|OT| Generation Zero (Avalanche Studios) - Swede to the robo 80s

prudis

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Generation Zero


Generation Zero is out on March 26th for PC, Playstation 4 and Xbox One.
The beautiful world of Generation Zero is fully explored in this release trailer, showing off environments, the mysterious machines and much more. Whether you play alone of team up with three friends, will you be able to unravel the mystery and survive this alternative 1980s Sweden?

Welcome to 1980’s Sweden. The local population has gone missing, and machines of unknown origin roam the streets. Explore this vast open world to unravel the mystery of the invaders, perfect your fighting strategies and prepare to strike back. In Generation Zero, living is winning.
  • Survive in a Hostile Open World: Take on missions and challenges throughout the open world to unravel more of the mystery, while scavenging for weapons and supplies to help you stay alive

  • Get Ready. Then Fight Back: Tactfully combine weapons, skills and equipment, to lure, cripple, and destroy your enemies.

  • 1-4 Player Seamless Multiplayer: Play alone, or team-up with up to three friends as you collaborate and combine your unique skills to take down enemies.

  • Stealth and Strategy. Co-Operate to Live: Some enemies are too powerful to attack head-on, which is when you should adopt stealth tactics by moving silently, exploiting the enemy’s senses and using the environment to your advantage.

  • 1980’s Nostalgia: Among the loot, you will find outfits and hairstyles to recreate your favorite 1980s style to take on the machines in style.
Announcements:

Dev Diaries:

Streams:
 
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Krakn3dfx

Sean Murray Apologist
Dec 17, 2018
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On my wishlist, definitely seems interesting. The robots seem a little generic, but if the world is interesting, it's not a deal breaker. Hopefully there's a lot they haven't shown us as well as far as weapons and enemy variation.
 
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Ex-User (119)

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game is very good, its made by the mad max team, the loot aspect is great chests etc if your in co op they will be seperate loot (you can drop anything u want though) if the item is placed you then have to choose who takes it etc, they are adding lots of extra encounters and other features fairly soon after release too. the game is fully singleplayer as well as co op, their is a semi base building aspect but nothing like fallout 4, their is a underlying story / path but theres also story things u can unlock by finding them hidden too.

the founder of avalanche is also leaving studio once this game release which is interesting from a stand point of looking at rage 2 etc
 

Krakn3dfx

Sean Murray Apologist
Dec 17, 2018
63
134
33
Denver-ish, CO
game is very good, its made by the mad max team, the loot aspect is great chests etc if your in co op they will be seperate loot (you can drop anything u want though) if the item is placed you then have to choose who takes it etc, they are adding lots of extra encounters and other features fairly soon after release too. the game is fully singleplayer as well as co op, their is a semi base building aspect but nothing like fallout 4, their is a underlying story / path but theres also story things u can unlock by finding them hidden too.

the founder of avalanche is also leaving studio once this game release which is interesting from a stand point of looking at rage 2 etc
Any idea if the servers for coop are P2P or hosted or if there are any micro transactions?
 
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prudis

prudis

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AN UPDATE FROM THE GZ TEAM
Published on 2019-03-28
Hello everyone, and welcome to the world of Generation Zero.
Our team is excited to invite you into our home, the backyards and beautiful forests of 1980’s Sweden. While we have a wide variety of backgrounds and experiences within our team, we all hope to bring you a taste of where we currently live - albeit in an alternate 1980’s setting. This is when many of us grew up, at the start of the Information Age, alongside radical threads and big hair. For those of us who didn’t grow up in the 80’s, the sense of wonder and imagination while playing outside is still a universally strong, relatable memory.

We hope that you find yourself able to jump back into the past with us, into this world of exploration and mayhem. Whether your time is spent unraveling the mystery behind the Machines or finding fun and interesting ways to destroy them; Whether you prefer to play with a full crew of friends or solo, we know you’ll find your ideal way to play.

What we want you to know is this: the Generation Zero team is passionately committed to making this world bigger, better, and even more exciting. With a mix of both free and paid content, you can expect intense new PvE challenges, more ways to modify your loadout and style of play, terrifying updates to enemies, expansions to the story, and of course bigger hair and even more radical threads.
But for now most of our focus is on collecting information and prioritizing/fixing the bug reports from all of you. We’ve made good progress so far via two PC hotfixes and one Xbox patch deployed since launch, with further updates coming in the future.

We’ve also heard several common points of feedback that the community agrees on so far, and we’re already digging into how to make improvements - such as machine behavior or clearer co-op progression. Outside of the above-mentioned bug fixes and future content that we’ve planned, we aim to incorporate community feedback into our plans so that we can make the improvements you want to see.

So please, keep talking to us and let us hear from you about what you’d like to see Generation Zero do next. We’re on this journey together, and remember...

LIVING IS WINNING!

//The Generation Zero Team
Generation Zero |
 
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prudis

prudis

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NEWS FROM THE TEAM - MAY 3RD
Published on 2019-05-03

Hello everyone, it’s been just over a month since launch and we’d like to do a quick recap as well as update you regarding our focus for the near-future.
In mid-April we pushed out a patch with the aim of bug-fixing as many things as we could in the short period following our Launch. At the same time, we made some tweaks to machine behavior and adjusted the drop rates for the Adrenaline Shot with the intent to make the game more challenging - which is closer to our originally planned design. Unfortunately, we tweaked the Adrenaline Shot a bit too much, resulting in people having trouble finding them. While we were able to make an update on PC already, console players will have this issue resolved next week. We’ll continue to monitor your feedback so that we can try to strike a good balance.
That said, throughout this time we’ve gotten loads of feedback from all of you and we’ve been doing our best to compile a list of the common positive trends, alongside areas where we need to improve. From a positive perspective, many of you are loving the immersiveness of the world - and that’s something we’re both happy to hear and already had planned to keep integrated into future updates. We love the world of Generation Zero and we want to keep adding to it so that you can continue to explore and learn more about the world.
When it comes to areas of improvement, we’re seeing 3 big trends emerge from the feedback:
  • Missions aren’t working as expected
  • The world doesn’t feel as full as it could
  • The challenge the machines provide isn’t consistent across experiences


    These 3 items will take up most of our immediate focus in the coming months. With a small team, it will take us time to address each fully, but we can make dedicated pushes in each area alongside continuous updates. But let’s dive deeper into each area and discuss how we’ll be addressing them.


