State Of Decay 2 Patch 1.2 Is A Huge 20GB Update

State of Decay 2 got a huge 20GB patch at the end of last week. Sure, it sucks for anyone with slow internet or data limits (rare as data caps are in the UK), but it’s also good to see Undead Labs taking an all-encompassing approach to try to fix and improve their game.

They highlight increased stability, performance, and multiplayer improvements across the board. Looking at the patch notes does highlight fixes for some of the issues Dom and I bumped into while reviewing the game. In particular, they’ve fixed flashlights in multiplayer, addresses rubber-banding vehicles online and host facilities not appearing to clients – the latter two combined to lead to one of the more amusing situations we found. However, the real reason for the size of the patch is that Undead have had to fix collision spots across the three maps that led to players getting stuck or entering the freefall animation loop.


Here’s the patch notes:

State of Decay 2 Patch 1.2


  • Grenades no longer get stuck and explode in front of client character’s face or behind their head while throwing
  • Fixed instances of clients dealing damage to their host’s non-active community members with explosives
  • Flashlight beams no longer cast shadows from the player’s character model (which had caused flickering shadows)
  • Characters no longer “self-shadow” when using a flashlight in multiplayer
  • Fixed issue with doors appearing the opposite of the state they are in
  • Resolved situation where, when getting into vehicles, the camera could become detached from the player’s character
  • Fixed issue where, when clients swap weapons while in vehicles, the weapons do not swap upon exit from vehicle
  • Fixed rare bug that could prevent Warlord legacy arc from being completed
  • Fixed rare bug that could block Sheriff legacy arc from starting
  • Fixed issue where player’s loot sometimes becomes invisible until their entire backpack is deposited into a Supply Locker

Networking and Multiplayer

  • Numerous networking bandwidth and CPU improvements
  • Game now exits to main menu faster when a client loses their internet connection, so players will no longer hang after dismissing the pop-up
  • Improved network vehicle interactions in multiplayer games to address weird “rubber-banding” and physics issues (including cars flying into the air).
  • Host facilities no longer appear invisible to clients during multiplayer

Zombie and Character Behavior

  • Zombies no longer become immune to the Assault Kick
  • Reduction of step height to prevent survivors popping up onto props while moving


  • Fixed issue with player HUD disappearing after NPCs are executed by zombies
  • Community advice list no longer shows up under vignette on the map

Environment and Collision

  • Fixed numerous collision spots across all 3 maps where players or vehicles were getting stuck
  • Fixed numerous collision spots across all 3 maps where players were getting stuck in an infinite freefall animation loop
  • Elimination of white line that appears when driving at night time
  • Addressed a variety of spots in world where player was not able to climb over props they should’ve been able to
  • Additional polish and reduction of LOD popping
  • Additional lighting tuning passes, reduction in glowing props

Other Fixes

  • Addressed a variety of general crash bugs
  • Updated a number of strings that were previously hardcoded in English
  • Audio mix optimizations

Source: Undead Labs

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  1. Said with some frustration and sadness:

    … and this is why I wait for certain games to release and get patched. I absolutely abhor this culture of “get the game out and then we’ll fix it”. I realise the game already runs but it really grates to see such fixes happening. Ah, well. My patience shall reward me.

  2. 20gb for a patch just for stability, performance and multi player fixes.
    How bad is the game if it requires 20gb worth of stability lol.

    Reminds me of the 50gb witchery 3 update.

    • When you need to redo geometry and textures to fix clipping issues where players can get stuck or fall through the world, then you need to start replacing gigabytes of data at a time. Depending on how it’s been packaged up for the game engine, that can then mean you need to bundle it up with lots of assets that you aren’t changing as well.

  3. Thats fair enough I suppose. I do feel for people who have slow/bad Internet.

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