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Genre: Role-playing (RPG), Simulator

State of Decay 2

Update 23.1: Bundle Up Pack + Holiday Sweaters Unlock

Shambling Through the Snow





Winter is upon us, at least in our neck of the woods. The temperature is dropping, and darkness arrives earlier and earlier each day.

In response to the encroaching night, here’s a special mid-month content update full of cozy outfits for your survivors to wear. It also includes some useful gear to help you fight off any threats lurking in that darkness.


Holiday Sweaters are Back!





Just in time for the approaching winter, we’re bringing back five very special outfits that haven’t been available since a year ago.

If you open your Closet between December 18 and January 2, you’ll find these five glorious outfits for your survivors to try on!

• Candy Cane Sweater
• Blue Snowflake Sweater
• Decay the Halls Sweater
• Holiday Nightmare Sweater
• Reindeer Lights Sweater



It’s okay if you didn’t get us anything. We know we’re hard to shop for.


Bundle Up Pack Returns



In addition to these lovely sweaters, we also have a pack full of wintry delights for you to enjoy. Each of these 9 items can be acquired by completing the appropriate bounty from the Bounty Broker.



• Logo Bomber Hat: Keeps your head warm and your post-apocalyptic brand loyalty on display.
• Crimson Bomber Jacket: Stylish, comfy, and barely shows blood stains.
• Olive Green Knit Earflap Cap: This snug-fitting hat is much cozier than the military helmet it resembles.
• Antler Knife: Carved with care by someone who understood the value of a sturdy close-combat weapon.
• M9: This rugged 9mm pistol is ideal for any survivor hoping to avoid experiencing a “long kiss goodnight” from the zeds.
• 1911 The Producer: This compact pistol may look cold and dark, but that’s only because it is.
• Ice Axe: A durable tool turned deadly bladed weapon.
• Fire Poker: Surprisingly lethal for an everyday household item.
• Wood Stove: Install this mod in any facility to keep your community warm and happy.



The return of Bundle Up means it’s time for the Go Bag Pack to hit the road once again. Don’t worry, it’ll be back before you know it.

Then in February, we’re bringing back the Critical Response Pack. At that time, the Open Range Pack will ride off into the sunset, so complete those bounties while you can.

A Cure for the Cure



We’re also shipping two important fixes to bugs that became much bigger problems after players starting surviving in the Lethal Zone.

The core game now uses the quicker, simpler Cure animation from Heartland, rather than the longer Cure cutscene we’ve become accustomed to — everywhere except the Infirmary bed.


  • On the one hand, this means you can no longer exploit the old Cure cutscene to despawn all the zombies around you.

  • On the other hand, it means you’ll no longer be locked in place to be helplessly murdered by a Feral while trying to cure yourself.


When an Infirmary is wrecked because of a siege or a lack of maintenance, it now expels all of its patients.


  • This replaces the former behavior, where the patients would be walking around believing they were still checked in, and refusing to do anything else, with no way to resolve their delusions.




Thanks for playing State of Decay 2. We wish you and your loved ones a safe and happy holiday season.

--The Undead Labs development team

Update 23: Lethal Difficulty and the Stay Frosty Pack

A Lethal Shade of Winter




As the nights grow longer, the darkness seems to grow deeper and more terrifying. For many of us, this provides a fine excuse to seek out the warm glow of a fire (or at least a light bulb). However, if you’re the type who faces danger with bravado, reveling in every surge of adrenaline... well, this update is most especially dedicated to you, my friend. Read on, if you dare!

Be Careful What You Wish For...


For months, we’ve heard your plaintive cries.

“Nightmare Zones aren’t hard enough,” you said. (link)

“Where are all the plague freaks?” you asked. (link) And asked. (link) And asked and asked. (link link)


“We need a REAL challenge!” you insisted. (link)

All right, message received... and welcome to the LETHAL ZONE!

[previewyoutube="NmR8K9TB-2k;full"]

This new ultra-hardcore difficulty mode presents the very toughest version of State of Decay 2 that you’ve ever seen. Zombies are even more dangerous, resources and weapons are even harder to find, and blood plague kills you even faster than in Nightmare.

