Official Thread State of Decay 2

Rate this Game

  • ☆☆☆☆☆

    Votes: 3 37.5%
  • ☆☆☆☆

    Votes: 3 37.5%
  • ☆☆☆

    Votes: 0 0.0%
  • ☆☆

    Votes: 1 12.5%
  • Votes: 1 12.5%

  • Total voters
    8
Finished the sheriff's legacy - I wasn't sure if it was triggering properly but it eventually did - just took a while for each step to trigger. I wish there were more of those types of epic gun battles with other human camps.

Going to try for the warlord now!

Also,


No duke controller?

No deal!
 
Not to worry. On chat with MS now and getting one issued.
 
What's the community limit? Not had any new members for a while and only have 9
 
So how's everyone finding this game currently?.....bugs been fixed with the patch?....how's the game is it grindy or fun, if I play this it'll be coop.
 
So how's everyone finding this game currently?.....bugs been fixed with the patch?....how's the game is it grindy or fun, if I play this it'll be coop.
I finished. I'm going to hold off on the game plus community until the DLC comes out.

The game is fun. Not grindy at all. Not very glitchy. I had a blast with it. I never play coop.
 
  • Like
Reactions: the_slayer
Not to worry. On chat with MS now and getting one issued.

So, I called support and they gave me a Year One redeemable code.

I finally get my real one from XBox Live via messenger. So, I have an extra. Message me if you want it. This is for the first State of Decay: Year One edition.
 
Patch 1.4 Highlights
  • Fixed issue with ladders where players would sometimes not mount the ladders properly during descents and as a result fall off and take damage.
  • Fixed some rare instances of odd follower behavior where players would sometimes lose their follower entirely, or the follower would disappear and then teleport to the player later.
  • Door state should now always match its visuals. (No more running face first into a door that looks open!)
 
I know I'm late to this party, but State of Decay 2 is a bug-plagued mess that should not have been released yet. Loved the first game and really appreciate the many improvements and refinements that are a part of SoD2. But c'mon MS/Undead, this just sucks...

Whenever I go to the community screen, my Xbox One X sounds like it's going into hyper-drive. And if I stay on that screen for more than a few seconds, it keeps speeding up to where the console freezes and then shuts down. At first, I thought it was my own console, but a little digging and I found this on reddit (from a month ago)...



Someone in that thread stated they overcame this problem by installing the game to an external drive. So, I tried that. It didn't work. Undead Labs' patch 1.3 (from 6/8/18 ) supposedly "fixed crashes players were experiencing when loading into their communities." Nope. Still crashing on me when I go there.

Maybe it's just an X thing (due to the different coolant system), and maybe it's just a small sampling of X consoles, but you'd THINK that with the extra horsepower, we wouldn't have any problems like this, especially on a screen as static as the community screen.

I'm just thankful for GamePass so I didn't waste any money on this. :sad:
 
I know I'm late to this party, but State of Decay 2 is a bug-plagued mess that should not have been released yet. Loved the first game and really appreciate the many improvements and refinements that are a part of SoD2. But c'mon MS/Undead, this just sucks...

Whenever I go to the community screen, my Xbox One X sounds like it's going into hyper-drive. And if I stay on that screen for more than a few seconds, it keeps speeding up to where the console freezes and then shuts down. At first, I thought it was my own console, but a little digging and I found this on reddit (from a month ago)...



Someone in that thread stated they overcame this problem by installing the game to an external drive. So, I tried that. It didn't work. Undead Labs' patch 1.3 (from 6/8/18 ) supposedly "fixed crashes players were experiencing when loading into their communities." Nope. Still crashing on me when I go there.

Maybe it's just an X thing (due to the different coolant system), and maybe it's just a small sampling of X consoles, but you'd THINK that with the extra horsepower, we wouldn't have any problems like this, especially on a screen as static as the community screen.

I'm just thankful for GamePass so I didn't waste any money on this. :sad:


Yeah, my X also goes to work like it's crunch time on the community / char select screen. I've never had it freeze though. It's really strange. What kind of computations are they throwing at the machine. We have all these graphical games that run silent..but State of Decay's char select screen makes the fans go wild.
 
