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State of Decay 2


AngelDevil

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Patch 4.2 is Live Now!

 

Critical Fixes

We were finally able to reproduce the dreaded audio blowout bug in a dev environment, and we have a new intended fix. As before, if you encounter the bug after installing the update, please let us know!

 

Daybreak Fixes

Red Talon traits, skills, and hero bonuses should no longer appear on non-Red Talon characters.
Fixed an issue where, if a player in Daybreak looking at the shared inventory disconnected, other players were blocked from accessing the inventory.
You can now properly deliver the special “standing execution” move unlocked by the Heroism skill. All that Red Talon training has to be worth something, right?
The Tactics skill now properly allows a character in stealth to silently open locked doors.
Red Talon recruits who are euthanized no longer remain static in a standing position. Because that’s just a little TOO disciplined.
Players will no longer automatically (and erroneously) unlock the “Cargo Cult” achievement while downloading Daybreak. Building the CLEO Relay Facility is how you get it now, as originally

 

intended.
It’s no longer possible to accidentally place the Red Talon Watchtower facility into a slot that prevents your survivors from actually being able to get inside the facility.
Bloater gas clouds in Daybreak now play their proper audio every time. These guys may be deadly, but they’re not silent.
The description text for the Remote Rocket Pod now clarifies that you can only detonate one of them at a time.

 

Other Fixes

Fixed a soft lock that would occur if a player died (via injury) while entering a vehicle at the same time. It sounds weird and hard to pull off, but it was totally happening.
Fixed a number of localization issues.

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  • 2 settimane dopo...

Patch 4.3 is Live Now!

 

Fixes

Fixed an issue where the game would hardlock after the player destroyed a plague heart, or in situations where there was an abundance of plague zombies. We believe this was also causing crashes and hard locks in Daybreak.
Made a number of changes to address the save issues that many players were experiencing. (Save files were becoming too large to upload to cloud saves.)
Zombies no longer visibly run in place when grouped together near a lot of objects.
Fixed an issue that caused zombies and NPCs to appear to run in place when the player was inside a vehicle.

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  • 4 settimane dopo...

Microsoft e Undead Labs hanno annunciato che State of Decay 2 si espanderà il 16 novembre con lo Zedhunter Pack, un nuovo DLC gratuito che introdurrà nuove armi e aggiornamenti al gameplay.

 

Questo nuovo pack aggiunge la balestra potente e silenziosa come nuova arma per gli zombie, insieme a ulteriori armi da mischia, strutture, materiali di consumo per la piaga del sangue e aggiornamenti per il gameplay.

 

Al fine di supportare i quattro milioni di giocatori della community di State of Decay 2, gli sviluppatori hanno deciso che lo Zedhunter Pack sarà disponibile gratuitamente per tutti i possessori del gioco su Xbox One e Windows 10, senza fare distinzioni tra gli utenti che hanno ottenuto il gioco su Xbox Game Pass o tra coloro che hanno acquistato la Standard o la Ultimate Edition.

 

Inoltre, durante X018 Undead Labs ha annunciato che nel 2019 verranno pubblicati nuovi contenuti per State of Decay 2, restiamo in attesa di maggiori dettagli in merito.

 

https://youtu.be/5IprYC8GG7M

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Il DLC Zedhunter di State of Decay 2 è disponibile in via del tutto gratuita su PC e Xbox One a prescindere dall'edizione acquistata compresi gli utenti che hanno potuto ottenere il titolo tramite il catalogo digitale accessibile agli abbonati a Xbox Game Pass.

 

Content Update 5.0 is Live Now!

 

 

 

Zedhunter

The Zedhunter Update launches today, free for all SoD2 players including Xbox Game Pass, and owners of the Standard and Ultimate editions. This update adds eight new crossbows, three new melee weapons, three new close combat weapons, three new blood plague consumables, quirk skills, achievements, a respecc option, and missions to the game. For a complete content list and more information, you can read our blog post here.

 

Daybreak

Earned CLEO rewards are now given to players even if they close or disconnect from a game before the round is finished.
The collections screen now shows you the prestige cost of the selected item— as well as your current prestige total.
Walls no longer show interaction icons when they do not need to be repaired.
Lightly-damaged walls now show yellow (not orange) repair indicators.
We added a waiting screen for clients to keep them from spawning into Daybreak before the host.
When a player dies in Daybreak, their un-detonated remotely triggered land mines now disappear to reduce battlefield clutter.
The loadout screen now remembers your last equipment selection.

