State of Decay 2

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Created by

lvdjj

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lvdjj

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About this mod

Compatible Game Version: v34

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Changelogs

Main Feature (Short)
Try to improve the quality of life of the game, mainly balancing facilities and built-in.
- Description with color for various things, show damage/duration for explosive/throw-able.
- Improved all possible built-in facility, slightly better than their counter-part-facility. (To increase the value of every base)
- Earn-able Prestige from normal play through without wasting time grinding or cheating.
- All storage space related has double amount of space. (Resources storage and vehicle truck space)
- Rearranged most actions and passives for facility. (For a clean view)
- Balanced all Legacy Boon. (For similar substantial value)
- Improved Map, Mini-map & Flashlight. (More convenience and useful map and mini-map, brighter flashlight)
- Daybreak specializations for all tutorial characters (The 16 unique character model, for legacy collection)
- Better chance of getting good traits for tutorial characters and mission recruit-able. (7 personal goals, 1 mysterious broadcasts)


All Photo are outdated


v3.2 Full Change-log
Spoiler:  
Show

Others:
- Vehicles slightly more reasonable and less eggshell.. gas cans refuel +50% more amount.
- NPC Spawn Count, from 6 to 15.
- Halved normal zombie silly silent scream frequency and loudness. (Way too annoying, screamer done their job well enough)
- Reduced feral dodging vehicle chance by a quarter.
- Map improvement, more convenience and better view. Mini-map min radius 50 to 100 Meter (x2), max radius 120 to 180 Meter (x1.5).
- Flashlight intensity, x2 brighter at daylight, x4 brighter at night. (Adjusted according to in-game default gamma settings)
- (next update) Fixed/adjusted some neglected text and facilities.


Items:
- Changed Espresso Icon from 'drink can' to 'coffee cup', same as Coffee.
- Vehicle Toolkit repair +50% more damage amount. Vehicle Advance Toolkit does full repair.
- Dose of Pentamezin Duration increased, from 30 sec to 5 mins.
- Ammunition stack size:
-- From 40 to 100 for 9mm/45cal.
-- From 60 to 100 for 22cal.
-- From 40 to 80 for 357mag/44mag.
-- From 40 to 50 for 12g Shell/5.56mm/7.62mm/5.56mm firework.
-- From 20 to 40 for 50cal.
-- From 4 to 10 for Starshank Round.
-- From 80 to 200 for Pyro Launcher Munition.
-- From 20 to 32 for Standard Bolts, Weight from 0.1 to 0.075.
-- From 40 to 48 for Light Bolts.
-- From 64 to 256 for CLEO Ammo, Weight from 0.1 to 0.01.





Legacy Boons
- Builder, Free Power, Water & Labor, everything costs less in parts and facilities are built and runs faster.
- Sheriff, Free Daily Loot & Resources, loot searches are less likely to crash and motion noise is less noticeable.
- Trader, Free 4000 Influence & Boon Trader Enclave, influence costs are discounted and survivors carry more before encumbered.
- Warlord, Free Weapon, Ammo & 1 Max Outpost, all survivors take less damage and firearms loudness is less noticeable.


Facility: Armory
- Merged Weapon Repair and Weapon Salvage. (Including All Built-In)
- Added Passives, -50% Gun Durability Loss.
- Rearrange Passives List.
- Added Actions, Efficiency Ammo Sorting (Produces More Random Ammo)
- Rearrange Actions List, Craft Rounds & Produce Ammo.


Facility: Sniper Tower
- Merged Armed Guard and Additional Guard. (Including All Built-In)
- Merged Cost of Doing Business and Daily Maintenance (Noisy). (Including All Built-In)
- Added Passives, +45m Enemy Detection Range.
- Rearrange Passives List.


Facility: Field Hospital
- Merged Scrapes & Bruises and Daily Maintenance (Noisy). (Including All Built-In)
- Passives, Preventive Medicine, from +10 Max Health to -25% All Infection From Attacks.
- Rearrange Passives List.
- Added 1 Craft-able.