I know I'm late to this party, but State of Decay 2 is a bug-plagued mess that should not have been released yet. Loved the first game and really appreciate the many improvements and refinements that are a part of SoD2. But c'mon MS/Undead, this just sucks...

Whenever I go to the community screen, my Xbox One X sounds like it's going into hyper-drive. And if I stay on that screen for more than a few seconds, it keeps speeding up to where the console freezes and then shuts down. At first, I thought it was my own console, but a little digging and I found this on reddit (from a month ago)...



Someone in that thread stated they overcame this problem by installing the game to an external drive. So, I tried that. It didn't work. Undead Labs' patch 1.3 (from 6/8/18 ) supposedly "fixed crashes players were experiencing when loading into their communities." Nope. Still crashing on me when I go there.

Maybe it's just an X thing (due to the different coolant system), and maybe it's just a small sampling of X consoles, but you'd THINK that with the extra horsepower, we wouldn't have any problems like this, especially on a screen as static as the community screen.

I'm just thankful for GamePass so I didn't waste any money on this. :sad:


This happens to me too, first time I've EVER heard the fans be audible on my console. Sounds like they let the framerate run wide open and GPU/CPU usage pegs. I've never had it freeze from that though.
 
Playing on an S and haven’t had a single issue.
 
I've had a car fly off when I tried to enter it, looked hilarious and took out about 5 Zombies. But that's as glitchy as it's been for me. Haven't played it too much yet, since I wanted to finish the first before starting on this one.
 
I know I'm late to this party, but State of Decay 2 is a bug-plagued mess that should not have been released yet. Loved the first game and really appreciate the many improvements and refinements that are a part of SoD2. But c'mon MS/Undead, this just sucks...

Whenever I go to the community screen, my Xbox One X sounds like it's going into hyper-drive. And if I stay on that screen for more than a few seconds, it keeps speeding up to where the console freezes and then shuts down. At first, I thought it was my own console, but a little digging and I found this on reddit (from a month ago)...



Someone in that thread stated they overcame this problem by installing the game to an external drive. So, I tried that. It didn't work. Undead Labs' patch 1.3 (from 6/8/18 ) supposedly "fixed crashes players were experiencing when loading into their communities." Nope. Still crashing on me when I go there.

Maybe it's just an X thing (due to the different coolant system), and maybe it's just a small sampling of X consoles, but you'd THINK that with the extra horsepower, we wouldn't have any problems like this, especially on a screen as static as the community screen.

I'm just thankful for GamePass so I didn't waste any money on this. :sad:


I haven't played it lately but it did make my One X very loud, it didn't make the whole console crash though.
 
So, I called support and they gave me a Year One redeemable code.

I finally get my real one from XBox Live via messenger. So, I have an extra. Message me if you want it. This is for the first State of Decay: Year One edition.
Was the first game worth it?

late to the game here, but would have loved this code to see
 
I liked the first one. It was not perfect but it actually drove me crazy when I would lose a survivor.
To me that is awesome.
I restarted the game to max my blokes stamina in the starting area. Then I had a job at the inbred hill-billy homophobe home-stead, and my dude got killed!

I lunged for the power button to reset before it could save my characters death, only to crack my chin on the corner of my glass entertainment unit.

I wish I could say this was the first time I've ended up bleeding because of a video game...
*Flashbacks to blisters from Mario Party 64*
 
I dunno. I don't think this game is done selling by any means. Seems like one of those games that may keep rolling onward for a bit. Expect higher numbers for sure though.
 
New Content
  • "Revolutionary War" zombies can now appear in the world. Who knew there were so many history buffs in town right when the outbreak occurred?
  • 20 new missions now available to players:
    • 10 ambient missions, which can occur as players explore the map.
    • 7 enclave missions, expanding the stories that can be told about neighboring groups.
    • 3 community missions, offering new options for your group to solve crucial problems.
  • New Red Talon & Network weapons added to the game:
    • Danforth Slugger (a lead-filled baseball bat).
    • Trumbull Gatekeeper (a lovingly improved model 70).
    • RTX Extermination Blade (a military-grade zombie fightin' blade).
    • RTX Cyclone (a fully automatic 12 gauge pistol).
    • RTX Rampart (a Vulture .44 with automatic fire, able to stop a charging juggernaut).
  • Previous Red Talon weapons have been rebranded as RTX and given new coats of paint:
    • SOCOM II RT is now the "RTX Hordebreaker".
    • Scar-H RT is now the "RTX Stormbringer".
    • Vector Ultracompact RT is now the "RTX Piranha".
  • A new "Rare Books" trader can appear every few game days, with the following new skill books available for the low low price of 1500 Influence: Driving, Lichenology, Fishing, Scrum Master.

