State of Decay 2

The Wolf King

The Night is Dark and Full of Terrors
Super Mod
Forum Mod
Sep 11, 2013
For some reason im still not getting the option to bring anyone into my community


Well-Known Member
Sep 11, 2013
I recruited this guy named CJ who is a mall cop. Well i thought that sounded familiar and then it hit me. CJ was a character in the Dawn of the Dead remake and coincidentally was a mall cop. Nice.....
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Hail to the Chief, baby
Sep 12, 2013
Yay! No more crashes on the community screen for me since the last update, so finally playing this fun game without fear of it blowing up my Xbox. Good times!

Seems better than the first in every way, as it should. It's MUCH better than the 66 metacritic rating, although that score is probably reflective of the plethora of bugs that plagued the launch (not to mention 2 months post launch).


Well-Known Member
Sep 13, 2013
Been addicted to this game lately. It's really so much more fun when you have friends to play with as the AI is god awful.
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Reactions: wshowers and Grimmy

The Wolf King

The Night is Dark and Full of Terrors
Super Mod
Forum Mod
Sep 11, 2013
General Issues
  • Fixed an exploit involving buying and selling stackable items with traders to earn massive amounts of Influence.
  • Removed an apparent soft-lock caused by the death of a leader.
  • Removed some locks and crashes associated with pop-up boxes.
  • Fixed a handful of buildings that were inaccessible due to collision.
  • Fixed a number of localization issues
Characters and Communities
  • Random “resource loss” events are now dependent on morale and traits. If you recruit carefully and keep everyone happy, then random resource losses should be a thing of the past.
  • Characters who incur “resource loss” events because of low morale will now receive a temporary morale benefit for doing so. IE, they binged on a bunch of food, but at least it made them feel better.
  • Skilled characters will now sometimes provide the community with new free items in place of the “resource loss” events.
  • Exiles should now always count towards exile-related achievements.
  • Characters from other enclaves will no longer receive the large-scale death-banner treatment when they die
Bosses and Facilities
  • Fixed an issue where facilities would sometimes stop building when the main menu was opened.
  • Fixed an issue where weapons would be repaired for free.
  • Fixed collision on the Sniper Tower to allow it to be scaled.
  • Fixed a case where the old Rally Point bases could still be claimed.
  • Extended the new resource-counting prompt for depositing rucksacks in the generic Storage facility to apply to specialized Storage facilities as well
  • Fixed an issue where some missions would provide deceptively large piles of resources.
  • Fixed many cases where critical NPCs would not show up for missions (or in one case, would attack you for no reason).
  • Fixed an issue with the Warlord: The Informant mission, which was not counting vehicle kills.
  • Fixed an issue with the Builder: The Call Is Answered mission, in which some enclaves would flee the player’s home site
  • Armored zombies are no longer killed by flames. Instead, they catch fire and become scarier, like a juggernaut;)
  • Zombie kills with vehicles should now count towards zombie-killing achievements.
  • Fixed some issues where zombies would spawn trapped in geometry.
  • Fixed an exploit that allowed some clients to easily blow up the host’s vehicles.
  • Fixed an issue with indefinitely persistent C4 charges left by dead characters

The Wolf King

The Night is Dark and Full of Terrors
Super Mod
Forum Mod
Sep 11, 2013
Latest update,

  • We made several balance changes to the Daybreak rewards — CLEO guns are better, CLEO ammo can be crafted, and Red Talon contractors are cheaper … though a bit more unruly.
  • We added some new facility actions — you can craft Ammo, Meds, and Food, and you can teleport gas cans and repair kits straight into parked vehicles.
  • We amped up the benefits of allied enclaves, and added the option to dismiss trader enclaves when you’re trying to summon a new one and there isn’t any room for them.
  • We added the ability to use simple consumables while in a vehicle.
  • We bumped up the size of zombie hordes late in the game.
Click through for the rest of the notes!

