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Update 22: Fearsome Footage

A Celebration of Fear

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 and weapons for your survivors!

As our special treat for you, the Swine & Bovine Apron and Mask set is available for a limited time only. This horrifying outfit is a twisted reinterpretation of our favorite in-game eatery. Every player who logs into the game between October 28 and November 4 will have these two outfit items added to their closet, absolutely free!

We’re running a 30% sale discount through November 2, so tell your friends to get in on the scares.

But of course, that’s not all we have this month. Gather close and listen to what’s at the door... and read to the end for details on our latest community contest!

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[h2]Scary is Back in Season[/h2]
This month we welcome the Fearsome Footage Pack, newly expanded for our Steam audience! The previous seasonal pack has grown from 8 bounties to 11, and also includes a new outfit to loot. Here’s a list of all the terrifying goodies waiting for you:

(NEW) Cricket Bat: Finally, something to do with that sturdy souvenir from your trip across the pond.

(NEW) Frightful Mechanic Coveralls: If you don’t remember the cult classic “Cannibal Mechanic,” you didn’t watch enough cable TV in the 80s.

(NEW) Bronto Gas Mechanic Coveralls: You can find a non-burned version of the mechanic’s outfit by searching garages, carports, gas stations, and auto shops.



(NEW) Frightful Welding Helmet: Back in my day you had to make your own version of this horrific movie mask to wear to conventions, but now you can buy it online.

Señor Pokey: Although it was originally designed for a quite different type of undead enemy, it works quite well against zombies too.



Barbed Wire Bat: Looks particularly intimidating when paired with a leather jacket.

Slasher Machete: This time around, YOU get to be the unstoppable killing machine.

1911 Long Slide: Not so scary? Your enemies will think differently when you’re pointing this accurate long-barreled pistol in their direction.

SPAS-12: This semi-automatic shotgun is just the thing for defending your home against undead trick-or-treaters.

Uzi 9mm: If this handy submachine gun is good enough for an unstoppable killer robot, it’s good enough for you.

Skeleton Hoodie: Scary and stealthy, all wrapped up in one cozy package.

Juggernaut Mask: I wouldn’t go around knocking on doors wearing this grotesque mask, but you be you.



All the previous bounties associated with this pack will be reset, giving you the opportunity to earn these rewards (plus extra influence, if you were around to complete them the first time the pack was in circulation).

[h2]Quick Fix[/h2]
We got some reports that the Mare’s Leg bounty in the Open Range pack wasn’t accepting kills with Assault Pistols as we’d hoped. In the latest update, this is fixed, so go to town with with your souped-up gear!

[h2]Community Contest[/h2]
We're running a riddle-based screenshot competition from now through November 5! Every day a new clue will be posted. If you solve all seven riddles and submit a screenshot that follows our official contest rules, you could win some real-world State of Decay prizes! Visit https://stateofdecay.com/ffcontest for all the gory details.



[h2]Sailing Away...[/h2]
As the Fearsome Footage pack returns, we say goodbye to the Plunder Pack. But don’t you worry, me hearties, you’ll hold on to any of the booty you earned from this swashbuckling set. And we have a feeling these scurvy dogs will sail back into port before too long...

Speaking of comings and goings, we’re just one short month away from the next all-new content pack. This set, called the Stay Frosty Pack, features outfits, weapons, and other items designed to help you survive the long, cold winter ahead.

And remember: this month is your last chance to grab the weapons and outfits from the World War II Pack before it leaves circulation.

[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.

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 21: Custom Difficulty feat. The Open Range Pack

Howdy there, buckaroo!

Last month, we mentioned that we had exciting stuff on the way. Now it’s time to share what we’ve been working on! Here are some highlights:

  • Customizable Difficulty: You can now adjust your game difficulty using three separate aspects: Action, Map, and Community. This lets you tune your experience to better match what you’re looking for!
  • Open Range Pack: This new Western-themed content pack includes iconic revolvers, lever-action rifles and shotguns, and a wealth of hats and outfits inspired by the Old and New West.
  • Access Survivor Inventory: You can now access the inventory of anyone in your community just by walking up to them!
  • Hide Character Backpacks: You now have the option of hiding the backpacks carried by your community members, letting your carefully chosen outfits take center stage.
  • Facility Flexibility: Long-duration actions on facilities (such as upgrades) no longer block you from performing quick actions (such as crafting).


So how about you pull up a chair and read on? We think you’ll enjoy what’s on tap.



[h2]Customizable Difficulty Sliders[/h2]

Way back in March of 2019, we introduced the Dread and Nightmare difficulty levels in the “Choose Your Own Apocalypse” update. Then in Update 18 we added the Green Zone: a new, calmer challenge for players looking for a different experience. But based on your Wishlist (linka linka linkety link) requests, you wanted even more options for fine-tuning your game experience. Message received!

