Killing Floor 2 cover
Killing Floor 2 screenshot
PC PS4 XONE Steam Epic
Genre: Shooter

Killing Floor 2

Killing Floor 2 PC Hotfix Changelog

Mercs,

We are deploying a PC only hotfix to address the following issue:

  • Some players who had purchased the Ultimate Edition or Ultimate Edition Upgrade were not being granted the items from the Digital Deluxe package.


This update requires all PC clients and servers to be updated. If players are still having issues with those items being missing after this update, please contact our support team at support.killingfloor2.com.

Special Note:
This hotfix does not target the issues related to some players not being able to reliably join servers. The team is continuing to investigate and digging into a set of probable causes and will be working to deploy a fix for those in the future. In the meantime, based on what the team has discovered, it is believed that we can mitigate the issue with a restart of the server fleet at set intervals. Server restarts began yesterday as the team continues to work on and investigate this issue.

KF2 Summer 2022 Hotfix Changelog

We have just pushed a hotfix to address some of the issues that have been experienced since the Tidal Terror update. Details can be found in the changelog below:

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.

Weapons:

  • Sentinel
    • Fixed an issue with the Sentinel where players could spawn more than one drone through spamming the deploy.
    • Fixed in issue were the Sentinel was not firing during ZED time while online.
    • Fixed an issue where the Sentinels SFX were playing globally during ZED time.
    • Fixed an issue with the Sentinel where the SFX were originating from the player rather than the drone.
    • Fixed an issue where new drones could not be deployed if the weapon was dropped and picked up while a drone was already deployed.
    • Fixed an issue where the drone propellers were not visible in third person when it was deployed at distance.
    • Fixed an issue where the magazine size and ammo capacity were inconsistent when using the Commando High Capacity Magazine Skill.
    • Fixed an issue where players using the Commando Prepared Skill were unable to purchase the maximum number of drones.
    • Fixed an issue where the Sentinel could cause servers to crash upon the player exiting.
    • Fixed an issue where the Sentinel could at times cause the client to crash during gameplay.


Map:

  • Rig
    • Addressed LODs, sight lines, and rain effects to improve performance across the map.
    • Updated the map list to include the Rig during map vote.
    • Addressed multiple areas where there were visible seams in the walls and floor.
    • Addressed multiple instances of objects clipping into and z-fighting (flickering) with the walls throughout.
    • Fixed an issue were ZEDs could become stuck within a spawn point in the 3rd floor Living Quarters area.


Store:

  • Fixed multiple scenarios where the Digital Deluxe Edition content was either not being granted with the Ultimate Edition Bundle/Upgrade or being removed with its purchase.


General:

  • Fixed an issue on consoles where map traveling could at times cause the server to crash.


As always, thank you for your continued support!

[PSA] Killing Floor 2 Scheduled Maintenance

Backend Maintenance for Killing Floor 2 is scheduled at 15:00 MSK / 14:00 CEST / 12:00 UTC / 08:00 AM EST today. At that time the game will be offline for approximately 1 hour. We thank you for your patience.

Double XP and Extra Drops Event is Live

The Double XP and Extra Drops event went live yesterday. Check out some of the sales that are live now and keep an eye out for more sales throughout the Summer.


The Tidal Terror Update Is Here!



KF2 Summer 2022 Update Changelog

Event
Tidal Terror

  • Off the coast of Scotland in the East Shetland Basin of the North Sea, we’ve located a secret research lab hidden away in an oil drilling rig. We can only imagine what horrors the Patriarch and his cohorts have been up to here in this remote location. By the way, if you are one of those people who like to try different weapons, we have a new weekly mode for you, Arsenal Ascent, in which you will be swapping weapons as you kill Zeds. And if that weren't enough, the Horzine Research Group just released two new products, the HRG Head Hunter and the HRG Crossboom, for Sharpshooter and Demolitionist mercs respectively. Hurry up and take a look!



New Additions and Highlights

  • 1 New Community Map
    • Rig
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • Fight against Zeds in this oil platform in the middle of the ocean.

