In game sales, double XP, and increased drops event live today! This will last from March 23rd to March 30th.
Killing Floor 2 Spring Update - Dystopian Devastation Is Here
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Event Dystopian Devastation
A dark future will arrive for all of us if you mercs don’t do anything about it! Dystopia 2029 is your new destination, join the fight and recover the downtown, explore the smoggy alleys and buildings, and clean the streets out of Zeds. But that is not the only thing you should do for this mission, Blood Thirst and Coliseum, the new Weekly Modes, will be available for those who want to try a different challenge, only recommended for veteran mercs. Sounds like it's too much to deal with? Don’t worry, the last Horzine Research Group experimental weapon has arrived to pump up your decibels, the HRG Beluga Beat.
New Additions and Highlights
1 New Community Map
Dystopia 2029
Compatible with Survival, Weekly, and Endless Game Modes.
Take the streets and clean up the buildings of this dark and smoggy downtown, placed in a dystopian futuristic city.
2 New Weekly Modes
Blood Thirst
A health drain debuff constantly harms all players during the waves, unless there are less than 5 Zeds alive.
Killing enemies or making assists regenerates a portion of the player’s health. Other healing methods like syringe or medic weapons are deactivated.
Killing Scrakes, Fleshpounds or Quarterpounds will grant the Hellish Rage skill to the player (damage and speed boost + additional burning damage).
Coliseum
Only Berserkers using Melee weapons allowed.
Zed time rate increased and Battering Ram skill granted to every player.
Custom Zed spawn composition, with more Gorefasts and Quarterpounds than usual.
2 New Weapons
HRG Beluga Beat for the Sharpshooter
An alternative version of the Seal Squeal turned into a sonic weapon. It launches sound blasts that damage and push enemies back.
Alt-fire increases the frequency of the next blast, boosting its speed and damage, but reducing the size and pushing the capacity of the projectile.
Trader price is 1100 Dosh.
Gravity Imploder for the Demolitionist
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
It is a tier 5 grenade launcher that offers strong damage and crowd control capabilities.
Default projectiles create an implosion that damages every surrounding enemy with almost no falloff. Alt projectiles detonate after a short time, creating a singularity that attracts all enemies, and then a gravity wave that knocks them down.
Trader price is 2000 Dosh.
New Steam Achievements
Dystopia 2029 related achievements
Time-limited Objectives, Tickets, and Cosmetics
Seasonal objectives related to Dystopia 2029
Complete all seasonal objectives to earn the Cyborg Companion Backpack
Cyberpunk Prize Tickets
Cyberpunk Golden Prize Tickets
Zedconomy
Gravity Imploder Weapon Bundle
Dystopian Devastation Full Gear Bundle
Premium Cyberpunk 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
Paratrooper Gear Cosmetic Bundle
Chemical Warrior Gear Cosmetic Bundle
Neon MKVII Weapon Skin Pack
Killing Floor 2: Armory Season Pass
Reminder since this usually comes up during update releases, the database update for ticket drops and setting up steam items for sale will occur at approximately 1pm EDT after all the patches go out in order to verify that the patches are deployed across platform.
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
Balance of the initial dosh the player gets when joining a game in progress
Dosh amount received adjusted for every wave and game duration.
Medic buffs feedback
A new visual indication feature is implemented in the game HUD for the different buffs that the Field Medics can apply to themselves or to other players when healing.
Perk skills that unlock the Medic buffs:
Adrenaline Shot
Focus Injection
Coagulant Booster
No Local Admin Filtering
A new filter has been added to the Server Browser, to include or exclude the servers that have ever used the kick/ban functionalities from the WebAdmin tool.
A new icon has also been added to the Server Browser list for these servers.
Balance
Weapons
SA80 L85A2 Bullpup
Weapon weight reduced from 6 to 5
Bullet damage increased from 30 to 32
Initial spare magazines on Trader purchase reduced from 4 to 3
Ammo price per magazine increased from 30 to 32
Freezethrower
Rate of fire of default fire reduced by 30%
Minimum ammo consumption of default fire reduced from 4 to 3
Alt-fire damage type changed from “Freeze” to “Ballistic_Shotgun”
Alt-fire base damage increased from 20 to 35 per ice shard.
The number of shards of alt-fire reduced from 12 to 9
The spread of alt-fire shards reduced by 20%
Default fire horizontal recoil reduced by 30%
Alt-fire vertical recoil increased by 50%
Dual 9mm
Some perk skills compatibility were reactivated for this weapon:
SWAT's Tactical Movement
SWAT's Rapid Assault
SWAT's Tactical Reload
Support's Tactical Reload
Sharpshooter's Tactical Reload
Demolitionist's Shock Trooper
Commando's Tactical Reload
Commando's Prepared
Commando's Machine Gunner
Commando's Tactician
Perks
Berserker
Dreadnaught
Total Health bonus increased from 75% to 100%.