And yes… all the freaks have blood plague. You’re welcome.



Just as with the other four difficulty levels, you can either set your entire game to Lethal, or you can move one or two difficulty sliders up to dabble with this terrifying new experience. Here are the challenges you can look forward to.

Lethal Action



Combat is murderously unfair.


  • All sources deal +100% damage to the player (compare to +60% in Nightmare)

  • Infection gains from zombie attacks are +100% (compare to +60% in Nightmare)

  • Infection from plague consumables is unchanged from Nightmare

  • Blood plague kills survivors within 5 minutes of infection (compare to 10 minutes in Nightmare)

  • Zombies can cause nearly twice as many different injuries as they do at lower difficulties, leading to deeper injury stacks piling up

  • Duplicate injuries instead apply 80% of that injury as trauma (compare to 66% in Nightmare)

  • Dodging costs +100% Stamina (compare to +50% in Nightmare)

  • Vehicles take +300% damage from hitting or getting hit by zombies (compare to +160-180% in Nightmare)

  • They also take +200% damage from other sources (compare to +125-150% in Nightmare)

    The undead are terrifying and relentless.

  • All freaks are replaced with the blood plague freaks from Heartland

  • You can encounter hordes with one of each plague freak. It’s a plague party!

  • Gun noise is raised by +150% (compare to +75% in Nightmare), bringing even more zombies

  • Zombies will now chase a sound for up to 5 minutes (compare to giving up after 1 minute in Nightmare). Got your running shoes on?

  • The baseline siege threat at your base starts at 8 (compare to 5 in Nightmare)

    Plague hearts are extremely tenacious and dangerous.

  • Destroying a plague heart does not kill all nearby plague zombies.

  • Plague Hearts take significantly less damage. Note that melee is now (comparatively speaking) a bit more effective than other options, rather than less. Get up close and personal, if you dare!

  • Melee = -50% Damage (compare to -33% in Nightmare)

  • Ranged = -62.5% Damage (compare to -25% in Nightmare)

  • Explosion = -62.5% Damage (compare to -25% in Nightmare)

  • Fire = -62.5% Damage (compare to -25% in Nightmare)

  • Vehicle Impact = -75% Damage (compare to-25% in Nightmare)




Lethal Map



There’s almost nothing useful left in this town.


  • About 70-80% of houses are pre-looted

  • There are zero non-guaranteed resource drops of any kind

  • That means you only get the resources you expect from looking at a site’s flyout on the Map Screen, if that, and never any surprise bonus rucksacks

  • Other “lucky find” drops are similarly reduced to very low rates, or even zero, including a lot of mid-range guns

    Good luck finding a ride.

  • The map has only 33% the normal number of vehicles (compare to 65% in Nightmare)

  • Vehicles are always out of gas and seriously damaged

    Plague hearts are everywhere.

  • There are 3 times the standard number of plague hearts (compare to 1.5 times in Nightmare)

  • Plague hearts are hidden, and the radio command to find them is available (same as in Nightmare)

  • Plague hearts are allowed to cluster up with each other like crazy (unlike in Nightmare)



    Lethal Community



    Your survivors know they’re doomed

  • All survivors have a -30 Morale penalty (compare to -15 in Nightmare)

  • All survivors gain experience at -60% the normal rate (and Nightmare is now -30%)

  • Nightmare used to be -50% but we reduced the penalty

  • All survivors gain standing at -40% the normal rate (and Nightmare is now -20%)

  • Nightmare used to be -30% but we reduced the penalty

    Resources are consumed quickly

  • Survivors consume 2 Food each (compare to 1.5 Food in Nightmare)

  • Food outposts provide 2 Food to compensate, and this time, they won’t break your entire community when the update launches

  • Costs at the base are increased over Nightmare in a few areas:

  • Ammo costs are +150% (compare to +100%)

  • Materials costs are +150% (compare to +100%)

  • Parts costs are +100% (compare to +50%)

  • Weapons repairs cost +50% (compare to +25% in Nightmare)

  • Vehicle fuel efficiency is reduced by 25% (compare to no reduction in Nightmare)




