Undead Labs is coming back to Steam with State of Decay 2! In celebration, and as a "Thank You!" to our loyal Steam players who have patiently awaited this news, all owners of the original State of Decay game are receiving one complimentary copy of the remastered Year-One Survival Edition.
No action is necessary. If you own a copy of State of Decay on Steam, your Steam inventory will soon contain a tradeable gift copy of YOSE (including all DLC). This gift is yours to redeem and play forever, or to send to a friend who missed out on the zombie apocalypse.
(Note: you may need to exit and restart your Steam Client in order to receive the gift copy.)
We invite you to Follow and Wishlist State of Decay 2 to keep up with exciting future news as we get closer to our launch date in early 2020.
Thank you for being part of our long-time survivor community, and we can't wait to see you and your friends in State of Decay 2 next year!
{STEAM_CLAN_IMAGE}/5003301/ebd4a0696e6e2ec705a5cf88bd4f24bb583d2979.png
https://store.steampowered.com/app/329430/State_of_Decay_YOSE/
https://store.steampowered.com/app/495420/State_Of_Decay_2/
Sorry, everybody - I was on a plane with broken wifi. But the eagle has landed along with the patch notes:
Lifeline:
Fixed instances where players were only getting credit for rescuing 8 or less soldiers.
Zombies no longer disappear if a siege finishes while you are away from the base.
Fixed Words of Encouragement bonuses that weren't being applied during Radio Calls for assistance after stamina depletion if you've exited the game and then continued.
Fixed a bad character reference with a small text change.
Shortened Sasquatch's overblown and silly name.
Fixed power lines that were not lining up correctly and horizontally sticking out in the.
Fixed church crosses that weren't loading in correctly and appeared as black.
Fixed instances where the players were getting stuck on a wheelchair sign near the supermarket.
Fixed cameras going through the wall of the building near the Landing Zone.
Fixed spot where the player could get out of the intended environment.
Fixed two buildings that when viewed from specific areas were partially buried in the ground.
Fixed an area where environmental zombies (Zeds that aren't meant to be interacted with) were easily visible to the player.
Fixed AI hang for when NPC's would refuse to get into vehicles.
Renamed the advice-giving doctor "Schupman".
Fixed a series of text errors.
Fixed issues with Julene's friend becoming unresponsive when Julene would die while gathering at her house.
Fixed issue with Vienna Cho never becoming rescue-able. (This should help with progression stalls.)
Fixed an issue with broken stats that was tied to the generator and refrigeration. The construction bonuses would become too high but the refrigeration wouldn't offset and everyone would become sick if they would quit and reload multiple times. These should now give correct bonuses.
An invisible wall was removed from a small danger zone near black Friday
Made a pathing change to prevent zombies from running through the back wall of the building
Breakdown:
Fixed localization capabilities for RV text.
All:
Added dump files that will help us discover why ULL Crashes are happening.
Disabled rumble when we enter a scene (should fix infinite rumble when you finish a siege with rumble active)
Fixed Medical Advice and Words of Encouragement across all games
Sorry, everybody - I was on a plane with broken wifi. But the eagle has landed along with the patch notes:
Lifeline:
Fixed instances where players were only getting credit for rescuing 8 or less soldiers.
Zombies no longer disappear if a siege finishes while you are away from the base.
Fixed Words of Encouragement bonuses that weren't being applied during Radio Calls for assistance after stamina depletion if you've exited the game and then continued.
Fixed a bad character reference with a small text change.
Shortened Sasquatch's overblown and silly name.
Fixed power lines that were not lining up correctly and horizontally sticking out in the.
Fixed church crosses that weren't loading in correctly and appeared as black.
Fixed instances where the players were getting stuck on a wheelchair sign near the supermarket.
Fixed cameras going through the wall of the building near the Landing Zone.
Fixed spot where the player could get out of the intended environment.
Fixed two buildings that when viewed from specific areas were partially buried in the ground.
Fixed an area where environmental zombies (Zeds that aren't meant to be interacted with) were easily visible to the player.
Fixed AI hang for when NPC's would refuse to get into vehicles.
Renamed the advice-giving doctor "Schupman".
Fixed a series of text errors.
Fixed issues with Julene's friend becoming unresponsive when Julene would die while gathering at her house.
