State of Decay 2 - PC/Xbox - Daybreak pack out 12th Sep.

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Monkey Man
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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Monkey Man » Sat Jun 16, 2018 9:34 am

Was watching you (KjGarly) last night for the last 30mins of your stream. Thought you were dragging Sev around to help you out before realizing it was bugged. Seeing over 5k stockpile of everything was impressive.

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by KjGarly » Sat Jun 16, 2018 10:33 am

Haha yeah he's been bugged for days, as I said couldn't even switch to Sev to cancel out the follower. Couldn't even get the nice rifle with the silencer he had equipped off him so at least I sent him packing well armed :x

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Mafro » Sat Jun 16, 2018 11:21 am

Edge [4]

Fisher wrote:shyguy64 did you sell weed in animal crossing new horizons today.

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Gemini73 » Sat Jun 16, 2018 11:37 am

Mafro wrote:Edge [4]


Ouch.

Having now played SoT 2 (post patch) I don't agree at all, but ouch nonetheless. What did they have to say about it? Was it as scathing as Eurogamer's review?

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by KjGarly » Mon Jun 18, 2018 5:04 pm

10k kills get, just 2 more achievements for doing the traders legacy and I've destroyed all the plague hearts in my trader game so not long left :toot:

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Saint of Killers » Thu Jun 21, 2018 2:27 pm

I think this was the best selling game in the US, last month. (And that doesn't count Game Pass.)

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Photek » Thu Jun 21, 2018 3:59 pm

Online co-op works great now btw, only took 3 patches! :slol:

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Monkey Man » Thu Jun 28, 2018 10:06 am

twitter.com/undeadlabs/status/1012048129187893250



Probably 1st DLC info. 9pm BST.

twitter.com/aarongreenberg/status/1012214114653908992



Probably updated player counts.

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Monkey Man » Thu Jun 28, 2018 4:13 pm



State of Decay 2 Celebrates 3 Million Players with Today’s Release of the Independence Pack

In advance of the 4th of July holiday, we are celebrating that the State of Decay 2 community now exceeds three million players. This, along with the recent news that fans made State of Decay 2 the best-selling game of May, puts us in a festive mood. To celebrate, we are revealing our first post-launch content, the Independence Pack. This pack gives you the opportunity to take on the zombie horde with style, grace and most importantly, colorful gunpowder. Available today on both Xbox One and Windows 10, the pack unlocks an array of fiery new versions of vehicles, weapons and gear for your community. State of Decay 2 wants you to show off with explosive awesomeness to the three million player strong community. Heck, even the zeds are dressed for the occasion in this pack, and there are few things as satisfying as taking out a Revolutionary War-themed zombie during a supply run. It’s like history that you can blow up…with fireworks!

What do you get in this firework-filled content? Glad you asked, patriot. The Independence Pack features three zombie-ready vehicles, access to a supply drop containing three new patriotic melee weapons, two unique ranged weapons and piles of single-use fireworks that are perfect for causing general havoc (or making blood plague elimination a much more festive occasion):

Take the Pyrohawk, Burninator or Meatwagon out for a spin. With names like these, you know driving will be more entertaining.
Step up to your station at the BBQ with The Freedom Ringer, Grillmeister and BBQ Fork – new hand-held zed-slaying solutions.
Subtlety not your thing? Well we have the Pyro Launcher and Starshank Launcher so you can blast zombies with fiery explosives.
Just like loud noises with pretty colors? You’re in luck! The Block Rocker, Reign o’ Fire, Bouncing Boris and XL Firework Shell offer even more options to turn a mission into a celebration.
If that’s still not enough boom, you can also use the new Fireworks Crafting Station facility mod to craft additional fireworks or ammunition for your fancy new fireworks launchers. Also keep an eye out for a new wandering trader hosting a fire sale on these explosive new goodies. That’s right, a good ole traditional fireworks sale.

Grab the Independence Pack today for £4.19 (or for free if you purchased State of Decay 2: Ultimate Edition); Xbox Game Pass members also receive a 10 percent discount on the Independence Pack. If that isn’t enough to get you jazzed, the team also added to the existing game with a new update that focuses on non-firework content. In Update 2.0, get ready for 20 FREE new missions, nearly 10 new weapons, a “Rare Books” trader for new skills and plenty of improved gameplay in honor of the Independence Pack for ALL players. Did we mention it’s free? To read more on that, please visit StateofDecay.com for the full patch notes and other things that aren’t fireworks.

