Liven up the night and make it bright with the Neon Nightmares update! Check out our new Cyber Rave cosmetic lineup that will be sure to light up any Zed party you throw! Take a trip down the multiple levels of Biolapse and take advantage of its layouts and traps to give those pesky Zeds a run for their own dosh. Want to impress your friends by throwing them the best Zed-killing soiree? Horzine has just the thing for you! Try the new HRG Incendiary Rifle and Compound Bow. They’ll surely bring the heat and the freeze. Party long and hard on the killing floor!
Event Ends on 4 / 21 / 2020
New Additions and Highlights
1 New Community Map
Biolapse
Compatible with Survival and Weekly Game Modes.
Journey deep into the laboratory facility to cleanse out the rampant Zeds overrunning its intricate layers.
2 New Weapons
HRG Incendiary Rifle for the Firebug
An alteration of the M16 M203 Assault Rifle that fires incendiary rounds and grenades. The grenades leave behind a temporary patch of fire that damages and burns Zeds.
Trader price is 1200 Dosh.
Compound Bow for the Sharpshooter
The Compound Bow is a versatile bow with two arrow types, sharp and cryo. Sharp arrows have high penetration and damage while cryo arrows create a small explosion that applies a high rate of freeze. The arrows can be charged to boost range and damage, and sharp arrows can be picked back up for reuse. The melee bash is also decked with a long blade to deal substantial damage for close encounters.
Trader price is 2000 Dosh.
Dosh Vault Additions
Road Redeemer | Vault | Vosh | Precious
Static Strikers | Vault | Vosh | Precious
Stoner 63 | Vault | Vosh | Precious
Tommy Gun | Vault | Vosh | Precious
Zweihander | Vault | Vosh | Precious
New Steam Achievements
Biolapse and its collectibles
Time-limited Objectives, Tickets, and Cosmetics
Seasonal objectives to earn the AA12 | Jaeger | Dynamic and AA12 | Jaeger | Dynamic RGB weapon skins
Cyberpunk Event Tickets
Cyber Rave Cosmetics
Zedconomy
Compound Bow Weapon Bundle
Spectre HRG Weapon Skin Bundle Pack
Jaeger MK II Weapon Skin Bundle Pack
Added Bronze, Silver, and Gold Bundle Packs for :
Premium Cyberpunk Tickets
Golden Cyberpunk Tickets come with Silver and Gold Bundles
Horzine Supply Crate | Series Loco (Steam)
Horzine Supply Cosmetic Crate | Series #7 (Console)
General
Updated the Crossbow projectile HUD icon to the new arrow icon.
Addressed Community Feedback As mentioned in the 2018 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
Zeds
Hans
Dragonsbreath ground fire damage resistance decreased from 1.1x to 0.9x.
Weapons
Dragonsbreath
Ground fire chance increased from 10% to 100% for all pellets.
Ground fire damage reduced from 10 to 8.
Ground fire duration reduced from 10 seconds to 2.5 seconds.
Base damage increased from 26 to 35 per pellet.
Number of pellets reduced from 8 to 6.
Spare ammo capacity increased from 57 to 60.
Added additional upward force to Zed ragdolls on death to increase the impulse on their bodies.
Pulverizer
Light melee damage increased from 70 to 80.
Explosion radius increased by 78%.
Directional explosion angle adjusted to allow explosion cone to damage more Zeds in front of the player.
First upgrade damage modifier increased from 5% to 10%.
Second upgrade damage modifier increased from 10% to 20%.
Perks
Berserker
Level 25 ZED TIME - Berserker Rage
Flee duration increased from 3 to 5 seconds.
Heal amount increased from 25% to 50% of total health.
Fear radius increased by 54%.
Survivalist
Level 25 ZED TIME - Lockdown
Stun, knockdown, and stumble rate modifier increased to max values.
Firebug
Level 15 Ground Fire
Now applies to Dragonsbreath, Spitfires, and Molotov.
Gunslinger
Level 15 Line ‘em Up
Penetration strength increased from 1 to 10. This means that Perk weapon bullets can pierce an additional 10 Cysts.
Designer Note : The weapons and Perk skills have been adjusted to improve their gameplay experiences. The recent community survey has shown that most of these are underperforming to a lot of players.
The Dragonsbreath now leaves behind guaranteed small patches of fire with every burning pellet. These fire patches can be devastating when clumped closely together, and it provides an extra bonus for pellets piercing through Zeds by leaving patches of fire behind or around them. We did have to make adjustments to alleviate performance concerns so the systems did not lag with the amount of fire spread around, so the amount of pellets per shot and ground fire duration have been reduced. The damage of each pellet has been boosted to help offset the reduction with the number of pellets per shot. We also adjusted the amount of damage Hans received from its ground fire as the ground fires inflicted a lot more damage than intended onto him when they were clumped together.
