Are you wondering where to spend your summer vacation? Well wonder no more because the fine folks at Horzine are sending you to a location we are simply referring to as the “Rig.”
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.
We are sending in our top mercs, that’s you, to investigate and rid the location of any of these aggressive specimens you come in contact with. From our preliminary findings, we have determined the rig to be structurally safe … enough, with the usual collateral damage expected to be within the acceptable range. HSE compliant, maybe not so much so bring protective headgear.
Work your way through multiple floors, with caution. There are plenty of ways to drop down to lower depths in an emergency, but be sure to have a plan for retreat. Once you reach the bottom level fighting your way back up may not be as easy! Watch your step down there, we don’t want mercs overboard, but feel free to send the zeds into the deep blue icy waters.
Research and Development are hard at work on some new weapons to take with you on your summer mission. We’ll have that report in your hands next week.
Rig is the latest Official Community Map joining the game, created by community level designers Tristalin and All Knowing Horse.
Merc Report: Big Heads and Bigger Booms
Good day Mercs,
The lab coats have been up to it again, and are crafting some “fine” (their word) new field options out of existing weapons platforms. So let’s take a look at what they’ve been up to!
Sharpshooters, we know you love to "pop heads'' of any threats that look your way. Now you can do it literally with the new HRG Head Hunter. Featuring two fire modes, the first will fire a dart that on impact, to any body part, will swell up the size of a zed's head. These darts will stack multiple times for a nice big target that is now more than double the normal size. Isn't science fun? Now you've made that zed an easy target for you and your team, but that's not all. For a very satisfying head pop on those zeds with maximum stacks, use the alt fire to release a wave that travels in a sphere. When that wave reaches your targets, heads will burst!
Don't worry, if a zed doesn't have a maximum stack of darts the wave will stun them allowing you more time to make your next move. We know that sharpshooters need their space, R&D made sure to power up that wave to be long range.
Demolitionists, we've added a new long range weapon to your arsenal as well. Channel your inner Rambo with our new explosive bolts to go along with this crossbow. This weapon also features two fire modes - the lab coats wanted us to say something about versatility being the spice of life but let’s not and you lot just tell them we did. Use the primary shot to fire an explosive bolt that impacts the target before a delay of about half a second and leading to the boom.
If you want a bigger boom, you can sacrifice some explosive damage and use the alt fire off a shot with a larger blast radius. Great for ridding your area of a horde of lowly Zeds. This is a highly accurate weapon with a fire rate the same as the Crossbow.
Keep an eye out next week as we plan to talk about additional arsenal additions and how to get them!
Merc Report - Summer Field Improvements
Hello Mercs, Following the recent Spring Cleaning Update (https://forums.tripwireinteractive.com/index.php?threads/killing-floor-2-spring-cleaning-2022-update-is-live.2338168/) the team has been working towards more Field Improvements touching on some common player interests & a new weekly mutation!
Mercs, get ready for Arsenal Ascent. What is it you ask? A race to see who can quickly kill the most Zed’s with a predetermined set of 24 weapons, starting with the humble, but not to be underestimated knife and 9mm. After that kill quota with a weapon has been met, a stronger one pulled from a set of 3, will be immediately equipped and the race continues until one merc gets through the weapon list first!
You’ll find ammo and armor out there, disabled Trader Pods (and ability to drop weapons) and of course, an endless amount of targets until a victor is crowned! Try not to die, as you’ll be knocked back a few weapon levels depending on your progress...
Survivalists, we all know you have that preferred starting weapon and/or grenade that you wish would show up every time you are headed into the field. Worry no more, as you’ve been cleared to select your starting equipment, primary weapon and grenade!
On your perk selection/overview screen, you will now find arrows that will let you cycle through the available options, including random. At level 15, you’ll choose either the Molotov or Healing Grenade joining the rotation based on your perk pick, so find that combination that works best for you and go kill some Zeds!
Firebug’s will be pleased to hear that their level 25 Inferno skill is being improved. Now your fires and its damage over time, will spread to surrounding Zeds around it, immediately when the damage is dealt. So do what you do best, and light some fires!
