
Resolved situation where, when getting into vehicles, the camera could become detached from the player’s character. Fixed issue with doors appearing the opposite of the state they are in. Characters no longer “self-shadow” when using a flashlight in multiplayer. Flashlight beams no longer cast shadows from the player’s character model (which had caused flickering shadows). Fixed instances of clients dealing damage to their host’s non-active community members with explosives. Grenades no longer get stuck and explode in front of client character’s face or behind their head while throwing. Check out the full change log below and let us know what you think in the comments. Additional lighting tuning passes have been done. Optimization has also been done to the visuals to reduce LOD popping and a reduction to glowing props. If a client drops connection, the game will exit to the main menu faster ensuring players won’t be left hanging after the pop-up is dismissed. For multiplayer fans, host facilities will no longer be invisible to clients. Such fixes include those for rare bugs like the Warlord Legacy arc not being completed or the Sheriff Legacy arc not starting. Weighing 20 GB, which is almost the size of the original game, patch 1.2 has quite a lot of fixes. Though a day one patch helped fix some issues, a number continued to linger until this latest update. Numerous bugs, crashes and other glitches were pointed out and that’s not including the issues that players have had with co-op. Now it did took me quite awhile to "host" said party at those enclaves base, lots of noisemaker and horn going out as well, but the moment 4 of those enclaves finally joined along with the rest of the invited neighbours, the last mission for Warlord's Legacy popped-up to me, and I can see why it didn't do that before.Undead Labs’ State of Decay 2 wasn’t in the best possible state when it initially launched last month.
There's an alternative way to make them leave the map which is to ignore their request for help the next time it popped up so that they will leave the map, but then again it's pretty long gap to wait for each enclaves to request some half-hearted quest just to remove them from map, which lead to my next Warlord-like decision: Simply invite few "roaming neighbour" to the base of said enclaves that you happen to decide not worth your time (The more the merrier). Now the problem for me is that all enclaves in my map is currently allied status and that I'm at maxed community members. The solution is to disband the enclaves via recruiting member (if said enclave are allied) or threaten them (if said enclave relationship is lower than allied). I found this from reddit that when you have more than 11 enclaves in your map (15 enclaves in my case during my playthrough) the final mission for Warlord Legacy refuse to start. Not sure if the info worth much by now, but might just put this as reference.