Fixed issue with Vienna Cho never becoming rescue-able. (This should help with progression stalls.)
Fixed an issue with broken stats that was tied to the generator and refrigeration. The construction bonuses would become too high but the refrigeration wouldn't offset and everyone would become sick if they would quit and reload multiple times. These should now give correct bonuses.
An invisible wall was removed from a small danger zone near black Friday
Made a pathing change to prevent zombies from running through the back wall of the building
Breakdown:
Fixed localization capabilities for RV text.
All:
Added dump files that will help us discover why ULL Crashes are happening.
Disabled rumble when we enter a scene (should fix infinite rumble when you finish a siege with rumble active)
Fixed Medical Advice and Words of Encouragement across all games
Allow refugees to recycle in lifeline after a full cycle of refugees - once you've met everyone and either rescued them or...otherwise, the game will start from the top of the list so that the game can continue.
Important persons should no longer become 'Away From Home' and will stay at the base.
Removed a problematic issue preventing Cho from acknowledging successes once she was at your base.
Fix for 'fainting' before the first siege. Fainting should now be impossible until after that siege is over. Death is death.
Removed access to an area in the port we didn't intend to be playable area. (There was an area in the port in the NW area of the map, where you could climb over a wall next to the crane and run around in a small zone and eventually hit some invisible walls. Borrrrrrrrring.)
Vehicles should now be repaired by advanced Workshops post siege.
Eldridge's post-rescue scene (on the radio with Highroad) should no longer turn driving players into car-centaurs.
Removed teleports from VIP "Found" scenes, to prevent ugliness in cases where the intended building is not cast.
Made Sasquatch pacifistic and unkillable during Bloater and Screamer Hunting missions, to prevent him from screwing up the Bloater all the time.
Fixed bad reference to the most advanced versions of the Infirmary that was preventing sick people from getting better.
Fixed a case where Greyhound 2 soldiers were invulnerable when they became playable.
Baroque church near international district should no longer appear blown out with black squares atop each steeple.
Breakdown:
Display score between breakdown levels
Grenade launchers and mines now count towards Grenadier
All:
Fix to a rucks-in-trucks crash. (From ChrisP: There was an issue where rucks in trucks were being saved in a particular order, and if one of the rucks was removed, the order was not being re-saved, so if a player then went to pull a second ruck, it would cause the game to crash.)
Fix painkiller and snack resets in Supply Locker after next day. One per population decrement +/- morale/sickness of population
Characters no longer consume the snacks and painkillers that they carry in their inventory on end of day.
Allow refugees to recycle in lifeline after a full cycle of refugees - once you've met everyone and either rescued them or...otherwise, the game will start from the top of the list so that the game can continue.
Important persons should no longer become 'Away From Home' and will stay at the base.
Removed a problematic issue preventing Cho from acknowledging successes once she was at your base.
Fix for 'fainting' before the first siege. Fainting should now be impossible until after that siege is over. Death is death.
Removed access to an area in the port we didn't intend to be playable area. (There was an area in the port in the NW area of the map, where you could climb over a wall next to the crane and run around in a small zone and eventually hit some invisible walls. Borrrrrrrrring.)
Vehicles should now be repaired by advanced Workshops post siege.
Eldridge's post-rescue scene (on the radio with Highroad) should no longer turn driving players into car-centaurs.
Removed teleports from VIP "Found" scenes, to prevent ugliness in cases where the intended building is not cast.
Made Sasquatch pacifistic and unkillable during Bloater and Screamer Hunting missions, to prevent him from screwing up the Bloater all the time.
Fixed bad reference to the most advanced versions of the Infirmary that was preventing sick people from getting better.
Fixed a case where Greyhound 2 soldiers were invulnerable when they became playable.
Baroque church near international district should no longer appear blown out with black squares atop each steeple.
Breakdown:
Display score between breakdown levels
Grenade launchers and mines now count towards Grenadier
All:
Fix to a rucks-in-trucks crash. (From ChrisP: There was an issue where rucks in trucks were being saved in a particular order, and if one of the rucks was removed, the order was not being re-saved, so if a player then went to pull a second ruck, it would cause the game to crash.)
Fix painkiller and snack resets in Supply Locker after next day. One per population decrement +/- morale/sickness of population
Characters no longer consume the snacks and painkillers that they carry in their inventory on end of day.
