Got a A10 (Astiro?) headset. Looked like a middle of the line setup and the best one Walmart had to offer in stock that was not wireless. So hopefully they patch it up soon and we can get some multiplayer in.
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Got a A10 (Astiro?) headset. Looked like a middle of the line setup and the best one Walmart had to offer in stock that was not wireless. So hopefully they patch it up soon and we can get some multiplayer in.
We gots patches bitches!
https://www.stateofdecay.com/2018/06...h-1-2-release/
Quote:
Patch 1.2 Release!
Greetings survivors!
While your incredible communities have been busy slaying over 600 million zeds since launch (congrats!), the entire State of Decay 2 team has been working hard to bring you bug fixes, gameplay tune-ups, and quality of life improvements in the 1.2 patch. Please note that the 1.2 patch weighs in at 20GB, making this a significant download that’s just in time for a leisurely weekend of apocalypse survival. This is an automatic update you will be prompted to install upon logging in, and it will not affect your saved game. We are always listening to our fans in order to improve your game experience, and we will continue to bring you updates and additional content as you explore all that State of Decay 2 has to offer.
Some of the most noticeable changes in this patch include stability, performance, and multiplayer improvements. Though as you can probably guess by the hefty 20GB download we’ve also included a huge amount of smaller quality of life fixes throughout the game. Here is a more thorough list of highlighted fixes for those of you that really want to sink your teeth into it
A personal note from Jeff Strain, Studio Head of Undead Labs
Hey fellow survivors, I just wanted to drop in a quick personal note on behalf of the development team to thank you for your support and for jumping in with us on State of Decay 2. This patch today is just the beginning — we have big plans for State of Decay 2, and we’re humbled and appreciative to you for giving us the opportunity to make those big plans happen. Keep playing, keep surviving (or not, as sometimes happens), and stay tuned for more good stuff! — Jeff
Thank you for playing!
Your State of Decay 2 team
Quote:
Patch 1.2 Highlighted Changes
The 1.2 patch features significant improvements related to:
- Increased stability
- Improved networking interactions for clients
- Improved networked vehicle interactions
- Elimination of Out Of Memory crashes
Patch 1.2 Highlights
Gameplay
- 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
HUD
- 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
Downloading now. Wish they had fixed the motion blur but hopefully in the next one. They had plenty of stuff to fix.
Yeah, I was also hoping to see them fix and tone down the frequency of requests from enclaves in this patch, but it's a start! A 20 GB patch is insane. Now that they apparently got the large size fixes out of the way, hopefully they'll start making updates to the game that the community has requested.
Some bugs should never be fixed. Not my video but I have run into two of these guys.
https://www.youtube.com/watch?v=UzXKyPuGhAw
Toyed around with it for a few minutes and they did not fix the hidden infestations. They also still have my morale dinged for not having a watchtower, yet I have a sniper tower (builder upgrade).
Patch 1.3 is up! It's a 5.04 GB patch this time.
Glad to see they're working on crashes and stability. That is always a huge issue. Still wish they would do something about the frequency of enclave requests. I've been holding off on playing SoD2 for the past week in hopes that they would tone the frequency down so I wouldn't end up with so many enclaves either turning hostile or up and leaving entirely because I couldn't respond to all of them in time. I may just have to say fuck it, bite the bullet and deal with pissed off or leaving enclaves. I want to dive back into my new community and have been itching to kill some zombies again.Quote:
Patch 1.3 Highlights
Crash Fixes
- Fixed issue where PC players were crashing on launch if they were in locales that do not support text-to-speech
- Fixed crashes players were experiencing when loading into their communities
- Improved stability
Improved Diagnostics
- Better logging to help troubleshoot startup crashes
- More granular crash tracking between the different Xbox platforms
- Better PC crash reporting
Other Fixes
- General stability improvements
https://www.stateofdecay.com/2018/06...h-1-3-is-live/
Same here on the constant requests from the Enclaves. Tough I generally ignore them and they just leave. Most of the time they are just too lazy to scavenge and want you to do it for them. If only they were looking for a turntable, I got tons of those. ;)
Yeah, I think I'm just gonna say screw it and give in and jump back into my community. I was planning on ultimately moving to Camp Kelenqua or Whitney Field from the starter house in this new community (since I've already done Mazarra Farm and turned it into a self-sufficient base, I want to try something different this time), but after seeing two set ups that people have done at Squelones Brewing Company over on Reddit, I'm now planning on jump straight from the starter house to Squelones and making that my permanent base for this community. Apparently you can become quite the pharmaceutical drug lord thanks to the two built in stills at Squelones. Just build a medical hydroponics (gives you essentially unlimited medicine resource), a pill press mod, make your own ethanol from one of the stills and someone with pharmacologist skill, and you can pump out strong painkillers out the ass. Sell them in a stack of 6 for 204 influence at traders.
