Welcome to 2021 and our first update for the year! This update is mainly focused on introducing our new player account system - Avalanche Apex Connect - as well as some world revamp work and quality of life fixes after the December update. Check out the details below so you can learn more about what we’ve done!
As always, we look forward to your feedback so let us know once you jump in and give things a try!
Additions & Improvements
Avalanche Apex Connect We have a player account system that we’re rolling out that is completely optional to your experience. Specifically, we have 3 different ways in which you can interact with this system:
Opting Out - Having an Avalanche Apex Connect account is not required to play Generation Zero, but you won’t be able to utilize Assignments Limited Account - With a Limited Account, you’ll be able to access our new Assignments system and are not required to provide an email address. Engaging with the Assignments system requires you to be online. Full Account - A Full Account grants you access to the Assignments system and gives you our new Cyberpunk outfit. You will need to be logged in / online to keep access to both of these. With this account we do ask for your email address, so we can verify you as a player and contact you later with game news and other potential benefits down the road.
Assignments Assignments are repeatable missions that refresh periodically so you can earn rewards - like ammo, crafting materials, etc. This is another way for you to get resources while you play! Again, this does require you to be online, however, as this system is driven by our backend services. To pick up your Assignments, find the nearest FMtel station and activate them there. Your active Assignments can then be tracked on the Assignments tab in the menu. The FMtel stations are scattered throughout the world but can often be found around safe houses.
Your feedback on what works well, what doesn’t, and what you’d like to see will directly impact where we take this in the future - so do let us know!
Save Game Backup Improvements In an effort to improve how we handle game saves, particularly when things go bad and your save game gets corrupted, we have changed the flow of game saves.
Previously the game would save to the backup continuously while playing, e.g. when fast traveling or changing something in the inventory, etc. Of note, the game would save to the backup even if the main save data had become corrupted.
Now the game will only save to the backup on booting the game when the main save is successfully loaded. And as described above, if the main save can’t be loaded and has become corrupted, the backup save will be loaded instead.
We hope this change improves the likelihood that you’ll be able to recover from a bad save, even if it means you may lose a bit of playtime. Please let us know if you continue to encounter problems so that we can keep looking for ways to improve the system!
Farmlands Region Update Our continued efforts to revamp the game world have moved into the North Eastern part of the Farmlands region. Just like in the past, we’ve given the area a facelift and made it look more lived in to help provide that sense of a fuller, more robust world.
That said, just general updates don’t do it justice. There are some rather interesting things to take note of in this area. As we look towards what else may be happening in Östertörn, this region of the map holds some clues to provide more of that world context.
Bug Fixes
Animation, Art, & Audio
Fixed an issue where you could fire the N9 while it was spinning
Fixed an issue where the lighting on the one crown variant of the N16 in the inventory was especially harsh
Fixed an issue where sometimes water waves could be heard inside apartments that were not near water
Fixed an issue where sometimes rain sounds could be heard inside the Överby Airbase
Fixed several LOD and object flickering issues
Crashes
Fixed an issue where the game host would sometimes crash after a friend joins them via the in-game friends list
General improvements to stability
Machines
[Community Report] Fixed an issue where defeated machines could sometimes “revive” with negative health after a player fast-traveled away, and back to, an area
Fixed an issue where the Harvester drop pods were not showing when reinforcements were called in
Fixed an issue where the Reaper could be stunned during its thermobaric attack
Fixed an issue where the Reaper could sometimes perform 2 thermobaric attacks back-to-back
Fixed an issue where some machines would not patrol like they were supposed to
Missions
[Community Report] Fixed an issue where the truck in the main mission “Clearing the Path” could become invisible and non-interactable
[Community Report] Fixed an issue where the ammo crates in the side mission “Fuel to the Fire” would not appear if a player died before looting them
Fixed an issue where players have been unable to complete the FNIX Rising mission "Good Night" due to the Rival not dropping the vision module
UI
[Community Report] Fixed an issue where map icons for previously discovered areas had disappeared
[Community Report] Fixed an issue where after placing a weapon with attachments into your storage, when removing the item the attachments would appear to be attached but they were not
Fixed an issue where the interaction prompt for the bicycle station near side mission “Face of Adversity” was offset
Fixed an issue where the Hazard suit gas mask was not providing the gas mask UI overlay
Weapons
[Community Report] Fixed an issue where the gun would become offset to the left when aiming down sights on the .44 Magnus Revolver
[Community Report] Fixed an issue where the world became blurry when aiming down the sights of the Experimental PVG 90
Fixed an issue where the N16 had overly strong recoil when using the 1-4x rifle scope
Fixed an issue where part of the slide of the N9 did not slide backward
Fixed an issue where the iron sights for the N16 were misplaced
Fixed an issue where the muzzle flash from the N60 was too high with the silencer equipped
Improved the N16 to sound a bit beefier
World
Fixed an issue where placeholder medkits assets appeared in-game
Fixed an issue where there was too much smoke in a house at the Guteby Farm
Fixed an issue where two locations had the same name - now updated so that the Airport in the Forest Region remains “Anl 129 Viggohem” and the safe house in the Farmlands is now “Anl 144 Vidsele”
Fixed a few instances of players getting stuck on objects
Fixed several issues of terrain and objects clipping through other objects
Fixed several issues of floating objects
Fixed several visual holes in the world
Fixed several instances of excess, or missing collision
General
[Community Report] Fixed an issue where the Achievement / Trophy “Running Wild” wasn’t always correctly counting cars that a player destroyed
Known Issues
We’re highlighting a few issues below that we know are pain points so that you know we are investigating them. There are definitely more than are listed here that we’re looking into.