The Pulverizer has received a boost to its light melee damage. Due to its high knockdown rates, this should improve the overall damage of striking body parts that may not be critical zones, such as the head. We also adjusted the angle of the explosion and extended it further outwards to encapsulate more Zeds within the explosion radius. Previously, the explosion could miss a few Zeds standing behind other Zeds, so it could be inconsistent at times. Lastly, the Pulverizer has received an adjustment to its damage modifiers from upgrading the weapon. Previously, the damage modifiers did not feel impactful for the amount of dosh spent to earn them.
The Berserker ZED TIME - Berserker Rage Perk skill is receiving improvements across the board. The health healed has been increased substantially to better safeguard Berserkers when Zed time activates. The fear duration and range have also increased to negate more Zeds near the player, further providing a temporary reprieve. We want it to be an effective, defensive counterpart to ZED TIME - Spartan, so we will monitor the Perk skill and see if any further adjustments are needed.
The Survivalist ZED TIME - Lockdown Perk skill now maxes the stun, knockdown, and stumble rates of all weapons. Previously, the modifier did not greatly benefit weapons with low rates. Now, each weapon with any stun, knockdown, and / or stumble capability should have their values maxed out during Zed time.
The Firebug Ground Fire Perk skill now applies to the Dragonsbreath, Spitfires, and Molotov. The reason for this is that the skill previously did not apply to all ground fires left by weapons, and this caused a lot of confusion between which ones applied the bonus and which ones did not. As such, we extended the Perk skill to apply to all ground fires. We will be monitoring the Perk skill to ensure its gameplay balance.
The Gunslinger Line ‘em Up now boosts penetration considerably to allow Perk weapons to penetrate a large number of Zeds to coincide better with its other aspect that keeps the damage consistent between each penetrated Zed.
As always, we’d like to hear the community's feedback on these changes. You can do so by visiting and posting in the ‘general’ section on the official Tripwire Interactive forums at : https://forums.tripwireinteractive.com/forum/killing-floor-2
Bug Fixes Also mentioned in the 2018 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 the collision of various doors on multiple maps to prevent destroyed doors from remaining in place.
Fixed the Trader upgrade bars for the HRG weapons to better reflect the increase to stats from upgrading.
Fixed an issue where players did not receive their Rising Storm 2 weapon skins when they purchased the Rising Storm 2 Digital Deluxe Edition.
Fixed an issue with the Blender Blunder seasonal objective where it did not count kills generated by the trap mechanism.
Gameplay:
Fixed an issue where the Vlad-1000 Nailgun did not receive penetration Perk skill bonuses from the Support Perk.
Fixed an issue where the Ground Fire Perk skill did not apply damage bonuses, visuals, and speed reductions to all instances of ground fire.
Fixed an issue where the Demolitionist High Impact Rounds Perk skill damage bonus did not apply to the light and heavy attacks of the Pulverizer.
Fixed an issue where the ZED TIME - Inferno speed reduction did not apply unless the Ground Fire Perk skill was equipped.
HRG Incendiary Rifle :
Fixed an issue where the ZED TIME - Pyromaniac Perk skill placed the HRG Incendiary Rifle in a state where it cannot fire grenade rounds.
Fixed an issue where the upgrade damage modifier was not applying to the explosion damage.
Fixed an issue where the upgrade weight modifier did not apply on the final upgrade.
Fixed an issue with the Compound Bow where the charge damage and range modifiers and the 1st Person animation times were not properly aligned. This effectively led to small windows where the charge modifiers did not apply the full charge values when the 1P charge animation finished.
Fixed an issue with the Dragonsbreath where the ground fire dealt immense damage to bosses if the pellets are bunched together closely.
Zeds:
Fixed an issue where interruptible attacks by the Matriarch could be stumbled by knives.
Fixed an issue where some affliction generated particle FX (such as fire and poison) were not playing on the Zeds.
Maps:
Fixed an issue where the voice lines in the Steam Fortress Objective game mode did not use the correct trader voice.
Fixed the collision of the upper wall under the dome in Steam Fortress.
Fixed various meshes not rendering in Sanitarium.
Fixed an issue where a map appeared on the map vote menu that was not part of the game.
Weapons:
Fixed the 1st and 3rd person position of the grenades fired from the HMTech-501 Grenade Rifle.
Fixed an issue with the Road Redeemer where the model popped into camera view during one of its 1st person melee animations.
Fixed an issue where the iron sights on the M16 M203 Assault Rifle did not align with the center of the screen.
Fixed an issue where the HRG Winterbite projectiles collided with the exterior collision of Zeds.
Fixed an issue where the Dual 1858 Revolvers and the Dual .500 Magnums did not have their reload animations synced between 1st and 3rd Person.
Fixed an issue with the Dual Rhinos where the bullet shell casings remained floating and spinning in the air after reloading the weapon.
HRG Incendiary Rifle :
Fixed an issue where it was not centered properly during iron sights.