  • 1 New Weekly Mode
    • Arsenal Ascent
      • Players start with a knife and obtain new weapons by killing Zeds.
      • Each new weapon increases the “Weapon Level”.
      • The new weapon is randomly chosen from a list per Weapon Level.
      • Waves are endless until a player reaches the final Weapon Level and completes the wave. Then, the final wave is unlocked, which is a boss wave.

  • 4 New Weapons
    • HRG Crossboom for the Demolitionist
      • An alternative version of the Crossbow for the Demolitionist Perk.
      • A tier 3 weapon that shoots strong explosive bolts.
      • The secondary fire makes a bigger explosion with reduced damage, perfect for getting weaker Zeds out of the way.
      • Trader price is 900 Dosh.

    • HRG Head Hunter for the Sharpshooter
      • An alternative version of the Hemogoblin for the Sharpshooter Perk.
      • A tier 3 semi-automatic weapon that shoots darts that enlarge Zeds’ heads.
      • The secondary fire uses energy to launch an expansive wave that damages enlarged heads.
      • Trader price is 1100 Dosh.

    • Sentinel for the Commando
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • An autonomous drone equipped with a full-auto barrel is treated as a tier 3 weapon.
      • Alt-fire detonates the drone.
      • The drone also self-detonates when it runs out of ammo and a Zed passes nearby.
      • Trader price is 500 Dosh.

    • Reducto Ray for the Survivalist
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • A tier 3 weapon that shoots an energy ray that shrinks Zeds and kills them by triggering an “evisceration death”.
      • Shrunk Zeds are more vulnerable to damage.
      • Trader price is 1200 Dosh.

  • New Steam Achievements
    • Rig related achievements

  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Rig
    • Complete all seasonal objectives to earn the Deep Sea Trident Backpack
    • Summer Sideshow Prize Tickets
    • Summer Sideshow Golden Prize Tickets

  • Zedconomy
    • Sentinel Weapon Bundle
    • Reducto Ray Weapon Bundle

  • Tidal Terror Weapon Bundle
  • Deep-Sea Explorer Outfit Bundle
  • Premium Summer Sideshow Ticket Bundles come in three sets of tiers:
    • Bronze - 5 Premium Seasonal Tickets
    • Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
    • Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets

  • Neon MK VIII Weapon Skin Bundle Pack
  • Classic Weapon Skin Bundle Pack
  • Deep-Sea Skin Weapon Skin Bundle Pack
  • Chameleon Weapon Skin Bundle Pack
  • Killing Floor 2 - Armory Season Pass 2
  • Killing Floor 2 - Ultimate Edition
  • Killing Floor 2 - Ultimate Edition Upgrade


As a reminder, 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 2021 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

  • Survivalist Perk
    • Option to choose base grenade and initial weapon https://media.tripwirecdn.com/040722/survqol1.PNG
    • The initial weapon will be granted only at the beginning of the match.
    • The base grenade will be granted at the beginning of the match, but can also be changed during trader time.
    • Perk level 15 adds Medic Grenade or Molotov Cocktail to the rotation, depending on the perk skill choice.

  • New order rules in the Weapon Skin section in the inventory.
    • First ordered by trader price, then rarity (common to precious), then quality (battle-scarred to mint).


Balance

  • Weapons
    • FAMAS Masterkey
      • Alt-fire spread decreased by 20%
      • Alt-fire fire rate increased from 50 RPM to 78 RPM
      • Alt-fire animation speed increased by 70%

    • Minigun
      • Movement speed when winding up increased 12.5%
      • Movement speed when firing increased 500%
      • Rotation speed when firing increased 105%
      • Reload speed increased 20%
      • Equip speed increased 30%
      • Put Away speed increased 30%

  • Perks
    • Firebug
      • Inferno (level 25 skill)
        • Rework of the skill.
        • New functionality is: During Zed time, your fire damage over time spreads to all surrounding Zeds.


