Known Glitches

The following list of all known bugs & glitches discovered in Generation Zero. It is subject to change as more bugs & glitches are discovered and as the live development team at Avalanche Studios fixes each of them.

### Chart Legend:

#### Status

* Active - The glitch currently exists.
* Fixed - The glitch has been patched by the Avalanche Studios development team.
* Unknown - The status of the glitch cannot be determined until more details or evidence are provided. Newly reported glitches are likely to receive this classification.
* Debated - The glitch is under scrutiny. There is reasonable doubt that the glitch is real or actually a glitch to begin with. More details, research, and clearer indication of the problem are imperative. **Debated glitches are subject to removal from this list.**

#### Frequency

* Perpetual - The glitch occurs 100% of the time.
* Common - The glitch occurs often.
* Uncommon - The glitch occurs occasionally.
* Rare - The glitch does not frequently occur or requires rather specific circumstances to recreate.
* Very Rare - The glitch has occurred a select few times.
* Unknown - The frequency of the glitch cannot be determined, either because it is too new or has only occurred once.

## Game Physics

These glitches are related to the Apex Engine and how it deals with colliding objects and other physics-related phenomena.

### Floating Corpses Upon Death

*Status: Active / Frequency: Common*

Immediately when a Tank or Harvester is destroyed, its ragdoll has a large chance to collapse onto what appears to be an invisible floor in midair. The ragdoll renders on the ground as it should a few seconds later.

### Flying Corpses via Shock Ammo

*Status: Active/ Frequency: Common*

Shock ammunition can interact with machine ragdolls, especially those of larger machines such as the Tank. Shooting at a deceased machine with shock ammo can cause it to vigorously vibrate as the ragdoll collides with itself and the shock-ammo prods. Eventually, the ragdoll will send itself flying--sometimes hundreds of meters--in any direction, usually up or horizontally across the land.

### Machines & Warping Players Effortlessly Push Corpses

*Status: Active / Frequency: Common*

When a live machine collides with the ragdoll of a large deceased machine (e.g. a Tank), the live machine will push through it as if the ragdoll wasn't there, making it appear like the ragdoll has very little weight to it.

This has the negative effect of making the live machine hard to hit because large machine ragdolls block all projectiles, and ragdolls can get stuck on live enemies as they move.

Although the player cannot move ragdolls at all except through the unpredictable shock ammo exploit, it has been observed in Multiplayer that when a player fast-travels to another location, the player's model actually translates at high speed to that location, which has a chance to intersect a machine ragdoll and somehow move it thus.

### Machines Inside Inaccessible Buildings

*Status: Active / Frequency: Very Rare*

Either through spawning or specific collisions, some machines will become trapped inside a building or some other part of the world's level geometry that cannot be accessed.

The only ways to defeat them thereafter is to wait for them to despawn, kill them with an area-of-effect weapon such as the flamethrower, or patiently wait for their hitbox to become visible as they clip through the wall.

This can be problematic for Resistance base attacks, as the win condition for each wave requires all machines to be destroyed.

## Rendering & Behaviors

These glitches are related to how game elements are rendered and scripted.

### Infinite Drowning

*Status: Fixed / Frequency: Very Rare*

The player enters water and does not properly respawn, endlessly trapped on a loading screen with the sounds of entering water repeating itself. The player can still enter menus, but the either they don't exist and only the menu sounds play, or the loading screen is covering everything on the screen such that players cannot see what they're selecting.

Closing the game is the only way to escape the loop.

* This glitch was patched as part the Recon Update.

### Infinite Ticks

*Status: Fixed / Frequency: Rare*

A Hunter may continuously dispense an endless supply of Ticks even after it dies. These Ticks may prematurely self-destruct when a certain amount of Ticks has been reached, but when they don't, the game almost always ends up crashing if the player stays in the area for too long. The Ticks have been observed attacking other machines as if they were hacked, to which other machines respond accordingly.

The only ways discovered to combat Infinite Ticks glitch are to kill the Hunter and run away quickly hoping for the ragdoll to despawn later, or to leave the area as soon this glitch is noticed. Restarting the game has no effect as the Hunter's information may still be saved upon exiting the session.

* This glitch was patched as part of the Recon update.