Game Improvements:
Gameplay
  • Added a new jog animation for human characters.
  • Polished the "walk to run" and "run to walk" transition animations.
  • Additional improvements to doors so that their state matches their appearance.
  • Added a "Confirm" option before euthanizing community members.
  • Additional improvements to mounting of ladders, including better interaction when player is strafing and interaction from the tops of ladders.
  • Juggernaut modifications:
    • Ground slam collision volume has been reduced by roughly 25%.
    • Added a half-second cooldown to the juggernaut's initiation of its finishing move.
    • Players can start a finishing move earlier in a juggernaut's stagger animation.
  • Weapon Changes:
    • B50FG weight has been increased to 28.5 (up from 12 lbs).
    • Model 99-50 Magazine now holds 3 rounds (down from 5).
    • M9950 Timberwolf Magazine now holds 4 rounds (down from 7).
    • B50FG Magazine now holds 5 rounds (down from 12).
    • A .50 cal weapon can no longer take down a plague heart without at least one reload, or other tools being brought to bear against it. Without using other tools, it now takes 6 shots from a .50 cal weapon to take down a plague heart (up from 3).
    • Other drum-mag weapons which erroneously had no additional weight for their drum-magazines have had their weight increased (SOCOM II and RTX Hordebreaker, Operator's M4A1, DEVGRU X12 Infiltrator, and RTX Stormbringer).
  • Sniper Towers now count as Watchtowers for Morale purposes.
  • Changed the weight of several luxury items so that their weight better matches the quality of their manufacturing.
Settings
  • Added a toggle in the Video options menu on both PC and Xbox that allows players to control the amount of motion blur seen in game.

Bug Fixes
Crashes
  • Game no longer crashes when player enters a car after calling in a drone strike.
  • Fix a rare crash that could occur during loading screen (affected roughly 1% of users).
Multiplayer
  • Fixed a number of softlocks and crashes happening when players were joining and exiting multiplayer sessions.
  • Players will no longer softlock if their console is disconnected from the network while joining a multiplayer match.
  • Fixed desync issue that caused rubberbanding of zombie on client's machine if host moved with a grappled zombie.
  • Fixed issue with supply lockers sometimes not being visible at homesites in co-op.
  • Fixed issue where host's facilities would occasionally turn invisible to clients.
  • When the player suspends the app during a multiplayer session on UWP, they will now be disconnected instead of being allowed to move around and interact with the world.
  • Fixed an issue where players had to move the stick/use input on D-pad twice before the highlighted selection would move when selecting an active character in the Multiplayer Character Selection screen.
Input
  • Game now pauses when controller becomes disconnected during single-player sessions.
  • Fixed an issue where players could lose scroll functionality when initially opening or scrolling to the bottom of the Remap Controls settings.
  • Fixed a bug on Xbox where the Exit Vehicle prompt would default to show "Y" even when it had already been mapped to another button.
Performance
  • Removed performance dip when player walks into the smoke created by a smoke grenade.
  • Removed FPS drop when opening the Community Menu on Xbox One before returning to active gameplay.
  • Removed FPS drop when repeatedly firing B50FG.
  • Removed FPS drop when breaking the windows at the Quonset Hut in Whitney Junction.
  • Removed FPS drop when holding up on the right stick on a fully zoomed map screen.
Gameplay
  • The Magnum Ammo Press facility mod now correctly produces .357 and .44 ammo (a bug was connecting the press to .50 and 40mm ammo).
  • Fixed issue with euthanization scene replacing the player's equipped gun with a G17 pistol.
  • Prepper's 10/22 now has a weight of 7 lbs.
  • Fixed a number of instances where zombies stopped attacking players if players were in specific locations.
  • Zombies that have no arms are no longer able to scale fences and walls.
  • Fixed issue where some facilities that were in disrepair continued to provide benefits to the community as if they were in working order.
  • Ferals and juggernauts now have the ability to kill NPCs with their special attacks.
  • Juggernaut "execution attack" can now correctly kill survivors that have a ton of different max health buffs simultaneously applied.
  • A feral attached to a vehicle a player is driving no longer instantly dies when the player jumps out of the vehicle.
  • Players can no longer initiate a stealth takedown on aggroed zombies.
  • Morale bonus effects now update immediately on the community morale screen.
  • Bandaging action is now interruptable by melee attacks.
  • Updated out-of-date text on Pharmacology and Pathology skill specialties. Pharmacology is about crafting strong painkillers and bonus recovery items, while Pathology focuses on plague cure and infection treatment.
  • Dead bodies no longer accumulate forever during long play sessions.
Missions
  • Fixed a number of issues that prevented legacy missions from completing.
  • Fixed a number of instances where NPC VO was playing at the incorrect time or repeating itself.
Environment
  • Fixed a multitude of instances where players could get stuck on terrain or objects and require radio assistance to get unstuck.
  • Fixed markup on numerous objects that were either preventing players from climbing on them or allowing players to enter areas where they shouldn't be.
  • Removed a number of invisible objects that were obstructing player or vehicle movement.
  • Fixed LOD issues on a multitude of static objects across all 3 maps.
  • Removed multiple instances of floating textures and exposed seams in the world.
  • Performed a clipping pass and a general aesthetic polish pass on environment visuals .
Vehicles
  • Fixed physics in a number of instances where vehicles would become stuck in animation loops after a collision or rolling over.
  • Players can no longer enter vehicles that are about to explode.

