If you've had a chance to check out the beta, please take a moment to give us your opinions on your experience here in the survey: http://www.tripwireinteractive.com/redirect/KF2Survey/
Killing Floor 2 Summer Opt-In Beta 1 (PC Build 1114) Is Now Available!
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 own dedicated server within the install for your own personal hosting needs for this version.
Event Interstellar Insanity
You made it! The moon landing was performed without any complications! Well, almost... Anyway, this research station has gone quiet for a while so you must check if everything is going well. But considering that communications were cut off a few days ago, the situation does not look good, so don’t let your guard down. On top of that, there are also 2 alternative scenarios that you may experience that will imply an additional challenge level: Arachnophobia and Scavenger weekly modes. But there is some good news! At least you will be able to use the new fancy tools from Horzine Research Group, the HRG Bastion and HRG Blast Brawlers, that were being developed in this station. Final advice: it may take you some time to get used to the moon’s gravity.
Beta 1 Start 6/2/2021, (Date are subject to change)
New Additions and Highlights
1 New Map
Moonbase
Compatible with Survival, Weekly, and Endless Game Modes.
Takes place on a secret Horzine research outpost on the Moon which you arrived into via the Steam Powered Rocket.
Features low gravity across the map.
2 New Weekly Modes
Arachnophobia
Custom Zed spawn composition, with more Crawlers than usual, which have much more HP than usual.
Stomping capacity has been improved and now it will cause devastating damage, so it's the recommended way to deal with the Crawlers. Stomping on them will also regenerate a portion of the player’s health.
Making several stomps in a row will grant the player a damage bonus for some seconds.
Scavenger
Traders will be empty of weapons. Armor and Grenades are the only available things to purchase.
The weapon pickups spawn rate is increased.
The weapon pickups pool will vary on each wave, including weapons of different tiers depending on the wave.
4 New Weapons
HRG Blast Brawlers for the Support
An alternative version of the Static Strikers for the Support Perk.
The default fire mode will shoot blasts out of each fist like if they were shotguns.
Some of the melee capacities are kept from the original weapon, like the block and the heavy attacks.
Trader price is 1600 Dosh.
HRG Bastion for the SWAT
An alternative version of the Stoner 63a LMG for the SWAT Perk.
It counts with an energy barrier that can be activated or deactivated with the alt-fire button.
Energy Barrier reduces incoming damage but will deplete if all energy is consumed. The energy automatically refills when the barrier is not active.
Trader price is 2000 Dosh.
FAMAS Masterkey for the Commando and Support (Not available for purchase individually during BETA)
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
It is a tier 3 assault rifle with an underbarrel shotgun attached. It’s also equipped with an ACOG Zoom Scope.
Default fire mode is 3-round-burst fire from the rifle. Alt-fire is pump-action from the underbarrel shotgun.
Primary and secondary ammo are managed with separated box-fed magazines.
Trader price is 1200 Dosh.
Thermite Bore for the Firebug (Not available for purchase individually during BETA)
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
It is a tier 4 weapon that launches thermite grenades that pin to enemies and to any surface. They explode after 4 seconds, creating residual fires all around.
Projectiles can be manually detonated with the alt-fire button.
Trader price is 1500 Dosh.
Special Note for Steam & EGS Armory Season Pass Holders: During the start of Beta 1 for Summer 2021, the Inventory Weapon Skins tied to the new FAMAS Masterkey and Thermite Bore will be granted to all Armory Season Pass holders on Steam and EGS. This will unlock full access to these weapons and their associated variant skins for those Armory Season Pass holders that choose to opt-into the Beta update. As this new content is not present in the current non-beta live build, Armory Season Pass holders on Steam and EGS who don’t opt-in to the Beta will still receive these inventory skins but will appear with missing thumbnails, names, and descriptions that do not unlock anything in game or affect game behavior. Don’t be alarmed as these will appear as expected if you choose to opt-in Beta later, or wait until the Summer Update is released in the live branch for final release.
