Look for HOT DISCOUNTS For Base Game, Digital Deluxe Editions, Armory Season Passes 1+2, AND THE ULTIMATE EDITION throughout the Winter Holidays!
2XP - All Platforms (Online Only for Console) 4X Drop rate - All Platforms + Up to 75% OFF Most In-Game Store Content (Steam Only) Available on Steam From November 21, 2024 - January 6th, 2025
Rogue Waters - Available now!
Tripwire Presents and Ice Code Games would like to invite you aboard a pirate ship!
Our new game, Rogue Waters, is available now! It's a roguelite melee tactical focused on faster battles in more compact arenas. A dynamic combat system and environmental interactions on the treacherous decks of boarded ships make for exciting and challenging battles. The roguelite approach allows for shorter or longer raids, unlocking content or just focusing on the (addictively fun!) battles.
If commanding sea monsters, exploring a fantasy world devastated by an ancient curse and battling through ships, forts, islands and more sounds fun, we would be honored if you joined us in Rogue Waters.
The game is also on sale for 20% off through Monday Oct 7th.
Attention all Mercs, Killing Floor 2 will undergo scheduled backend maintenance, and downtime is expected on August 15th between 09:00 a.m. and 11:00 a.m. EDT. We apologize for any inconvenience to Mercs who may have had zed-killing plans during this time.
PSA: Item Server Status
Our item server has been under some strain as new players (and old ones) kept joining the game this weekend (and have continued into this week). This resulted in interruptions to the service this past weekend.
The server has remained up and stable since Monday, but it is still working through a backlog of connections/requests and it may take some time. We are continuing to monitor the situation and seeing how we can improve things.
Expected behavior that you will see as of this point:
Intermittent ability to connect to item server
Purchases and in game rewards (for things like the weekly) may start to slowly be granted to the account as the server works through the backlog
Once the service returns to normal operational status, if you are still missing an item, please then reach out to support at support.killingfloor2.com. Any tickets on this before that point will likely be closed.
Thank you for your patience, we hope to get this cleared up as soon as possible.
Killing Floor Franchise 15 Year Anniversary
Join us in celebrating 15 years of Killing Floor as we look into the past, and the future of the franchise, over the coming days!
Do you have a favorite memory from the past 15 years of Killing Floor? Let us know!
We'll have streams with special guests, so be sure to watch out on https://www.twitch.tv/tripwireinteractive & https://www.youtube.com/@tripwireinteractive/streams
Tentative Schedule:
May 14th 2 PM EST: Looking back at KF 1
May 16th 2 PM EST: Special Surprise (with some KF 2)
More to be added!
Killing Floor 2 Hotfix Changelog (Game Version 1150)
Bug Fixes
Fixed an issue where the SWAT perk skills Assault Armor and Heavy Armor Training were awarding flat values instead of the listed percentages as expected.
Fixed the issue where the Doomstick Alt-Fire was firing an excessive amount of pellets causing an unintended uptick in damage and a significant impact to performance.
Fixed an issue where a development test map version of Castle Volter was included in the Map List and Map Vote List.
Fixed an issue where fired rounds would appear after a delay when interrupting the reload animation by firing the weapon in specific circumstances.
As always, thank you for your continued support!
Killing Floor 2 Winter 2024 Quality of Life Changelog (Game Version 1149)
Welcome to The Year of Killing Floor
Since 2024 marks Killing Floor’s 15-year anniversary - and with Killing Floor 3 on the horizon - we figured it’s time to celebrate! To kick things off, we have a Quality of Life update for all the millions of you who hop in to play Killing Floor 2 every year.
As we say almost every year that remains enduringly true, It’s been a pleasure to be part of this project for these many years. We’re deeply grateful for the millions of fans who own and play the game. We truly believe you’ll be excited about what’s coming next for Killing Floor 3 and to show you what we have cooking in the kitchen that we’ll look to communicate in the coming months. Stay tuned here to see the latest: https://www.killingfloor3.com/
Event Winter Quality of Life
Volter is over (or so it seems), so it’s time to breathe and relax enjoying a nice sunset on the German Alps. For like about five minutes. The Zed threat never ends, and we need the best mercs to get the job done. But no job comes unpaid. We’ll grant a Community Gratitude Giveaway to all of you, brave and loyal soldiers.
New Additions and Highlights
Community Gratitude Giveaway
In gratitude to the community’s many years of support, we wanted to reward you all with a promotional one-time grant available on login that provides the following previously time-limited seasonal reward items and a stack of all 4 seasons’ tickets to enjoy.
Please note that if you had previously unlocked the above seasonal unlockable items from its associated seasonal event this may appear as a duplicate stacked item within your inventory.