Resistance
Resistance to all damage increased from 20% to 25%.
Additional resistance to Poison and Sonic damage increased from 20% to 25%.
Field Medic
Resilience
Max amount of resistance increased from 50% to 60%.
Sharpshooter
ZED TIME - Ranger
Updated the way this perk skill applies the stun, to be more consistent. Now every shoot of any perk weapon will stun any Zed.
Designer Notes : Regarding the dosh balance, we had some community feedback about the dosh that the player receives when joining a game in progress as not being enough to play at parity with the other players. We don’t want to be very punishing in these situations, so we scaled up the amount of dosh received depending on the current wave.
We included the medic buffs icons in the HUD as another usual community feedback. The adjustment goal is to make it easier to recognize that you have been buffed and what boosts you count with.
Some servers use kick/ban functionalities from the WebAdmin. We understand that this can harm the experience for some players, but is not a problem for others. The No Local Admin filter has been added in order to let the players choose if they prefer to include these servers in the Server Browser List or not.
The SA80 L85A2 Bullpup was almost in a good spot for a tier 2 commando weapon. However, we thought it deserved a slight boost. Mainly, we reduced its weight from 6 to 5 to allow more weapon loadout combinations, especially with some very heavy weapons of the commando arsenal. We also made some minor adjustments in the damage output, starting ammunition and magazine dosh cost.
We made the Freezethrower adjustments focusing on improving its performance and viability. First, we updated the damage type of the ice shards from Freeze to Ballistic_Shotgun, so now it will be affected by the vulnerabilities and resistances of the different Zeds in the same way other shotguns are. We also tried to make the shots more powerful and predictable, adjusting the damage per shard, the number of shards, the spread, and the recoil. Finally, the rate of fire and minimum ammo consumption of the default fire mode was adjusted in the same way we recently did with the HRG Healthrower, so the ammo should last long while still dealing an appropriate amount of damage.
Some compatibilities of various perks were reactivated to work with the Dual 9mm. This was a community request that we can agree with, regarding the Dual version of this weapon is able to be used by all perks. So now it will benefit from those perk skills as other specific perk weapons.
We boosted some Berserker skills that were not performing as well as their counterpart. Dreadnaught and Resistance received a slight push up in their bonus values, we hope that enough to encourage more players to choose it over Skirmisher or Parry, but without outclassing them.
We also tuned up the bonus of the Field Medic Resilience skill, boosting the endurance of the medics that prefer a more offensive build.
Finally, we adjusted the way Sharpshooter’s ZED TIME- Ranger skill applies the stun to be more consistent. Before it was just increasing the stunning power of the weapon by a multiplicator, leading to some situations where the stun was not applied because the base stun rate was low or even zero. Now every shot independently of the base stun rate of the weapon should stun the Zeds.
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 Elysium map defaulted into Endless Mode on Linux servers instead of survival.
Fixed an issue where spray actor weapons (Flamethrower, Microwave Gun, etc.) did not impact the heads of large zeds such as Fleshpounds and Scrakes.
Work was done to improve connectivity for EGS players to servers based in Singapore. Code was put into place to better the error handling and cleanup around stopped/failed auth requests.
Removed the ability to use the ‘suicide’ command during trader time as this could lead to servers being left in a bad state.
Fixed some issues where the counter for the “Not a Simulation” objective was not increasing though the no damage conditions were met.
Fixed an issue causing log spam and bloat with entries related to armor damage.
Perks:
Fixed an issue where the Rack ‘Em Up skill did not work on the Matriarch’s 3rd phase in some cases.
Fixed an issue with Survivalist skills where any interaction with Zed Time would spam the user’s log per tick or use of the skills.
Updated the descriptions of the Medic skills Adrenaline Shot, Focus Injection, and Coagulant Booster to accurately reflect the usage of the skills.
Maps:
Elysium:
Fixed multiple instances where Spectators were able to reach non-playable zones.
Fixed an issue where the toxin streams, black holes, and emergence of terrain features have no SFX.
Desert
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed issues with the sand textures that showed them as very angular shapes.
Fixed an issue where dropped weapons and dosh would disappear under the sand textures.
Fixed an issue where weapons would bounce far away from players when dropped.
Fixed an issue where the player was forced to crouch in 3rd person while walking up sand dunes.
Fixed an issue where players would automatically jump when the users approach the rocks and trees within the area.
Swamp
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed the collision on multiple barrels in the area.
Castle
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed the collision on the main gate where the player is able to clip into it.
Fixed an issue where the user is able to see through the geometry of the map in some instances.
Forest
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed an issue where the collision is various tables and environmental objects are pushing back the player as they approach it.