### Machine Ghosts

*Status: Active / Frequency: Common*

This is when a machine tries to spawn in, but can't, resulting in its idling noise perpetually emanating from the location it tried to spawn in. This happens most frequently with Tanks and Seekers.

### Pandora's Box

*Status: Fixed / Frequency: Rare*

The game instantly crashes upon attempting to loot an enemy or some other container. This is likely due to a missing or bugged item that the game consequently cannot process.

* This glitch was patched as part of Recon update.

### Sudden Machine Appearances & Disappearances

*Status: Active / Frequency: Rare*

Since the New Dawn update, there have been reports of machines phasing in & out of existence as if the game's draw distance was fewer than 100 in-game meters. Here is an example of a Tank rendering within a few meters of Steam user *DarkFox.*

## Multiplayer Synchronicity

These glitches are related to the Multiplayer mode and how players are synced across a session.

### Automated Turrets Induce Lag

*Status: Active / Frequency: Rare*

When placing down a lot (e.g., 20) of automated turrets and if even a few of them begin to fire, other players & machines may freeze in place due to a lag spike. This can be solved by placing fewer turrets of this type. It's hypothesized that automated turrets consume a lot of server RAM.

### Bad Internet

*Status: Active / Frequency: **Perpetual***

Players with low Internet speeds may cause the game to be next to unplayable for everyone in a multiplayer session, even if all players are in the same country. This causes a lot of problems, including (but not limited to) machines repeating their animations, extremely long lag spikes, and increasing the time to kill of machines. **It can also make the Reaper detonate as many as three consecutive thermobaric explosions within about 20 seconds, and make it impossible to kill before it self-destructs.**

Currently, the only known solution to this problem is for all players in a session to have Internet plans allowing for at least 1 gigabit per second.

### Crashing due to Shock Ammo

*Status: Active / Frequency: Common*

When using shock ammo during a multiplayer session, the game has a tendency to crash the host, especially when used with a full-auto weapon such as the Kvm 59.

### Constant Holstering & Drawing of Weapons

*Status: Active / Frequency: **Perpetual***

When a player is in the process of fast-traveling to a location where other players are already at, the player's model will suddenly appear to them and repeat the holstering & draw animations of the equipped weapon until the traveling player is fully loaded in. This appears to be a small bug with the core game as it occurs 100% of the time.

### Dancing Tanks

*Status: Active / Frequency: Uncommon*

Tanks will take a step forward then a back again repeatedly. It's likely linked to poor synchronicity across players. **This is not to be confused with staggering, which is a normal gameplay mechanic.**

### Medical Ammo Doesn't Heal Players

*Status: Unknown / Frequency: Very Rare*

When shooting medical ammunition at another player to heal them, it has been reported that recipients' game may not actually render the shot and thus not have health restored, causing them to think the shooter is legitimately not firing the weapon even though it shooter actually is.

So far, this glitch has only been observed in WickerTales' *Furries Play Generation Zero - Reaper Goes MAD!*, where Pluvia (aka The Man With No Time) attempts to heal WickerTales with .50 BMG medical ammo and the Experimental Pansarvarnsgevar 90. Pluvia fires multiple times, but WickerTales' game obviously does not render Pluvia pulling the trigger nor firing a projectile, and WickerTales is consequently not healed.

### Statue Corpses

*Status: Active / Frequency: Uncommon*

When a player enters an area that a previous player has recently killed an machine in, said machine has a chance to render on the incoming player's game standing up with its lights illuminated as if it were alive.

### Twin Calles

*Status: Unknown / Frequency: Very Rare*

Steam users Marxon, The Man With No Time (aka Pluvia Machina), and WickerTales encountered a glitch where Calle's armored truck would spawn twice during the final mission of the FNIX Rising DLC. The game would initially treat the first truck as legitimate and the second truck as if it didn't exist, although both trucks behaved almost identically. Pluvia could not view the truck at all from his end despite it being clearly obvious to the others, although he could see Marxon & WickerTales interact with it (e.g. standing on top of it and attaching remote explosives onto it) as if it were invisible. Pluvia's player model would somehow send the second truck flying whenever he touched it. Said truck would also not accelerate unless it was on the road, and it always maintained an approximate 50m distance between itself & the first truck.