Designer Notes :
Survivalists had to rely on randomness every time they started a match, but that is over. Now, Survivalists can choose their initial weapon and grenade on the Perk screen. We have left the “random option” available for those who prefer it. In addition to that, for Level 15+ Survivalists, the Medic Grenade or the Molotov Cocktail will be added to the rotation, depending on whether the player has chosen the “Ammo Vest” or “Weapon Harness” skill. But players can keep choosing another grenade if they want. Finally, as the grenade is linked to the perk skill, and this can be changed during trader time, players will also be able to change their grenade during this time, keeping the number of grenades they already had.

The order in the Weapon Skin section in the inventory was a bit chaotic, with different skins of different weapons mixed. We have added some rules to improve it, and now you will see all the skins of the same weapon grouped together. The skins will be ordered by weapon trader price, then rarity (common to precious), and then quality (battle-scarred to mint).

Regarding balance, we have made adjustments in two weapons, keeping in mind the community feedback. For the FAMAS Masterkey, we have increased the fire rate for the alt-fire (shotgun fire), which was very slow to use, and it was hard to swap between alt-fire and main fire. Now you can shoot faster, and combine main fire and alt-fire better, making this weapon more versatile and dynamic in play style. We also have slightly adjusted the spread, which will help to improve the effectiveness of the weapon.

The other balanced weapon is the Minigun. The main disadvantages of this weapon were its mobility restrictions, so that’s what we’ve been focusing on. Now, you will have the same firepower as before, but you will be able to move and reload faster.

Finally, we have made a complete rework of the Inferno perk skill for the Firebug. We expect that now this skill performs better than the previous one, creating a good alternative to the other Firebug level 25 skill, Pyromaniac.



Bug Fixes
Also mentioned in the 2021 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 knife was being selected instead of the 9mm when the primary weapons were out of ammunition.
  • Fixed an issue on consoles where the game would crash when starting Weekly Outbreaks on Santa’s Workshop


Map:

  • Carillon Hamlet
    • Fixed multiple blood splatter issues in the City Hall area.
    • Improved the lighting in the map lobby.
    • Fixed an issue where SYG zones were not appearing in Endless Mode.
    • Improved the draw distance of multiple objects in the Station area.

  • Dystopia - Improved the collision in the Hotel area.
  • Elysium
    • Fixed an issue where some textures in the main area were not rendering.
    • Updated the zed spawning nodes during the boss fight to prevent pop-in spawning.
    • Fixed an issue where player location in the main arena could delay the boss spawn.

  • Moonbase - Fixed the distorted reflections in the Living Quarter Dome
  • Netherhold - Improved the collision in the Hellfire Pit area.
  • Rig
    • General
      • Raised the SYG area boundaries to be more visible
      • Moved the map Lobby to an an isolated non-playable area
      • Fixed an issue where kismet warnings were being displayed in the chat box
      • Updated bullet decals and sounds across the map to accurately reflect the materials being hit.
      • Fixed an issue where audio on the map was louder than other areas.

    • North Platform
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.

    • East Platform
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed multiple instances of textures and objects culling too close to the player.

    • West Platform
      • Fixed an issue where weapons dropped on the zed floor spawn would disappear.

    • South Platform
      • Increased the blood splatter across the area to be consistent with other maps.

    • Central Platform
      • Fixed multiple collision volumes within the area.
      • Added sound to the Diesel Generator.

    • Laboratory
      • Increased the blood splatter across the area to be consistent with other maps.
      • Added sound for the sprinkler system.
      • Adjusted the conveyer to reduce clipping into other objects.
      • Adjusted multiple emergency lights to reduce clipping with the walls.

    • Living Quarters
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed an issue where weapons dropped on the zed floor spawn would disappear.
      • Fixed zed pathing issues in relation to the players in the area.

    • Main Building
      • ] Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.

    • Machinery Room
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
      • Fixed multiple instances of textures and objects culling too close to the player.

    • Connecting Bridge
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed multiple instances of textures and objects culling too close to the player.
      • Fixed multiple collision volumes within the area.
      • Fixed an issue where the rain effects were coming through the ceiling.

    • Cargo Storage
      • Increased the blood splatter across the area to be consistent with other maps.

    • Oil Shaft
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
      • Fixed multiple instances of textures and objects culling to close to the player.


