With All Hallows Eve quickly approaching and mercs such as yourselves busy in the field dealing with the seasonal horrors, work has been underway towards the next, more merry, update. Of course that means we are getting ready to stuff your stockings full of some Quality of Life improvement cheer!
Scene: You are in the thick of combat with your trusty weapon which features an underslung grenade launcher. But you pause a moment, thinking to yourself “is it loaded?”. Worry no more as the HUD will now indicate the status of these weapons (such as the M16 with M203).
Next up is one for the Survivalists. Get ready to keep those Zeds at bay with a passive weapons swap speed boost, so you can more quickly bring new arms to bear and thus more rounds down range!
For Mercs that play with a controller, we’ve got something big. We’ve been reworking how the aiming system works to add in the following:
Deadzone slider
Acceleration slider
This will allow you to better adjust the feel of the game to your liking. And as part of this change, the deadzone is being modified to be circular (replacing the current square deadzone).
We know many mercs care about their looks and are always trying out new things. To help with this, the gear menu and how the three accessories work is being updated. To help improve players ability to quickly find their own unique stylish look, instead of having players remove accessories to replace them in the accessory pool field (the current way), the menu is being updated so that there are three distinct fields players can populate so players can easily swap out items.
Lastly, largely in response to player feedback from the last community survey, we’ve got some weapon and skill changes in the works. First up, the weapons changes:
Rhino
Reduced shrapnel spread from environmental impacts (to improve floor shots reaching their desired targets)
Increased shrapnel spread from Zed impacts (to improve the shrapnel hitting other zeds arranged behind the target)
Increased bullet damage
Fix elite half reload being slower than empty reload
Seal Squeal
Increased Fire Rate (to make it easier to handle shots and detonations)
Reduced Weight ( to allow for new loadout options)
Increased spare ammo
Added ability to interrupt the reload
Fire Axe
Increased damage
Increased Stun power
Increased Stumble power of bash
HRG Buckshot
Decreased recoil
Decreased spread
We are also making the following changes to Perk Skills:
Gunslinger - Steady
Added bonus damage while in iron sights
Survivalist - New Passive Weapon Swap Speed Increase
Mentioned above
We hear rumors that mercs will be traveling to someplace downright mystical for their next mission, so keep on checking back for the latest!
Killing Floor 2 October Community Survey
Played the latest update? Want to help us improve the state of the game balance? Take a few minutes to fill out the October Community Survey: https://forms.gle/cLyMxL348f9x2Nus9
PSA: The KF2 Item Exchange Service Is Currently Down
UPDATE: The service should be back online.
We are investigating and hope to bring it back up as quickly as possible. While this is down:
Players will not be able to exchange items, such as opening crates.
Any missed rewards during this period should be granted once the server comes back.
You can check to see if the service is still down by the connection icon on the main menu.
Halloween Update 2X XP, 4X Drop and MEGA Sale!
Killing Floor 2 Fall Update: Infernal Insurrection Is Here!
[previewyoutube="fHAR5BCA3jw;full"]
Event Infernal Insurrection
Terror in the streets of London, an invasion has commenced in the bowels of King's Cross Station! An Infernal Insurrection emerges from the underground, and lots of horrific creatures are starting to spread. Break into Hellmark Station, the very origin of the chaos, and face whatever force you encounter there, perhaps you may find a way to use their power against them. But we have some good news, we offer you some new tools for facing those horrific creatures, the HRG Scorcher and the HRG Arc Generator. Burn, electrocute, or just slay the enemies as you prefer, but be sure you clean the station out of demons!
New Additions and Highlights
1 New Map
Hellmark Station
Compatible with Survival, Weekly and Endless Game Modes.
The gates of Hell open into King’s Cross Station in London. Use the obelisks power to slay all the enemies coming out of the infernal portals.
4 New Weapons
HRG Scorcher for the Firebug
An alteration of the HX25 Grenade Pistol that shoots sticky flares with the primary fire, that burns a target and lights everything around it.
Alt-fire launches a broken flare that drops flames onto the ground in a straight line.
Designed as a secondary weapon that can burn single targets efficiently.
Trader price is 1000 Dosh.