Eventually, the game stopped treating the first truck as legitimate and instead gave priority to the second one, resulting in already-completed mission steps being requested to performed again as if they weren't; therefore, softlocking the mission. Restarting the session was the only way to escape the softlock.

* This glitch has thus far not been repeated nor reported to have taken place in the games of other players. More research is imperative.

## Base Assault & Defense

These glitches relate specifically to FNIX base attacks and Resistance base defenses.

### Angry FNIX Turret

*Status: Active / Frequency: Uncommon*

It has been reported that FNIX base turrets will spam their alert noise endlessly even when the player is not in view. The spamming can still be heard from a distance, lasts until the player leaves the area, and usually results in a crash if the player does not leave in time.

The glitch has most frequently occurred in the Eastern half of the Farmlands Region and Southwestern half of the Forest Region. The most effective way at stopping this glitch before it happens is to reduce the amount of rivals in the session, especially near the control point in question.

It not yet known whether or not this behavior is the result Infinite Ticks glitch, which might reveal that the turret could be spamming it's alert noise due to either a new influx of attacking Ticks or it constantly switching its attention amongst them.

### FNIX Control Center Health Bar Stuck at 100%

*Status: Fixed / Frequency: Uncommon*

When attacking the control center of a FNIX base, its health bar would not be synced with its remaining health, causing the center to forever appear at 100% health even though it actually was taking damage and will eventually die like normal. This most frequently occurred during multiplayer sessions.

* This glitch was patched as part of the Recon update.

### Hesitant Machines

*Status: Fixed / Frequency: Common*

Some machines will not move from their position spawning in from a wave, posing an easy challenge to players. They can be returned to normal by approaching them.

* This glitch was patched as part of the Recon update.

### Machines Ignore Players

*Status: Fixed / Frequency: **Perpetual***

Machines would tend to focus on attacking the base first and thus ignore defending players unless they took enough of the machines' attention away. Until it was patched, players originally thought this was an *intentional feature* rather than a bug.

* This glitch was patched as part of the Recon update. Machines are now easier to distract, though they are still programmed to prioritize attacking the base.

### Sudden Blips of Audio

*Status: Active / Frequency: **Perpetual***

When near a FNIX base (c. <500m), the first milliseconds of the audio file for doors opening will periodically play at high volume. This is because the rendered doors of FNIX bases actually are opening that often, but somewhere in the game's code, there is a bug forcing the file to play at max volume for a few milliseconds if the door is within rendering distance.

As a consequence of this glitch, when a player is attacking a FNIX base and any door is opened, it will always sound like it is close to the player.

### Cannot Equip Corrosive nor Radioactive Rounds for Grenatgevar

*Status: Active / Frequency: **Perpetual***

The Granatgevär m/49's experimental ammunition can no longer be equipped. The weapon's description no longer says that it is compatible with HCDP nor HRDP rounds anymore.

### Explosives Penetrate Level Geometry

*Status: Unknown / Frequency: Unknown*

The Grenatgevar's recoilless rounds, the RLG-7's rockets, and the G79's grenades have been reported to phase through the world.

### Jittery ADS

*Status: Active / Frequency: **Perpetual***

Mouse users will consistently find that aiming-down-sights any weapon will result in the crosshair suddenly shifting slightly to the left & right, even when the mouse has hardly moved. The movement is not enough to significantly affect gameplay, but it is obvious enough to the point of distraction.

DPI settings and usage of different mice do not have an observable effect on this.

### PVG 90 Lateral Recoil

*Status: Active / Frequency: **Perpetual***

The Experimental Pansarvarnsgevar 90 shakes violently to the left & right when ADS-ing and shooting at the components of machines, especially at the midsections of Hunters.

### RLG Scope Disappears

*Status: Active / Frequency: Rare*

Sometimes when respawning, the sight of the RLG-7 will disappear. This can be fixed by removing the adding the sight again.

### Remote-Controlled Explosives Don't Spawn When Thrown

*Status: Unknown / Frequency: Unknown*

Self-explanatory.

### Shock Ammo Knocks Aside Experimental Automatgevar 4

*Status: Active / Frequency: **Perpetual***

When using shock ammunition, enemies that intersect the electric arcs will normally create a shake effect over the player's view. This effect is exaggerated when ADSing the Experimental AG 4, consistently recoiling the gun towards (and sometimes off) the right side of the screen.