Weapons:

  • Corrupter Carbine - Alt-fire now properly interrupts the reload animation.
  • Doshinegun
    • Fixed an issue where the projectile would always appear in the upper right of the screen when fired.
    • Fixed an issue where collectibles were not destroyed upon impact from the dosh.

  • Minigun - Updated the reload animation to address clipping.
  • Reducto Ray
    • Fixed an issue where ZED’s did not rage except during HOE difficulty
    • Adjusted the weapon animations to reduce hand clipping.

  • Sentinel
    • Updated the bash attack to prevent the detonator from disappearing for a short time.
    • Fixed an issue where the audio was not updated to reflect the effects of the Machine Gunner Commando skill.

  • Crossbow - Fixed an issue where in 1P the cable anchor pulley was not attached to the limb.
  • Helios Rifle - Fixed the desync issue between the bash attack animation and the impact.
  • Seal Squeal - Fixed an issue where nuke damage was applying an overly large DoT.
  • HRG Crossboom
    • Fixed an issue where the arrow fired was offset from the impact decal.
    • Fixed an issue where the arrow post impact was increased in size.

  • HRG Head Hunter - Fixed an issue where the alt-fire was not doing head damage.
  • HRG Kaboom Stick - Improved the visuals in 1P & 3P.


Weekly Outbreak:

  • Fixed an issue where weekly modes were not being completable in offline mode.
  • Fixed an issue where the weekly outbreak was not updating after map travel or server restart.
  • Fixed an issue where weapons and armor were not spawning in the maps during the Outbreak.
  • Boss Rush - Removed Holdout maps from the mode during map travel.
  • Shrunken Heads - Updated the Abomination and Patriarch’s audio to play the correctly filtered lines for the mode.
  • Arachnophobia - Fixed an issue where players were starting the match without their starting weapon.


Cosmetics:

  • Added the Supply Backpack to both Tom Banner and Classic Briar as a wearable cosmetic.


Localization:

  • Updated the text for the Gunslinger’s Skill “Steady” so the description now fits within the text box in all languages.


General:

  • Fixed an issue where the player’s weapon would not reappear in their hands when performing an emote during a boss’s death scene.


As always, thank you for your continued support!

Killing Floor 2: Summer Update Beta 2 Is Now Live for PC!

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 folder for your own personal hosting needs for this version.

Event
Tidal Terror

  • Off the coast of Scotland in the East Shetland Basin of the North Sea, we’ve located a secret research lab hidden away in an oil drilling rig. We can only imagine what horrors the Patriarch and his cohorts have been up to here in this remote location. By the way, if you are one of those people who like to try different weapons, we have a new weekly mode for you, Arsenal Ascent, in which you will be swapping weapons as you kill Zeds. And if that weren't enough, the Horzine Research Group just released two new products, the HRG Head Hunter and the HRG Crossboom, for Sharpshooter and Demolitionist mercs respectively. Hurry up and take a look!
  • Beta 2 Start 05/24/2022, Beta 2 End on the final release



Addressed Community Feedback
As mentioned in the 2021 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
    • Sentinel
      • Hit damage increased 25%.

    • Reducto Ray
      • ] Shrink Effect slightly decreased for Scrake, Fleshpound and Quarter Pound.

    • HRG Crossboom
      • Weight decreased from 7 to 6.

    • HRG Head Hunter
      • Alt-fire recharge time decreased from 5 seconds to 3.5 seconds.

  • Weekly Modes
    • Arsenal Ascent
      • HRG Bastion removed from final Weapon Level pool; moved to a lower level.
      • HRG Arc Generator moved to the final Weapon Level pool.

Designer Notes:
The Sentinel is intended to be used as a support tool rather than as a primary weapon. That’s why it has low weight, to make it affordable to combine with other weapons, and low damage, to not replace “player’s job” fighting Zeds. But it seems that the damage was too low, so we have increased it a bit. This little buff makes a difference especially when the Sentinel is fully upgraded and used by a Commando.