While we fixed an issue for some machines not patrolling, this still happens for the Harvester
If another player who does not own the U.S. Weapons Pack DLC picks up one of the weapons dropped by someone who owns the DLC, the weapon will disappear for both players
The DLC icon for the U.S. Weapons Pack is not appearing on all quality levels of the weapons, only the initial items you receive
The “Distance Traveled” statistic is not properly tracking distance traveled
Players will get stuck in a room when fast traveling/spawning into the Påskallaholm Safehouse
Rivals sometimes die / disappear without any player interaction
The drop rate for US Weapons Pack weapons is lower than desired, being tweaked in the future
Hello there! I hope you’re ready for a game update because today we have one.
The update is coming your way next week, and will contain some general improvements and QoL fixes coming off our December update. Not everything we’ve seen or heard about since December has been addressed, but in our upcoming Known Issues list, you can see what we’re aware of and looking into.
That said, we do have a big new introduction to the game that we want to provide clarity around when this update goes live - our new account system: Avalanche Apex Connect
As you may have seen in our other Systemic Reaction game, Second Extinction, we have a player account system that we’re rolling out. It’s completely optional to your experience but does grant you access to some benefits if you do decide to participate. Specifically, we have 3 different ways in which you can interact with this system:
Opting Out - Having an Avalanche Apex Connect account is not required to play Generation Zero, but you won’t be able to utilize Assignments.
Limited Account - With a Limited Account, you’ll be able to access our new Assignments system and are not required to provide an email address. Engaging with the Assignments system requires you to be online.
Full Account - A Full Account grants you access to the Assignments system and gives you our new Cyberpunk outfit. You will need to be logged in / online to keep access to both of these. With this account, we ask for your email address, so we can verify you as a player and contact you later with game news and other potential benefits down the road.
So what are these Assignments, you ask? Well, they’re repeatable missions that refresh periodically so you can earn rewards - like ammo, crafting materials, etc. We wanted to introduce another method for you to get resources while you play the game as usual. Basically, you’ll get more just for doing your normal day-to-day routine! Again, this does require you to be online, however, as our backend services drive this system.
This is the first step for us in keeping the game fresh and an element we want to expand on in the future. As you can imagine, your feedback will help direct us in how we continue to flesh this out over time. This is just the start of new and exciting things!
Last thing before we leave it for this week is that we will have a new Product Owner joining the team - Zach! You’ll start to see/hear more from him starting next week as he grabs the helm for Generation Zero’s future.
See you all next week for the update, and here’s looking forward to your feedback! The Generation Zero team
We’re back, and we’re excited to kick off a new year for Generation Zero!
At the tail end of last year and the early weeks of this year, we’ve been working on some new stuff that we’ll soon be rolling out to everyone. We’ll give a more exact date once we’ve gone through the Certification process - although we do want to share some of it with you now!
A continuing trend that you’ve likely noticed is that we keep updating the game world to feel more lived-in, interesting, and compelling to explore. In our next update we’ve kept up the pace with those improvements and you’ll see our handiwork in the Eastern part of the Farmlands region.