Fixed an issue where the player is able to climb the fences without jumping.
Loremaster Sanctum
Fixed multiple pathing issues for Zeds throughout the area.
Space
Fixed multiple pathing issues for Zeds throughout the area.
Fixed an issue where there are no ice traps under the spheres in the area.
Botanica
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed an issue where players would automatically jump when the users approach the barrels and sacks within the area.
Main Area
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed an issue where some environmental objects floated above the ground.
Dystopia:
Combined various meshes throughout the map to improve overall map performance.
Changed LOD distances throughout the map to improve overall map performance.
Addressed an issue where zeds could become stuck in the spawn on top of the office building.
Fixed an issue where the fog was hiding healthbars and perk icons.
Fixed an issue where the player was able to fall through the map after death.
Fixed multiple stuck spots caused by debris throughout the map.
Fixed multiple instances of invisible collisions throughout the map.
Fixed multiple instances of environmental objects z-fighting on the walls and floor throughout the map.
Fixed multiple instances of missing geometry throughout the map.
Weapons:
Fixed an issue with the HRG Scorcher that would drop the overall frame rate when shooting dynamic objects.
Updated the impact sound of the HX25 grenade pellets to the correct sound.
Fixed an issue where switching weapons after trying to reload the Doomstick without any reserve ammo would force the weapon switched to fire automatically.
Fixed an issue with the Min Reconstructor projectiles where they would become stuck in some objects.
Fixed an issue with the Pulverizer reload animation that caused a desync of the animation in 3rd person.
Fixed an issue with the Gravity Imploder where when fired long distance the explosion textures were missing which created large squares.
Fixed the animation for throwing grenades while the HRG Beluga Beat is equipped.
Fixed an issue with the HRG Scorcher where its primary fire would pass through Scrakes.
Fixed an issue with the HRG Scorcher where its primary fire projectile would not deal damage when fired at close range.
Fixed an issue with the Frost Fang where no round would appear in the receiver in first person.
Store:
Updated the icon for the Neon MK III Bronze Bundle to reflect the accurate number of USBs contained therein.
Updated the D.A.R. series crate image to accurately reflect the skins that are available.
Cosmetics:
Fixed an issue with the Famine Reaper Outfit where the incorrect glove texture was applied in first person for all female characters.
Fixed an issue with the Zweihander Coliseum skin where the textures on the guard and pommel were missing.
Audio:
Fixed an issue with the VoIP icon where it would not appear when a user that had reset their audio options would speak.
Localization:
Changed the Brazilian Portuguese text string for the Dual HRG Buckshots in the trader pod to fit within the text box.
Changed the Spanish text string for the Medic Zedative skill description to fit within the text box.
Fixed multiple Spanish, Polish, and Brazilian Portuguese text strings in the store to fit within the text box.
Corrected the description of the Dystopia 2029 achievements to use the correct string in Russian
Fixed a large number of text strings across multiple languages that had been reverted from the previous fixes.
Console:
Fixed an issue on the console where Dosh Vault crates were not being added into the user’s inventory.
Fixed an issue on the console where in some cases where a large number of Dosh Vault crates were being awarded to the user.
Fixed an issue on consoles where black artifacts and striping would appear throughout all areas of the map when sprinting in Elysium.
General:
Fixed an issue where the Weekly game mode is displayed as incomplete though it had been completed.
Fixed an issue where the VoIP indicator would not appear after changing maps.
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 Dystopian Devastation
A dark future will arrive for all of us if you mercs don’t do anything about it! Dystopia 2029 is your new destination, join the fight and recover the downtown, explore the smoggy alleys and buildings, and clean the streets out of Zeds. But that is not the only thing you should do for this mission, Blood Thirst and Coliseum, the new Weekly Modes, will be available for those who want to try a different challenge, only recommended for veteran mercs. Sounds like it's too much to deal with? Don’t worry, the last Horzine Research Group experimental weapon has arrived to pump up your decibels, the HRG Beluga Beat.
Beta 2 Start 3/9/2021, Beta 2 End on the final release.
