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Our latest quality-of-life update includes a variety of gameplay and user-experience improvements, as well as our traditional dollop of Halloween-themed items and outfits!
You can read through the full patch notes for all the details, but here are a few of the standouts:
We added three new Halloween masks, and brought back old favorites from previous years.
We made a major improvement to the catapulting-vehicle problem.
Dead Plague Hearts now show up on the map and report their contents.
You can now fit twice as much stuff into the trunk slots of your vehicles.
Zombies now do a better job of spawning indoors before you arrive, and can no longer see through dynamic obstacles.
Mask Up for Halloween!
To celebrate the zombies' favorite holiday, we’re adding three new Halloween masks to everyone’s closet! All you need to do is load up your community between October 25th and November 1st, and you’ll automatically receive:
Scarecrow Mask — You’ll scare off more than crows with this terrifying mask, designed by the Grim Stitch Factory! Enter to win the real life maskat our contest, here.
Jack-O-Lantern Mask — Light up the night with this frightful mask!
Hockey Mask — Perfect for scaring horny teenagers at a slumber party!
And of course, you can also grab the Halloween costumes from previous years:
The Swine and Bovine mask and outfit are unlocked if you play before November 1st.
The Cannibal Mechanic mask and outfit and the Skeleton Hoodie outfit are still a part of the Fearsome Footage bounty pack, which returned on October 1st.
The Footage Got Nine Percent More Fearsome
Speaking of the Fearsome Footage pack, we’ve managed to sneak just one more movie-inspired weapon into the collection.
The Choppah — “This razor-sharp machete is surprisingly easy to use, making it the right weapon when there's something out there waiting for you.” — Cash Beaumont
Lost Weapons Revealed
In our previous update, we slipped several new weapons into the general loot tables without any fanfare. For players who are interested, here is the list of weapons that went in last month:
M590 Sea and Sky Shotgun — “This naval 590A1 sports anti-corrosion treatments and some nice ergonomic add-ons. Back on the island, I knew a guy who carried one of these. Swore it never let him down.” — Sgt. Kilohana Young
Classic SKS Rifle — “It's not the prettiest weapon you'll find, but thanks to its durability and the millions churned out over the past half-century-plus, odds are you'll find one sooner or later.” — Cpl. Maya Torres
PPQ M2 — “A modern polymer design with great ergonomics and a finely tuned trigger pull. I carried one of these back when I was in Special Forces, but that's all I'm allowed to say about those days.” — Lt. Nigel Meredeth USC Carbine — “The badass civilian sibling of the UMP, this rifle hits harder and louder and probably has a couple tattoos to boot. Even if you don't kill your target on the first shot, you'll likely knock it down or at least rip its arm off.” — Kelly Eldridge, Esq.
Blackhawk .45 Revolver — “A beautiful modern replica of a classic cowboy-style revolver. Not for everyone, but if you're looking to make a statement it's nice to have this hard-hitting iron on your hip.” — Helena Cruz
Gladius — “Dude, this sword is legendary. It's just like the one that guy used in that movie. Y'know, where he played the gladiator? What was that movie called again? Damn, that was good shit.” — Brock
Kanabo — “This iron-studded war club may not look as deadly as a katana, but the samurai who used to carry these back in the day would beg to differ.” — Gurubani Kaur
Red Talon Experiment
In response to player requests that Red Talon hero bonuses be more predictable, we have experimentally cut the following hero bonuses from future Red Talon recruits:
Reconnaissance (granted by the Dead Zone Runner)
Owed Favors (granted by the Consul Officer trait)
Utility Vests (granted by the Diehard Veteran trait)
Sleeping in Shifts (granted by the Vigil Guard trait)
This means that without these four hero bonuses competing for space on the character sheet, your Red Talon recruits will consistently have hero bonuses associated with the traits that determine their fifth skills.
We’re hoping this will improve the experience of strategizing around these recruits and their capabilities. NOTE: A previous version of these patch notes incorrectly stated that the traits had been cut. That is not the case. The traits (Dead Zone Runner, Consul Officer, Diehard Veteran, and Vigil Guard) are still available, as always. They just aren’t linked to those hero bonuses anymore.
Quality of Life Improvements
We’ve also continued our quest to make State of Decay 2 more fun, in all sorts of ways, with every single update. Check out the tweaks and improvements below.
We identified and fixed a major cause of the problem where repairing a vehicle would cause it to float around the world or fly into the air. Definitely keep an eye out for this one, because we would love to confirm whether it is really and truly gone, or if we have more potential causes to track down.
You can now cram twice as many of a given item into each slot of a vehicle’s inventory. That means two toolkits, six fuel bombs, eighty bullets, etc. Weapons and rucksacks don’t stack.
The Screamer no longer breaks phantom versions of your car windows again and again, across multiple screams. The first time those windows break, they now stay broken.