Other Difficulty Changes



From the Wishlist (link): Nightmare Action now features blood plague screamers and bloaters in addition to the existing blood plague juggernauts

Blood plague bloaters now do half as much plague damage on exploding, because otherwise, they were literally instant death when hit by a vehicle at Lethal

This is balanced out by a more intense Burning Lungs injury (replacing the usual Gas Inhalation)

Blood plague screamers also have a new injury they apply to avoid a problem with one-shotting survivors at Lethal difficulty

Now they apply a single-shot Chemical Burns injury 75% of the time

We reduced the prevalence of crossbows across the board, as players have reported that they were showing up too often

They used to spawn more often at higher difficulties. Now they look like this:


  • 75% standard on Dread
  • 66% standard on Nightmare
  • 50% standard on Lethal


Fuel efficiency (which is increased at Green difficulty and reduced at Lethal difficulty) now lives on the Community slider, instead of the Map slider.

Optimized for Xbox Series X|S



To support the release of the new Series X and Series S consoles, we’ve been working hard to improve our performance and visual quality on these devices. Prepare for blazingly fast load times, improved image quality, tighter controls, and a solid 60 frames per second at full 4K (Series X) or 1080p (Series S) resolution.

[previewyoutube="gFv2oF7ZCiE;full"]

With these improvements, the Xbox Series X|S is by far the best console experience for State of Decay 2 players. We’re working hard to make even more optimizations, and also to bring these improvements to the PC platform as well.

Don’t Worry, Stay Frosty



Just in case you’re freaking out over the new Lethal Zone, we’ve also provided a new array of equipment and outfits designed to help you keep your cool. The Stay Frosty Pack includes 11 bounties, plus 4 firearms you can find by scavenging. All 15 items are brand-new to the game, and we’ve designed these bounties to be a bit easier to complete so that you can earn bounty items more quickly.



Cold Turkey: Line up a perfect shot for your holiday meal with this long-range shotgun, fitted with a choke, an oversized scope, and a large tube magazine. (Bounty Item)

Midnight Solstice: A lightweight survivalist’s crossbow, fitted with a powerful scope for long-range shots. (Bounty Item)

D-Bartini: The short-barreled version of the D-BAR, perfect for packing on long hikes. (Bounty Item)

Samurai SMG: A globally popular submachine gun, with excellent handling, capacity, accuracy, and rate of fire. An all-around useful weapon. (Bounty Item)

HB PDW: The Huntley-Basher Personal Defense Weapon is a submachine gun stripped down to the basics, resulting in an ultralight, snappy assault platform. (Found by scavenging)

HB SD Blackout: This configuration of the HB submachine gun includes their patented integrated suppressor technology. Delivers significant power without the noise to match. (Bounty Item)

HB Snow Fox: A top-of-the-line submachine gun from Huntley-Basher, featuring rapid fire options and quick reloads. Winterized and reinforced, with an extended magazine to boot. (Found by scavenging)

Otoe Howlitzer: The last and most essential design of post-apocalyptic gunsmith “Bubba Fitty,” this lightweight .50-cal is a blast to use despite its slightly diminished range. (Bounty Item)

Tactical Walking Stick: Basically an escrima stick made of durable composite materials. Don’t be caught on a hike without one of these close at hand. (Bounty Item)



Yukon Pathbreaker: This lightweight titanium survival axe isn’t the fanciest tool in your arsenal, but it’ll probably save your life one day. (Bounty Item)

Maintenance Bench: Install this facility mod and spend a few parts to temporarily reduce durability loss for your weapons. (Bounty Item)

Winter Camo Tactical Uniform: Okay, we admit it: this is mostly for style. But even though it’s not snowing, you’ll still look cool wearing it. (Bounty Item)

Winter Camo Boonie Hat: Goes perfectly with the matching tactical uniform. Or wear it with whatever you’d like, we won’t judge. (Bounty Item)



This also means it’s time to say farewell to the World War 2 Pack, at least for now. And be sure to finish up those bounties from the Go Bag Pack before it leaves circulation later this month. But on the bright side, we’re reviving the warm, toasty Bundle Up Pack, ensuring that it’s ready and waiting when the Go Bag Pack hits the gas and makes its escape!