This feature represents the next big step in our evolution of player choice and empowerment. Our new Difficulty Sliders allow you to customize the difficulty levels for three different aspects of your State of Decay 2 experience, using the familiar settings of Green, Standard, Dread, and Nightmare for each aspect.

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  • Action: Adjust the number and toughness of zombies, the rarity of freaks, the deadliness of hostile humans, the durability of vehicles, and the virulence of blood plague.
  • Map: Make it easier or harder to scavenge the world and find the resources, weapons, items, and vehicles you need to survive and thrive. This slider also increases or decreases the number of plague hearts on your map.
  • Community: Tweak the challenge of building and maintaining a healthy community. Skills might improve faster or slower, morale is easier or harder to keep up, and resource costs and influence gains are increased or decreased, among other variables.


With the Difficulty Sliders, you can fine-tune your difficulty settings to find just the right recipe for your taste. For example, if you prefer a quiet, desolated wasteland,you can turn up the difficulty on the Map slider and turn down the difficulty on the Action slider. If you like your combat extra-bloody but don’t want to stress over scavenging and community management, crank Action all the way to Nightmare and set your other sliders at Standard or Green. With 64 different combinations to choose from, we think you’ll enjoy customizing your game experience in just the right way for you!
This feature has some impact on other areas of the game.

Achievements: Any achievement that was previously tied to a single overall difficulty zone is now tied to the minimum difficulty set across all of your sliders. For example, you can earn the True Grit achievement with a mixed set of difficulty settings, as long as all three sliders are set to Dread or higher.

Multiplayer: Difficulty sliders can only be changed during a single-player session. When a client joins your multiplayer session, they will receive a notification of that game’s Action slider setting.
Map Changes (From the Wishlist — link)

Changing your Action or Community slider will not require you to relocate to a new map. Only a change to your Map slider will force your community to a new version of your map.

Keen-eyed players may notice that there’s a fifth, unnamed difficulty level that’s teased on the Difficulty Screen. It’s too early to talk in detail about this upcoming addition, but from its position to the right of Nightmare you might be able to guess that it’s aimed at players who enjoy even more chaos and carnage in their apocalypse.

[h2]The Open Range Beckons[/h2]

This month’s update features the Open Range Pack, a huge content pack that includes 11 guns, 4 melee weapons, 12 outfits, 10 hats, and a new throwable explosive!



As you can probably tell from the pack’s name, the theme of this new content is the American West. But not just the Old West: this pack blends the old and the new to create a collection that spans eras. You can put on your black Cattleman Hat and head into town with one of our Model 1875 revolvers on your hip, just like a classic gunslinger. Or you can don your denim Ranch Hand Jacket and Western Straw Hat before grabbing a Branding Iron and reloading your modern Duvall Outrider lever-action rifle to head out to the back forty. It’s your fantasy, so have some fun!

As always, several of these new items and outfits are available by completing the appropriate bounty for the Bounty Broker.

  • Model 1875 Sceriffo: An elegant modern replica of a hard-hitting .44-caliber revolver from the Old West.
  • Mare’s Leg: You’ve seen this iconic short-barreled shotgun in TV and movies since the 50s, and now it can be yours.
  • Model 92 Rifle: This lever-action .44-caliber rifle is a brass-clad veteran of conflicts long past.
  • Sawed-Off Model 1887: A cut-down version of an infamous buckshot dispenser, useful as a zombie-killing roomsweeper.
  • Scoped Big Hank Rifle: This classic .357-caliber lever-action rifle adds a modern optic for accurate long-range shots.
  • Black Sherpa Suede Vest: Lets you stay warm and keep cool at the same time.
  • Snakeskin Western Straw Hat: This slick, shiny hat will be the envy of all your friends.
  • Big Daddy Skillet: It’s not just the biggest frying pan you’ve ever seen, it’s also great for clonking zombies!
  • Bundle of Dynamite: The first new throwable explosive added since 2018’s Daybreak Pack features a fuse that’s juuuust long enough to draw in the zeds before it goes BOOM!

    The remaining guns, weapons, and outfits can all be found by scavenging.

    This content pack includes many highly requested ideas from the Wishlist: (linkety linkety link, and linkety linkety link). Thanks for the suggestions!




[h2]Riding Into the Sunset[/h2]

The arrival of the Open Range Pack means we must say farewell (for now) to the Anniversary Pack. You keep anything you already own, but you can’t acquire more items from retired packs.

In addition, the limited-edition Bloodmobile vehicle has also been removed. Of course, in a world where corpses walk, nothing stays gone for long…

[h2]Coming Soon![/h2]

As the days grow shorter and the nights longer, our thoughts inevitably turn to the creepy things that lurk in the dark. Which makes next month perfect for the return of the Fearsome Footage Pack, last seen in March of this year. This pack is full of weapons and outfits that thrill and chill, many inspired by the terrors of the silver screen. All the previous bounties associated with this pack will be reset, giving you the opportunity to earn these rewards (plus extra influence, if you were around to complete them the first time the pack was in circulation).