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
Balance
Weapons
Gravity Imploder
Weapon weight increased from 7 to 8
Primary fire explosion damage decreased from 350 to 320
Primary fire explosion radius decreased from 375 to 280
Added small self-damage on primary fire explosions
Transparency of primary fire explosion effect increased
HRG Beluga Beat
Primary fire damage reduced from 110 to 100
Alt fire damage reduced from 280 to 240
Primary fire projectile range reduced by 13%
Alt fire projectile speed increased by 20%
First and second upgrade damage modifier reduced from 15% to 10%
Momentum applied to Scrakes, Fleshpounds and Quarterpounds with the primary fire reduced by 33%
Armor bonus damage removed from Alt fire
Microwave rate of Primary fire reduced by 33%
Microwave rate removed from Alt fire
Added additional force to Zed ragdolls on deaths done by Alt fire, to increase the impulse on their bodies
Perks
Field Medic
Resilience
Max amount of resistance decreased from 70% to 60%
Weekly Modes
Bloodthirst:
Added healing for killing or assist abomination spawns
Designer Notes : Gravity Imploder was overperforming regarding the amount of both damage and utility the weapon can offer, so we made some adjustments to balance the weapon better. First, the weight was increased by 1, as the previous value was too low for a tier 5 weapon. Primary fire explosions have been rebalanced with less damage and less radius. Also, now primary fire explosions will inflict some not very punishing damage when exploding near the player, we hope that this adjustment encourages the players to be more tactical and make use of both fire modes, one for repositioning the Zeds, and the other to kill them from a safe distance. Finally, the explosion effect was adjusted to be more transparent and not obscuring the vision too much.
HRG Beluga Beat was also a bit tuned up so we made some balance adjustments to make it similar to the M14 or Mosin Nagant in terms of overall performance. Damage was slightly reduced. Primary fire range was reduced and alt fire speed increased to make the two fire modes even more unique and useful for different situations, in that terms the armor damage bonus and microwave power remained in the primary fire but it was removed from the alt fire. The upgrade boosts of the weapons were also increasing the damage output too much so it was reduced. Finally, the momentum applied to big Zeds was adjusted to prevent excessive crowd control capacity on those Zeds.
The boost that Medic Resilience received was making Field Medics extremely powerful in terms of survival capacities. We reduced the boost to a value that still improves the previous version of the skill but in a less percentage.
Boss battles of the Bloodthirst Weekly Mode are tough because of the healing restrictions. Even so, players can still heal themselves by killing the different Zeds that usually spawn during the boss wave. Abomination spawns did not heal players so we changed it to have a more fair fight, compared to other bosses.
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:
Reverted changes to the crossbow damage and stun value to live values. This reverts the behavior previous to the beta where Scrakes were not always stunned.
Removed the ability to use the ‘suicide’ command during trader time as this could lead to servers being left in a bad state.
Fixed some issues where the counter for the “Not a Simulation” objective was not increasing though the no damage conditions were met.
Maps:
Dystopia:
Combined various meshes throughout the map to improve overall map performance.
Changed LOD distances throughout the map to improve overall map performance.
Addressed an issue where zeds could become stuck in the spawn on top of the office building.
Fixed an issue where the fog was hiding healthbars and perk icons.
Fixed an issue where the player was able to fall through the map after death.
Fixed multiple stuck spots caused by debris throughout the map.
Fixed multiple instances of invisible collisions throughout the map.
Fixed multiple instances of environmental objects z-fighting on the walls and floor throughout the map.
Fixed multiple instances of missing geometry throughout the map.
Weapons:
Fixed an issue with the Gravity Imploder where when fired long distance the explosion textures were missing which created large squares.
Fixed the animation for throwing grenades while the HRG Beluga Beat is equipped.
Fixed an issue with the HRG Scorcher where its primary fire would pass through Scrakes.
Fixed an issue with the HRG Scorcher where its primary fire projectile would not deal damage when fired at close range.
Fixed an issue with the Frost Fang where no round would appear in the receiver in first person.
Store:
Updated the D.A.R. series crate image to accurately reflect the skins that are available.
Cosmetics:
Fixed an issue with the Famine Reaper Outfit where the incorrect glove texture was applied in first person for all female characters.
Fixed an issue with the Zweihander Coliseum skin where the textures on the guard and pommel were missing.
Localization:
Corrected the description of the Dystopia 2029 achievements to use the correct string in Russian
Fixed a large number of text strings across multiple languages that had been reverted from the previous fixes.
General:
Fixed an issue where the Weekly game mode is displayed as incomplete though it had been completed.
Fixed an issue where the VoIP indicator would not appear after changing maps.
As always, thank you for your continued support!
Spring 2021 Beta 1 Survey
We're thrilled to have you all join us in the current beta on PC. Big thanks to all that have opted in to it and are excited to hear your thoughts after spending a few hours in the beta. Here's the survey to do just that! https://forms.gle/CYV4oZQQ2tRbHmna8
Killing Floor 2 Spring 2021 Beta 1 - 1110 Update is here!
KF2 Spring 2021 Beta 1 - 1110 Update 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 Dystopian Devastation
A dark future will arrive for all of us if you mercs don’t do anything about it! Dystopia 2029 is your new destination, join the fight and recover the downtown, explore the smoggy alleys and buildings, and clean the streets out of Zeds. But that is not the only thing you should do for this mission, Blood Thirst and Coliseum, the new Weekly Modes, will be available for those who want to try a different challenge, only recommended for veteran mercs. Sounds like it's too much to deal with? Don’t worry, the last Horzine Research Group experimental weapon has arrived to pump up your decibels, the HRG Beluga Beat.