Additional Updates



Achievements
We’ve added four new achievements to the list, worth a total of 100 Gamerscore:

Lilac and Spoiled Gooseberries (25) — Kill 25 blood plague bloaters.

Bless Me Now With Your Fierce Tears (5) — Begin a session with minimum difficulty set to Lethal.

Barber Shop Quartet (30) — Kill one each of the four blood plague freaks with minimum difficulty set to Lethal.

Retrieve Biomass (40) — Kill a plague heart with minimum difficulty set to Lethal.

All existing achievements that required you to complete them at Dread or Nightmare difficulty now also allow you to complete them at Lethal difficulty … though why would you?




Systems



From the Wishlist (linkety link): We’ve overhauled the value of prestige (the currency awarded in Daybreak) to make each Daybreak session more rewarding, and to make CLEO firearms more economically viable.

You should now expect a given Daybreak session to award about twice as much prestige as it did before.

All your means of obtaining ammunition for CLEO weapons in the core game have been made more affordable.

The Red Talon Crafting Station can now craft CLEO ammo without charging prestige — it only costs the Ammo resource.

The CLEO Relay can now call in CLEO Ammo Drops for an influence cost, not a prestige cost.

CLEO ammo sold by the Prestige Trader now costs half as much prestige as it did before.

We’ve also updated the reward tiers in Daybreak to loosen up the requirements.

This means you can now unlock more powerful items at Wave 3 and Wave 5.

The only reward item that requires you to win Daybreak to unlock it is the CLEO Relay.

From the Wishlist (sorta): The Mysterious Wandering Trader can now show up on Mondays (in addition to Fridays, Saturdays, and Sundays), to fit into more players' schedules.

The Dread Action difficulty slider now correctly reports that zombies do not appear on the mini-map under normal conditions.

We also fixed several minor issues with UI readability.



Missions




The in-world mission markers that we originally used for the opening missions in Providence Ridge now apply to all missions, throughout the game. That means you can see your current mission objective as an icon in the HUD, not just as an arrow on the mini-map.

If this isn’t your thing, you can disable Show In-World Objective Icons in the HUD section of the Settings menu.


When your survivors start a new campaign complaining that they are out of gas, you can no longer immediately open the trunk of their vehicle and find that it is full of gas, and that your survivors are idiots.


The built-in facilities found in the Prescott Fire Station now count properly toward progressing the Builder: Safe at Home and Builder: Strength in Numbers missions.

Facilities



The actions on the Staging Area that accelerate build times now take only five seconds to trigger, rather than half an hour, which defeated the purpose.

The “Parking” indicator when driving a vehicle into a parking slot at your base now reliably appears very quickly, so you know for sure that you’re in the right place.

Gameplay



We fixed a bug that was preventing multiplayer clients from busting open doors by sprinting into them in the host’s game.

We fixed a bug that made it possible to take a community member’s backpack without emptying it first, causing all the contents to teleport into the Supply Locker.

Throwing an explosive now cancels a heavy weapon swing, rather than turning the weapon invisible, as neat as that was.

We also fixed several minor outfit clipping issues.

Clouds no longer continue to move while the game is paused. Because that was just weird.

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!

[previewyoutube="2GXXRHC23lo;full"][/previewyoutube]

Scary is Back in Season


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).

Quick Fix


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!

Community Contest


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.



Sailing Away...


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.

We’re Here for You


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.



Customizable Difficulty Sliders



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.

[previewyoutube="4xrHombAhbs;full"]


  • 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.

The Open Range Beckons



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!




Riding Into the Sunset



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…

Coming Soon!



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!

Additional Updates



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.




Difficulty Tuning




  • 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.


Gameplay Tuning




  • 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.




User Experience Improvements




  • 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.


Broken Achievements



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.




Miscellaneous Bug Fixes




  • 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!

Go Bag Gets Bigger


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.

Go Bag Improvements


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.

Go Bag Bounties


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.)

Coming and Going


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!

Anything Else?


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.