New Steam Achievements
Moonbase related achievements
Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
Seasonal objectives related to Moonbase
Complete all seasonal objectives to earn the Astronaut Companion Backpack
Summer Sizeshow Prize Tickets
Summer Sizeshow Golden Prize Tickets
Zedconomy (Not available for purchase during BETA)
FAMAS Masterkey Weapon Bundle
Thermite Bore Weapon Bundle
Interstellar Insanity Weapon Bundle
Interstellar Insanity Full Gear Bundle
Premium Summer Sideshow Ticket Bundles come in three sets of tiers:
Bronze - 5 Premium Seasonal Tickets
Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets
Foundry Gear Cosmetic Bundle
Beyond Horizon MK II Weapon Skin Pack
Beta 1 for this update contains a lot of exciting new features! As such, feedback is going to be incredibly important. Stay tuned for a link to a survey where you, the community, will be able to provide your feedback directly to us! Thank you!
Addressed Community Feedback As mentioned in the 2020 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
Skip Trader for the Versus mode
Skip Trader vote system implemented only for Survivors team players.
Zeds team players will not be able to vote.
Improve the reliability of Scrake stuns with Crossbow and Compound Bow.
Headshots with the crossbow arrows and the sharp compound bow arrows to the Scrakes will now apply the stun more consistently.
Balance
Weapons
Compound Bow
Cryo arrow explosion damage increased from 25 to 75
Cryo arrow explosion radius increased from 200 to 250
Cryo arrow explosion adjusted to have damage exponential falloff rather than linear (less damage reduction).
Ammo pool increased from 30 to 35 arrows
Initial spare ammo increased from 10 to 11 arrows
Ammo pickup scale increased from 3 to 4 arrows.
Hemogoblin
Impact damage increased from 100 to 120
Dart healing amount increased from 20 to 25
Ammo pool increased from 98 to 112
Reload speed increased by 20%
Perks
Berserker
Damage Resistance (passive skill)
Resistance bonus decreased from 3% every 5 levels (15% max) to 2% every 5 levels (10% max).
Skirmisher (level 5 skill)
Regeneration reduced from 2 to 1 health points each second.
Vampire (level 10 skill)
Healing for each kill reduced from 4 to 3 health points.
Resistance (level 15 skill)
Resistance to all damage decreased from 25% to 15%.
Additional resistance to Poison and Sonic damage decreased from 25% to 15%.
Parry (level 15 skill)
Incoming damage reduction decreased from 40% to 25%.
Duration decreased from 10 to 6 seconds.
Field Medic
Armor bonus (passive skill)
Armor bonus decreased from 3% per level (75% max) to 2% per level (50% max).
Symbiotic Health (level 5 skill)
Self healing decreased from 10% to 6% of total health.
Demolitionist
Extra Rounds (level 10 skill)
Extra ammo increased from 5 to 10.
Support
High Capacity Magazines (level 5 skill)
Extra magazine size increased from 50% to 75%.
Designer Notes : We have integrated the skip trader vote system in the Versus game mode, that will make the process of skipping the trader easier and clearer for players. Only the Survivor players will vote.
We were aware of the stun reliability problems of the Crossbow and Compound Bow headshots against Scrakes, and the frustration that it may cause. We have worked on improving the system and now the headshots stun power should be applied correctly to the Scrakes, and stun them with more consistency.
The Compound bow was not in a bad spot but we think that one of their fire modes, the cryo arrow, was not performing as good as the other one, the sharp arrow. So we boosted the explosion of the cryo arrow to allow a higher damage capacity and more effective freeze effect against groups of Zeds. Finally, we increased the ammo capacity of the weapon to encourage the use of more cryo arrows to players that are usually conservative with ammo, regarding that this fire mode does not leave pickup as the sharp arrows.
We made some adjustments on the Hemogoblin to improve its viability as a medic weapon. Apart from the bleeding mechanic, the semi-automatic fire mode was a bit unbalanced, so we increased the damage of the primary fire, and speeded up the reload time. We also increased the healing of each dart to make it slightly more impactful, in a midpoint between the HMTech-401 and the HRG Incision.
We implemented several nerfs to the Berserker and Field Medic perks, mostly related to their surviving capacities, as we had a lot of community reports about both perks overperforming in that aspect, even more if their capacities were combined. We love to see the different synergies between perks and strategies that our community creates, but we would like to have every perk in a similar balance point, and each of the 10 perks to be equally relevant in the game.
Finally, we made some adjustments on Demolitionist’s Extra Rounds and Support’s High Capacity Magazines, to improve their viability, as they were underperforming compared to their counterpart skill and were less prefered by most players.