Another Quality of Life improvement for those who like to change their weapon style, the inventory will now do a better job of sorting weapon skins, using the following rule set of ordered importance: by weapon (in terms of trader price), rarity (from common to rarest), then quality (battle-scarred to mint). Notice the RPG grouping in the before and after examples below:
Before After And speaking of “arsenals”, the team will have more to share on some new Zed slaying tools coming your way in the days ahead, so stay tuned!
Killing Floor 2 Spring Cleaning 2022 Update is Live
Event
Hey mercs, how are things going with your Spring cleaning? The team has been able to clear out some old bugs hiding under the rug.
Bug Fixes As 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 a light texture was changed globally leading to existing lights to have a bluish tinge and other visual defects.
Fixed an issue in Monster Ball where the music in the dance area near Hans Volter was not playing.
Fixed an issue where spectators were incorrectly being included in player count in the Server Browser.
Fixed an issue in Boss Rush weekly mode where the Matriarch's shield health was not scaling correctly across the earlier waves.
Fixed an issue where the pop-up pause notification was incorrectly displayed when proceeding to the Lobby.
Fixed an issue where SWAT’s Close Combat Training skill did not increase damage with 9mm or blunt damage type weapons.
Weapons:
Doshinegun:
Improved Doshinegun projectiles behavior so they will behave more naturally in the environment.
Fixed an issue where upgrading the Doshinegun semi-auto was causing it to do less damage than the auto fire mode.
HRG Arc Generator
Fixed an issue where HRG Arc Generator primary fire sound was playing globally.
Minigun:
Fixed an issue where the Minigun’s turn speed acceleration was reduced when in players' possession.
Map:
Carillon Hamlet:
Fixed multiple splatter maps across the map to display correctly.
Fixed the spectator boundaries so spectators are no longer able to leave the map.
Fixed multiple locations where there was missing collision for dropped weapons.
Adjusted multiple collision volumes across the map to allow the Player to move unobstructed..
Adjust collision allowing the collectible to be destroyed in the Forest area
Adjusted a section of the wall in the station to render correctly.
Elysium:
Fixed an issue that would intermittently cause console lock up for PS4 players.
Improved spawning behavior of ammo. weapons, and armor pickups to prioritize spawning in the arena the player is in.
Fixed Zed spawning so they will not get stuck on the beams in the main arena.
Fixed multiple areas across the map display texture flickering.
Fixed rendering of grid pattern on the walls in the computer arena.
Fixed wooden plank to display correctly on the back side.
Made visual improvements on the stone wall to correct color variation.
Fixed issue where sand decals were visually floating in the main arena.
Netherhold:
Adjusted lights in the lobby to increase visibility of player сharacter.
Fixed an issue where Zeds would not attack players within the Diabolic Experiment doorway area.
Prison
Refined the Zed pathing to improve ability to navigate to players.
Misc:
Fixed an issue that was limiting the Patriarch to utilizing only one of his intro lines.
As always, thank you for your continued support!
PSA: Steam Recycle Issue for KF 2
We're currently aware of a backend issue in which specifically Steam KF2 Users are unable to recycle inventory items that are able to breakdown into multiple materials. While this issue is active, no items should be lost from player accounts and all other Item Server behavior should be behaving as expected. While we are actively working towards a solution, the soonest we expect to be able to deploy a fix to our backend would be by early next week though we will continue to update you all as the situation develops. Thank you for your patience and understanding, and we apologize for any inconvenience this has caused.
Spring Mega Sales, double XP and drop event is live!
Mercs, jump in game to take advantage of in game item sales, double XP, increased drops, and Cyber Ticket drops for a limited time. Available now through March 24th.
Happy New Year Mercs! Please take a moment to fill out the SoTG Survey
Happy New Year Mercs! As we dive into the year ahead, we want to thank those who took the State Of The Game Survey, and remind those who haven't had a chance yet to do so: https://forms.gle/VcKzqB2Mk9BJQJSaA This will help us better plan for what is to come! https://forums.tripwireinteractive.com/index.php?threads/killing-floor-2-state-of-the-game-2021.2338016/
Killing Floor 2 State Of The Game 2021
As we reach the end of 2021, I have once again returned to take a look back at the past year in all that we were able to accomplish as a team and provide a preview of where Killing Floor 2 is going. When we started this journey with Killing Floor 2 back in 2015 with the Early Access launch, we certainly never expected that 6 years later the game would still be thriving and continue to be supported as it is today. I want to extend a gigantic thank you to our partners at Saber Interactive that have continued to carry the torch on the title to allow us to continue to deliver exciting new content and features for the past two years. And of course, Killing Floor 2 would be nothing without its dedicated fans and community that continue to support us and push us when warranted to be better developers and improve what we deliver.