- Preparations to launch Lifeline on Friday, May 30
- More robustness to exiting from vehicles, preventing player from being thrown out of the environment.
- Select doors should now autoclose by default
- Fixed a bug that would cause the main menu music not to play
- Friction and automatic weapon spread tuning pass.
- Localization bug fixes and updates.
- We now notify the player when they have recovered from faint events or close calls.
- Some xml fixes based on discoveries by the community.
- Fixing audio on AK47 Custom
- Fixed a bug where certain weapons were no longer triggering controller feedback.
- Fix a case for zombies popping their heads up when you at shoot them.
- Fix to help zombies not get stuck on fences
- Reduced survival rate to more accurately simulate the apocalypse.
- Fix to help zombies not switch between different states standing at doors.
- Allies are no longer afraid to shoot at armored zeds
- Edited chain link fence material
- German opening quote fix
- Fixed a case where the game would crash if a prop was not found
- Fix for NPCs getting caught in a loop to climb when the player that they are following is in a vehicle near climb markup.
- Fix for zombies disappearing while running around/running in place.
- Reworked it so invisible zombie entity deaths stop them from being reused
- Reduced distance of markup query for climbing NPCs, should help with pathing and situations where they have line of sight through chainlink fences.
- Fix for NPCs getting up when they should be dead. In a zombie game it should be by design.
- The game should no longer disable a door that is closing or opening, and now waits for those to finish. This should fix doors being in the wrong visual state.
- Improvements to climbing
- Double checking leap logic to prevent hover zombies
- Increased the number of map pings so they match the audio from the doll.
- Unlock heroes that require level 2 and above
- Font clean up
- Muzzle flash strobe reduction
- Fix for feral kill sometimes succeeding in tear but missing the kill.
- Don't require a bunch of food for the Food Preservation actions that have a nebulous outcome for the player.
- Fixed a case where Blaze of Glory could be triggered without having the actual item needed to perform it, which led to cases of soft locks.
- Fixed icons of established outposts from the Base game being present on the map in Breakdown
- Fixed spurious stockpile exceeded messages after you are within limits
- Disable pausing on the score screen, this fixes not-pausing of scenes
- Hide the non-functional 'show gamercard' button on PC leaderboards
- Preparations to launch Lifeline on Friday, May 30
- More robustness to exiting from vehicles, preventing player from being thrown out of the environment.
- Select doors should now autoclose by default
- Fixed a bug that would cause the main menu music not to play
- Friction and automatic weapon spread tuning pass.
- Localization bug fixes and updates.
- We now notify the player when they have recovered from faint events or close calls.
- Some xml fixes based on discoveries by the community.
- Fixing audio on AK47 Custom
- Fixed a bug where certain weapons were no longer triggering controller feedback.
- Fix a case for zombies popping their heads up when you at shoot them.
- Fix to help zombies not get stuck on fences
- Reduced survival rate to more accurately simulate the apocalypse.
- Fix to help zombies not switch between different states standing at doors.
- Allies are no longer afraid to shoot at armored zeds
- Edited chain link fence material
- German opening quote fix
- Fixed a case where the game would crash if a prop was not found
- Fix for NPCs getting caught in a loop to climb when the player that they are following is in a vehicle near climb markup.
- Fix for zombies disappearing while running around/running in place.
- Reworked it so invisible zombie entity deaths stop them from being reused
- Reduced distance of markup query for climbing NPCs, should help with pathing and situations where they have line of sight through chainlink fences.
- Fix for NPCs getting up when they should be dead. In a zombie game it should be by design.
- The game should no longer disable a door that is closing or opening, and now waits for those to finish. This should fix doors being in the wrong visual state.
- Improvements to climbing
- Double checking leap logic to prevent hover zombies
- Increased the number of map pings so they match the audio from the doll.
- Unlock heroes that require level 2 and above
- Font clean up
- Muzzle flash strobe reduction
- Fix for feral kill sometimes succeeding in tear but missing the kill.
- Don't require a bunch of food for the Food Preservation actions that have a nebulous outcome for the player.
- Fixed a case where Blaze of Glory could be triggered without having the actual item needed to perform it, which led to cases of soft locks.