I haven't really done much of any streaming in the past two or three years. I only tended to stream sports games in the past, because I'm one of those people that don't just play the story, I wander off and do the randomest of shit. Like playing Skyrim Special Edition on PS4. I would literally spend an entire gaming session doing nothing but fucking around in Whiterun and going from icon to icon on the map in the region around Whiterun just discovering location after location. From the time I left Riverwood to the time I advanced the story enough to fight the first dragon appearance outside Whiterun, was probably literally two weeks in real life. I'd get on for 2 or 3 hours a night when I had time and just do nothing but explore.
Fallout would be even worse. I'm over 20 hours into my modded playthrough of Fallout 4, and all I have done is return to Sanctuary Hills, travel to Concord, save Preston and company and bring them back to Sanctuary. That's it as far as the story and even as far as exploration/discovering locations. I have spend the other 18 hours sitting in Sanctuary just settlement building. 99% of people would probably be bored to tears watching me do stuff like that, so I never bother streaming games like FO4, Skyrim, GTA V or Final Fantasy or something.
However, a game like State of Decay 2 would actually be sort of perfect. While there is stuff to be done at your base, there is only so much to do. So majority of the time is spent exploring the map, looting houses and buildings and killing zombies, which is actually something that would be interesting to watch.
So next time I get on SoD2, I'll look into setting up a stream. I have used Twitch in the past, but I might try out Mixer or just record to YouTube instead of bothering with Twitch. So if I do get a stream rolling, I'll absolutely let you know!
Yeah, I'll probably give Mixer a try. Since it's a built-in part of the Xbox UI and not a separate app like Twitch, I figure it'll probably work better and be easier to use. I'm gonna try to finish off the last game or two of my current series against the Padres in my Rockies franchise over on MLB, and then I may jump over on One and play/stream some SoD2 for an hour or two later tonight.
Yeah, i'm liking the serious bank. Sure, after a while, upon getting things set up to make the base self-sufficient, there's not much need for influence. At the end of my first community, I had over 5,000 influence built up with nothing to use it on other than buying some rucksacks and extra unneeded weapons from traders. So if anything, I may stay at Squelones until I build up a massive bank of influence (10,000+) and then use some to go check out the Camp Kelenqua and Whitney Field home sites, just so I can try and see what setups I can do first hand. I want to try out every home site on every map at least once, that way when I decide to do my ultimate playthrough (keep the community alive and going for as long as possible, exhausting an entire map and moving to a new one and just going from map to map to map until I get bored), I can pick either one or one of between two or three specific home sites each time I move to a new map.
Alright, since I need to unwind after blowing a perfect game on the mound by giving up a walk with two outs in the bottom of the ninth, I'm going to pass on finishing off the fourth and final game of my series against the Padres tonight. So instead I'm gonna jump on State of Decay 2 for an hour or two. Jaymo, I'm going to try and set up a stream on Mixer. Hope to have it up and running here in the next couple of minutes. I'll probably go until 12:30 or 1am EST.
Edit - Well, nevermind. I can't even get past the damn title screen now. I've tried three times to get into State of Decay 2. I get to the title screen where it tells me to press any button to continue, then it just sits there with an endless loading icon. I've sat here for over 5 minutes each time and never any hint or sign of it actually moving past the loading screen so I could choose my community. Apparently I'm permanently on the sidelines until I can either figure out how to fix this problem or until they release another patch that hopefully fixes this.
That sucks. Have not played since installing the patch so I could be in the same boat. From what I have read the only fix is a complete reinstall of the game (also those posters were PC owners of the game so YMMV) or wait until the next patch.
Yeah, and from what I've read on Reddit, some people who tried the uninstall route ended up being locked out of their two Ultimate Edition packs (Preppers and Doomsday). Even if they went to the Ultimate Edition store page, all it gave them was an option to purchase it again. So they were stuck with just the base game and couldn't use the two packs. So that has me more on the side of the fence of waiting for the next patch.
I'll be damned! I somehow got past the loading screen and can continue my game! Woo hoo!