Beta 1 Start 2/25/2021, Beta 2 Start 3/9/2021 (Dates are subject to change)
New Additions and Highlights
1 New Community Map
Dystopia 2029
Compatible with Survival, Weekly, and Endless Game Modes.
Take the streets and clean up the buildings of this dark and smoggy downtown, placed in a dystopian futuristic city.
2 New Weekly Modes
Blood Thirst
A health drain debuff constantly harms all players during the waves, unless there are less than 5 Zeds alive.
Killing enemies or making assists regenerates a portion of the player’s health. Other healing methods like syringe or medic weapons are deactivated.
Killing Scrakes, Fleshpounds or Quarterpounds will grant the Hellish Rage skill to the player (damage and speed boost + additional burning damage).
Coliseum
Only Berserkers using Melee weapons allowed.
Zed time rate increased and Battering Ram skill granted to every player.
Custom Zed spawn composition, with more Gorefasts and Quarterpounds than usual.
2 New Weapons
HRG Beluga Beat for the Sharpshooter
An alternative version of the Seal Squeal turned into a sonic weapon. It launches sound blasts that damage and push enemies back.
Alt-fire increases the frequency of the next blast, boosting its speed and damage, but reducing the size and pushing the capacity of the projectile.
Trader price is 1100 Dosh.
Gravity Imploder for the Demolitionist (Not available for purchase during BETA)
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
It is a tier 5 grenade launcher that offers strong damage and crowd control capabilities.
Default projectiles create an implosion that damages every surrounding enemy with almost no falloff. Alt projectiles detonate after a short time, creating a singularity that attracts all enemies, and then a gravity wave that knocks them down.
Trader price is 2000 Dosh.
New Steam Achievements
Dystopia 2029 related achievements
Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
Seasonal objectives related to Dystopia 2029
Complete all seasonal objectives to earn the Cyborg Companion Backpack
Cyberpunk Prize Tickets
Cyberpunk Golden Prize Tickets
Zedconomy (Not available for purchase during BETA)
Gravity Imploder Weapon Bundle
Dystopian Devastation Full Gear Bundle
Premium Cyberpunk 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
Paratrooper Gear Cosmetic Bundle
Chemical Warrior Gear Cosmetic Bundle
Neon MKVII Weapon Skin Pack
Killing Floor 2: Armory Season Pass
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
Balance of the initial dosh the player gets when joining a game in progress
Dosh amount received adjusted for every wave and game duration.
Medic buffs feedback
A new visual indication feature is implemented in the game HUD for the different buffs that the Field Medics can apply to themselves or to other players when healing.
Perk skills that unlock the Medic buffs:
Adrenaline Shot
Focus Injection
Coagulant Booster
No Local Admin Filtering
A new filter has been added to the Server Browser, to include or exclude the servers that have ever used the kick/ban functionalities from the WebAdmin tool.
A new icon has also been added to the Server Browser list for these servers.
Balance
Weapons
SA80 L85A2 Bullpup
Weapon weight reduced from 6 to 5
Bullet damage increased from 30 to 32
Initial spare magazines on Trader purchase reduced from 4 to 3
Ammo price per magazine increased from 30 to 32
Freezethrower
Rate of fire of default fire reduced by 30%
Minimum ammo consumption of default fire reduced from 4 to 3
Alt-fire damage type changed from “Freeze” to “Ballistic_Shotgun”
Alt-fire base damage increased from 20 to 35 per ice shard.
The number of shards of alt-fire reduced from 12 to 9
The spread of alt-fire shards reduced by 20%
Default fire horizontal recoil reduced by 30%
Alt-fire vertical recoil increased by 50%
Dual 9mm
Some perk skills compatibility were reactivated for this weapon:
SWAT's Tactical Movement
SWAT's Suppression Rounds
SWAT's Rapid Assault
SWAT's Tactical Reload
Support's Tactical Reload
Sharpshooter's Tactical Reload
Demolitionist's Tactical Reload
Commando's Tactical Reload
Commando's Prepared
Commando's Machine Gunner and Tactician
Perks
Berserker
Dreadnaught
Total Health bonus increased from 75% to 100%.
Resistance
Resistance to all damage increased from 20% to 25%.
Additional resistance to Poison and Sonic damage increased from 20% to 25%.
Field Medic
Resilience
Max amount of resistance increased from 50% to 70%.
Sharpshooter
ZED TIME - Ranger
Updated the way this perk skill applies the stun, to be more consistent. Now every shoot of any perk weapon will stun any Zed.
Designer Notes : Regarding the dosh balance, we had some community feedback about the dosh that the player receives when joining a game in progress as not being enough to play at parity with the other players. We don’t want to be very punishing in these situations, so we scaled up the amount of dosh received depending on the current wave.