Addressed Community Feedback General
Store Search Bar:
We included within the Store tab in-game search bar, making it easier to find specific bundles
Its functionality is similar to the Inventory search bar
Server Admin controls for Custom Servers
Added the following configuration for Custom Servers:
Enable/Disable Seasonal Zeds
To apply the changes, add the following line to your batch file: "?SeasonalSkinsIndex="
SeasonalSkinsIndex=-1 -> not used
SeasonalSkinsIndex=0 -> Default
SeasonalSkinsIndex=1 -> Spring (Note No Seasonal Zed Variants Available with this index so will be the same as default)
SeasonalSkinsIndex=2 -> Summer Sideshow
SeasonalSkinsIndex=3 -> Halloween
SeasonalSkinsIndex=4 -> Christmas
SDK Updates and Modding Hooks
Two new modding hooks have been added for the community to use:
Addition of an “Enable Door” Kismet node
Now Elite Zeds can be replaced as well using Zed replacements
Survivalist Weapon List cleanup
The Survivalist weapon list within the trader was getting a bit too clogged, so now the trader will only show Survivalist Perk and Offperk-specific weapons while on that tab
This will affect inventory sorting per Perk as well
Balance
Weapons
Glock 18 and Riot Shield
Spread (default fire mode) from 0.06 to 0.045
FAMAS Masterkey
Buy price from 1200 to 1000
HRG Stunner
InstantHitDamage (default fire mode) from 60 to 80
Perks
Firebug - Firestorm
Increase ground fire duration a 20%
SWAT - Assault Armor
Now 50% of armor will be added at the beginning of each wave
Designer Notes: With our balance tweaks, we aimed to polish up some of the remaining things the State of the Game survey showed as important.
The Glock on the Glock 18 and Riot Shield tandem was a bit scattered on its shot, something a SWAT cannot afford! The spread was reduced to make the gun a tad more reliable
The FAMAS is an interesting gun to play with, but couldn’t compete with high-tier shotguns. Reducing its price makes it a weapon available in earlier waves
The HRG Stunner needed a buff on its regular fire mode damage, so we applied it! Enjoy the carnage, Stunner fans.
Regarding the Firestorm perk Skill, it now makes the ground fire last for longer in addition to the fire spray weapons range increase. Firewall much? Last but not least, the SWAT can now benefit from its Assault Armor each wave, not only at the beginning of the game.
Bug Fixes General:
Updated the in-game voice chat to improve the overall experience.
Fixed an issue where a crash could be caused by substituting out all of a base ZED for elites.
Fixed an issue where the Grabbed sound would play endlessly until rebooting the title.
Fixed an issue where the WebAdmin MOTD Image was not working.
Fixed multiple instances of reported crashes to improve overall game stability.
Fixed a noticeable performance drop when moving to the Inventory tab and switching filters within it.
Weapon:
Fixed an issue where shotgun projectiles were not visible in 3p.
Fixed an issue where self-damage would be increased by switching weapons.
Fixed an issue where ammo counts could become incorrect while welding doors.
RPG-7
Fixed an issue where the damage increases from upgrades were not shown in the UI
HMTech Mine Reconstructor
Fixed an issue where “pending fire” was not working after using the alt-fire.
Improved the excessive screen shake when using the weapon.
Fixed an issue where the projectiles could not destroy Bloat mines.
Fixed an issue where the was not granted correctly in multiple circumstances.
Sentinel/HRG Bombardier
Fixed an issue where the drone could be moved by some intractable objects.
Fixed an issue where the drone could be manipulated with the Gravity Imploder.
Fixed an issue where the drone could be moved by traps.
Fixed an issue where the drone was unable to hit Zeds that were located higher than it.
Frost Fang
Fixed an issue where the reload sfx was exceptionally loud in 3p.
Fixed an issue where the impact sound upon frozen targets was not affected by distance.
Blood Sickle
Fixed an issue where no effects were displayed for the Smash and Massacre skills.
Fixed an issue where the SFX of the secondary attack would continue to play in 3p when the attack was interrupted.
Rhinos
Fixed an issue where XP was not being granted for kills after the rounds had ricocheted.
Piranha Pistol
Fixed an issue that allowed saw blades to be picked up even when the user's ammo was full.
Blunderbuss
Fixed an issue where the primary fire was not impacting with a Scrakes hitbox in certain instances.
S12 Shotgun
Fixed an issue where the ammo counter would remain inconsistent after any type of server reconnect.
Fixed an issue where the partial reload animation would play in 3p during a full reload.
FN FAL ACOG
Fixed an issue where the ammo in the weapon would be inconsistent when being picked up after being dropped either intentionally or from death.
HRG 93R Pistols
Updated the reload animation to show the correct model.
Updated the dual pistol holding animations in 3p to be held correctly.
Fixed an issue where the firing and reloading sounds would stop playing.
MP7
Fixed an issue where a floating magazine was visible when reloading using the Tactical Reload skill.
MG3 Shredder
Updated the SFX based on the player surveys to be more in line with other equivalent weapons.
Corrupter Carbine
Fixed an issue where bash attack sfx played inconsistently.
HRG Blast Brawlers
Fixed an issue where the second alt fire strike would strike twice.
HRG Arc Generator
Fixed an issue where there was no sound dropoff when firing over distance.
Doomstick
Fixed an issue where certain shooting and reloading sequences could leave the weapon empty.
Dragonsbreath
Updated the logic on where Residual Flames spawn based on the weapons penetration value.
Spitfire
Updated the logic on where Residual Flames spawn based on the weapons penetration value.
Map:
Castle Volter
Reworked multiple areas throughout the map where performance dropped significantly.
Updated the collision boundaries for the spectator camera to prevent the leaving of map bounds.
