Guerrilla Research Update - Patch Notes

Greetings, Survivors!
It’s November and we’re excited to talk about the Guerrilla Research Update, releasing tomorrow at 10am CET. As you might have seen on our Social Media channels, it contains Weapon Augmenting, new free cosmetics, a new cosmetic DLC, and some much needed fixes. Let’s get right into it!

Weapon Augmenting

We love to give you more ways to customize and adapt the way you play Generation Zero. Weapon Augmenting is a big step in that direction: it offers new challenges, reinforces and empowers your individual playstyle and diversifies the existing range of weapons more than ever before! Not to mention giving those of you who have been hoarding their resources something to spend them on.

Weapon Augmenting consists of two parts: Research and Crafting.
The Research is done in the new tab of the same name. It has you complete different gameplay challenges in order to unlock Augmentation Designs.

Each Design has 3 tiers (Bronze, Silver, and Gold) which become stronger as they progress, but of course the challenges required to unlock them also become harder to complete.

These Designs can then be applied to a weapon of 2-5 crowns rarity.

The application of these Designs happens at the Consumable Crafting Station, which is now split up into a Consumables part and an Augmenting part. This is how it works:
First, you select a weapon you would like to augment.
Then, you select the Design you want to apply. The application costs an increasing amount of resources based on the quality of the Augmentation Design.

Note that overriding or removing an Augmentation does not refund any of the crafting materials used to apply it. However, upgrading to a higher tier of the same Design will subtract the cost of the previously equipped tier.

There are **Primary ** and Support Augmentation Designs. 2 and 3 crown weapons can have a Primary Design applied to them, whereas 4 and 5 crown weapons can have one Primary and one Support Design.
We decided not to allow Experimental weapons to be augmented as they’re already quite strong and the interaction between an Experimental weapon’s innate effect and augments might lead to a lot of unexpected scenarios. It could still be something we want to consider in the future, but for now this feature will stay exclusive to the regular weapons.

New Procedural Missions

After we released the first three Procedural Missions, we heard a lot of feedback about them from you. Mainly there are two things you thought could be improved: the length of the missions and the rewards.
For this iteration, we’ve added three new quests for you to complete on a weekly basis. They should now take you around 10 minutes to complete and we’ve tweaked the rewards you get from them to be more satisfying.

Resistance Dead Drop
Find a cache of resources stashed by the Resistance and figure out a way inside.

Resistance Radio Maintenance
Perform repairs and maintenance on parts of the Resistance’s radio infrastructure.

High Value Target
Take out a high value Machine that’s roaming around a radio transponder.

We will continue to monitor your feedback around Procedural Missions and keep finding ways to make them more engaging, fun and challenging. Please let us know what you think about these new ones, especially compared to the previous three! We highly appreciate your input.

Paid DLC - “Advanced Intelligence Cosmetics Pack”

This cosmetic DLC was made to let you and your Companion mimic the menacing look of the enemy. The apocalypse is here, and this DLC offers a makeover to make you and Survivor’s best friend look the part with a wide range of weapon and companion cosmetics.


Machine-themed weapon skins: Made to stand out, these fresh appearances are based on the different Machine classes: FNIX, Prototype and Apocalypse (left to right).
What’s amazing about the FNIX and Apocalypse variant of these is that they’re emissive, meaning certain parts of them will glow in the dark! Here’s how that looks:

Companion Swag
On top of this, we’re happy to include a skin (which also glows!), Light Kit and Voice Box to make your Companion sound like they’re one of FNIX’ finest!
Get ready for a lean, green killing machine with the Apocalypse cosmetics for your steel buddy - they won’t know what hit’em.

Listen to a preview of the Apocalypse Voice Pack

Vocoder Voice Pack
Lastly, this pack includes another Voice Box for the Companion - the Vocoder kit. Think “space robots from your favorite 80’s scifi show”, that’s what it sounds like. Funky!
Listen to a preview

Free Cosmetics

For those of you who are still unsure about the cosmetics pack, no worries! We got you covered. With the Guerrilla Research Update, all of you will be able to loot 6 new weapon skins and one new Companion Voice Box!

The Resistance has found a way to express themselves and the chaos that they’re going through in these beautiful weapon looks. These skins will be added to the loot pool of the new Procedural missions, which you can expect to appear starting with the update.

