State of Decay 2 v2.0 All No-DVD [Codex]

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State of Decay 2 v2.0 All No-DVD [Codex]

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C O D E X P R E S E N T S State of Decay 2 Update v2.0 incl DLC (c) Microsoft Studios Release Date : 06/2018 Protection : Microsoft+Arxan Discs : 1 Genre : Action For list of changes read included patchnotes.txt - Extract - Run setup.exe and install update - Copy crack from CODEX dir to installdir - Play NOTES: The following new DLC is included: >State of Decay 2: Independence Pack This update is also known as v1.3187.26.2 (or 318726 in-game). You need the following releases for this: State.of.Decay.2-CODEX - Block the game's exe in your firewall to prevent the game from trying to go online .. CODEX is currently looking for nothing but competition! Greetings to STEAMPUNKS & CPY LNK^CPS 02/2015 Update v2.0 incl DLC (Build 1.3187.26.2): New Content: 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. Game Improvements: Gameplay 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 mounting of ladders, including better interaction when 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 juggernauts initiation of its finishing move. Players can start a finishing move earlier in a juggernauts 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, Operators 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. Settings 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 game. Bug Fixes: Crashes Game no longer crashes when 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). Multiplayer 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 zombie on clients 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 hosts 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. Input 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. Performance Removed performance dip when 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. Gameplay 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 players equipped gun with a G17 pistol. Preppers 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. Missions 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. Environment 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 shouldnt 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 . Vehicles 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. Update v1.4 (Build 1.3170.63.2): Fixed issue with ladders where players would sometimes not mount the ladders properly during descents and as a result fall off and take damage. Fixed some rare instances of odd follower behavior where players would sometimes lose their follower entirely, or the follower would disappear and then teleport to the player later. Door state should now always match its visuals. (No more running face first into a door that looks open!)

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