HRG Arc Generator for the Survivalist
An alteration of the Microwave Gun that releases a beam of electricity that arcs to nearby enemies.
Alt-fire launches an electricity orb in a straight direction that zaps Zeds within proximity of the orb and bursts on contact.
It serves as a massive crowd controller for the survivalist, with the capacity to easily inflict the EMP affliction on multiple enemies.
Trader price is 1500 Dosh.
Minigun for the Commando
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
It is a heavy machine gun with a high rate of fire and sustained damage.
Aiming winds the barrels to prepare the weapon for fire.
Trader price is 2000 Dosh.
Mine Reconstructor for the Field Medic
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
It fires biological mines that settle on the floor and explode on contact with Zeds to hurt them and with players to heal them.
Players can charge the weapon, by holding down the primary fire, to increase the damaging and healing potential of the projectiles.
Up to 12 mines can be placed at a time, and alt-fire detonates all of them.
Trader price is 1200 Dosh.
1 New Boss Skin
Matriarch Halloween Seasonal Variant
Dosh Vault Additions
AA12 | Vault | Stars
AK12 | Vault | Stars
Crovel | Vault | Stars
M1911 | Vault | Stars
MP5RAS | Vault | Stars
New Steam Achievements
Hellmark Station and its collectibles
Time-limited Objectives, Tickets, and Cosmetics
Seasonal objectives related to Hellmark Station
Complete all seasonal objectives to earn the Voodoo Backpack
Halloween Prize Tickets
Halloween Golden Prize Tickets
Zedconomy
Minigun Weapon Bundle
Mine Reconstructor Weapon Bundle
Infernal Insurrection Weapon Bundle
Reaper Outfit Bundle
Halloween 2020 Full Gear Bundle
Premium Halloween 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
Jaeger MKIII Weapon Skin Bundle Pack
Apocalypse Gear Cosmetic Bundle
WW1 Pilot Gear Cosmetic Bundle
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 2019 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
Boss Stomp adjustment
The knockdown triggered when jumping on an enemy has now a cooldown that prevents it from abusing the stomp mechanic.
Underslung Reload
When reloading a weapon with an underslung, it will first check to see if the primary ammo needs a fresh magazine. If that is full, it will now check to see if the underslung is in need of a new round to be loaded (previously this would only happen on attempting to fire it).
Controller Input
The controller’s “Switch Weapon” hotkey will alternate between all primary, secondary and melee weapons without including the single version of the 9mm and the knife.
Backend Status UI Indicator
Lets the players know if their clients are unable to establish an initial connection.
Store UI Filtering
Some of the existing search/filter categories are adjusted and some new ones are added
Balance
Weapons
HRG Healthrower
Rate of fire reduced by 30%
Minimum ammo consume reduced from 4 to 3
Damage (per direct hit) increased from 20 to 27
Splash damage increased from 10 to 13.5
Damage over time scale increased by 25%
Damage over time duration increased by 100%
Poison rate reduced by 33%
Stumble rate increased by 50%
Gunhit (flinch) added to the weapon’s direct damage. It is set to a small amount.
HRG Winterbites
Bullet impact damage increased from 40 to 49
Projectile speed increased by 20%
Projectile spread reduced by 40%
Ammo dosh price increased from 12 to 13 for the single and from 24 to 26 for the dual
Explosion freeze rate reduced by 20%
Freeze added to the bullet impact damage. It is set to a small amount
Bullet impact gunhit (flinch) rate increased by 50%
Momentum caused by explosion removed
Perks
Field Medic
Level 25 ZED TIME - Zedative. The skill is totally reworked. Description of the new functionality:
During Zed time, all the damage done by Perk weapons is increased by 30%.
Your kills during Zed time generate a toxic explosion that damages and poisons Zeds. This gas also heals players.
The explosion radius is 4 meters, and its base damage is 150. The gas heals all players within the radius for 15 health points.
Designer Notes :
For the Boss Stomp adjustment, we are not removing the ability to jump on a Zed’s head and knock it down, however, like many other systems a cooldown will be in play so that Zed’s can’t be infinitely knocked down and damaged by jumping on them once. Our goal here is to keep the tactic a viable tool, but removes the exploitative nature, happy hunting mercs!