Fixed multiple assets that had one-sided textures throughout the map.
Fixed multiple areas where users could get to unintended places shotgun jumping allowing them to avoid ZEDs.
Fixed multiple areas where the textures on the ceilings were stretched.
Fixed multiple areas where visible seams were seen in the floor and the walls.
Fixed multiple instances of Z-fighting on the doors and floors throughout the map.
Fixed multiple assets that did not have collision for ZED corpses throughout the map.
Fixed multiple instances of larger assets disappearing/culling in the player's view.
Added lighting to the area surrounding the fire in the Boss area.
Updated splatter effects on multiple assets where either none or very few splatters were appearing.
Updated Zed spawn points so as not to spawn in player view unintentionally.
Fixed the resolution on wall panels so as not to appear low res.
Updated the Lamp assets so that they do not fall when shot in the Torture Room.
Updated collision boxes for multiple assets throughout the map that were missing or unintentionally small.
Fixed instances of mixing textures throughout the map.
Removed unnecessary water splashing effects on the floor and in the air in several areas on the map.
Fixed a beam that was hanging in mid-air in the Dinner Room Balcony area.
Fixed an issue where offline players could see through the map when starting the match immediately after loading into the lobby.
Dystopia
Updated splatter effects on multiple assets where either none or very few splatters were appearing.
Netherhold
Updated the bullet decals throughout the map to appear and to be consistent with the type of material the base asset is.
Moonbase
Fixed multiple gaps in the floor in the Rocket Dome
Fixed multiple instances of one-sided textures throughout the map.
Carillon Hamlet
Updated splatter effects on multiple assets where either none or very few splatters were appearing as well as where blood splatters were duplicating.
UI:
Fixed an issue where the selection frames do not dynamically update after equipping and unequipping skins in the Inventory Tab.
Fixed an issue where the cursor would shift and freeze when hovering over weapon characteristics.
Removed the “View Profile” option in Steam and EGS in the cross-platform party menu.
Fixed an issue where the link account button would not highlight when using a controller.
Fixed an issue where the cross-platform invite button doesn’t disappear after sending an invite.
Fixed an issue where weapons viewed in the Gear tab would hang there after moving to the Perk tab.
Fixed multiple scenarios where cross-platform invites were not being sent after the invite button was selected.
Fixed an issue that could cause the friends and invite buttons to not appear in the Invite Friends tab.
Fixed an issue in the Server Browser where the maps in the filter were not being reset when viewing servers.
Fixed an issue where the Store Featured tab would update a second time after a few seconds when moving from the Inventory tab.
Updated the copyright year on the opening splash screen.
Updated old icons and thumbnails on Xbox.
Fixed an issue preventing the Welcome Screen from appearing when joining a server.
Updated the MOTD size to allow up to 1024x1024 on custom servers.
Fixed an issue where player names are unreadable under the health and armor UI of friendly allies when scaled below 50%.
Fixed an issue where dual weapons that had ammo remaining would show as red on the ground in some circumstances.
Fixed an issue where the cursor would freeze on the interface if the Perks tab in the Trader Pod was left using the “Esc” button.
Fixed an issue where the weight of the Dual version of pistols was not updated when buying one of the pistols.
Updated the UI to show the correct message when a player leaves the lobby.
Fixed an issue where a match could not be started if a player left the server while voting to resume the game.
Cosmetics:
Fixed an issue where part of the HRG Head Hunter’s skins are missing part of their textures.
Fixed an issue where the scope for the HRG Head Hunter is covered by a number of the skins.
Fixed an issue where the Last Stand Neck Gaiter on Anton Strasser covered too much of the Last Stand Ballistic Glasses.
ZEDS:
Fixed an issue with the Patriarch where the minigun shots had no audio during ZED time.
Fixed an issue where the Gorefiend blade brandish had no SFX.
Fixed an issue where the Gorefiend’s spin attack SFX would play continuously.
Fixed an issue with the Abomination where if you destroyed its armor with an explosive shell it would teleport as it stood back up.
Weekly Outbreaks:
Fixed an issue that would allow players to repeat weeklies obtaining multiple rewards.
Removed Santa’s Workshop from the Weekly Mode selection and from the map travel selection while in Weekly Mode.
Fixed an issue where Weekly descriptions would be missing in the Main Menu after exiting from a match or lobby.
Fixed an issue with the Arachnophobia Weekly where XP was not granted for stomped ZEDs.
Fixed an issue where Weekly music could be superimposed over itself when playing.
Fixed an issue where visible ammunition/projectiles in weapons would not always appear during the boss death cinematics.
Fixed an issue on Steam Fortress that would allow players to move into the Boss encounter room during Trader Time while playing the map on Weekly.
Perk:
Fixed an issue where the Survivalist starting loadout was not applied in the game when changed in the lobby of a match already in progress.
Localization:
Updated the author names on Netherhold to fit within the text box.
Vs. Survival:
Fixed an issue where Skip Trader voting could be initiated when using a hotkey or controller.
Controller:
Fixed an issue where dead zone settings do not work while a controller is plugged in and a keyboard and mouse are in use.
As always, thank you for your continued support!