To make way for this returning pack, the Plunder Pack will be retired with the next update, so you’d better complete those bounties soon!

[h2]Additional Updates[/h2]

In addition to the highlights described above, here’s a look at what else has been improved or fixed.
When relevant, we’ve included links that note a Wishlist suggestion that helped guide us to the issue. If you’d like to contribute ideas on how to improve the game, visit https://support.stateofdecay.com/ and click on “Wish List and Features” to learn more.

Inventory Management
  • From the Wishlist (linkety link): You can now manage the inventories of your community members without taking control of them. Just walk up and talk to them, and you’ll see a new option to Access Survivor Inventory.

    This opens their inventory, with your inventory also available on a tab. Selecting an item in one inventory will push it into the other, letting you freely swap items back and forth.

  • From the Wishlist (link): This means that while you’re out scavenging, you can easily use your follower as a pack mule to help you carry more.
  • While exploring the other survivor’s inventory, you can also use and equip items for them, just as you can in your own inventory.
  • From the Wishlist (link): This means that you can activate a healing consumable within another survivor’s inventory to heal them in the field.
    Note that this replaces the former option to pass a rucksack to another character, as that is now one of many things you can do with this new feature.
  • From the Wishlist (link): You now have the option to hide all backpacks on your survivors.
  • This allows you to see things like the patterns on the backs of their jackets, and avoids the scenario where every character with a decent-sized backpack looks like they’re about to climb Mount Everest.
    You can find the option on the Settings screen, in the Gameplay Section, as Hide Character Backpacks.




[h2]Difficulty Tuning[/h2]

  • From the Wishlist: Hostile humans have received a balance pass to offer a fairer experience on higher difficulties.
  • They can no longer kill a player who isn't in "fight for life", even if they score a headshot. Using consumables to stay in the fight will mean you're going to survive at least one more hit.
  • The damage dealt to a hostile human by a headshot is now more consistent.
  • There is now a minimum headshot damage received by hostiles at Dread and Nightmare, so that even if you're using a suppressed .22 pistol, the number of headshots needed to take them down should be more reasonable.
  • It still takes a lot of body shots using low-caliber suppressed weapons. We haven't changed that.
  • Hostiles have an exceptionally high chance to miss their first 1-4 shots before they "get on target", with that chance disappearing faster on higher difficulties.
  • They also have massively reduced accuracy at long ranges.
  • The amount of influence you earn from killing zombies now declines as you move the Community slider into the Dread and Nightmare settings. (It used to escalate as difficulty rose, leading to massive overearnings in Nightmare when combined with high zombie populations.)
  • If you still want the influence bonanza you used to be able to get on Nightmare by killing so many zombies, try playing with Community at Standard and Action at Nightmare.
  • There is now a smooth ramp of plague heart population across the different notches on the Map slider, starting low at the Green end, and getting steadily higher as you progress to Nightmare. (There used to be a dip in plague heart population at Dread.)
  • The baseline morale penalty for all survivors now gets worse as you shift the Community slider from Dread to Nightmare, increasing from -10 Morale to -15 Morale. (The penalty used to be -10 for both.)
  • Blood plague juggernauts now continue to spawn, even after all plague hearts are defeated, when the Action slider is set to Nightmare. (This was already true in Dread for some reason.)
  • Plague heart loot is now consistent across all difficulty settings, granting 3-6 Plague Samples and what were formerly considered Nightmare-level items.


[h2]Gameplay Tuning[/h2]

  • Ambient enclaves should now offer a wider variety of items for trade, and offer more useful gear, such as suppressors, mid-tier weapons and firearms, gas cans, repair kits, facility mods, and some quirky consumables like box mines. This has been applied primarily to the more randomly-generated enclaves, such as the ones you can summon over the radio.
  • The chance to knock down a zombie on the first shot when firing a weapon chambered in .44 Magnum is now 60%, up from 30%.
  • We adjusted the collision on vehicles with snowplows attached to the front, to make them less likely to get caught on obstacles like guardrails.




[h2]User Experience Improvements[/h2]

  • Long-duration actions on facilities, like upgrades, no longer block you from performing quick actions, like crafting.
  • Now when you accept a mission in dialogue, the game automatically pins it as your current mission in the HUD, rather than requiring you to hunt it down manually on the Map screen.
  • When you move your community to a “random” map, the game will no longer drop you into the same map you just left a quarter of the time. You’ll always end up somewhere new.
  • he most essential missions for recruiting new survivors (the ones that create new enclaves and progress your relationships with them) have been moved into their own category under the hood, to prevent them from being held up by other missions. That means that:
  • Missions that lead towards allies and recruits should be available more often.
  • The typical number of missions listed on the Map screen at any given time may go up slightly.
  • All container icons are now visible through walls in sites that you own, but have not yet fully scavenged. (Previously, this feature only applied to unclaimed sites.)
  • Player characters are now less sensitive to doors while sprinting, so you are less likely to suddenly bash your way into a building that you intended to run right past.
  • Bounties that formerly stated that you needed to kill enemies “from stealth” now more accurately describe the requirement as “while crouched”.
  • The Red Talon Officer’s Quarters now counts as a latrine for survivors with digestive problems. Please feel free to imagine how that plays out any way you like.