We implemented the underslung reload to be executed also with the reload button in order to avoid situations when the player does not know if the secondary ammo is loaded or not. Before, the only way to reload the slung was trying to shoot it with the alt-fire button, and sometimes that caused it to shoot when trying to reload and to reload when trying to shoot. Even so, this change does not mean that the secondary reload can’t be prioritized over the primary reload, players still can force the slung reload with the alt-fire button as before.
About the Store UI, with new types of items now available in the store compared to its launch, mercs can have a hard time finding the items they want. To make this better, we adjusted some of the existing search/filter categories and added new ones.
The HRG Healthrower received some adjustments in order to improve its viability as a tier 3 weapon for the Field Medic perk. We focused on improving the self-defense capacity of this weapon, so the direct damage and the damage over time was slightly boosted. The stumble rate of the direct hits was increased in order to improve the utility of the weapon. Additionally, now it will inflict some gunhit (flinch) effect on the enemies, improving the feedback of hitting them. Finally, with the rate of fire and ammo consumption adjustments the ammo will last longer than before.
The HRG Winterbites also received some small tweaks that should improve the shooting experience for the Gunslinger players. Some players had hard times trying to land headshots so we increased the speed and reduced the spread of the projectiles. We removed the momentum caused by its explosions for the same reason, it was harming the aiming experience. The damage and freezing capability has been adjusted to be slightly more impactful to the enemy hitted with the projectile than to the enemies affected only by the explosion.
The Field Medic ZED TIME - Zedative got a full rework in order to get a compelling and interesting gameplay option. It rewards the offensive skills and the capacity of killing zeds during the ZED TIME, granting extra damage and healing that can even spread as a chain reaction.
Bug Fixes Also mentioned in the 2019 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 multiples of the same items were being granted to users in specific circumstances.
Fixed an issue with phantom players taking up slots on servers indefinitely.
Addressed some server side log spam that was being produced from logging to identify more information in regard to the phantom player issue.
Fixed an issue where the welder would stop recharging preventing the repair of escorted drones and stopping game progression.
Gameplay
Fixed an issue during the Tiny Terror weekly event that would crash the title.
Fixed an issue where both Medic Zed Time skills were able to damage Zeds through walls.
Perks
Fixed an issue with a change to the Dual 9mm Pistols classification which prevented them from working with Perk skills such as Close Combat Training and Fallback.
Zeds:
Fixed an issue where the Patriarch’s expended casings would hang in mid-air.
Maps:
Fixed an issue where the background noise would play while in the Desolation map lobby.
Addressed performance issues in various spots in Santa’s Workshop.
Fixed an issue where in certain areas in Black Forest Zeds were unable to attack players
Fixed an issue where in certain areas in Desolation Zeds were unable to attack players
Hellmark Station:
Fixed a number of collision volumes throughout the level that were blocking player movement away from the visible obstacles.
Removed problematic spawn points and adjusted other spawn points to maintain the appropriate pressure levels in those areas of the map.
Fixed an issue where the Trader Path would guide players through walls and other physical objects.
Fixed a number of LOD issues throughout the map.
Fixed some collision volumes with some of the spikes which were allowing players to enter into them.
Fixed a number of areas where players could drop items into them and they would become inaccessible.
Fixed an issue with the Obelisk effect where the heal self notify would remain active on the screen during the entirety of the effect.
Fixed multiple objects that were floating away from walls or off the ground.
Weapons:
Fixed an issue with the Compound Bow Cryo Arrows drifting within the sights when shifting the weapon side to side.
Fixed an issue with the Glock 18c Single and Duals where the pawns arm would rotate 270 degrees when grabbed by Hans.
Fixed an issue with the Seal Squeal dealing damage to ZEDs through walls and closed doors.
Fixed an issue with the HMTech-Grenade launcher dealing damage to ZEDs through walls and closed doors.
Fixed an issue with the Heal grenade healing players through walls and closed doors.
Fixed an issue where the Dual HRG Buckshot would not show the 3p animation when reloading.
Blunderbuss
Fixed an issue where the Blunderbuss keeps firing cannonballs when the player holds down fire.
