Be a cool cat and have it made in the shade with Covert Cats. Eye Candy — Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot. Jail Breakers — Be the daddy to that stubborn lock. Nerd Tats — Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits. Fall damage immunity. Skull Crushers — Rock hard candy that gives you a rock hard punch. 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. Drop a bomb — Sprinting power attacks can knock down your opponent. 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. Steel Spears — Craft steel spears. Strong Arm — Spears travel faster and further. Punctured Lung — slows your target. 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. 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. Strength Perks Sexual Tyrannosaurus has 4 ranks instead of 5. Heavy armor was moved from Fortitude to Strength and now only has 4 ranks. Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank. Light Armor and Parkour now only have 4 ranks. Yeah Science is removed and its perks are merged with various other perks. AI Improvements 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. 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. 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. 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. Random Worlds can now have over unique POIs that can spawn! Also added additional stumble animations when breaking through obstacles. Added zombie swim animations to support new swimming system for zombies. Updated various zombie characters and player arms with new models. Dynamic Resolution 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 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 Scale — The percentage to scale down 3d rendering when mode is Scale. Vehicles We have done a number of improvements to vehicles listed below. For instructions check the serveradmin. Visual clue for text orientation on player storage crate Radiated vulture vomit attack sfx. QL6 primitive items drop at GS Auger no longer has a low priority to be for sale at traders Cooking pot land mines cannot be picked up Added dysentery chance when eating rotting flesh and raw meat Radiator only drop radiators when harvested with a wrench Reduced snow storm particle saturation and opacity Hop seeds are now found in loot Food poisoning is removed, but some foods can now cause dysentery. Plain bandages can not be used without bleeding. Both food and water stats increase up to along with HP and stamina. Removed unneeded small signs, street lights and trees from rwg poi list Linear color space balance on ammo display cases and gun racks Changed primative colliders to mesh collider on all cars Tier 1 quests no longer offer Armor, Weapons or tools as a reward Party size from 6 to 8. Updating old barrel fire particle effect. Campfire and forge tools have a small icon to show that they belong to a workstation Barrels are containers. Removed Texture Streaming video option and made streaming always on Ammo drops are less abundant in the early game, blunderbuss ammo and iron arrows can be more common. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages. Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it. Go find yourself a schematic. All small game rabbits and chickens and large game boars, and deer spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn. Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night Shotgun damage and auto shotgun rate of fire reduced. Added floats so spawning of zombies and predators are less predictable. Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Wolves have a very small chance to spawn in forests during the day Increased push up motion when player is stuck Increased chance of getting criticals on the 2nd hit Nerfed water cooler loot to drop 12 pure waters instead of 1 to 4. Collider hinders player movement saw horse block shape Impact particles have material color overwritten when spawned Handheld torch no longer burns underwater Unable to harvest animals and collide with zombie corpses Chemstation emission light blinks in and out while moving around it AudioManager Play using wrong origin pos for SignalAI Trader Bob profile pic missing from UI Atlas. Handheld junk turret does not get the rate of fire increase from the perk Some objects have extremely small render distance Cars pop up when you harvest them God mode speed hotkeys not working for x and z movement If you catch a vulture on fire, the fire stays in one place while it flies around. Upgraded wood planks seem to be too shiny Glass Pane is way too reflective including the frame Grass and trees not spawning on many sloped areas Players could still be immune from a previous death at next blood moon Trees have some color issues since linear lighting update Trees change colours when falling. Edge alignment on destroyed concrete set. Using turret inventory changed player camera when in 3rd person view Player model jumps forward of the player camera when accessing an auto turret inventory Shocked buff not following ragdolled bones You can have a splinted and sprained leg at the same time Collider tags using the same name for upper and lower arms Treasure quests now use Nav Objects. Sun shafts turning off early on sun Updated JoelRagdoll prefab with the new Joel2 model Fixing shadow casting error. Rockets using car explosion particle effect PerkFromTheShadows updated, stealth rules explanation improved on perkHiddenStrike. Barbed Wire block has buff issues, too large area affected Damage based camera shakes now working again Moon light intensity staying decreased from lightning Removed large scratch texture artifact Multiple Black glass materials caused by incorrect texture settings Being able to look under a water plane when above Wall light prefab set to wrong mode Green ambient values Broken leg buff resets on relog. Listed water cost on drugs fortbites and recog is incorrect Black industrial glass Clients on mp games cannot turn weather survival off God mode enabled message shows on joining game when god mode is not enabled Kicked while in camera screen spams errors and warnings in console Reduced grass saturation Dark cotton and Chrysanthemum materials in shadow Create window store set that has unbroken full panes of glass Foliage brightness fix for linear color space Tree branch brightness fix for linear color space Fixed tree trunks using incorrect internal speed tree shader to use speed tree standard shader for linear Spear stuck in ground disappears when player dies or relogs Stone arrows showing as generic bag SMG turret clips into block above it. Distant gun sounds not working Replaced old supply crate landing effect with new one. Electric fence wire causing PhysX errors in console Several more weapons had no sound if modified to auto fire Missing explosion on cars. Offset car explosions. Wood particles getting stuck on surfaces. Changed Item Compare to use Base Values. Show colored values for modded values in ItemInfo when not comparing. Ranged damage not updated in modify window when mod is installed. Fixed incorrect sound effect and visual in acid impact effect. Fire particles appearing in acid puke particle. Better Barter works on player vending machines. Corpses starting with damage by attacks that do multiple hits Buried supplies quest do not fail if another player destroys the chest. Food does not heal after you eat broken glass. Also, please reconsider your diet. Fixed chainsaw and auger reload sound playback. Sniper, Tactical,.