We included the medic buffs icons in the HUD as another usual community feedback. The adjustment goal is to make it easier to recognize that you have been buffed and what boosts you count with.
Some servers use kick/ban functionalities from the WebAdmin. We understand that this can harm the experience for some players, but is not a problem for others. The No Local Admin filter has been added in order to let the players choose if they prefer to include these servers in the Server Browser List or not.
The SA80 L85A2 Bullpup was almost in a good spot for a tier 2 commando weapon. However, we thought it deserved a slight boost. Mainly, we reduced its weight from 6 to 5 to allow more weapon loadout combinations, especially with some very heavy weapons of the commando arsenal. We also made some minor adjustments in the damage output, starting ammunition and magazine dosh cost.
We made the Freezethrower adjustments focusing on improving its performance and viability. First, we updated the damage type of the ice shards from Freeze to Ballistic_Shotgun, so now it will be affected by the vulnerabilities and resistances of the different Zeds in the same way other shotguns are. We also tried to make the shots more powerful and predictable, adjusting the damage per shard, the number of shards, the spread, and the recoil. Finally, the rate of fire and minimum ammo consumption of the default fire mode was adjusted in the same way we recently did with the HRG Healthrower, so the ammo should last long while still dealing an appropriate amount of damage.
Some compatibilities of various perks were reactivated to work with the Dual 9mm. This was a community request that we can agree with, regarding the Dual version of this weapon is able to be used by all perks. So now it will benefit from those perk skills as other specific perk weapons.
We boosted some Berserker skills that were not performing as well as their counterpart. Dreadnaught and Resistance received a slight push up in their bonus values, we hope that enough to encourage more players to choose it over Skirmisher or Parry, but without outclassing them.
We also tuned up the bonus of the Field Medic Resilience skill, boosting the endurance of the medics that prefer a more offensive build.
Finally, we adjusted the way Sharpshooter’s ZED TIME- Ranger skill applies the stun to be more consistent. Before it was just increasing the stunning power of the weapon by a multiplicator, leading to some situations where the stun was not applied because the base stun rate was low or even zero. Now every shot independently of the base stun rate of the weapon should stun the Zeds.
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 Elysium map defaulted into Endless Mode on Linux servers instead of survival.
Fixed an issue where spray actor weapons (Flamethrower, Microwave Gun, etc.) did not impact the heads of large zeds such as Fleshpounds and Scrakes.
Work was done to improve connectivity for EGS players to servers based in Singapore. Code was put into place to better the error handling and cleanup around stopped/failed auth requests.
Perks:
Fixed an issue where the Rack ‘Em Up skill did not work on the Matriarch’s 3rd phase in some cases.
Fixed an issue with Survivalist skills where any interaction with Zed Time would spam the user’s log per tick or use of the skills.
Updated the descriptions of the Medic skills Adrenaline Shot, Focus Injection, and Coagulant Booster to accurately reflect the usage of the skills.
Maps:
Elysium:
Fixed multiple instances where Spectators were able to reach non-playable zones.
Fixed an issue where the toxin streams, black holes, and emergence of terrain features have no SFX.
Desert
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed issues with the sand textures that showed them as very angular shapes.
Fixed an issue where dropped weapons and dosh would disappear under the sand textures.
Fixed an issue where weapons would bounce far away from players when dropped.
Fixed an issue where the player was forced to crouch in 3rd person while walking up sand dunes.
Fixed an issue where players would automatically jump when the users approach the rocks and trees within the area.
Swamp
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed the collision on multiple barrels in the area.
Castle
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed the collision on the main gate where the player is able to clip into it.
Fixed an issue where the user is able to see through the geometry of the map in some instances.
Forest
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed an issue where the collision is various tables and environmental objects are pushing back the player as they approach it.
Fixed an issue where the player is able to climb the fences without jumping.
Loremaster Sanctum
Fixed multiple pathing issues for Zeds throughout the area.
Space
Fixed multiple pathing issues for Zeds throughout the area.
Fixed an issue where there are no ice traps under the spheres in the area.
Botanica
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed an issue where players would automatically jump when the users approach the barrels and sacks within the area.
Main Area
Fixed multiple pathing issues for Zeds throughout the area.
Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
Fixed an issue where some environmental objects floated above the ground.
Weapons:
Fixed an issue with the HRG Scorcher that would drop the overall frame rate when shooting dynamic objects.
Updated the impact sound of the HX25 grenade pellets to the correct sound.
Fixed an issue where switching weapons after trying to reload the Doomstick without any reserve ammo would force the weapon switched to fire automatically.
Fixed an issue with the Min Reconstructor projectiles where they would become stuck in some objects.