A missing passenger door will no longer cause an AI passenger to slither continuously back and forth between the front and rear seats, as fun as that was to watch.
Entering the right-rear seat of a vehicle now results in your character slithering all the way up into the driver’s seat., instead of stopping short at the passenger seat.
Defeated Plague Heart husks now appear on the Map screen until they are fully looted. Hovering on the icon will give you an accounting of what remains to be scavenged.
Freaks that are integrated into hordes now show up separately on the mini-map alongside the horde icon, so you can clock incoming bloaters and ferals.
Community save slots now display the name of the map where the community currently lives.
We fixed a bug that was causing facility actions to report durations that were one minute higher than their actual durations.
The Gas Station Jackets now have accurate color swatches to help you identify them at a glance in the Closet.
Retailer-specific radio commands that summon exclusive supply drops and vehicles now do a much better job of characterizing what is about to be delivered.
The greedy Daybreak technician is no longer hoarding multiple in-world icons to appear above their head. One is enough.
The Repair action at the Supply Locker is now consistent for weapons in your inventory and weapons in the locker. By default, this is Hold A on controller, and Hold C with a keyboard.
Characters can no longer leap from ladders, as we found that this was primarily done by accident, and from very high places.
Players using the old-school combined Dodge/Stealth combo button can now interrupt their aim by dodging again, just like they used to.
The Sprint action no longer interrupts aiming unless you have the Toggle Aim option switched on.
If you have rebound your Throw (while Grappling) action to the same button as your Aim action, you will no longer release a grappled zombie and aim your gun at it when you meant to throw it. This will probably only help one specific player. You’re welcome, Matt.
Zombies can no longer see through wooden fences, cars, or doors. This should make stealth a lot more intuitive, especially in denser environments. (Thanks to GoudaBuddha for noticing this!)
Zombies will now spawn in buildings before you enter the building. This means that you can predict what you'll encounter before entering buildings, and you shouldn't get ambushed by sudden spawns nearly as frequently while inside. Also, sheds are no longer guaranteed to be safe. Enter at your own risk!
Skill training actions at upgraded outposts can now be performed either at the base or in person at the outpost.
The Overpriced Hot Dog Stand and the Freaky Garage in Trumbull Valley no longer claim to be outpostable when they are not.
The Army Medical Tent near Jurassic Junction can now be claimed as an outpost.
We closed an exploit that allowed players to use the Wind Farm’s labor-intensive strategy without sufficient labor.
Bases and Facilities
We reworked the Sturdy Bunkhouses at the Farmland Compound to fix an annoying issue with passive activation pop-ups happening too frequently. Now you have full control over whether you want to use it as a 6-bed facility, or as an 8-bed facility with -5 to morale.
Crafting actions at the Biochem Station now correctly award the skill experience that they say they do.
Base defenders can now successfully climb up into a Sniper Tower built at Camp Kelenqua.
We fixed an issue that was causing community members to walk in circles at the Farmland Compound.
We improved the way that base facility icons are displayed, especially at unusual aspect ratios.
Parking slots now have visible icons, even when you are outside the base.
We loosened up the spawning requirements for Trade Depot traders, so hopefully, you should find the radio commands to summon them much more reliable than they were before.
Plague Zombies now reliably appear in the initial Medical Emergency mission when you are searching the nearby ruin for plague samples to manufacture your first cure — even if you’ve already scouted the place.
You can now threaten the enclave from Warlord: Weapons for All, even after the mission is over, if you’re tired of their overpriced garbage.
Alexis Carter now leaves when you ask her to, whenever she ventures out of Trumbull Valley to trade on the other maps.
Early Builder, Sheriff, and Warlord missions no longer automatically pin themselves over your other ongoing missions.
Stacks of items are now re-merged in your inventory when you select a skill specialization that increases their limits.
We’ve killed all remaining uses of the “slow” animation for picking items up off the ground. No more running into one particular item that seems much harder to pick up than the others.
The benefits to ammo stacks from having the Assault skill are now being correctly applied to multiplayer clients.
We removed the Red Talon weapons and the Timberwolf from the Rare Weapon Container loot table, as those weapons were available from other sources, and thus more disappointing to roll at random.
We increased the cooldown on the dialogue line that explains that you cannot claim a site within plague territory. We suspect that everyone gets it now, and it was getting repetitive.
We also fixed numerous minor issues with environment art, collision, navigation, and character outfits.
The Homecoming Update brings the story of State of Decay back to where it all began: the idyllic community of Trumbull Valley. This map has appeared twice before in the game’s history, but never before has it been this gorgeous, this detailed, and this full of places to search and loot to find.
Here’s a quick overview of what you’ll discover in the Homecoming Update. Read on for more details!