[h2]Broken Achievements[/h2]

We learned that a certain subset of our achievements were not firing for many players, so we investigated and corrected the issue.
The following achievements were known to exhibit this problem:
  • Sayonara (get a character killed)
  • Heart of Darkness (destroy a plague heart)
  • These Dreams (destroy 5 plague hearts)
  • Total Eclipse (clear out all plague hearts)
  • Barley and Spoiled Blueberries (kill a bloater)
  • Be Still My Dog of War (complete a legacy as a Warlord)
  • I Am the Law (complete a legacy as a Sheriff)
  • Speedy Delivery (complete a legacy as a Trader)
  • If You Build It They Will Come (complete a legacy as a Builder)
  • The Game is Afoot (accept a bounty)
  • Bounty Collector (complete 5 bounties)
  • Collect 'Em All (complete 25 bounties)
  • It Looks Good On You Though (unlock an outfit via the bounty broker)
  • After our fix, you should receive retroactive credit for nearly all of the above achievements if you were one of the players who missed out. There are only two exceptions that we couldn’t support this way:
  • Barley and Spoiled Blueberries — Keep an eye out for one more bloater!
  • Sayonara — You’ll need to get another character killed. Don’t worry, we believe in you.




[h2]Miscellaneous Bug Fixes[/h2]

  • We made several minor mission fixes, correcting typos, misleading icons, and small bugs.
  • We also made several minor map fixes, correcting missing markup and missing containers.
  • We fixed an incorrect icon on the Choose Your Leader screen.
  • We fixed an area in Drucker County where you could submerge yourself completely underwater, and stand there like some kind of crab person.
  • We fixed a problem that could cause a nonplayer character to run forever into the edge of a high platform.
  • We fixed a bug that could cause certain rare characters to spawn without a Close Combat weapon.
  • We fixed some missing audio on the Saw Blade Sword, for when you attack a plague heart while exhausted.
  • Smoke can no longer render heavy weapons ineffective against zombies.

Update 20: Go Bag Redux

This month’s update brings back one of our earliest content packs, which has been out of circulation since March. But if you’re thinking that means “nothing new to see here,” then we’re glad to say “Keep reading, my friend,” because this returning pack includes some serious upgrades!

[h2]Go Bag Gets Bigger[/h2]
Our returning Go Bag Pack adds 3 brand-new items to the collection of weapons that was last available in March of this year. This brings the pack to a full 12 bounties, making it one of our larger packs in rotation.
These new bounty items are…
  • Compensating Suppressor: This versatile attachment improves control and power while also reducing noise by half. It’s a great compromise between a brake and a traditional suppressor.
  • Bug Out Bag: This striking new backpack has all the room of an 8-slot pack, but has the smaller profile of a 6-slot pack. Thanks to its bright orange hue, your friends can easily pick you out even when you’re surrounded by zombies.
  • Mad Norma: The “Norma” pickup truck has been a fan favorite since the original State of Decay. This model features some apocalypse-style improvements, along with a shiny new paint job. You’ll almost feel guilty splattering her with zombie guts!

As you can see, these new items continue to experiment with non-traditional bounty content (that is, items other than weapons and outfits). The Bounty Broker is happiest when he’s supplying you with a wide range of options for customizing your survivors and communities, so you can expect us to keep trying out ideas like this in future new and returning packs.

[h2]Go Bag Improvements[/h2]
In bringing back the 9 weapons featured in the original Go Bag Pack, we identified some opportunities to improve and tweak those weapons, based on community feedback and player data. Here’s what you can expect:
G45 Burst: Formerly known as the G45 FDE, this pistol now features a 3-round burst fire mode (with some tweaks to its control stats to match).
Classic AK-47: We’ve reduced the sway and slightly reduced the recoil on this iconic weapon. We also bumped up the weight just a bit to better match expectations.
9mm Pro 986 Revolver: This handy revolver just got handier, with increased accuracy, reduced sway, and reduced reload time. (Formerly known as the M-Dart Revolver.)
Tow Hitch Club: This blunt melee weapon was a little underused by players, so it received a significant boost to its knockdown, a moderate increase to durability, and a small improvement to impact. We also slightly increased its swing cost, to balance these improvements.
These changes will automatically be applied to any of these weapons that you already own.

[h2]Go Bag Bounties[/h2]
This is the first returning content pack that includes bounties. To keep returning packs from feeling like old hat to our veteran players, we are resetting all bounties in this and later returning packs. That means all players will have the same 12 Go Bag bounties available to them from the Bounty Broker.
If you had already completed any Go Bag bounties, you’ll earn bonus influence by completing that bounty again (in addition to getting the appropriate item).
Also, we’ve learned quite a bit about bounty completion rates since this pack was originally designed, so we adjusted the requirements for a couple of the bounties to make them a little easier to achieve. (You’re welcome.)