Bug Fixes and Gameplay Improvements


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

An Important Request



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.

Riding Shotgun



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.




Vehicle Tune-Up


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


Shotguns Get a Shot in the Arm



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!


Drucker County Map Improvements



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!


Free Bloodmobile for all Players



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.

World War 2 Pack Returns, With an Upgrade



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.

What’s Coming and Going



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!



Other Fixes and Improvements



Loot Container Distribution



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.


Systems



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.




Gameplay



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.


Balance Tweaks




  • 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
.



Miscellaneous



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


Welcome to the Green Zone!


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.”

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It’s a Pirate’s Life for You


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.




What’s Coming and Going


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.

Garden Gnome Contest


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.)

Fixes and Improvements



Gameplay


  • 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.




Combat



  • 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.


Followers



  • 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.




Base Management



  • 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.


Other Stuff



  • 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.

Happy Anniversary State of Decay 2!

Celebrate With Us!


This month, State of Decay 2 turns two years old! To mark the occasion, we’ve created a content pack full of items that celebrate the history of the State of Decay franchise. Some are specifically drawn from our past, while others are brand new to the game.

We thank all our players, from those of you who’ve been with us from the first days of our apocalypse to the folks just joining us with the recent release of Juggernaut Edition. We hope this content pack brings back some treasured memories while also creating fun new ones!

In addition to the new Anniversary content pack, we’ve made a bunch of bug fixes and gameplay improvements, including:
<*>Increased speeds for reloading firearms and refueling and repairing vehicles.<*>More improvements to combat with juggernauts, this time focused on melee weapons.<*>Improvements to follower AI in combat.<*>New beneficial community events driven by survivors with good morale.<*>Adjustments to mission pacing to reduce stress and randomization.
Read below for all the details!


New Weapons for Your Survivors



The Anniversary Pack adds 8 new weapons to the game, including two heavy weapons you can find by scavenging.


New Outfits and More



This content update also includes four new outfits, a new hat, a new vehicle, and a new facility mod that’s perfect for celebrations!

Remember that all hats and outfits you’ve unlocked are shared across all communities on your account.


A Note on Retired Content Packs


As you’ve likely noticed, we’ve started retiring older content packs to make room for the new content. Already this year we’ve retired the World War 2 Pack, the Fearsome Footage Pack, and the Go Bag Pack.

This month the Critical Response Pack is joining the list of retired content, and in June we’ll retire the Trumbull Valley Pack to make room for another exciting set of new items.

When a content pack is retired, you keep anything you already own. However, you can’t acquire more items from retired packs, nor can you continue making progress on bounties from those packs.

If you don’t manage to complete all the bounties from a pack before it’s retired, don’t fret! In a world where corpses walk, nothing stays dead for long ...

Gameplay

<*>The basic Shooting skill now awards improvements to Reload Speed.
<*>Last month, we fixed some problems that cropped up when fighting juggernauts with guns. This month, we’re extending that fix to melee weapons.
<*>Gas cans and toolkits now work 50% faster than before. You still don’t want to use them in the middle of a fight, but you also won’t want to claw your eyes out by the time they’re done.
<*>Rapidly opening and closing the Supply Locker no longer locks your character in a search animation.<*>Using the Interact button to finish a zombie now takes priority over a whole host of other interactions, not just container searches. This means you’re less likely to enter a vehicle or start a conversation when you’d rather be busy snuffing zeds.<*>It is now much easier to find those last few outfits and hats you’re looking for, as the random selection process is no longer making invisible fruitless attempts to offer you outfits you’ve already unlocked.


AI



Missions


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User Interface

Environments


Update 16: The Pawn Shop Pack

This update is a return to form after the massive release of Juggernaut Edition! It includes the new Pawn Shop Pack at the Bounty Broker and a host of other fixes and tweaks, including:

  • A fix to address invisible zombies in multiplayer and the dreaded Error 3 disconnects.
  • A massive overall increase to weapon durability, muzzle brakes that improve durability, and a free one-time repair for all weapons.
  • Juggernauts that take more damage from higher-caliber firearms and headshots.
  • Infestations that don’t repopulate right after you clear them out.
  • Irritable characters that can more easily be prevented from starting fights.
  • The ability to stealthily kill your way through a horde.