I can get an hour of gameplay in here before Jurassic World Evolution unlocks and becomes available to play at midnight.
Really disappointing with some of these patches. This is like the 2nd or 3rd patch just to fix the flipping doors in the game. Still a ton of stuff needs looking over. They did take out one of the most notorious enemies in the game, the ladders. I never fell from a cell tower but billboard towers did more damage to my characters than a Plague Heart. :DQuote:
Patch 1.4 Highlights
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!)
And right back to the infinite fucking loading screen on the main menu. I guess I'm back on the fucking sidelines once again since they can't figure out a way to fix that goddamn issue. I've been able to play exactly once since Memorial Day, even though I WANT to play, but hard to do so when I can't even access the main fucking menu!
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That is all they listed on their site. Sorry to hear you are back to the infinite load screen.
https://www.stateofdecay.com/2018/06...h-1-4-is-live/
Yeah, I thought maybe since I was able to somehow miraculously get past that the other day, maybe they had either fixed the issue or it was somehow corrected itself. I guess not. :fp:
Oh well, I guess that just means more time to play Fallout 4, Vampyr, MLB The Show and Jurassic World Evolution since I obviously won't be spending any time on this for at least another week or two.
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I'll be damned. I may have fixed the problem, since Undead Labs apparently can't fix it. I was forced to uninstall SoD2 (though only the game, not the two Ultimate Edition packs) and reinstall the game. Just fired up SoD2 and after 10 seconds of loading, it loaded up the main menu. Looks like I can finally continue my community.
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Yeah, I'm damn excited. I can get going on my second community again! I want to get to Squellones Brewing and become a drug lord! :D
And Jaymo, if you're around at all this evening (and anyone else who may be interested who reads this), I'm going to do another live stream on Mixer. It's nothing major, I don't bother with having a chat, I don't use my mic, I'm just streaming the gameplay since Jaymo mentioned about doing some streaming in the past. Hoping to make this one a couple hours long, got a lot of lost time to make up for!
https://mixer.com/Smooth_Pancakes
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Well, I just finally found the right setting for Mixer to automatically archive and keep recordings of my streaming and save them as Videos/Streams on Demand. AFTER I just wrapped up a 4 1/2 live stream of State of Decay 2 as I try to catch up on all the lost time over the past two weeks. So sadly tonight's mega-stream is apparently gone and never to be seen again. Hopefully now that I have that option selected and turned on, future streams will be saved upon my ending them.
Mixer certainly isn't as "plug and play" easy as Twitch is/was. Twitch automatically archives your streams, Mixer, you have to go in and turn a setting on to do so. And I can't even do anything on Mixer on the Xbox One other than start my own stream or find/watch other streams. If I want to actually change any settings or do anything behind the scenes on my account, I have to get on a computer and go to mixer.com. Considering Mixer is Microsoft's baby and their attempt to go up against Twitch/YouTube/whatever other streaming sites out there, you'd think they'd make it so you can actually do and access more things regarding your account on the damn Mixer app on the Xbox One.
Goddamnit. I recruited four new people to my community tonight during a couple hours of playing, and every single one of them are fight starters.
The one especially kills me because he has a 6 out of 7 star pharmacology skill, so I can produce my own strong painkillers. However, he starts fights and he's lazy, so that kills one labor for me.
The second has utilities and electrical, which came in handy with some upgrades, but he also starts fights.
The third one, the newest, doesn't have an extra skill, but I was about to give him either computers or gardening so I could either upgrade my radio to level 3 or work on getting my second hydroponics switched over to producing meds. However he starts fights and kills my morale with - 7 morale for everyone because he's a kleptomaniac.
The fourth one, she's was a fight starter and a hoarder, so she hit me with - 1 beds plus negative morale. When you only have 6 people but need 7 beds because of her ass, yeah, she was only a member of the community for about 15 minutes before I exiled her ass.
I'm debating on exiling all three of my newest members. I have books that I can teach utilities, computers, gardening and chemistry (which can be upgraded to pharmacology) to any new people I replace them with, I'd just have to put in the time getting those skills leveled up.
I'm also debating exiling Arsenault, the first person I added to my original three person community ages ago. She's another fight starter and doesn't have any really good traits.
From a community of currently nine people, I could very quickly find myself dropping all the way to five at this rate, if I go through with all four exiles, in addition to the one person I already previously exiled.
