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State of Decay 2 News

Free to Play Weekend!

It's our first ever Free to Play weekend, bringing you the time-limited opportunity to play State of Decay 2 from your Wishlist, completely free!

(BTW, check out our refreshed Fan Kit, especially if you stream!)

Starting Thursday May 19th at 10am and continuing until Monday the 23rd at 10am PT, you have plenty of time to explore base-building mechanics and flex your combat skills against the zeds. (Don’t worry if that sounds intimidating, there’s a difficulty level that’s right for everyone!) This weekend only, permanently add State of Decay 2 to your library for 66% off, our deepest discount yet. This is the absolute best time to try the game and forge your own destiny in the post-apocalyptic landscape.

[previewyoutube][/previewyoutube]

Mark your calendars and join us for our developer livestream Friday, May 20th, from 3-4pm PT RIGHT HERE on Steam, as well as on Twitch and YouTube to celebrate our anniversary and for your chance to win exclusive swag!

If you're trying out the game for the first time, here's what you can expect: you'll play through a tutorial set at an imperiled military camp and then escape in the nick of time to set up your own base on Providence Ridge. From there, you can move your community to any of our five open world maps. f you played the first State of Decay, you will enjoy revisiting Trumbull Valley and seeing how time has changed the landscape -- and the people.

Also available during the Free to Play weekend are two standalone modes: State of Decay 2’s story mode, Heartland that has advanced forms of blood plague (blood plague walls and the endgame Gauntlet), and the siege mode Daybreak, that pits a hold-out team of operatives against waves of timed zombie attacks. Not sure where to start? Pay a visit to Cash Beaumont, who will greet you with seasonal, rotating bounties to complete in exchange for hard to find weapons and loot. We also recommend our series of YouTube tutorials.



We've been updating State of Decay 2 the last several years with over thirty free updates including new maps, modes, and deep systemic changes (based largely in part by player feedback from the Public Test Realm, our open beta on Steam. Find out how to participate here!) With more updates on their way this Summer, there's more now than ever to explore and enjoy.

We are excited for you to get the hands-on time with the game you deserve, and hope you discover that you need State of Decay 2 spicing up your life. We don't know when we'll offer a discount this deep again so don't miss out. Have fun and remember, no one survives alone!

Update 29: Fields of View

We’ve given our three original maps a graphical overhaul! Drucker County, Meagher Valley, and Cascade Hills all look better than ever.
  • The arid landscape of Drucker County is even more unique. Featuring red rocks, a dusty-yet-clear sky, and drier climate.
  • Meagher Valley received new distant vistas, fresh terrain painting, and foliage updates. Look for deciduous trees along the river valley!
  • Updated foliage, repainted terrain, and improved rocks are just the start of Cascade Hills' graphical improvements.
  • Players can now set their Field of View. Head to the settings menu to adjust.
  • Heavy weapons now destroys fences. Swing away.

… and that’s just the headliners. Keep reading to learn more about Update 29.

[h2]Graphical Overhaul[/h2]
The original three State of Decay 2 maps have all leveled up. Not to be outdone by the newcomers, Drucker County, Cascade Hills and Meagher Valley have received a graphical overhaul.
  • We’ve added new vista elements to each map’s horizon. Look around in each map to take in the fresh views.
  • Foliage and rocks have been replaced with updated versions. Tree and foliage placement has been adjusted to match the surroundings.
  • Skies and nighttime lighting have been adjusted per map. Each map has a unique lighting model and feel. Nighttime brightness has been adjusted to meet Trumbull Valley and Providence Ridge standards.
  • The terrain has been repainted for a more natural look.

[h2]Heavy Weapons Destroy Fences[/h2]
Heavy weapons can now smash fences. Why wouldn’t they? Swing a heavy weapon near a fence to start the fun.
  • Any fence that can be broken by a vehicle can now be dismantled by a heavy melee weapon.
  • Also impacted in the mayhem: Windows, Sign Posts, and a few more props.
  • Note: Despite the name, the Open Range Pack’s Fencing Tool does not destroy fences.


[h2]Field of View[/h2]
Implemented by popular demand! You can now set the field of view in the settings menu.
  • Go to Settings > Video > Field of View to adjust.
  • Field of View can be set to anywhere between 40 and 100 degrees, with 70 as the default value.