The Shrink Effect of the Reducto Ray was too overpowered and could kill larger Zeds very quickly, so we have made them less vulnerable to it. We think that now is more balanced compared to other weapons.

Regarding the HRG Crossboom, we have reduced its weight in order to combine it better with other weapons. We think it’s a versatile weapon for the Demolitionist that can be used for accurate shots covering small or large areas, and this little change can help to create better strategies.

The HRG Head Hunter had a bug in the Beta 1 that made the alt-fire not deal head damage to Zeds. This caused the weapon to be so much weaker than it was supposed to be. With this bug fixed, the actual power of the weapon will be so much more noticeable than before when using the alt-fire. In addition to that, we have reduced its recharge time, as this was also requested by many players. Our changes are focused on the alt-fire as we think this feature is what really distinguishes this weapon from others.

Finally, regarding the new Weekly Mode, Arsenal Ascent, many players requested that the HRG Bastion was lacking power to fight bosses, so we have replaced it by the HRG Arc Generator, which is a Survivalist weapon that performs well against bosses.


Bug Fixes
Also mentioned in the 2021 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.

Map:

  • Elysium - Fixed an issue where some textures in the main area were not rendering.
  • Rig
    • General
      • Raised the SYG area boundaries to be more visible
      • Moved the map Lobby to an an isolated non-playable area
      • Fixed an issue where kismet warnings were being displayed in the chat box
      • Updated bullet decals and sounds across the map to accurately reflect the materials being hit.
      • Fixed an issue where audio on the map was louder than other areas.

    • North Platform
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.

    • East Platform
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed multiple instances of textures and objects culling too close to the player.

    • West Platform
      • Fixed an issue where weapons dropped on the zed floor spawn would disappear.

    • South Platform
      • Increased the blood splatter across the area to be consistent with other maps.

    • Central Platform
      • Fixed multiple collision volumes within the area.
      • Added sound to the Diesel Generator.

    • Laboratory
      • Increased the blood splatter across the area to be consistent with other maps.
      • Added sound for the sprinkler system.
      • Adjusted the conveyer to reduce clipping into other objects.
      • Adjusted multiple emergency lights to reduce clipping with the walls.

    • Living Quarters
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed an issue where weapons dropped on the zed floor spawn would disappear.
      • Fixed zed pathing issues in relation to the players in the area.

    • Main Building
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.

    • Machinery Room
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
      • Fixed multiple instances of textures and objects culling too close to the player.

    • Connecting Bridge
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed multiple instances of textures and objects culling too close to the player.
      • Fixed multiple collision volumes within the area.
      • Fixed an issue where the rain effects were coming through the ceiling.

    • Cargo Storage
      • Increased the blood splatter across the area to be consistent with other maps.

    • Oil Shaft
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
      • Fixed multiple instances of textures and objects culling to close to the player.


Weapons:

  • HRG Head Hunter - Fixed an issue where the alt-fire was not doing head damage.
  • Doshinegun
    • Fixed an issue where the projectile would always appear in the upper right of the screen when fired.
    • Fixed an issue where collectibles were not destroyed upon impact from the dosh.

  • HRG Crossboom
    • Fixed an issue where the arrow fired was offset from the impact decal.
    • Fixed an issue where the arrow post impact was increased in size.

  • Reducto Ray
    • Fixed an issue where ZED’s did not rage except during HOE difficulty
    • Adjusted the weapon animations to reduce hand clipping.

  • Sentinel - Updated the bash attack to prevent the detonator from disappearing for a short time.


Weekly Outbreak:

  • Fixed an issue where weekly modes were not being completable in offline mode.


Cosmetics:

  • Added the Supply Backpack to both Tom Banner and Classic Briar as a wearable cosmetic.



As always, thank you for your continued support!

Please Take a Moment to Fill out the Summer Beta Survey

Thanks to all that have already checked out the beta or plan to over the weekend. We'd appreciate it if you took some time to fill out the Summer beta survey, if you haven't already. https://forms.gle/8UBP3JtxS2tS7HSk9

Killing Floor 2: Summer 2022 Beta 1 is Live for PC!

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 folder for your own personal hosting needs for this version.