After dozens of content updates over the years, Killing Floor 2 continues to throw new and interesting challenges our way for development from continuing to work largely remotely and across multiple countries around the world. Even still, we wanted to push ourselves to create new ideas, deliver on long-teased locations, and expand the game’s replayability through revisiting the experimental fun of weekly modes. While not without any bumps in the road, I am incredibly proud of what we have created as a team and continue to be excited for what’s in store.
Here’s a look back at what we have added to the game in 2021:
Today’s Killing Floor 2
Game Updates
Dystopian Devastation - March 23rd, 2021
Interstellar Insanity - June 22nd. 2021
Day of the Zed - October 5th, 2021
Chop ‘Til You Drop - December 9th, 2021
Maps
Dystopia 2029
Moonbase
Netherhold
Carillon Hamlet
Weapons
Gravity Imploder - (Demolitionist)
FAMAS Masterkey - (Commando / Support)
Thermite Bore (Firebug)
Piranha Pistols (Gunslinger / Berserker)
Corrupter Carbine (Sharpshooter / Field Medic)
Doshinegun (Survivalist / Offperk)
HRG Beluga Beat (Sharpshooter)
HRG Bastion (SWAT)
HRG Blast Brawlers (Support)
HRG Tommy Boom (Demolitionist)
HRG Disrupter (Gunslinger)
HRG Stunner (SWAT)
Weekly Modes:
Blood Thirst
Coliseum
Arachnophobia
Scavenger
Wild West London
Abandon All Hope
Boss Rush
Shrunken Heads
Quality of Life Improvements:
No Local Admin Filtering for the Server Browser
UI Medic Buff Feedback
Skip Trader for the Versus mode
Improve the reliability of Scrake stuns with Crossbow and Compound Bow.
Initial Starting Dosh Rebalance
Purchase armor in portions
Gameplay option for the quick swap button
More transparent drop percentages
Store - Discount UI Optimization
Pause Online Endless Mode Voting
Controller Aim Assist Improvements
New Music
M.O.A.B by Rocky Gray
Lunar by Rocky Gray
Zedorcist by Rocky Gray
Disunion How The Rest Was Won by Dax Nielsen and Dan McMahon
Naughty or Nice by Rocky Gray
Carpenter’s Christmas by Rocky Gray
What Lies Ahead With the ongoing success and support of the fans in 2021, I am very happy to announce that Killing Floor 2 will continue to be supported for its 7th Year of Post-Release Seasonal Updates that we’ll be looking to make chock full of new weapons, maps, weeklies, cosmetic customization and quality of life improvements that are vital to the game’s success. We will be continuing to partner with Saber Interactive to make this a reality. An important change for 2022 is that we’ll be looking to consolidate to three major updates for the year with the Summer, Fall, and Winter seasons as our main release targets. As the team has been working non-stop the past year, we feel this break at the beginning of next year will allow us to refresh, explore, and iterate towards delivering a more excellent and polished experience for the new year ahead.
Additional Weapons - As a core pillar of our updates, more new weapons will of course be coming to Killing Floor 2 of both the Weapon Bundle and HRG Variety. Our goal for the new weapons is to continue expanding the ways you can engage the enemy leveraging both entirely new functionality and expanding existing projectile types and incapacitation effects into different combinations for a variety of perk types. As a tease for Summer, we’re especially interested in exploring expanding the defensive capabilities of players as well as weapons that will help bring bigger zeds down to size.
Additional Maps - For next year's maps, we’ll be partnering with some of our favorite community mappers to deliver and enhance more community maps officially in the game that improve them for those that played them in the past and provide a spotlight for those that might not have ever played them before like our console community.
Additional Weeklies - We had an absolute blast developing an entirely new set of weeklies for 2021 and were thrilled by the community's reception to them. For 2022, we still have a whole host of new weekly modes we want to explore both from our design exploration as well proposals we have seen that have interested us from the community. With that in mind, we’ll be looking to add one weekly mode per update for next year to continue to expand on the full rotation. Major Events - As seasonal events have become a time-honored tradition for Killing Floor 2, they will once again be making a comeback for 2022 for our Summer, Halloween, and Christmas updates. This means the return of seasonal Zeds, new Seasonal Objectives, rewards, achievements, and cosmetic sets for your characters to be customized to match the holiday spirit.