Also, I just figured out why I never discovered Squelones Brewery in my first community I completed back when the game came out. Turns out I had an enclave set up shop in Squelones, and since I was friendly with them, they never left and I never realized at the time that was a home site that they had taken over.
This time I claimed it (while another enclave took over Camp Kelenqua) and for my own built facilities, I have a Workshop 3, Infirmary 3, Barracks 2, Sheltered Beds 2, and 2 Hydroponics (both producing food for now until I can get someone with a herbalism skill and convert one to meds), plus I upgraded the radio to level 2 so far and the built-in storage to level 2 with a further upgrade to refrigerated storage to give me even more extra food and medicine storage.
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I generally do not exile those with bad behavior/traits. I take them out scavenging and leave them with only a screwdriver and find a Juggernaut or a horde and let them do the dirty work for me. All the gravestones behind my group are sufficient reminders that you need to play nice with others.
Yeah, but then those assholes still get the last laugh by dragging my morale down when they die. It may be temporary, but their death still dive bombs morale.
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The Independence Pack is out, as well as Patch 2.0, which is absolutely loaded with fixes.
Quote:
Content Update 2 is Live!
We’ve got another patch for you, Survivors!
In honor of the new Independence Pack DLC (available for purchase now!), Patch 2.0 adds new FREE content for ALL players and improves your game experience in several places.
We’ve also fixed a wide range of bugs related to gameplay, multiplayer sessions, performance, and more. Read on below for all the details!
Patch 2.0 Highlights
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.
- 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.
Juggernaut modifications:
- Ground slam collision volume has been reduced by roughly 25%.
- Added a half-second cooldown to the juggernaut’s initiation of its finishing move.
- Players can start a finishing move earlier in a juggernaut’s 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, Operator’s M4A1, DEVGRU X12 Infiltrator, and RTX Stormbringer).
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 client’s 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 host’s 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 player’s equipped gun with a G17 pistol.
- Prepper’s 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 shouldn’t 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.
Looks great. Time to start a new playthrough.
Quite possibly the best thing from the notes. Just finishing the install and will be playing later tonight.Quote:
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.
Yeah, I just got installing the update myself. About to dive back into my community right now.
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Looks like there's more than what was listed in the patch notes.
People on Reddit are saying that they've switched to new maps after the patch and their vehicles have come with them to the new map, whatever vehicles they had parked at their base plus the vehicle they were driving. So it appears vehicles will now transfer with you. And reading further down in the comments, one of the Undead Labs developers commented, saying that was actually always the intent from the beginning, that vehicles would carry over to the new map with you, so it must have been some bug that was keeping the vehicles from coming with you to the new maps.
Another person said you can now give and take rucksacks of resources to or from your follower by simply talking to them, instead of having to put it in a trunk of a car or something and then switch and have the other person pick it up. So some nice little QoL changes that weren't listed in the patch notes.
Can confirm the second one which is a nice add. The Motion Blur options are great. I am toying with low and off. Both are far better than what we had. Not really a big fan of the Independence stuff. Feels too Dead Rising to me and out of place for this game with the crazy vehicles, fireworks, etc.
Still annoyed they do not let players select the map they want to start on when skipping the tutorial.
Yeah, hopefully they start doing more QoL additions and changes in future patches.
I'm sort of willing to overlook some of the fireworks stuff. I treat it more like firecrackers or a boom box, something I can use to create a bunch of noise as a distraction.
I agree completely on the map selection. I hate they don't allow you pick your own map for non-tutorial communities. It's obviously possible since you can pick your own map with the tutorial community. That's how I ended up on Meagher Valley for two communities in a row, because I got screwed by not being able pick my own map. I still have yet to experience the other two maps.
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Just got patch 2.1
The 'Purchase' DLC button on the Main Menu now works properly for players with new profiles.
The mission 'Builder: Make Your Own Gear' can now be completed if the player has a built-in 'Machine Shop' at their base.
Characters on the Community screen now reorient correctly when changes are made.
Newly selected leaders are now positioned correctly on the Community screen.
Fixed an issue where sometimes newly-recruited community members would overlap or be standing too close to others on the screen.
Characters now properly gain experience in their close-combat specialization when fighting with their close-combat weapon.
Characters who have earned at least a star in their 'Gunslinging' specialization are now able to snap-aim as expected.
The in-game 'Independence Pack' purchase confirmation banner no longer pops up with every player session.
Fixed several missions that occasionally couldn't be completed due to missing items.