But wait, there’s more! After wiping out the blood plague and celebrating your legacy with this festive pack, get ready for completely separate shenanigans in the upcoming Daybreak Pack this September. That all-new content lets you take the fight to the zombies, featuring an exciting new mode where you play as a well-equipped Red Talon soldier. You’ll work to complete a challenging objective while protecting your fortified position against waves of zombies and freaks to earn new rewards and weapons. The Daybreak Pack is also included in State of Decay 2’s Ultimate Edition.

https://news.xbox.com/en-us/2018/06/28/ ... jVPrXdk.99

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Patch 2.0 Highlights -

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.

https://www.stateofdecay.com/2018/06/28 ... 2-is-live/

Patch is 7.1GB on XB1.

Last edited by Monkey Man on Thu Jun 28, 2018 4:23 pm, edited 1 time in total.
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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Photek » Thu Jun 28, 2018 4:17 pm

Nice.

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Monkey Man » Wed Jul 04, 2018 7:51 pm

Patch 2.1 Highlights

The “Purchase” DLC button on Main Menu now works properly for players with new profiles who don’t own any DLC.
The mission “Builder: Make Your Own Gear” can now be completed if the player has a built-in Machine Shop at their base.
Characters on the Community screen now re-orient correctly when changes are made to the community.
Newly selected leaders are now positioned correctly on the Community screen.
Fixed an issue where sometimes newly recruited community members would overlap or be standing too close to others on the Community screen.
Characters now properly gain experience in their close combat specialization when fighting with their close combat weapon.
Characters who have earned at least 1 star in their Gunslinging specialization are now able to snap-aim with the [ A ] button as expected.
The in-game Independence Pack purchase confirmation banner no longer eagerly pops up with every player session.
Fixed several missions that occasionally couldn’t be completed due to missing items (such as Lost and Found: Search for the Mace, Eagle Eye: Sniper’s Stash, and the various resource-scavenging Radio Menu missions). These missions should now properly place the necessary items in the world.

https://www.stateofdecay.com/2018/07/03 ... 1-is-live/

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Monkey Man » Thu Aug 09, 2018 1:10 am

Content Update 3.0 is Live!

We’ve got another update for you survivors, and this one’s got a TON of fixes!

Patch 3.0 features many significant quality-of-life improvements and a host of bug fixes that solve confusing or frustrating issues.

Patch 3.0 Highlights

Feature Improvements

All players in a multiplayer game can now use the “Stuck?” radio command.
Vehicles will now be teleported by the “Stuck?” radio command.
The “Stuck?” radio command now won’t teleport you all the way back to your base.
Players can now use the Workshop facility to repair or salvage equipped weapons, rather than having to drop them into the Supply Locker first.
Salvaged weapons now return their ammo to your Supply Locker instead of destroying it.
Info flyouts for outposts on the map screen now show the outpost number, which corresponds to the outpost number in the base management screen.
Players will now see a banner at the top-center of screen when a community member dies, instead of the brief side notification that previously popped up.
Players will now see a banner at the top-center of screen when a community member threatens to leave or leaves, instead of the brief side notification that previously popped up.
Communities will now automatically claim an appropriate “starter” home site when traveling to a new map.
Several radio commands have been enabled for clients in multiplayer games.
Players can now drop equipped weapons.
Players can now buy 1 individual item from a stack when trading with enclaves.
Players can now navigate conversation options with Left Stick as well as D-pad controller input.
The Supply Locker is now automatically sorted by item type. Additionally, the Ranged Weapons tab has the option to sort by either ammo caliber or weapon type.
When approaching the Storage facility with a rucksack equipped, the interaction text will now display the resource type and the resource yield.
The Mysterious Wandering Trader now appears more reliably.
Adjusted the cadence of the Independence Pack DLC trader to better balance with the Wandering Trader.
The mission that creates the trader who supplies skill books is now called “Skills Trader” (to more clearly communicate its different nature). Also, this mission can now occur during the week (and not just on weekends).

Balance Changes

When you abandon an outpost, you’ll be refunded only 60% of the original influence cost, instead of 100%. This increased investment in an outpost is intended to make it feel like a significant choice by the player, rather than an easily swapped “loot-drop” location that drastically alters the overall experience.
Proximity mines are no longer triggered by players or by friendly NPCs.