    Missions
    We’ve heard loud and clear that Missions are having problems across the board. Whether it be unclear objectives, progress not being shared in Multiplayer, or worst-of-all, Missions being broken so they can’t be completed. As Missions are essential to the overall experience of Generation Zero, correcting the problems here is our primary focus. To accomplish this we want to make Missions easily understood from all aspects and, obviously, work correctly. What we need to do to improve the system will take some time, however, so we’ll update you when we have more details to share.


    World
    For us, we see the world of Generation Zero as almost its own character in our game. It’s meant to be something you interact with alongside being immersive. Right now the world is at its most immersive when you hit the pockets that we’ve laid out for you - although that doesn’t reach throughout as much of the game as you all are hoping for. To that end, we’ve begun work on filling out the world more. We’re starting with the opening island but will take in feedback as we look to expand beyond that area. Look out for some of these changes in our next upcoming Update sometime in May.


    Machines
    As the core avenue for combat, fighting the Machines needs to feel good. And so far we hear it does, for the most part. Sometimes the Machines are not so smart in their behavior and other times they’re clipping through walls and causing frustration. On top of that, some players don’t find the Machines challenging enough, while some find them too hard. Over time we’ll continue to make improvements so they live up to their deadly design intent. This area will see continuous improvement as we tweak the existing Machines to get them feeling just right for all types of players.


    Right now these 3 items are our short-term focus. Beyond those, we have some things in the works that will touch on end-game replayability as well as another reason to play co-op. Additionally, we’ve heard many of you asking about vehicles and player storage so we’ve added those into our list of things to investigate sooner rather than later. But more on all of these will come once we get the major items out of the way so that the core experience feels solid.
As always, please keep the feedback coming - especially on what you think about the above. Thank you!
//The Generation Zero Team

sounds promising
 
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Krakn3dfx

Sean Murray Apologist
Dec 17, 2018
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Denver-ish, CO
Really wanted this game to be my thing, but it looks like they have a long road to making it something that would pull me in. Hopefully Avalanche gives them the time and resources to keep chipping away at it.
 
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lashman

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Really wanted this game to be my thing, but it looks like they have a long road to making it something that would pull me in. Hopefully Avalanche gives them the time and resources to keep chipping away at it.
yeah, here's hoping ... there's definitely a VERY solid base there ... and a great idea ...

it just needs more polish
 
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prudis

prudis

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May Update Now Live
28 MAY @ 11:01AM - AVALANCHE_GRAHAM
Hello and welcome to the change list for our May Update. The first section covers some features and improvements that we wanted to go into a little more detail on, but continue reading for the full patch notes!

Photo Mode


We’ve received tons of comments about how great the world looks, and Photo Mode allows you to really make the most of it. This has been in our heads for some time and we’re happy to bring it to you now! Please feedback and let us know how we can improve on it. And don’t forget to share your new photos!

Photo mode can be open either via the emote wheel or main menu.

Skill Screen Revamp
We improved the look and feel of the page, as well as made the skills more easily understood at a glance.

Intro Island Improvements
We’ve taken a look at player feedback, as well as our own data, and saw a lot of people were not getting a good feel for the game during their initial experience. We’ve gone back and looked at ways to improve the feeling of the starting area to give new players a better understanding of the variety the game holds later on. We’re evaluating how these changes affect player behavior in this limited capacity as we know that the denseness of the experience in the game is something that is called out by all players. Going forward we plan to explore other ways of filling up the world, so consider this the start. The main changes to mention are:

Scenes
As you explore you’ll come across small “set pieces”, each telling a small visual story about the moments as the machines took over. Oh, and there’s loot to be found for your efforts!
World Simulation Tweaks - Machine spawns have been tuned and now include more variety

Sprint Run Toggle PC (Community Feedback)
We’ve worked to make sprinting a bit easier on the fingers. You can now toggle sprint on so you don’t need to hold down shift as you run.

Head-Bobbing Toggle (Community Feedback)
There is now a toggle to stop head-bob as it was negatively affecting some players

Pansarvärnsgevär 90 (Pvg 90) Iron Sights
Every weapon should be able to use iron-sights if you don’t have a scope. Happy hunting!

Tick Spawn In Building Interiors
Adding some suspense and surprise into the world!

Explosive Damage Tweaks
Explosive damage wasn’t behaving properly when it came to machines and their components. As of now, the damage will be applied correctly and should make explosive weaponry feel much more consistent.

Sprinting Heartbeat (Community Feedback)
We’ve heard the feedback on the heart beat sound being too loud and staying on the entire time you sprint. In response we’ve lowered the sound and re-worked it so that the sound gets quieter over prolonged running.

Sound Improvements
  • Hunting Rifle silencer shots re-designed
  • Loot pick-up sounds now play immediately

Save Game Backups (PC only)
In an attempt to help protect against lost save games, we now create both a savegame and a savegame.bac file. If the main savegame file becomes broken or corrupted the game will instead load from the .bac version. When this happens you’ll see a notification when launching the game. If this backup system should be needed a small amount of gameplay may be lost, but this will be extremely minor, perhaps just a few minutes. We are also investigating this feature for consoles, but have no ETA at this time.

Persistent Loot
  • Single items - Items outside loot containers, such as weapons and medpacks found at some safe houses, can now only be looted once per player
  • Containers - Will no longer respawn immediately on relog/fast travel. You’ll need to move between areas to loot efficiently. Loot will however begin to spawn again in cleared areas once a few hours have passed.

Loot Balancing
We’ve tweaked the amount of loot depending on region. Harder regions offer more loot while easier regions/starting area offer less loot. Our intent was to not overwhelm new players, while allowing players who have advanced farther to get their hands on more things that will help them against the increasing Machine threat in later regions.

Location Loot Counters
Location summaries no longer include loot boxes as it created a sense that you had to loot all the random containers in an area. It was confusing and didn’t offer much to the experience.

“Locations Discovered” and “Locations Completed”
We’ve fixed how these sometimes showed the incorrect numbers.