Daybreak Mode & Content
  • CLEO guns have been rebalanced to make them more valuable in the base game.
    • All CLEO guns are 20-40% lighter.
    • All CLEO guns (except bolt-action rifles) are 15-25% more durable. (Bolt-action rifles can’t be more durable than they already are.)
    • All CLEO guns (except pistols) are about 20-30% faster to reload. (CLEO pistols were already unusually quick.)
  • CLEO ammo is now much easier to acquire in large amounts, though it still always costs prestige.
    • The Red Talon Crafting Station allows you to manufacture CLEO ammo at will, spending prestige, circuitry, and Ammo from your resource stockpile.
    • The CLEO Relay now offers a CLEO Drop alternative that delivers 8 stacks of CLEO ammo.
  • We worked with members of the community to rebalance Red Talon contractors, so that they are no longer 100% overpowered. Now they are more like 85% overpowered.
    • Existing Red Talon contractors now have the potential to run wild and waste resources if their morale is low.
    • Existing Red Talon contractors are now “Irritable” towards others, which makes them more likely to start fights when their morale is middling to low.
    • However, we also changed the threshold that causes “Irritable” characters to fight, so that fights happen less often, across the board.
    • Newly-recruited Red Talon contractors now come with minor downsides tied to their fifth skill. Hackers snack more than other people, Logistics experts use up extra bed space for storage, etc.
    • Red Talon acknowledges that attrition has made their pool of recruits shallower, so they now only charge 2750 prestige for their contractors (down from 3250).
    • In summary, if you keep your morale high, your current Red Talon contractors should be just as awesome as they’ve always been — but it’s more important now to keep maintaining that morale. New contractors now have minor drawbacks, but they also cost less.
  • We now refund the full prestige value when you reject a Red Talon recruit. This removes the old incentive to exploit the system by restarting the game. And it’s just nicer. Thanks for playing Daybreak.
  • Ferals should no longer occasionally enter a “T-pose” when moving through the environment.
  • Hostile NPCs should now properly trigger the detonation of deployable minefields they stumble into.
  • Followers should now properly follow the player when in the vicinity of a deployable minefield.
  • We improved performance and reliability of VO playback during various moments in the game.
  • Many simple consumables can now be used while in a vehicle.
    • This includes bandages, painkillers, and other consumables that don’t involve throwing, placing, or playing a complex animation.
    • Consumables that cannot be used within a vehicle are now shown as unavailable in the HUD while you’re inside a vehicle.
  • Allied enclaves now offer a greater variety of more powerful enclave benefits, to make the time spent befriending and supporting them more worthwhile.
  • Late in the game, zombie hordes can now be up to three times as large as before. (You asked for it …)
  • When summoning a trader over the radio, you will sometimes have the option to dismiss an existing trader to make room for them, if that’s what it takes to get them into the map.
  • Ranged weapons no longer jitter in your hands as you aim left and right.
  • A new option in the Gameplay section of the Settings menu allows you to ensure that no weird zombies (such as clowns, coneheads, and war reenactors) appear in your game.
  • We fixed a bug related to rapidly placing explosives that could result in premature detonation and character death. Sounds painful.
  • We increased the size of safe zones created by clearing large sites to more accurately encompass their area.
  • Survivor traits that reduce the number of required beds should be accurately counted by morale system.
  • We fixed an exploit that prevented hostile enclaves from defending their base when mines were planted in the area.
  • We solved a rare crash that could result when destroying a plague heart with ignited bloater gas.
  • Zombies should show up more often inside buildings while you are exploring.
  • On the other hand, random zombies should now NOT show up inside an infestation that you’ve just cleared.
  • Any attempt to pick up stackable items from the ground now tries to pick up all items in the stack.
  • You can now produce Ammo, Meds, and Food at your base with the right facility and ingredients.
    • Meds are produced in any Infirmary from parts, chemicals, and ethanol.
    • Ammo is produced in any Workshop or Armory out of parts and chemicals.
    • Food is produced in any Kitchen by spending seeds and ethanol (yum).
  • You can now use your Parking facilities to move gas cans and toolkits directly from your community’s inventory into parked vehicles.
  • The Infirmary now uses characters’ nicknames, instead of their full names, making it consistent with the rest of the game.
  • Missions that involve searching dead bodies or killing zombified humans now pinpoint the corpses with icons on the minimap, rather than requiring you to hunt for them near a marked location.
  • We resolved an exploit that let players cancel Threatening to Leave missions by quitting and restarting the game.
  • We fixed a potential case where some NPCs in an enclave would not be visible during an objective to kill them all.
  • We “tightened up the graphics” to achieve higher and more consistent resolution and frame rate on the Xbox One.
  • We improved the camera transition when moving into or out of a crouch while zoomed in.
  • We reworked our anti-aliasing system to reduce ghost outlines and blur artifacts when rotating the camera.
  • Lens flare effects are now smoother and crisper.
  • The Multiplayer section of the Settings Menu now has options for voice chat, and is generally awesomer.
  • Most notably, we’ve added a push-to-talk option, and left it unbound for players to assign as they wish.
    • On a controller, we recommend D-Left (Emotes) if you want to swap out something that doesn’t directly impact gameplay.
  • When a player speaks over in-game chat, their player indicator pulses to indicate which character is talking.
  • When a client is tethered to a host who is driving a vehicle, they now land in a passenger seat in that vehicle, rather than being dumped by the side of the road like garbage.
  • We fixed a rare case where the host would think a client’s character died if they sustained many injuries, healed, and then sustained more injuries
  • We fixed a rare crash bug that could occur when an Xbox client joined a UWP host just as the host is completing the search of a building.
  • You can no longer make progress toward the Citizen Z achievement by using the “Stuck” radio command, or by choosing and then cancelling the “Volunteer” or “Call for Help” commands.
  • We reworked the use of icons in the HUD and the Character Panel, so that the icons that pop up next to the Health, Stamina, and Infection meters can be followed all the way into the deepest menu to find out what they mean.
  • The “Show HUD” and “Show Notifications” options in the Settings Menu now consistently turn on and off their respective UI elements.
  • We clarified the visual language of the infection meter, to make it clear that you are progressing from a minor infection towards full-blown blood plague.
  • On PC, the game will now recognize any plugged-in controller as belonging to the player, rather than specifically requiring the designated “Player 1” controller.
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Reactions: Edge BC and Hedon