[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 fixed a small hole in the ground northwest of Jurassic Junction in Trumbull Valley
[h3]Gameplay[/h3]
  • Axes make sound again when impacting an armored Zombie.
  • The Echo Lab Research Station can once again produce 10 Plague Samples if your community has the Pathology skill, as it should.
  • Gunslinging’s Aim Snap ability no longer removes spread on shotguns. The Aim Snap target will be hit, but the spread is now preserved.
  • The host’s character will now fall when standing on top of a moving vehicle. Sorry to take car surfing away again.
  • We fixed an issue where characters can be stuck in a state where they can’t move after briefly sprinting. This should no longer occur.
  • Dismissing a follow while crouching no longer causes that AI character to crouch walk everywhere.
[h3]User Interface[/h3]
  • Red Talon and Network specific weapons now have small icons in the corner of their inventory squares to help identify them. Note: This iconography is not associated with a Bounty Pack.
  • The Secken’s Work Station site has stopped its lying ways and no longer says its claimable.
[h3]Bases and Facilities[/h3]
  • Updated the Landmark Outpost menu to clarify initial vs ongoing resource cost presentation for Landmark Outpost Strategies.
  • The Haven Device build description now calls out that the player will need to find the Haven Capsule in Trumbull Valley. (hint: Help Izzbee and Dr. Hoffmann.)
  • Instead of constantly enabling and disabling, the “Packing the Bunk” passive now stays enabled in communities with 8 or more survivors.
[h3]Missions[/h3]
  • Refusing to help in “Marshall Stories: New in Town” now causes the mission to fail. That’s what you wanted, right? Jerks.
  • In Heartland, dialogue no longer plays out of order during “Neighborhood Unrest” when Quincy is dead.
  • The Still Life mission now tells you the name of the site where you should go.
[h3]Miscellaneous[/h3]
  • Advanced Toolkits can now sometimes be found in Plague Hearts on Lethal difficulty.

Update 27: Mask Up!

Our latest quality-of-life update includes a variety of gameplay and user-experience improvements, as well as our traditional dollop of Halloween-themed items and outfits!

You can read through the full patch notes for all the details, but here are a few of the standouts:

  • We added three new Halloween masks, and brought back old favorites from previous years.
  • We made a major improvement to the catapulting-vehicle problem.
  • Dead Plague Hearts now show up on the map and report their contents.
  • You can now fit twice as much stuff into the trunk slots of your vehicles.
  • Zombies now do a better job of spawning indoors before you arrive, and can no longer see through dynamic obstacles.




[h2]Mask Up for Halloween![/h2]
To celebrate the zombies' favorite holiday, we’re adding three new Halloween masks to everyone’s closet! All you need to do is load up your community between October 25th and November 1st, and you’ll automatically receive:

Scarecrow Mask — You’ll scare off more than crows with this terrifying mask, designed by the Grim Stitch Factory! Enter to win the real life mask at our contest, here.

Jack-O-Lantern Mask — Light up the night with this frightful mask!

Hockey Mask — Perfect for scaring horny teenagers at a slumber party!


And of course, you can also grab the Halloween costumes from previous years:

The Swine and Bovine mask and outfit are unlocked if you play before November 1st.

The Cannibal Mechanic mask and outfit and the Skeleton Hoodie outfit are still a part of the Fearsome Footage bounty pack, which returned on October 1st.



[h2]The Footage Got Nine Percent More Fearsome[/h2]
Speaking of the Fearsome Footage pack, we’ve managed to sneak just one more movie-inspired weapon into the collection.

The Choppah — “This razor-sharp machete is surprisingly easy to use, making it the right weapon when there's something out there waiting for you.” — Cash Beaumont

[h2]Lost Weapons Revealed[/h2]
In our previous update, we slipped several new weapons into the general loot tables without any fanfare. For players who are interested, here is the list of weapons that went in last month:

M590 Sea and Sky Shotgun — “This naval 590A1 sports anti-corrosion treatments and some nice ergonomic add-ons. Back on the island, I knew a guy who carried one of these. Swore it never let him down.” — Sgt. Kilohana Young

Classic SKS Rifle — “It's not the prettiest weapon you'll find, but thanks to its durability and the millions churned out over the past half-century-plus, odds are you'll find one sooner or later.” — Cpl. Maya Torres

PPQ M2 — “A modern polymer design with great ergonomics and a finely tuned trigger pull. I carried one of these back when I was in Special Forces, but that's all I'm allowed to say about those days.” — Lt. Nigel Meredeth

USC Carbine
— “The badass civilian sibling of the UMP, this rifle hits harder and louder and probably has a couple tattoos to boot. Even if you don't kill your target on the first shot, you'll likely knock it down or at least rip its arm off.” — Kelly Eldridge, Esq.