Fixed an issue where the Blunderbuss cannonballs were dealing inconsistent damage based upon positioning of the cannonball in relation to the player pawn.
Fixed an issue with the Blunderbuss cannonballs where a rapid ticking sound and constant smoke was generated while withholding the cannonball explosion.
Fixed a visual issue with the Blunderbuss where the cannonballs were not appearing during Zed time.
Fixed an issue with the Teslauncher in Versus mode where the damage resistances were not being appropriately applied.
Fixed an issue with canceling C4 detonation animations through weapon swaps that could result in unintended C4 detonation and self damage and or killing.
Fixed an issue with the Teslauncher where the bruning VFX would play continuously on EDARs, Sirens, Bloats, and Husks.
Fixed an issue with the HMTech-501 where when firing from the underslung grenade launcher the grenades would stay in the air when shot at a downward angle.
Fixed an issue with the Minigun where in Online play there was no restriction in aiming speed while firing allowing for more uptime on the fire rate than intended.
Fixed an issue with the Minigun where running would be prioritized over other actions.
Fixed an issue with the moving speed restrictions for shooting applying during the windup instead of the windup moving restrictions which were only applying while ADS.
Fixed an issue with the Mine Reconstructor where the liquid would remain on the barrel after a charged shot.
Improved performance of the Mine Reconstructor projectiles and gameplay during times of poor connection due to high packet loss.
Fixed an issue with the Mine Reconstructor where the interrupt notifies during the detonation animation were not triggering, forcing players to complete the animation before attempting any other action such as reloading.
Adjusted the Mine Reconstructor bash animation and hit registration to bring them in sync with each other.
Fixed an issue with the HRG Scorcher dealing double damage to Zeds that were not killed with the initial hit.
Cosmetics:
Fixed an issue when the Space Pirate outfit was equipped to Lt. Bill Masterson where the environment was visible through the neck.
Audio:
Fixed an issue where Badass Santa would play the incorrect voice lines while affected by bloat bile as well as when teammates were affected by bloat bile.
Fixed an issue with the Teslauncher where the bruning VFX would play continuously on EDARs, Sirens, Bloats, and Husks.
Fixed an issue with the HX25 pellets no longer having impact and explosive audio.
Fixed an issue with the Matriarchs attack VO was being cut off if another VO trigger was activated by her special attacks.
Fixed the audio dropoff for the Mine Reconstructor where teammates could hear it across the map.
User Interface
Fixed an issue with the ammo count in the Trader Pod not accurately reflecting Support weapon ammo counts when using the High Capacity Magazine skill.
Addressed multiple issues within the friend invite UI while using a controller:
Selection button beside friends name will now highlight appropriately.
Already invited friends are now skipped when scrolling past them.
Now able to enter text into the search field.
Fixed various buttons that were not functional when the controller was enabled.
General:
Fixed an issue where the client log was spammed with a map preview line while waiting in the lobby of a match.
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
Event Infernal Insurrection
Terror in the streets of London, an invasion has commenced in the bowels of King's Cross Station! An Infernal Insurrection emerges from the underground, and lots of horrific creatures are starting to spread. Break into Hellmark Station, the very origin of the chaos, and face whatever force you encounter there, perhaps you may find a way to use their power against them. But we have some good news, we offer you some new tools for facing those horrific creatures, the HRG Scorcher and the HRG Arc Generator. Burn, electrocute, or just slay the enemies as you prefer, but be sure you clean the station out of demons!
Beta 2 Start 9/16/2020. Beta 2 End on the final release.