Fixed an issue on dedicated servers where its texture flashed green on the first drop while it is out of ammunition.
Compound Bow :
Fixed an issue that caused the iron sight animation to play again if a player uses a controller and goes into iron sight right after firing a round.
Fixed an issue that caused fired arrows to appear on the top of the screen for a moment.
Fixed an issue where the 1st Person arrow projectile trails appeared from the side after shooting.
Fixed an issue where the 3rd Person projectile trails had incorrect positions on spawn.
Fixed an issue where firing the cryo arrow at a Zed or player at close range caused the arrow to appear from the side.
Fixed an issue where the firing SFX did not have audio falloff.
Fixed an issue where the arrows were not synced with the 3rd Person fire animations when a player rapid fires the weapon.
Fixed various issues with the 1st and 3rd Person animations.
Fixed an issue that caused cryo arrows to explode on the ground before the projectile landed on the ground.
Cosmetics:
Fixed an issue where the Christmas Tree Backpack | Precious did not use the correct material.
Sound:
Fixed an issue where the Mac 10 and HRG Incendiary Rifle lost their 3rd Person fire sound during continuous fire.
User Interface
Fixed a number of text lines in the Russian language.
Fixed an issue with the Russian localization on the Xbox Mixer settings where the text did not fit within the disable and enable button.
Fixed an issue where the capitalization of Cyberpunk was not consistent between Canada and France French localization.
Fixed an issue with the Polish localization of a seasonal objective not fitting properly within its container.
As always, thank you for your continued support!
Neon Nightmares Beta 2 Is Now Live
To opt into this beta, 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
As this is a beta, this work is not necessarily representative of the final product. We will continue to refine, fix, and polish the update content for final release. Your feedback and issue reporting is invaluable towards helping our development in improving the overall experience with everything we make. We thank you for your feedback, time and support in participating in this beta!
Event Neon Nightmares
Liven up the night and make it bright with the Neon Nightmares update! Take a trip down the multiple levels of Biolapse and take advantage of its layouts and traps to give those pesky Zeds a run for their own dosh. Want to impress your friends by throwing them the best Zed-killing soiree? Horzine has just the thing for you! Try the new HRG Incendiary Rifle. It’ll surely bring the heat! Party long and hard on the killing floor!
Beta 2 Start 3 / 12 / 2020, Beta 2 End on the final release
Addressed Community Feedback As mentioned in the 2018 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
Zeds
Hans
Dragonsbreath ground fire damage resistance decreased from 1.1x to 0.9x.
Weapons
Dragonsbreath
Reverted fire rate changes.
HRG Incendiary Rifle
Ground fire duration increased from 5 to 10 seconds.
Pulverizer
First upgrade damage modifier increased from 5% to 10%.
Second upgrade damage modifier increased from 10% to 20%.
Compound Bow
Standard reload speed increased from 0.37 to 0.47 seconds. This only affects the reload that occurs after firing an arrow. This does not affect tactical reload speeds.
Trader price increased from 1750 to 2000 dosh.
Designer Note : The Dragonsbreath fire rate has been reverted back to its original state. This will not fix the issue that occurs with the ZED TIME - Pyromaniac Perk skill but it should help alleviate it and allow the weapon to perform a bit better. We will be looking into the ZED TIME - Pyromaniac Perk skill and any other Perk skill that allows shooting in real-time to address the issue that can lead weapons with long fire rates to not benefit from those skills. We also adjusted the amount of damage Hans received from its ground fire as the ground fires inflicted a lot more damage than intended onto him when they were clumped together.
The HRG Incendiary Rifle ground fire has been extended to 10 seconds. Its gameplay performance had a large margin of players that felt that it was slightly too weak, and this was a common request for the weapon.
The Pulverizer has received an adjustment to the damage modifiers from upgrading the weapon. Previously, the damage modifiers did not feel impactful for the amount of dosh spent to earn them.
The Compound Bow has received an adjustment to its standard reload speed. Previously, the Compound Bow’s standard and tactical reload rates were very close, and there was not much benefit in taking the Tactical Reload Perk skill. As such, we extended the standard reload rate by a margin that should allow the tactical reload to have a better purpose. This adjustment should also help address concerns of the Compound Bow’s base damage performance being a bit too good. Lastly, we boosted the Trader price of the Compound Bow. The reason for this is that it offers a lot of utility and damage for its price which felt a bit too cheap when compared to other weapons.
As always, we’d like to hear the community's feedback on these changes. You can do so by visiting and posting in the ‘general’ section on the official Tripwire Interactive forums at : https://forums.tripwireinteractive.com/forum/killing-floor-2
Bug Fixes Also mentioned in the 2018 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 with the Blender Blunder seasonal objective where it did not count kills generated by the trap mechanism.
Gameplay:
Fixed an issue where the ZED TIME - Inferno speed reduction did not apply unless the Ground Fire Perk skill was equipped.