New Core Map! Trumbull Valley joins the roster of towns that welcome your new or ongoing community.
New Missions! This map includes several new missions ONLY available in Trumbull Valley. Some continue the stories of familiar faces such as Ray Santos and Mickey Wilkerson, while others introduce new storylines to the valley.
New Stuff! By exploring Trumbull Valley you can discover ten new weapons, a dozen new hats and outfits, and an exciting new thrown explosive … all of them unique to this map.
New Bases! From the tiny Checkpoint Delta starter base to the massive Farmland Compound, Trumbull Valley offers six new bases for you to claim and make your own.
New Bounties! The Trifecta Pack offers 12 new bounties to complete, themed as three collect-them-all sets of matching weapons and backpacks.
Game Improvements! You might think that a new map and a new bounty pack is enough for an update, but we’ve been busy with additional targeted improvements as well.
We hope you enjoy the new content and improvements in this update. As always, thanks for playing State of Decay 2!
— the Undead Labs development team
Trumbull Valley, Like Never Before
A smaller version of the Trumbull Valley map previously appeared in State of Decay 2: Heartland. The Homecoming Update delivers a full-size version of Trumbull Valley for the core game, reintegrating the Mount Tanner and Fairfield regions to the map. Long-time players can now explore every bit of the area they remember from the first game (and that they’ve been asking for on the wishlist).
As part of transforming Trumbull Valley into a core map, we also tweaked the landscape and visuals in many places. This allowed us to add plenty of new sites to scavenge, along with new sights to behold.
The Trumbull Saga Continues Here
The stories in Homecoming take place after State of Decay 2: Heartland and form part 3 of the Trumbull Saga, a story that began all the way back in the original State of Decay.
By exploring the new Trumbull Valley, you can see how this region has evolved since the original game. The landscape shows the impact of key characters, factions, and events of the past two years of the apocalypse. Many familiar faces from prior chapters of this saga return in Homecoming, resulting in the revival of old rivalries … and the birth of new alliances.
If you haven’t yet played through the stories of State of Decay: Year-One Survival Edition or State of Decay 2: Heartland now’s a great opportunity to brush up on the history of Trumbull Valley … but don’t worry, you’ll be able to keep up even if these stories aren’t fresh in your memory.
Unique Discoverable Content
Trumbull Valley is the first map to offer a wide variety of items that you can’t find on any other map. To discover these weapons and outfits, you’ll have to search the map, complete missions, and talk to local survivors.
FAL: This ubiquitous rifle is a Network favorite, handed down from survivor to survivor.
AKS-74U: Once used by Soviet special forces, this weapon is durable, compact, and easy to use.
Škorpion 61: A fast-firing sidearm favored by many Network operatives (and our wishlist).
SVD: A grizzled, adaptable rifle useful in many scenarios.
APC9 RT: A modern submachine gun never fully deployed to the global forces of Red Talon.
MCX Osprey RT: A robust, modular weapon system intended for hard use in the field.
Souvenir Caveman Club: A perennial top seller at the Jurassic Junction gift shop.
Dino Jawblade: A lovingly hand-crafted display piece that’s dangerously lethal.
Eli’s Mighty Socket Wrench: Another fine product from the Big Ass Wrench Company.
Wilkerson Special Reserve: An explosive bottle of the Wilkersons' infamous Batch #11.
Tanner Ranger Hat: Brush up on your local lore before putting this one on.
Trumbull County Sheriff Hat: A symbol of those who protected the valley’s highways and byways.
Pilot Cap (Midnight Black): Once worn by those who would slip the surly bonds of earth, but now mostly a fashion statement.
3 Trucker Hats: Jurassic Junction, Little Piggy Towing, and Fork in the Road Diner.
3 Basic Tees: Chilichonga on a Stick, TRexpresso, and Red Talon Security.
3 Gas Station Jackets: Big Daddy Auto Repair, Wheelock Tires, and Bronto Gas.
We’ve also populated the map with dozens of discoverable experiences that you can stumble across, from breathtaking vistas and viewpoints, to quirky or even disturbing scenes left by former denizens of the valley. Some of these discoveries unlock commentary from your survivors, while others conceal useful gear. If you’re the type of player who loves exploring every nook and cranny of a map, Trumbull Valley has plenty of surprises for you to find!
Six New Bases
Trumbull Valley wouldn’t be a core map without a plethora of new bases for your communities to try out.
Checkpoint Delta is a small, easy-to-use starter base. Its location at a key central highway intersection makes it a great jumping-off point for scavenging runs.
Tranquility Factory demonstrates the ingenuity of post-apocalyptic survivors, showing how to transform a soulless installation into a bastion of inner peace.
Pterodactyl Ptark stands as the spiritual successor to Heartland’s Jurassic Junction base. Located in Spencer’s Mill, this unique two-level base demonstrates how survivors let nothing go to waste.