Addressed Community Feedback As mentioned in the 2019 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 [LIST]
Minigun [LIST]
Damage type of the bullets updated to be “Ballistic_AssaultRifle”
Base damage increased from 32 to 35
Aim speed limitation while shooting reduced by 10%
Ammo pickup scale increased by 50%
<*>Mine Reconstructor
Direct hit damage of fully charged projectile increased from 200 to 250
Explosion damage of fully charged projectile increased from 270 to 300
Healing capacity of fully charged projectile increased from 24 to 40
Ammo pool increased from 108 to 120
Ammo pickup scale increased by 50%
Bash attack speeded up by about 30%
<*>HRG Scorcher
Default fire mode direct hit damage increased from 185 to 333
Default fire mode projectile speed increased by 30%
Default fire mode projectile gravity scale decreased by 10%
Default fire mode spread decreased by 80%
Ammo pool increased from 29 to 32
Lifetime of the ground fires created by alt-fire increased by 1 second
Max number of fire drops created by alt-fire increased by 1
<*>HRG Arc Generator
Default fire main beam damage increased from 18 to 21
Default fire secondary arcs damage increased from 6 to 7
Designer Notes :
The typeless Minigun bullets were unintentionally ignoring the Zeds resistances, so we fixed it by changing their damage type to Ballistic_AssaultRifle. That caused a decrease in the overall damage output of the weapon so the base damage was slightly boosted for balance reasons. We also reduced the aiming limitation while shooting to make the weapon easier to control. Some players were running out of ammo during long waves so we increased the ammo pickup scale to reward the players that intentionally seek for ammo boxes.
The Mine Reconstructor was performing under our expectations so we made some adjustments to improve its viability. We increased the maximum damage and healing values, a boost that will be much more noticeable on the fully charged mines. Some players were suffering from lack of ammo with this weapon, compared to other Field Medic weapons so the ammo pool was increased along with the ammo pickup scale to alleviate that issue. Finally, the bash attack was too slow compared to other similar weapons bash attacks, so it was sped up to be more in tune.
The HRG Scorcher default fire was applying the direct hit damage twice, after the fix of that bug we needed to readjust the damage value to a similar spot than before. Even so, we didn’t just double the value, because even if the direct hit has become slightly smaller, it is compensated with a greater fire damage over time. Apart from that, we tried to improve two main problems the community were having with this weapon: First, the accuracy of the default fire mode, so the projectile spread, speed and gravity scale adjustments will make headshots easier to land. Second, the alt-fire ground fires were spawning too far from the shooting point so we added an additional drop between the player and the previous first drop. In addition to those tweaks, the ammo capacity and ground fire duration boosts will help the weapon to become a more viable option for the Firebug players.
The HRG Arc Generator was overall in a very good spot, but the default fire mode was slightly underwhelming compared to the alt-fire mode, so we increased the damage of the main beam and the secondary arcs of the default fire mode.
Bug Fixes Also mentioned in the 2019 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: [URL]https://forums.tripwireinteractive.com/forum/killing-floor-2[/URL] and posting in the ‘PC’ or ‘Console’ sections.
Gameplay
Fixed an issue where both Medic Zed Time skills were able to damage Zeds through walls.
Perks
Fixed an issue with a change to the Dual 9mm Pistols classification which prevented them from working with Perk skills such as Close Combat Training and Fallback.
Maps:
Fixed an issue where in certain areas in Black Forest Zeds were unable to attack players
Fixed an issue where in certain areas in Desolation Zeds were unable to attack players
Hellmark Station:
Fixed a number of collision volumes throughout the level that were blocking player movement away from the visible obstacles.
Removed problematic spawn points and adjusted other spawn points to maintain the appropriate pressure levels in those areas of the map.
Fixed an issue where the Trader Path would guide players through walls and other physical objects.
Fixed a number of LOD issues throughout the map.
Fixed some collision volumes with some of the spikes which were allowing players to enter into them.
Fixed a number of areas where players could drop items into them and they would become inaccessible.
Fixed an issue with the Obelisk effect where the heal self notify would remain active on the screen during the entirety of the effect.
Fixed multiple objects that were floating away from walls or off the ground.
Weapons:
Fixed an issue with the Teslauncher in Versus mode where the damage resistances were not being appropriately applied.
Fixed an issue with canceling C4 detonation animations through weapon swaps that could result in unintended C4 detonation and self damage and or killing.
Fixed an issue with the Teslauncher where the bruning VFX would play continuously on EDARs, Sirens, Bloats, and Husks.
Fixed an issue with the HMTech-501 where when firing from the underslung grenade launcher the grenades would stay in the air when shot at a downward angle.
Fixed an issue with the Minigun where in Online play there was no restriction in aiming speed while firing allowing for more uptime on the fire rate than intended.