Event
Tidal Terror

  • Off the coast of Scotland in the East Shetland Basin of the North Sea, we’ve located a secret research lab hidden away in an oil drilling rig. We can only imagine what horrors the Patriarch and his cohorts have been up to here in this remote location. By the way, if you are one of those people who like to try different weapons, we have a new weekly mode for you, Arsenal Ascent, in which you will be swapping weapons as you kill Zeds. And if that weren't enough, the Horzine Research Group just released two new products, the HRG Head Hunter and the HRG Crossboom, for Sharpshooter and Demolitionist mercs respectively. Hurry up and take a look!
  • Beta 1 Start 05/11/2022, (Date is subject to change)



New Additions and Highlights

  • 1 New Community Map

    • Rig

      • Compatible with Survival, Weekly, and Endless Game Modes.
      • Fight against Zeds in this oil platform in the middle of the ocean.



  • 1 New Weekly Mode

    • Arsenal Ascent

      • Players start with a knife and obtain new weapons by killing Zeds.
      • Each new weapon increases the “Weapon Level”.
      • The new weapon is randomly chosen from a list per Weapon Level.
      • Waves are endless until a player reaches the final Weapon Level and completes the wave. Then, the final wave is unlocked, which is a boss wave.



  • 4 New Weapons

    • HRG Crossboom for the Demolitionist

      • An alternative version of the Crossbow for the Demolitionist Perk.
      • A tier 3 weapon that shoots strong explosive bolts.
      • The secondary fire makes a bigger explosion with reduced damage, perfect for getting weaker Zeds out of the way.
      • Trader price is 900 Dosh.


    • HRG Head Hunter for the Sharpshooter

      • An alternative version of the Hemogoblin for the Sharpshooter Perk.
      • A tier 3 semi-automatic weapon that shoots darts that enlarge Zeds’ heads.
      • The secondary fire uses energy to launch an expansive wave that damages enlarged heads.
      • Trader price is 1100 Dosh.


    • Sentinel for the Commando (Not available for purchase individually during BETA)

      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • An autonomous drone equipped with a full-auto barrel is treated as a tier 3 weapon.
      • Alt-fire detonates the drone.
      • The drone also self-detonates when it runs out of ammo and a Zed passes nearby.
      • Trader price is 500 Dosh.


    • Reducto Ray for the Survivalist (Not available for purchase individually during BETA)

      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • A tier 3 weapon that shoots an energy ray that shrinks Zeds and kills them by triggering an “evisceration death”.
      • Shrunk Zeds are more vulnerable to damage.
      • Trader price is 1200 Dosh.



  • New Steam Achievements

    • Rig related achievements


  • Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)

    • Seasonal objectives related to Rig
    • Complete all seasonal objectives to earn the Deep Sea Trident Backpack
    • Summer Sideshow Prize Tickets
    • Summer Sideshow Golden Prize Tickets


  • Zedconomy (Not available for purchase during BETA)

    • Sentinel Weapon Bundle
    • Reducto Ray Weapon Bundle





    • Tidal Terror Weapon Bundle
    • Deep-Sea Explorer Outfit Bundle




    • Premium Summer Sideshow Ticket Bundles come in three sets of tiers:

      • Bronze - 5 Premium Seasonal Tickets
      • Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
      • Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets


    • Neon MK VIII Weapon Skin Bundle Pack
    • Classic Weapon Skin Bundle Pack
    • Deep-Sea Skin Weapon Skin Bundle Pack
    • Chameleon Weapon Skin Bundle Pack
    • Killing Floor 2 - Armory Season Pass 2
    • Killing Floor 2 - Ultimate Edition
    • Killing Floor 2 - Ultimate Edition Upgrade




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 2021 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

  • Survivalist Perk

    • Option to choose base grenade and initial weapon
    • The initial weapon will be granted only at the beginning of the match.
    • The base grenade will be granted at the beginning of the match, but can also be changed during trader time.
    • Perk level 15 adds Medic Grenade or Molotov Cocktail to the rotation, depending on the perk skill choice.


  • New order rules in the Weapon Skin section in the inventory.