Fixed an issue with the Pulverizer reload animation that caused a desync of the animation in 3rd person.
Store:
Updated the icon for the Neon MK III Bronze Bundle to reflect the accurate number of USBs contained therein.
Audio:
Fixed an issue with the VoIP icon where it would not appear when a user that had reset their audio options would speak.
Localization:
Changed the Brazilian Portuguese text string for the Dual HRG Buckshots in the trader pod to fit within the text box.
Changed the Spanish text string for the Medic Zedative skill description to fit within the text box.
Fixed multiple Spanish, Polish, and Brazilian Portuguese text strings in the store to fit within the text box.
Console:
Fixed an issue on console where Dosh Vault crates were not being added into the user’s inventory.
Fixed an issue on console where in some cases where a large number of Dosh Vault crates were being awarded to the user.
Fixed an issue on consoles where black artifacts and striping would appear throughout all areas of the map when sprinting in Elysium.
As always, thank you for your continued support!
Merc Report - A Whale Of A Good Time
Mercs,
While you may be about to once again depart for parts unknown, the lab coats in the weapons development team have a few new arsenal additions for you to check out. Have you ever wondered what would happen if you let theoretical physicist majors loose in a lab? No, not that infamous lab, a well monitored and run Horzine one. Well lets just say some exciting new discoveries have been made in the fields of gravity and sound.
For those who specialize in Demolitions, may we introduce you to the Gravity Imploder. Designed to answer the problem of enemies who just won’t stay where you want them to. Featuring two types of rounds, the first generates a small implosion (the lab coats said if they tried to make it any larger, it may start breaking down the local laws of physics and perhaps reality) which will draw your foes towards it. And this is where the second round takes over, bringing that “BOOM” we know you enjoy so much, to your now stationary targets.
You may even feel generous enough to just help other members of your team with some well placed implosion grenades! We can’t wait to see how you use this one out in the field, just remember: Blue for Implosion, Yellow for Boom.
Don’t go rushing into the field just yet, stick around a-whale and listen to this tale. The team at the Horzine Research Group has been tinkering around with the physics of sound, resulting in the HRG Beluga Beat.
Now each Merc and situation marches to the beat of their own drum, so tune this Sharpshooter weapon into your desired frequency for different results. A short, low charge will deal greater impulse down range. With a fairly large target zone, the low frequency wave comes with several benefits; the ability to penetrate several Zeds, pushing them away, and increased armor damage (perfect for those Rioters).
On the other side of the spectrum, the high frequency change. This will move fast and do much greater damage to its target, but with no impulse or penetration. Take charge, and tune in to your needs, as there are a range of options between these two wavelengths.
Mercs should prep for imminent field testing (beta) of the new improvements and arsenal additions in the coming days, with first deployments currently scheduled to be announced in the coming days (subject to change as development continues).
Merc Report - Spring Into Field Improvements
Hey Mercs,
With your next assignment heading this way, we felt you were due for a briefing on updated and changing conditions in the field. So let's take a look at the upcoming Quality of Life improvements for all our favorite Zed slayers.
Medics, you know the drill, you do your best to keep the team alive and are often left holding all the complaints. Well this one's for you and your teammates to enjoy together: HUD indicators for medic buffs.
Medics using Adrenaline Shot, Focus Injection and Coagulant Booster will now trigger the following HUD indicators when the effects are in play.
The initial DOSH a player is granted on joining a mission has also been updated. Horzine has decided to be a little more generous so that those joining late in a mission have more opportunity to provide a meaningful impact and not just another meal for a hungry Zed.
Value Changes:
Short:
Wave 1 - from 550 to 700
Wave 2 - from 650 to 850
Wave 3 - from 1200 to 1650
Wave 4 - from 1500 to 2200
Medium
Wave 1 - from 450 to 600
Wave 2 - from 600 to 800
Wave 3 - from 750 to 1000
Wave 4 - from 800 to 1100
Wave 5 - from 1100 to 1500
Wave 6 - from 1400 to 2000
Wave 7 - from 1500 to 2200
Long
Wave 1 - from 450 to 600
Wave 2 - from 550 to 700
Wave 3 - from 750 to 1000
Wave 4 - from 1000 to 1300
Wave 5 - from 1200 to 1650
Wave 6 - from 1300 to 1800
Wave 7 - from 1400 to 2000
Wave 8 - from 1500 to 2200
Wave 9 - from 1600 to 2400
Wave 10 - from 1600 to 2400
Several weapons and perks have also been adjusted to help improve the merc experience. Please keep in mind that these values are subject to change as we progress through our internal testing and public beta process. First up, the weapons:
SA80 L85A2 Bullpup
Weapon weight reduced from 6 to 5
Bullet damage increased from 30 to 32
Initial spare magazines on Trader purchase reduced from 4 to 3
Ammo price per magazine increased from 30 to 32
Freezethrower
Rate of fire of default fire reduced by 30%
Minimum ammo consume of default fire reduced from 4 to 3
Alt-fire damage type changed from “Freeze” to “Ballistic_Shotgun”
Alt-fire base damage increased from 20 to 35 per ice shard.
