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Audio problem: After killing a skeleton, its bones will fall to the ground and rattle around making loud noise. However the radgoll and physics for this was never finished correctly, and thus even after the bones stop moving, they continue to make the loud rattle noises until they vanish, which takes a while. And the bones tend not to stop moving either. This glitch is also present in NZA2.

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Bug: For unknown reasons, often after getting a head shot on a zombie, the body will inexplicably launch up into the air a few feet in a weird glitchy ragdoll effect. This same glitch is also present in NZA2.

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Revealing mistake: Cathedral of Resurrection: There is a room with a radio before the third Safe Room where the radio is constantly saying "All hope is lost! Lord... Please save our souls." If you look at the wall to the right of the desk with the radio, you can see separation from the wall to the wall next to it, and the floor, where light is shining through from the other side. But it's not supposed to do that.

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Bug: Cathedral of Resurrection: Outside of the Second Safe room, there is a drop area inaccessible to players. But if you look down into that spot, you will see on the far side the texture of the ground is messed up, flashing and blinking. Moving around causes it to appear to be levitating.

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Bug: Cathedral of Resurrection: The second Safe Room has an open wall where you can stand and shoot out at the zombies in the next area safely before you go there, lessening the their ranks before the bigger horde comes. Though sometimes if a player gets too close to the edge, a glitch happens in just the right spot where he will fall out of the safe room, and off the map. Going under the game into just space and will die.

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Bug: Cathedral of Resurrection: Before you get to the third Safe Room, there is a burring building you must go through after fighting off another horde of zombies. Skeletons will spawn in the room just before the Safe Room. If you quickly run over to the broken wall right next to the safe room, you will see a poster on the wall reading Flakwaffe showing two Germain Soldiers along side another poster. If you stand in that spot by the wall, the skeletons can't get to you. Not knowing what to do, the skeletons go to the other side of the wall trying to get you through the wall.

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13th May 2014

Team Fortress 2

Bug: Spy: The Enthusiast's Timepiece watch's cloak meter doesn't accurately measure the amount of cloak available.

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13th May 2014

Team Fortress 2

Bug: Spy: Lag spikes can cause the Spy to automatically undisguise.

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13th May 2014

Team Fortress 2

13th May 2014

Team Fortress 2

Bug: Spy: If while disguised, a Spy switches to a different class, some body parts of that class will vanish, like the Pyro's head or the Heavy's hands.

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13th May 2014

Team Fortress 2

Bug: Spy: If a Spy is using Spy-Cicle in Medieval Mode and is ignited, the HUD will still show the knife to enter cooldown mode, the knife can still be used. In some rare cases, it will cause the Spy to have no weapon at all and enter the Civilian pose.

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13th May 2014

Team Fortress 2

Bug: Spy: Sometimes if you use your Cloak and Dagger right as the round starts, the Spy will still turn invisible, but without holding up his watch.

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13th May 2014

Team Fortress 2

Bug: Sometimes there is a glitch with the Contentious Objector. I found this when it was just me and 1 other person on the map. Both have the Contentious Objector out but from the view of one person, both signs have the symbol on them of 1 person. Upon death, the sign drops and still shows the wrong logo, but when the other person switches weapons, it changes back but only from the view point of the other player.

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13th May 2014

Team Fortress 2

Bug: Heavy: When wearing the Hunger Force, the bullets across the Heavy's back and chest are glitchy. The shirt over laps them and as the heavy walks, the bullets sink in and out of the shirt, the textures overlapping.

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13th May 2014

Team Fortress 2

Bug: Spy: If a Spy is disguised as a Heavy that is wearing the Purity Fist, the Spy will have the robotic arm, but not the Heavy's fist.

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13th May 2014

Team Fortress 2

Bug: Spy: A Disguised Spy can not capture control points. But if the control point is captured by a team mate while the disguised spy is on the control point, the Spy still gets points for the capture.

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13th May 2014

Team Fortress 2

Bug: Mann Vs Machine: If using the Spy-Cicle as Spy, and you use the sapper on a robot, and then while the sapper is in cooldown, so long as it was your previous weapon, and then you get hit by fire while holding the Spy-Cicle, the fire will be extinguished, but you can still use your Spy-Cicle without it melting.

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13th May 2014

Team Fortress 2

Bug: Spy: If a Spy backstabs an enemy Spy, while the enemy Spy is cloaked with the Spy-Cicle, the enemy Spy will still freeze and his corps will act like an "Iced" corps, but can not be seen by anybody, as it will still be invisible.

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13th May 2014

Team Fortress 2

Bug: Spy: If a Spy wielding the Spy-Cicle is stunned after attempting to backstab a Sniper wearing a Razorback, and then the Spy is hit with fire, the Spy-Cicle will not vanish from the Spy's hand on contact with the fire. But the knife still acts like it melts and gives the Spy fire resistance for 2 seconds, but not more than that despite the knife not vanishing.

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13th May 2014

Team Fortress 2

Bug: Spy: The Spy-Cicle has a frost particle effect that emits from the Spy's hand while he holds it. But sometimes the effect will be around the Spy's feet for some reason.

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