 

Red Talon Contractors

We added a secondary Recruit option for Red Talon contractors that offers the classic Red Talon uniform (tan vest over black clothing).
Red Talon contractors can now be inspected and rejected upon meeting them. Rejected contractors offer a 3000 prestige refund.
The cooldown between Red Talon recruit attempts has been reduced by half.
Red Talon contractors will no longer have their trait lists disrupted by new traits gained through conversation — nor by Starvation, Frustration, and other temporary effects.
Red Talon contractors with the Combat Medicine skill now offer Medical Advice, just like real doctors.
The Warfighting skill advertised that it caused all shots to pierce enemies, but this wasn’t true. Now in the main game, it is true. In Daybreak, it still isn’t true, but we’re not advertising it anymore.

 

Gameplay

The aim camera no longer hitches when zooming in and out with a scope or sight.
NPCs no longer become hostile when dealt damage from sources that weren’t hostile to them.
NPCs no longer react negatively when you accidentally point a gun in their direction.
Your character is now only impressed by a scavenging location when it actually has a lot of searchable containers.
Your character no longer reacts to every suburban house like it’s a prime outpost opportunity.
We fixed an issue that was making it extraordinarily difficult to walk instead of jog using the analog stick.

 

Community

It may not have been clear in the previous Patch Notes that we now store only the 50 most recently used legacy characters, instead of stacking them up endlessly. This was necessary to reduce save sizes and prevent data loss. We are currently working on further improvements to this process.
When you delete a community, any characters within that community who have completed at least one legacy are now saved.
Negative traits gained through conversation have had their negative impacts reduced, and in many cases, removed entirely. You can feel more confident bringing followers into the field.
We fixed several skill specializations that were not responding to experience-rate buffs.
We fixed an issue where we would display a mood description for a character that was not as sad as their actual mood.
We fixed some hero bonuses, traits, and other attributes whose effects were being ignored — specifically, Durability Loss Per Shot, Durability Loss Per Hit, and Food Consumed Per Day.
We fixed a crash that could occur when the final member of your community died after finishing the final legacy mission.

 

Facilities

The Sniper Tower now offers a passive –2 to Threat Level, and a new option to spend 2 ammo to reduce Threat Level by 6 for an hour, while training the Shooting skill.
The Bell Tower at the Church on the Hill and the Announcer Box at Whitney Field now trigger genuine sieges when used to reduce Threat Level at the base. To balance this out, their Threat Level benefit has been slightly increased.
You now need to interact with the storage facility directly to withdraw a rucksack, rather than teleporting them magically onto your back from across the map.
We now properly check the Cooking skill when upgrading the Kitchen 1 facility to Kitchen 2.
The Scrap Materials For Parts action now awards Craftsmanship experience, as intended.
The Bike Generator no longer accidentally incurs a fuel upkeep cost, so cyclists are apparently no longer drinking gasoline.
We fixed a cost mismatch when employing the Pathology skill to craft the Bulk Plague Cure item, versus individual Vials of Plague Cure.
We no longer award free Influence when changing maps, since you now arrive with a free base instead.
The Infirmary text now more accurately describes recovery from injuries and trauma.
You can no longer repair the same weapon multiple times in a row without damaging it first.
The Withdraw a Rucksack actions on the storage facility now appear in the same order as the resource icons in the HUD.

 

Items

Fallen NPCs now drop their close-combat weapons for you to recover. They can be equipped by other characters or salvaged for parts.
The inventories of your parked vehicles now come with you when your community changes maps.
Dropped items now display in-world icons to better indicate what they are, as well as their current condition.
Plague samples are now dropped as individual items, not as containers, making them quicker and easier to pick up.
The interaction prompt on dropped plague samples now says “Take Plague Sample” instead of “Interact”.
Vials of Blood Plague Cure now cure early-stage infections, without needing to wait until you develop full-blown Blood Plague.
We fixed a bug where Remote Rocket Pods and Deployable Minefields dealt no damage to vehicles. They now deal a small amount.
We fixed the stack count for Piles of Weapon Remains to be the standard 3 — not the 99 used for crafting items.
Triggerable items, such as C4, are now set off in roughly the order in which they were placed. While most of these items are still set off simultaneously, some of them (such as remote rocket pods) will interrupt the chain, as they must be detonated individually.
Consumables that provide an effect over time will now display while active over the health and stamina bars.