[h2]Coming and Going[/h2]
With the return of the Go Bag Pack, it’s time to temporarily retire the Pawn Shop Pack. Remember that you keep anything you already own, but you can’t acquire more items from retired packs.
Next month, it’ll be time for another brand-new set of weapons and outfits that we’re calling the Open Range Pack. This pack blends elements of the Old and Modern West to create a collection that evokes images of ranching and rustling alike. So whether you dream of quick-drawing a pearl-handled revolver or you just want to look rugged and wistful in your cowboy hat and denim jacket, this is the pack for you!
To make way for this new pack, the Anniversary Pack will be retired in September. Make sure to complete those bounties soon!
Speaking of leaving soon: this is your last chance to grab the new Bloodmobile that was released with Update 19. This special vehicle is available via radio command, but only until the next pack comes out in September!

[h2]Anything Else?[/h2]
This update is a bit light compared to recent months. But don’t worry! We’re working on some big features and exciting new content and gameplay improvements that will start rolling out next month.

[h2]Bug Fixes and Gameplay Improvements[/h2]
The Bounty Broker menu now more clearly shows which pack is leaving soon
All AK-47 firearms have received an increase to their horizontal recoil
The Sleeper Cell PPK is now properly described and categorized as an assault pistol
We revisited the audio mix on attachment-ready guns to ensure that the new compensating suppressor was well-supported

Update 19: Riding Shotgun

[h3]An Important Request[/h3]

Before we get to this month’s in-game headlines we’d like to ask for your help.
Undead Labs, in partnership with the American Red Cross, urges you to donate blood.

By giving blood, you give a bit of yourself to help save a life.

The blood supply is critical. Blood cannot be saved or stockpiled. Now more than ever, your donation is needed.

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Visit StateOfDecay.com/RedCross today, and get involved.
Together, we survive.

[h3]Riding Shotgun[/h3]

Has it really been a whole month since we debuted the Green Zone difficulty level and delivered the piratical Plunder Pack? It has indeed, and we’ve been busy with another round of gameplay improvements.



Here’s a list of highlights from this update. You can read more details about each item below, along with a full recounting of other improvements and bug fixes.

  • Vehicle Tune-Up: Our mechanics have improved performance for all vehicles in the game.
  • Shotgun Upgrade: We’ve drastically upgraded the zombie-stopping power of the humble boomstick.
  • Drucker County, Enhanced: We made this plateau map more visually appealing and much friendlier for drivers.
  • Free Bloodmobile: Use your radio to call in this unique vehicle for your community. Available for a limited time!
  • World War 2 Pack Returns: Older weapons are now in loot, and new weapons and outfits are available from the Bounty Broker.




[h2]Vehicle Tune-Up[/h2]
You depend on your vehicle’s performance, whether you’re speeding down the highway or dodging zombies on windy dirt roads. As a result of your feedback, we went under the hood to review and improve vehicle performance across our entire fleet of cars, trucks, SUVs, and vans.

Next time you’re driving, look for these highlights:
  • Increased acceleration to escape juggernauts intent on wrecking your ride
  • Better off-road performance, allowing you to drive over rough terrain without getting stuck
  • More power in reverse to help back out of those annoying ditches that keep jumping in front of you
  • Revised terrain and tire interaction to better capture the different “grip” on roads, dirt, mud, and water
  • Audio remixed to follow new torque and acceleration curves


[h2]Shotguns Get a Shot in the Arm[/h2]

Blowing away the evil dead with your boomstick delivers visceral excitement that no other firearm can match. To better deliver on that integral part of the zed-killing fantasy, we’ve drastically improved shotguns in the game.

Here’s what to expect:
  • Shotguns reliably deliver kills inside five meters.
  • Shotguns offer crowd control to about 20 meters, scoring knockdowns and dismemberments.
  • Shotgun noise dropped significantly and is now comparable to a 5.56 round, so their use draws less unwanted company.
  • Your shotgun remains less effective at longer ranges (that’s rifle territory), and it’s not ideal for stealthy kills. Instead, it’s the best weapon for mowing through zombie hordes, or for delaying oncoming zeds when you need to retreat.

Try one out today!


[h2]Drucker County Map Improvements[/h2]

Our experience building the Providence Ridge map inspired us to review our existing maps to see where we could improve their quality. We identified Drucker County as deserving of some artistic love, so we unleashed a team of landscapers and architects on the entire area. Their goals: to enhance the map’s visual interest and improve player navigation.

To enhance visual interest, our team added infrastructure around select buildings to better “ground” them in their locations, added signage and set dressing to some base locations, and added details to non-playable spaces that felt a little barren. Taken together, these result in a more attractive and immersive space to explore.