Source: Windows Central
 
New Content
  • "Revolutionary War" zombies can now appear in the world. Who knew there were so many history buffs in town right when the outbreak occurred?
  • 20 new missions now available to players:
    • 10 ambient missions, which can occur as players explore the map.
    • 7 enclave missions, expanding the stories that can be told about neighboring groups.
    • 3 community missions, offering new options for your group to solve crucial problems.
  • New Red Talon & Network weapons added to the game:
    • Danforth Slugger (a lead-filled baseball bat).
    • Trumbull Gatekeeper (a lovingly improved model 70).
    • RTX Extermination Blade (a military-grade zombie fightin' blade).
    • RTX Cyclone (a fully automatic 12 gauge pistol).
    • RTX Rampart (a Vulture .44 with automatic fire, able to stop a charging juggernaut).
  • Previous Red Talon weapons have been rebranded as RTX and given new coats of paint:
    • SOCOM II RT is now the "RTX Hordebreaker".
    • Scar-H RT is now the "RTX Stormbringer".
    • Vector Ultracompact RT is now the "RTX Piranha".
  • A new "Rare Books" trader can appear every few game days, with the following new skill books available for the low low price of 1500 Influence: Driving, Lichenology, Fishing, Scrum Master.

Game Improvements:
Gameplay
  • Added a new jog animation for human characters.
  • Polished the "walk to run" and "run to walk" transition animations.
  • Additional improvements to doors so that their state matches their appearance.
  • Added a "Confirm" option before euthanizing community members.
  • Additional improvements to mounting of ladders, including better interaction when player is strafing and interaction from the tops of ladders.
  • Juggernaut modifications:
    • Ground slam collision volume has been reduced by roughly 25%.
    • Added a half-second cooldown to the juggernaut's initiation of its finishing move.
    • Players can start a finishing move earlier in a juggernaut's stagger animation.
  • Weapon Changes:
    • B50FG weight has been increased to 28.5 (up from 12 lbs).
    • Model 99-50 Magazine now holds 3 rounds (down from 5).
    • M9950 Timberwolf Magazine now holds 4 rounds (down from 7).
    • B50FG Magazine now holds 5 rounds (down from 12).
    • A .50 cal weapon can no longer take down a plague heart without at least one reload, or other tools being brought to bear against it. Without using other tools, it now takes 6 shots from a .50 cal weapon to take down a plague heart (up from 3).
    • Other drum-mag weapons which erroneously had no additional weight for their drum-magazines have had their weight increased (SOCOM II and RTX Hordebreaker, Operator's M4A1, DEVGRU X12 Infiltrator, and RTX Stormbringer).
  • Sniper Towers now count as Watchtowers for Morale purposes.
  • Changed the weight of several luxury items so that their weight better matches the quality of their manufacturing.
Settings
  • Added a toggle in the Video options menu on both PC and Xbox that allows players to control the amount of motion blur seen in game.