Killing Floor 2 Hotfix Game Version 1148
Bug Fixes Also mentioned in the 2022 Killing Floor 2 ‘State of the Game’ As with every update, we’ll be addressing a multitude of issues legacy and new that arise over the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections. General:
Castle Volter: Reduced memory footprint to allow more headroom to prevent out-of-memory issues.
Weapon:
Dual HRG 93R Pistols - Updated the 3p animation to reduce and remove clipping of the magazines and pistols when reloading.
Map:
Castle Volter
Fixed multiple areas throughout the map where players could get to spots inaccessible by ZEDs.
Fixed multiple assets that had no collision for ZED corpses.
Updated the blood splatters throughout the map to ensure better coverage across all assets.
Updated the Spectator boundaries in multiple locations to prevent the camera from leaving the map bounds.
Fixed multiple visible seams on the floor throughout the map.
Fixed multiple visible seams on the walls throughout the map.
Fixed multiple visible seams on the ceiling throughout the map.
Fixed multiple instances of walls, stairs, and other map assets culling/disappearing within camera view
Updated light sources and lighting in general throughout the map.
Updated the bullet decals and impact sounds to reflect the correct materials throughout the map.
Adjusted props throughout the map to reduce z-fighting/flickering.
Fixed multiple environmental collisions to correctly match with the map visuals and remove catch spots for players and ZEDs.
Fixed multiple instances of one-sided wall textures throughout the map.
Fixed multiple instances of extra textures being present within the environment throughout the map.
Fixed multiple instances of missing texture throughout the map.
Fixed an issue where the map could be seen loading in during offline matches.
As always, thank you for your continued support!
Killing Floor 2 Autumn Update Changelog
KF2 Autumn 2023 Release Changelog
Event Last Hans Standing
Scanners all over the world found Hans Volter’s hidden castle. Veiled by the Alpine fog and forests, Castle Volter seems to be a fortress in disguise. Your team has enough intel to determine that the castle is Volter’s personal clone laboratory. The time for the final assault to put the old man down for good has come in the new official map: Castle Volter.
Nevertheless, every operation needs funding. Horzine has put a nice and shiny price tag on some unusually dangerous Zed specimens. Hunt them down on the new Bounty Hunt Weekly Mode and make some good Dosh. However, we must warn you that the longer it takes you to take down the Bounties, the more dangerous they’ll be. Try out the brand new HRG 93R, a burst-fire backup pistol. Tired of your old 9mm? This new handgun weighs like a butterfly but stings like a bee. Make sure you check it out on your Perk menu. We hope you enjoy the new content coming up this Halloween!
New Additions and Highlights
1 New Official Map
Castle Volter
Compatible with Survival, Weekly, and Endless Game Modes.
Hans Volter’s hidden fortress in the Bavarian Alps.
1 New Weekly Mode
Bounty Hunt
Each wave Bounty Zeds will spawn.
Players will have to hunt them down and prioritize them as targets.
Killing other Zeds rather than the bounties will make them more dangerous.
Dosh will only be obtained upon killing Bounty Zeds at the end of each wave and healing teammates.
A larger amount of Dosh will be obtained on Bounty Zed kill or assist.
Length: 7 waves.
Complete the Weekly Outbreak to earn the Desert Eagle | Bounty Hunt | Precious skin
2 New Weapons
HRG 93R as a backup pistol
A new backup pistol can be selected on the Perk menu as a starting loadout.
Burst-fire-oriented handgun has a tad more damage than the 9mm, but it’s a bit less precise.
Dual-wielding options are available.
Trader price is 150 Dosh.
MG3 Shredder for the Commando
The MG3 Shredder is a paid DLC weapon.
A Tier 5 Machine Gun with two fire modes: the regular automatic fire mode and an alt-fire that fires shredder rounds: bullets that split into a wide fan formation from the barrel at a lower rate of fire.
Trader price is 2000 Dosh.
New Steam Achievements
Castle-Volter related achievements
Time-limited Objectives, Tickets, and Cosmetics
Seasonal objectives related to Castle Volter and the Weekly Mode
Complete all seasonal objectives to earn the MKB42H | Volter | Precious weapon skin
Zedconomy
Spectre MKIII HRG Weapon Skin Bundle Pack
Medieval MKII Weapon Skin Bundle Pack
Chameleon MKIV Weapon Skin Bundle Pack
Last Stand Outfit Bundle
MG3 Shredder Weapon Bundle
As a reminder, the database update for ticket drops and setting up steam items for sale will occur at approximately 1 pm EDT after all the patches go out in order to verify that the patches are deployed across platforms.
Addressed Community Feedback As mentioned in the 2022 Killing Floor 2 ‘State of the Game,’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2
General
Weekly mode Selector:
Added a way to pick any desired Weekly Outbreak as game mode
Here are more details on how the Weekly Selector can be used:
Find a match
This option prioritizes finding a populated Weekly Outbreak server regardless of the type first. If it needs to perform a server takeover to give the player a Weekly Outbreak server within their region, it will then be set to the current active weekly index rather than any hidden preference set within Create a Match or Solo.
Create a match
Creates a match with the chosen Weekly Outbreak, taking over an existing empty server enabled for takeover based on the requested Weekly Outbreak chosen.