Pawn Shop Pack


Pawn shops are intriguing locations filled with a wide variety of unusual items, from appliances to guns to jewelry. In that spirit, we’re offering this new array of useful gear and outfits for your survivors. It’s like the pawn shop came right to your door with a delivery!
This content pack adds seven new weapons to the game, all of which are available via new Bounty Broker challenges.
  • PPQ 45 — A .45 caliber variant of the PPQ frame that uses polygonal rifling instead of “lands and grooves” to achieve extraordinary accuracy.
  • G45 — An evolution of the G19 that incorporates years of field experience into a new, highly durable version of the classic pistol.
  • Hunter SKS — This rifle was modified with a scope and brake for pinpoint protein procurement. Now it has other uses.
  • Non-Compliant SKS — This SKS joined an outlaw biker gang, adding full auto conversion, a high-capacity “double stack” magazine, and a high-speed optic.
  • Wyrmling — A gorgeous new close-combat weapon that pairs well with its larger cousin, the Wyvern.
  • Wyvern — The most elegant blade you could expect for three installments of $29.95. Pick up the Wyrmling to complete the set.
  • Guandao — An ancient, heavy blade meant to be swung with power. Use it to vanquish hordes of your enemies.

In addition, the pack includes five new raincoats and matching rain hats to keep your survivors dry in these rainy months. The black set can be earned by completing a pair of Bounty Broker challenges, while the other four sets are all added to your Closet for free! And remember, all hats and outfits you’ve gained are shared across all communities on your account.

Content Pack Cycling Update


We had previously announced that this update would see the retirement of the Critical Response Pack. Instead, we’re keeping that pack in the rotation for one more month!

In other words, you have a little more time to finish those Bounty Broker challenges from the Critical Response Pack before it’s replaced in Update 17 with another new pack of goodies. Future content pack releases will still “cycle out” one pack to make room, but this means we’ll now have four packs in the current rotation instead of three.

Multiplayer


We hammered on our multiplayer networking code and fixed several issues with zombie synchronization. There should be fewer invisible zombies, more accurate positioning, and a major reduction in the dreaded Error 3 disconnects.

Weapons and Mods


We’ve doubled the durability of all ranged and melee weapons! But we haven’t changed the way repair works — more durability means higher repair costs. So, you’ll repair half as often for twice the cost. This should make weapon durability behave a bit more realistically while leaving the game’s parts economy intact. As a side effect of these changes, the number of parts salvaged from these weapons is now roughly doubled. To smooth the transition into these new values, we’re repairing all the weapons that currently exist in your saved games. Enjoy!

To keep pace with our recent restoration of suppressor power, we’re further improving muzzle brakes to keep them competitive.
  • Muzzle brakes no longer cause a weapon to make additional noise.
  • Brakes now improve weapon durability, making repairs less frequent on any weapon to which they are equipped.
  • This effectively grants 33%, 50%, or 100% more shots (for handmade, professional, and advanced brakes) before repairs are needed.

Brakes also improve control even more, allowing even notoriously squirrelly weapons to produce predictable, modest, recoil when equipped with the highest level muzzle brakes. To round out this balance pass on weapon mods, we’ve buffed chokes. Chokes now provide dramatic increases to range (50%, 100%, and 150% for handmade, professional, and advanced).
  • A high-end choke now allows a shotgun to be effective at ranges previously reserved for longer pistols or shorter rifles.
  • Chokes also grant modest increases to power (10%, 20%, and 30% for handmade, professional, and advanced)
  • The power increase makes them more effective against plague hearts, hostile humans, and juggernauts.
  • This work also fixes a previously undiscovered issue where chokes would actually make shotgun effectiveness worse as you got farther from the target. Essentially, the same bug as the “suppressor bug” we identified in CU14 appears to have been stealthily lying in wait on the choke attachments since … well, a long time ago.

