Undead Labs is coming back to Steam with State of Decay 2! In celebration, and as a "Thank You!" to our loyal Steam players who have patiently awaited this news, all owners of the original State of Decay game are receiving one complimentary copy of the remastered Year-One Survival Edition.
No action is necessary. If you own a copy of State of Decay on Steam, your Steam inventory will soon contain a tradeable gift copy of YOSE (including all DLC). This gift is yours to redeem and play forever, or to send to a friend who missed out on the zombie apocalypse.
(Note: you may need to exit and restart your Steam Client in order to receive the gift copy.)
We invite you to Follow and Wishlist State of Decay 2 to keep up with exciting future news as we get closer to our launch date in early 2020.
Thank you for being part of our long-time survivor community, and we can't wait to see you and your friends in State of Decay 2 next year!
Sorry, everybody - I was on a plane with broken wifi. But the eagle has landed along with the patch notes:
Lifeline:
Fixed instances where players were only getting credit for rescuing 8 or less soldiers.
Zombies no longer disappear if a siege finishes while you are away from the base.
Fixed Words of Encouragement bonuses that weren't being applied during Radio Calls for assistance after stamina depletion if you've exited the game and then continued.
Fixed a bad character reference with a small text change.
Shortened Sasquatch's overblown and silly name.
Fixed power lines that were not lining up correctly and horizontally sticking out in the.
Fixed church crosses that weren't loading in correctly and appeared as black.
Fixed instances where the players were getting stuck on a wheelchair sign near the supermarket.
Fixed cameras going through the wall of the building near the Landing Zone.
Fixed spot where the player could get out of the intended environment.
Fixed two buildings that when viewed from specific areas were partially buried in the ground.
Fixed an area where environmental zombies (Zeds that aren't meant to be interacted with) were easily visible to the player.
Fixed AI hang for when NPC's would refuse to get into vehicles.
Renamed the advice-giving doctor "Schupman".
Fixed a series of text errors.
Fixed issues with Julene's friend becoming unresponsive when Julene would die while gathering at her house.
Fixed issue with Vienna Cho never becoming rescue-able. (This should help with progression stalls.)
Fixed an issue with broken stats that was tied to the generator and refrigeration. The construction bonuses would become too high but the refrigeration wouldn't offset and everyone would become sick if they would quit and reload multiple times. These should now give correct bonuses.
An invisible wall was removed from a small danger zone near black Friday
Made a pathing change to prevent zombies from running through the back wall of the building
Breakdown:
Fixed localization capabilities for RV text.
All:
Added dump files that will help us discover why ULL Crashes are happening.
Disabled rumble when we enter a scene (should fix infinite rumble when you finish a siege with rumble active)
Fixed Medical Advice and Words of Encouragement across all games
Notes, 6/5/14
Lifeline:
Allow refugees to recycle in lifeline after a full cycle of refugees - once you've met everyone and either rescued them or...otherwise, the game will start from the top of the list so that the game can continue.
Important persons should no longer become 'Away From Home' and will stay at the base.
Removed a problematic issue preventing Cho from acknowledging successes once she was at your base.
Fix for 'fainting' before the first siege. Fainting should now be impossible until after that siege is over. Death is death.
Removed access to an area in the port we didn't intend to be playable area. (There was an area in the port in the NW area of the map, where you could climb over a wall next to the crane and run around in a small zone and eventually hit some invisible walls. Borrrrrrrrring.)
Vehicles should now be repaired by advanced Workshops post siege.
Eldridge's post-rescue scene (on the radio with Highroad) should no longer turn driving players into car-centaurs.
Removed teleports from VIP "Found" scenes, to prevent ugliness in cases where the intended building is not cast.
Made Sasquatch pacifistic and unkillable during Bloater and Screamer Hunting missions, to prevent him from screwing up the Bloater all the time.
Fixed bad reference to the most advanced versions of the Infirmary that was preventing sick people from getting better.
Fixed a case where Greyhound 2 soldiers were invulnerable when they became playable.
Baroque church near international district should no longer appear blown out with black squares atop each steeple.
Breakdown:
Display score between breakdown levels
Grenade launchers and mines now count towards Grenadier
All:
Fix to a rucks-in-trucks crash. (From ChrisP: There was an issue where rucks in trucks were being saved in a particular order, and if one of the rucks was removed, the order was not being re-saved, so if a player then went to pull a second ruck, it would cause the game to crash.)
Fix painkiller and snack resets in Supply Locker after next day. One per population decrement +/- morale/sickness of population
Characters no longer consume the snacks and painkillers that they carry in their inventory on end of day.
Notes, 5/27/14
- Preparations to launch Lifeline on Friday, May 30
- More robustness to exiting from vehicles, preventing player from being thrown out of the environment.
- Select doors should now autoclose by default
- Fixed a bug that would cause the main menu music not to play
- Friction and automatic weapon spread tuning pass.
- Localization bug fixes and updates.
- We now notify the player when they have recovered from faint events or close calls.
- Some xml fixes based on discoveries by the community.
- Fixing audio on AK47 Custom
- Fixed a bug where certain weapons were no longer triggering controller feedback.