Bug Fixes
Crashes
  • Game no longer crashes when player enters a car after calling in a drone strike.
  • Fix a rare crash that could occur during loading screen (affected roughly 1% of users).
Multiplayer
  • Fixed a number of softlocks and crashes happening when players were joining and exiting multiplayer sessions.
  • Players will no longer softlock if their console is disconnected from the network while joining a multiplayer match.
  • Fixed desync issue that caused rubberbanding of zombie on client's machine if host moved with a grappled zombie.
  • Fixed issue with supply lockers sometimes not being visible at homesites in co-op.
  • Fixed issue where host's facilities would occasionally turn invisible to clients.
  • When the player suspends the app during a multiplayer session on UWP, they will now be disconnected instead of being allowed to move around and interact with the world.
  • Fixed an issue where players had to move the stick/use input on D-pad twice before the highlighted selection would move when selecting an active character in the Multiplayer Character Selection screen.
Input
  • Game now pauses when controller becomes disconnected during single-player sessions.
  • Fixed an issue where players could lose scroll functionality when initially opening or scrolling to the bottom of the Remap Controls settings.
  • Fixed a bug on Xbox where the Exit Vehicle prompt would default to show "Y" even when it had already been mapped to another button.
Performance
  • Removed performance dip when player walks into the smoke created by a smoke grenade.
  • Removed FPS drop when opening the Community Menu on Xbox One before returning to active gameplay.
  • Removed FPS drop when repeatedly firing B50FG.
  • Removed FPS drop when breaking the windows at the Quonset Hut in Whitney Junction.
  • Removed FPS drop when holding up on the right stick on a fully zoomed map screen.
Gameplay
  • The Magnum Ammo Press facility mod now correctly produces .357 and .44 ammo (a bug was connecting the press to .50 and 40mm ammo).
  • Fixed issue with euthanization scene replacing the player's equipped gun with a G17 pistol.
  • Prepper's 10/22 now has a weight of 7 lbs.
  • Fixed a number of instances where zombies stopped attacking players if players were in specific locations.
  • Zombies that have no arms are no longer able to scale fences and walls.
  • Fixed issue where some facilities that were in disrepair continued to provide benefits to the community as if they were in working order.
  • Ferals and juggernauts now have the ability to kill NPCs with their special attacks.
  • Juggernaut "execution attack" can now correctly kill survivors that have a ton of different max health buffs simultaneously applied.
  • A feral attached to a vehicle a player is driving no longer instantly dies when the player jumps out of the vehicle.
  • Players can no longer initiate a stealth takedown on aggroed zombies.
  • Morale bonus effects now update immediately on the community morale screen.
  • Bandaging action is now interruptable by melee attacks.
  • Updated out-of-date text on Pharmacology and Pathology skill specialties. Pharmacology is about crafting strong painkillers and bonus recovery items, while Pathology focuses on plague cure and infection treatment.
  • Dead bodies no longer accumulate forever during long play sessions.
Missions
  • Fixed a number of issues that prevented legacy missions from completing.
  • Fixed a number of instances where NPC VO was playing at the incorrect time or repeating itself.
Environment
  • Fixed a multitude of instances where players could get stuck on terrain or objects and require radio assistance to get unstuck.
  • Fixed markup on numerous objects that were either preventing players from climbing on them or allowing players to enter areas where they shouldn't be.
  • Removed a number of invisible objects that were obstructing player or vehicle movement.
  • Fixed LOD issues on a multitude of static objects across all 3 maps.
  • Removed multiple instances of floating textures and exposed seams in the world.
  • Performed a clipping pass and a general aesthetic polish pass on environment visuals .
Vehicles
  • Fixed physics in a number of instances where vehicles would become stuck in animation loops after a collision or rolling over.
  • Players can no longer enter vehicles that are about to explode.

Source: Windows Central

Some nice fixes, love that they finally added the option to reduce blur and improved interacting with the ladder
 
  • Like
Reactions: eVo7