State of Decay 2: September 2021 Patch Notes – Everything Coming in the Homecoming Update

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Dustin Hansen
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State of Decay 2's Homecoming update has just arrived, and it brings a wealth of content to the classic simulation of the zombie survival community.

The first and most notable feature is the brand new map called Trumbull Valley, a recreation of the full map from the beloved first State of Decay. Along with that, 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 players can find and unlock in State of Decay 2. That said, here's a look at everything that came with State of Decay's Homecoming update. Decay 2 and its official patch notes.

  • New Map: A brand new map called Trumbull Valley has been added that encompasses the entire classic map from the first game.
  • New Missions: Several missions exclusive to the new Trumbull Valley map have also been added, some of which will include old characters such as Ray Santos and Mickey Wilkerson and add new story experiences to the game.
  • New Cosmetics: 12 new hats and outfits have been added to the game for players to both find and unlock.
  • New Weapons: 10 new weapons have also been added to the game and can be found as loot and rewards during missions.
  • New Bounties: A brand new Trifecta Pack has been added which gives players a total of 12 Bounties they can complete for weapons, outfits and more.
  • Game Improvements: In addition to the content, a ton of bugs and improvements have also been added

Update 26 – September 1 Reunion Patch Notes

Discoverable unique content

Trumbull Valley is the first map in State of Decay 2 that will include the exclusive content below. If you want to get one of these new weapons, outfits, you will need to complete missions and search for loot in Trumbull Valley.



  • FAL: This ubiquitous rifle is a network favorite, passed 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 handgun favored by many Network operatives (and our wishlist).
  • SVD: A grizzled and adaptable rifle useful in many scenarios.
  • APC9 RT: A modern submachine gun never fully deployed in Red Talon's global forces.
  • MCX Osprey RT: A robust and modular weapon system designed for intensive use in the field.
  • Souvenir Caveman Club: A perennial bestseller at the Jurassic Junction Gift Shop.
  • Dino Jawblade: A lovingly handcrafted display piece that's dangerously deadly.
  • Eli's Mighty Socket Wrench: Another great product from the Big Ass Wrench Company.
  • Wilkerson's Special Reserve: An explosive bottle from the Wilkersons' infamous Lot #11.
  • Mount Tanner Ranger Hat: Brush up on your local knowledge before putting this one on.
  • Trumbull County Sheriff's Hat: A symbol of those who protected the roads and highways of the Valley.
  • Pilot Cap (Midnight Black): Once worn by those who slipped the surly bonds of the earth, but now mostly a fashion statement.
  • 3 trucker hats: Jurassic Junction, Little Piggy Towing and Fork in the Road Diner.
  • 3 basic T-shirts: Chilichonga on a Stick, TRexpresso and Red Talon Security.
  • 3 vestes de station-service : Big Daddy Auto Repair, Wheelock Tires et Bronto Gas.

Six new bases

Trumbull Valley has a ton of new bases, six in total that players can 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 freeway intersection makes it a great starting point for salvage runs.
  • Tranquility Factory demonstrates the ingenuity of post-apocalyptic survivors, showing how to turn a soulless facility into a bastion of inner peace.
  • Pterodactyl Ptark is the spiritual successor to Heartland's Jurassic Junction base. Located in Spencer's Mill, this unique two-level base shows how survivors don't let anything go to waste.
  • The Red Talon Daybreak FOB is an abandoned high-tech base that includes built-in advanced facilities normally unlocked only by playing Daybreak mode.
  • Fort Marshall is a fenced-in military base left behind after the military completed post-Heartland activities. In addition to valuable built-in facilities, it also offers great recovery opportunities in the resource-rich city 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 Prime Pack

The Trifecta Bounty Pack is a bundle of three bounty weapon sets that players can earn by completing bounty challenges by visiting the Bounty Broker. Each pack will include several weapons which 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, MAC-11 Mob Buster, M4 CQBR Mob Stopper, and matching Hardy Candy Backpack.
  • Precious Metals: If you prefer your gear a little more ornate, you can equip the Gilded Kukri, Gold Fever Revolver, Golden Honcho AK-47, and Filigree Daypack.
  • Race Guns: Maybe you're more interested in pure speed? Try the Gunsmith's Wrench, Czech M8 Pistol, MPX Competition SMG, and Competition Daypack.

New Achievements

Two new achievements have been added to the game to go along with the theme of the update, here is 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 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.