Companion Voice Box: 56k
Inspired by 80s telecommunication sounds, this Voice Box is perfect for those missing the time when your mother had to hang up the phone if you wanted to download something from the internet. It will also be available from all suitable loot sources after the update.
Listen to a preview

Last but not least, the ability to mute the Companion has been added in the form of the “Disconnected Voice Box”. Simply choose the option in your Companion customization menu and your trusty friend will be a silent protector from now on.

…and more

As always, we have a slew of bug fixes and improvements that are also included in the update! Namely, we’ve made some performance enhancements and the game should now be running smoother. In future patches, we’re going to emphasize performance even more, so expect more of these changes coming soon.
The Kotenok finally displays the correct stats between the 4C and 5C variants. Machines have been made easier to loot and several quests have been updated to prevent mission blockers.
PC versions have received a significant change in performance when tabbed out of the game and multiple missing textures, terrain holes and missing collisions have been fixed.

We hope you enjoy this update as much as we did developing and testing it!

The Generation Zero Dev Team



  • [Community Reported] Fixed a display bug that showed the 4C Kotenok having better stats than the 5C one


  • Fixed capitalization in the Companion Crafting Station
  • [Community Reported] Fixed a crash when using Spotter Module in multiplayer


  • [Community reported] Fixed the Firebird’s loot interaction box. No more ring-around-the-rosie!


  • Fixed an issue where Barcodes wouldn’t count towards the Bunker progress in “The Home Team”
  • Fixed certain circumstances preventing the player from talking to Pontus during “The Home Team”
  • Fixed the barn door already being unlocked at mission start in “Emergency Supplies”
  • Fixed the Firebird intro mission not starting properly when picking up the tracking device
  • Fixed an issue where enemies wouldn’t spawn during “Road to Salthamn”

Equipment and Weapons

  • Removed ragdoll physics from the Remote-Controlled Tick after detonation
  • Prevented RC Tick from taking damage from landmines


  • Fixed a bug that caused unnaturally high CPU and GPU usage when tabbing out of the game on PC
  • Fixed several crashes happening during combat
  • Fixed a crash on startup on Steam


  • Fixed a bug where certain sounds would be stuck in a loop after finishing a Base Assault


  • Fixed enemy outlines persisting when switching from the binoculars to a weapon scope
  • Removed undiscovered Warboard POIs from radar. No spoilers!


  • Fixed collision on cargo crates in warehouses
  • Re-added engines to multiple cars on Himfjäll island
  • Fixed multiple floating and misaligned props
  • Fixed several terrain tears and holes

Known Issues


  • Some armor plates on the Tank’s legs are invulnerable


  • Progress Lost on Mission “The Home Team” for client completing the mission in Multiplayer


  • Multiplayer Matchmaking - Player fails to join the correct session as per the preferred multiplayer matchmaking settings
  • Safehouses might get lost when logging in. This is most commonly encountered on PlayStation.


  • Riding a motorcycle can crash the game, this is more prevalent on last gen consoles

Can’t wait to test it.
Hopefully the crashes in multiplayer, especially when using the companion, are in general fixed now.

1 Like

Something that has not been discussed.
Now we know how to augment the weapons, but can we remove the augmentation from a weapon?
Maybe i want to change the weapon to other augmentations, or just want the weapon with NORMAL Stats.
Can we remove them?


it’s is stated right here. yes you can remove augmentations :slight_smile:


I just See, there is yet another way of spending ressources.

And I feel that a large amount of ressources becomes more and more important.

In the past we had to search for everything, to explore the map, to find all the nice little details, to look under every stone for additional ammo, a collectible or schematics.

Now everything except the collectibles simply can be crafted or have to be crafted or developed by spending ressources. Ressources became lighter in the past, so that we can carry and store much more of them now, especially after upgrading the recycling station.

On the other hand some sources of ressources have been taken away. Steel and wood once where everywhere. In every single machine was steel, in cars motors was steel…now it’s just in seekers and hunters. Can’t remember to have seen steel in any soviet machine ever, for tanks and harvesters it’s really long ago.
Wood on the other hand was in almost every second backpack… Which we looked at anyway to find adrenalines. Now we have to go into the woods and Run from tree to tree to find wood. Or gather and carry many useless stuff to recycle it for wood.