Quality of Life Additions - Within a similar capacity as the past year, it will be an important pillar for us to continue improving and tweaking the game to respond to community feedback alongside the development of new content. The feedback you provide within our surveys, forums, social media, and other community interactions are critically important in helping guide us on what we should prioritize in terms of these user experience and balance changes so please continue to be active as ever within these channels so that we have a good pulse on what the game needs. While we will not be able to address everything that’s requested due to numerous potential factors such as engine/system limitations and resource constraints we’ll continue to be transparent with what is within our power to implement and do our best to be receptive and open to feedback for how we can improve.
Bugs - Within every update, we’ll be fixing both new issues that arise as well all the existing content that affects the player. It’s a core priority for us to ensure that every release is more polished and bug-free than the one that came before. As the game has expanded dramatically over the years from supported platforms, weapons, maps, modes, characters, etc the project has become quite a massive endeavor to maintain so we always ask your patience and understanding for when and how any particular issue gets tackled. We’re deeply grateful for the community’s regular engagement and response in alerting us to everything discovered within each release as an invaluable resource to the development team. We encourage as many of you as possible to participate in our regular betas before each release as the feedback we receive for bugs and balance is essential to ensuring that the final release is the best it can be. As a reminder, the best way to bring bugs to our attention is through our official forums which are available here:
Continued Polish & Refinement - As an ongoing focus and priority for 2022, we want to pay close attention to the quality of each of the individual elements we deliver with each update. We’ll be refining our process and pipeline to ensure we can achieve the attention to detail you expect and ensure the content will play well in any context. We trust that the community will hold us accountable for these goals and let us know where we may fall short. We understand that there are lessons to be gained from both the positive and less positive feedback we receive and we thank you for your continued candor to steer us in the right direction.
Community Interaction - We at Tripwire would be nothing without our fans which we’ll continue to be accessible on our social media, forums, and discord channels. Additionally, we’ll continue to be broadcasting our plans for future content drops giving you sneak peeks of what’s to come as well as streaming the game over the many months to come so you can see how things are shaping up with the new releases. We encourage you to stay tuned as we’re excited to be able to share the various things we have planned.
We’re delighted to still be on this journey with Killing Floor 2 after all these years and are deeply appreciative for the many millions of players that have come alongside us along the way. Whether you’ve been a lapsed player, are new, or have been with us every step of the way, we believe we have an exciting year ahead for the game and can’t wait for you to play it with us. We hope you have a fantastic holiday season and we look forward to coming back in the new year.
See you all on the Killing Floor.
Regards, David Amata Product Director Tripwire Interactive
Killing FLoor 2: Chop 'Til You Drop Christmas Update 2021 is Now Live
[previewyoutube="ystpqxlfeVg;full"] KF2 Christmas 2021 Final Changelog
Event Chop Til’ You Drop
Hey mercs, how’s the holiday shopping going? If you need some extra dosh, there’s an easy solution, keep killing Zeds of course! For that, we suggest you visit the new map, Carillon Hamlet, a small town that was preparing for the holiday until a bunch of obnoxious elves burst into their production line. Additionally, you can try the 2 new weekly modes that will challenge your killing skills: face all the bosses in a row in the Boss Rush, or experience Shrunken Heads where headshots will not be an option. Finally, The Horzine Research Group has launched a new product on the market for this Christmas campaign, the HRG Stunner, a new handy tool to help the SWAT mercs shine.
New Additions and Highlights
1 New Community Map
Carillon Hamlet
Compatible with Survival, Weekly, and Endless Game Modes.
An industrial small village that is preparing for the holiday season.
Visit the train station, the chapel, the market and factory with its underground tunnels.
2 New Weekly Modes
Boss Rush
Five consecutive boss waves.
Each boss will be selected randomly, but without repeating any of them along the five waves.
The difficulty of each boss scales up each wave.
A certain amount of set dosh is granted after each wave.
Shrunken Heads
Players and Zeds will spawn with a tiny head, the reverse of the Bobble Zed weekly mode.
