Hey all. We’ve fixed a bug that went out with the Bundle Up pack. In order to receive the fix, you may have to close and relaunch State of Decay 2 while connected to the internet.
We’d like you to understand what was actually happening under the hood.
What You Saw
Suppressor balance changes appeared much worse than intended for Handmade, Professional, and Advanced Suppressors. When using one of these suppressors, you needed 2-4x more bullets than we intended to kill a plague heart, finish a juggernaut, or defeat a hostile human, with the effect being worse at longer ranges.
The Bug In Detail
The bug is that there’s a “-” in front of a “0.5” on one value for Handmade, Professional, and Advanced Suppressors. Seems innocent enough, right? Let’s look at what that actually means.
This is a graph of weapon impact falloff over range; in short, the farther you are from your target, the less effective your weapon is.
Impact is used as a damage value if the target has HP. If the target is instead one of our zombies that doesn’t have health, but instead requires a headshot, this is the percent chance (out of 1, so .8 = 80%) to stun or impact the zombie.
Juggernauts use this number to decide how close they are to being staggered; once staggered enough times, they become executable using the special cinematic finisher.
The blue graph represents the unchanged behavior of an AK-47 - how much impact is delivered to targets at various ranges. You have full power out to Falloff Point A on the chart. At Falloff Point B, you’re dealing the minimum damage the weapon can deal, in this case .2. You’ll then deal minimum damage out to the weapon’s max range, at which point it won’t count as hitting the target hard enough to do any damage.
The green graph represents the impact falloff with a newly-improved muzzle brake. Notice that the base impact, falloff ranges, and max range are all increased.
The orange line represents a suppressor that’s working as intended - currently only Improvised Suppressors. Note that pretty much everything is halved - base damage, falloff points A and B, and max range.
The yellow line is this particularly nasty bug. Whereas the suppressor is meant to multiply Falloff Point B by 50%, it is instead multiplying it by -50%. That means that the weapon is never dealing full damage, but instead damages targets at point blank range as if they were halfway to the weapon’s Falloff Point B, since Falloff Point A is now the nonsensical -40 meters away.
That damage reduction effect compounds to mean that for targets that need to be defeated by reducing their health to zero; namely plague hearts, hostile humans in Dread or Nightmare Zones, or for Juggernauts, who absorb a specified total amount of impact before becoming vulnerable to finisher moves, suppressed weapons at close range are anywhere from 62.5% as useful as they should be, at point-blank range, to 25% as effective as they should be, at falloff point B or farther.
Falloff Point B is different for different calibers. Note that suppressors are currently intended to reduce these numbers by half, for calibers they’re compatible with.
These rules do not apply to integrally suppressed weapons - such as the Echo S4-SMG, which have hand-tuned numbers and don’t use the multiplier behavior of detachable suppressors.