The Red Talon Daybreak FOB is an abandoned high-tech base that includes built-in advanced facilities normally only unlocked by playing the Daybreak mode.
Fort Marshall is a fenced military base left behind after the Army completed their post-Heartland activities. In addition to valuable built-in facilities, it also offers great scavenging opportunities in the resource-rich town of Marshall.
The Farmland Compound is a large collection of buildings near the middle of the map, with a view of the surrounding fields. In the right hands, it can become a model of self-sufficiency.
Visit Trumbull Valley Today!
You can explore Trumbull Valley and its secrets by starting a new community and choosing Trumbull Valley from the list of maps. Or you can travel to one of the in-game map exits and relocate your existing community to Trumbull Valley. Either way, you’ll get to see everything that Trumbull has to offer!
The Homecoming Update also includes the game’s twelfth bounty pack, which features a dozen new items you can earn from the Bounty Broker.
The Trifecta Pack is a little different from previous packs, in that it includes three mini-themes of matching items. Each mini-theme includes a melee weapon, a primary firearm, a sidearm, and an ultra-lightweight backpack that are beautifully color-coordinated, allowing your survivors to deck themselves out in glorious style.
Hard Candy: This brightly colored set includes the Sweet Spot Bat, the MAC-11 Jaw Breaker, the M4 CQBR Mob Stopper, and the matching Hardy Candy Daypack.
Precious Metals: If you prefer your gear a bit more decorated, you can equip yourself with the Gilded Kukri, the Gold Fever Revolver, the Golden Honcho AK-47, and the Filigree Daypack.
Race Guns: Perhaps you’re more interested in pure speed? Try out the Armorer’s Wrench, the Czech M8 pistol, the MPX Competition SMG, and the Competition Daypack.
Each of these 12 new items can be earned by completing the appropriate bounty from the Bounty Broker. Collect a coordinated set for each survivor or mix and match to your heart’s content!
We’ve added two new achievements to the game to reward you for exploring the Homecoming Update:
Lily, We’re Home (30 Gamerscore) — Claim a base on the Trumbull Valley map.
You’re So Fine You Blow My Mind (20 Gamerscore) — Complete Mickey Wilkerson’s story in Trumbull Valley.
This brings the total Gamerscore available in State of Decay 2 up to 2400! You can also earn Microsoft Rewards for these achievements. Activate your punchcard today on your console.
Other Fixes and Improvements
We’ve also implemented a wide range of targeted improvements and bug fixes to various parts of the game.
Enhanced Ammo Stacks
We’ve rebalanced the stack sizes for all ammunition in the game, raising most of them by 25-100%. The new stack sizes are:
The Assault skill (and the Warfighting skill) now offer a +25% bonus to ammunition stack sizes as soon as you specialize. The bonus increases to +50% at seven stars.
So an Assault specialist (or a Red Talon Warfighter) can now carry 90 rounds of .22 caliber for their Fake-A 47 in a single stack, saving two inventory slots! Thanks for putting this on the wishlist!
(Note that this skill benefit does not apply during Daybreak — though the baseline stack sizes do.)
We fixed a bug that caused awkward hitches and pauses between melee weapon swings if you hammered the button fast enough.
Melee weapons — especially heavy weapons — are no longer as sensitive to players accidentally queueing multiple attacks while button-mashing.
Finishing moves against zombies can now be prompted and triggered mid-attack, making them much more available in the heat of combat.
Characters who have specialized their Fighting skill now default to using one of the faster finisher animations if they are surrounded by multiple zombies. So experienced fighters no longer get stuck on the ground, slowly crushing a zombie’s head, while simultaneously getting mobbed by the zombie’s friends.
The rolling dodge unlocked with Acrobatics no longer automatically replaces the regular dodge. Now you can choose to trigger it by holding the turbo button while pressing dodge (LB + B or Left Shift + C or Middle Mouse). This one was released a while ago, but we forgot to include it in the patch notes.
Healing from a bandage is no longer interrupted by common getting-around actions like hopping a fence, opening a door, getting into a car, or climbing a ladder. Combat actions will still interrupt it, though.
The Assault Plague Heart radio command no longer ends abruptly if there are no zombies present when the enclave arrives.
The plague heart’s gas attack now does a reasonable amount of plague damage to survivors, scaled by difficulty level. So definitely keep your distance.
Hordes now perform an additional check as they spawn, to get out of the way of moving players and ensure that they don’t spawn on top of your car. At higher difficulty levels, this means we’ve closed out one (hopefully final) source of Surprise Road Bloaters.
You now earn 50 Influence for each 100 zombie kills (rather than 5 Influence for every 10 zombie kills). The payout is the same, but you get it in larger, more meaningful chunks.
Screamers now shatter nearby windows when they howl for other zombies. This has no effect on gameplay, but it looks neat.