Headshots no longer apply critical damage.
Some Zeds will have new vulnerable spots. An indicator FX is displayed to point out these spots.
Squad composition is slightly adjusted to have a higher rate of Rioters, Gorefiends and Scrakes.
Zeds spawn 50% faster but the total amount of Zeds is reduced by 20%.
2 New Weapons
HRG Stunner for the SWAT
An alternative version of the AA-12 Auto Shotgun for the SWAT Perk.
A tier 4 full-automatic weapon that shoots 12-gauge steel slug rounds.
The secondary fire consumes several rounds to fire a concentrated flashbang shot that explodes, stunning the enemies.
Trader price is 1500 Dosh.
Doshinegun as an off-perk weapon
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
A tier 2 off-perk weapon that works in semi-automatic or full-automatic fire modes.
It literally shoots dosh stacks that behave like a blunt projectile and leave a dosh pickup in the ground.
The weapon does not count with spare ammo reserves, instead it draws the ammo directly from the dosh reserves as a ratio of 20 Dosh per round or 400 dosh per full clip
Trader price is 600 Dosh.
New Steam Achievements
Carillon Hamlet related achievements
Time-limited Objectives, Tickets, and Cosmetics
Seasonal objectives related to Carillon Hamlet
Complete all seasonal objectives to earn the Holiday Shopping Companion
ChristmasTreat Prize Tickets
Christmas Treat Golden Prize Tickets
Zedconomy
Doshinegun Weapon Bundle
Chop Till You Drop Full Gear Bundle
Alchemist Gear Cosmetic Bundle
Christmas Weapon Skin Bundle Pack
Alchemist Weapon Skin Bundle Pack
Premium ChristmasTicket Bundles comes in three 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
Reminder since this usually comes up during update releases, the database update for ticket drops and setting up steam items for sale will occur at approximately 1pm EDT after all the patches go out in order to verify that the patches are deployed across platform.
Addressed Community Feedback As mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2
General
Endless game vote to pause
Vote to pause system implemented for endless game mode.
New “vote to pause” button included in the main menu during trader time.
New “vote to resume” button included in the main menu during paused games.
Improvements in the Aim assist for controllers
The auto aim assist has been improved and the range to detect the head as the aiming point has been increased.
Balance
Weapons
VLAD-1000 Nailgun
Ammo pool increased from 336 to 378
Alt fire (single nail) spread decreased by 50%
Nail projectile speed increased by 25%
Perks
Survivalist
Make Things go Boom (level 20 skill)
Explosive resistance increased from 40% to 50%
Area of effect of all explosives increased from 40% to 50%
Bosses
King Fleshpound
Walking and sprinting speed increased by 15%
Shield scale increased by 10%
Ground pound damage increased by 10%
Beam range increased by 20%
Beam damage increased by 20%
Phase thresholds changed from 65% / 50% / 20% to 75% / 60% / 30%
Abomination
Sprinting speed increased by 15%
Vomit range by 10%
Abomination sub-spawn delay reduced from 2 to 1.5 seconds
Freeze rate reduced by 40%.
Freeze cooldown increased from 10 to 15 seconds.
Fart attack timers reduced for all difficulties by about 2 seconds
Fart attack timers while raged reduced for all difficulties by about 0.75 seconds
Bloat mine projectile speed increased by 50%
Abomination Sub-Spawn
Health reduced from 250 to 150
Explosion damage reduced by 20%
Designer Notes : We know that endless games can be a huge time commitment, so we included the option to pause the game If every player agrees the waves will not be resumed, allowing players to have a break for whatever necessities. The option will be available only during trader time online. The system to resume the waves will be similar, with a vote of all players confirming.
The auto-aiming system for controllers was not working as expected under some specific circumstances. Sometimes when aiming slightly above the head the system used to auto-aim to the body center instead of the head. We have increased the range of detection of the head to avoid this problem. With this adjustment, using a controller will feel more accurate and consistent to player expectations than before.
We made very slight adjustments on the VLAD-1000 Nailgun just to improve the feeling of the weapon in the Support hands. We think the weapon was in a good spot in terms of balance, but these small adjustments will make it more friendly to use for this perk.
Regarding the Survivalist perk skill “Make Things go Boom”, it was boosted to have similar values as the Demolitionist equivalent skill, as we think that the Survivalist deserves to have the same capacities.
