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Update 33: Heart Attack

[h2]Overview[/h2]
Every few years, the survivors of the zombie outbreak are reminded that the Blood Plague threatening their communities is constantly mutating and adapting new ways to kill them. Plague Hearts now only seem to act once provoked,  sending out zombie hordes to infest sites, spread towards your base, and besiege your community!

These Infesting Hordes now create and reinforce Infestations, using them as forward operating bases along the path to your community. When Infestations finally arrive within striking distance of your Home Base, they form Siege Sites, which will grow until they are ready to launch a coordinated assault on your base. These new directed Infestations and Sieges are a more deadly and dynamic threat than you’ve faced before, but can also be controlled with a bit of strategy and grit.

Now, your only hope for survival is to push back the Infestations and keep Sieges under control until you’re ready to take out the source of it all: the Plague Hearts.

[previewyoutube][/previewyoutube]

Update Details


Plague Hearts
  • Now all Plague Hearts on a given map start out dormant - that is not actively trying to seek out and destroy your Base. However, they don’t remain dormant forever
    • Dormant / awake Plague Hearts each have a unique icon on the map and menus
  • As you explore Plague Territory, certain actions now raise the alertness of a Plague Heart until it fully “awakens” and begins sending out Infesting Hordes
  • After a Plague Heart is awakened, it will begin sending Infesting Hordes out to create and reinforce Infested Sites along the way to your Base
    • Awakened Plague Hearts never become dormant again and must be destroyed
  • Destroying a Plague Heart after it awakens will cause all of its created Infestations to wither over time, losing strength and zombies, until they dissipate on their own




Infesting Hordes
  • Awakened Plague Hearts begin regularly launching Infesting Hordes out into the world
    • When arriving at an uninfested location, Infesting Hordes create new Infestations, effectively making an outpost for the Horde
    • When arriving at a currently infested location, Infesting Hordes increase the Severity of that Infestation, bolstering it with even MORE zombies
  • Infestations can also generate Infesting Hordes, though this does lower their Severity as a portion of the zombies pick up and follow a Screamer to a new location
  • If a player owned Outpost becomes infested any active benefits are nullified until the infestation is cleared out
  • Destroy an Infesting Horde before it arrives at a destination to slow Infestation growth
  • The more Noise in your base, the faster Infestations grow and spread to your base - quieter bases take longer for Hordes to locate and reach




Infestations
  • Infestations, once created, have a number above them to indicate their Severity Level
    • Higher Severity Infestations have more zombies, eventually attracting dangerous Freaks like Ferals and Juggernauts into the mix
    • Loot can now drop from killing non-Screamer Freaks present at infestations
  • Since Screamers control Infestations on behalf of the Plague Hearts, killing all Screamers present at an Infestation will clear the Infestation instantly
    • The Severity Level of an Infestation is tied to how many Screamers are present, so you always know how many to look for at each Severity
  • Each Infesting Horde that arrives at an Infestation will increase the Severity Level
  • Each Infesting Horde that leaves from an Infestation will decrease the Severity Level
    • When a Plague Heart controlling an Infestation (indicated by highlighting the Infestation on the map) is destroyed, that Infestation’s Severity Level ticks down over time to 0 and eventually clears itself automatically
  • Infestations also increase the density of the ambient zombie population around them


Siege Sites
  • When an Infesting Horde reaches an infestable location close enough to launch a Horde directly at your Base, it may create a Siege Site instead of a regular Infestation
    • Siege Sites, like infestations can also be reinforced and grow in severity
  • As long as Siege Sites exist, there is a chance for them to trigger a Siege, which results in Siege Hordes being launched from every active Siege Site toward your Base
    • This decreases the Severity of a Siege Site, same as Infestations
    • Siege Hordes are released in waves until every Siege Site has reached 0 Severity and despawn (or Siege Sites are manually killed)
  • The chance of a Siege triggering is represented by your Base’s Threat
    • The number of Siege Sites and their Severity both increase Threat
    • Higher Threat means longer, harder Sieges
  • Siege Sites can be attacked and pruned before a Siege triggers, just like Infestations
    • Killing all the Screamers present will also automatically clear Siege Sites