Fixed an issue with the Minigun where running would be prioritized over other actions.
Fixed an issue with the moving speed restrictions for shooting applying during the windup instead of the windup moving restrictions which were only applying while ADS.
Fixed an issue with the Mine Reconstructor where the liquid would remain on the barrel after a charged shot.
Improved performance of the Mine Reconstructor projectiles and gameplay during times of poor connection due to high packet loss.
Fixed an issue with the Mine Reconstructor where the interrupt notifies during the detonation animation were not triggering, forcing players to complete the animation before attempting any other action such as reloading.
Adjusted the Mine Reconstructor bash animation and hit registration to bring them in sync with each other.
Fixed an issue with the HRG Scorcher dealing double damage to Zeds that were not killed with the initial hit.
Audio:
Fixed an issue with the Teslauncher where the bruning VFX would play continuously on EDARs, Sirens, Bloats, and Husks.
Fixed an issue with the HX25 pellets no longer having impact and explosive audio.
Fixed an issue with the Matriarchs attack VO was being cut off if another VO trigger was activated by her special attacks.
Fixed the audio dropoff for the Mine Reconstructor where teammates could hear it across the map.
UI:
Addressed multiple issues within the friend invite UI while using a controller: [LIST]
Selection button beside friends name will now highlight appropriately.
Already invited friends are now skipped when scrolling past them.
Now able to enter text into the search field.
Fixed various buttons that were not functional when the controller was enabled.
General:
Fixed an issue where the client log was spammed with a map preview line while waiting in the lobby of a match.
As always, thank you for your continued support!
Beta Survey
For those who have helped test the beta so far, please take a moment to fill out they beta survey if you have not yet!
https://forms.gle/ypjzRRK2YW8iYK2F7
Killing Floor 2 Halloween 2020 Beta Steam PC Build 1103
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
Event Infernal Insurrection
Terror in the streets of London, an invasion has commenced in the bowels of King's Cross Station! An Infernal Insurrection emerges from the underground, and lots of horrific creatures are starting to spread. Break into Hellmark Station, the very origin of the chaos, and face whatever force you encounter there, perhaps you may find a way to use their power against them. But we have some good news, we offer you some new tools for facing those horrific creatures, the HRG Scorcher and the HRG Arc Generator. Burn, electrocute, or just slay the enemies as you prefer, but be sure you clean the station out of demons!
Beta 1 Start 9/1/2020, Beta 2 Start 9/15/2020 (Dates are subject to change)
New Additions and Highlights
1 New Map
Hellmark Station
Compatible with Survival, Weekly and Endless Game Modes.
The gates of Hell open into King’s Cross Station in London. Use the obelisks power to slay all the enemies coming out of the infernal portals.
4 New Weapons
HRG Scorcher for the Firebug
An alteration of the HX25 Grenade Pistol that shoots sticky flares with the primary fire, that burns a target and lights everything around it.
Alt-fire launches a broken flare that drops flames onto the ground in a straight line.
Designed as a secondary weapon that can burn single targets efficiently.
Trader price is 1000 Dosh.
HRG Arc Generator for the Survivalist
An alteration of the Microwave Gun that releases a beam of electricity that arcs to nearby enemies.
Alt-fire launches an electricity orb in a straight direction that zaps Zeds within proximity of the orb and bursts on contact.
It serves as a massive crowd controller for the survivalist, with the capacity to easily inflict the EMP affliction on multiple enemies.
Trader price is 1500 Dosh.
Minigun for the Commando (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 heavy machine gun with a high rate of fire and sustained damage.
Aiming winds the barrels to prepare the weapon for fire.
Trader price is 2000 Dosh.
Mine Reconstructor for the Field Medic (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 fires biological mines that settle on the floor and explode on contact with Zeds to hurt them and with players to heal them.
Players can charge the weapon, by holding down the primary fire, to increase the damaging and healing potential of the projectiles.
Up to 12 mines can be placed at a time, and alt-fire detonates all of them.
Trader price is 1200 Dosh.