Finally, we made some adjustments on two bosses that were less prefered to play against by many mercs, King Fleshpound and Abomination. We boost some of their stats, mostly focusing on making them more aggressive and giving more importance to the skills that make them unique.
For the King Fleshpound, we adjusted the health thresholds in which the boss will be able to use their skills (ground pound, beam and shield), and we boosted the stats of these.
For the Abomination, we boosted different skills to make its rage phases more dangerous, increasing the sprinting speed and the rate of farts and bloat mines. Regarding the sub-spawns you will notice an increase in their number but they will be weaker.
Bug Fixes Also mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Top Community Issues:
Fixed an issue where the Keyboard Camera commands had been disabled.
Fixed an issue where the Filthy Rich objective would only progress was not tracked within the Endless Mode.
Fixed an issue in the Boss Rush weekly where not all of the ammo spawns were occurring during the final wave.
Weapons:
FAMAS Masterkey
Fixed an issue with the reload animation during the full reload where the hand did not wrap around the charging handle.
Fixed an issue with shotgun pump animation where the hand was not placed around the grip.
Corruptor Carbine
Fixed an issue with the reload animation after being in ADS where the hand would clip through the charging handle.
Fixed an issue where the reload animation was not showing after firing during ADS.
Adjusted the iron sights of the Corruptor Carbine to be center aligned.
Fixed an issue where the sights did not return to center aligned after firing.
HRG Stunner
Fixed an issue that was causing the alt-fire sound to continually loop.
Removed the skill compatibility with Sonic Resistant Round.
Removed the skill compatibility with Destroyer of Worlds .
Fix to animation of reload in 3rd person camera causing model stretching.
Fixed an issue where the ejected shells were the incorrect color.
Fixed an issue where the drop model would consistently clip into the floor.
Fixed flavor text typos in the trader pod.
Doshinegun
Adjusted the iron sights of the Doshinegun to be center aligned.
Removed the skill compatibility with Close Combat Training.
Fixed an issue where the stock of dosh is clipping with the hand during the reload animation.
Fixed an issue with the dosh icon being mirrored on the right side of the weapon.
Fixed an issue where the weapon material was not being lit by flashlights.
Fixed an issue where the weapon drop model was always green regardless of the amount of dosh currently loaded.
Piranha Pistols
Fixed an issue where the Rackem Up skill was not applying when wielding the single pistol
Minigun
Fixed an issue where turn speed after picking up the minigun remains slow at all times regardless of equipped weapon. Further refinement of acceleration speed is being reviewed.
Perks:
Fixed an issue where the Berserker skills were not applying to numerous weapons when bashing with them.
Map:
Sanitarium:
Refined the pathing of bosses so they follow the players into the catacombs from the surface.
Netherhold:
Removed an invisible collision in the Lounge area near the arch.
Fixed an issue where Zed’s wouldn’t destroy the wall in the Study area.
Fixed an issue where Zeds don’t attack players within the Diabolic Experiment doorway area.
Fixed an issue where the door into the Dining Hall clips into the wall.
Fixed a collision volume in the Lounge area near the archway.
Monster Ball:
Fixed an issue where the dance floor music doesn’t play.
Carillon Hamlet:
General
Fixed an issue where weapons would clip into the sidewalk curbs across Carillon Hamlet.
Fixed an issue where the seasonal decorations interfered with the blood splatter mapping.
Fixed the spectator boundaries so spectators are no longer able to leave the map.
Made the shot decals on windows consistent.
Fixed multiple ZED pathing issues throughout Carillon Hamlet.
Fixed an issue where the roof was blinking during the boss cinematic.
Hotel
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Main Street
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Market
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Fixed an issue with multiple wall textures clipping through each other.
Station
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Fixed an issue where a section of the floor geometry was missing.
Fixed an issue where a collectible is not destroyed after being shot.
Factory
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Bridge
Fixed multiple LOD issues throughout the area.
Forest
Fixed multiple LOD issues throughout the area.
Fixed an issue with the lantern hanging in midair away from the rafters.
Modes:
Fixed an issue in the Wild West London weekly where the ZED sounds did not match their seasonal type.
UI:
Fixed an issue in WebAdmin where the thumbnail for Carillon Hamlet is not visible.