    • First ordered by trader price, then rarity (common to precious), then quality (battle-scarred to mint).




Balance

  • Weapons

    • FAMAS Masterkey

      • Alt-fire spread decreased by 20%
      • Alt-fire fire rate increased from 50 RPM to 78 RPM
      • Alt-fire animation speed increased by 70%


    • Minigun

      • Movement speed when winding up increased 12.5%
      • Movement speed when firing increased 500%
      • Rotation speed when firing increased 105%
      • Reload speed increased 20%
      • Equip speed increased 30%
      • Put Away speed increased 30%



  • Perks

    • Firebug

      • Inferno (level 25 skill)

        • Rework of the skill.
        • New functionality is: During Zed time, your fire damage over time spreads to all surrounding Zeds.






Designer Notes :
Survivalists had to rely on randomness every time they started a match, but that is over. Now, Survivalists can choose their initial weapon and grenade on the Perk screen. We have left the “random option” available for those who prefer it. In addition to that, for Level 15+ Survivalists, the Medic Grenade or the Molotov Cocktail will be added to the rotation, depending on whether the player has chosen the “Ammo Vest” or “Weapon Harness” skill. But players can keep choosing another grenade if they want. Finally, as the grenade is linked to the perk skill, and this can be changed during trader time, players will also be able to change their grenade during this time, keeping the number of grenades they already had.

The order in the Weapon Skin section in the inventory was a bit chaotic, with different skins of different weapons mixed. We have added some rules to improve it, and now you will see all the skins of the same weapon grouped together. The skins will be ordered by weapon trader price, then rarity (common to precious), and then quality (battle-scarred to mint).

Regarding balance, we have made adjustments in two weapons, keeping in mind the community feedback. For the FAMAS Masterkey, we have increased the fire rate for the alt-fire (shotgun fire), which was very slow to use, and it was hard to swap between alt-fire and main fire. Now you can shoot faster, and combine main fire and alt-fire better, making this weapon more versatile and dynamic in play style. We also have slightly adjusted the spread, which will help to improve the effectiveness of the weapon.

The other balanced weapon is the Minigun. The main disadvantages of this weapon were its mobility restrictions, so that’s what we’ve been focusing on. Now, you will have the same firepower as before, but you will be able to move and reload faster.

Finally, we have made a complete rework of the Inferno perk skill for the Firebug. We expect that now this skill performs better than the previous one, creating a good alternative to the other Firebug level 25 skill, Pyromaniac.


Bug Fixes
Also mentioned in the 2021 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.

Map:

  • Netherhold - Improved the collision in the Hellfire Pit area.
  • Dystopia - Improved the collision in the Hotel area.
  • Moonbase - Fixed the distorted reflections in the Living Quarter Dome
  • Caillon Hamlet

    • Fixed multiple blood splatter issues in the City Hall area.
    • Improved the lighting in the map lobby.
    • Fixed an issue where SYG zones were not appearing in Endless Mode.
    • Improved the draw distance of multiple objects in the Station area.


  • Elysium

    • Updated the zed spawning nodes during the boss fight to prevent pop-in spawning.
    • Fixed an issue where player location in the main arena could delay the boss spawn.




Weapons:

  • HRG Kaboom Stick - Improved the visuals in 1P & 3P.
  • Minigun - Updated the reload animation to address clipping.
  • Corrupter Carbine - Alt-fire now properly interrupts the reload animation.
  • Seal Squeal - Fixed an issue where nuke damage was applying an overly large DoT.
  • Helios Rifle - Fixed the desync issue between the bash attack animation and the impact.
  • Crossbow - Fixed an issue where in 1P the cable anchor pulley was not attached to the limb.




Localization:

  • Updated the text for the Gunslinger’s Skill “Steady” so the description now fits within the text box in all languages.



Weekly Outbreak:

  • Boss Rush - Removed Holdout maps from the mode during map travel.
  • Shrunken Heads - Updated the Abomination and Patriarch’s audio to play the correctly filtered lines for the mode.
  • Fixed an issue where the weekly outbreak was not updating after map travel or server restart.