Bug Fixes Also mentioned in the 2020 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.
Top Community Issues:
Fixed an issue where the only weapon pickups available was the varmint rifle when there were 4 or fewer spawns on a map.
Fixed an issue where escort drones on any map could become unrepairable which forced an exit of the map to continue play.
Fixed an outstanding issue where all players leaving servers before match end could result in the server not ending the match leaving it in a bad state requiring a restart.
Fixed an issue where the weekly challenge UI would be out of sync from the current weekly cycle.
Map:
Fixed an issue where the Trader Path would not path across the main street on Dystopia.
Localization:
Altered the text string for the HRG Incendiary Rifle in the trader pod in Russian to allow it to fit within the UI.
Altered the text string for the HMTech-501 in the trader pod in German to allow it to fit within the UI.
Altered the text string for the Limit Results filter in the store in German to allow it to fit within the UI.
Cosmetics:
Fixed an issue where the Conquest variation of the Reaper Outfit did not apply to Anton Strasser.
Fixed an issue where the Witch Hunter body did not apply the correct colors to Hayato Tanaka.
Store:
Fixed the spelling of the HMTech-001 Scalpel in the Neon MKVII Weapon Skin Pack.
As always, thank you for your continued support!
Merc Report - To The Moon
Mercs,
Your long journey has come to an end and we have arrived at the glorious Alpha 4 research station, located on the moon - who is laughing at my highly efficient steam powered rockets now! But wouldn’t you know it, those dastardly Zeds are at it again, and have gotten here before us. How, with what I can only assume is new breakthroughs in clown based rocketry - these Zeds never cease to amaze.
Welp, we’ve never let that stop us before, and by us I mean me. So get hopping, and I do mean hopping... this is the moon you know, not much gravity here. We need to find out what happened, and if those... associates of mine discovered anything useful before their untimely demise.
Do be sure to keep an eye out for possible security mechanisms you may be able to turn back on, but remember, you aren’t exactly known to staff around these parts.
I have been told by Polywinkle that your handlers at Horzine have passed something along: they’ll have more on Field Improvements in the coming days. Now if you excuse me, I need to find the nearest steam source on this blasted rock or I'm afraid we'll be doing a little more than Summering at this particular soiree...
Warmest Regards and your friend in esteemed confidence,
-Lockhart
Merc Report - Locks Are Such A Boring Problem
Mercs,
Before we explore the space you’ll be visiting as your next destination, we wanted to go over some additional updates to your tools of trade. This time around the lab coats in weapons development have authorized new field usage for Mercs with an Armory Season Pass to bring to the fight. One of these particular new weapons is for Commandos and Supports to master, while the other one brings one of their more unusual designs to brighten up the Firebugs out there.
The first of these, is what they are calling the Thermite Bore. This contraption has been designed to take the molotov and really “stick it” to the enemy. Rounds fired will not immediately burst on contact, giving mercs a chance for more zeds to group up on the target. Sick of waiting, manually trigger to detonation all fired ordnance still down range.
Rounds not only burst into a fireball capable of engulfing several foes, they burn hot enough to burn their targets on impact and leave behind ground fire for several seconds more, offering a great new way to bring the heat to lanes and chokepoints.
Look no further than the old adage of “When all you have is a hammer, everything looks like a nail” for the inspiration behind this one. Mercs with an Armory Season Pass are authorized to bring the FAMAS Masterkey into the fight. This bullpup style rifle features an ACOG scope, a 3 round burst trigger pull, for sending lead down range, and an underslung shotgun, for opening doors those closer in encounters.
Why carry two different firearms into the field when you can do it all with one? Commando and Support specialists should find this a viable option for some of their problems.
So mercs, start planning your loadouts now, as we’ll have more to share on the lunacy of your next destination shortly.
As a reminder: DLC weapons can be obtained via the Armory Season Pass or direct individual purchase. Those with an active Armory Season Pass will be able to obtain these weapons while participating in the upcoming opt-in beta on PC platforms, but they will not be available for direct purchase until the full update launch.
And don't forget to share your input in what you would like to see in new future weeklies!
As you are probably aware, the Horzine Research Group is always looking for new ways to repurpose existing material in “new and interesting” ways, and today they want to present some of their latest experiments that will soon be “ready” for field testing.