Main Changelog continues below:


Community Feedback
These are various changes across different categories that were taken directly from community requests

  • Interaction radius for dead machines has been improved, they are now easier to loot.
  • Display setting changes now require an “apply” click for the change to take effect
  • It’s no longer possible for uninvited players to join your game with the “Invite Only” setting turned on.
  • The stealth indicator will now disappear once you’ve engaged in combat.
  • Auto-aim assistance will no longer lock onto the components of destroyed machines
  • The silencer will no longer block the front sights of hunting rifles when used without and attached scope.
Achievements / Trophies
  • Those who have completed the requirements for the “Elementary” and “I Just Called to Say I Love You” will receive credit for these when you log-in after updating.
Animation
  • Weapon-change animations will now sync correctly when viewed from the third-person (in multiplayer etc.).
Audio
  • Destroyed machines will no longer continue to play sound effects.
  • Fired bullets that land out of audio range will no longer “hang around” that location until you move to it.
  • Moving through foliage will properly play sounds again.
Character
  • The third-person pose shown when holding a Sjöqvist shotgun has been fixed to show the correct one.
  • The character preview when starting a new character sometimes did not accurately reflect the options that were selected
Environment
  • Improvements made to lower the amount of floating props/objects/textures both inside buildings and around the world in general.
  • Various terrain “tears” fixed.
  • Corrected placeholder title on the newspaper prop in the Hunter’s Lodge at Björknäs.
  • Corrected issue that could cause players to become stuck in tent openings when entering them.
  • Various fixes to overlapping assets that were causing areas to be blocked (for example in Skvadern Bunker).
Hardware
  • Holding down the fire button while switching weapons / items no longer automatically fires the item that was switched to.
Inventory
  • Apparel now properly stacks within a type.
  • The preview and text description will no longer stick around after an item has been dropped.
Loot
  • Removed deprecated item that could sometimes be looted by players (you may have seen it before as marked with a crosshair in your inventories).
  • Corrected non interactable loot location at Tokeröd Farm.
  • Various loot objects that could not be reached corrected.
Machines
  • Tanks were in some cases not using their full complement of available weaponry, they’re now a bit more dangerous!
  • Ticks now correctly deal melee damage.
  • Harvesters and Tanks will no-longer take damage from their own gas attacks.
  • Machines that are spawned via Mission triggers will now correctly keep their accumulated damage during the game session.
  • Tanks should no longer continue to collide with buildings after being rag-dolled.
  • The Tick “container” on Tanks has been corrected to use the correct one.
  • Improvements made to lower cases of machines leaning at odd angles when traversing terrain.
  • Improvements made to Runner animations.
Map
  • Discovering the “Fiskebäck” settlement will now correctly add a map icon.
  • Resolved UI issue on Map screen.
Menus
  • Clothing stats now display correctly.
  • UI corrections to Key Binding menu.
  • Missing art has been added to mixtape collectibles.
  • The main menu now has its original background image.
Missions
Some of these mission fixes will correct issues for those attempting missions for the first time or those who are playing a fresh save. We understand how important these fixes are for currently stuck players and we’re working to correct these retroactively in our next update. By re-working our Mission system under-the-hood, we will be correcting current issues and helping to future-proof new missions.

  • “Calling for Help” can now be completed.
  • Fixed issue with Minken Bunker warboard that could occur if objectives were completed out of order.
  • Corrected some mission descriptions to offer more accurate instructions.
  • Fixed issue where players could needlessly loot the same mission object multiple times.
  • Corrected misleading mission text for “The Farm” mission. Additionally, corrected waypoint marker locations.
  • Increased variety of enemy types inside bunkers related to Warboard missions.
  • It is no longer possible for progress in “Road to Salthamn” to be blocked by picking up mission triggers early.
  • Improved “Sanctuary” mission to make objectives clearer.
  • “The Girl Who Cried Wolf”, corrected inconsistency with mission markers and mission item. Added new waypoint markers where appropriate.
Multiplayer
  • Options for Multiplayer (Invite Only Vs. Open etc.) will now persist when switching characters.
  • The game will no longer generate an infinite black screen when trying to connect to a game session that is no longer present.
  • It is now possible to correctly join a multiplayer game from a single player session when using the Steam overlay.
Progression
  • Fixed issue that would prevent players reaching level 31.
Skills
  • The Hacking skill when used on out-of-combat enemies will no longer cause them to become entirely docile.
Stability
  • Various crash fixes
UI
  • Removed VoIP Icons that were incorrectly displayed on PC version of the game.
  • Missions requiring interaction with answering machines now display the correct icon on the mission log item entry.
  • Corrected issue that could occur when attempting to re-bind left-click.
Weapons
  • In some cases aiming down sights could shift your aim to the right, this has been corrected.
  • Placed objects will no longer despawn early when players move away from them.
  • Animations now sync correctly when firing after sprinting.
  • When reloading the Granatgevär it should now longer cause a floating projectile to display when viewed from third-person.
  • Fixed issue that could result in camera raising too fast when firing weapons on full-auto.
Experience
  • Due to the way experience was counted for destroyed machines players were often credited with unreasonably low amounts, this has been corrected.
Thank you for reading, and now we'll get straight on to working on our June Update!