Improved ammo stacks

  • We've rebalanced the stack sizes of all ammo in the game, increasing most of them by 25-100%. The new stack sizes are:
  • 80: Pyro Launcher
  • 64: CLEO Ammunition
  • 60: .22 cal
  • 40 : 5,56 mm, 7,62 mm, 9 mm, 0,357 HP, 0,44 Magnum HP, .45 cal, 12g shell, Light Bolt
  • 20: .50 AP, standard bolt
  • 4: grenade de 40 mm, Starshank

The Assault skill (and Combat skill) now grants a +25% bonus to ammo stack size 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 .22 caliber rounds 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 dawn, although base stack sizes do.)

Fighting

  • We fixed a bug that caused glitches and pauses between melee weapon hits if you hammered the button fast enough.
  • Melee weapons - especially heavy weapons - are no longer as susceptible to players accidentally queuing up multiple attacks while mashing buttons.
  • Finishing moves against zombies can now be triggered and triggered mid-attack, making them much more available in the heat of battle.
  • Characters who have specialized their combat skills now default to one of the faster finishing animations if surrounded by multiple zombies. This way, experienced fighters no longer get stuck on the ground, slowly crushing a zombie's head, while getting mobbed by the zombie's friends.
  • Rolling dodge unlocked with Acrobatics no longer automatically replaces normal 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 came out a while ago, but we forgot to include it in the patch notes.
  • Band-Aid healing is no longer interrupted by common sidestep actions like jumping a fence, opening a door, getting into a car, or climbing a ladder. However, combat actions will still interrupt it.
  • The Assault Plague Heart radio command no longer ends abruptly if there are no zombies present when the enclave arrives.

enemies

  • Plague Heart gas attack now deals a reasonable amount of plague damage to survivors, based on difficulty level. So keep your distance.
  • Hordes now perform an additional check when spawning, to avoid moving players and ensure they don't spawn on top of your car. At higher difficulty levels, that means we've shut down a (hopefully final) source of Surprise Road Bloaters.
  • You now gain 50 influence for 100 zombie kills (instead of 5 influence for 10 zombie kills). The payout is the same, but you get it in bigger, more meaningful chunks.
  • Howlers now break nearby windows when howling for other zombies. It has no effect on gameplay, but it looks neat.

vehicles

  • Survivors now leave their headlights on when exiting a vehicle, making nighttime exploration much easier if you plan ahead. Each player can only have one vehicle doing this at a time, so if you change vehicles, your previous vehicle turns off. (From wishlist!)
  • Vehicles with plows attached to the front now have better engine health than other vehicles, making them capable of taking down more zombies head-on before they explode.
  • Followers now make their way to the passenger seat when getting into a vehicle with you, rather than sitting in the back as if you were their driver.
  • Followers now exit vehicles at the same time as you, rather than politely waiting for you to exit first.

Missions

  • The Warlord: Weapons for All mission now features more pragmatic (rather than psychotic) dialogue options and allows you to end the interaction in peace without having to drive home. The inventory of arms dealers is also much better.
  • The Builder: Useful Utilities now recognizes the Wind Farm as a valid energy source and does not try to get you to double the number of generators.
  • The Mission (Military Enclave): An Offer to Join now unlocks the Learn About Survivors dialogue option, so you can know what you're getting into with these people.
  • The (Booze Enclave): An offer to join the mission no longer automatically recruits when you reload the game, forcing survivors on you that you probably didn't want (given how they behave on their other missions).
  • The teaser mission to escort a stranger to Trumbull Valley now ends in a graceful vanish when exiting the map.
  • The Reinforce Our Base mission no longer gets interrupted if you jump on the weapon and collect the materials too soon.
  • By popular demand, the Independence Pack no longer spawns random missions and traders. If you want gear from the Independence Pack, you can always radio the trader at will.

user experience

  • The exclamation mark badge in the How to Play menu is no longer visible for each new community you start. This is the biggest and most exciting solution we've ever made.
  • We fixed an issue on the map screen that prevented some sites from highlighting Plague Hearts icons that had claimed them.
  • Multiplayer clients no longer see all outposts labeled with a negative number.
  • Outpost flyout menu now correctly displays their upgrade level, instead of always displaying level 1.
  • Swapping weapons within interaction range of a character no longer initiates dialogue with that character.
  • In-world mission markers no longer flash for missions that have timers (like Sieges).
  • The Cooked trait for the Red Talon squad no longer reduces infection resistance for the entire fellowship, only the disgusting individual with the trait.
  • Living room beds now count for characters who get a morale boost from sleeping outside.

exploits

  • You can no longer accumulate unlimited materials by cycling through map difficulty repeatedly while living at the Firewatch Fortress.
  • You can no longer assist CLEO Relay Sieges by moving away from base.

Diverse

  • We fixed two bounties in the Open Range Pack that were inadvertently not providing any influence for repeat completions.
  • We've made many minor fixes to UI, environment art, collision, weapon grips, and performance.
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