Bug Fixes

Gameplay

Players can now improve their Close Combat Specialization skill.
Players trying to descend a ladder will no longer experience confused Up/Down controls when the ladder animation involves a camera flip.
Players can no longer consume (and waste) energy drinks if their character is still under the effect of a prior energy drink.
Grenade launcher rounds no longer occasionally bounce off of fat zombies.
Explosives now set off other nearby explosives, such as land mines. Have fun with that;)
Losing a benefit that reduces the severity of trauma can no longer kill a character (due to retroactive increase of trauma).
Certain rare skills learned from books will now always start at Level 1 as intended.
Skill books can no longer be consumed if they would not grant any benefit.
Fixed an issue with fire occasionally (and invisibly) remaining in effect beyond the appropriate duration.
Recon radio commands now reveal zombies for all players, not just the host.
When calling in favors over the radio, the enclave that owes you the favor will now answer, rather than someone from your own community.
Facility actions can now be truly instantaneous (cost 0 seconds).
Improved the reliability and predictability of the “Stuck?” radio command.
Improved the predictability of your starting position when loading back into a saved community.

UI

When a home site or previously cleared site becomes infested, it now properly shows an infestation icon on the map.
The minimap now zooms in correctly when indoors at an infestation or plague heart.
Sell and Buy prices for stacks have been adjusted to fix discrepancies with individual item pricing.
The Out of Storage notification now properly triggers when you deposit a rucksack that brings that resource level from just below your base’s maximum capacity to above the maximum capacity.
The base management screen’s morale flyout now correctly uses the morale effect’s name instead of the name of the facility providing the effect.
Notifications for certain rare skills learned from books now show the correct maximum skill level.
The UI for your Storage facility now indicates when withdrawing a rucksack is not possible due to insufficient resources.
Fixed an issue with the player’s vehicles not showing up on the map UI after moving to a new map.
Flyout info for sites on map screen should now properly show icons for all expected resources.
When using the mouse on the map screen, the goal info flyout now shows when hovering over a goal in the list, instead of requiring it to be clicked.
Labor and time costs are now shown for facility mod uninstall actions.
The Independence Pack supply drop container now shows a “Busy” indicator when another player is interacting with it.
Players interacting with the radio menu using a mouse can no longer accidentally click buttons that have been hidden by an opened command category

Multiplayer

Host no longer sees client’s vehicle help tips.
Multiplayer clients are no longer forcibly teleported every time the host switches characters.
Multiplayer rewards are now always granted immediately upon return to your saved game
Multiplayer location indicators no longer show through the background of the Community screen.
Adjusted position of multiplayer name indicators so that they do not overlap when multiple players are in a single vehicle.
Fixed an issue causing jerky flashlight movements with bad network updates.
Fixed an issue causing flashlights to get “confused” if a player stayed in aim mode for a long time.

Vehicles

Vehicle icon now properly persists if the last passenger of a vehicle exits out of a non-driver seat.
Fixed an issue with Independence Pack vehicle deliveries occasionally appearing beneath the map (and thus inaccessible.)
Clients can now see when their car is properly parked at the host’s base.
Clients can now see the name of vehicles while surveying.

Audio

Added error sound when attempting to select unavailable radio command.
Key Bindings
Players who have remapped Struggle and Melee actions to different inputs can now use either one to open locked doors.

Miscellaneous

Tweaked visuals and timing of bloater gas cloud to more closely match effects.
Fixed many spots where players could get stuck in the environment.
Fixed many instances of world art floating or clipping incorrectly.

https://www.stateofdecay.com/2018/08/08 ... 0-is-live/

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PostRe: State of Decay 2 - PC/Xbox - XB1X Enhanced - Game pass - Cross play.
by Photek » Sat Aug 11, 2018 1:20 pm

Booted it up afyer this recent patch, still awesome. Looking forward to the DLC.

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PostRe: State of Decay 2 - PC/Xbox - Daybreak pack out 12th Sep.
by Photek » Tue Aug 21, 2018 4:06 pm

New map, new community, red talon soldier at start.

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PostRe: State of Decay 2 - PC/Xbox - Daybreak pack out 12th Sep.
by Monkey Man » Tue Aug 21, 2018 5:14 pm

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State of Decay 2 Reveals New Details for Daybreak Pack DLC

Today during our “Inside Xbox” segment at gamescom 2018 we revealed new details – new co-op gameplay, new zombies, new loot and more – for the upcoming Daybreak Pack for State of Decay 2. The team at Undead Labs has been thrilled with the community response to the game with well over three million players worldwide, and now fans can check out the next chapter in the ultimate zombie survival experience in person at gamescom where Daybreak Pack will be playable for the first time this week.