/The Generation Zero Team
Generation Zero :: May Update Now Live
 
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prudis

prudis

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JUNE UPDATE NOW LIVE
Published on 2019-06-25
Hello and welcome to our June Update! We'll first cover some of the features and improvements that we wanted to go into greater depth on, and after that are the rest of the patch notes. As always, please let us know your feedback - enjoy!
Bikes
The team is excited to bring you our second new feature to the game - Bikes! An iconic part of 80’s culture and a great source of transportation, Bikes will definitely change how you make your way across Östertörn. Available at every safe House, players can now interact with the Bike station to spawn their own “Cykel” Bike. This model comes in three different colors, with Sky Blue available immediately and the Emerald Green and Ruby Red variations unlockable by destroying certain machine types.
You’ll notice that this particular Bike performs better on the road than off it, so keep that in mind when planning your routes. And beware of machines, they still can and will attack you on sight! Lastly, as this is our first step with Bikes in Generation Zero - our plan is to continue to iterate and improve them over time based on your feedback.
Main Mission Improvements
As discussed in previous communications, in this update we set out to take a long look at Missions, based on feedback and data that showed that they were not working as expected. After digging into things, we decided to make some alterations “under the hood” to the Mission system to improve the experience for players now and in the future.
So, what does this mean for you? Primarily we’ve sorted issues where Main Missions (previously called Warboard Missions - Payback, Safety, & Answers) could get stuck in an uncompletable state. Therefore, if you are currently stuck or were at risk of becoming so, this fix will solve that. This means that players will now be able to finish the core game story without fear.
Of note, this fix does come with some quirks. One is that this update has the side effect of us resetting progress on your current Missions back to the first step of that Mission. Again this only affects players that are part-way through a Mission, so if you are at the first step you’ll see no change. Doing so was a necessary step to improve the system for now and the future - We apologise for any inconvenience it might cause in the short term.
Secondly, if you are someone who is currently stuck on a Warboard Mission from the region you logged out in, the Mission will disappear from your Log - But it’s not really gone! You’ll just need to fast travel out of that region then back for it to reappear. This is a late discovered bug that we’ll look into fixing for a future update.
Another benefit of looking into the Missions system is that we’ve improved some of the HUD / Map elements to make things clearer and easier to understand. For players, this means that your current Mission objective will now appear in the upper left of the HUD (which can be turned off in Settings). Additionally there are now more icons on the in-game compass at the top of the screen to help guide you to where Tracked Mission items are.
Our aim is that through all of these combined improvements, players will have an easier time getting through the game. Please let us know if we hit the mark or not!
Game Balance Tweaks
Based on player feedback from the last patch, we identified a few areas that needed to be touched up a bit as the changes we made didn’t quite land the way we intended. Please keep the feedback coming on these items as we continue to improve the overall game experience.
Explosive Damage
We heard from you that the tweaks we made to how explosive damage vs. machines was calculated made the difficulty swing too much the other direction. After looking into it, we’ve increased the explosive damage for all weapons, gadgets, and environmental objects.
Loot Containers
No more empty spawning loot containers! You reported some bugs but also mentioned that in general this just didn’t feel good, so we they’ve now been tweaked to prevent them from being empty when they’re spawned.
This means that any loot container that you have not looted within 4 hours of gameplay should contain at least one item when you open it. Keep in mind that loot is saved locally - which means that loot containers looted in single player will remain looted if you join a multiplayer game within the cool down period.
Machine Loot
Just like with loot containers, we wanted to make looting machines feel better. To that end we’ve made some more tweaks which we think are an improvement.
The biggest change is how much ammo will drop for all enemy types. We want the amount to better reflect the ammo cost of defeating them. This means that on average you should get back as much ammo as you used to best the machine you fought. On top of that, all machines can now potentially drop health items!
To round things off, all Tanks and Harvesters now have a chance to drop bonus items such as weapons and attachments. Item rarity is tied to machine class with C-class variants dropping the best items
Bug Fixes
Main changelog continues below:


Missions
  • As mentioned, all Main & Warboard Missions have received retroactive fixes for stuck Missions. We want to specifically call out a few below as they were the ones with the most reports:
    - “Flying Objects”
    • “Flying Blind”
    • “Spiking the Guns”
    • “The Girl Who Cried Wolf”
    • “Minken Bunker”
    • “Uttern Bunker”
  • “On the Road” is no longer blocked by claiming the safe house before destroying machines in the area.
  • “The Hunter” now correctly triggers machine spawns as intended.
  • “The Hunter” will no longer cause Mission items to respawn when reloading a save whilst on the Mission.
  • “The Hunter” now has improved Mission description to make objectives clearer.
  • “Flying Blind” will no longer have a chance of the bunker doors remaining locked after completing the Mission.
  • “Flying Blind” has received an adjusted Point of Interest marker so that it is now correctly located on the bunker entrance.
  • “Spiking the Guns” will no longer erroneously show two tracked waypoints.
  • “Beachhead” received a rework of the Mission objectives to make them clearer.
  • “Behind the Curtain” has corrected an issue that could prevent progress via a locked door if the session was restarted mid-Mission.
  • “The Home Team” no longer has an issue that could prevent players progressing past this Mission.
  • “Loud and Clear” has corrected an issue that could prevent Mission completion.
  • “Loud and Clear” now has thetick jammer correctly located on the circuit box.
  • “Break of Dawn” will now have correctly update Mission progression
  • “Gas Run” can now be completed even if the gas station was destroyed before acquiring the Mission.
  • Corrected issue that could remove the current objective message and place of interest marker when a player respawns.
  • “The Old Guard” now correctly spawns machines related to this Mission inside the bunker, rather than on top of it.
  • “The Old Guard” now correctly tracks Mission progress when carrying out objectives.
  • “Courage, Power, and Resilience” now correctly tracks Mission progress when carrying out objectives.
  • “Lost and Found” now correctly tracks Mission progress when carrying out objectives.
  • “Over and Out” no longer has a blank Mission item.
  • “Strength in Numbers” has a clearer Mission objective where it now states where machines need to be eliminated from.
  • Updated appearance of Place of Interest markers.
  • Corrected issue where displayed total number of tracked Mission objectives could be mismatched with actual total.


    Multiplayer
  • “Break of Dawn” now correctly appears in Mission log during Multiplayer.
  • “Break of Dawn” will now have correctly applied Multiplayer progression.
  • An issue was corrected that could in some cases block Mission progression when ending a session part way through.
  • “The Girl Who Cried Wolf” no longer has a mismatch between single and multiplayer progression.
  • When playing co-op as a guest, Mission progress will now correctly carry over to your single player game if you were on the same Mission step (or beyond) as the host in a Multiplayer game when you joined them.


    Animation
  • Corrected animation mismatch with pump shotgun when viewed from third-person.
  • Improved machine “powered down” animations to better signify their status when EMP’d.
  • Various improvements to machine movement and idle animations.


    Audio
  • Corrected issue that could prevent audio settings from saving correctly.
  • The public emergency alarm will no longer loop continuously.


    Combat
  • Environmental gas no longer incorrectly causes damage to machines.
  • Made improvements to prevent Hunters jumping through walls/ceilings/objects.


    Environment
  • Corrected collision on “platform” asset so players/machines can no longer clip through it.
  • Corrected “shed” asset so that players no-longer need to jump to cross the threshold.
  • Removed invisible collision area in the middle of picket fence gate.
  • Corrected various locations where players could potentially get stuck in terrain.
  • Corrected issue that could cause bunker doors that were tied to power activation to re-lock after starting a new game session.
  • Various floating world objects corrected.