Aside from giving areas a general facelift or improving safehouses in the area, you’ll also start seeing some other new elements that were definitely not there before. This includes some rarely seen things that may hint at other happenings in the world of Östertörn...
Anyway - we’ll speak more in depth on what else is in store soon. And with that said, here’s to the start of a great year!
Our final update before the end of the year dropped last week, and with that came a whole host of general fixes and improvements. But in this news update, we want to bring you more information about the brand new U.S. Weapon Pack!
This new offer provides more options if you’re looking to spice up your approach to the fight against the machines. As for how you’re able to get your hands on these weapons, well, let’s just say that others in the world have noticed...
Since the fateful day of the "Cataclysm", NATO and the USSR have each been closely monitoring the situation in Sweden, raising their preparedness levels and weighing options.
When NATO obtained proof that survivors were hiding in multiple locations in Östertörn, they passed resolution "Reaction: Phase 1" as an urgent, temporary solution: large quantities of standard-issue weapons used in the American military were to be dropped all over Östertörn to offer immediate assistance and support to the various groups of survivors.
Mid-tier versions of these three US weapons will now be available in any PLUNDRA storage box on Östertörn; if you are new to the game, you will find them in the storage box at the Iboholmen Church. Higher tier versions of the weapons can also be found by defeating and looting enemies. These weapons are:
N9 Handgun
- A proven, medium-power 9mm semi-automatic pistol. Standard-issue pistol for the US Army. Good for short-range encounters and as a last resort when your main weapon runs dry.
N16 Assault Rifle
- Standard-issue assault rifle for the US Army. Easy to handle and equipped with a burst fire. Excels at medium to long range encounters due to its accuracy, sight options and fire mode versatility.
N60 Machine Gun
- The N60 is a powerful and stable general-purpose machine gun used by the US Army since the late 1950s. Suitable for short to medium range encounters where accuracy is secondary to being able to sustain a high rate of fire without frequent reloads.
The final update before the end of the year is here! In this patch, we’re bringing along some general fixes and improvements to the game to keep things in good shape before we roll into 2021. This update also prepares the game to enable the new U.S. Weapon Pack DLC that is coming soon - so be on the lookout!
From all of us on the Generation Zero team to you, Happy Holidays!
Additions & Improvements
Here are some things that we wanted to give a little extra attention to, and that we believe makes your experience just a little bit better!
[Community Feedback] Added option to turn off heart beat sound when sprinting
Several locations added or revamped in the NW part of the Farmlands Region, with custom narratives and a few surprises!
We added directional signs in all major bunkers to help you avoid getting lost!
Weapon damage against environment objects has been tweaked to better match damage to machines
Inventory weapon stats tweaked in the Inventory UI to better align to gameplay feel - weapons have not been rebalanced, we’ve just updated the stats that you see
Melee weapons now have a charge indicator
Inventory items now sort by quality level
The name of a Collectible is now displayed in the HUD when picking it up
Rival name plates are now displayed for dead Rivals when aiming at them
Bug Fixes
Animation, Art, & Audio
Fixed an issue where weapons would still appear while players were performing emotes
Fixed an issue where no animations were playing for other players when you were using the Crafting Station
Fixed an issue where the melee attack animation would be looping after you were ragdolled by an exploding car
Fixed an issue where no animation played when going from prone to running if you were holding a piece of equipment
Fixed an issue where the out of breath sounds persisted after being downed from falling damage
Fixed an issue where destroyed Ticks could sometimes still be heard as if they were alive
Fixed an issue where players would rubberband on screen when trying to sprint and melee attack at the same time while being out of stamina
Fixed several LOD and object flickering issues
Crashes
Fixed some instances of players crashing when joining a Friend’s multiplayer session
General improvements to stability
Machines
[Community Report] Fixed an issue where Military class Tanks had an Apocalypse class mortar cannon underneath it’s regular mortar
Changed the spawn location for the Reaper in some instances so as to not put it in areas where it was prone to getting stuck
Fixed an issue where sometimes Ticks would not play their death animations
Fixed an issue where sometimes the light effects from Ticks would remain in place after the Tick was destroyed/despawned
Fixed an issue where destroyed Ticks could sometimes still be struck with the Experimental Sledgehammer and give it charge
Fixed an issue where Tanks sight was unaffected by having its optic components destroyed
Missions
[Community Report] Fixed an issue where the Rival Vision Module was not dropping during the main mission “Good Night”
[Community Report] Fixed an issue where a fence was blocking access to the lighthouse in the side mission “A Light in the Dark”