Arriving on Sept. 12 the Daybreak Pack is a brand-new game mode for State of Decay 2 – a re-playable co-op “zombie siege” experience:

Team up with friends. Players and up to three teammates play as highly skilled Red Talon soldiers armed with high-end weaponry; together, they will defend a fortified position against waves of oncoming zombies, while a vulnerable technician repairs a critical satellite relay.

New enemies and weapons. Among the waves of regular and special zombies players will need to ward off will be a new enemy – the Blood Plague Juggernaut! This is a tougher version of the already powerful juggernaut who will expose players to blood plague. To combat this new scourge, players have access to a new set of CLEO weapons including eight new ranged weapons, six new melee weapons and six new deployable explosives.

New rewards and achievements. The more waves you survive, the more rewards you earn. Rewards and unlocked items can be used to fight more efficiently in future Daybreak sessions and players will also be able to access those same unlocked items for their main community of survivors, giving access to the new CLEO weapons, additional accessories and upgrades for their base – including the opportunity to bring in a Red Talon soldier. Lastly Daybreak Pack comes with over two dozen new achievements for State of Decay 2 worth 250 Gamerscore!

Daybreak Pack will be available for fans who own the Standard Edition for $9.99 (USD*), and is included with the Ultimate Edition at no additional cost. It will also be available at launch for Xbox Game Pass members with a 10% discount. As an Xbox Play Anywhere game, one digital purchase gets you both the Xbox One and the Windows 10 version of the game. In addition to the release of Daybreak Pack, there will be a content update to continue improving player experience. Keep an eye on www.stateofdecay.com for a full list of patch notes when the update goes live!

We’re excited to find out how fans will survive the Daybreak Pack in State of Decay 2! If you’re at gamescom this week, be sure to swing by the Xbox booth to check out all the new zombie action.

https://news.xbox.com/en-us/2018/08/21/ ... -pack-dlc/

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PostRe: State of Decay 2 - PC/Xbox - Daybreak pack out 12th Sep.
by Monkey Man » Thu Sep 06, 2018 12:34 pm

Content Update 4.0 is Now Live!

To pave the way for the upcoming Daybreak Pack, we’re unleashing a batch of quality-of-life fixes that will improve your gameplay experience.

(We’re especially excited about items 1-3 under “Characters and Communities,” and we think many of you will agree!)

Speaking of the Daybreak Pack….

Don’t forget to check in again one week from today, because this brand-new game mode goes on sale on September 12! Daybreak is a session-based co-op game mode for State of Decay 2. It also includes a wealth of new weapons and equipment useful both in Daybreak and in your home community.

Patch 4.0 Highlights

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.

Bases 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.

Missions

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 Informantmission, which was not counting vehicle kills.
Fixed an issue with the Builder: The Call Is Answeredmission, in which some enclaves would flee the player’s home site.

Gameplay

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.

https://www.stateofdecay.com/2018/09/05 ... -now-live/

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PostRe: State of Decay 2 - PC/Xbox - Daybreak pack out 12th Sep.
by Monkey Man » Fri Sep 14, 2018 2:16 pm

twitter.com/xboxuk/status/1039944229945004033


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PostRe: State of Decay 2 - PC/Xbox - Daybreak pack out 12th Sep.
by more heat than light » Fri Sep 14, 2018 2:27 pm

They should really put the DLC on Game Pass too, I'm sure no-one will fork out for content for a game they don't even own.

Oblomov Boblomov wrote:MHTL is an OG ledge
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PostRe: State of Decay 2 - PC/Xbox - Daybreak pack out 12th Sep.
by Photek » Sat Sep 15, 2018 3:27 am

more heat than light wrote:They should really put the DLC on Game Pass too, I'm sure no-one will fork out for content for a game they don't even own.

Erm, that’s cos they want em to buy the game...

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PostRe: State of Decay 2 - PC/Xbox - Daybreak pack out 12th Sep.
by more heat than light » Sat Sep 15, 2018 7:23 am

Photek wrote:
more heat than light wrote:They should really put the DLC on Game Pass too, I'm sure no-one will fork out for content for a game they don't even own.

Erm, that’s cos they want em to buy the game...


:?

No-one that subscribes to Game Pass is going to buy a game that's on the service.

Oblomov Boblomov wrote:MHTL is an OG ledge

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