Blackhawk .45 Revolver — “A beautiful modern replica of a classic cowboy-style revolver. Not for everyone, but if you're looking to make a statement it's nice to have this hard-hitting iron on your hip.” — Helena Cruz

Gladius — “Dude, this sword is legendary. It's just like the one that guy used in that movie. Y'know, where he played the gladiator? What was that movie called again? Damn, that was good shit.” — Brock

Kanabo — “This iron-studded war club may not look as deadly as a katana, but the samurai who used to carry these back in the day would beg to differ.” — Gurubani Kaur



[h2]Red Talon Experiment[/h2]
In response to player requests that Red Talon hero bonuses be more predictable, we have experimentally cut the following hero bonuses from future Red Talon recruits:

  • Reconnaissance (granted by the Dead Zone Runner)
  • Owed Favors (granted by the Consul Officer trait)
  • Utility Vests (granted by the Diehard Veteran trait)
  • Sleeping in Shifts (granted by the Vigil Guard trait)


This means that without these four hero bonuses competing for space on the character sheet, your Red Talon recruits will consistently have hero bonuses associated with the traits that determine their fifth skills.

We’re hoping this will improve the experience of strategizing around these recruits and their capabilities.

NOTE
: A previous version of these patch notes incorrectly stated that the traits had been cut. That is not the case. The traits (Dead Zone Runner, Consul Officer, Diehard Veteran, and Vigil Guard) are still available, as always. They just aren’t linked to those hero bonuses anymore.

[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]Vehicles[/h3]
We identified and fixed a major cause of the problem where repairing a vehicle would cause it to float around the world or fly into the air. Definitely keep an eye out for this one, because we would love to confirm whether it is really and truly gone, or if we have more potential causes to track down.

You can now cram twice as many of a given item into each slot of a vehicle’s inventory. That means two toolkits, six fuel bombs, eighty bullets, etc. Weapons and rucksacks don’t stack.

The Screamer no longer breaks phantom versions of your car windows again and again, across multiple screams. The first time those windows break, they now stay broken.

A missing passenger door will no longer cause an AI passenger to slither continuously back and forth between the front and rear seats, as fun as that was to watch.

Entering the right-rear seat of a vehicle now results in your character slithering all the way up into the driver’s seat., instead of stopping short at the passenger seat.

[h3]User Interface[/h3]
Defeated Plague Heart husks now appear on the Map screen until they are fully looted. Hovering on the icon will give you an accounting of what remains to be scavenged.

Freaks that are integrated into hordes now show up separately on the mini-map alongside the horde icon, so you can clock incoming bloaters and ferals.

Community save slots now display the name of the map where the community currently lives.

We fixed a bug that was causing facility actions to report durations that were one minute higher than their actual durations.

The Gas Station Jackets now have accurate color swatches to help you identify them at a glance in the Closet.

Retailer-specific radio commands that summon exclusive supply drops and vehicles now do a much better job of characterizing what is about to be delivered.

The greedy Daybreak technician is no longer hoarding multiple in-world icons to appear above their head. One is enough.

[h3]Controls[/h3]
The Repair action at the Supply Locker is now consistent for weapons in your inventory and weapons in the locker. By default, this is Hold A on controller, and Hold C with a keyboard.

Characters can no longer leap from ladders, as we found that this was primarily done by accident, and from very high places.

Players using the old-school combined Dodge/Stealth combo button can now interrupt their aim by dodging again, just like they used to.

The Sprint action no longer interrupts aiming unless you have the Toggle Aim option switched on.

If you have rebound your Throw (while Grappling) action to the same button as your Aim action, you will no longer release a grappled zombie and aim your gun at it when you meant to throw it. This will probably only help one specific player. You’re welcome, Matt.

[h3]Zombies[/h3]
Zombies can no longer see through wooden fences, cars, or doors. This should make stealth a lot more intuitive, especially in denser environments. (Thanks to GoudaBuddha for noticing this!)