[Community Report] Fixed an issue where machine waves weren’t spawning in the Main Mission “Tidal Wave”
[Community Report] Fixed an issue where the objective marker to kill machines was staying on some machines after they were destroyed in the main mission “For the Sick and Injured”
Fixed an issue where the first objective marker for the main mission “Piece by Piece” was not showing on the map or the compass from far away
Fixed an issue where the objective marker for the main mission “Tidal Wave” was still showing on the map after the mission had been completed
Fixed an issue where the objective marker for the main mission “Good Night” was still showing on the map after the truck had been destroyed
Fixed an issue with the interaction point on Fredrik at the Ringfort
Fixed an issue where some players were unable to finish the side mission “Never Trust Anyone” due to a missing schematic
UI
[Community Report] Fixed an issue where the Reaper’s components wouldn’t show up in your tech view after having picked up the blueprint
[Community Report] Fixed an issue where the magazine icons for the HP5 and Kpist were switched
Fixed an issue where a French text string would play if you exceeded your crafting storage capacity while recycling items regardless of your set language
Fixed an issue where areas on Himfjäll were incorrectly labeled as “Homesteads” instead of “Settlements”
Fixed an issue where tracked beacons that were destroyed could not be untracked
Fixed an issue where the location of the mission was missing from the mission description for all FNIX Rising missions
Weapons
Fixed an issue where the red light cooldown effect for the Experimental Sledgehammer was still showing in-world after triggering an emote or riding a bike
World
The bridge at Boo has returned!
Fixed an issue where a large boulder made it somewhat difficult to spawn a bike at the bike station for the side mission “In The Face Of Adversity”
Fixed an issue where the side mission icon was used for the Bergaskeppet nature site
Fixed an issue where cars and tractors that were on fire did not deal fire damage
Fixed an issue where some villas’ light switches didn’t work
Fixed a few instances of players getting stuck on objects
Fixed several issues of terrain and objects clipping through other objects
Fixed several issues of floating objects
Fixed several visual holes in the world
Fixed several instances of excess, or missing, collision
General
[Community Report] Fixed an issue where player hitboxes while prone and crouched were acting as if the player was standing
[Community Report] Improved how Collectibles are recorded so that players who pick up Collectibles in someone else’s game will have that recorded in their game, rather than it previously being recorded for the game host, not the player picking up the item; this fixes issues retroactively as well
[Community Report] Fixed an issue where pop-ups for online services for consoles were incorrectly being displayed when players were playing solo
[Community Report] Fixed an issue where sometimes when switching between characters after using the Crafting Station, custom apparel choices would carry over from one character to the other
Fixed an issue where Seekers were dropping Vision Modules at a 100% drop rate if destroyed by a melee weapon
Fixed an issue where the Reaper Rival could be looted more than once
Fixed an issue where the Xbox controller was vibrating louder and faster than intended when hip-firing
Fixed an issue where a player would have infinite stamina after being revived with an Adrenaline Shot
Changed the requirements for Tier 4 of the Eagle Eye Challenge to be 375 meters, down from 400
Clarified which doors can be lockpicked vs. doors that need a key
Known Issues
We’re highlighting a few issues below that we know are pain points so that you know we are investigating them. There are definitely more than are listed here that we’re looking into.
If another player who does not own the U.S. Weapons Pack DLC picks up one of the weapons dropped by someone who owns the DLC, the weapon will disappear for both players
The DLC icon for the U.S. Weapons Pack is not appearing on all quality levels of the weapons, only the initial items you receive
If a scope is attached to the Magnum, when aiming down sights the scope will be off-centered making it difficult to aim properly
The Interaction prompt is somewhat offset at the Vehicle Station near side mission “In the Face of Adversity” in FNIX Rising
Side mission icon incorrectly used for world location near Dyrboslätten in the Farmlands
In rare cases, if a Host travels extremely far away from the Truck and travels back, the Truck will not respawn for the Host, a workaround is to re-create your game session (quit game, then continue)
The “NUM/” and “NUM*” keys have issues with being re-bound on German keyboards
The reinforced truck can be inadvertently pushed off course by players or machines, but it will reorient itself
Some players are unable to complete “The Hellmouth” and “For the Sick and Injured” due to Machines not being correctly counted when destroyed
Some players are unable to complete “Science of Deduction” if they trigger the cave-in sequence before actually completing the Mission
Some players may be unable to complete the Minken Bunker Mission even after they are able to gain access while having only 2 out of 3 keys; a potential workaround is to restart your game session (close program, then relaunch)
It’s creeping closer to the end of the year and we hope everyone is doing well!