 
Sieges
  • Sieges have a chance to trigger based on your current Threat level (higher Threat, the higher the chance and difficulty) 
    • The Siege itself takes some extra time before beginning, with the Siege Hordes collecting nearby outside of your base until they decide to strike
  • Unlike Infestations which get weaker as their Severity level decreases, the waves of Siege Hordes released by the Siege Sites launch in order from easiest to hardest
  • Siege Hordes assault the base whether you’re present or not, and once it has been triggered a Siege will only end when all Siege Sites are destroyed or depleted
  • If your active character was not present and contributing during a wave, you will see a Siege Consequence notification letting you know how your survivors did without you
    • Siege Consequences are applied at random based on siege sites and your selected Difficulty, but it’s never good: they range from survivor injuries to facility damage or worse
    • Arriving at your base anytime during a Siege will prevent any Siege Consequences from being applied for that wave and any you’re present for
      • If you miss a few waves you can still show up late and save the day - all Consequences stop when you arrive before that wave’s end
      • Prestige is given to the player at the end of the siege based on each siege wave they are present for


Radio Commands
  • You’re not in this alone - you can use the Radio to send Survivors from your Community to help deal with Infestations while you attend to other matters
  • The “Scout All Infestations” call will consume fuel in exchange for a Survivor driving around locating new Infestations you might not be aware of
  • The “Take out a nearby infestation” call will help mitigate some of the growth by automatically pruning an Infestation on the map for you


Outpost Defenses
  • Similar to Radio commands, your Outposts can also be leveraged to fight back against the Infestations by enabling Outpost Defenses
    • These Outpost Defenses have costs and durations, but when used correctly can provide unique strategies for containing Infestation growth
  • Incendiary Landmines, when enabled on Outposts along frequently traveled Horde routes, will automatically blow them up, along with any ambient zombies as they enter the safezone, preventing Infestation growth
  • Infestation Bait, when enabled on Outposts attract and reroute any infesting hordes that enter the scouting range of the outpost where it is activated
    • It will also slowly deinfest existing infestations in range by forcing them to send out hordes targeting the outpost until either the outpost is infested, the infestations in range are destroyed, or the time limit is elapsed
  • Plague Disruptor, when enabled on Cell Tower Outposts, will greatly reduce the plague heart's sensitivity to actions that contribute to waking it up
  • Hovering over your home base or outposts to see their scouting range. The player will be notified when Infesting hordes, ambient hordes, and freaks that path through these scouting ranges and their icons will be added to the map

 

[h2]Quality of Life Fixes:[/h2]
  • Characters that are busy will now be labeled as such on the community hierarchy screen when changing characters
  • Larger vehicles have increased trunk space
  • First Aid Kits can now be dropped 1 at a time
  • Vertical view angles have been increased when operating your camera
[h2]Bug Fixes:[/h2]
  • Ferals will once again be able to climb walls in Daybreak
  • Some communities that were triggering crashes on load will no longer do so and should be restored to a usable state
  • Using a bandage inside a container is no longer interrupted by closing the container
  • The ranged weapons and ammo tab of the supply locker now sorts caliber correctly
  • Audio on the community creation screen no longer repeats or spams the player
  • We have adjusted the key mapping for sending community members to your legacy pool, fixing an issue where other actions could be bound to the same key


 

COMING SOON: Update 33

Get ready for the latest massive update to State of Decay 2 in Update 33: Heart Attack, launching May 10 and free for all players!

Here's a peek at what you can expect in this long-awaited update:

Every few years, the survivors of the zombie outbreak are reminded that the Blood Plague threatening their communities is constantly mutating and adapting new ways to kill them. Plague Hearts now only seem to act once provoked, sending out zombie hordes to infest sites, spread towards your base, and besiege your community!

These Infesting Hordes now create and reinforce Infestations, using them as forward operating bases along the path to your community. When Infestations finally arrive within striking distance of your Home Base, they form Siege Sites, which will grow until they are ready to launch a coordinated assault on your base. These new directed Infestations and Sieges are a more deadly and dynamic threat than you’ve faced before, but can also be controlled with a bit of strategy and grit.

Now, your only hope for survival is to push back the Infestations and keep Sieges under control until you’re ready to take out the source of it all: the Plague Hearts.



Check back on May 10 for the update and the full patch notes -- you won't want to miss Heart Attack!

Update 32: Season of Giving

We’re making the world merry this holiday season with a new update designed to inspire staying cozy as you strive to survive! Take a peek below for all that’s in store!