1 New Boss Skin
Matriarch Halloween Seasonal Variant
Dosh Vault Additions (Not available during BETA)
AA12 | Vault | Stars
AK12 | Vault | Stars
Crovel | Vault | Stars
M1911 | Vault | Stars
MP5RAS | Vault | Stars
New Steam Achievements
Hellmark Station and its collectibles
Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
Seasonal objectives related to Hellmark Station
Complete all seasonal objectives to earn the Voodoo Backpack
Halloween Prize Tickets
Halloween Golden Prize Tickets
Zedconomy (Not available for purchase during BETA)
Minigun Weapon Bundle
Mine Reconstructor Weapon Bundle
Infernal Insurrection Weapon Bundle
Reaper Outfit Bundle
Halloween 2020 Full Gear Bundle
Premium Halloween 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
Jaeger MKIII Weapon Skin Bundle Pack
Apocalypse Gear Cosmetic Bundle
WW1 Pilot Gear Cosmetic Bundle
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 2019 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
Boss Stomp adjustment
The knockdown triggered when jumping on an enemy has now a cooldown that prevents it from abusing the stomp mechanic.
Underslung Reload
When reloading a weapon with an underslung, it will first check to see if the primary ammo needs a fresh magazine. If that is full, it will now check to see if the underslung is in need of a new round to be loaded (previously this would only happen on attempting to fire it).
Controller Input
The controller’s “Switch Weapon” hotkey will alternate between all primary, secondary and melee weapons without including the single version of the 9mm and the knife.
Backend Status UI Indicator
Lets the players know if their clients are unable to establish an initial connection.
Store UI Filtering
Some of the existing search/filter categories are adjusted and some new ones are added
Balance
Weapons
HRG Healthrower
Rate of fire reduced by 30%
Minimum ammo consume reduced from 4 to 3
Damage (per direct hit) increased from 20 to 27
Splash damage increased from 10 to 13.5
Damage over time scale increased by 25%
Damage over time duration increased by 100%
Poison rate reduced by 33%
Stumble rate increased by 50%
Gunhit (flinch) added to the weapon’s direct damage. It is set to a small amount.
HRG Winterbites
Bullet impact damage increased from 40 to 49
Projectile speed increased by 20%
Projectile spread reduced by 40%
Ammo dosh price increased from 12 to 13 for the single and from 24 to 26 for the dual
Explosion freeze rate reduced by 20%
Freeze added to the bullet impact damage. It is set to a small amount
Bullet impact gunhit (flinch) rate increased by 50%
Momentum caused by explosion removed
Perks
Field Medic
Level 25 ZED TIME - Zedative. The skill is totally reworked. Description of the new functionality:
During Zed time, all the damage done by Perk weapons is increased by 30%.
Your kills during Zed time generate a toxic explosion that damages and poisons Zeds. This gas also heals players.
The explosion radius is 4 meters, and its base damage is 150. The gas heals all players within the radius for 15 health points.
Designer Notes :
For the Boss Stomp adjustment, we are not removing the ability to jump on a Zed’s head and knock it down, however, like many other systems a cooldown will be in play so that Zed’s can’t be infinitely knocked down and damaged by jumping on them once. Our goal here is to keep the tactic a viable tool, but removes the exploitative nature, happy hunting mercs!
We implemented the underslung reload to be executed also with the reload button in order to avoid situations when the player does not know if the secondary ammo is loaded or not. Before, the only way to reload the slung was trying to shoot it with the alt-fire button, and sometimes that caused it to shoot when trying to reload and to reload when trying to shoot. Even so, this change does not mean that the secondary reload can’t be prioritized over the primary reload, players still can force the slung reload with the alt-fire button as before.
About the Store UI, with new types of items now available in the store compared to its launch, mercs can have a hard time finding the items they want. To make this better, we adjusted some of the existing search/filter categories and added new ones.
The HRG Healthrower received some adjustments in order to improve its viability as a tier 3 weapon for the Field Medic perk. We focused on improving the self-defense capacity of this weapon, so the direct damage and the damage over time was slightly boosted. The stumble rate of the direct hits was increased in order to improve the utility of the weapon. Additionally, now it will inflict some gunhit (flinch) effect on the enemies, improving the feedback of hitting them. Finally, with the rate of fire and ammo consumption adjustments the ammo will last longer than before.