Since the update we’ve been getting some new bug reports in, and we’re already tackling as many as we can before the next update - including a pesky one that we’ve fixed around problems gaining access to the lighthouse in the "A Light in the Dark" side mission. That one was annoying a lot of players, but a fix is on the way!
On the feedback side of things, there has been lots of activity lately - both in our social channels and in-game, which feels great! We’re able to see and hear a lot of feedback that can only help us down the road.
On that topic, we’re conducting a player survey that we’d love for you to take, as it helps provide some feedback for us in specific areas! Now is the time to let us know what you think and feel about the game so that we know where you stand on certain topics. It’s an amazing learning experience for us so that we know what you like, don’t like, or are looking forward to!
We’re always excited for what you have to say so that we can keep trying to make Generation Zero the best it can be!
Happy fall, everybody! For many of you, the weather is starting to look a bit more like it does in Östertörn. And for a fair amount of the team here, this is our favorite time of year!
But let’s talk about how things are going in-game after our latest update from last week.
We’re delighted with the reactions we’re seeing! The additions we’ve made to Crafting seem to have delighted lots of people as it alleviates a bit of the hunt for those specific items - providing more control over your path through the game by putting options in your hands. Of course, if there are more things you’d like to see us do with the Crafting system, do let us know!
When it comes to the Reaper - oh wow, plenty of excitement there from all of you! We love seeing the videos and images you’re sharing of fighting and besting this formidable new Rival. Impressive work for those of you who jumped on it first thing and took it down in the early few days after the update went out. It’s always a sight to see how quickly players can find ways to take on the challenges in front of them.
And while we squashed some bugs, we are aware that our job is never done on this front, so we’re continuing to look into your reports. We’re tracking some new issues that have cropped up, like some around Rival spawning, and we’re always looking at older ones that are still causing headaches in game.
Thanks again for all of your enthusiasm around this latest update - and do let us know what is working well and what isn’t so we can keep improving the game for you!
Our latest update finally brings FNIX Rising to PS4 and a brand new update for all platforms at the same time! If you’ve missed it in the past, you can find what was included in FNIX Rising here via our old patch notes. But for this update, let’s talk about the new stuff and the fixes!
New Enemy: The Reaper Rival
A new challenger appears! The Reaper has entered the battlefield and is looking to take on the most formidable players.
There is a chance for the Reaper to spawn if a Region has seen an overwhelming amount of action and climbed to Region Level 21 or above. The higher the region level, the higher the chance for the Reaper to appear! Worth noting, the Reaper is unique, so don’t expect to see more than one at a time on the map.
As for what this new foe brings to the table - well, that’s for you to find out! The abilities of the Reaper we’ll leave up to you to discover, although we know you’ll figure out its secrets in due time. And the same goes for what loot the Reaper drops - we’ve shared some teasers and gameplay of the Experimental Sledgehammer that you can get, but that’s not all that can be looted.
Lastly, this enemy aims to provide a strong challenge for teams of players and isn’t something that one should take on alone. So bring a friend, or two, or preferably three, to fight FNIX's most formidable machine yet!
More Additions & Improvements
Outside of the Reaper, we’ve been working on some other game elements that we think you’ll enjoy.
Firstly we’ve continued our round of updates to the game world, and we expect many of you to very quickly notice more changes to the Farmlands region. It looks like something BIG happened there and has caused plenty of destruction. It might be unknown what caused this at first glance, but walking around the area may give you some clues.
We’ve also kept on track with expanding the Crafting system by releasing some very requested aspects - crafting your own ammo and first aid kits! Yes, now you’ll be able to gather resources and start crafting more of the things you need to survive the harsh Östertörn winters battling menacing machines.
With all of our new additions, we ask that you give us feedback on what you like or don’t like so that we can keep looking to improve the game for you.
Improvements
Here we go - the things we’ve tweaked in this latest update. Many of which were taken from your feedback!