[h2]Seasonal Special - Returning Holiday Sweaters & Hats![/h2]
If you haven’t already earned them, log in and play State of Decay 2 between November 29th and January 31st and you’ll unlock five holiday hats and five ugly sweaters in your closet. Check the list below for which new hats and sweaters you can look forward to rocking this year.
[previewyoutube][/previewyoutube]
  • The Candy Stripe Pom-Pom & the Candy Cane Ugly Sweater
  • The Decay Pom-Pom & the Decay the Halls Ugly Sweater
  • The Nightmare Pom-Pom & the Holiday Nightmare Ugly Sweater
  • The Snowflake Pom-Pom & the Blue Snowflake Ugly Sweater
  • The Light Pom-Pom & the Reindeer Lights Ugly Sweater

[h2]Limited Edition - New Outfit Variants![/h2]
We also added a few more outfit variants! They’re the outfits and hats you know and love with a new texture twist. Check them out in your closet now!
  • Five new Winter Beanie variants (Cocoa, Evergreen, Fire, Ice, Snow)
  • Four new Boonie Hat variants (Bugout, Autumn, Urban, Woodland)
  • A new Kraken Hoodie variant (White)
  • A new Shark Hoodie variant (Great White)

[h2]Frosty Bounties In Stock![/h2]
Starting December 1st, the Stay Frosty pack slides back into the bounty broker’s selection while the Critical Response takes its leave until next year. Be sure to complete your Trifecta Pack bounties before they leave the bounty broker’s store in the new year!

Update 31: Dress to Kill

[h2]A Fearsome Return[/h2]
It’s the time of year when our minds turn to spooky stories and ghoulish delights. And there’s no better way to celebrate than with an array of frightful outfits for your survivors!



As our special treat for you, we’ve brought back the Swine & Bovine Apron and Mask as well as our Halloween themed Scarecrow, Jack-O'-Lantern, and Hockey Masks for a limited time. Every player who logs into the game between October 17th and November 7th will have these outfit items added to their closet, absolutely free!

But of course, that’s not all we have this month. Gather close and listen to what’s at the door...

[previewyoutube][/previewyoutube]

[h2]New Outfits for You and Me…[/h2]
Deck your survivors in some new outfit variants to add some flair as you trick or treat looking for valuable resources in the apocalypse! Some variants will be given to you upon logging in and some will require a bit of looting to earn…


[h2]Gifted Outfit Variants…[/h2]
  • Wheellock Tires Mechanic Coveralls: Sometimes it’s just the brakes.
  • Worked Leather Welding Helmet: Not all mechanics can be cannibals, right?
  • Air Snow White Aviator Helmet: A stark reminder of clipped clouds.
  • Spiroil Trucker Hat: Drain your oil, not your wallet!
  • Greygreen Boonie Hat: Keeps you cool when the world is not.

[h2]Outfit Variants placed into loot…[/h2]
  • Little Piggy Towing Mechanic Coveralls: Its cuteness made it a popular merch beyond the valley.
  • Bleeding Heart Aviator Helmet: Spring blossoms that disappear by midsummer.
  • Pink Kraken Hoodie: A popular addition to any good aquarium.
  • Smoothhound Shark Hoodie: Rarely seen, definitely misunderstood.
  • Trumbull County Dress Blue Campaign Hat: Reserved for special occasions and formal events.



[h2]Quick Fix[/h2]
Of course you can’t go trick or treating without a bag to collect all your goodies in! Backpacks and rucksacks should no longer float separated from your characters' body!


[h2]As seasons change, so do Bounties[/h2]
As the Fearsome Footage Pack returns, we say goodbye to the World War II Pack. And remember: this month is your last chance to grab the weapons and outfits from the Open Range Pack before it leaves circulation.

[h2]Age of Empires Hoodie Returns[/h2]
Login and play SoD2 between October 17th and November 7th to unlock the Age of Empires themed hoodie. This custom hoodie returns to celebrate the 25th Anniversary of Age of Empires!

[h2]We’re Here for You[/h2]
Thanks for being here and for playing State of Decay 2. We appreciate your support and your feedback. Find out about more Halloween activities on our blog: http://stateofdecay.com/update-31-dress-to-kill

If you haven’t already discovered our “Wish List” where you can post ideas for game improvements or new features, please visit support.stateofdecay.com and share your suggestions. Many of your ideas have already made it into the game, and more are in the pipeline.

The same URL leads you to full patch notes and our FAQ, so it’s a great site to bookmark!

Update 30: Forever Communities

The Forever Communities update is here!


  • We’ve added the ability to continue playing with a community after completing a Legacy.

  • Characters in your Legacy Pool can now be recruited to active communities via the radio menu.

  • You now have the option to move directly into the home site of your choice when changing maps.

  • The supply locker now supports sorting by type, value, name, and allows you to salvage almost everything.

  • With these new features come new save slots, we now support five save slots!