 

Missions

Allied enclaves ask for help (and risk leaving the map if you ignore them) about half as often as they did before.
When you interact with an NPC, the dialogue options now always pop up immediately, rather than sometimes waiting for a VO line to finish.
Personal leadership-related missions no longer automatically override your current mission in the mission HUD.
Several story-driven enclaves have new trade inventories specifically themed to their specialties.
Starting characters are no longer shown as belonging to the same community until after you’ve completed the tutorial.
We fixed cases where the “Warlord: Notice of Eviction” mission could accidentally be abandoned.

 

Multiplayer

We’ve refined the experience for clients depositing rucksacks for the host. Now anyone can make a deposit, either at the Storage facility or at a Parking Slot, and everyone is rewarded appropriately with Influence.
Clients now gain appropriate progress for Achievements earned while in the Host’s game.
We clarified the error message for when a Client interacts with an NPC while the Host is also interacting with that same NPC.
We clarified the error message for when a Client attempts to claim an outpost or home site while in the Host’s game.
We removed some jittery behavior of players and icons when riding together in vehicles.

 

UX

When you open a vehicle trunk while carrying a rucksack, the cursor defaults to the rucksack in your possession (if there’s room in the trunk to store it).
When you die, and you only have one remaining available character, we now auto-switch you to that character, rather than having you choose from a list of one.
Pressing the View or V button will now close the Community Screen, even when you are zoomed in on a character.
The car-flip icon now consistently shows as inactive whenever flipping is impossible.
Help Tips no longer show over dialogue.

 

Graphics

Billboards and signs now stream in their high-res textures at a greater distance — they look better from farther away.
The visuals and audio for automatic gunfire now line up much better than they did before.
You can no longer “outrun” the rate at which grass visually appears in the game, causing it to “pop in” seconds later.

 

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  • 3 mesi dopo...

E' da poco che ho iniziato questo gioco e ci sono delle cose che ancora non mi sono chiare tipo come funzionano i libri che si trovano sparsi per la mappa come ad esempio quello che migliora il giardinaggio, cioè una volta preso lo devo mettere nel deposito e tutti i miei personaggi migliorano quella caratteristica?

Non c'è belva tanto feroce che non abbia un briciolo di pietà...... Ma io non ne ho alcuno, quindi non sono una belva.

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Quindi deve stare nelll inventario di chi non ha l abilità del giardinaggio per fargli costruire un giardino

Grazie

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Non c'è belva tanto feroce che non abbia un briciolo di pietà...... Ma io non ne ho alcuno, quindi non sono una belva.

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Glielo equipaggi e premi il tasto azione

Cavolo non avevo notato che c era il tasto x per aprire 👍

Che leader mi consigliate tra sceriffo, costruttore o commerciante ?

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Non c'è belva tanto feroce che non abbia un briciolo di pietà...... Ma io non ne ho alcuno, quindi non sono una belva.

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Se è la tua prima partita vai di sceriffo, anche il costruttore non è male visto il bonus che da nella partita successiva

Si è la mia prima partita

Ho visto che ce Anche signore della guerra ma ancora non ce l ho tra i superstiti

Ma si può cambiare il leader alla fine della prima partita?

E come posso costruire i proiettili per un determinato tipo di arma?

Non c'è belva tanto feroce che non abbia un briciolo di pietà...... Ma io non ne ho alcuno, quindi non sono una belva.

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Si è la mia prima partita

Ho visto che ce Anche signore della guerra ma ancora non ce l ho tra i superstiti

Ma si può cambiare il leader alla fine della prima partita?

E come posso costruire i proiettili per un determinato tipo di arma?

Se lo mandi a morire si puoi cambiare poi leader.

 

Poi la partita dopo comunque riparti da zero, puoi portarti dietro 3 personaggi ma il leader lo scegli di nuovo.

 

C'è una struttura che ti permette di creare proiettili ma non ricordo come si chiama è un bel po' che non ci gioco più

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Se lo mandi a morire si puoi cambiare poi leader.

 

Poi la partita dopo comunque riparti da zero, puoi portarti dietro 3 personaggi ma il leader lo scegli di nuovo.