We made a full tuning and tweaking pass across the new heavy weapons. Without listing all the details, here are a few highlights:
  • All heavy weapons increased in durability, some more than others. The biggest beneficiaries are the Sledge Hammer and the Groundbreaker Shovel.
  • All heavy weapons gained additional impact (which helps against enemies with hit points, like juggernauts and humans). The biggest beneficiaries are the Coffee Can Mace and the Groundbreaker Shovel.
  • Most heavy weapons gained tweaks to their additional effects, like knockdown and dismember chance. These are largely minor and varied, and most are beneficial.
  • Most heavy weapons also had their weight and stamina-cost-per-swing adjusted. Most got lighter, and only a couple got a bit heavier.

Thanks to some excellent sleuthing by members of our community (especially u/TheErudite on Reddit), we learned that Juggernauts were not responding to firearms the way we intended. So we’ve made a few important fixes:

  • Juggernauts now take greater damage if you use higher-caliber firearms and power-enhancing weapon mods. So the difference between an AK-47 and a .22 pistol really comes through. We’ve done a balance pass across all firearms to make sure players are rewarded for bringing more firepower to a Juggernaut encounter.
  • Body shots to Juggernauts are now less effective, and headshots become increasingly effective the more you degrade the Juggernaut’s skull with accumulated damage, rewarding players who keep their cool while he's charging.
  • Juggernauts no longer ignore damage when they’re in their “stagger” behavior, and can be staggered again sooner after recovering. This damage immunity was helping to mask the problem, and now the natural assumptions players make about whether they are hurting the Juggernaut are actually true.

And finally, Heavy weapons can now be found when looting a Plague Heart.

Gameplay

  • Destroying an infestation now creates a temporary moratorium on the creation of new infestations, removing that annoying moment when an infestation pops up literally ten seconds after you cleared out the last one.
  • The death of a zombie no longer automatically gets the attention of the horde they are a part of, making it much easier to quietly kill your way through a horde, one zombie at a time.
  • When a zombie is on the ground next to a container, we now prioritize finishing the zombie with the interact button, rather than looting the container.
  • AI-controlled humans are now able to shoot zombies out to the effective range of their weapons. (They were previously inadvertently limited to about 50 meters.) This is particularly valuable to characters staffing Watchtowers.
  • AI-controlled humans now get into vehicles more promptly, avoiding walking in indecisive circles beforehand.


Facilities

  • We removed the influence cost to Reveal Map Exits at an upgraded Command Center, to smooth the path for players who want to try new maps.
  • Checking a character into the Infirmary to halt the progress of Blood Plague no longer has an ongoing meds cost.
  • Characters made “busy” by a mission can now still be checked into the Infirmary.
  • We fixed an inconsistency in the amount of experience awarded for "Primary Care" when used by an Infirmary 3 or Field Hospital. It was 200, but now is reduced to 100 to match the same action on the Infirmary 1 or 2.
  • We fixed an issue where “Emergency Medicine” awarded Mechanics skill experience, instead of Medicine skill experience. Or maybe your survivors were actually robots up until now? Didn’t see that coming, did you?
  • The new Ranger SUV can now be upgraded to a Smashwagon, like other SUVs.


Community

  • The numbers that lead to characters starting fights based on their traits have been changed to fall in line with the existing morale thresholds. In general, this makes those characters less likely to start fights.
  • Characters with “irritable” traits won’t start fights unless they are below “Cheerful”.
  • Characters with traits that “start conflicts” won’t start fights unless they are below “Empowered”.
  • Characters at your base will no longer complain about noise when the Threat level is less than 14.
  • Morale-driven filth on characters is now visible in multiplayer. A reminder to make sure to shower before seeing other people.
  • Running low on meds no longer issues an inaccurate “Food Dire!” penalty to morale. Survivors now recognize that bandages are not food.


