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Generation Zero® News

Letter from the Devs - 29 May



Hey everyone - Update time!

Given this time in the month you can likely guess that there is no game update from us for May. We needed to give ourselves the time to focus and prepare for future work on the game. This includes the feedback we received from you all based on the last update as well. We hope you understand and will bear with us just a little longer!

That said, if you’ve been following our channels, you may have read Calle’s latest post on the Östertör-net BBS where he said that he was going to write a letter to the editor of Dagstidningen, and sure enough, he did! And we got our hands on it early:



“Stop FOA, Save Östertörn!

Very strange things are happening right now in Östertörn and I want to claim that it's in direct connection with the Försvarets Forskningsanstalt placed here. Wouldn't you agree with me when I say that things haven’t been usual lately? We've definitely got increased radiation here in Östertörn and I suspect that it has something to do with that laboratory "FOA35" and one of their experiments. Could they have alien technology there or plain and simple a real living alien?! It’s something out of this world for sure, I'm certain of it! They are after us! As usual we know that they won't give up anything, so I want to warn you what’s in the making and that we together claim our right to truth from the government.

Enough is enough!

-Calle”

Keep an eye out for other bits of information in the coming weeks as we head into summer. Until next time, stay safe out there!

The Generation Zero Team

Letter from the Devs - May 15th



Welcome everyone - especially those of you just joining us for the first time!

Let’s cut right to it - we overdid it with our recent update to AI behaviour. When combined with some bugs in those changes, it resulted in gameplay that was much more difficult than we expected. We wanted Machines to be smarter and more responsive in combat, but our combination of the above created some unintended consequences. As you can imagine we’ve been digging through your feedback, looking at what feels off, as well as fixing bugs so that we can get things more in line with our original intent.

We’re also taking a pass at some QoL improvements to the inventory and crafting menus that should make things clearer when using them. Other UI updates include some adjustments to how the HUD presents information, to make it easier to understand. These tweaks were made based on your feedback and we’ll share more concrete details in the future. Not everything will be addressed, but we still want to keep improving over time.

There will be more news to share in the coming weeks, but that’s all for now. Have a great weekend!

The Generation Zero Team

April Update - Patch Notes



[h3]April Update - Patch Notes[/h3]

Spring has started and for us that means a tiny bit of housecleaning. No major update this month, instead we have some bug fixes and some under-the-hood work that we’ve done. We’re working on bigger things at the moment and need to focus our efforts there in the near future. What this boils down to is that we haven’t yet been able to address some of the bigger points of feedback from March - but we’re working on it!

[h3]Tweaks[/h3]
Your feedback on the Anniversary update has been heard and we’ve made some quick changes that will help smooth out player understanding of the effects of the inventory change and the addition of Crafting. While these are small in scale, they will help with clarity.
  • Changed the "bar" on the Profile screen to show the stat effects as a percentage to match the crafting menu
  • Added a "Fast Travel Disabled" message when unable to move due to being over-encumbered
  • Added quality levels to crafted items in the Profile screen to match how other items display quality level
  • When over-encumbered you will only be able to walk, no longer will you be able to jog at certain thresholds; ultimately if you carry far too much weight you will be unable to move
  • Increased the base carrying weight from 48 to 64
  • When over-encumbered, the "unable to sprint" message will now be shown all the time until freeing up weight


In this update we’ve also taken our first steps to updating the machine behavior, primarily in combat. Much of this is beneath the surface and won’t be immediately noticeable, but as you go up against the machines more you may notice a few changes to how they approach combat - specifically a new behavior for the Harvester that may surprise you!

Just like with any of our other updates, please give your feedback to this update as well as anything else in your play experience. As mentioned in our last Letter from the Devs, we’re starting to really get into the feedback from the recent Player Survey and we’ll be taking all of that into consideration as we move forward. Thank you all and take care out there!