The Wolf King

The Night is Dark and Full of Terrors
Super Mod
Forum Mod
Sep 11, 2013
Content Update 8.0 is Live Now!
Patch Notes for Content Update 8.0 (with World War II Weapons)
We’ve taken another step in our ongoing quest to keep listening to community feedback and improving the game. This time, the big-ticket items are:

Over a dozen new weapons from the World War II era.
The ability to demote a leader without exiling or killing them.
New icons to help you find characters you’re trying to exile or demote.
The ability to transfer items into the base from every inventory slot at a parked vehicle.
The ability to unload ammunition from weapons in your inventory.
Check out the detailed patch notes below.

World War II Weapons
Community Request: We’ve added a new set of classic weapons from the World War II era:
M1918 BAR
M1A1 Thompson
M3 Grease Gun
Surplus M1911
M1917 Revolver
M1903A4 Sniper Rifle
M1 Carbine
M1 Para Carbine
M97 Trench Gun
There are several ways to get these new weapons:
There is a new antique weapons trader who shows up occasionally to sell them (appearing at the same rate as the other traders).
These new weapons can also be looted from the same containers as other standard guns in the game. Gun stores are a great place to look.
Characters with an interest in historical weapons can also spawn with them. (Look for traits like Rifle Collector, War Reenactor, and the new World War II Buff.)
Community Request: We also added four special variants that can only be found in the rare weapon containers hidden across the maps:
Barrow Style BAR (a cut-down M1918 BAR)
Gangland Strad (an M1A1 Thompson with a drum magazine)
Graveyard Shift (an integrally-suppressed M3 Grease Gun)
T4/M2 Carbine (a fully-automatic variant of the M1 Carbine)
Demoting Leaders
Community Request: You can now demote your leader from the Community Screen without having to exile them or get them killed.
The process is the same as for exiling a character. First you mark them for demotion, then you speak to them in person.
The demoted character’s standing drops to Citizen level, and they suffer a temporary Morale penalty.
Community Request: When you exile or demote someone, they are now given a distinctive marker in the world and on the map, so you can easily find them to complete the process.
Community Request: Nonplayer characters are now a lot less aggressive towards nearby enemies while talking to you.
They will still defend themselves if attacked, but they won’t break out of a conversation to chase a zombie that is across the building from them.
Community Request: When you switch characters at an outpost, your old character now teleports home, rather than heading out on foot and probably dying (at least in the harder zones).
Community Request: When you switch characters with your flashlight on, your new character starts out with their flashlight already on.
Abandoned followers no longer teleport directly over your head like drop bears.
We fixed a bug that was preventing characters from getting nicknames based on their last name.
This fix unlocks a huge list of nicknames that were not available before.
This fix also unlocks more nickname options for cops, soldiers, and other characters who go by really long or uncapitalized last names that historically haven’t fit well into the UI or the mission text.
The Sort Ammo action at the Storage facility has been rebalanced to make some of the rarer ammo types more common. Now you should generate:
About twice as many .357 rounds as before.
About 50% more .44 and 7.62mm rounds.
About 15% more 5.56mm rounds.
About 25% fewer 9mm rounds (to make up for it).
Upgrading an Infirmary or Clinic no longer ejects its Blood Plague patients, which was causing their death timers to quietly resume. Survivors now remain checked-in after upgrades.
The Scrum Certification skill now grants a speed bonus to the building of facilities, in addition to its original speed bonus to other facility actions.
Community Request: Quick-Repair Toolkits have been rebranded as Advanced Toolkits, and they now repair twice as much damage as standard Toolkits.
Their crafting cost and rarity are unchanged. They’re just better now.
Community Request: Deployable Pyro Minefields now spawn with the correct rocket pods. They can set zombies on fire again.
Community Request: In response to players finding certain crossbows overpowered against Plague Hearts, we’ve reduced crossbow damage across the board (though headshots against zombies are still always deadly).