Solo Offline
Lets you play locally on Solo mode for any Weekly Outbreak. Pick your favorite one using the selector (same filters as Create a Match).
Server Browser
Allows the player to search for a specific Weekly Outbreak, showing an icon in the main list and indicating the weekly that the server hosts within the details.
How to configure your server
Add the following line to your batch file: "?WeeklySelectorIndex="
The will correspond to the desired Weekly. The list is the following:
1: Boom
2: Cranium Cracker
3: Tiny Terror
4: Bobble Zed
5: Poundemonium
6: Up, Up, and Decay
7: Zed Time
8: Beef Cake
9: Blood Thirst
10: Coliseum
11: Arachnophobia
12: Scavenger
13: Wild West London
14: Abandon All Hope
15: Boss Rush
16: Shrunken Heads
17: Arsenal Ascent
18: Primary Target
19: Perk Roulette
20: Contamination Zone
21: Bounty Hunt
The current Weekly Outbreak rotation will continue working as usual, updated weekly. Weekly rewards will only be granted if the Current Weekly is chosen. Playing any custom Weekly Outbreak won’t grant any reward.
Balance
Weapons
Reducto Ray
Duration of Reducto Ray's Shrink incap reduces from 10s to 0.5 (dissipation rate from -10 to -200), meaning that after not attacking ZED for 0.5s, the internal meter resets back to 0 and you'd need to start applying incap from scratch. Incap wears off really fast now but ZEDs grow in size very slowly
Head Hunter
Time to start head reduction x5 times quicker
Head reduction rate decreased 10%
Killerwatt
Default fire mode damage from 50 to 55
Alt-Fire charge time 30% reduction
Camera turn ratio is now x5 faster than the previous version when alt-firing
Spare ammo increased from 300 to 450
HRG Vampire
Crosshair added:
Perks
Support
Fortitude
10% Defense increase IN ADDITION to the regular health buff
Armor Piercing Shot
10% Perk Weapon Damage increase IN ADDITION to the regular penetration buff
ZED TIME - Penetrator
Reload in real time IN ADDITION to the existing buffs. This will affect both mag-fed and non-mag-fed guns.
SWAT
All ammo prices reduced by 10% except for the HRG Nailgun
Field Medic
Acidic Rounds
Removed poison effect from Perk Weapons' regular shots
Darts' base damage increased; it’s easier now to break Zeds' poison resistance threshold
Dart cost reduced in a 20% (except for HRG incision and HRG Healthrower)
Additional
Trader time on Castle Volter is increased by x1.17 (x2.5 during the last wave so you can admire a museum for a bit longer).
Designer Notes: We agreed that the heavily requested ability for players to set their Weekly Outbreaks is a must. The Weekly Selector is now in the game! Choose your favorite Weekly Outbreak to play, or find any specific match in the server browser from our expansive list of Weekly Outbreaks. Regarding balance, we have made tweaks in some weapons following the feedback from the Community: The Killerwatt was powerful but could be more comfortable to use. We sped up its alt-fire charge rate, increased the default fire mode damage, and made it easier to control while alt-firing. The Head Hunter and the Reducto Ray had a shared problem: it took too long for Zeds with altered sizes (either heads or full bodies) to return to their original state. Now, recovery rates are sped up. Also, the crosshair was enabled for the HRG Vampire, which is always handy! We heard your feedback regarding the ammo price for one of the most ammo-consuming perks of the game, the SWAT. We hope players enjoy the ammo pricing adjustment. Many players also expressed that these 3 Support skills weren’t being used as they did not feel enticing enough alternatives to their counterparts. We believe these additions will make choices more interesting for players. The addition of real-time reloads for mag-feed and non-mag-feed guns will allow players to fire off more shots in real-time when supports find themselves in need of more ammo.
Player input suggested that Acidic Rounds was a skill that caused more harm than helped the cooperative playstyle. We’ve taken that feedback and revamped the skill, maintaining the poison theme: now the darts shot from Medic weapons cause more damage and break the Zeds’ poison resistance quicker, allowing the Medic to help in specific situations instead of poisoning Zeds in unwanted scenarios. Bug Fixes Also mentioned in the 2022 Killing Floor 2 ‘State of the Game,’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Community Fixes
Fixed an issue where the Server Details and Spectate buttons would become unavailable due to the types of servers displayed and the placement in the server list of those servers.
Fixed an issue where Default ZEDs were using the seasonal SFX when seasonal skins were enabled.
Abomination will no longer get stuck when using the Gorge Attack on drones.
Addressed issues with EGS servers and online services being unavailable.
Weapon Fixes
Fixed an issue with the MG3 Shredder where the ADS Alt-Fire tracers and FX would appear misaligned.
Fixed an issue with the Killerwatt where two third level charges could not be fired from a single magazine.
Fixed issues with the Minigun that would cause ammo amounts to be lost when swapping weapons.
Fixed issues with the Minigun that would cause ammo amounts to be lost reloading and purchasing ammo during Trader Time.
Fixed an issue with the G36 Assault Rifle where the ammunition would disappear from the magazine during the magazine check after partially reloading.
Fixed an issue with the HRG 93R pistols where the barrel materials were too thin.