Facility: Trade Depot
- Rearrange Passives List.
- Added Actions, Trade Resources Shipment. (Spent Time and Labor to exchange between Influence and Resources)
- Added Actions, Information Exchange. (Spent Time and Labor to exchange between Influence and Prestige)





Built-In Parking Slot
- Added 5 Actions, Grab Vehicle Supplies. (Withdraw Rucksacks)
- Added 17 Actions, Grab Consumable Supplies.
- Added 19 Actions, Grab Explosives Supplies.
- Added 17 Actions, Grab Ammunitions Supplies.


Facility: All Built-In Facilities
- Slightly different Actions/Passives, based on its unique appearance/theme. (Too many variety, try to explore yourself)
- Increase the value of every base, or at least reduce their similarity.


Facility: Workshop

- Merged Weapon Repair and Weapon Salvage. (Including All Built-In)
- Added Passives, Specialist Morale Bonus.
- T2 Added 12 Craft-able Facility Mod.
- T3 Added 10 More Craft-able Facility Mod.
- Balanced Facility Mod Crafting Requirement.


Facility: Kitchen
- Added Passives, Specialist Morale Bonus.
- Added Passives, +10% Stamina Item Duration. (+20% with Cooking)
- T2 Added Passives, Specialist Morale Bonus
- T2 Added Passives, +20% Stamina Item Duration. (+30% with Cooking)
- Actions Collect Seeds, small chance to get coffee beans luxury item.


Facility: Staging Area
- Added Passives, Specialist Morale Bonus.
- Added Passives, +50 Max Materials Storage.


Facility: Forge
- Added Passives, Specialist Morale Bonus.
- Added Passives, -30% Melee Durability Loss.
- Added Passives, -10% Weapon Repair Parts Cost. (-20% with Craftsmanship)
- Added Passives, +10% Parts Salvaged from Weapons (+20% with Craftsmanship)
- Added Passives, +25 Parts Per Day. (+50 with Metalwork)
- Added 13 More Craft-able Melee Weapons.
- Balanced Melee Weapon Crafting Requirement.
- Added Actions, Ability to Reforge Melee Weapon.
- Added 12 Melee Weapons for Reforge.


Facility: Auto Shop
- Added Passives, Specialist Morale Bonus.
- Added Passives, +10% Vehicle Endurance. (+20% with Mechanics)
- Added Passives, +10% Vehicle Stealth. (+20% with Mechanics)
- Rearrange Passives List.
- Slightly cheaper Parts costs for crafting Toolkit and Advanced Toolkit here than at workshop.


Facility: Sheltered & Outdoor Beds
- Added Passives, +20% Fatigue & Health Recovery Rate
- Added Passives, -10% Frustration Rate
- T2 Added Passives, +20% Fatigue & Health Recovery Rate
- T2 Added Passives, -10% Frustration Rate
- T2 Added Passives, +4 Storage (All Resources)


Facility: Barracks, Barracks 2, Spartan Barracks & Luxury Barracks
- Added Passives, +20% Fatigue & Health Recovery Rate
- Added Passives, -20% Frustration Rate
- Added Passives, +10 Storage (All Resources)
- T2 Added Passives, +20% Fatigue & Health Recovery Rate
- T2 Added Passives, -20% Frustration Rate
- T2 Added Passives, +4 Storage (All Resources)
- Spartan Barrack Added Passives, +20% Fatigue & Health Recovery Rate
- Spartan Barrack Added Passives, -10% Frustration Rate
- Luxury Barrack Added Passives, +20% Fatigue & Health Recovery Rate
- Luxury Barrack Added Passives, -30% Frustration Rate
- Luxury Barrack Added Passives, +20 Storage (All Resources)
- Luxury Barrack Added Actions, Read A Random Book. (Spent Time and Labor for Exp)


Facility: Infirmary (T1/T2/T3)
- Added Passives, Specialist Morale Bonus.
- Added Passives, +10% Health Item Effectiveness. (+20% with Medicine)
- T2 Added Passives, Specialist Morale Bonus.
- T2 Added Passives, +20% Health Item Effectiveness. (+30% with Medicine)
- T3 Added Passives, Specialist Morale Bonus.
- T3 Added Passives, +30% Health Item Effectiveness. (+40% with Medicine)
- T3 Merged Scrapes & Bruises and Daily Maintenance (Noisy). (Including All Built-In)