- Fixed icons of established outposts from the Base game being present on the map in Breakdown
- Fixed spurious stockpile exceeded messages after you are within limits
- Disable pausing on the score screen, this fixes not-pausing of scenes
- Hide the non-functional 'show gamercard' button on PC leaderboards
- Preparations to launch Lifeline on Friday, May 30
- More robustness to exiting from vehicles, preventing player from being thrown out of the environment.
- Select doors should now autoclose by default
- Fixed a bug that would cause the main menu music not to play
- Friction and automatic weapon spread tuning pass.
- Localization bug fixes and updates.
- We now notify the player when they have recovered from faint events or close calls.
- Some xml fixes based on discoveries by the community.
- Fixing audio on AK47 Custom
- Fixed a bug where certain weapons were no longer triggering controller feedback.
- Fix a case for zombies popping their heads up when you at shoot them.
- Fix to help zombies not get stuck on fences
- Reduced survival rate to more accurately simulate the apocalypse.
- Fix to help zombies not switch between different states standing at doors.
- Allies are no longer afraid to shoot at armored zeds
- Edited chain link fence material
- German opening quote fix
- Fixed a case where the game would crash if a prop was not found
- Fix for NPCs getting caught in a loop to climb when the player that they are following is in a vehicle near climb markup.
- Fix for zombies disappearing while running around/running in place.
- Reworked it so invisible zombie entity deaths stop them from being reused
- Reduced distance of markup query for climbing NPCs, should help with pathing and situations where they have line of sight through chainlink fences.
- Fix for NPCs getting up when they should be dead. In a zombie game it should be by design.
- The game should no longer disable a door that is closing or opening, and now waits for those to finish. This should fix doors being in the wrong visual state.
- Improvements to climbing
- Double checking leap logic to prevent hover zombies
- Increased the number of map pings so they match the audio from the doll.
- Unlock heroes that require level 2 and above
- Font clean up
- Muzzle flash strobe reduction
- Fix for feral kill sometimes succeeding in tear but missing the kill.
- Don't require a bunch of food for the Food Preservation actions that have a nebulous outcome for the player.
- Fixed a case where Blaze of Glory could be triggered without having the actual item needed to perform it, which led to cases of soft locks.
- Fixed icons of established outposts from the Base game being present on the map in Breakdown
- Fixed spurious stockpile exceeded messages after you are within limits
- Disable pausing on the score screen, this fixes not-pausing of scenes
- Hide the non-functional 'show gamercard' button on PC leaderboards
- Preparations to launch Lifeline on Friday, May 30
- More robustness to exiting from vehicles, preventing player from being thrown out of the environment.
- Select doors should now autoclose by default
- Fixed a bug that would cause the main menu music not to play
- Friction and automatic weapon spread tuning pass.
- Localization bug fixes and updates.
- We now notify the player when they have recovered from faint events or close calls.
- Some xml fixes based on discoveries by the community.
- Fixing audio on AK47 Custom
- Fixed a bug where certain weapons were no longer triggering controller feedback.
- Fix a case for zombies popping their heads up when you at shoot them.
- Fix to help zombies not get stuck on fences
- Reduced survival rate to more accurately simulate the apocalypse.
- Fix to help zombies not switch between different states standing at doors.
- Allies are no longer afraid to shoot at armored zeds
- Edited chain link fence material
- German opening quote fix
- Fixed a case where the game would crash if a prop was not found
- Fix for NPCs getting caught in a loop to climb when the player that they are following is in a vehicle near climb markup.
- Fix for zombies disappearing while running around/running in place.
- Reworked it so invisible zombie entity deaths stop them from being reused
- Reduced distance of markup query for climbing NPCs, should help with pathing and situations where they have line of sight through chainlink fences.
- Fix for NPCs getting up when they should be dead. In a zombie game it should be by design.
- The game should no longer disable a door that is closing or opening, and now waits for those to finish. This should fix doors being in the wrong visual state.
- Improvements to climbing
- Double checking leap logic to prevent hover zombies
- Increased the number of map pings so they match the audio from the doll.
- Unlock heroes that require level 2 and above
- Font clean up
- Muzzle flash strobe reduction
- Fix for feral kill sometimes succeeding in tear but missing the kill.
- Don't require a bunch of food for the Food Preservation actions that have a nebulous outcome for the player.
- Fixed a case where Blaze of Glory could be triggered without having the actual item needed to perform it, which led to cases of soft locks.