- Fix a case for zombies popping their heads up when you at shoot them.
- Fix to help zombies not get stuck on fences
- Reduced survival rate to more accurately simulate the apocalypse.
- Fix to help zombies not switch between different states standing at doors.
- Allies are no longer afraid to shoot at armored zeds
- Edited chain link fence material
- German opening quote fix
- Fixed a case where the game would crash if a prop was not found
- Fix for NPCs getting caught in a loop to climb when the player that they are following is in a vehicle near climb markup.
- Fix for zombies disappearing while running around/running in place.
- Reworked it so invisible zombie entity deaths stop them from being reused
- Reduced distance of markup query for climbing NPCs, should help with pathing and situations where they have line of sight through chainlink fences.
- Fix for NPCs getting up when they should be dead. In a zombie game it should be by design.
- The game should no longer disable a door that is closing or opening, and now waits for those to finish. This should fix doors being in the wrong visual state.
- Improvements to climbing
- Double checking leap logic to prevent hover zombies
- Increased the number of map pings so they match the audio from the doll.
- Unlock heroes that require level 2 and above
- Font clean up
- Muzzle flash strobe reduction
- Fix for feral kill sometimes succeeding in tear but missing the kill.
- Don't require a bunch of food for the Food Preservation actions that have a nebulous outcome for the player.
- Fixed a case where Blaze of Glory could be triggered without having the actual item needed to perform it, which led to cases of soft locks.
- Fixed icons of established outposts from the Base game being present on the map in Breakdown
- Fixed spurious stockpile exceeded messages after you are within limits
- Disable pausing on the score screen, this fixes not-pausing of scenes
- Hide the non-functional 'show gamercard' button on PC leaderboards
Notes, 2/12/2014
Got some good ones for you today!
Zombie behavior:
- Fixed some of the most egregious cases of zombies going through doors. (They would often walk a step or two into the door before attacking it, which led them to turning around to attack it.)
- Zombies now prefer taunters, blaze of glory'ers, and fireworks and more!
- Zombies in the sights of a gun are forced to have collision and react appropriately when shot.
NPC behavior:
- Fixed a bug where NPCs could "Blaze of Glory" 100% of the time.
Progression issues:
- Progression blocker caused by dying during the rescue Jack mission with the grange has been fixed
- Progression blocker caused by quitting immediately after a death in a mission that supports restarting has been fixed
- Progression blocker caused by certain types of dying in Breakdown has been fixed.
First Build of 2014
- Fixed several instances of community members standing idle.
- Players will no longer see an event called CHEAT CHEAT CHEAT. This was a developer-only fate card that didn't get removed before going live. Sorry, everyone.
- Fixed a bug that prevented Chemical Incendiary research at Snyder's. Players may now satisfy the prerequisites with the built-in workshop (and not with other workshops).
- Synced stealth kills vs. walls and low walls now properly credit the Ninja challenge.
- Inventory stockpiles are now limited to 120 instead of 60.
- We no longer zero out meds and snacks on next day and instead just subtract home population
- Fix for some story missions not progressing (those not getting the Watchtower mission at the Grange).
Last build of 2013
* mouse: fixed some issues with high DPI mice
* mouse: better overall precision
* performance: remove busy wait that causes abnormally high cpu usage on some machines
* fix bug that caused 3rd story props to occasionally be unsearchable
* increased odds of spawning unlocked Hero in Breakdown
Of course this won't be the last patch. Already working on the next one :)
Notes, 12/5/13
While my forum is down, I at least still have the Steam group for patch notes...
* fix fame leaderboard
* update zombie kill points leaderboard data properly
* upgrade to latest steam sdk
* Fix playthrough leaderboard
* Fixed the scenario score leaderboard getting reset with each scenario
Looking to patch again before the holiday, FYI!
Notes, 11/27/13
Kinda anticlimactic after last week's:
- Fixed a few audio bugs on the PC menu system.
- Enabled Breakdown leader boards (getting ready for Friday)
- Performance tweak to draw distances in max/ultra mode
- Shadows: Now faster and better!
There's going to be another note in... mmm... an hour?
- Fixed titles on Breakdown leaderboard
Notes, 11/21/13 - KEYBINDING
I have been ABSOLUTELY GOING BONKERS for four days, waiting for this to drop:
[B][U]New Stuff[/U][/B]
[I][B]-Keybinding![/B][/I]
-There is now a smoother frame rate, and reduced stalls when driving
-Breakdown UI is hooked up
-Added more inputs for keyboard and mouse to shake zombies off (used to be 'c' key, now it's 'c' or 'e' or 'left click' or 'space')
-The resolution changes when you release (rather than when you drag) the sliders
-The mouse moves the camera during cutscenes
-We now block emotes/execute/roll/drop during cutscenes
[B][U]Fixes[/U][/B]
-Fix for crash when trying to complete certain missions
-Fixed bug that caused unintentional overwriting of saves when you clicked Start New Game
-Fix for cycling visible items when using the mousewheel
-Fixed placeholder text on expertise screen
-Fixed several strings in non-English languages