The HRG Winterbites also received some small tweaks that should improve the shooting experience for the Gunslinger players. Some players had hard times trying to land headshots so we increased the speed and reduced the spread of the projectiles. We removed the momentum caused by its explosions for the same reason, it was harming the aiming experience. The damage and freezing capability has been adjusted to be slightly more impactful to the enemy hitted with the projectile than to the enemies affected only by the explosion.
The Field Medic ZED TIME - Zedative got a full rework in order to get a compelling and interesting gameplay option. It rewards the offensive skills and the capacity of killing zeds during the ZED TIME, granting extra damage and healing that can even spread as a chain reaction.
Bug Fixes Also mentioned in the 2019 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 multiples of the same items were being granted to users in specific circumstances.
Fixed an issue with phantom players taking up slots on servers indefinitely.
Addressed some server side log spam that was being produced from logging to identify more information in regard to the phantom player issue.
Fixed an issue where the welder would stop recharging preventing the repair of escorted drones and stopping game progression.
Gameplay
Fixed an issue during the Tiny Terror weekly event that would crash the title.
Zeds:
Fixed an issue where the Patriarch’s expended casings would hang in mid-air.
Maps:
Fixed an issue where the background noise would play while in the Desolation map lobby.
Addressed performance issues in various spots in Santa’s Workshop.
Weapons:
Fixed an issue with the Compound Bow Cryo Arrows drifting within the sights when shifting the weapon side to side.
Fixed an issue with the Glock 18c Single and Duals where the pawns arm would rotate 270 degrees when grabbed by Hans.
Fixed an issue with the Seal Squeal dealing damage to ZEDs through walls and closed doors.
Fixed an issue with the HMTech-Grenade launcher dealing damage to ZEDs through walls and closed doors.
Fixed an issue with the Heal grenade healing players through walls and closed doors.
Fixed an issue where the Dual HRG Buckshot would not show the 3p animation when reloading.
Blunderbuss
Fixed an issue where the Blunderbuss keeps firing cannonballs when the player holds down fire.
Fixed an issue where the Blunderbuss cannonballs were dealing inconsistent damage based upon positioning of the cannonball in relation to the player pawn.
Fixed an issue with the Blunderbuss cannonballs where a rapid ticking sound and constant smoke was generated while withholding the cannonball explosion.
Fixed a visual issue with the Blunderbuss where the cannonballs were not appearing during Zed time.
Cosmetics:
Fixed an issue when the Space Pirate outfit was equipped to Lt. Bill Masterson where the environment was visible through the neck.
Audio:
Fixed an issue where Badass Santa would play the incorrect voice lines while affected by bloat bile as well as when teammates were affected by bloat bile.
User Interface
Fixed an issue with the ammo count in the Trader Pod not accurately reflecting Support weapon ammo counts when using the High Capacity Magazine skill.
As always, thank you for your continued support!
Merc Report - M&Ms
Mercs,
After extensive and continued study of bloat bile, the lab coats have managed to re-weaponize it in the form of proximity mine deployable via a Medic launcher device (they tell us you don’t want to be too close, just in case something goes wrong, but also assure us that there are beneficial properties for your team).
May we introduce you to the latest in Horzine medtech research. They call it the Mine Reconstructor. In the field, it can be charged up to deploy mines of different sizes which will increase the damage, radius, and healing properties (And don’t forget you can manually detonate for your teammates who may be down range). Get ready to belch some rounds downrange! You will of course understand that the source of the grenade material is classified.
While the Medics are laying a trap, someone needs to cover the backwards advance to safety, and go full Commando. This one is pretty simple, the lab figured out how to reduce the weight of a mounted minigun, effectively making you the mount.
It isn’t all bullets out there, as mercs will need to give up accuracy, speed, and time to spin this baby up and reload it. But these tradeoffs come with the ability to decimate an “area of effect” for as long as you can keep that trigger held, which uhhhh won’t be long.
Now get to that chopper, as we expect to start field testing (beta) next week at the earliest if all goes well!
As a reminder: HRG weapons are free for all users, while the Minigun and Mine Reconstructor are purchasable after the Fall Update Final Launch as Weapon Bundles packed with weapon skins for cosmetic customization.