Box art - State of Decay 2

State of Decay 2 Update 2.00 Patch Notes Explained

Undead Labs have released an absolutely massive update with the State of Decay 2 Update 2.00 Patch Notes. This baby might be the biggest update yet, with a download size of around 7.15GB on PC and Xbox One. We won’t waste any more of your time, though, so let’s jump right into it.

State of Decay 2 Update 2.00 Patch Notes Explained: New Content Additions

  • “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.

State of Decay 2 Update 2.00 Patch Notes Explained: Gameplay Improvements


  • 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 the mounting of ladders, including better interaction when a 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.


  • 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 the game.

State of Decay 2 Update 2.00 Patch Notes Explained: Multiplayer Bug Fixes

  • 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 a 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.

State of Decay 2 Update 2.00 Patch Notes Explained: Performance Bug Fixes


  • Game no longer crashes when the 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).


  • 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.


  • Removed performance dip when the 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.

State of Decay 2 Update 2.00 Patch Notes Explained: Gameplay Bug Fixes


  • 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.


  • 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.


  • 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 .


  • 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.