    Experience
  • Corrected issue that could result in less experience than intended being rewarded when destroying machines via explosive damage, such as:
    - Exploding components, e.g. the fuel tanks on the runners
    • Using deployed explosives, e.g. mines and gas tanks
    • Explosive weapons, e.g. Granatgevär and hand grenades



    Graphics
  • Decals should no longer flicker on machines
  • Performance improvements via decreasing the time of machine wrecks despawn from the world.
  • Fixed a bug where Ticks spawned by other machines could live forever, bogging down performance.


    Items
  • Field radio should no longer jitter in place when associated relay beacon is destroyed.
  • Large EMP cell now reacts more consistently when hit with bullets.


    Key Bindings
  • Multiple improvements to key-binding menu.


    Photo Mode
  • Corrected misalignment of UI features when used in Windowed mode.
  • Text chat will no-longer incorrectly display when using Photo Mode.


    UI
  • The Multiplayer menu now correctly gives feedback when applying settings.
  • AR and SMG barrel extensions no longer incorrectly show the suppressor icon in inventory.
  • Made it easier to interact with “sitting corpse” asset when looting.
  • Corrected issue that could cause “The Farm” objective icon to remain even after completing progress.


    Weapons
  • Green dot sight markers should no longer cause vision to be obstructed when used.
  • Corrected issue that could cause trace effects to display long after weapon has been fired.
  • Corrected misplaced muzzle flash for Granatgevär.
Generation Zero |
 
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prudis

prudis

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lot of fixes again



Hello there everyone - it’s time for the August Update! This month brings a new feature to the table as well as a bunch of improvements and bug fixes. Give the Patch Notes a read and let us know what you think so we can keep making Generation Zero the best it can be!

Storage Boxes
One big addition this month is the ability to store all those extra items you agonize over! Added storage has been a constantly requested feature and we’re happy to bring it to you. Most Safehouses now come equipped with the brand new “Plundra” Storage Box where you can store up to 100 items. No more debating between carrying that extra weapon or extra ammo - keep one and store the other for later!

Side Mission Improvements
Back in June we gave the Main Missions an overhaul under-the-hood so that we could fix a lot of the systemic issues that were hanging around. This month we’re applying that same treatment to the Side Missions! No more getting stuck and being unable to complete these fun additions to the story.

That said, just like with the Main Missions, this change comes with a side effect: Progress on your current Side Missions will be reset back to the first step of that Mission. We apologize for this but it was a necessary step to un-stick players and get the system into its new correct state.

The next step for Side Missions is to tweak how they are handled when you’re playing solo vs. multiplayer. Right now in MP they behave like Main Missions do: as in everything that can be synced up, is synced between players. In the future we’re exploring how to make Side Missions completable by everyone independently. Why? So that you’re not accidentally completing a Side Mission when your friend ran off to finish a Side Mission across the map while you’re in the middle of a Main Mission. On top of that, this means that you can complete a Side Mission in MP even if the Host has already completed it in their game.

Game Balance
Lastly, alongside player feedback from previous updates, we’ve made some tweaks that should improve the experience overall. As always, please keep the feedback coming on these items so we can keep making the game better!

Machine Behavior

There have been lots of comments about the behavior of Machines from players and it’s something that we want to constantly tweak to make the experience feel solid. Given that, we’ve made a bunch of tweaks, alongside some bug fixes, that we hope will make them more challenging.

A big one is that sometimes Machines are just a bit too passive when a player is nearby. Meaning you could walk right up to a few of them, and kill one before the others would even acknowledge your presence. That doesn’t feel very realistic at all so we’ve made them a bit snappier to respond to obvious threats.

Some smaller updates include having a few specific Machines use their weapons more often than previously (which was almost not at all!) and lowering the frequency that some Machines would end up in a “passive” state. We hope all of these make the combat better, so please let us know how it feels!

Loot Tweaks
A largely reported issue recently has been the random disappearance of ammo from either your inventory, or worse, your weapon! With player help we were able to track down the source of this problem and fix it. No more disappearing ammo!

With regards to containers, there were a few things identified by you all that were really annoying. One of them was that tool boxes were not dropping loot in most regions - now they will carry loot again! Additionally, flashlights were sometimes randomly popping up in the loot pools, meaning instead of ammo, clothing, etc. a flashlight would take its place, but no longer.

Safe Houses in MP

Going forward, anytime you join someone else’s game and you find yourself unlocking a new Safehouse (well, new to you), you’ll find that that Safehouse is now unlocked in your game should you play solo later or host a game. Previously this didn’t work consistently and we wanted to ensure that when you unlock stuff, you keep it unlocked. This fix is keeping with our trend to keep unlocking things straightforward for you, no matter where or how you play. We’re not quite where we want to be yet, but we’re getting there!

Full list of changes:
Audio
  • Corrected audio issue that could occur around Muskudden Bunker.
  • Tank ragdolls now play correct audio effects.
  • Tank footstep sound effects now correctly sync with their walking animation.
  • Sound effects now correctly play when trying to fire while out of ammo.

Animation
  • Corrected reload animation for when reloading the Meusser rifle and all Sidearms in the crouched position.

Character
  • Corrected issue that could cause the player-character to be stuck in a state with lower than intended movement speed.
  • Resolved issue that could sometimes cause the player to have to “Abandon” twice when choosing to respawn at a Safehouse.
  • Corrected issue that could cause the “Revive” and “Abandon” options to not appear when in a downed state.

Items
  • Renamed “ACOG” scope to “Red Dot”.
  • Corrected issue that could result in ammunition disappearing from player inventory/weapons.

Crash
  • Corrected multiple causes of client crashes.

DLC Fixes
  • Correcting clipping issues on Bucket Hat for female models.
  • Correct issue where Tourist Camera would clip into Miami suit jacket.
  • Summer Sweatshirt will no longer clip into t-shirt items on female models.
  • The Pants with Fanny Pack item will no longer clip into the Adventurer Shirt.
  • The Miami suit jacket will no longer clip with Miami pants on female models.
  • The Midsummer Blouse pouch will no longer clip into pants on female characters.
  • The Bead Necklace will no longer clip into shirts.