Facility: Garden
- Added Passives, Specialist Morale Bonus.
- Added Passives, +10 Infection Resistance (+20 with Gardening)
- T2 Added Passives, Specialist Morale Bonus.
- T2 Added Passives, +20 Infection Resistance (+30 with Gardening)
- T2 Added Actions, Nuts Collection. (Spent Food, Time and Labor for Luxury Items)
- Rearrange Passives List.
- T3 Added Passives, Specialist Morale Bonus.
- T3 Added Passives, +30 Infection Resistance (+40 with Gardening)
- T3 Added Actions, Efficient Nuts Collection. (Spent Food, Time and Labor for Luxury Items at Higher Rate)
- Meds, Added Passives, Specialist Morale Bonus.
- Meds, Added Passives, -5% Plague Infection (-10% with Gardening)
- Meds, T2 Added Passives, Specialist Morale Bonus.
- Meds, T2 Added Passives, -10% Plague Infection (-15% with Gardening)
- Meds, T2 Added Actions, Tobacco Production. (Spent Meds, Time and Labor for Luxury Items)
- Meds, T2 Rearrange Passives List.
- Meds, T2 Fixed Text.
- Meds, T3 Added Passives, Specialist Morale Bonus.
- Meds, T3 Added Passives, -15% Plague Infection (-20% with Gardening)
- Meds, T3 Added Actions, Efficient Tobacco Production. (Spent Meds, Time and Labor for Luxury Items at Higher Rate)


Facility: Farm
- Added Passives, Specialist Morale Bonus.
- Added Passives, +20 Infection Resistance (+30 with Gardening)
- Rearrange Actions List.
- T2 Added Passives, Specialist Morale Bonus.
- T2 Added Passives, +30 Infection Resistance (+40 with Gardening)
- T2 Added Actions, Nuts Collection. (Spent Food, Time and Labor for Luxury Items)
- T2 Rearrange Passives List.
- T3 Added Passives, Specialist Morale Bonus.
- T3 Added Passives, +40 Infection Resistance (+50 with Gardening)
- T3 Added Actions, Efficient Nuts Collection. (Spent Food, Time and Labor for Luxury Items at Higher Rate)
- Meds, Added Passives, Specialist Morale Bonus.
- Meds, Added Passives, -10% Plague Infection (-15% with Gardening)
- Meds, Rearrange Actions List.
- Meds, T2 Added Passives, Specialist Morale Bonus.
- Meds, T2 Added Passives, -15% Plague Infection (-20% with Gardening)
- Meds, T2 Added Actions, Tobacco Production. (Spent Meds, Time and Labor for Luxury Items)
- Meds, T2 Rearrange Passives List.
- Meds, T2 Fixed Upgrade Time Cost.
- Meds, T3 Added Passives, Specialist Morale Bonus.
- Meds, T3 Added Passives, -20% Plague Infection (-25% with Gardening)
- Meds, T3 Added Actions, Efficient Tobacco Production. (Spent Meds, Time and Labor for Luxury Items at Higher Rate)


Facility: Hydroponics
- Added Passives, Specialist Morale Bonus.
- Added Passives, +20 Infection Resistance (+30 with Gardening)
- Meds, Added Passives, Specialist Morale Bonus.
- Meds, Added Passives, -10% Plague Infection (-15% with Gardening)


Facility: Still
- Removed Passives, Purified Drinking Water. (+3 Morale with Water)
- Added Passives, Specialist Morale Bonus.
- Added Passives, Refined Alcohol. (+3 Morale with Water, +10 Morale with Alcoholic Beverages)
- T2 Removed Passives, Purified Drinking Water. (+3 Morale with Water)
- T2 Added Passives, Specialist Morale Bonus.
- T2 Added Passives, Refined Alcohol. (+3 Morale with Water, +10 Morale with Alcoholic Beverages)


Facility: Fighting Gym
- Passives, +20 Max Health to +10.
- Added Passives, -10% Injury Chance.
- Added Passives, -10% Grapple & Melee Stamina Cost.
- Removed Actions, Training Regimen: Endurance.
- Added Actions, Training Regimen: Strength.
- T2 Removed Passives, +3 Morale with Water.
- T2 Added Passives, -20% Grapple & Melee Stamina Cost.
- T2 Removed Actions, Training Regimen: Endurance.
- T2 Added Actions, Training Regimen: Strength.