- Fixed icons of established outposts from the Base game being present on the map in Breakdown
- Fixed spurious stockpile exceeded messages after you are within limits
- Disable pausing on the score screen, this fixes not-pausing of scenes
- Hide the non-functional 'show gamercard' button on PC leaderboards
Got some good ones for you today!
Zombie behavior:
- Fixed some of the most egregious cases of zombies going through doors. (They would often walk a step or two into the door before attacking it, which led them to turning around to attack it.)
- Zombies now prefer taunters, blaze of glory'ers, and fireworks and more!
- Zombies in the sights of a gun are forced to have collision and react appropriately when shot.
NPC behavior:
- Fixed a bug where NPCs could "Blaze of Glory" 100% of the time.
Progression issues:
- Progression blocker caused by dying during the rescue Jack mission with the grange has been fixed
- Progression blocker caused by quitting immediately after a death in a mission that supports restarting has been fixed
- Progression blocker caused by certain types of dying in Breakdown has been fixed.
Got some good ones for you today!
Zombie behavior:
- Fixed some of the most egregious cases of zombies going through doors. (They would often walk a step or two into the door before attacking it, which led them to turning around to attack it.)
- Zombies now prefer taunters, blaze of glory'ers, and fireworks and more!
- Zombies in the sights of a gun are forced to have collision and react appropriately when shot.
NPC behavior:
- Fixed a bug where NPCs could "Blaze of Glory" 100% of the time.
Progression issues:
- Progression blocker caused by dying during the rescue Jack mission with the grange has been fixed
- Progression blocker caused by quitting immediately after a death in a mission that supports restarting has been fixed
- Progression blocker caused by certain types of dying in Breakdown has been fixed.
- Fixed several instances of community members standing idle.
- Players will no longer see an event called CHEAT CHEAT CHEAT. This was a developer-only fate card that didn't get removed before going live. Sorry, everyone.
- Fixed a bug that prevented Chemical Incendiary research at Snyder's. Players may now satisfy the prerequisites with the built-in workshop (and not with other workshops).
- Synced stealth kills vs. walls and low walls now properly credit the Ninja challenge.
- Inventory stockpiles are now limited to 120 instead of 60.
- We no longer zero out meds and snacks on next day and instead just subtract home population
- Fix for some story missions not progressing (those not getting the Watchtower mission at the Grange).
- Fixed several instances of community members standing idle.
- Players will no longer see an event called CHEAT CHEAT CHEAT. This was a developer-only fate card that didn't get removed before going live. Sorry, everyone.
- Fixed a bug that prevented Chemical Incendiary research at Snyder's. Players may now satisfy the prerequisites with the built-in workshop (and not with other workshops).
- Synced stealth kills vs. walls and low walls now properly credit the Ninja challenge.
- Inventory stockpiles are now limited to 120 instead of 60.
- We no longer zero out meds and snacks on next day and instead just subtract home population
- Fix for some story missions not progressing (those not getting the Watchtower mission at the Grange).
* mouse: fixed some issues with high DPI mice
* mouse: better overall precision
* performance: remove busy wait that causes abnormally high cpu usage on some machines
* fix bug that caused 3rd story props to occasionally be unsearchable
* increased odds of spawning unlocked Hero in Breakdown
Of course this won't be the last patch. Already working on the next one :)
* mouse: fixed some issues with high DPI mice
* mouse: better overall precision
* performance: remove busy wait that causes abnormally high cpu usage on some machines
* fix bug that caused 3rd story props to occasionally be unsearchable
* increased odds of spawning unlocked Hero in Breakdown
Of course this won't be the last patch. Already working on the next one :)
While my forum is down, I at least still have the Steam group for patch notes...
* fix fame leaderboard
* update zombie kill points leaderboard data properly
* upgrade to latest steam sdk
* Fix playthrough leaderboard
* Fixed the scenario score leaderboard getting reset with each scenario
Looking to patch again before the holiday, FYI!
While my forum is down, I at least still have the Steam group for patch notes...
* fix fame leaderboard
* update zombie kill points leaderboard data properly
* upgrade to latest steam sdk
* Fix playthrough leaderboard
* Fixed the scenario score leaderboard getting reset with each scenario
Looking to patch again before the holiday, FYI!
Kinda anticlimactic after last week's:
- Fixed a few audio bugs on the PC menu system.