Survivors now leave the headlights on when they get out of a vehicle, making it much easier to explore at night if you plan things right. Each player can only have one vehicle doing this at a time, so if you switch vehicles, your previous vehicle goes dark. (From the wishlist!)
Vehicles with plows attached to the front now have more engine health than other vehicles, making them capable of running down more zombies head-on before they explode.
Followers now work their way into the passenger seat when they get into a vehicle with you, rather than sitting in the back like you’re their chauffeur.
Followers now get out of vehicles at the same time you do, rather than politely waiting for you to get all the way out first.
The Warlord: Weapons for All mission now offers more pragmatic (rather than psychotic) dialogue options, and lets you end the interaction peacefully without having to drive all the way home. The weapon dealers' inventory is also much better.
The Builder: Useful Utilities now recognizes the Wind Farm as a valid source of power, and doesn’t try to make you double up on generators.
The (Military Enclave): An Offer to Join mission now unblocks the Learn About Survivor dialogue option, so you can tell what you’re getting into with these people.
The (Booze Enclave): An Offer to Join mission no longer auto-recruits when you reload the game, foisting survivors on you that you probably did not want (given how they behave during their other missions).
The teaser mission to escort a stranger to Trumbull Valley now ends with them fading out gracefully at the map exit.
The Strengthen Our Base mission no longer breaks if you jump the gun and pick up the Materials too early.
By popular request, the Independence Pack no longer generates random missions and traders. If you want Independence Pack gear, you can still call the trader over the radio at will.
The exclamation point badge on the How to Play menu is no longer visible for every new community you start. This is the most important and exciting fix we have ever made.
We fixed an issue on the map screen that caused some sites not to highlight the icons for the Plague Hearts that had claimed them.
Multiplayer clients no longer see all outposts labelled with a negative number.
The map flyout for outposts now correctly show their upgrade level, instead of always showing level 1.
Swapping weapons while within interaction range of a character no longer kicks off dialogue with that character.
In-world mission markers no longer blink on and off for missions that have timers (like sieges).
The Cooked for the Squad Red Talon trait no longer reduces Infection Resistance for the entire community — only for the disgusting individual with the trait.
The beds in the Lounge facility now count for characters who get a Morale boost from sleeping outdoors.
You can no longer build up unlimited Materials by cycling the Map Difficulty repeatedly while living at the Firewatch Fortress.
You can no longer cheese CLEO Relay sieges by driving away from base.
We fixed two bounties in the Open Range Pack that were inadvertently offering zero influence for repeated completions.
We made numerous minor fixes to user interface, environment art, collision, weapon grips, and performance.
The landscape of State of Decay 2 has changed. The next map you move to will be peppered with new and improved outposts, but to claim them, you must first defeat the plague hearts whose influence now spreads across the map.
Many of you have already spent some time in this new world by participating in our Public Test Realm on Steam, and it was your feedback that helped shape the final version of these features that we’re releasing today. Thank you!
Plague hearts now possess the territory around them, requiring you to defeat the heart before claiming nearby bases and outposts.
Resource outposts can now be upgraded by spending influence. This increases their benefits and unlocks skill training options.
Each map has a new landmark outpost, which allows you to choose one of three powerful options to benefit your community.
Survivors can now carry both a primary weapon and a sidearm, opening up new tactical loadout choices.
Community skills now share many of their advanced benefits with the entire community of survivors.
NOTE: You must move to a new map, change your map difficulty, or start a new community to see the plague territory and outpost upgrade features.
Read further for all the details on these features, plus a whole lot more.
Plague hearts now project plague territory around them, filling the area with a nasty red mist and making it unfit for human habitation.
Plague territory is marked by a deep red splotch on the map. Any site within plague territory has a red icon, indicating that you cannot secure or claim it.
To free a site, you must destroy any plague heart that includes that site within its territory. In densely-clustered maps, that could mean destroying multiple hearts.
Plague hearts tend to congregate where humans do, so expect valuable bases and outposts, as well as denser neighborhoods, to be covered by plague territory.
This change means that defeating plague hearts is no longer just a checklist item you complete before starting your legacy. It’s a day-to-day concern as you plan your community’s expansion.
Resource outposts — those that grant an income of food, fuel, or another resource — can now be upgraded to unlock increased benefits and skill training options for your community.
Each resource outpost offers a progression of two upgrades, with escalating costs and requirements.
The second-tier upgrade doubles the resource income and offers a skill-training action that grants you ready access to strategic skills like Medicine, Mechanics, and Computers.
A fully-upgraded resource outpost now offers three units of that resource each day (or more, in the case of Food outposts at higher difficulty levels).
Each map now also features a single landmark outpost — a unique claimable site that offers three distinct strategies, each providing a powerful benefit to your community.