Number of shards of alt-fire reduced from 12 to 9
Spread of alt-fire shards reduced by 20%
Default fire horizontal recoil reduced by 30%
Alt-fire vertical recoil increased by 50%
And the perks, starting with the Dual 9mm, which has had several perk skills reactivated for use, which are:
SWAT's Tactical Movement, Suppression Rounds, Rapid Assault and Tactical Reload
Support's Tactical Reload
Sharpshooter's Tactical Reload
Demolitionist's Tactical Reload
Commando's Tactical Reload, Prepared, Machine Gunner and Tactician
Other perk skills that have been updated to help provide more meaningful perk choice are:
Berserker
Dreadnaught
Total Health bonus increased from 75% to 100%.
Resistance
Resistance to all damage increased from 20% to 25%.
Additional resistance to Poison and Sonic damage increased from 20% to 25%.
Field Medic
Resilience
Max amount of resistance increased from 50% to 70%.
Sharpshooter
ZED TIME - Ranger
Updated the way this perk skill applies the stun, to be more consistent. Now every shoot of any perk weapon will stun any Zed.
Have you ever ended up on a server that may have their own set of rules that may be different from the standard gameplay rules and found yourself removed from the server? This last change brings a new filter and menu element, for PC players, to the server browser and matchmaking. It’s now labeled the “No Local Admin” filter. With this new option, players will be able to look for- and filter out- servers that are using web admin kicking and banning features.
The last thing we would like to bring to your attention is an upcoming new option for how you can obtain weapon DLC , as we experiment with another optional solution to better meet some player expectations. We are doing this in the form of an Armory Season Pass. Starting at $29.99 USD with regional pricing available for supported markets, it would grant players all of 2021’s new paid DLC weapons as they become available, and this first season pass will also include all previously released DLC weapons as well. Upcoming weapons will continue to be available to purchase via individual packs and double bundles when applicable to the update but this should provide players a one stop-shop solution at a bulk discount.
Keep an eye out next week for the latest news in the world of Zed slaying tools.
Merc Report - Dystopia and Back Again
Mercs get ready,
You know you Mercs are at the top of the list we call and send in first when something strange happens, but after what happened the last time... Well let’s just say the suits upstairs want expendable eyes to recon a new mystery. A city this time. Which, interestingly enough, has seemed to pop up out of nowhere. No record of it on any maps we are able to dig up, digital or otherwise.
We’ve picked a few blocks just east of the city center, office buildings, open spaces, once busy streets, you know the type. As always we urge you to exercise caution during this mission. What’s still out there, and working, may not be for much longer, especially as you toss around bullets and explosives. What we’ve seen of this place so far looks like some of this tech is both familiar, but yet uniquely different. As if science had taken a slightly different path a few decades ago, leading to a new dark and dangerous future, at least a different one from where we currently find ourselves.
Keep your wits handy as you may be needing to change your chosen holdout location during an assault if things start going dark, and the smoggy streets may not provide the safety you seek. So get out there and recon this “Dystopia”... Oh and do try and come back alive. To help with that we have several field condition improvements headed your way, more details in next week's report.
Dystopia 2029 has been crafted by community mapper Seanchaoz.
Merc Report - Breaking Out
Mercs,
We know many of you can claim to have seen it all! From the exotic to the urban jungle locales and the Zeds that creep even into your dreams. Perhaps you should think again, as reports are bubbling up about new outbreaks headed your way.
If you find your team or yourself feeling a bit “extra” bloodthirsty when fighting off a horde of Zeds, odds are you have run into the first mutation. Aptly named, well: Bloodthirst
While active, the major side effect is known to include the rejection of all healing except from one source, the blood of your enemies. Other side effects include feelings of power for a limited time when larger creatures of slain. So do what you do best mercs, and get out there and kill some Zeds. It may just be the only way you are staying alive, as field reports show that mercs will be gradually losing health out there!
The other new outbreak spotted in the wild? Well, let us just put it this way: Gladiators to arms, for you are about to enter the coliseum!
Mercs grab your swords, shields, and other instruments of melee, because these Zeds are out to Gore. Prepare for an increase of fasts and fiends as they will test your skill at blocking and the fine art of the reposite. But fear not Zerkers (and we do mean Zerkers only) and prepare to ‘Battering Ram’ your foes away!
Mercs who accept these challenges will be granted new rewards, so gather your team and prepare for deployment, it is beginning to look like an apocalypse out there, well, more so than usual.