Enemies
  • Fixed issue that could result in Tank enemies becoming passive.
  • Harvesters will now correctly use missile weaponry when intended.
  • Shotgun-equipped Runners will now use their weaponry correctly.
  • Machines will now better react to players in close proximity, or when other machines are destroyed close to them.
  • Fixed issue that could result in the Hunter moving to the “ready to fire” pose, but then not firing.
  • Tank gas attacks now use the correct animation.
  • Corrected issue that could cause excessive amounts of Runner spawns outside of Uttern Bunker.

Environment
  • Corrected pathway to room that was incorrectly blocked-off in the Muskudden Bunker complex.
  • Corrected multiple instances of floating terrain, incorrect collision on props/terrain, and resolved potential areas where player could get stuck.

Loot
  • Corrected issue that prevented Toolbox loot from respawning correctly.
  • Tweaked (higher) drop-rate of “friendly” ticks for those using the Engineer skill.
  • Previously looted containers, where appropriate, will now update with closed lids when they are ready to be looted once more.

Map
  • Corrected issue that could cause map markers to remain after their related mission were completed.
  • The “Last Stand” side mission now has a correctly labelled map marker.

Missions
  • Mission items for “Calling for Help” and “Over and Out” are now represented by the correct objects.
  • The “FOA 53 Sshipments Memo” Mission item for “Science of Deduction” is now properly shown in the mission log.
  • Corrected issue that could block progress with “The Gun Club” side mission.
  • Corrected issue that could prevent players progressing with the “Empty Spaces” mission when looting mission objects outside of the intended order.
  • Corrected issue that could prevent the “Warboard Bunker” keys from dropping correctly.
  • Corrected issue that would prevent the keycard mission object for “A Wrench in the Works” from spawning.
  • Corrected issue that would block completion of the “Gas Run” mission if the gas station was destroyed prior to mission start.
  • “Gas Run” now correctly displays a map marker.
  • Corrected issue related to “The Path of the Gods” mission.
  • Mission item for “Treasure Hunt” will now correctly show in the player’s log.
  • Added a marker to the Sorken Bunker when on the “Use the barcode key cards to enter the bunker” objective.
  • Fixed an issue that could make the Warboard Sorken Bunker mission uncompletable if a multiplayer host was to close the session with the mission active.
  • Warboard unlock missions now correctly update/save in multiplayer.
  • Corrected issue that would prevent markers from updating for the “Wrench in the Works” mission.
  • Missions using entry keys now have them display in the log as intended.
  • The marker for the “The Home Team” mission now leads to the correct location.
  • Fixed issue with “Treasure Hunt” that could prevent looting of mission items.
  • When interacting with the floppy disk item for “Out Hiking” it will now correctly appear in the players log.
  • Warboard missions are now clearer in explaining which region their related missions belong to.
  • Clarified objective text of “Radio Silence” mission.
  • Clarified objective text for “Flying Objects” mission.
  • Clarified mission item description for “Flying Objects” mission.
  • Corrected issue where an objective location was unreadable on the map for “Flying Objects”.
  • “Hogging Supplies” mission now correctly updates when lock-picking.
  • Mission items now correctly appear in the log for “Heavy Loadout”.
  • Added extra waypoint markers for the “Back on Track” mission.
  • Corrected issue that could make mission markers for “The Old Guard” persist after mission completion.
  • Corrected issue that could in some cases make markers for mission enemies disappear.
  • Corrected issue that prevented players from interacting with the mission computer for “Out Hiking”.
  • Adjusted mission marker for “Out Hiking”.
  • “Zero Hour” will no longer become blocked if mission triggers are interacted with out of intended order.
  • Corrected issue that could block singleplayer mission progression should a user join a multiplayer game where the host is on the same mission step.
Multiplayer
  • Safe houses unlocked in multiplayer now correctly carry over to single-player games.
Progress/Saving
  • Corrected issue that could result in Windows Defender blocking saves from storing.
  • Corrected issue that could result in BitDefender blocking saves from storing.
  • Fixed an issue where a user would be unable to save the game if the save file was corrupt and the backup file was missing.

Bikes
  • It is no longer possible to steer whilst typing a chat message. Previously steering inputs would reacted “A” or “D” where typed for example.
  • Made the flashlight point in the direction the bike is facing while in multiplayer.
  • The interaction prompt should no longer permanently disappear when falling off a bike.
  • Fixed issue that prevented bikes from being spawned at Muskudden Port Safehouse.

UI
  • The Team Screen received a make-over, check out all the changes!
  • Player distance now correctly adheres to the metric/imperial setting.
  • The Stamina meter will no longer behave inconsistently while playing multiplayer

Weapons
  • When aiming down sights it should now transition smoothly instead of “snapping” to maximum zoom.
  • Fixed an issue that would cause stuttering when aiming down sights using the 1-4x scope.
  • Tier 5 now correctly have the green glowing open sight markers where intended.
  • Fixed issue that caused some weapons to have a solid grey texture.
  • Corrected description text on suppressors. They do NOT reduce weapon damage.
  • Explosions now correctly damage players in all intended cases.
 
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September Update Now Live - Introducing Challenges

Hi all,

it's September Update time! Challenges arrive, as well as our typical push for bug-fixing. We hope to see you out there completing those Challenges and showing off the rewards you’ve earned along the way! Take a read over the Patch Notes and hit us with feedback so we can keep improving the game!



New Feature: Challenges

For some time you’ve been asking for more “stuff to do”, and now we’ve put in some solid months of bug-fixing behind us we can now take the first small step in that direction with the addition of Challenges!

Challenges are a set of goals that reward you for activities carried out in the world of Generation Zero, as of now there are two “trees” to choose from. The Resistance path tasks you with various activities centered around your fight-back against the machines, for example you may be asked to destroy X amount of high-tier Hunters. The Truth path is centred on your progress through the story of Generation Zero and rewards you as you pass various milestones.

In terms of rewards, we have something new to talk about here! For the first time you can now use an in-game title for your character. Each challenge is made up of multiple tiers, as you complete each tier more often than not you are rewarded with a title, this can be chosen on the challenge page by selecting your desired challenge and hitting “Enter”. The final reward in the larger (5 goal steps) challenges, in addition to your title, also rewards a special item for you to equip. The team has had a lot of fun here with some of the designs, with some really cool things to unlock, so we hope you enjoy using them as much as we did creating them!

