7 Days to Die
7 Days to Die A21.2 Update Patch Notes: Perma Death, Twitch Actions, & More
Posted on by justin
Are you a hardcore 7 Days to Die player? If so, the latest 7 Days to Die update, A21.2, is perfect for you. This update adds a new perma death penalty setting, which means you're only ever one mistake from a new game! Here we'll dive right into the 7 Days to Die A21.2 patch notes and all of its big changes and additions.
7 Days to Die A21.2 Update – Patch Notes Highlights
Following the A21.1 update, the 7 Days to Die A21.1 patch adds a new Death Penalty setting. As its name implies, you can change the level of consequence when your character dies. For instance, you can set your instance to have no penalty upon death, such as XP and food loss. On the other hand, you can set the Death Penalty setting to the maximum. If so, your character completely resets when you die. It’s similar to starting a new game since your entire progress for your previous character disappears. Apart from the new death penalty setting, this update also brings new bit actions for Twitch streamers. These new actions include #cacti, #mixup, and #spoil_boxes. Note: This patch is still experimental, so players will likely experience some bugs and glitches when installed.Full 7 Days to Die A21.2 B14 Patch Notes
Experience the 7 Days to Die A21.2 update by logging into your Steam account and navigating to your game library. Then, click the “Update” button in the 7 Days to Die window to download and install the patch. With that, you’ll find the full patch notes for this update below:Added
- Death Penalty settings
- #cacti and #ember_piles as new bit actions for Twitch
- #spoil_boxes bit command for Twitch
- #mixup bit Twitch action to mix up the backpack and toolbelt items
- Three bit teleports for Twitch as Extras
- #blind bit action to blind the target and their party for 10 seconds
- #destroy_toolbelt bit action that destroys all the items in a target's toolbelt
- Dismantle Vehicle bit action to break down a vehicle into parts
- Rename_signs bit action to rename all the signs/containers in your land claim area
- Unload Ammo bit action that unloads all weapons in your toolbelt/backpack
- Lost Twitch bit action that removes all map data and waypoints and teleports you a short random distance away
- Player Inventory Preference System.
- Tall Cacti have a bottom cap
- Player will be teleported from the full trader-protected area during a blood moon
Changed
- Increased max particles of a type per entity to 3
- Lock AdminTools queries while reloading so no invalid state can be received
- Descriptions for teleports now show the distances
- Set AllowedRotations property to No45 on Land Claim Blocks to prevent clipping
- Enabled mesh collider convex on various doors to prevent players from getting stuck in them
- Updated collider on modularFireWoodStackC to allow projectiles to pass around them more easily
- Bird nest material and max damage to match particles and sound when harvested
- Updated collider for brick_half_destroyed04
- Updated colliders for couchModernCorner to allow projectiles to pass around them easier
- Removed Damage Mitigation from Grandpa's Moonshine and Pain Killers to prevent 100% or higher buff stack up
- Reworked values for WaterChangeOT for Pain Killers, Steroids, Recog, and Fort Bites to match the new durations
- Reduced Damage Mitigation of Fort Bites from 50 to 40
- Reduced water loss of Fort Bites from 30 to 20
- Updated localization of Physician ranks 2 and 4 to reflect the 20 and 40% crafting time reduction to items in the chem station
- Updated localization for critical hits journal tip
- Updated tags on zombieBurntFeral to include "walker"
- Updated some logging for mod loading for better readability
Fixed
- Double Barrel Shotgun zooms while in a hip fire position. Additional change made, which increases the range for the AoE knockback of Repulsor mod to be in line with the shock radius (both are now 1.3)
- Non-visible downgrade, destroy and death particles due to origin
- Particles were tracking for none entity ID and forced creation
- Reloading the toolbelt window group causes exceptions on picking up/dropping items
- Player names in persistent data now get updated when logging in again
- Server permissions file no longer reloaded on own changes, only actual external changes
- Error message on failing to load an AssetBundle now includes the requested filename again
- Buried Supplies quests keep the Twitch Quest Cooldown active after the quest is complete
- Reading a treasure map or using glass while in the modification menu messes up the UI
- When loading into the prefab editor for the first time, it lets you build without clicking Create New Prefab, leading to inability to save work
- #setbitpot does not show correct localization
- Issue that could cause food to not fill up all the way if moving on respawn
- World creation had the default size set to 8 (now 4096)
- World Creation window combobox for world size now shows all valid values from 1024 to 10240
- Random Teleports would not teleport you within a POI bounds.
- Opening a container directly above the treasure cache will complete treasure quests
- Mixup did not work on vehicles
- Players stuck in closed commercial doors v1v3
- Rain particles do not collide with glass
- Issues with curing sprained leg and arm at the same time
- Issue with buffs that caused Goldenrod Tea and Pure Mineral Water to play the "player sick" sounds after consumption
- Issue with harvesting camping chairs
- Switching from ADS to hands with num keys will result in stretched arms
- Roadside_checkpoint_05 rollup door open/close state alternates on chunk load
- For clients on dedi switches powered by generators may not always function in non-power restore quests when they should always have power
- Triggers sometimes stop working after a POIReset
- Switch triggers can load in a broken state, which is directly tied to a player save, some switches alternate between states with game reloads
- For clients on dedi switches powered by generators may not always function in non-power restore quests when they should always have power
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