[Community Report] We’ve toned down the number of reinforcements that a Harvester can call in
[Community Report] Improved the ability to crouch and / or go prone in certain situations so that you feel like you properly fit into the area you’re hiding near
[Community Report] Item slots will remember your last equipped item, so if you run out of first aid kits and then loot one more, it will automatically be assigned to the same slot
We changed the way that the Stamina Bar looks and feels
Bug Fixes
Animation & Art
Fixed an issue where the transition between sprinting and walking could be somewhat jarring
Fixed an issue where items would “jump” from one hand to the other when swapping from a weapon to an item
Fixed an issue where a player would appear to be aiming their gun and standing while riding a bike
Fixed an issue where Calle’s hair would look weird in specific lighting
Fixed an issue where the explosion at the end of “We are the Resistance” could flicker drastically
Fixed an issue with scopes clipping into the weapon model for the Automatgevär 5
Fixed an issue where the Hazard Jacket would block part of the screen when switching weapons
Fixed an issue where a detached part of a destroyed Apocalypse Class Tank would be transparent from certain angles
Fixed an issue where the wrong key 3d model was used in the main mission “Flying Blind”
Fixed several LOD and object flickering issues
Crashes
Fixed a crash when players would jump and use a quick slot button at the same time
Fixed multiple crashes when various combinations of a host or client(s) would exit to main menu in a multiplayer session
Fixed a crash during the multiplayer join sequence for the player joining
Fixed various out of memory crashes
Machines
Fixed an issue where in some instances, Tanks would walk into hangars
Fixed an issue where Tanks could get stuck and behave oddly near the Hotel on Himfjäll
Fixed an issue where the Tank would sometimes use the wrong weapon for the situation
Fixed an issue where the incendiary machine gun rounds from a Tank would not properly spread to players who were near each other
Fixed an issue where Hunters were still able to fire back while staggered by the Experimental 12G Pump-Action
Fixed a few more instances of Machine corpses floating or sliding away
Fixed a few instances of Hunters not properly repositioning when a player is behind cover
Fixed an issue where Hunters were continuing to fire their weapon even though they did not properly have line of sight on a player
Fixed an issue where Harvesters were repeatedly firing missiles
Fixed an issue with some Ticks using the wrong explosion type in certain instances
Fixed an issue where sometimes melee weapons would not deal damage in multiplayer games
Missions
[Community Report] Fixed an issue where machines were not properly spawning in for the Alpine Unrest side mission “Normal Lives,” blocking progress
[Community Report] Fixed an issue where a mission step for “Fighting the Future” in FNIX Rising could be triggered and completed before the mission started, blocking progress
[Community Report] Fixed an issue where machines were not properly spawning in for the FNIX Rising main mission “Where the Sun Sets”, blocking progress
[Community Report] Fixed an issue where machines were not properly spawning in for the FNIX Rising main mission “Tidal Wave”, blocking progress
[Community Report] Fixed an issue where Rivals were not properly spawning in for the FNIX Rising main mission “Piece by Piece”, blocking progress
Fixed an issue where the objective icons for destroying the supplies were offset from the items in the main mission “Refueling”
Fixed an issue where a side mission icon was incorrectly being used in the Alpine Unrest main mission “The Hellmouth”
Fixed an issue where no map icon appeared for the Tank you needed to destroy in the Alpine Unrest side mission “Last Resort”
Fixed an issue where the interaction point appeared behind Anita in the Alpine Unrest main mission “For the Sick and Injured”
Fixed an issue where machine corpses could prevent the spawning of the truck in the FNIX Rising main mission “Wages of Fear”, blocking progress
Fixed an issue where machines would not properly respawn after failing the FNIX Rising main mission “Wages of Fear”, blocking progress
Fixed an issue where no map icon appeared for talking to Calle during the FNIX Rising main mission “Wages of Fear”
Fixed an issue where no compass icon was shown when tracking the FNIX Rising side mission “In the Face of Adversity”
Fixed an issue where map icons would not show up unless you opened and closed map during the FNIX Rising side mission “In the Face of Adversity”
Fixed an issue where the “lootable” icon would not disappear after looting the reward during, or even after finishing, the FNIX Rising side mission “In the Face of Adversity”
Fixed issues around objects popping in late on low graphical settings, causing players to not see the proper path to complete the race during the FNIX Rising side mission “In the Face of Adversity”
Fixed an issue where you would instantly fail the FNIX Rising main mission “Tidal Wave” a second time after failing it the first time
Fixed an issue where an erroneous side mission icon would appear during the FNIX Rising main mission “Tidal Wave”
Fixed an issue where the objective to kill machines would not properly update during the FNIX Rising side mission “Fighting the Future”