HRG Incendiary Rifle :
Fixed an issue where the ZED TIME - Pyromaniac Perk skill placed the HRG Incendiary Rifle in a state where it cannot fire grenade rounds.
Fixed an issue where the upgrade damage modifier was not applying to the explosion damage.
Fixed an issue where the upgrade weight modifier did not apply on the final upgrade.
Fixed an issue with the Compound Bow where the charge damage and range modifiers and the 1st Person animation times were not properly aligned. This effectively led to small windows where the charge modifiers did not apply the full charge values when the 1P charge animation finished.
Fixed an issue with the Dragonsbreath where the ground fire dealt immense damage to bosses if the pellets are bunched together closely.
Zeds:
Fixed an issue where some affliction generated particle FX (such as fire and poison) were not playing on the Zeds.
Maps:
Fixed an issue where a map appeared on the map vote menu that was not part of the game.
Weapons:
Fixed an issue where the Dual 1858 Revolvers and the Dual .500 Magnums did not have their reload animations synced between 1st and 3rd Person.
Fixed an issue with the Dual Rhinos where the bullet shell casings remained floating and spinning in the air after reloading the weapon.
HRG Incendiary Rifle :
Fixed an issue where it was not centered properly during iron sights.
Fixed an issue on dedicated servers where its texture flashed green on the first drop while it is out of ammunition.
Compound Bow :
Fixed an issue that caused the iron sight animation to play again if a player uses a controller and goes into iron sight right after firing an arrow.
Fixed an issue that caused fired arrows to appear on the top of the screen for a moment.
Fixed an issue where the 1st Person arrow projectile trails appeared from the side after shooting.
Fixed an issue where the 3rd Person projectile trails had incorrect positions on spawn.
Fixed an issue where firing the cryo arrow at a Zed or player at close range caused the arrow to appear from the side.
Fixed an issue where the firing SFX did not have audio falloff.
Fixed an issue where the arrows were not synced with the 3rd Person fire animations when a player rapid fires the weapon.
Fixed various issues with the 1st and 3rd Person animations.
Fixed an issue that caused cryo arrows to explode on the ground before the projectile landed on the ground.
Sound:
Fixed an issue where the Mac 10 and HRG Incendiary Rifle lost their 3rd Person fire sounds during continuous fire.
User Interface
Fixed an issue with the Russian localization on the Xbox Mixer settings where the text did not fit within the disable and enable button.
Fixed an issue where the capitalization of Cyberpunk was not consistent between Canada and France French localization.
Fixed an issue with the Polish localization of a seasonal objective not fitting properly within its container.
As always, thank you for your continued support!
Neon Nightmares Beta Survey
For those taking part in the Neon Nightmares Beta, please take a moment to fill out the survey!
To opt into this beta, 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
As this is a beta, this work is not necessarily representative of the final product. We will continue to refine, fix, and polish the update content for final release. Your feedback and issue reporting is invaluable towards helping our development in improving the overall experience with everything we make. We thank you for your feedback, time and support in participating in this beta!
Event Neon Nightmares
Liven up the night and make it bright with the Neon Nightmares update! Take a trip down the multiple levels of Biolapse and take advantage of its layouts and traps to give those pesky Zeds a run for their own dosh. Want to impress your friends by throwing them the best Zed-killing soiree? Horzine has just the thing for you! Try the new HRG Incendiary Rifle. It’ll surely bring the heat! Party long and hard on the killing floor!
Beta 1 Start 3/2/2020, Beta 2 Start 3/12/2020 (Dates are subject to change)
New Additions and Highlights
1 New Community Map
Biolapse
Compatible with Survival and Weekly Game Modes.
Journey deep into the laboratory facility to cleanse out the rampant Zeds overrunning its intricate layers.
2 New Weapons
HRG Incendiary Rifle for the Firebug
An alteration of the M16 M203 Assault Rifle that fires incendiary rounds and grenades. The grenades leave behind a temporary patch of fire that damages and burns Zeds.
Trader price is 1200 Dosh.
Compound Bow for the Sharpshooter (Not available for purchase during BETA)
The Compound Bow is a versatile bow with two arrow types, sharp and cryo. Sharp arrows have high penetration and damage while cryo arrows create a small explosion that applies a high rate of freeze. The arrows can be charged to boost range and damage, and sharp arrows can be picked back up for reuse. The melee bash is also decked with a long blade to deal substantial damage for close encounters.
Trader price is 1750 Dosh.
