State of Decay 2's Homecoming update has just arrived, and it brings a whole host of content to the classic zombie survival community simulation.
The first and more notable feature is the brand new map called Trumbull Valley, a recreation of the full map of the beloved first State of Decay. Along with this, a ton of new weapons, missions, and even six bases have also been added with State Decay 2's Homecoming update.
Twelve bounties have also been added alongside tons of new costumes and cosmetic items for players to find and unlock in State of Decay 2. That said, here's an overview of everything that has arrived with State of Decay 2's Homecoming update and its official Update Patch notes.
- New Map: A brand new map called Trumbull Valley was added that encompasses the entirety of the first game's classic map.
- New Missions: Several missions exclusive to the new Trumbull Valley map were also added, some of which will include old characters such as Ray Santos and Mickey Wilkerson and add brand new story experiences to the game.
- New Cosmetics: 12 new hats and outfits were added to the game for players to both find and unlock.
- New Weapons: 10 new weapons were also added to the game and can be found as loot and as rewards during missions.
- New Bounties: A brand new Trifecta Pack has been added that gives players a total of 12 bounties that they can complete for weapons, outfits, and more.
- Game Improvements: Alongside the content, a ton of bugs and improvements where also added
Update 26 - Homecoming Patch Notes September 1st
Unique Discoverable Content
Trumbull Valley is the first map in State of Decay 2 that will include exclusive content show below. If you want to get any of these new weapons, outfits, you will need to complete missions and search for loot in Trumbull Valley. Here's what the patch notes had to say about all of the new items in the update.
- FAL: This ubiquitous rifle is a Network favorite, handed down from survivor to survivor.
- AKS-74U: Once used by Soviet special forces, this weapon is durable, compact, and easy to use.
- Škorpion 61: A fast-firing sidearm favored by many Network operatives (and our wishlist).
- SVD: A grizzled, adaptable rifle useful in many scenarios.
- APC9 RT: A modern submachine gun never fully deployed to the global forces of Red Talon.
- MCX Osprey RT: A robust, modular weapon system intended for hard use in the field.
- Souvenir Caveman Club: A perennial top seller at the Jurassic Junction gift shop.
- Dino Jawblade: A lovingly hand-crafted display piece that’s dangerously lethal.
- Eli’s Mighty Socket Wrench: Another fine product from the Big Ass Wrench Company.
- Wilkerson Special Reserve: An explosive bottle of the Wilkersons' infamous Batch #11.
- Mt. Tanner Ranger Hat: Brush up on your local lore before putting this one on.
- Trumbull County Sheriff Hat: A symbol of those who protected the valley’s highways and byways.
- Pilot Cap (Midnight Black): Once worn by those who would slip the surly bonds of earth, but now mostly a fashion statement.
- 3 Trucker Hats: Jurassic Junction, Little Piggy Towing, and Fork in the Road Diner.
- 3 Basic Tees: Chilichonga on a Stick, TRexpresso, and Red Talon Security.
- 3 Gas Station Jackets: Big Daddy Auto Repair, Wheelock Tires, and Bronto Gas.
Six New Bases
Trumbull Valley has a ton of new bases, six in total for players to find and claim in State of Decay 2. Here's what the official patch notes have to say about each base in the game.
- Checkpoint Delta is a small, easy-to-use starter base. Its location at a key central highway intersection makes it a great jumping-off point for scavenging runs.
- Tranquility Factory demonstrates the ingenuity of post-apocalyptic survivors, showing how to transform a soulless installation into a bastion of inner peace.
- Pterodactyl Ptark stands as the spiritual successor to Heartland’s Jurassic Junction base. Located in Spencer’s Mill, this unique two-level base demonstrates how survivors let nothing go to waste.
- The Red Talon Daybreak FOB is an abandoned high-tech base that includes built-in advanced facilities normally only unlocked by playing the Daybreak mode.
- Fort Marshall is a fenced military base left behind after the Army completed their post-Heartland activities. In addition to valuable built-in facilities, it also offers great scavenging opportunities in the resource-rich town of Marshall.
- The Farmland Compound is a large collection of buildings near the middle of the map, with a view of the surrounding fields. In the right hands, it can become a model of self-sufficiency.
Trifecta Bounty Pack
The Trifecta Bounty Pack is a set of three bounty weapon sets players can earn by completing bounty challenges by visiting the Bounty Broker. Each pack will include several weapons that are all color-coded. Here's what the patch notes had to say about the Bounty pack
- Hard Candy: This brightly colored set includes the Sweet Spot Bat, the MAC-11 Jaw Breaker, the M4 CQBR Mob Stopper, and the matching Hardy Candy Daypack.
- Precious Metals: If you prefer your gear a bit more decorated, you can equip yourself with the Gilded Kukri, the Gold Fever Revolver, the Golden Honcho AK-47, and the Filigree Daypack.
- Race Guns: Perhaps you’re more interested in pure speed? Try out the Armorer’s Wrench, the Czech M8 pistol, the MPX Competition SMG, and the Competition Daypack.
Two new achievements were added to the game to go alongside the theme of the update, here are what the achievements are.
- Lily, We’re Home (30 Gamerscore) — Claim a base on the Trumbull Valley map.
- You’re So Fine You Blow My Mind (20 Gamerscore) — Complete Mickey Wilkerson’s story in Trumbull Valley.