Zombies will now spawn in buildings before you enter the building. This means that you can predict what you'll encounter before entering buildings, and you shouldn't get ambushed by sudden spawns nearly as frequently while inside. Also, sheds are no longer guaranteed to be safe. Enter at your own risk!



[h3]Outposts[/h3]
Skill training actions at upgraded outposts can now be performed either at the base or in person at the outpost.

The Overpriced Hot Dog Stand and the Freaky Garage in Trumbull Valley no longer claim to be outpostable when they are not.

The Army Medical Tent near Jurassic Junction can now be claimed as an outpost.

We closed an exploit that allowed players to use the Wind Farm’s labor-intensive strategy without sufficient labor.

[h3]Bases and Facilities[/h3]
We reworked the Sturdy Bunkhouses at the Farmland Compound to fix an annoying issue with passive activation pop-ups happening too frequently. Now you have full control over whether you want to use it as a 6-bed facility, or as an 8-bed facility with -5 to morale.

Crafting actions at the Biochem Station now correctly award the skill experience that they say they do.

Base defenders can now successfully climb up into a Sniper Tower built at Camp Kelenqua.

We fixed an issue that was causing community members to walk in circles at the Farmland Compound.

We improved the way that base facility icons are displayed, especially at unusual aspect ratios.

Parking slots now have visible icons, even when you are outside the base.

[h3]Missions[/h3]
We loosened up the spawning requirements for Trade Depot traders, so hopefully, you should find the radio commands to summon them much more reliable than they were before.

Plague Zombies now reliably appear in the initial Medical Emergency mission when you are searching the nearby ruin for plague samples to manufacture your first cure — even if you’ve already scouted the place.

You can now threaten the enclave from Warlord: Weapons for All, even after the mission is over, if you’re tired of their overpriced garbage.

Alexis Carter now leaves when you ask her to, whenever she ventures out of Trumbull Valley to trade on the other maps.

Early Builder, Sheriff, and Warlord missions no longer automatically pin themselves over your other ongoing missions.


[h3]Other Stuff[/h3]
Stacks of items are now re-merged in your inventory when you select a skill specialization that increases their limits.

We’ve killed all remaining uses of the “slow” animation for picking items up off the ground. No more running into one particular item that seems much harder to pick up than the others.

The benefits to ammo stacks from having the Assault skill are now being correctly applied to multiplayer clients.

We removed the Red Talon weapons and the Timberwolf from the Rare Weapon Container loot table, as those weapons were available from other sources, and thus more disappointing to roll at random.

We increased the cooldown on the dialogue line that explains that you cannot claim a site within plague territory. We suspect that everyone gets it now, and it was getting repetitive.

We also fixed numerous minor issues with environment art, collision, navigation, and character outfits.

Update 26: Homecoming

Welcome Home to Trumbull Valley

The Homecoming Update brings the story of State of Decay back to where it all began: the idyllic community of Trumbull Valley. This map has appeared twice before in the game’s history, but never before has it been this gorgeous, this detailed, and this full of places to search and loot to find.

[previewyoutube][/previewyoutube]

Here’s a quick overview of what you’ll discover in the Homecoming Update. Read on for more details!
  • New Core Map! Trumbull Valley joins the roster of towns that welcome your new or ongoing community.
  • New Missions! This map includes several new missions ONLY available in Trumbull Valley. Some continue the stories of familiar faces such as Ray Santos and Mickey Wilkerson, while others introduce new storylines to the valley.



  • New Stuff! By exploring Trumbull Valley you can discover ten new weapons, a dozen new hats and outfits, and an exciting new thrown explosive … all of them unique to this map.
  • New Bases! From the tiny Checkpoint Delta starter base to the massive Farmland Compound, Trumbull Valley offers six new bases for you to claim and make your own.
  • New Bounties! The Trifecta Pack offers 12 new bounties to complete, themed as three collect-them-all sets of matching weapons and backpacks.
  • Game Improvements! You might think that a new map and a new bounty pack is enough for an update, but we’ve been busy with additional targeted improvements as well.

We hope you enjoy the new content and improvements in this update. As always, thanks for playing State of Decay 2!