Crossbow bolt impacts no longer play inappropriate audio.
Characters with appropriate traits now have a chance of initially spawning with a crossbow.
This includes the new Crossbow Hunter trait.
Unbreakable items no longer drop from Plague Hearts in a damaged condition
User Experience
Community Request: You can now hold Y (controller) or R (keyboard) to unload the ammunition from the magazine of a weapon in your inventory, so you can store it or use it elsewhere.
Now when you’re transferring items from a vehicle inventory to your base, you can do it from any slot in your inventory, not just the vehicle slots.
When playing with a mouse, you can now click the empty leader slot on the Community Screen to initiate leader selection, rather than having to press the spacebar.
Community Request: We fixed a bug that was preventing freaks from appearing on the mini-map in Daybreak.
Map icons for optional mission objectives have been recolored to stand out more against the background.
Entering a site while in a vehicle no longer prevents room-clearing pips from appearing on the mini-map.
If you interrupt a subtitle by conversing with an NPC, and then exit the conversation while the original line is still playing, the subtitle comes back, too.
Incoming clients now land in the host’s vehicle, if the host happens to be driving at the time.
Bonuses to influence gains now apply to multiplayer rewards, in addition to standard in-game earnings.
Nonplayer characters no longer fall through the world or spawn in the sky when exiting vehicles.
Getting tethered with the map open no longer traps you on a black screen.
We fixed a bug so that clients can now interact with built-in facilities after the host settles a new base.
Community Request: Players can no longer throw Bloater Gas Grenades at other players and then disconnect, causing the damage from the grenade to suddenly kick in. Explosives of all kinds now disappear when the character that triggered them goes away.
Dread and Nightmare Zones
Community Request: Hostile humans in Nightmare Zones are now a bit less deadly with firearms.
Now when you suffer a headshot, you are protected from additional headshots for a short time afterwards.
The remaining sliver of health has doubled in size, leaving a bit more room for you to escape with your life.
The True Grit achievement is no longer triggered simply by rolling over to Day 100 while in a Dread or Nightmare zone, even if most of those days were spent in a Standard Zone. Now you must spend all 100 days in a more challenging zone.
Communities that are already in Dread and Nightmare zones when the update is installed will still be credited according the old rules.
Difficulty descriptions no longer continue to display unnecessary warning text after you change difficulty.
We fixed a crash that would occur if you managed to switch difficulties when your last survivor was dying.
Other Stuff
Windows with multiple panes now break as you would expect, rather than quietly violating the laws of physics.
We fixed a bug that was causing the game to begin without the characters or the world fully spawned in.
We fixed a crash that occurred when a character was killed after being exiled.


Generation Crybaby
Supporting Member
Sep 11, 2013
Outside Boston
Have never played this game, but have it downloaded now thanks to GamePass. Might be time to finally change that, always was interested in the first.
LOL, I’ve had it on my HD since it launched, just never get round to it. I loved the first game, just needed co-op, which this game has...

Sep 11, 2013
I am installing the game now, I hope the game is good because when I played it before it got boring really fast for me.


Well-Known Member
Sep 12, 2013
Gave this game another chance. This time it's stuck better than the first. I still need to figure out how to manage/balance resources. A little bit overwhelming right now. Increasing the difficulty level helps the sense of tension and has encouraged me to use stealth. I can see the hook.


Well-Known Member
Sep 11, 2013
The updates sound really good. I can't remember how to play this at all, maybe I should completely start over at some point after I finish Doom Eternal.

With how much they've shown this game in the tech demos for the Series X, gotta assume this game with have a new update at the system's launch.