Other Fixes and Improvements
The developers have also implemented a wide range of targeted improvements and bug fixes to various parts of State of Decay 2, here's everything the patch notes had to say about them.
Enhanced Ammo Stacks
- We’ve rebalanced the stack sizes for all ammunition in the game, raising most of them by 25-100%. The new stack sizes are:
- 80: Pyro Launcher
- 64: CLEO Ammo
- 60: .22 cal
- 40: 5.56mm, 7.62mm, 9mm, .357 HP, .44 Magnum HP, .45 cal, 12g shell, Light Bolt
- 20: .50 AP, Standard Bolt
- 4: 40mm grenade, Starshank
The Assault skill (and the Warfighting skill) now offer a +25% bonus to ammunition stack sizes as soon as you specialize. The bonus increases to +50% at seven stars. So an Assault specialist (or a Red Talon Warfighter) can now carry 90 rounds of .22 caliber for their Fake-A 47 in a single stack, saving two inventory slots! Thanks for putting this on the wishlist! (Note that this skill benefit does not apply during Daybreak — though the baseline stack sizes do.)
- We fixed a bug that caused awkward hitches and pauses between melee weapon swings if you hammered the button fast enough.
- Melee weapons — especially heavy weapons — are no longer as sensitive to players accidentally queueing multiple attacks while button-mashing.
- Finishing moves against zombies can now be prompted and triggered mid-attack, making them much more available in the heat of combat.
- Characters who have specialized their Fighting skill now default to using one of the faster finisher animations if they are surrounded by multiple zombies. So experienced fighters no longer get stuck on the ground, slowly crushing a zombie’s head, while simultaneously getting mobbed by the zombie’s friends.
- The rolling dodge unlocked with Acrobatics no longer automatically replaces the regular dodge. Now you can choose to trigger it by holding the turbo button while pressing dodge (LB + B or Left Shift + C or Middle Mouse). This one was released a while ago, but we forgot to include it in the patch notes.
- Healing from a bandage is no longer interrupted by common getting-around actions like hopping a fence, opening a door, getting into a car, or climbing a ladder. Combat actions will still interrupt it, though.
- The Assault Plague Heart radio command no longer ends abruptly if there are no zombies present when the enclave arrives.
- The plague heart’s gas attack now does a reasonable amount of plague damage to survivors, scaled by difficulty level. So definitely keep your distance.
- Hordes now perform an additional check as they spawn, to get out of the way of moving players and ensure that they don’t spawn on top of your car. At higher difficulty levels, this means we’ve closed out one (hopefully final) source of Surprise Road Bloaters.
- You now earn 50 Influence for each 100 zombie kills (rather than 5 Influence for every 10 zombie kills). The payout is the same, but you get it in larger, more meaningful chunks.
- Screamers now shatter nearby windows when they howl for other zombies. This has no effect on gameplay, but it looks neat.
- Survivors now leave the headlights on when they get out of a vehicle, making it much easier to explore at night if you plan things right. Each player can only have one vehicle doing this at a time, so if you switch vehicles, your previous vehicle goes dark. (From the wishlist!)
- Vehicles with plows attached to the front now have more engine health than other vehicles, making them capable of running down more zombies head-on before they explode.
- Followers now work their way into the passenger seat when they get into a vehicle with you, rather than sitting in the back like you’re their chauffeur.
- Followers now get out of vehicles at the same time you do, rather than politely waiting for you to get all the way out first.
- The Warlord: Weapons for All mission now offers more pragmatic (rather than psychotic) dialogue options, and lets you end the interaction peacefully without having to drive all the way home. The weapon dealers' inventory is also much better.
- The Builder: Useful Utilities now recognizes the Wind Farm as a valid source of power, and doesn’t try to make you double up on generators.
- The (Military Enclave): An Offer to Join mission now unblocks the Learn About Survivor dialogue option, so you can tell what you’re getting into with these people.
- The (Booze Enclave): An Offer to Join mission no longer auto-recruits when you reload the game, foisting survivors on you that you probably did not want (given how they behave during their other missions).
- The teaser mission to escort a stranger to Trumbull Valley now ends with them fading out gracefully at the map exit.
- The Strengthen Our Base mission no longer breaks if you jump the gun and pick up the Materials too early.
- By popular request, the Independence Pack no longer generates random missions and traders. If you want Independence Pack gear, you can still call the trader over the radio at will.
- The exclamation point badge on the How to Play menu is no longer visible for every new community you start. This is the most important and exciting fix we have ever made.
- We fixed an issue on the map screen that caused some sites not to highlight the icons for the Plague Hearts that had claimed them.
- Multiplayer clients no longer see all outposts labelled with a negative number.
- The map flyout for outposts now correctly show their upgrade level, instead of always showing level 1.
- Swapping weapons while within interaction range of a character no longer kicks off dialogue with that character.
- In-world mission markers no longer blink on and off for missions that have timers (like sieges).
- The Cooked for the Squad Red Talon trait no longer reduces Infection Resistance for the entire community — only for the disgusting individual with the trait.
- The beds in the Lounge facility now count for characters who get a Morale boost from sleeping outdoors.
- You can no longer build up unlimited Materials by cycling the Map Difficulty repeatedly while living at the Firewatch Fortress.
- You can no longer cheese CLEO Relay sieges by driving away from base.
- We fixed two bounties in the Open Range Pack that were inadvertently offering zero influence for repeated completions.
- We made numerous minor fixes to user interface, environment art, collision, weapon grips, and performance.