And then finally you also accrue “Prestige Points” as you complete challenges. You can think of these as “bragging rights”, a way of showing how you’ve mastered the game to your friends or multiplayer guests.

Again, this is just the first step for us in filling out your requests for more activities in Generation Zero, and we hope you have a lot of fun with it! The Challenge system has been designed to be expandable, and we’d love to add even more trees/goals as time goes on. Of course we should add that we’re also cooking up even MORE things to do in Generation Zero, outside of the Challenge system, but more news on that next month.

BlockBuster Vanity Pack



Alongside today’s free update we’re also adding some more options for the extra-stylish among you in the form of the new (paid) Blockbuster Vanity Pack. We’ve taken inspiration from some of the ‘80s biggest action movie hits, all of your walking-in-slow-motion-from-explosion needs should be taken care of!


Audio
Corrected issue that would cause VO from mission “Enemy of My Enemy” to incorrectly play at game start.
Corrected issue that could prevent the “out of ammo” sound effect from playing as intended when reaching the end of a magazine.

Crashes
Multiple crash causes located and fixed.

Enemy Behavior
Corrected issue that would prevent the Harvester from entering its “Defensive Mode”.
Fixed Hunters going into incorrect ready pose when using shoulder-mounted weapon.
Sniper-rifle equipped Hunters now correctly align their laser targeting to players before firing.
Explosive Ticks now correctly use their explode attack when attacking sticky-flared enemies.

Environment
Corrected lighting issue at Ibolholmen Church Tower.
Corrected “invisible doors” at Fårudden Radar Mast.
Fixed terrain issue at Muskudden Bunker Complex that could prevent players from walking over it.
We had two safehouses with the same name. Fixed!

Graphics
Corrected blurry character hair and front wheel that could occur when riding bikes.
Corrected issue that could cause stuttering when cancelling ADS whilst standing still.

Localization
Added extra localization for skills menu.
Special character should now correctly display in the UI.
Corrected some inconsistencies with ammo name localization.
Resolved issue that would cause English to revert to Swedish audio settings after restart.

Missions
Corrected so that the icon for the key now shows as intended on “Loud and Clear”
Clarified mission objective text for “Out Hiking”.
Added extra Place of Interest (PoI) location for “A Wrench in the Works”.
Added PoI for “Behind the Curtain”.
For the Intro Mission corrected issue that could cause Bengt’s Handwritten Note to be invisible.
Clarified naming of related safehouse for “On the Road”.
For “Over and Out” the radio mission object now correctly appears in the log.
The starting mission item now correctly shows in the log for “The Enemy of My Enemy”.
Corrected placeholder text on “To the Lighthouse” mission item.
Mission items for “Unbearable Lightness” now correctly have 3D models.
Fixed an issue that could make the mission “Woodcutter” uncompletable.

UI
Some ammo types had no 3D model when viewed in loot containers/inventory. Fixed.
Corrected issue that would prevent switching between Main/Side mission tabs if the slider was not at the top position.

Items
Corrected disorientating “zoom” effect that could occur when changing stance whilst ADSing with a weapon scope.

Safehouses
Some safehouses previously did not have stash/bike stations. Now all safehouses should be equipped with both.
 
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October "Rivals" Update Now Live



Hi all,

We are pleased to announce that the Rivals Update is now LIVE! Please continue reading below for the patch notes.

The October Update brings 2 big additions to Generation Zero that we’re excited to put in your hands! In this update we’ve put more of our focus on adding in new things vs. pure bug fixing, but as always we will continue to tackle some every update. Take a look at the Patch Notes and drop us your feedback so we can tweak to make the game better for you!

New Feature: Rivals

Whether you’ve beaten the game or are just starting out new, Rivals will add a whole new type of challenge for all of you out there. As you fight your way through Östertörn the Machines will start taking extra notice as you destroy more and more of them. Destroy enough and one may evolve to become even more dangerous than usual. These Regional Rivals will be designated by a name and a title that hints at the origin of their evolution. Rivals can additionally be created should they defeat you - these Personal Rivals will have evolved due to their prowess in combat against the humans. Like the Regional Rivals, Personal Rivals will also be designated by a name and title that corresponds to their exploits.

But the threat doesn’t end there. How you perform in the world has an impact on how the Rivals evolve even further. Should your Rivals defeat you again, or should you defeat loads of other machines, they will earn experience and level up. Each level makes them that much more deadly - at max level it’s definitely best to think about bringing friends!

New Gear: Experimental Weapons

What are new threats without new rewards for taking them out?! To match the challenge involved in taking out Rivals, we’ve created a new tier of weapon for each weapon class that have a chance to drop when you defeat them. As the Rivals get stronger, the better chance you have to get your hands on these powerful weapons. One thing you’ll immediately notice about the weapons is that they look like a mashup of existing weapons and the technology used by the machines - so as you can imagine they are a bit different and more powerful than your standard weapon.

These weapons include:
  • Experimental Klaucke 17 - Has a chance to trigger a small EMP explosion
  • Experimental AG 4 - Can set machine components on fire due to heated bullets
  • Experimental Pvg 90 - Adds a railgun upgrade that increases muzzle velocity and penetration, allowing you to hit multiple enemies with one shot
  • Experimental 12G Pump-Action - Features flechette rounds that will explode when armed
  • Experimental M/46 "Kpist" SMG - Includes an overdrive function that dramatically increases the fire rate
  • Experimental Grg m/49 - Launches 2 grenades in the same burst
Emotes
  • Added 4 new emotes for everyone to enjoy!
Weapons
  • Corrected an issue on PC where modifying controller settings could make it impossible to switch to the pistol when using keyboard.
  • Fixed an issue where some (mainly the Granatgevär m/49) weapons did not play hit effects when hitting water.
  • Hits from the Granatgevär m/49 should no longer always display its explosion and soot effects upwards.
  • Fixed an issue where hits from the Granatgevär m/49 were not playing the correct material effect.
Missions
  • Fixed mission item for “The Gas Factory”.
  • Corrected mission markers for the “Lone Wolf” mission.
  • Fixed an issue where several dialogues could sometimes be played simultaneously during the final mission.
  • “Enemy of My Enemy” now correctly appears in the mission log.
Loot
  • Fixed an issue that could cause ammo boxes not to populate loot for clients in multiplayer games.
  • Tweaked loot tables to correct an issue with clients in a multiplayer game sometimes getting too much loot.