Dosh Vault Additions (Not available during BETA)
Road Redeemer | Vault | Vosh | Precious
Static Strikers | Vault | Vosh | Precious
Stoner 63 | Vault | Vosh | Precious
Tommy Gun | Vault | Vosh | Precious
Zweihander | Vault | Vosh | Precious
New Steam Achievements
Biolapse and its collectibles
Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
Seasonal objectives to earn the AA12 | Jaeger | Dynamic and AA12 | Jaeger | Dynamic RGB weapon skins
Cyberpunk Event Tickets
Cyber Rave Cosmetics
Zedconomy (Not available for purchase during BETA)
Compound Bow Weapon Bundle
Spectre HRG Weapon Skin Bundle Pack
Jaeger MK II Weapon Skin Bundle Pack
Added Bronze, Silver, and Gold Bundle Packs for :
Premium Cyberpunk Tickets
Golden Cyberpunk Tickets come with Silver and Gold Bundles
Horzine Supply Crate | Series Loco (Steam)
Horzine Supply Cosmetic Crate | Series #7 (Console)
Beta 1 for this update contains a lot of exciting new adjustments! 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!
General
Updated the Crossbow projectile HUD icon to the new arrow icon.
Addressed Community Feedback As mentioned in the 2018 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
Dragonsbreath
Ground fire chance increased from 10% to 100% for all pellets.
Ground fire damage reduced from 10 to 8.
Ground fire duration reduced from 5 seconds to 2.5 seconds.
Base damage increased from 26 to 35 per pellet.
Fire rate decreased by 11%.
Number of pellets reduced from 8 to 6.
Spare ammo capacity increased from 57 to 60.
Added additional upward force to Zed ragdolls on death to increase the impulse on their bodies.
Pulverizer
Light melee damage increased from 70 to 80.
Explosion radius increased by 78%.
Directional explosion angle adjusted to allow explosion cone to damage more Zeds in front of the player.
Perks
Berserker
Level 25 ZED TIME - Berserker Rage
Flee duration increased from 3 to 5 seconds.
Heal amount increased from 25% to 50% of total health.
Fear radius increased by 54%.
Survivalist
Level 25 ZED TIME - Lockdown
Stun, knockdown, and stumble rate modifier increased to max values.
Firebug
Level 15 Ground Fire
Now applies to Dragonsbreath, Spitfires, and Molotov.
Gunslinger
Level 15 Line ‘em Up
Penetration strength increased from 1 to 10. This means that Perk weapon bullets can pierce an additional 10 Cysts.
Designer Note : The weapons and Perk skills have been adjusted to improve their gameplay experiences. The recent community survey has shown that most of these are underperforming to a lot of players.
The Dragonsbreath now leaves behind guaranteed small patches of fire with every burning pellet. These fire patches can be devastating when clumped closely together, and it provides an extra bonus for pellets piercing through Zeds by leaving patches of fire behind them. We did have to make adjustments to alleviate performance concerns so the systems did not lag with the amount of fire spread around, so the amount of pellets per shot, fire rate, and ground fire duration have been reduced. The damage of each pellet has been boosted to help offset the reduction with the number of pellets per shot.
The Pulverizer has received a boost to its light melee damage. Due to its high knockdown rates, this should improve the overall damage of striking body parts that may not be critical zones, such as the head. We also adjusted the angle of the explosion and extended it further outwards to encapsulate more Zeds within the explosion radius. Previously, the explosion could miss a few Zeds standing behind other Zeds, so it could be inconsistent at times.
The Berserker ZED TIME - Berserker Rage Perk skill is receiving improvements across the board. The health healed has been increased substantially to better safeguard Berserkers when Zed time activates. The fear duration and range have also increased to negate more Zeds near the player, further providing a temporary reprieve. We want it to be an effective, defensive counterpart to ZED TIME - Spartan, so we will monitor the Perk skill and see if any further adjustments are needed.
The Survivalist ZED TIME - Lockdown Perk skill now maxes the stun, knockdown, and stumble rates of all weapons. Previously, the modifier did not greatly benefit weapons with low rates. Now, each weapon with any stun, knockdown, and / or stumble capability should have their values maxed out during Zed time.
The Firebug Ground Fire Perk skill now applies to the Dragonsbreath, Spitfires, and Molotov. The reason for this is that the skill previously did not apply to all ground fires left by weapons, and this caused a lot of confusion between which ones applied the bonus and which ones did not. As such, we extended the Perk skill to apply to all ground fires. We will be monitoring the Perk skill to ensure its gameplay balance.
The Gunslinger Line ‘em Up now boosts penetration considerably to allow Perk weapons to penetrate a large number of Zeds to coincide better with its other aspect that keeps the damage consistent between each penetrated Zed.
As always, we’d like to hear the community's feedback on these changes. You can do so by completing the beta 1 community survey and visiting and posting in the ‘general’ section on the official Tripwire Interactive forums at : https://forums.tripwireinteractive.com/forum/killing-floor-2
Bug Fixes Also mentioned in the 2018 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 the collision of various doors on multiple maps to prevent destroyed doors from remaining in place.
Fixed the Trader upgrade bars for the HRG weapons to better reflect the increase to stats from upgrading.
Fixed an issue where players did not receive their Rising Storm 2 weapon skins when they purchased the Rising Storm 2 Digital Deluxe Edition.