Some landmark outposts offer a choice of three distinct benefits, while others offer a single benefit, but allow you to choose which cost to pay.
You select your initial strategy when you claim the outpost, but you can change it later from the base screen.
Particularly valuable outposts (landmark outposts, upgradeable resource outposts, and utility outposts) are now marked with distinctive backgrounds on the map screen, allowing you to identify them more easily. So get out there and explore your options!
Thanks to everyone who suggested outpostupgrades on the wishlist! Also to everyone who called out prominent sites that became landmark outposts!
Another benefit of the upgraded outposts is the fact that they can unlock three new achievements, for a total of 50 gamerscore!
Biggest Ball of Twine in Minnesota (10) — Claim a landmark outpost.
A Three Hour Tour (20) — Claim 3 landmark outposts.
But It Can Be Better (20) — Fully upgrade a resource outpost.
For a limited time, earn Microsoft Rewards when you complete any one of these achievements! Read here for details.
Streamlined Map Exits
Since you need to change maps to engage with plague territory and the new outposts, we’ve made switching maps much easier! Here is the new process:
At the start of a new community, you can already see the exits marked with icons on the map screen. At first, they are locked.
Hovering your cursor over an exit icon tells you exactly what you need to do to unlock it.
What you need to do is simple — upgrade your Command Center.
That’s it! Once you have an upgraded Command Center (which follows you from base to base), your community has access to all map exits, without needing to perform any additional actions.
You now have two ranged weapon slots in your inventory — one for a primary weapon and one for a sidearm. Each ranged weapon in the game fits exclusively into one of those two slots.
Primary weapons include rifles, assault rifles, most shotguns, crossbows, and special weapons like grenade launchers.
Sidearms include pistols, assault pistols, revolvers, and short-barreled shotguns.
While aiming one ranged weapon, you can quickly swap to the other by tapping Y (on controller) or 2 (on keyboard).
This has shifted the fire mode input to D-pad Down and 3, respectively, as highlighted on the aiming HUD.
You can remap any of these inputs on the Settings menu.
ALSO! Weapon mods can now be applied to any weapon in your inventory (if they are compatible), including unequipped weapons in your backpack.
Community Skills now apply many of their advanced benefits to the entire community, not just to the individual with the skill.
Nutrition now offers +10 Health and Stamina to the entire community.
Metalwork now offers +15% melee weapon durability to the entire community.
Automechanics now offers +25% fuel efficiency and +50% vehicle stealth to the entire community.
Pathology now offers +50 infection resistance to the entire community (instead of +100 to the individual).
Surgery now offers +20 Health to the entire community.
Plumbing now offers +20 Stamina to the entire community.
This change led us to make additional balance tweaks to some skills that already offered community-wide benefits.
Cuisine now offers +15% Influence gains and +6 Morale to the community (over the previous +10% Influence and no Morale).
Electrical now offers +25 parts per day (over the previous +20 parts per day).
Munitions and Pharmacology now offer +10 to Ammo and Meds Storage (respectively) because the +3 they used to offer was garbage.
We also made changes to some of the Red Talon fifth skills, though not all of them affect the entire community.
Combat Medicine and Demolitions now offer +2 stack size to the individual (over the previous +1 stack size).
Firearm Maintenance now offers -25% gun durability loss to the entire community.
Logistics now offers +1 stack size to the entire community (instead of +2 to the individual) and retains its +25 parts per day.
Mobile Operations now offers +25% fuel efficiency to the entire community (instead of +50% to the individual) and retains its +1 fuel per day.
Other Fixes and Improvements
As always, we’ve continued to make smaller-scale improvements to the game alongside the headliner features above.
We fixed a bug that could cause an exploding bloater to affect a vehicle that was well outside the range of its gas cloud.
Rapidly damaging a plague heart will no longer cause its second gas explosion to fire improperly and ineffectively.
Survivors no longer take infection damage from feral attacks that they successfully dodged.
Followers now use grenade launchers more effectively against hostile humans.
Followers no longer fix broken firearms for free.
When you search for a new enclave via the radio, we now try to spawn the incoming enclave close to your current position, rather than close to your base, giving you more control over where they are likely to arrive.
The enclave you meet during your arrival on the map with a new community (after skipping the tutorial) can now be recruited immediately after their mission.
We removed all remaining instances that we could find of an enclave with the deprecated, meaningless “Cold” relationship status.
The host can now see the tether bubble on the map, helping them to avoid accidentally teleporting their multiplayer guests.
We added an option to toggle in and out of aim mode, rather than having to hold the aim button down. You can find it on the Settings menu, under Accessibility.
Hovering your cursor over a plague heart on the map now reveals what type of rucksack you will earn if you destroy that heart.
The aiming HUD now displays icons for the Aim Snap and Assault Kick, reminding you when you have access to these special abilities.