[h3]Bug Fixes[/h3]
UI
  • [Community Report] Fixed an issue where un-equipping and re-equipping some weapons after loading a save file from previous patch caused slots in the HUD to disappear
  • [Community Report] Fixed an issue where ammo was not stacking and was incorrectly shown as attached in both the HUD and inventory
  • [Community Report] Fixed an issue where sometimes players were unable to cycle between menu tabs using R1 and L1 on PS4
  • [Community Report] Fixed an issue where Machine organs would sometimes stay highlighted after exiting the tech view with binoculars
  • Fixed an issue where players could get caught in a soft-locked state if the menu and chat was opened at the same time
  • Fixed an issue where the detailed info for each Difficulty was only shown in the Settings
  • Fixed an issue where scopes were not displaying their quality rating


Weapons
  • [Community Report] Fixed an issue where the Experimental K-PIST would change firing modes after equipping a grenade or medpack
  • [Community Report] Fixed an issue where Binoculars and scopes reset their view mode when a weapon was changed out
  • Fixed an issue where no impact (sound, visuals, or damage) when shooting the last round in the ammo stack with the Granatgevär into a far away object
  • Fixed an issue where sometimes you could still use a weapon that had been dropped
  • Fixed an issue on consoles where your weapon would fire if you held down the trigger when using equipment
  • Fixed an issue where weapons would sometimes equip to both primary weapon slots
  • Fixed an issue where scopes were not staying attached to the weapon when playing the reload animation
  • Fixed an issue where the muzzle fire from secondary weapons were severely detached from the weapon barrel
  • Fixed an issue where the electricity on the Experimental KVM 59 Machine Gun would become detached from the weapon when sprinting


Machines
  • [Community Report] Fixed an issue where Machine corpses would sometimes despawn before players could loot them
  • Fixed an issue where the collision box for a Tank was sometimes not in-sync with its animations
  • Fixed an issue where the friendly Tick pod item would sometimes not despawn after the friendly Tick spawned


World
  • Fixed various floating objects so they now correctly appear on the ground
  • Fixed various instances of doors or grass clipping into objects they shouldn’t
  • Fixed an issue where a player would be pushed backwards on the stairs after fast traveling to the Björntunet Hotel


General
  • Fixed an issue where all of a player’s characters shared the same status of over-encumbered / not over-encumbered depending on the first character they logged in with
  • Fixed an issue where the fanfare music wasn’t playing when a Challenge was completed
  • Fixed an issue in multiplayer when an instrument would stay on screen if a player used an instrument emote and then logged out
  • Fixed a few text string issues


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.
  • There is excessive fog in the South Coast region
  • All muzzle attachments, except silencers, are not visually showing up on weapons when attached, but they still function properly
  • In rare instances machines are visible to client players but are invisible to the host
  • In rare instances sprinting doesn’t seem to increase movement speed


-The Generation Zero Team

Letter from the Devs - April 24th



Hello hello! Hope everyone has been staying safe and is trying to enjoy any weather improvements that may have started to roll in - for example we’re starting to get more sun in Stockholm. A welcome change for sure.

First of all we want to thank everyone who participated in our Survey for their feedback. There is a TON for us to dig through and all of it is helpful! For us it’s always interesting to see any trends over time in our surveys as well as matching up your feedback with some data that we can see on our end. It helps paint us a better picture so we can plan and take action to address issues or expand on things that are working well. All-in-all this helps us make a better experience for everyone!

We’re aiming to have an update next week - not a major one, more of a small quality of life update. There will be some squashed bugs, some work that we’ve done under-the-hood that won’t be super visible, and some improvements based on feedback from last month’s Anniversary Update. We weren’t able to address everything, as some of your feedback requires a deeper look or more time to make, but we polished a few things that we think you will appreciate.

Until then, continue to be safe and be good to each other. Playing co-op is great for those. Cya soon!

- The Generation Zero Team

March Update - Hotfix



Today we're putting out a hotfix on PC for an urgent issue where Crafted Apparel stat bonuses were not saving when the game closed. We will be getting this out on PS4 and Xbox ASAP and will let you know when that happens.

We've also gotten reports of some players having issues equipping their main weapons. For now, a quick workaround can be to either drop the weapon(s) or place the weapon(s) in Storage, then pick them up again. This will work until we get a permanent solution in place.

/The GenerationZero team