… and that’s just the headliners. Keep reading to learn more about Update 30.

[previewyoutube][/previewyoutube]

[h2]Forever Communities[/h2]
When completing a Legacy you now have the option to continue playing with the same community!

  • You can either disband your community, or continue playing after completing a Legacy.

  • Before continuing on with your community, you can choose to send individual characters to the Legacy Pool. Those survivors will remain in the pool and will not be included in your continued community.

  • And yes, you keep your supply locker contents when continuing a community!

[h2]Legacy Recruitment[/h2]
Your Legacy Pool is now more accessible than ever!
  • Legacy recruitment is here! We’ve added the ability to recruit survivors from your Legacy Pool into current communities. Check your radio menu!

  • Survivors can now be sent to the Legacy Pool at any time. Mark them from the Community Screen, then talk to the marked survivor to send them on their way. Survivors sent to the Legacy Pool take their current inventory with them.



[h2]A Refreshed Legacy Pool[/h2]
We’ve redesigned the Legacy Pool menu to ease navigation and display more information about your survivors!
  • Mark your favorite survivors to find them more easily!

  • The Legacy Pool now includes filtering by name, leader type, community skills, Legacy count, and favorites.
  • Survivor inventories are now visible in the Legacy Pool. Select a survivor from the Legacy Pool to view their details. Now you can find where your favorite weapons are hiding!



[h2]Supply Locker Improvements[/h2]
We know long-term communities can overflow with loot, so we took a swing at improving the supply locker!

  • The supply locker can now be filtered by name, category, value, and recently added.



  • Facility Mods, Ranged Weapon Mods, and Close Combat Weapons now stack to 99.
  • Salvage (almost) everything! Most items can now be broken down into parts. Go ahead and clean house!




[h2]Moving Maps and Starting New Communities[/h2]
We’ve added quality of life improvements to map moving and starting new communities!
  • Accidentally skip the perfect survivor when making a new community? Not anymore. We now remember the two previously rolled characters in the character selection screen.

  • You now have the option to move directly into the base of your choice when moving an existing community to a new map, for a price.

  • We’ve added the ability to reset your map without changing your difficulty.



[h2]Quality of Life Improvements[/h2]
We’ve also continued our quest to make State of Decay 2 more fun in all sorts of ways, with every single update. Check out the tweaks and improvements below.
[h3]Environment[/h3]

  • We improved a number of interior lighting issues.

  • You can no longer walk through the shipping container by the Banana Yellow Fuel Tank. Believe it or not, we do respect the laws of physics in this game.

  • We fixed a variety of bugs that involved items floating in the air, when they should be firmly on the ground. Primarily trees and rocks.
[h3]Gameplay[/h3]

  • Items dropped on vehicles no longer float in place when the vehicle drives away.

  • Zombies can now see through chain-link fences. Welp.

  • “Let Someone Take Over” option now appears in all Safehouse Outposts.

  • We removed an exploit that allowed sieges to be avoided via character switching at Outposts.
[h3]User Interface[/h3]

  • We added proper Red Talon badging to all items unlocked by playing Daybreak.

  • The Backyard BBQ Pit in Trumbull Valley’s Farmland Compound no longer has a placeholder icon.

  • We removed some erroneous decimals from the Landmark Outpost strategy selection screen.
[h3]Bases and Facilities[/h3]

  • Survivors are now capable of occupying the Scout Tower in the Prescott Fire Station.
[h3]Missions[/h3]

  • During a Mysterious Broadcast mission, if you kill the ex-Red Talon soldier, we no longer hide the location of the hostile enclave that spawns.

  • Trumbull Valley specific mission arcs should no longer repeat for communities who have already played through them.

  • We added some safeguards to protect missions against the case where you find a mission critical item, and then lose it before knowing its significance. This issue is most frequently encountered in the Wilkerson missions in Trumbull Valley.

  • We made it harder to accidentally cancel the final Legacy Mission by adding a hold to confirm option.
[h3]Miscellaneous[/h3]

  • We fixed a bounty description for the Police Sniper Rifle, the text now accurately states that you must kill zombies silently while crouched.

  • We took some feedback from RvidD and improved one of our loading screen hints about plague hearts.

  • Geoffrey decided to add a new trait “Wrote a Viral Tweet”. He has requested forgiveness for his presumptuousness, we’ll think about it.

  • The game should no longer crash when using character recovered from our previous Legacy Arc crash. Due to the nature of this issue, we had to clear the inventory from these characters. Please reach out to support.stateofdecay.com with any concerns.