S12 shotgun alt-fire FX now displays correctly on top of various environmental surfaces.
Drones will no longer target Zeds through the Trader Pod.
Map Fixes
Castle Volter
Updated the splatter mapping throughout the map where it had missing or incorrect blood splatters.
Updated the Spectator collision throughout the map to prevent the Spectator camera from leaving the map bounds.
Updated light sources and lighting in general throughout the map.
Updated textures throughout the map to properly reflect the illumination from the flashlight.
Updated the bullet decals and impact sounds to reflect the correct materials throughout the map.
Adjusted props throughout the map to reduce and remove clipping with the surrounding environment and other props.
Adjusted Ammo Crate and Drop Weapon placement to reduce and remove clipping with the surrounding environment.
Adjusted railings throughout the map to reduce and remove clipping with the surrounding environment.
Walls were adjusted, and seams were welded together throughout the map to remove the visible seams within the environment.
Fixed multiple invisible collision boxes throughout the map.
Fixed multiple collision boxes around props and railings that would leave the player twitching when right up against them.
Fixed multiple instances where players could step up onto a railing and take fall damage when stepping back off.
Fixed the multiple instances of barriers not having collision for ZEDs allowing them to walk through them.
Fixed multiple instances of walls not having collision allowing players to get to unintended areas.
Fixed multiple instances of walls, props, and environment dressing having single-sided textures, making them invisible or able to be seen through based upon camera angle.
Fixed multiple instances of Z-Fighting/flickering throughout the map.
Fixed the fir trees so the needles do not have bullet collision.
Updated ZED spawns to remove the spawning from the players' sight line.
Fixed multiple areas where the shotgun jump allowed players to get to areas ZEDs were unable to path to.
Fixed an issue where the welding seam on the doors would not fully render on doors throughout the map.
Updated the inability to climb on tables in multiple areas in the map to make behavior consistent throughout.
Updated draw distance throughout the map to reduce issues of pop-in and disappearing as the player moves through the map.
Fixed an issue where some SYG zones were not activating.
Updated the SYG zone outlines to reduce clipping with the environment and increase visibility.
Updated the SYG zones to ensure that the marked areas are representative of where the players need to be to qualify for the SYG zone bonus.
Perk Fixes
Fixed an issue where the medic weapon dart recharge rates were overly fast for non-medic perks.
Fixed an issue with the Support perk Fortitude skill not increasing resistance by the appropriate amount.
Survivalist weapon loadout will reflect players' choices in the main menu.
Seasonal Objective Fixes
Fixed an issue where collectibles were only triggering for the user that hit the collectible rather than all users on the server.
Fixed multiple issues with the Seasonal Objective “I could do this all day,” not counting progress for both those that got the boss kill and those that did not.
Weekly Outbreak Fixes
Fixed an issue where the 2nd and subsequent waves in endless mode would not match with the announced timing.
Fixed an issue with the Weekly Selector where the “Outbreak Completion Reward” text and dosh reward frame would no longer be visible after changing back to the Current Weekly.
Santa’s workshop was excluded from certain weeklies to avoid spawn issues.
Localization Fixes
Updated the Castle Volter localization to include all supported languages.
Updated the “Current Weekly” localization to fit within the textbox.
Updated the Seasonal Objective “I could do this all day” to fit within the textbox across multiple languages.
Updated the punctuation within the Seasonal Objectives across the supported languages.
Corrected misspelling of “password” in Spanish on certain menus.
Cosmetics
Fixed multiple clipping issues with the Last Stand Neck Gaiter.
Fixed an issue with the HRG Crossboom Spectre skins covering the scope.
General Fixes
Updated the display name for Castle Volter within Web Admin.
Updated the cinematic and music in the main menu to the seasonal versions.
Fixed an issue where trader time could increase after the 1st wave across multiple modes.
Fixed an issue where the Weekly Server would be highlighted and selectable when a player hovered between the Server List and the Server Detail button.
Web Admin fixed client crashes due to high image resolution.
Adjusted weapon type and filtering flags on various weapons.
Known Issues:
Castle Volter is still undergoing optimization, and some machines within the recommended specs may experience lower-than-expected performance. We’re continuing to improve this for all platforms within a forthcoming update post-release.
Weapon pickup rewards within the museum rooms, along with some props available when unlocked, have been removed for this release to address stability concerns observed on some platforms within internal testing. We’ll be looking to replace these assets with a new solution within a forthcoming release post-launch.
As always, thank you for your continued support!
Killing Floor 2 Autumn Beta 2 Update is Now Live!
KF2 Autumn 2023 Beta 2 Changelog
To opt into this beta on Steam, join the "preview" branch available in the Beta drop-down list. Admins will need to use the following SteamCMD flag:
app_update 232130 -beta preview
To opt into this beta on EGS, the Beta will be accessible within KF2 owners’ game libraries as a separate install called “Killing Floor 2 Beta”. Users may need to restart their EGS launcher for the Beta to populate and be accessible to install. Progress for stats and inventory is shared between both versions on EGS so for users switching between Beta and Live be sure to sync your game data to use the latest timestamp to prevent any lost progress from participating in the Beta. The Beta on EGS also includes its dedicated server within the install folder for your hosting needs for this version.