Since Drucker County has never been the friendliest place for vehicles, we also prioritized a better driving experience. Our team smoothed out terrain, removing several tons of rocks that interfered with off-road travel or created frustrating dead ends. We added new dirt roads that show up on the Map screen to highlight easier routes. Finally, we placed signage, fences, and other visual guides to help drivers stay safe.

If it’s been a while since you visited Drucker County, we encourage you to get behind the wheel and check it out!


[h2]Free Bloodmobile for all Players[/h2]

Speaking of getting behind the wheel, all players now have a new radio command allowing them to have a unique Bloodmobile vehicle delivered to their community.

Each community can use this radio command once for free; after that, calling for a new Bloodmobile will cost Influence.



This radio command replaces the Wizard Van option and is available only for a limited time. To view your radio commands, open your Inventory and tab over to Radio Commands.

[h2]World War 2 Pack Returns, With an Upgrade[/h2]

The brand-new World War 2 pack adds 8 new weapons to the game, plus 2 items of clothing and a unique firearm attachment. These items are drawn from or inspired by the European theaters of combat, and most are available by completing bounties for the Bounty Broker.



  • Ceremonial M1A1 Thompson: This beautiful submachine gun remains pristine and fully functional, thanks to years of loving maintenance.
  • OSS Silent Night: Military historians claim this permanently suppressed revolver never existed as anything but a prototype. But they’re all dead, so no one can stop you from appreciating its power, accuracy, and surprising range.
  • MP40 Submachine Gun: This 20th-century German weapon of war, brought to America as a battlefield prize, provides an exceptionally controllable assault platform thanks to its smaller caliber, modest fire rate, and longer frame.
  • FBI Fighting Rifle: This vintage weapon is based on the military BAR and delivers large-caliber firepower with surprising control. Each rifle is equipped with a special Vintage Rifle Compensator attachment (see below).
  • Soviet PPSh-41: A famous WW2 close assault weapon, known for its high rate of fire, sturdy construction, and simplicity of use. This one also features a permanently attached brake, and it’s been added to loot tables so you can find it by scavenging.
  • Danger Dog PPSh-41: A skilled post-apocalypse gunsmith heavily modified this Soviet submachine gun to face today's nightmare world. It includes a welded-on AK-style suppressor, modified action to support three-round bursts, and other optimizations.
  • Antique German Trench Tool: This “folding spade” is loud, weighty, and quite capable of hacking zombies to pieces.
  • Tank Hammer: You might be surprised how many problems a tank can have that are most easily fixed by hitting it very hard with a large hammer. Works on zeds, too.
  • Aviator Helmet: Your friends will all be jealous of this vintage leather flight helmet, complete with aviator goggles.
  • Combat Helmet: This classic Army green helmet is an enduring symbol of service under fire.
  • Vintage Rifle Compensator: This antique muzzle attachment provides stability, power, and durability. It is ONLY found on the FBI Fighting Rifle, but it can be removed and attached to any weapon that accepts a muzzle brake.


In addition, all weapons previously found in the World War 2 Pack (last seen in January of this year) have been added to the loot tables and can be found by scavenging in the world.

[h2]What’s Coming and Going[/h2]

The return of the World War 2 Pack means that we must say farewell--for now--to the Bundle Up Pack. Remember that you keep anything you already own, but you can’t acquire more items from retired packs.

In August, we welcome the Go Bag Pack (last seen in March) back to the game! In addition to the 9 weapons originally featured in that pack, we’re adding 3 new bounties that let you earn some brand-new items.

All Go Bag bounties will be completely reset when the pack returns in August, so whether you’ve seen this pack before or it’s all new to you, the Bounty Broker will have 12 tasks for you to complete. We’re also implementing some tweaks to reward those of you who have already finished some or all of these bounties--more news on that as we get closer to the Go Bag Pack’s release date.

To make way for this returning pack, the Anniversary Pack will be retired in August, so be sure to complete those bounties soon!



[h2]Other Fixes and Improvements[/h2]

[h3]Loot Container Distribution[/h3]

We’ve made a tweak to the way loot containers – the objects you open up in search of guns, resources, and other useful stuff – are distributed among buildings in each newly populated map. This adjustment aims to reduce frustration and create moments of excitement on long-haul scavenging runs.

Originally, a typical building included 5 or 6 lootable containers for the host player, which often held slightly more items than you could carry home.

This resulted in many scavenging runs ending halfway through a building, leading to some frustration.
We’ve altered the container distribution so that most buildings now offer the host player either 4 or fewer containers, or 8 or more containers.

Each map still offers the same overall amount of loot. It’s just spread a little less evenly among buildings. Container distribution for client players is unchanged.

In most cases, when you explore a new building you should either think, “Yes, I have plenty of room to collect all this stuff and bring it home,” or “Wow, this building has more stuff than I could ever carry! What a bonanza!” Extra points if you use the word “bonanza.”This only applies to newly populated maps. Your existing settled communities will have the same distribution of containers both before and after the update.