Gameplay:
Fixed an issue where the Vlad-1000 Nailgun did not receive penetration Perk skill bonuses from the Support Perk.
Fixed an issue where the the Ground Fire Perk skill did not apply damage bonuses, visuals, and speed reductions to all instances of ground fire.
Fixed an issue where the Demolitionist High Impact Rounds Perk skill damage bonus did not apply to the light and heavy attacks of the Pulverizer.
Zeds:
Fixed an issue where interruptible attacks by the Matriarch could be stumbled by knives.
Maps:
Fixed an issue where the voice lines in the Steam Fortress Objective game mode did not use the correct trader voice.
Fixed the collision of the upper wall under the dome in Steam Fortress.
Fixed various meshes not rendering in Sanitarium.
Weapons:
Fixed the 1st and 3rd person position of the grenades fired from the HMTech-501 Grenade Rifle.
Fixed an issue with the Road Redeemer where the model popped into camera view during one of its 1st person melee animations.
Fixed an issue where the iron sights on the M16 M203 Assault Rifle did not align with the center of the screen.
Fixed an issue where the HRG Winterbite projectiles collided with the exterior collision of Zeds.
Cosmetics:
Fixed an issue where the Christmas Tree Backpack | Precious did not use the correct material.
User Interface
Fixed a number of text lines in the Russian language.
As always, thank you for your continued support!
After playing, please be sure to fill out the beta survey! http://www.tripwireinteractive.com/redirect/KF2Survey/
What We Are Up To - A Piercing Freeze
Hello everyone,
Today we wanted to go over some upcoming Perk and weapon changes that we feel will improve gameplay and player choice, as always, please let us know if we are on the right track!
The design team has been looking at Perk skills that are fairly lopsided in terms of player choice and has worked on updating their counterparts to make them more viable. These are currently: (Berserker) ZED TIME - Berserker Rage: The heal percentage, fear radius, and fear duration are increased. (Survivalist) ZED TIME - Lockdown: Knockdown, stumble, and stun rates are maxed to better guarantee one will trigger on most Zeds. (Gunslinger) Line em’ Up: Additional penetration will be added to all Gunslinger weapons. The bullets will be able to penetrate through Zeds when they previously could not, depending on the Zed shot. (Firebug) Ground Fire: This now applies to the ground fires generated by the Dragonsbreath, Spitfires, and Molotovs.
And a weapon that is also getting some attention is the Pulverizer to help make it a more viable option in the current gameplay. Light melee attacks will do more damage and the explosion has been adjusted to hit more Zeds in the explosion radius in front of the player. Please be sure to pay special attention to these skills and weapons and let us know if they need minor adjusting before the final update, or “something more” for the next major update.
Freeze, it's a Sharpshooter with a bow! This is what happens when you let the engineers come up with the marketing, but you get the idea, both for the new weapon and why to never bet on the odds with people with higher math degrees.
Joining the HRG Incendiary Rifle in the field soon will be the Compound Bow for, you guessed it, Sharpshooters. Built for those in need of some quick versatility depending on an ever-changing situation, we are shipping it with two arrowheads to cycle between, a moderately damaging but strong piercing “Sharp” head and a freezing, explosive “Cryo” head.
Featuring different levels of charge that will allow you to optimize your range and impact damage, you will have two different heads to choose from. The sharp arrows will go through several Zeds who have so neatly lined up thanks to your superior position power, and your hasty running ability will allow you to reacquire any in the field that you find. Cryo arrowheads are truly something a little special, freezing many creatures right in their tracks on said impact.
What We Are Up To - Fire Downrange
Firebugs, we here at Horzine have been informed about your burning need for more scintillating weaponry. Today we want to share two ways you’ll be burning up the competition for Zed kills in the near future.
Ever noticed when fighting a Zed horde that new ones tend to replace the ones you just killed, often in the same place? What if you left them a fiery present? The lab coats have been tooling around with the ammunition for the Dragonsbreath over the last few weeks, and they’ve come up with an upgrade.
Soon to be deployed for field testing, each fiery round is now guaranteed to leave ground fire at the site of impact (either directly, or where you hit a Zed). Helping the team lockdown that chokepoint? Switch weapons no more as you continue to blast away creating pools of fire to thin out the herd.
Another prototype from the HRG team is also on the way to help you reach out and burn some Zeds at a distance. Introducing the HRG Incendiary Rifle:
Firing incendiary rounds and grenades, you'll be sending fire towards the holes in your line as fast as you can pull either trigger and keeping them covered with additional ground fire at the impact spot of your nades!
With all this firebug talk, you’d think things would be heating up for next week, but I feel all this heat bowed to an incoming chill, stay tuned for an updated forecast next week.
What We Are Up To - Lapsed Judgment
“Perhaps we should not have come here”, was the thought on the top of the mercs minds as they entered deeper and deeper into the facility. New clues were the lure that brought them here, the supposed site of one of Dr. Clamely’s favorite offices to work out of when he was more... human-like. But perhaps that, like so many other leads, was just another trap.