- Enabled Breakdown leader boards (getting ready for Friday)
- Performance tweak to draw distances in max/ultra mode
- Shadows: Now faster and better!
There's going to be another note in... mmm... an hour?
- Fixed titles on Breakdown leaderboard
Kinda anticlimactic after last week's:
- Fixed a few audio bugs on the PC menu system.
- Enabled Breakdown leader boards (getting ready for Friday)
- Performance tweak to draw distances in max/ultra mode
- Shadows: Now faster and better!
There's going to be another note in... mmm... an hour?
- Fixed titles on Breakdown leaderboard
I have been ABSOLUTELY GOING BONKERS for four days, waiting for this to drop:
New Stuff-Keybinding!
-There is now a smoother frame rate, and reduced stalls when driving
-Breakdown UI is hooked up
-Added more inputs for keyboard and mouse to shake zombies off (used to be 'c' key, now it's 'c' or 'e' or 'left click' or 'space')
-The resolution changes when you release (rather than when you drag) the sliders
-The mouse moves the camera during cutscenes
-We now block emotes/execute/roll/drop during cutscenes
Fixes
-Fix for crash when trying to complete certain missions
-Fixed bug that caused unintentional overwriting of saves when you clicked Start New Game
-Fix for cycling visible items when using the mousewheel
-Fixed placeholder text on expertise screen
-Fixed several strings in non-English languages
I have been ABSOLUTELY GOING BONKERS for four days, waiting for this to drop:
New Stuff-Keybinding!
-There is now a smoother frame rate, and reduced stalls when driving
-Breakdown UI is hooked up
-Added more inputs for keyboard and mouse to shake zombies off (used to be 'c' key, now it's 'c' or 'e' or 'left click' or 'space')
-The resolution changes when you release (rather than when you drag) the sliders
-The mouse moves the camera during cutscenes
-We now block emotes/execute/roll/drop during cutscenes
Fixes
-Fix for crash when trying to complete certain missions
-Fixed bug that caused unintentional overwriting of saves when you clicked Start New Game
-Fix for cycling visible items when using the mousewheel
-Fixed placeholder text on expertise screen
-Fixed several strings in non-English languages
Hey, why not, patching's free ;)
Graphics
-tone down vehicle headlights
-change default resolution to 1024x768
Keybindings
-sneak was moved to (C)
-roll was moved to (LCTRL)
-leapfrog and suplex hints updated
Bugs
-fix stealth kill
-fix lightbar ontop of cop car
-fixed unresponsive map scrolling when using a controller
-localization for most of the missing strings
Changes
-allow finer grain adjustment of mouse sensitivity
Hey, why not, patching's free ;)
Graphics
-tone down vehicle headlights
-change default resolution to 1024x768
Keybindings
-sneak was moved to (C)
-roll was moved to (LCTRL)
-leapfrog and suplex hints updated
Bugs
-fix stealth kill
-fix lightbar ontop of cop car
-fixed unresponsive map scrolling when using a controller
-localization for most of the missing strings
Changes
-allow finer grain adjustment of mouse sensitivity
Welcome to the official launch day... or as you Early Access guys would call it, just another patch day :)
Remember, this will not be the last patch ever, just because we're calling this a launch. The next patch in a few weeks will feature mouse accel changes, key remapping, and more. But this patch is no small potatoes! Eat up:
Keybindings
-Siren key added (LCTRL)
-Execute key added (Z)
-Roll key added (C)
-Emote keys added (1, 2, 3, 4)
-Social key added (CAPS)
-Radio works in cars (LALT)
-Drop rucksack button added (X)
-Firemode key added (space)
UI
-Full keyboard/mouse support on map
-Keyboard/mouse controls screen
-Updated buttons on leaderboard
-Proper control icon in journal
-Proper autosave warning
-Intro movies now play if you have a dual monitor setup
-"Revert to defaults" now affects just the menu you reverted on
-The journal doesn't display when entering/exiting the steam overlay
-When the steam overlay is active, the game is now paused (YIPPEE)
Graphics
-Window'd mode works better
-Rucksack now displays when it's dropped
-Removed halo around character in med and max spec
-Removed extra darkening in med and max spec
-Toned down the bloom