Event Last Hans Standing
Scanners all over the world found Hans Volter’s hidden castle. Veiled by the Alpine fog and forests, Castle Volter seems to be a fortress in disguise. Your team has enough intel to determine that the castle is Volter’s personal clone laboratory. The time for the final assault to put the old man down for good has come in the new official map: Castle Volter.
Nevertheless, every operation needs funding. Horzine has put a nice and shiny price tag on some unusually dangerous Zed specimens. Hunt them down on the new Bounty Hunt Weekly Mode and make some good Dosh. However, we must warn you that the longer it takes you to take down the Bounties, the more dangerous they’ll be. Try out the brand new HRG 93R, a burst-fire backup pistol. Tired of your old 9mm? This new handgun weighs like a butterfly but stings like a bee. Make sure you check it out on your Perk menu. We hope you enjoy the new content coming up this Halloween!
New Additions and Highlights
1 New Official Map
Castle Volter
Compatible with Survival, Weekly, and Endless Game Modes.
Hans Volter’s hidden fortress in the Bavarian Alps.
Special Note: This map is still undergoing optimization, and some machines within the recommended specs may experience lower-than-expected performance during this phase of the beta
1 New Weekly Mode
Bounty Hunt
Each wave Bounty Zeds will spawn.
Players will have to hunt them down and prioritize them as targets.
Killing other Zeds rather than the bounties will make them more dangerous.
Dosh will only be obtained upon killing Bounty Zeds at the end of each wave and healing teammates.
A larger amount of Dosh will be obtained on Bounty Zed kill or assist.
Length: 7 waves.
Complete the Weekly Outbreak to earn the Desert Eagle | Bounty Hunt | Precious skin
2 New Weapons
HRG 93R as a backup pistol
A new backup pistol can be selected on the Perk menu as a starting loadout. https://media.tripwirecdn.com/082423/hrg93rmenu.png
Burst-fire-oriented handgun has a tad more damage than the 9mm, but it’s a bit less precise.
Dual-wielding options are available.
Trader price is 150 Dosh.
MG3 Shredder for the Commando (Not available for purchase individually during BETA)
The MG3 Shredder is a paid DLC weapon.
A Tier 5 Machine Gun with two firemodes: the regular automatic fire mode and an alt-fire that fires shredder rounds: bullets that split into a wide fan formation from the barrel at a lower rate of fire.
Trader price is 2000 Dosh.
New Steam Achievements
Castle-Volter related achievements
Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
Seasonal objectives related to Castle Volter and the Weekly Mode
Complete all seasonal objectives to earn the MKB42H | Volter | Precious weapon skin
Zedconomy (Not available for purchase during BETA)
Spectre MKIII HRG Weapon Skin Bundle Pack
Medieval MKII Weapon Skin Bundle Pack
Chameleon MKIV Weapon Skin Bundle Pack
Last Stand Outfit Bundle
MG3 Shredder Weapon Bundle
As a reminder, the database update for ticket drops and setting up steam items for sale will occur at approximately 1 pm EDT after all the patches go out in order to verify that the patches are deployed across platforms.
Addressed Community Feedback As mentioned in the 2022 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2
General
Weekly mode Selector:
Added a way to pick any desired Weekly Outbreak as game mode
Here are more details on how the Weekly Selector can be used:
Find a match
This option prioritizes finding a populated Weekly Outbreak server regardless of the type first. If it needs to perform a server takeover to give the player a Weekly Outbreak server within their region, it will then be set to the current active weekly index rather than any hidden preference set within Create a Match or Solo.
Create a match
Creates a match with the chosen Weekly Outbreak, taking over an existing empty server enabled for takeover based on the requested Weekly Outbreak chosen.
Solo Offline
Lets you play locally on Solo mode for any Weekly Outbreak. Pick your favorite one using the selector (same filters as Create a Match).
Server Browser
Allows the player to search for a specific Weekly Outbreak, showing an icon in the main list and indicating the weekly that the server hosts within the details.
How to configure your server
Add the following line to your batch file: "?WeeklySelectorIndex="
The will correspond to the desired Weekly. The list is the following:
1: Boom
2: Cranium Cracker
3: Tiny Terror
4: Bobble Zed
5: Poundemonium
6: Up, Up, and Decay
7: Zed Time
8: Beef Cake
9: Blood Thirst
10: Coliseum
11: Arachnophobia
12: Scavenger
13: Wild West London
14: Abandon All Hope
15: Boss Rush
16: Shrunken Heads
17: Arsenal Ascent
18: Primary Target
19: Perk Roulette
20: Contamination Zone
21: Bounty Hunt
The current Weekly Outbreak rotation will continue working as usual, updated weekly. Weekly rewards will only be granted if the Current Weekly is chosen. Playing any custom Weekly Outbreak won’t grant any reward.
Balance
Weapons
MG3 Shredder
Reduced Alt-Fire cone angle from 30º to 20º
HRG 93R
Reduced recoil in ~30%
Increased Damage per bullet from 12 to 15
Perks
Support
Increased Damage buff applied to Armor Piercing Shot from 5% to 10%
Designer Notes: Your feedback was heard, and we made the 93R a more viable alternative to the 9mm. With less recoil and a bit more damage per bullet, it should be a great backup option! All the sound issues of the MG3 were also addressed, and the alt-fire cone was reduced 10º. Now it’s a bit less necessary to get at point-blank distance to cause big damage. Last but not least, Armor Piercing Shot damage buff was increased an additional 5% to make the skill more attractive!