Biolapse by Delta-Ranger, took First Place in the Non-Survival mapping contest and is the next community map joining the official rotation. Biolapse is a Holdout style map where players clear floor by floor before moving on to the next. Featuring a wide array of rooms, players will soon discover that the doors they locked behind them may soon be blocking their hasty “suddenly planned” retreat.
We’ll have more to share with the mercs in the coming days, including some arsenal additions as well as weapon and perk skill improvements that the design team has been working on. We’ve also been working towards a new way to show our planned update roadmaps with the community and we hope to share that with players soon!
The last thing we wanted to bring to your attention is a new survey that the community team is considering, what we are currently calling the Tripwire Interactive Community Survey. While the various teams here at Tripwire run surveys to gather player data and feedback when they feel they need more information, we felt that this same tool could be employed to get a better read on the community in general and give Tripwire an idea of where it may better focus its efforts moving ahead.
This would be a static survey where players could always come back and update their responses as things change in their minds. To help us out, check out the prototype of this survey today!
Want to give us feedback on the survey? Let us know here: https://forums.tripwireinteractive.com/index.php?threads/tripwire-community-survey.2335120/
Killing Floor 2 Joins The Steam Lunar Sale
Featured Key and Discounts: 40% Discount
Neon USB Key
Neon MKII USB Key
Neon MKIII USB Key
Neon MKIV USB Key
Neon MKV USB Key
Emote Crate Key | Series #1
Emote Crate Key | Series #2
Emote Crate Key | Series #3
Bluefire USB Key
Medic USB Key
High Voltage USB Key
Horzine Supply Crate Key | Series Cyber Samurai
Weapon Collector Pack 1 USB Key
Dragonwave USB Key
Featured Cosmetic Bundles and Discounts: 50% Discount
Mrs. Foster
Dragon & Koi Tier 1 Bundle Pack
Dragon & Koi Tier 2 Bundle Pack
Dragon & Koi Tier 3 Bundle Pack
Dragon & Koi Tier 4 Bundle Pack
Dragon & Koi Complete Weapon Skin Set
Featured Crate & Key Bundles and Discounts: 50% Discount across Bronze, Silver, Gold
Neon USB Key Bundles
Neon MKII USB Key Bundles
Neon MKIII USB Key Bundles
Neon MK IV USB Key Bundles
Neon MK V USB Key Bundles
Weapons Collector Pack 1 USB Key Bundles
Emote Series #1 Crate & Key Bundle
Emote Series #2 Crate & Key Bundle
Emote Series #3 Crate & Key Bundle
Dragonwave USB Key Bundle
Horzine Supply Crate | Series Cyber Samurai Key Bundle
Killing Floor 2 State of the Game 2019
As Killing Floor 2, closes out the 2019 chapter of its lifecycle, it’s important to reflect on how the game has grown and changed over the past year and where it’s going for its continued future. On the outset of 2019, we had three overarching goals we wanted to target:
Target top quality of life improvements and issues
Add weapons to the arsenal that fulfilled unserved functions with a perk’s existing arsenal
Deliver on long-in-development features and content that are hotly requested.
For the first point, we did a deep analysis of our end of year survey, forums, and community posts and compiled a list of things we wanted to target within each of our updates. These improvements came directly from the fan requests so please continue to be active on the forums, surveys, and social media.
At the end of 2018, we recognized we had a robust catalog of weapons so we wanted to make a concerted effort within the design to tailor each new weapon to serve some new function within the perk’s role on the team that was yet to be served. It’s out of this thought exploration that we imagined the insane wackiness of the 2019 weapon catalog from healing bats, explosive harpoon launchers, revolvers with ricochet fragmentation rounds, charging lightning cannons, microwave assault rifles, and more. We hope you had as much fun playing with those weapons as we did making them.
For the third goal, we went full Ahab on wanting to tackle the white whales of Killing Floor 2. From looking through the results of the 2018 survey what was overwhelming requested above all other features were Objective Mode and a new Boss Battle. Since the early access launch of Killing Floor 2, clever data miners have seen glimpses of what we have worked towards this year and that has been steadily built up over the course of our many content updates. Though it took many months and years of iteration and exploration we’re proud of what we’ve been able to produce as a team.