[h3]Systems[/h3]

If you start a new Green Zone game, and you’ve unlocked legacy boons at higher difficulty levels, the Green Zone versions of those boons should now be available to you, no matter when you unlocked them.

Previously, Green Zone boons were showing up unreliably if you unlocked their higher-difficulty versions prior to Update 18.

  • You can now craft Toolkits and Advanced Toolkits at the Auto Shop, because what else would it be for? This includes brand new bulk-crafting options that actually make the Auto Shop the ideal place to craft them.
  • We revised the UX for the experience of securing a site and revealing its container icons to make that experience friendlier.
  • Icons that are through a wall from you show up “hollow” to make it clear that they are in another room.
  • Icons for containers on porches and other close outdoor locations are now visible from indoors.
  • We restructured our music playlists and increased the amount of variation in playback across all game modes.
  • We corrected some icons in the closet that weren’t showing accurate colors for the associated outfit items.




[h3]Gameplay[/h3]

We made some fixes to the way noise stats are calculated for revolvers.
  • It used to be that .357 revolvers were louder than .44 Magnum revolvers, which didn’t make sense. So now all revolvers are quieter than they were before, but .44 Magnum revolvers are the loudest by a small margin.
  • Weapon sway is now realigned to correlate better with barrel length. Expect to see more stability from .50-caliber rifles and long-barreled revolvers than you did before.
  • If you have an ally firing “through” you harmlessly (due to the lack of friendly fire), you will no longer see gouts of blood splashing out of your body, sending you mixed messages about the sort of danger you’re in.


[h3]Balance Tweaks[/h3]

  • We fixed a bug that was causing the Big Boss (the upgraded Military Truck) to take engine damage twice as fast as any other vehicle.
  • The Spec Ops AW sniper rifle is now six pounds lighter, making it only one pound heavier than the standard Arctic Warfare.
  • The CM1-A Breacher now features the benefits of a Professional Choke, as that was the original intent for that weapon.
  • We increased the magazine size of the Echo-S3 Shotgun to 6+1 to keep it competitive among all the updated shotguns.
  • The mighty sword known as Excadaver has lost some luster over the years. To ensure that it still feels like a potent reward, we boosted its lethality, dismemberment, and ease of use.
  • The Sweet Skull Sword also gains some improvements, though to a lesser degree.
  • The Pyro Launcher’s effectiveness against plague hearts has been reduced. It’s still quite effective against groups of zombies, but no longer shall it reign supreme as the gimmicky destroyer of hearts
.



[h3]Miscellaneous[/h3]

We made further adjustments to the maps (beyond the refresh of Drucker County) in response to minor bugs with collision, textures, etc.
  • We also fixed a few grayscale interior lighting bugs that crept into Update 18.
  • We fixed a crash that could occur when engaging with plague wall fights in Heartland.

Update 18: Green Zone


We hope you enjoyed celebrating the two-year anniversary of State of Decay 2 with us last month. You might think that after a party like that – not to mention the release of the mighty Juggernaut Edition just a few months ago – that the entire dev team might opt to just sleep in... but NOPE! Instead we’re back with another exciting content update!

This month we’re debuting a BIG new feature designed for players looking for a slightly calmer post-apocalyptic experience. We’re calling it the Green Zone, and you can read all about it a little later.
In case that’s not your bag, you should also check out the Plunder Pack — a new array of pirate-themed weapons and outfits available ONLY from the Bounty Broker!

And of course, we have our traditional set of gameplay improvements and bug fixes. Here are some highlights:

  • Increased fuel capacity for all vehicles
  • Increased resource storage for all bases
  • Easier-to-find containers in secured buildings
  • Improved follower behaviors against juggernauts and plague hearts
  • Tabs on the inventory screen to ease navigation


[h2]Welcome to the Green Zone![/h2]
We’ve added a new difficulty level to State of Decay 2! Think of the Green Zone as a more relaxed, accessible apocalypse, designed for all those gamers who’d like to explore what’s possible in State of Decay 2 without enduring quite so much stress.



Here are some of the key differences you’ll find in a Green Zone:
  • Enemies deal less damage
  • Your Stamina lasts longer in a fight
  • Freak zombies are much rarer
  • Crafting items and building facilities is cheaper
  • Rucksacks provide more resources
  • Scavenging delivers more weapons and skill books

You can try out the Green Zone by starting a new community and choosing Green Zone at the difficulty picker. You can also move an existing community to a Green Zone map by opening the Difficulty Screen and selecting “Green Zone.”

[previewyoutube][/previewyoutube]

[h2]It’s a Pirate’s Life for You[/h2]
Inspired by our friends at Rare (creators of the exciting pirate game SEA OF THIEVES), we’re expanding our buccaneering options with the new Plunder Pack!

This pack adds four weapons, two outfits, two hats, and one seriously sexy vehicle to the game. All nine of these wonderful items are available by completing bounties for the Bounty Broker.