-Car headlight flares now only display in the direction towards the camera
Bugs
-Fixed inadvertent controller deadzone application in mouse code
-Fixed selectable UI text
-Fixed specialization details info bug
-Move while aiming (when a controller is plugged in)
-Fix for controller prompt while surveying
-Fixed missing couch in the Wilkerson's farmhouse
-Fixed death flashing in Ultra spec
Welcome to the official launch day... or as you Early Access guys would call it, just another patch day :)
Remember, this will not be the last patch ever, just because we're calling this a launch. The next patch in a few weeks will feature mouse accel changes, key remapping, and more. But this patch is no small potatoes! Eat up:
Keybindings
-Siren key added (LCTRL)
-Execute key added (Z)
-Roll key added (C)
-Emote keys added (1, 2, 3, 4)
-Social key added (CAPS)
-Radio works in cars (LALT)
-Drop rucksack button added (X)
-Firemode key added (space)
UI
-Full keyboard/mouse support on map
-Keyboard/mouse controls screen
-Updated buttons on leaderboard
-Proper control icon in journal
-Proper autosave warning
-Intro movies now play if you have a dual monitor setup
-"Revert to defaults" now affects just the menu you reverted on
-The journal doesn't display when entering/exiting the steam overlay
-When the steam overlay is active, the game is now paused (YIPPEE)
Graphics
-Window'd mode works better
-Rucksack now displays when it's dropped
-Removed halo around character in med and max spec
-Removed extra darkening in med and max spec
-Toned down the bloom
-Car headlight flares now only display in the direction towards the camera
Bugs
-Fixed inadvertent controller deadzone application in mouse code
-Fixed selectable UI text
-Fixed specialization details info bug
-Move while aiming (when a controller is plugged in)
-Fix for controller prompt while surveying
-Fixed missing couch in the Wilkerson's farmhouse
-Fixed death flashing in Ultra spec
Changes
- Increased zombie variety
- Adjusted mouse sensitivity range
- Make car door kills more reliable
- Constraint to supported resolutions in windowed mode
- Reduced shadow artifacts
- Switched to 'tab' and 'z' for left bumper and right bumper in the UI
- Substituted all hints and help text for PC keys
- Switched center prompts to PC keys
Fixes
- Fixed white zombie
- Fixed jumpy mouse
- Fixed button prompt when searching
- Fixed 'clicking on esc deletes my save'
- Fixed wrong button for dropping rucksack
- Fixed issues highlighting melee weapon display
- Fixed some mouse hover states
While we WILL continue to patch and improve the game after we officially go into "full release" next Tuesday (and I've got a thread asking for your top three hoped-for changes between now and then), I am especially eager to find and fix any text problems (controls/loc/otherwise) between now and the Tuesday patch. So if you can leave a note with any you find, I'll pass 'em along. That's assuming Zip and Chris don't spot your posts themselves; they have both been lurking.
Changes
- Increased zombie variety
- Adjusted mouse sensitivity range
- Make car door kills more reliable
- Constraint to supported resolutions in windowed mode
- Reduced shadow artifacts
- Switched to 'tab' and 'z' for left bumper and right bumper in the UI
- Substituted all hints and help text for PC keys
- Switched center prompts to PC keys
Fixes
- Fixed white zombie
- Fixed jumpy mouse
- Fixed button prompt when searching
- Fixed 'clicking on esc deletes my save'
- Fixed wrong button for dropping rucksack
- Fixed issues highlighting melee weapon display
- Fixed some mouse hover states
While we WILL continue to patch and improve the game after we officially go into "full release" next Tuesday (and I've got a thread asking for your top three hoped-for changes between now and then), I am especially eager to find and fix any text problems (controls/loc/otherwise) between now and the Tuesday patch. So if you can leave a note with any you find, I'll pass 'em along. That's assuming Zip and Chris don't spot your posts themselves; they have both been lurking.
Please note! Mouse updates didn't make it into this version. Those are still in progress and will hit the next patch.