General:

  • Fixed an issue where the player’s weapon would not reappear in their hands when performing an emote during a boss’s death scene.



As always, thank you for your continued support!

[PSA] (Now Resolved) Current Maintenance

Due to current maintenance around reported matchmaking issues over the weekend, players may experience interruption in item server services. We apologize for the inconvenience.

Update 1:
At this time, we currently do not have an ETA for a fix to share.

Update 2:
Maintenance is complete and issues resolved. We thank you for your patience.

Merc Report - Mercs We Shrunk The Sentinel

Mercs,

Now that you know you are heading to the “Rig”, it is time to learn about the new gear you’ll have available out in the field. As with the recent HRG weapons, a major focus of these new tools is in a supporting capacity to help the team (and yourself).

Survivalists, have you ever likened yourself as a bit of a mad scientist? Perhaps one that specializes in shrinking all your problems away? Does dreaming about that give yourself a bit of a big head? Well worry no more, as your dreams are about to come true with the aptly named Reducto Ray!



Designed to shrink your enemies right out of existence, those that it can’t just “pop” away (the lab coats said something about a micro-verse), will be heavily weakened by the process and more susceptible to damage from all sources. Please do not use this device for non ZED related purposes, such as theft, criminal defense and or prosecution.

For the Commando’s, another new tool is ready to be deployed to the fight. Ever wanted an extra gun to cover that location that needs to be watched while you deal with more pressing matters, like that Scrake trying to make you its latest trophy? Well lucky for you, no hands are required for the new Sentinel auto turret!



Choose a spot to deploy and let the Sentinel do its work of scanning, tracking and most importantly, firing on enemies in its AoE. If enemies are detected in its 360 degree scan, it will focus on the closest and begin to unleash its reserves. Best of all, no need to worry about cleanup or reloading, when ZED’s get too close or ammo runs dry, you can trigger a detonation and deploy a new one!

A few notes passed along by the lab coats:

  • Be thoughtful on deployment, due to some of the tech involved, only one can be deployed in the field by a merc at a time. Attempting to do so will cause a currently deployed one to detonate.
  • So far testing has shown that Zed’s are not enraged by this little helper, perhaps because they can’t find a better target to take out their aggression on.



Both of these new tools of the trade will be available for individual and bundled purchase, or via the new Armory Pass II for 2022. Armory Pass II will include new weapons for each of the major updates planned for the year: Summer - 2, Fall - 2, and Winter - 2.

For those looking to join the ranks of Killing Floor 2 mercs or pickup many of the items that have come out over the years, there will also be a new Killing Floor 2 Ultimate Edition available to purchase or upgrade to which will include the following:
Killing Floor 2 Digital Deluxe (the game and items)
Armory Pass I (2021) & Armory Pass II (2022)
The following characters and cosmetics

  • Characters
    • Mrs. Foster
    • Badass Santa Bundle

  • Outfit Bundles
    • Cyberpunk Outfit Set
    • Wasteland Set
    • Foster Classic Set
    • Briar’s Bobby Set
    • Tanaka’s Biker Set
    • Horzine Mark 7 Set
    • Hazmat Suit Set
    • DAR Assault Armor Set
    • Commando Chicken Set
    • Pajama Set
    • Cardboard Knight Set
    • Witch Hunter Outfit Set
    • Santa’s Helper Outfit Set
    • Space Pirate Outfit Set
    • Space Pirate Full Gear Set
    • Reaper Outfit Set

  • FX Packs
    • Headshot FX Pack 1
    • Headshot FX Pack 2

  • Weapon Skins
    • Dragon & Koi Complete Weapon Skin Set
    • Foster’s Favorites Weapon Skin Pack

  • Player Cosmetic Bundles:
    • Clot Backpack Set
    • Halloween 2020 Full Gear Set
    • Christmas 2020 Full Gear Set
    • Winter 2020 Gear Set





There has never been a better time to complete your collection or get your friends started!

First test missions to the “Rig” and the new weapons are expected to start May 11th (subject to change as development continues) for PC mercs as an opt in beta.