— the Undead Labs development team

[h2]Trumbull Valley, Like Never Before[/h2]
A smaller version of the Trumbull Valley map previously appeared in State of Decay 2: Heartland. The Homecoming Update delivers a full-size version of Trumbull Valley for the core game, reintegrating the Mount Tanner and Fairfield regions to the map. Long-time players can now explore every bit of the area they remember from the first game (and that they’ve been asking for on the wishlist).

[previewyoutube][/previewyoutube]

As part of transforming Trumbull Valley into a core map, we also tweaked the landscape and visuals in many places. This allowed us to add plenty of new sites to scavenge, along with new sights to behold.
[h3]The Trumbull Saga Continues Here[/h3]
The stories in Homecoming take place after State of Decay 2: Heartland and form part 3 of the Trumbull Saga, a story that began all the way back in the original State of Decay.

By exploring the new Trumbull Valley, you can see how this region has evolved since the original game. The landscape shows the impact of key characters, factions, and events of the past two years of the apocalypse. Many familiar faces from prior chapters of this saga return in Homecoming, resulting in the revival of old rivalries … and the birth of new alliances.

If you haven’t yet played through the stories of State of Decay: Year-One Survival Edition or State of Decay 2: Heartland now’s a great opportunity to brush up on the history of Trumbull Valley … but don’t worry, you’ll be able to keep up even if these stories aren’t fresh in your memory.

[previewyoutube][/previewyoutube]

[h3]Unique Discoverable Content[/h3]
Trumbull Valley is the first map to offer a wide variety of items that you can’t find on any other map. To discover these weapons and outfits, you’ll have to search the map, complete missions, and talk to local survivors.
  • FAL: This ubiquitous rifle is a Network favorite, handed down from survivor to survivor.
  • AKS-74U: Once used by Soviet special forces, this weapon is durable, compact, and easy to use.
  • Škorpion 61: A fast-firing sidearm favored by many Network operatives (and our wishlist).
  • SVD: A grizzled, adaptable rifle useful in many scenarios.
  • APC9 RT: A modern submachine gun never fully deployed to the global forces of Red Talon.
  • MCX Osprey RT: A robust, modular weapon system intended for hard use in the field.
  • Souvenir Caveman Club: A perennial top seller at the Jurassic Junction gift shop.
  • Dino Jawblade: A lovingly hand-crafted display piece that’s dangerously lethal.
  • Eli’s Mighty Socket Wrench: Another fine product from the Big Ass Wrench Company.
  • Wilkerson Special Reserve: An explosive bottle of the Wilkersons' infamous Batch #11.
  • Tanner Ranger Hat: Brush up on your local lore before putting this one on.
  • Trumbull County Sheriff Hat: A symbol of those who protected the valley’s highways and byways.
  • Pilot Cap (Midnight Black): Once worn by those who would slip the surly bonds of earth, but now mostly a fashion statement.
  • 3 Trucker Hats: Jurassic Junction, Little Piggy Towing, and Fork in the Road Diner.
  • 3 Basic Tees: Chilichonga on a Stick, TRexpresso, and Red Talon Security.
  • 3 Gas Station Jackets: Big Daddy Auto Repair, Wheelock Tires, and Bronto Gas.




We’ve also populated the map with dozens of discoverable experiences that you can stumble across, from breathtaking vistas and viewpoints, to quirky or even disturbing scenes left by former denizens of the valley. Some of these discoveries unlock commentary from your survivors, while others conceal useful gear. If you’re the type of player who loves exploring every nook and cranny of a map, Trumbull Valley has plenty of surprises for you to find!
[h3]Six New Bases[/h3]
Trumbull Valley wouldn’t be a core map without a plethora of new bases for your communities to try out.
  • Checkpoint Delta is a small, easy-to-use starter base. Its location at a key central highway intersection makes it a great jumping-off point for scavenging runs.
  • Tranquility Factory demonstrates the ingenuity of post-apocalyptic survivors, showing how to transform a soulless installation into a bastion of inner peace.
  • Pterodactyl Ptark stands as the spiritual successor to Heartland’s Jurassic Junction base. Located in Spencer’s Mill, this unique two-level base demonstrates how survivors let nothing go to waste.
  • The Red Talon Daybreak FOB is an abandoned high-tech base that includes built-in advanced facilities normally only unlocked by playing the Daybreak mode.
  • Fort Marshall is a fenced military base left behind after the Army completed their post-Heartland activities. In addition to valuable built-in facilities, it also offers great scavenging opportunities in the resource-rich town of Marshall.
  • The Farmland Compound is a large collection of buildings near the middle of the map, with a view of the surrounding fields. In the right hands, it can become a model of self-sufficiency.
[h3]Visit Trumbull Valley Today![/h3]
You can explore Trumbull Valley and its secrets by starting a new community and choosing Trumbull Valley from the list of maps. Or you can travel to one of the in-game map exits and relocate your existing community to Trumbull Valley. Either way, you’ll get to see everything that Trumbull has to offer!
[h2]Trifecta Pack[/h2]
The Homecoming Update also includes the game’s twelfth bounty pack, which features a dozen new items you can earn from the Bounty Broker.