Short and Sweet, TLDR version:
· Edge weapon tuning
· Physics improvements (gravity and vehicles like each other more)
· ATI card optimizations
· Tons of Keyboard/Mouse improvementsNitty Gritty Details:
· Fixed a bug that could incorrectly set your fame to an inflated amount
· Localization drop implemented (has to do with something that only affected our translated versions)
· Added Home Menu details hitbox for mouse
· Attempts at center camera on character's facing direction in certain spawn situations
· Slight improvements to poke through windows
· Fixed issue where Feral would not die if set on fire while laying down after a big hit reaction
· Updated low slice to hit weapon durability 2x instead of 1x
· Updated to allow the Double Kill move to be performed on screamers, as they do have the appropriate animations
· Decreased stockpile cost to 2 when creating homemade painkillers
· Updated two radio scenes to ensure the survivor being cast is not away or on a mission
· Addressed some inconsistencies with the Alamo base's barb wire
· Propane tank explosion damage now has the appropriate area effect
· Fixed a memory leak on shutdown
· Improved gravity on PC to better match what it was on the Xbox 360 (Note: For technical reasons, the PC and Xbox 360 will have some differences in gravity. This is as close as we can make it.)
· For some reason we didn't like both left and right smart quotes in text. Now we do.
· Performance optimizations
· Massive UI update. Keep reading.
· V2 mouse keyboard
o hover to select on events, click for details
o click to choose facility, click to activate details
o hover to select on facility actions, click to build
o hover to select on assets, click for details
o hover to select on conversation, click to choose
o fix bugs with focus when screen refreshes
o fix the empty slot facilities menu mouse control
o PC input prompts in UI (notifications, pause, frontend, journal)
o highlight on hover
o removed a to select from conversation (click to choose)
o switched to ,/. instead of tab/shft-tab for lb/rb
o PC UI updates
o fixes to hover states
o better switching to keyboard and back
o fix for exiting leaderboard with keyboard
o fix for highlight when switching to home actions menu
o fix button prompt when searching
o Please thank our overworked and underrepresented Gronk for art support
Please note! Mouse updates didn't make it into this version. Those are still in progress and will hit the next patch.
Short and Sweet, TLDR version:
· Edge weapon tuning
· Physics improvements (gravity and vehicles like each other more)
· ATI card optimizations
· Tons of Keyboard/Mouse improvementsNitty Gritty Details:
· Fixed a bug that could incorrectly set your fame to an inflated amount
· Localization drop implemented (has to do with something that only affected our translated versions)
· Added Home Menu details hitbox for mouse
· Attempts at center camera on character's facing direction in certain spawn situations
· Slight improvements to poke through windows
· Fixed issue where Feral would not die if set on fire while laying down after a big hit reaction
· Updated low slice to hit weapon durability 2x instead of 1x
· Updated to allow the Double Kill move to be performed on screamers, as they do have the appropriate animations
· Decreased stockpile cost to 2 when creating homemade painkillers
· Updated two radio scenes to ensure the survivor being cast is not away or on a mission
· Addressed some inconsistencies with the Alamo base's barb wire
· Propane tank explosion damage now has the appropriate area effect
· Fixed a memory leak on shutdown
· Improved gravity on PC to better match what it was on the Xbox 360 (Note: For technical reasons, the PC and Xbox 360 will have some differences in gravity. This is as close as we can make it.)
· For some reason we didn't like both left and right smart quotes in text. Now we do.
· Performance optimizations
· Massive UI update. Keep reading.
· V2 mouse keyboard
o hover to select on events, click for details
o click to choose facility, click to activate details
o hover to select on facility actions, click to build
o hover to select on assets, click for details
o hover to select on conversation, click to choose
o fix bugs with focus when screen refreshes
o fix the empty slot facilities menu mouse control
o PC input prompts in UI (notifications, pause, frontend, journal)
o highlight on hover
o removed a to select from conversation (click to choose)
o switched to ,/. instead of tab/shft-tab for lb/rb
o PC UI updates
o fixes to hover states
o better switching to keyboard and back
o fix for exiting leaderboard with keyboard
o fix for highlight when switching to home actions menu
o fix button prompt when searching
o Please thank our overworked and underrepresented Gronk for art support
Just two right now:
- Fixed an issue where we were inadvertently flagging props (that still had resources in them) as "already searched."
- Fixed a bug where we were forcing all languages to English
Those were the easy ones to fix in the midst of chaos. We're still investigating mouse acceleration, weirdness with save games (and other loot issues), and more interface tuning. Stay tuned for more progress this week, barring the unforeseen.
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Steam news for State of Decay
This page aggregates Steam news feeds, patch notes, and developer announcements for State of Decay, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main State of Decay statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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