 

C'è una struttura che ti permette di creare proiettili ma non ricordo come si chiama è un bel po' che non ci gioco più

Ce il magazzino che puoi creare proiettili ma li da casuali e a me da sempre gli stessi

Altre strutture non ne ho viste, darò un occhiata meglio

Non c'è belva tanto feroce che non abbia un briciolo di pietà...... Ma io non ne ho alcuno, quindi non sono una belva.

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Ce il magazzino che puoi creare proiettili ma li da casuali e a me da sempre gli stessi

Altre strutture non ne ho viste, darò un occhiata meglio

Forse devi potenziarlo, comunque dipende anche dalla base, non è detto che sia predisposta per avere determinate strutture, vuoi per lo spazio o altro

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Durante l'evento Inside Xbox è stato annunciato il nuovo aggiornamento di State of Decay 2, chiamato Choose Your Own Apocalypse, che sarà disponibile gratuitamente per tutti i giocatori a partire dal prossimo 26 Marzo, che aggiungerà due nuovi livelli di difficoltà.

 

Si tratta di Dread Zone e Nightmare Zone, che porteranno nuovi zombie e NPC più coriacei da eliminare, più orde, meno risorse ed alcune altre caratteristiche che puntano a rendere la vostra sopravvivenza nel mondo di gioco più difficile che mai.

 

In Dread Zone arriveranno orde di zombie più resistenti e se il giocatore dovesse essere colpito dall'infezione, potrebbe morire nel giro di 30 minuti, mentre in Nightmare Zone addirittura dopo 10 minuti. In quest'ultima modalità inoltre si dovranno affrontare anche dei gruppi di avversari ostili, anche umani, capaci di infliggere colpi alla testa letali.

 

Una volta che l'aggiornamento sarà disponibile, i giocatori potranno scegliere di cambiare la difficoltà delle loro attuali partite, o di cominciarne una nuova. In multiplayer la difficoltà sarà scelta da chi ospita la partita.

 

Infine, notizia che farà piacere a tutti i cacciatori di tesori, achievement e quant'altro, l'update porterà 16 nuovi achievement per un totale di 275G.

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  • 2 settimane dopo...
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Content Update 8.0 is Live Now!

 

 

 

Patch Notes for Content Update 8.0 (with World War II Weapons)

 

We’ve taken another step in our ongoing quest to keep listening to community feedback and improving the game. This time, the big-ticket items are:

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

 

World War II Weapons

Community Request: We’ve added a new set of classic weapons from the World War II era:
M1918 BAR
M1A1 Thompson
M3 Grease Gun
Surplus M1911
M1917 Revolver
M1903A4 Sniper Rifle
M1 Carbine
M1 Para Carbine
M97 Trench Gun
There are several ways to get these new weapons:
There is a new antique weapons trader who shows up occasionally to sell them (appearing at the same rate as the other traders).
These new weapons can also be looted from the same containers as other standard guns in the game. Gun stores are a great place to look.
Characters with an interest in historical weapons can also spawn with them. (Look for traits like Rifle Collector, War Reenactor, and the new World War II Buff.)
Community Request: We also added four special variants that can only be found in the rare weapon containers hidden across the maps:
Barrow Style BAR (a cut-down M1918 BAR)
Gangland Strad (an M1A1 Thompson with a drum magazine)
Graveyard Shift (an integrally-suppressed M3 Grease Gun)
T4/M2 Carbine (a fully-automatic variant of the M1 Carbine)

 

Demoting Leaders

Community Request: You can now demote your leader from the Community Screen without having to exile them or get them killed.
The process is the same as for exiling a character. First you mark them for demotion, then you speak to them in person.
The demoted character’s standing drops to Citizen level, and they suffer a temporary Morale penalty.
Community Request: When you exile or demote someone, they are now given a distinctive marker in the world and on the map, so you can easily find them to complete the process.

 

Characters

Community Request: Nonplayer characters are now a lot less aggressive towards nearby enemies while talking to you.
They will still defend themselves if attacked, but they won’t break out of a conversation to chase a zombie that is across the building from them.
Community Request: When you switch characters at an outpost, your old character now teleports home, rather than heading out on foot and probably dying (at least in the harder zones).
Community Request: When you switch characters with your flashlight on, your new character starts out with their flashlight already on.
Abandoned followers no longer teleport directly over your head like drop bears.
We fixed a bug that was preventing characters from getting nicknames based on their last name.
This fix unlocks a huge list of nicknames that were not available before.
This fix also unlocks more nickname options for cops, soldiers, and other characters who go by really long or uncapitalized last names that historically haven’t fit well into the UI or the mission text.