The Trifecta Pack is a little different from previous packs, in that it includes three mini-themes of matching items. Each mini-theme includes a melee weapon, a primary firearm, a sidearm, and an ultra-lightweight backpack that are beautifully color-coordinated, allowing your survivors to deck themselves out in glorious style.
  • Hard Candy: This brightly colored set includes the Sweet Spot Bat, the MAC-11 Jaw Breaker, the M4 CQBR Mob Stopper, and the matching Hardy Candy Daypack.
  • Precious Metals: If you prefer your gear a bit more decorated, you can equip yourself with the Gilded Kukri, the Gold Fever Revolver, the Golden Honcho AK-47, and the Filigree Daypack.
  • Race Guns: Perhaps you’re more interested in pure speed? Try out the Armorer’s Wrench, the Czech M8 pistol, the MPX Competition SMG, and the Competition Daypack.

Each of these 12 new items can be earned by completing the appropriate bounty from the Bounty Broker. Collect a coordinated set for each survivor or mix and match to your heart’s content!
[h2]New Achievements[/h2]
We’ve added two new achievements to the game to reward you for exploring the Homecoming Update:
  • Lily, We’re Home (30 Gamerscore) — Claim a base on the Trumbull Valley map.
  • You’re So Fine You Blow My Mind (20 Gamerscore) — Complete Mickey Wilkerson’s story in Trumbull Valley.

This brings the total Gamerscore available in State of Decay 2 up to 2400! You can also earn Microsoft Rewards for these achievements. Activate your punchcard today on your console.

[h2]Other Fixes and Improvements[/h2]
We’ve also implemented a wide range of targeted improvements and bug fixes to various parts of the game.
[h3]Enhanced Ammo Stacks[/h3]
We’ve rebalanced the stack sizes for all ammunition in the game, raising most of them by 25-100%. The new stack sizes are:
  • 80: Pyro Launcher
  • 64: CLEO Ammo
  • 60: .22 cal
  • 40:56mm, 7.62mm, 9mm, .357 HP, .44 Magnum HP, .45 cal, 12g shell, Light Bolt
  • 20: .50 AP, Standard Bolt
  • 4: 40mm grenade, Starshank
The Assault skill (and the Warfighting skill) now offer a +25% bonus to ammunition stack sizes as soon as you specialize. The bonus increases to +50% at seven stars.

So an Assault specialist (or a Red Talon Warfighter) can now carry 90 rounds of .22 caliber for their Fake-A 47 in a single stack, saving two inventory slots! Thanks for putting this on the wishlist!

(Note that this skill benefit does not apply during Daybreak — though the baseline stack sizes do.)