Machines
  • The Hunter’s flechette shotgun now has a projectile spread as intended.
World
  • Various tweaks to floating/misplaced world props/assets

Animation
  • Corrected an issue that could cause thrown items to remain displayed in the hand after being used

Map
  • Relay beacons now show on the map legend.
Crashes
  • Multiple crash causes located and fixed.


October "Rivals" Update Now Live
 
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A month has passed since the day the population vanished, and your pursuit to unravel the cause of the hostile machines have lead you to Himfjäll, an island off the east coast. In Alpine Unrest, you will continue your exploration, through small towns with cafés and shops, ski slopes, military installations and the ski hotel Björntunet. Your path will lead you to new weapons, but also put you in direct confrontations with the new tier of machines called Apocalypse Class, with terrifying weapons. Yet you might also find something invaluable in your search - other survivors.
 
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Happy Anniversary! It’s been a year since our journey on Generation Zero began and we’re so happy that you’re here with us for this milestone.

This major update brings with it some brand new features, that we based off of a variety of player feedback that appeared since launch. Like many of the features that get suggested from you all, we also had our own ideas for mhow we wanted to improve the game - and the great part is many of them overlapped or worked beautifully together, creating impactful changes. So, what did we add for our anniversary? Well...

Crafting
Something that we’ve been wanting to add for a while, and something that many players felt would be an improvement, is the ability to craft items. With this update we’re taking our first steps into allowing you to craft things within the world! As this is only the beginning, we’re starting small but will continue to add elements to this feature as time goes on - so let us know what you’d like to see!



Specifically in this update, we’re introducing the first iteration of the Crafting system - adding bonus stats to any of your apparel. Now you can apply a bonus to your favorite outfit so you can be both stylish and combat ready! We’ve created a handful of potential bonuses for your clothing, including explosive damage resistance or a noise reduction bonus. You’ll need the schematics to learn how to craft these improvements, as well as the proper materials, which can all be found throughout the world. You’ll find them inside houses, in containers, or dropped from the machines. Recycling your old equipment is also another great way to get some crafting materials.

Inventory Update
Alongside Crafting we’ve taken the opportunity to give the player inventory a bit of a facelift. There was a lot of feedback around this one in various forms and something we spent a bit of time thinking about how to approach. In the end we looked for something that would be more convenient to use, easier to understand, and less technically complicated - something that we think people will be used to and appreciate. Going forward players will now have lists of items in categories and your inventory will only be limited by item weight. No longer by number of items! Additionally we’ve done away with the stack limitations so you more easily manage all of the items you have! Just like with Crafting, this is new to you all and we’re very much open to your feedback on how it’s working.



Continued World Revamp
As part of our ongoing work to make the world feel more alive we’ve taken another pass at the beginning Archipelago region and given it quite the significant update. You’ll see more named locations, more interesting “world scenes”, and more variety in the houses. This is just the start of how we want to continue to revamp parts of the world to make each region feel more distinct and play into a larger narrative. Something that we hope pulls you into the experience even more and excites you to keep exploring.

Difficulty Options
We all know that there are plenty of different types of players out there, and we want to make sure we give our players options when it comes to their experience with Generation Zero. Since not everyone plays games for the same reasons, or in the same way, we decided to give players the option to choose the level of difficulty they want to face in the game. For example some players like to play for the challenge of overcoming odds that are stacked against them, but other players prefer to explore the world we’ve built and experience it without combat getting in the way of that journey. With that in mind, we created options around not only the difficulty level, but also if you want the difficulty to scale if more players join your game. We feel that more options make for a better experience for you, whether you’re going it alone or with friends!

From today you’ll see 3 difficulty options for you to choose from, with the Skirmish difficulty being the equivalent to the game’s status prior to this update. The other two difficulties will either increase the combat challenge (Guerrilla) or allow for more focus on the story over combat (Adventure). Let us know how they feel!

Anniversary
As you can imagine, with any anniversary there’s a celebration - and as you can guess, we want to celebrate with you all in Generation Zero. You’ll see and hear more from us in the days leading up to our anniversary day (March 26) so no sneak peeks this time. Stay tuned to our Twitter, Facebook, & Forums to make sure you find out what’s coming!

Before we go, note that the upcoming update also contains a smaller bug fix list, as this was a major feature update for us. Most of our time was spent implementing those features, but we did find time to jump on some of the most important issues. That said, with any new features there are sometimes things we don’t catch with our testing, so if you see anything not working properly let us know so we can sort it out.

Lastly - THANK YOU! We couldn’t have done all of this without your support and feedback. We hope you continue to enjoy your time in Generation Zero as much as we enjoy improving the experience alongside you. Here’s to a great continuation of 2020!

Bug Fixes

UI

  • [Community Report] Fixed an issue where the hidden glasses would not appear in your inventory when you picked them up (players that previously picked them up will see them in their inventory now)
  • Fixed an issue where not all instances of explodable tanks (ex. gas tank) could be looted
  • Fixed an issue where a lockpick would be consumed even if the player had the correct key to a locked door
  • Fixed an issue where the interaction trigger location on skills was inconsistent
  • Fixed an issue where the Worn Leather Gloves would obscure the player’s view when aiming down sights
  • Fixed an issue where shotgun shells could sometimes get out of sync with the reload animation
  • Fixed an issue where the transition between standing and crouching would be instant when aiming with iron sights

Missions
  • [Community Report] Fixed an issue where the Tank would not spawn in the Last Resort Side Mission
  • Fixed an issue where the objective marker for the Gas Run Side Mission was in the wrong place

Machines
  • [Community Report] Fixed an issue where machine corpses would sometimes disappear before players could loot them
  • [Community Report] Fixed an issue where the loot window would instantly disappear when looting machines, making it impossible to loot the machine

World
  • [Community Report] Toned down the number of Boomboxes that were spawning in the world
  • [Community Report] Fixed an issue where there was missing wall collision in the Björntunet spa
  • Fixed an issue where it was snowing inside the Beredskapsförråd 107 underground facility
  • Fixed an issue where some loot containers at Safehouses outside of a Region were not spawning loot
  • Fixed an issue where some loot containers were not properly able to be interacted with
  • Fixed a few instances of floating, untextured, or invisible objects

General
  • Fixed a few minor text errors