Facility: Shooting Range
- Passives, +20 Max Stamina to +10.
- Added Passives, -10% Enemy Sight Range.
- Added Passives, -10% Dodge & Sprint Stamina Cost.
- Added Actions, Training Regimen: Endurance. (Rework)
- T2 Removed Passives, Improved Gun Accuracy.
- T2 Added Passives, -20% Enemy Sight Range.
- T2 Added Passives, -20% Dodge & Sprint Stamina Cost.
- T2 Added Actions, Training Regimen: Endurance. (Rework)


Facility: Latrine
- Added Passives, Specialist Morale Bonus.
- Added Passives, -10% Plague Infection with Water.
- T2 Added Passives, Specialist Morale Bonus.
- T2 Added Passives, -15% Plague Infection with Water.
- T2 Rearrange Passives List.
- T2 Actions, Clean the Toilets Duration from 45m to 1h with Plumbing.


Facility: Lounge
- Added Passives, -20% Frustration Rate.
- T2 Added Passives, -20% Frustration Rate.
- T3 Added Passives, -30% Frustration Rate.


Facility: Watchtower
- Added Passives, +10m Enemy Detection Range.
- Added Passives, +10 Max Ammo Storage.
- Rearrange Passives List.
- T2 Merged Armed Guard and Additional Guard. (Including All Built-In)
- T2 Merged Cost of Doing Business and Daily Maintenance. (Including All Built-In)
- T2 Added Passives, +20m Enemy Detection Range.
- T2 Added Passives, +20 Max Ammo Storage.
- T2 Rearrange Passives List.


Facility: Rain Collector
- Passives, +1 Morale with Water to +5 Morale with Water.


Facility: Generator (T1/T2/T3)
- Added Passives, Specialist Morale Bonus.
- T2 Added Passives, Specialist Morale Bonus.
- T3 Added Passives, Specialist Morale Bonus.
- T3 Rearrange Passives List.


Facility: Solar Array

- Added Passives, Specialist Morale Bonus.





Outpost
- Added 5 Passives, +1 Resources Per Day with Specify Knowledge, according to their specify resource outpost type.
- Espresso Stand Removed Actions, Make Espresso.
- Espresso Stand Added Actions, View Espresso Stand Activities.
- Safehouse Added Passives, -1 Noise.
- Safehouse Added Passives, +4 Storage (All Resources).
- Radio Added Passives, Influence Booster.
- Artillery Added Passives, Prestige Booster.
- Power Outpost Rearranged Passives List.
- Water Outpost Passives, +1 Morale with Water to +5 Morale with Water.
- Water Outpost Rearranged Passives List.
- Rearrange Passive List for All Landmark Outpost. (For clean view)





Idea only, based on suggest from other player / cut-content files idea / unfinished game files
(I could do it anytime but I've decided not to, because it might affect save compatibility (ex: uninstall mod mid-game might cause issue))
- Ranger station, scout and search nearby area, spend time and labor for resource.
- Refueling station, parking slot level 2, auto refuel and repair, cooperate with auto shop.
- Manufacture shop, give different upgrades based on different existing facilities. (ex. +1 vehicle item stack with auto shop)
- New type outpost variety, not sure it was cut or unfinished by dev.
- Quite a few more but with little impact like the chain zombie facility, etc.
- Custom facilities, characters and items are possible, but it all affect save compatibility.




NOTE:
- Before posting a bug report, please make sure it was a bug related to this mods!
- If using several mods, might need to correct your load order, you can even merge this mod yourself.
- Regardless of what mods you use, always back up your save files.


Installation & Uninstall (7-Zip recommended)

- Extract Pak File into ..\Saved\Paks folder. (It should looks like this, "..\Saved\Paks\..")
- Delete the Pak File inside "..\Saved\Paks\.." folder.


Save file compatible
- All changes will be reverted to the vanilla after uninstall, and characters generated by this mod with better trait chances will remain.