Fixed an issue where an interaction point in the FNIX Rising side mission “Strength in Numbers” was hard to interact with
Fixed an issue where an icon would incorrectly appear in-world for some of the FNIX Rising missions, instead of only the map and compass icons
Fixed an issue where there were inconsistent use of mission icons for various FNIX Rising missions
Fixed an issue where sometimes during multiplayer, destroying a single machine for a mission objective would count as 2
Fixed an issue where other players could not see the hacking device when they were planted in the FNIX Rising main mission “Test Run”
Fixed an issue where sometimes the timer would not appear during the FNIX Rising main mission “Good Night”, causing confusion
Fixed an issue where the timer would disappear during the FNIX Rising main mission “Good Night”, causing confusion during the explosion
Tweaked the Classes and numbers of Machines that are spawned for many of the missions in FNIX Rising to bring them more in-line with the world spawned machines
UI
[Community Report] Clarified the requirements for the “Brain Power” Challenge in the Truth tree to eliminate confusion
[Community Report] Players are now able to rebind the Prone key
[Community Report] Fixed an issue where binding Q to strafe left would not work when aiming down sights or using binoculars
Fixed an issue with the final tier of the “Off the Grid” Challenge in the Scout tree counting Harvester kills incorrectly
Fixed a few instances of the radiation damage icon not properly showing on a player’s screen when they are under its effects
Fixed an issue where damage over time effect icons were not showing on a player at all if they got on a bicycle
Fixed an issue where the Crafting tutorial would only trigger if you found a schematic in the world, instead of from anywhere (ex. looting a machine corpse)
Fixed an issue where sometimes tracked Rivals would not have their icons appear on the compass
Fixed an issue where text could not be copied from the in-game chat
Fixed an issue with some extra magazines would show up when viewing weapons in menus
Fixed an issue where you could appear to store Crafting materials in you item Storage instead of your Crafting Storage
Fixed an issue where voice chat prompts would overlap with the quick slots
Fixed an issue where the button actions would not properly update when switching between your Inventory and your Storage item lists while looking at your Storage
Fixed an issue where sometimes Ticks with no loot, were lootable
Fixed an issue where the spawn location toolbar would remain on screen if the player was revived while viewing the map to pick a spawn location
Fixed an issue where sometimes the revive or spawn location toolbar would remain on screen after dying
Fixed an issue where bicycle icons were sticking on the world map and in-world even after a player tried to spawn multiple bicycles
Fixed an issue where players could get stuck watching the Credits at the end of FNIX Rising if they had the chat window open when the Credits start
Fixed an issue where the weight the player was holding was inconsistent between the Storage Box and the Resource Storage
Fixed an issue where the Shoes icon for the Apparel Crafting Station was incorrect
Fixed an issue where sometimes there would be missing text for interaction prompts if the “Hold to Interact” setting was set to Off
Fixed an issue with icons and interaction prompts appearing on other players bicycles
Fixed an issue where the “Salute” and “Air Punch” emotes were using the same icon
Fixed an issue where Stenmyra had two icons
Weapons
Fixed an issue where a player’s aim would not be affected by running out of stamina while holding their breath for a sniping shot
Fixed an issue where swinging melee weapons would generate too much noise and would end up alerting far away enemies
World
[Community Report] Fixed an issue where some players could not see, or be affected by, machine weapon fire
[Community Report] Fixed an issue where some first aid kits found in the world had the wrong model for the item that was actually being picked up (ex. Advanced First-aid Kit 3d model, but when looted, it was a Standard)
[Community Report] Fixed an issue where the Gnome at Måsskär Radar Station would automatically be picked up when an explosion was triggered
[Community Report] Fixed an issue where some hand-placed items in the world could only be picked up by the first player to grab them in a multiplayer game, when everyone should have access to it
[Community Report] Fixed an issue where players would fall through a section of the bridge North of Stenmyra and on the bridge at Himfjäll
[Community Report] Fixed an issue where some windows could be pushed right off of the house
[Community Report] Fixed an issue where players could get stuck in a tent at Brevikens Camping
Fixed an issue where the explosions at Måsskär Radar Station would only play, and deal damage to the player that triggered them, leading to a mismatch in experience for all players in multiplayer
Fixed an issue where weapons would sometimes shake like crazy in players’ hands when they first join a game, especially melee weapons
Fixed an issue where players could throw Field Radios behind locked doors in order to bypass them
Fixed an issue where some NPCs in FNIX Rising could be pushed around their room
Fixed an issue where a destroyed container door on the ground could be interacted with (and would open!)