 

Facilities

The Sort Ammo action at the Storage facility has been rebalanced to make some of the rarer ammo types more common. Now you should generate:
About twice as many .357 rounds as before.
About 50% more .44 and 7.62mm rounds.
About 15% more 5.56mm rounds.
About 25% fewer 9mm rounds (to make up for it).
Upgrading an Infirmary or Clinic no longer ejects its Blood Plague patients, which was causing their death timers to quietly resume. Survivors now remain checked-in after upgrades.
The Scrum Certification skill now grants a speed bonus to the building of facilities, in addition to its original speed bonus to other facility actions.

 

Items

Community Request: Quick-Repair Toolkits have been rebranded as Advanced Toolkits, and they now repair twice as much damage as standard Toolkits.
Their crafting cost and rarity are unchanged. They’re just better now.
Community Request: Deployable Pyro Minefields now spawn with the correct rocket pods. They can set zombies on fire again.
Community Request: In response to players finding certain crossbows overpowered against Plague Hearts, we’ve reduced crossbow damage across the board (though headshots against zombies are still always deadly).
Crossbow bolt impacts no longer play inappropriate audio.
Characters with appropriate traits now have a chance of initially spawning with a crossbow.
This includes the new Crossbow Hunter trait.
Unbreakable items no longer drop from Plague Hearts in a damaged condition

 

User Experience

Community Request: You can now hold Y (controller) or R (keyboard) to unload the ammunition from the magazine of a weapon in your inventory, so you can store it or use it elsewhere.
Now when you’re transferring items from a vehicle inventory to your base, you can do it from any slot in your inventory, not just the vehicle slots.
When playing with a mouse, you can now click the empty leader slot on the Community Screen to initiate leader selection, rather than having to press the spacebar.
Community Request: We fixed a bug that was preventing freaks from appearing on the mini-map in Daybreak.
Map icons for optional mission objectives have been recolored to stand out more against the background.
Entering a site while in a vehicle no longer prevents room-clearing pips from appearing on the mini-map.
If you interrupt a subtitle by conversing with an NPC, and then exit the conversation while the original line is still playing, the subtitle comes back, too.

 

Multiplayer

Incoming clients now land in the host’s vehicle, if the host happens to be driving at the time.
Bonuses to influence gains now apply to multiplayer rewards, in addition to standard in-game earnings.
Nonplayer characters no longer fall through the world or spawn in the sky when exiting vehicles.
Getting tethered with the map open no longer traps you on a black screen.
We fixed a bug so that clients can now interact with built-in facilities after the host settles a new base.
Community Request: Players can no longer throw Bloater Gas Grenades at other players and then disconnect, causing the damage from the grenade to suddenly kick in. Explosives of all kinds now disappear when the character that triggered them goes away.

 

Dread and Nightmare Zones

Community Request: Hostile humans in Nightmare Zones are now a bit less deadly with firearms.
Now when you suffer a headshot, you are protected from additional headshots for a short time afterwards.
The remaining sliver of health has doubled in size, leaving a bit more room for you to escape with your life.
The True Grit achievement is no longer triggered simply by rolling over to Day 100 while in a Dread or Nightmare zone, even if most of those days were spent in a Standard Zone. Now you must spend all 100 days in a more challenging zone.
Communities that are already in Dread and Nightmare zones when the update is installed will still be credited according the old rules.
Difficulty descriptions no longer continue to display unnecessary warning text after you change difficulty.
We fixed a crash that would occur if you managed to switch difficulties when your last survivor was dying.

 

Other Stuff

Windows with multiple panes now break as you would expect, rather than quietly violating the laws of physics.
We fixed a bug that was causing the game to begin without the characters or the world fully spawned in.
We fixed a crash that occurred when a character was killed after being exiled.

 

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  • 4 settimane dopo...

Non è vero quello che dici o meglio in parte, le missioni si ma vorrei ben dire, sono casuali come potresti farle per entrambi i giocatori? Dipende da chi eleggi come master... E comunque tu che vieni invitato riporti oggetti e materiali nel tuo mondo. E sopratutto il doppio delle possibilità di trovare armi decenti. Tu player 1 hai un loot e tu player 2 un altro, per scambiarli basta lasciarli a terra

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  • 2 settimane dopo...
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