[h3]Combat[/h3]
  • We fixed a bug that caused awkward hitches and pauses between melee weapon swings if you hammered the button fast enough.
  • Melee weapons — especially heavy weapons — are no longer as sensitive to players accidentally queueing multiple attacks while button-mashing.
  • Finishing moves against zombies can now be prompted and triggered mid-attack, making them much more available in the heat of combat.
  • Characters who have specialized their Fighting skill now default to using one of the faster finisher animations if they are surrounded by multiple zombies. So experienced fighters no longer get stuck on the ground, slowly crushing a zombie’s head, while simultaneously getting mobbed by the zombie’s friends.
  • The rolling dodge unlocked with Acrobatics no longer automatically replaces the regular dodge. Now you can choose to trigger it by holding the turbo button while pressing dodge (LB + B or Left Shift + C or Middle Mouse). This one was released a while ago, but we forgot to include it in the patch notes.
  • Healing from a bandage is no longer interrupted by common getting-around actions like hopping a fence, opening a door, getting into a car, or climbing a ladder. Combat actions will still interrupt it, though.
  • The Assault Plague Heart radio command no longer ends abruptly if there are no zombies present when the enclave arrives.
[h3]Enemies[/h3]
  • The plague heart’s gas attack now does a reasonable amount of plague damage to survivors, scaled by difficulty level. So definitely keep your distance.
  • Hordes now perform an additional check as they spawn, to get out of the way of moving players and ensure that they don’t spawn on top of your car. At higher difficulty levels, this means we’ve closed out one (hopefully final) source of Surprise Road Bloaters.
  • You now earn 50 Influence for each 100 zombie kills (rather than 5 Influence for every 10 zombie kills). The payout is the same, but you get it in larger, more meaningful chunks.
  • Screamers now shatter nearby windows when they howl for other zombies. This has no effect on gameplay, but it looks neat.
[h3]Vehicles[/h3]
  • Survivors now leave the headlights on when they get out of a vehicle, making it much easier to explore at night if you plan things right. Each player can only have one vehicle doing this at a time, so if you switch vehicles, your previous vehicle goes dark. (From the wishlist!)
  • Vehicles with plows attached to the front now have more engine health than other vehicles, making them capable of running down more zombies head-on before they explode.
  • Followers now work their way into the passenger seat when they get into a vehicle with you, rather than sitting in the back like you’re their chauffeur.
  • Followers now get out of vehicles at the same time you do, rather than politely waiting for you to get all the way out first.


[previewyoutube][/previewyoutube]

[h3]Missions[/h3]
  • The Warlord: Weapons for All mission now offers more pragmatic (rather than psychotic) dialogue options, and lets you end the interaction peacefully without having to drive all the way home. The weapon dealers' inventory is also much better.
  • The Builder: Useful Utilities now recognizes the Wind Farm as a valid source of power, and doesn’t try to make you double up on generators.
  • The (Military Enclave): An Offer to Join mission now unblocks the Learn About Survivor dialogue option, so you can tell what you’re getting into with these people.
  • The (Booze Enclave): An Offer to Join mission no longer auto-recruits when you reload the game, foisting survivors on you that you probably did not want (given how they behave during their other missions).
  • The teaser mission to escort a stranger to Trumbull Valley now ends with them fading out gracefully at the map exit.
  • The Strengthen Our Base mission no longer breaks if you jump the gun and pick up the Materials too early.
  • By popular request, the Independence Pack no longer generates random missions and traders. If you want Independence Pack gear, you can still call the trader over the radio at will.


[previewyoutube][/previewyoutube]

[h3]User Experience[/h3]
  • The exclamation point badge on the How to Play menu is no longer visible for every new community you start. This is the most important and exciting fix we have ever made.
  • We fixed an issue on the map screen that caused some sites not to highlight the icons for the Plague Hearts that had claimed them.
  • Multiplayer clients no longer see all outposts labelled with a negative number.
  • The map flyout for outposts now correctly show their upgrade level, instead of always showing level 1.
  • Swapping weapons while within interaction range of a character no longer kicks off dialogue with that character.
  • In-world mission markers no longer blink on and off for missions that have timers (like sieges).
[h3]Community Management[/h3]
  • The Cooked for the Squad Red Talon trait no longer reduces Infection Resistance for the entire community — only for the disgusting individual with the trait.
  • The beds in the Lounge facility now count for characters who get a Morale boost from sleeping outdoors.
[h3]Exploits[/h3]
  • You can no longer build up unlimited Materials by cycling the Map Difficulty repeatedly while living at the Firewatch Fortress.
  • You can no longer cheese CLEO Relay sieges by driving away from base.
[h3]Miscellaneous[/h3]
  • We fixed two bounties in the Open Range Pack that were inadvertently offering zero influence for repeated completions.
  • We made numerous minor fixes to user interface, environment art, collision, weapon grips, and performance.


State of Decay 2 celebrates 10 million lifetime players with remastered map




We weren't particularly hot on State of Decay 2 when it released, but that hasn't stopped 10 million players from shooting up some zombies and building up their randomly generated zombie-shooting parties. Undead Labs celebrated the milestone by announcing a major new DLC at Gamescom...
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