  • Sea Dog Blunderbuss: Some call this short-range shotgun-style weapon the original horde stopper.
  • Spyglass Rifle: With a .50 caliber rifle like this elegant beauty, you can brave the darkest waters without need for a bigger boat.
  • Dead Man’s Cutlass: This marvelous bladed weapon is just what you need to take arms against a sea of thieves. I mean troubles.
  • Bilge Rat Shovel: It may not look like much, but this handy blunt weapon has plenty of “digging” left in it yet.
  • Buccaneer Bandanna: This handy piece of headgear bears the insignia of the mysterious Order of Souls!
  • Naval Tricorne: It’s the hat that plundered a thousand ships.
  • Pirate Jacket: This tattered coat has seen more than its share of pillaging.
  • Kraken Hoodie: Terrifying monsters inspire the most attractive outfits.
  • Megalodon: A gorgeous muscle car modeled after the legendary marine predator.




[h2]What’s Coming and Going[/h2]
The addition of the Plunder Pack means it’s time to say goodbye (at least for now) to the Trumbull Valley Pack. Remember that you keep anything you already own, but you can’t acquire more items from retired packs.

Our next update, in July, will feature the first return of a retired pack! The weapons of the World War 2 Pack (last seen in January of this year) will once again be available in the game. Most returning weapons will be available as loot, and the pack also includes new weapons and outfits that you can unlock by completing bounties. To make room, the Bundle Up Pack will be retired at that time.

[h2]Garden Gnome Contest[/h2]
The winners of our Garden Gnome contest have had their nicknames added into the random name generator as of this update. Congratulations to all of our winners! (These nicknames are very rare, though, so we do not recommend sitting on the character-generation screen trying to make them happen.)

[h2]Fixes and Improvements[/h2]

[h3]Gameplay[/h3]
  • You can now see all the containers in a building once the site has been completely secured, to address the frustrating experience of failing to find that one last container. (This ability was previously reserved for Scouting specialists. Scouts still keep their loot-and-scoot advantage, as they can spot containers without having to kill every zombie in the building first.)

  • We raised the fuel capacity of all vehicles by 40%. Gas cans still contain the same amount of fuel as before, so it now takes more cans to fill a vehicle … but you can stock up and drive around longer without refueling!

  • The right-side panels (Inventory, Skills, and Radio) now feature tabs, so it is much easier to navigate between them, and for new players to discover that the Skills and Radio panels exist at all.
    They’re not technically tabs, visually. They’re little button things. But they work like tabs.

  • We improved the way your survivor determines when they can interact with items in the environment, checking both the character facing and the camera facing to determine your intent.

  • Minor accidental noises from stumbling or falling short distances no longer attract zombie attention.




[h3]Combat[/h3]
  • Pump-action shotguns no longer take durability damage, and are effectively indestructible like revolvers and bolt-action rifles, to help balance their slower rate of fire.

  • Your survivor now moves forward slightly when swinging a heavy weapon at an enemy just outside their reach, to avoid frustrating near misses, especially right after knocking a zombie back.

  • We increased bonus melee damage to juggernauts from behind from +20% to +40%, to make it more worth the risk of trying to get behind them.

  • We fixed a bug that could cause your survivor to get hung up on their own ally while attempting to charge and attack a zombie.


[h3]Followers[/h3]
  • Followers now engage more intelligently with the larger enemies (juggernauts and plague hearts).

  • In most circumstances, they should now use guns when appropriate and avoid area-effect attacks more rationally.

  • Followers now prioritize human threats a little higher than zombie threats, because hostile humans are scary.

  • Followers wielding shotguns and fully-automatic weapons now experience projectile spread like normal people, instead of every pellet in a shotgun shell parading directly into their target in single file.

  • We made it possible for community events to check if a given character is your follower, so that we don’t have followers claiming to have run off and collected supplies or something while you were staring right at them.




[h3]Base Management[/h3]
  • We’ve increased the capacity of all Storage facilities by 10 for every resource. This should reduce resource storage pressure, especially during the early game.

  • You can now check community members into the Infirmary to speed up the removal of partial infections (prior to full-blown blood plague). This was a thing that many players assumed should be possible, so now it is.

  • This effect stacks with the benefits of the Sanitizing Machine and the Cleaning Station.

  • Finding a new map via the upgraded Command Center no longer has a cost associated with it. This should remove some friction from the process of switching maps.

  • In Green Zones only, if you keep your Morale at 10 or higher, new potential recruits will show up at your base once per day and offer to join your community.

  • This should hasten the process of acquiring new people for your community, though we’re deliberately making these fairly average folks with no dramatically awesome or terrible traits.


[h3]Other Stuff[/h3]
  • Our audio team restructured the in-game music playlists to minimize repetition. Players should hear a more interesting and varied mix of music across all game modes.

  • We made a minor audio tweak to make it sound less like characters were eating their textbooks.

  • As always, we fix minor map issues as they crop up, this time including an unfinished building interior that we discovered while playing multiplayer with fans of the game.