User Interface

  • Now when you equip an item (like a weapon or a backpack) directly from your supply locker or from a vehicle, the game swaps your previously-equipped item back into that container, rather than dropping it into your inventory by default. We made this change because in our experience as players, this is what we actually wanted the game to do about 99% of the time. Note, this does not apply to lootable containers out in the world, which still cannot receive items from you, but can only provide them.
  • You can now click and drag scroll bars in the menus if you are using a mouse.
  • Moving to a new map in Nightmare no longer reveals all the Plague Hearts.
  • Dead characters and empty leader slots no longer offer you access to their closets.
  • We reduced the time it takes to load up and interact with the Community Screen, which was becoming an issue on some hardware.
  • The keybinding screen no longer issues a warning when you leave the older Dodge/Crouch action unbound.
  • We’ve bound the option to delete Legacy survivors via the Main Menu to the X button instead of the A button to prevent unfortunate accidents.
  • Remember last update, when we said that we had made it possible to bind Interact and Quick Finisher to the same button? We made a mistake. That arrived in this update.
  • We also did some general cleanup work on the interface, making sure you can see what you need to see.


Missions

  • We fixed an issue with map markers on vehicles that was making them very difficult to find in missions like Action Hero: Fast Cars, Rookie Mistake, and the Mysterious Broadcast with the abandoned van.
  • We slightly increased the starting resources for players who skip the tutorial. You now begin with 6 food, 2 meds, and 3 materials.
  • Builder: Gimme the Loot, though still rare, spawns more often than it once did.
  • Builder: Pillage and Plunder no longer instructs you to stick a rucksack in your supply locker.
  • Sheriff: Right of Way can no longer cost you an alliance with an enclave.
  • Claiming the Shop has had its missing map marker restored, making the shop much easier to claim.
  • Maslow’s Hierarchy no longer appears when you already have the Lounge it wants you to build.
  • Who Should Lead no longer doubles up on the same leader tutorial if you recruit a new community member who matches your current character’s leader type.
  • Connect with Other Survivors now handles the scenario where you start the mission already in the possession of a food rucksack.


Misc

  • We added a console-only option to the Video Settings called TV Display Border (Overscan). You can use this to compensate if your television cuts off the edges of the game screen.
  • We made several minor map fixes, with such effects as:
    • Avoiding players getting trapped by geometry, especially around their own parking spaces.
    • Preventing characters from spawning on rooftops.
    • Preventing players from getting trapped inside plague-engorged houses in Heartland. Because ick.
    • Creepy debris floating above the road. If you want to see weird floating debris on purpose, check out the game Overland.
  • We fixed a few clipping issues on character outfits and hair.
  • We also fixed a few rare crash and soft-lock bugs.
  • We expanded our support for international keyboard standards. French AZERTY keyboards now use ZQSD instead of WASD by default for movement. New users and users who reset their keybindings will receive the change.
  • Also, players with German and Italian keyboards can use 0 instead of = to sign out or reset their keybinds.
  • And as with every update, we continue to improve our localization quality in several languages.

Update 15.1 Patch Notes



Gameplay

Characters whose maximum Stamina has dropped to zero no longer act as if they have full Stamina.

Characters no longer stutter when moving left and right when performance dips.

Localization

We completed the process of localizing all text in the game for players who read Simplified Chinese, including dialogue subtitles.

Settings

We fixed a problem that caused existing owners of State of Decay to end up with both Flashlight and Crouch accidentally bound to clicking the left stick on a controller.

If you have not already edited that control yourself or reset controls to default, then this update should correct the problem.

We made it possible to manually rebind Interact and Quick Finisher to the same button, where previously, you could only get them into that configuration by resetting all the controls to default.

We added support for ultra-wide 21:9 resolutions to the video settings drop-down.

Missions

Living at the Prescott Fire Station no longer prevents you from satisfying the Warlord Legacy requirement to build a Fighting Gym.

The built-in Workshop at the Prescott Fire Station can now be used to fulfill the crafting requirements of the Builder Legacy.

Prestige

Daybreak no longer inadvertently caps your prestige earnings at 9999.

Technical

We fixed some excessive, minutes-long load times that sometimes occurred on faster PCs.

We fixed a potential crash when viewing the Legacy Pool from the Main Menu.

We fixed an error that could occur when exiting the multiplayer menu in the Steam version of the game.

Other Changes

We fixed a range of minor audio issues, including music that wasn’t quite long enough for the updated credits.

We also made sure our most recent hires actually appeared in the credits for Juggernaut Edition.

See this on the official support page, here.