Enclave icons now appear when you survey enclave-occupied sites from a survey point.
Surveying a site by aiming at it from a survey point is now much quicker.
Survivors are no longer unhappy when their base is missing certain common facilities (Workshop, Infirmary, Garden, or Watchtower), giving you more freedom in your base-building strategy.
Traits that cause survivors to argue more often now very specifically tell you how to avoid the arguments while retaining the survivor.
We’ve reduced the number of notifications that pile up immediately upon loading your community.
You can now withdraw rucksacks from the Storage facility while it is mid-upgrade.
The parking slots in front of Camp Kelenqua are no longer swapped on the Base Screen.
The stealth tutorial now reiterates the stealth input multiple times to make players more likely to understand the process.
The blood plague cure tutorial now actually consumes the dose of cure you use on your dying friend, instead of leaving it in your inventory.
Things We Fixed Earlier But Forgot to Patch Note
The Professional Deejay trait assigned by a travel conversation no longer applies the Music skill. This should be the final case of a travel conversation potentially filling that last skill slot. You need fear them no more.
When deleting a community from a save slot, we now name the community in the confirmation dialogue, to help reassure you that you are deleting the one you intended.
The Community Difficulty slider is now the one that applies modifiers to the Threat level at your base, not the Action Difficulty slider, bringing the mechanics in line with their description.
We closed an exploit that allowed players to (laboriously) duplicate ammo via the vehicle inventory.
The RTX Cyclone now counts as a shotgun for the purpose of completing bounties.
We’ve also made a raft of minor improvements to art, audio, UI, and localization.
Do you dream of influencing your favorite zombie survival game? Do you love getting your hands on new features before anyone else and making them better? Do you secretly wish you could be a QA tester? Join the Public Test Realm, the open beta for State of Decay 2: Juggernaut Edition, open now!
The Life And Times of Playtesting
We are continuing active development on the game, from mechanics to features. As developers, we always want player feedback as we make changes. There’s no better way to do that than by hearing from you before those changes even ship.
Once you’re in the open beta, you’ll be shown a QR code that links to a survey. The QR code and the button to take the survey are available at all times from the pause screen. You will use that to give us your honest feedback. Be sure to join the developers and your fellow testers in our official Discord.
Our primary goal is to make sure we’re creating changes you enjoy, that enhance your gameplay experience. The added bonus is that we get to be more transparent with you about what we’re making and why. Win-win!
Introducing Plague Territories, Landmark Outposts, and Upgradeable Outposts
We’ve added three new features to enhance the strategic challenge of the game. All three affect the map in ways that won't show up for existing communities, so you must change maps (or map difficulty) to try them out. All new communities will have these features enabled by default.
Plague Territories are infected regions controlled by plague hearts. You cannot claim a home site or an outpost within plague territory until you have defeated the nearby plague heart that controls that location. Note that some locations may be “claimed” by multiple plague hearts with overlapping territories!
Landmark Outposts are unique sites that offer three different benefit strategies to choose from when you claim them as an outpost. Each map features one such outpost for you to try.
Resource Outposts (the ones that offer Food, Ammo, etc) now allow you to upgrade them to enhance their benefits.
When you've tried the new features, please follow the link to fill out the survey. We’re running this beta specifically to hear your thoughts!
About the Public Test Realm
On your first launch of the Test Realm build, your communities from the Retail version will be transferred over, if you had any. Note: from this point forward, your save is forked. Any progress or changes you make in the Test Realm will not copy back to the Retail version, and vice versa. You can freely return to playing in the Retail version of State of Decay 2 at any time. Your communities will be exactly as you left them.
Multiplayer will work in the Public Test Realm, but only with other Test Realm players. When we are not actively testing features in the Test Realm, we will push the Retail version of the game to this environment. The FAQ has more answers to questions like these.
Because this is a long-term open beta, you will be the first to playtest all ongoing improvements to State of Decay 2: Juggernaut Edition. The content and focus of the beta will change as we develop these new features and mechanics.
You can learn about the most recent beta content in future Steam updates and on our newsletter specific to beta test subscribers, so be sure to sign up to be notified.
Now that you're excited to get your hands on these features and give us your feedback, here's what you need to know:
Welcome to the latest update for State of Decay 2!
Winter isn’t done with us yet, but we can take heart from the ever-lengthening daylight that foretells the coming rebirth of spring.
We’re still hard at work improving the game in ways big and small. This update expands your options for recruiting new community members, adds mouse-and-keyboard support for Xbox players, brings back the Trumbull Valley Pack, and standardizes a monthly rhythm for returning content packs.