There are other examples and of course some counterexample, too.
Who needs so much lead? I would prefer the good old steel in the runners loot, especially since we have to deal with so many of them during base assaults.

The same goes for uranium. Previously you just got a few uranium for each base defense mission. Nothing more.
Now you get it for base defenses, base assaults, 5 for every character level higher than 31… It could fill a whole plundra just with experimental ammo if I would spend my uranium for it.

Ok, finally, I justed wanted to say that the ressource income should be improved, too, with more options to spends ressources on. Maybe some steps back, maybe with some more unique ideas, at least finally more balanced to what we need.

pssst, recycle AP ammo. steel galore. recycle flares/fireworks, wood galore. and I love lead as I prefer FMJ ammo over AP. :slight_smile:

1 Like

Thx for the advice.
Maybe I look at .32, 9mm or 5.56 AP ammo, if I ever find some.
Flares sound good, I never take them, just sticky flares. Fireworks are needed.

Oh and I don’t craft ammo (except sometimes a few magazines shock ammo for my pistol and AG4 as emergency backup), as I find more than I need and in most cases I just take what I need.

Maybe I have to adjust my playstyle a bit.
But that doesn’t change the fact, that it’s not enough to turn just one screw. It’s like balancing the boards for installing a new ceiling. There are always more screws to adjust for a perfect balancing.

I was just giving you a good ribbing is all. I know you probably know all the ins and outs of this game by now. but I just couldn’t resist. but for others that don’t know as much as you might just feel the same. the amount of steel and wood you can get (weight wise on your character) from easily recycled ammo and flares/fireworks/arrows is far better than just finding said materials. especially the smaller calibers as you mentioned. as I have said in a few other threads, a quick run through the Archipelago region every game play will net you more resources than you will need for a bit. I rarely need adrenaline but have 91 of them, med kits never drop below 80 of any type. crafting components… honestly I had to stop collecting stuff as my crafting station is about as bad as my plundra. I have only been at this a lil over two months. can not imagine gamers with years in game look like…

1 Like

and did they only make only 1 brand Car Battery in the 1980s :rofl: because every vehicle in the game have the same brand Car Battery in there engine :dizzy_face: how is that realistic :person_cartwheeling: wowsers lol

Well, I will say that the Dev team does seem to be hard at work with the lists of “fixes”. Fingers crossed not to many new bugs they need to deal with. Maybe they did get some extra hands with the 2nd ext issue.


is there going to be a trailer?
for weapon augmenting?

1 Like

Will check this out later , thank you all :v::uk:

It’s always the same… If I hear the GZ theme, I’m immediatly triggered. I love it. This theme alone must be the reason to continue GZ with a sequel, a prequel and spinoffs. It’s the basement for a whole franchise.
It’s like the “hell march” theme for C&C / Red Alert.

Heyo! Just fixed a small typo in the patch notes: The new free weapon skins aren’t in rival loot pools, but will drop from the new Procedural Missions which we added. They’ll appear in the coming weeks!

1 Like

Is there a “fixed order” of them or is it completly random?

Would be sad still to get just the old ones.

It’s random, no fixed order

This new update seems to have some interesting add-ons needing to store more than one of the same weapon with different augments. I can see doing different missions with an RPG tricked out in different ways. Same goes for other weapons. Maybe we now have a very strong case for a weapons locker. A locker that only hold weapons, with all attachments attached and augments too. No separate attachments, no separate ammo, just the ammo in the mag so when you grab it, it’s already loaded. I am very excited about this update, NOW.

This update seems to be a whole new chapter in the Gen Zero world. Well done Dev team!


How do we get weapon parts???

recycle weapons that you find and don’t want

In this case it could also be interesting to change that once attached attachments are bound to the weapons.
This would give us more reasons to search for and store attachments and weapons.

For example you built a 3c AG4 with a 3c extended barrel, a 3c extended magazine and a 3c 4-8x rifle scope.

A. Now you find a 5c scope. For making a built with the better scope, you have to use another gun.
B. You want a built with a Red Dot and a surpressor instead of the scope and the barrel extension, so you have to pick another AG4 to build it.