Fixed an issue where some fires were not causing fire damage
Fixed a few instances of weather appearing indoors
Fixed a few instances of players getting stuck on objects
Fixed several issues of terrain and objects clipping through other objects
Fixed several issues of floating objects
Fixed several visual holes in the world
Fixed several instances of excess, or missing, collision
General
[Community Report] Fixed an issue where it was quite common to get a “Failed to Connect” message when attempting to play multiplayer
[Community Report] Fixed an issue where the Fashionist achievement was not unlocking properly
[Community Report] Fixed an issue where the Final Countdown achievement was not unlocking properly
Fixed an issue where sometimes the Eagle Eye challenge from the Survivor tree would be granted to you after another player actually completed the action
Fixed an issue where a player could still join an “Invite Only” game of a friend if they had the “Friends” Menu open before the first player changed the game setting
Upped the max Region Level to 25 from 20
Added a Blueprint Collectible for the Apocalypse Class Harvester to the world
Various text tweaks for clarity, brevity, or eliminating clutter
Known Issues
We’re highlighting a few issues below that we know are pain points so that you know we are investigating them. There are definitely more than are listed here that we’re looking into.
The bridge at Boo has gone missing, but it will be returning in the next update
Missing structures and holes in the ground at the FOA2 base near Norrmyra Artillery Base will cause players to get stuck if they fall in, fast traveling out of the hole is possible and will be fixed in the next update
Side mission icon incorrectly used for world location near Dyrboslätten in the Farmlands
Large boulder makes it somewhat difficult to spawn bike at bike station for side mission “In The Face Of Adversity”
In rare cases, if a Host travels extremely far away from the Truck and travels back, the Truck will not respawn for the Host, a workaround is to re-create your game session (quit game, then continue)
The “NUM/” and “NUM*” keys have issues with being re-bound on German keyboards
Destroying the sight organs of a Tank does not impair its sight ability
The reinforced truck can be inadvertently pushed off course by players or machines, but it will reorient itself
Some players are unable to complete “The Hellmouth” and “For the Sick and Injured” due to Machines not being correctly counted when destroyed
Some players are unable to complete “Science of Deduction” if they trigger the cave-in sequence before actually completing the Mission
Some players may be unable to complete the Minken Bunker Mission even after they are able to gain access while having only 2 out of 3 keys; a potential workaround is to restart your game session (close program, then relaunch)
It’s that spooky time of the year and we want to celebrate that. From today up to November 5th we’re making GZ just a little bit spookier! :ghost: Machines can during this time drop exclusive Halloween themed items for you to use in game. Better get out and get it while it lasts - The event is limited time only and will end at 10.00 CEST Thursday.
We missed some crashes with our Xbox Hotfix. When we tested it, there were some very low reproductions of a very particular instance that we saw - but nothing like what is being reported.
Since then, we’ve seen the reported crash reports come in and tried some new tests alongside some of our more recent work on the PS4 side (to fix the outstanding multiplayer issues we’re having) and saw the cause of the issue. Oddly, this difference in versions between the Xbox and PS4 helped us find the issue.
We had done a whole host of new updates on PS4 that were working there, and when we started poking around in the ways Xbox players were mentioning, we saw it start to happen way more commonly in our in-development PS4 build. Then, we found a key bit of info there that we could reliably use to start reproducing the issue with 100% accuracy. We had found the problem!
Unfortunately, when we thought we had a fix ready to go earlier this week, as we were doing our release testing, we started to see new issues start to happen. And digging into those we saw that the bug we squashed was actually just one head of a multi-headed hydra of bugs that were lurking in the shadows. Basically the fix caused more issues than it solved. So we’ve had to undo it and start over again. Sometimes that’s how things go.
The good news is, that we’ve been able to sort out most of the PS4 related issues we were having earlier which means we’re a little bit closer to FNIX Rising on PS4. Our goal is to fix the few remaining issues we now see both in the live Xbox version and the unreleased PS4 version and get them in your hands ASAP.
We’ll continue to update you as we have been across our social channels, our live streams, and here in these updates. You’ll hear more from us next week as things progress.