Celebrating Black History Month
Before we dive into more details on the improvements to the game, we want to point out a special outfit item appearing this month. This unique t-shirt is inspired by the Black Lives Matter movement and the NAACP’s “We Are Done Dying” campaign. The image is designed by artist Ty Ferrell and portrays a figure kneeling in peaceful protest, with images of raised fists arranged behind him in a manner reminiscent of State of Decay’s familiar logo.
You can find the new Basic Tee (Done Dying) outfit in your Closet starting on February 8.
A physical version of this T-shirt is also available for purchase between February 8 and March 1 by visiting StateOfDecay.com/naacp. Sales of this shirt will benefit the NAACP.
The physical shirt will be available for purchase ONLY during this time-frame. No reprints are planned.
Recruiting from Neutral and Friendly Enclaves
New recruits are the lifeblood of any community, but they can sometimes be hard to find. At least until today!
Starting now, every non-hostile ambient enclave offers you the option to recruit. This means as long as they’re not shooting at you, and they’re not busy with their own problems (embroiled in an ongoing mission arc), you can recruit from among their ranks.
Allied enclaves still allow you to recruit for free, as they always have.
Friendly enclaves now allow you to recruit for 750 Influence.
Neutral enclaves now allow you to recruit for 1500 Influence.
So now if you need recruits, the simplest way to get them is to use the radio to contact a new Enclave, meet up with them, and then spend the influence to recruit from them that very minute.
The Trumbull Valley Pack Returns
This content pack celebrates the sleepy little valley where it all started. It features six weapons that first appeared in the Heartland expansion, plus four outfits worn by iconic survivors from that storyline! It also includes the Improvised Weapon Station, a fan-favorite facility mod that lets you craft an array of useful weapons from spare bits and pieces lying around your base. Visit the Bounty Broker to find out how to earn these items!
(We had previously indicated that the Critical Response Pack would be cycling back this month, but Trumbull Valley was a better fit for the schedule. A revised and improved Critical Response Pack will return later this year.)
Bounty Broker News
Over the past year-plus, we’ve been adding new content packs to the game via the Bounty Broker. We now have 11 distinct collections of weapons, outfits, and other useful gear, each with its own theme, from pirates and soldiers to cowboys and movie monsters.
And now we’ve also implemented a new schedule for this library of content packs to automatically cycle in and out of the game. The first day of each month now includes an update of the Bounty Broker’s inventory, with one pack returning to circulation while another leaves. This provides you with a regular and predictable schedule to know when packs are coming and going, and does not require you to download an update to the game.
On the first day of March, the Pawn Shop Pack will return, replacing the Fearsome Footage Pack.
On the first day of April, the Plunder Pack will return, replacing the Stay Frosty Pack.
… and so on. We’ll keep you apprised of upcoming packs (especially any with new or updated content) as we go!
Mouse and Keyboard Support on the Xbox
After this update, the game no longer assumes that console players are restricted to using a controller. Now if you hook up a mouse and keyboard to your Xbox, or connect to the game via Remote Play on a PC, you can control it using the same customizable mouse and keyboard controls that have always been available when playing the game directly on a PC.
Thank you for all the Wishlist requests! (There were so very many of them!)
More Fixes and Improvements
Zombies (especially Bloaters) are no longer allowed to spawn right on top of you when you are traveling at speed. They were abusing their spawning privileges, and have been punished.
Non-hostile enclaves will now unlock all the doors when they move into a new site, so you won’t have to bash down their door when they invite you inside. This one came from the Wishlist!
The CLEO Accelerator and CLEO Tumbler have been upgraded to take their rightful place among all the other recently-upgraded muzzle attachments.
The updated CLEO Accelerator has increased impact, knockback, and range, at the cost of greater recoil. It makes a weapon more effective against big targets, and at longer distances, but you have to aim and fire more carefully.
The updated CLEO Tumbler splits projectiles in half, increasing spread and greatly increasing the chance of dismemberment, at a cost to range and accuracy. It’s a great way to take apart a crowd, but not great for sniping.
Active sieges now automatically pin themselves to your HUD when you return home and trigger the countdown to the assault, making it easier to notice the siege before you’re wading in Juggernauts.
We fixed a problem that was causing Juggernauts to evaporate while attempting to chase a human into a building.
Survivors with the Sexting skill are no longer weirding people out, and are instead using their wit and charm for the good of the community, earning a minor income of +5 Influence per day.
Pressing the Map button a second time before the map has fully appeared will no longer close the map as soon as it arrives. This should make it easier for players using Remote Play to avoid accidentally re-closing the map when experiencing input delay.
The Forge facility has been re-tuned so that even at higher difficulty levels, with all their added Materials costs, it is still a more profitable way to turn Materials into Parts than just converting them in Storage.
This actually came out in Update 23. We just forgot to mention it.
I have been paying attention to the latest stuff in Windows 11 and some of the stuff that I have seen is good, but, I also despise some things, and it is forcing me to take a very strong look at switching to