Here’s a punch list of the major highlights from 2019: Today’s Killing Floor 2 Game Updates
Cyber Revolt - March 26th, 2019
Back & Kickin’ Brass - June 18th. 2019
Grim Treatments - October 1st, 2019
Yuletide Horror - December 10th, 2019
Maps
Spillway
Steam Fortress
Ashwood Asylum
Sanitarium
Game Modes
Objective Mode - Supported On:
Steam Fortress
Outpost
Zed Landing
Nuked
Biotics Lab
Boss
The Matriarch
Includes Christmas Seasonal Version
Weapons
Killerwatt (Survivalist)
Helios Rifle (Firebug)
Hemoclobber (Berserker / Field Medic)
Seal Squeal (Demolitionist)
Ion Thruster (Berserker)
Rhino Revolvers (Gunslinger)
HRG Nailgun PDW (SWAT)
HRG Healthrower (Field Medic)
HRG Buckshot Revolvers (Support)
Mosin Nagant (Sharpshooter)
Riot Shield & Glock 18 (SWAT)
HRG Incision (Field Medic)
HRG Winterbite (Gunslinger)
Quality of Life Improvements:
Added functionality to shut off Zed enrage when that Zed triggers a panic state from toxic, emp, fire, or microwave. Zeds revert back to being enraged after the duration of the panic is over.
Added an option Toggle to Sprint to the GAMEPLAY settings.
Improved Zed Line of Sight Spawning Issues.
User Interface Improvements :
Added an objective tracker for any wave with an active objective that is optional or mandatory. This tracker relays information and conditions about the objective.
Updated player health bars to improve visibility and distinction. We also added an option in the Gameplay options to revert back to the old version.
Updated coloration of some objective elements to purple to improve their distinction.
Replaced objective iconography with exclamations to denote points of interest.
Added a drop shadow to player names and icons to improve legibility
Now entering into the 5th year in the live environment, Killing Floor 2 will live on but as we look ahead to new horizons for Tripwire Interactive we have some important announcements for future development. Starting with the Spring 2020 seasonal update, we’re excited to announce Tripwire will be collaborating with World War Z developer Saber Interactive to develop future Killing Floor 2 features and content. Over the past year, we conducted an exhaustive search of development studios and Saber Interactive prove themselves to have the right technical and creative skillset that gelled well with Killing Floor 2’s identity and gameplay. Our internal team will still be heavily involved in guiding the design and intent for the updates as we work together so that we maintain a consistently high-quality bar that our community expects.
But, what can you expect going into 2020 for the future of Killing Floor 2? Well, we have a full slate of maps, weapons, and more that we've been planning that we think you’ll be excited for but as we did last year we want to see what you would like to see and how you feel about the overall state of the game. Here’s the link for where you can submit your feedback and suggestions. The survey will be up until the end of the year for you to fill out. Thanks in advance for your time:
Additional Weapons - Our tradition of creating new exciting weapons will be in full force for the new year catering to different and expanding on different play styles and perk roles. We will continue to experiment with new HRG weapons to build a new identity for those existing weapons that they’ll be based on. I can’t divulge too much on what new toys are coming up next so let’s put a pin on that burning question for later.
Additional Maps - As you all saw with Sanitarium within this latest update, we’re excited to begin rolling out the 2019 Mapping Contest winners within an official capacity to the game that will continue into 2020. With every map we take official, we take great care to take the original community mappers’ intent and refine and optimize the gameplay and visuals of the map so that it can be enjoyed on all platforms. Where the next new outbreak might occur we need to look to our talented Horzine researchers to find the devil in those details...
Major Events - Seasonal Events are the core of Killing Floor 2’s quarterly updates and for 2020 will be no exception. For the seasonal events you’ve all come to love we have more in store with a slight twist on previous themes,
Quality of Life Additions - We’ll continue to make quality of life additions to the game with every update. Through the survey and collating all the feedback across the different official community channels we’ll be reviewing the top requested items and prioritizing by how actionable, feasible, and beneficial to the player they’ll be to implement. Not everything will make the cut but we hope to provide clarity on why certain requests will not be acted on for the foreseeable future when we make those determinations.
Bugs - As you notice in our change logs, we try to fix as many bugs as possible within each release to maintain a stable and polished experience. As a reminder, the best way to bring bugs to our attention is through our official forums which are available here:
Continued Polish & Refinement - With development support of Saber Interactive, we will continue to hold a high quality bar for every release in all that we do.
Community Interaction - We hope you have appreciated getting to know all our talented developers a little more through our developer spotlights. Here’s links to what was previously posted if you missed them at the time:
We hope to continue these posts in the future and are planning future community interaction events in the coming year.. For any announcements, stay tuned to our social channels as usual for updates:
Throughout all the ups and downs of development, community support and involvement is vital for the continued success of Killing Floor 2. Rest assured we pay close attention to all of our messaging channels and take it very seriously to heart as without a strong vibrant KF2 community there is no KF2. Your passion and continued support of the game is why we have been able to support for these many years and hope you are excited as we are for its continued future.
See you all on the Killing Floor.
Regards, David Amata Product Lead Tripwire Interactive
Yuletide Horror 2019 Update Launch Event and In-Game Item Sale
Get Killing Floor 2 on sale this holiday from 12/10-12/17 for 67% off, all in-game keys and bundles discounted for a limited time for up to 25% newly released items and up to 50% previously released content! Feel the holiday spirit multiplied with 2XP and Quad Drops during the first week of launch.