Bug Fixes Also mentioned in the 2022 Killing Floor 2 ‘State of the Game,’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Community Fixes
Fixed an issue where the Server Details and Spectate buttons would become unavailable due to types of servers displayed and the placement in the server list of those servers.
Fixed an issue where Default ZEDs were using the seasonal SFX when seasonal skins are enabled.
Weapon Fixes
Fixed an issue with the MG3 Shredder where the ADS Alt-Fire tracers and FX would appear misaligned.
Fixed an issue with the Killerwatt where two third level charges could not be fired from a single magazine.
Fixed issues with the Minigun that would cause ammo amounts to be lost when swapping weapons.
Fixed issues with the Minigun that would cause ammo amounts to be lost reloading and purchasing ammo during Trader Time.
Fixed an issue with the G36 Assault Rifle where the ammunition would disappear from the magazine during the magazine check after partially reloading.
Fixed an issue with the HRG 93R pistols where the barrel materials were too thin.
Map Fixes
Castle Volter
Updated the splatter mapping throughout the map where it had missing or incorrect blood splatters.
Updated the Spectator collision throughout the map to prevent the Spectator camera from leaving the map bounds.
Updated light sources and lighting in general throughout the map.
Updated textures throughout the map to properly reflect the illumination from the flashlight.
Updated the bullet decals and impact sounds to reflect the correct materials throughout the map.
Adjusted props throughout the map to reduce and remove clipping with the surrounding environment and other props.
Adjusted Ammo Crate and Drop Weapon placement to reduce and remove clipping with the surrounding environment.
Adjusted railings throughout the map to reduce and remove clipping with the surrounding environment.
Walls were adjusted and seams welded together throughout the map to remove the visible seams within the environment.
Fixed multiple invisible collision boxes throughout the map.
Fixed multiple collision boxes around props and railings that would leave the player twitching when right up against them.
Fixed multiple instances where players could step up onto a railing and take fall damage when stepping back off.
Fixed the multiple instances of barriers not having collision for ZEDs allowing them to walk through them.
Fixed multiple instances of walls not having collision allowing players to get to unintended areas.
Fixed multiple instances of walls, props, and environment dressing having single sided textures making them invisible or able to be seen through based upon camera angle.
Fixed multiple instances of Z-Fighting/flickering throughout the map.
Fixed the fir trees so the needles do not have bullet collision.
Updated ZED spawns to remove the spawning from the players sight line.
Fixed multiple areas where the shotgun jump allowed players to get to areas ZEDs were unable to path to.
Fixed an issue where the welding seam on the doors would not fully render on doors throughout the map.
Updated the inability to climb on tables in multiple areas in the map to make behavior consistent throughout.
Updated draw distance throughout the map to reduce issues of pop in and disappearing as the player moves through the map.
Fixed an issue where some SYG zones were not activating.
Updated the SYG zone outlines to reduce clipping with the environment and increase visibility.
Updated the SYG zones to ensure that the marked areas are representative of where the players need to be to qualify for the SYG zone bonus.
Perk Fixes
Fixed an issue where the medic weapon dart recharge rates were overly fast for non-Medic perks.
Fixed an issue with the Support perk Fortitude skill not increasing resistance appropriately.
Seasonal Objective Fixes
Fixed an issue where collectibles only triggered for the user that hit the collectible rather than all users on the server.
Fixed multiple issues with the Seasonal Objective “I could do this all day” not counting progress for both those who got the boss kill and those that did not.
Weekly Outbreak Fixes
Fixed an issue where the 2nd and subsequent waves in endless mode would not match with the announced timing.
Fixed an issue with the Weekly Selector where the “Outbreak Completion Reward” text and dosh reward frame would no longer be visible after changing back to the Current Weekly.
Localization Fixes
Updated the Castle Volter localization to include all supported languages.
Updated the “Current Weekly” localization to fit within the textbox.
Updated the Seasonal Objective “I could do this all day” to fit within the textbox across multiple languages.
Updated the punctuation within the Seasonal Objectives across the supported languages.
Cosmetics
Fixed multiple clipping issues with the Last Stand Neck Gaiter.
Fixed an issue with the HRG Crossboom Spectre skins covering the scope.
General Fixes
Updated the display name for Castle Volter within Web Admin.
Updated the cinematic and music in the main menu to the seasonal versions.
Fixed an issue where trader time could increase after the 1st wave across multiple modes.
Fixed an issue where the Weekly Server would be highlighted and selectable when a player hovered between the Server List and the Server Detail button.
Known Issues:
Castle Volter is still undergoing optimization, and some machines within the recommended specs may experience lower-than-expected performance during this beta phase.
Castle Volter is actively being polished and currently has several known defects for the beta:
Areas where visual culling is visible to the player
Visible seams in the geometry
Lighting inconsistencies across adjacent physical locations
Splatter maps need tuning across various locations.