Their first offering is the HRG Bastion. After acquiring a Stoner LMG in a game of chance against some mercs, several of the lab coats decide to work their magic/science to improve it, and to show no hard feelings were had, they designed it with SWAT mercs in mind. To that end they modified it so SWATs could get up close and personal with it, adding a new front facing shield to mitigate damage.
This energy shield can only stay up for so long due to its power draw, so mercs will need to keep that in mind as they hold or charge into the line.
Ever the enterprising type, this next weapon answers the question of “What's more fun than shooting & punching at the same time?” The answer lies in the HRG Blast Brawlers for the Supports out there. With every swing of your fist, you’ll be sending out a scattered blast into the foes in front of you.
So next time you get surrounded, swing your way out of the thick of it, or just keep on going, because the HRG Blast Brawlers pack a punch.
Mercs who are carrying an Armory Season Pass will have several more options to choose from, and we’ll explore those in the coming days.
As a reminder: HRG weapons are free for all users, while other weapons can be obtained via the Armory Season Pass or direct individual purchase
Tripwire Interactive COmmunity Game Night @ 6pm EST
The Tripwire Community Game Night returns to KF2. This time we're going to play around with one of the CD mods. It will be bloody, it will be brutal. We'll be playing with a planned squad first and then opening up the game to play with others after. As always, the server info will be given out on stream. Join us to help us survive or watch and cheer on our struggle.
Merc Report - Have You Tried Kicking It?
Mercs,
This year continues to be full of strange new outbreaks to challenge your mettle and skill. The latest reports from the field are telling us that in one area, all the trader pods have broken and remain down. In another, well we hope you aren’t afraid of creepy crawlies; the crawlers seem to be leading a charge. Here is what we know:
Outbreak Code Name: Scavenger While the trader pods are still out there, and slightly functional, it appears that they are only armor and grenades. All weapons will have to be acquired in the field, but it has been reported that there is a higher rate of upper tiered weapons lying about in these areas that seem to mix well with the current party perk composition.
So mercs, get ready to scrounge like you’ve never had to do before, as your life may very well depend on it! It may also be helpful to make sure that the right perks grab the right weapons if you have the time and the pressure isn’t too much!
Outbreak Code Name: Arachnophobia Crawlers, crawlers everywhere, and while they aren’t alone, these ones seem to have been toughened up and take a bit more to put down. We know what you’re thinking... more gun, but may we suggest a good old fashioned stomp?
We are sending mercs into the field equipped with Boomsticks to help them rise above the situation and bring their heels into the thick of it. You’ll find that they aren’t just for killing floors with this outbreak.
As always mercs, keep an eye out for future reports as we dive into tools of the trade (weapons), new areas of operation (maps), and Field Improvements (QoL). And be sure to join the conversation about potential upcoming Outbreaks!
Join The Conversation
Come Join The Conversation - We are looking for player input on what weapons they want to see join the KF 2 arsenal. Details and expanding poll here in the official forums.
As the team continues to work on some great new content for Killing Floor 2 for 2021, we wanted to reach out and get a better handle and understanding on what types of weapons you want to see and why you think they would be a great fit for Killing Floor 2. This includes DLC and HRG weapons.
A few things to get out of the way up front:
We know many of you want to see more real world weapons
With a bit of an emphasis on WW 2
And a bolt action with a scope
The teams goals here are to find interesting weapons that can help bring new gameplay to KF 2 or shake up the perk a bit with more options/choice that play out differently from what is currently available to them.
This is one of the primary goals of the HRG weapons along with helping to balance these weapons where we feel crossperk leaves on perk OP and the other feeling weak
With those things being said, we've been looking over some of the great suggestions from the community but want some more player input and reasoning on why those choices are the right ones.
As we start to see trends we are updating the attached poll to help the top suggestions bubble to the top for the design team.
Tonight at 4:30 pm EST, we are holding another community game night. We'll give out the server information on the live stream. Hope to see you there! We have a couple Armory Passes to giveaway.
Tripwire Community Game Night Thursday 7pm EST
Tripwire Community Game Nights have returned. Bring your favorite loadouts, we want to fight off some zeds with you! To find out how to join our game, check out the live stream for details. Games start at 7pm EST Thursday night.