Localization:
Fixed an issue with the Nonstop Splurge objective description not fitting the text box in multiple languages.
Fixed an issue with the Painful Payment objective description not fitting the text box in multiple languages.
Fixed an issue with the Filthy Rich objective description not fitting the text box in multiple languages.
Fixed an issue where the Carillon Hamlet map name was not localized across multiple languages.
Console:
Updated the PS4 store to make all content available for more Asian countries. The following regions should now have access to Sony add-on content: Hong Kong, Indonesia, Malaysia, Singapore, South Korea, Taiwan, and Thailand.
Misc:
Fixed an issue where servers could end up in a bad state if all players left during Endless while it was paused.
As always, thank you for your continued support!
Killing Floor 2: The Chop Til' You Drop Christmas Beta 2 Is Here!
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 Chop Til’ You Drop
Hey mercs, how’s the holiday shopping going? If you need some extra dosh, there’s an easy solution, keep killing Zeds of course! For that, we suggest you visit the new map, Carillon Hamlet, a small town that was preparing for the holiday until a bunch of obnoxious elves burst into their production line. Additionally, you can try the 2 new weekly modes that will challenge your killing skills: face all the bosses in a row in the Boss Rush, or experience Shrunken Heads where headshots will not be an option. Finally, The Horzine Research Group has launched a new product on the market for this Christmas campaign, the HRG Stunner, a new handy tool to help the SWAT mercs shine.
Beta 2 Start 11/30/2021, (Date is subject to change)
Addressed Community Feedback As mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2
General
Seasonal objectives
Heads for sale description updated
New description: Kill 1000 Zeds with headshots on any map or mode
Balance
Weapons
Doshinegun
Sell price reduced from 450 to 100.
Impact damage increased from 55 to 60.
Upgrade damage boost increased from 20% to 23% for each level of upgrade.
Dosh cost of each round reduced from 25 to 20 (fullmag cost reduced from 500 to 400).
HRG Stunner
Weight increased from 6 to 7.
VLAD-1000 Nailgun
Spread of default fire mode reverted to original value.
Bosses
Abomination
Freeze rate reduced by 40%.
Freeze cooldown increased from 10 to 15 seconds.
Designer Notes : First of all, we updated the Heads for sale seasonal objective description to avoid the confusion that the previous term “decapitate” was generating. In KF2 “decapitate” does not always mean “kill by a headshot”, as some Zeds may remain headless but alive for some a short period afterwards, and in this case it was not progressing the objective.
When you buy the Doshinegun in the trader, it comes with a magazine full of dosh. We have reduced the sell price to offset this added value, preventing an exploit that generates infinite dosh. Besides that, we improved the efficiency of the weapon in terms of damage and economy, having cheaper rounds that deal more damage.
We are happy about the current state of the HRG Stunner as a more supportive weapon for the SWAT. It may not have the best damage output of the SWAT arsenal but it offers a lot of utility with the stunning capacity of the alt-fire. Even so, we thought that it was too light for all that it offers so we increased the weight by 1.
The adjustments of the VLAD-1000 Nailgun were well received, but we went too far reducing the spread of the primary fire so we reverted this adjustment to the original value.
Finally, we agree with some community feedback about the Abomination being too vulnerable to crowd control effects so we increased its resistance to the Freeze effect, but keeping the knockdown linked to its armor as a unique mechanic of this boss.
Bug Fixes Also mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Top Community Issues:
Fixed an issue where the Keyboard Camera commands had been disabled.
Fixed an issue where the Filthy Rich objective would only progress was not tracked within the Endless Mode.
Fixed an issue in the Boss Rush weekly where not all of the ammo spawns were occurring during the final wave.
Weapons:
FAMAS Masterkey
Fixed an issue with the reload animation during the full reload where the hand did not wrap around the charging handle.
Fixed an issue with shotgun pump animation where the hand was not placed around the grip.
Corruptor Carbine
Fixed an issue with the reload animation after being in ADS where the hand would clip through the charging handle.
Fixed an issue where the reload animation was not showing after firing during ADS.
Adjusted the iron sights of the Corruptor Carbine to be center aligned.
Fixed an issue where the sights did not return to center aligned after firing.
HRG Stunner
Fixed an issue that was causing the alt-fire sound to continually loop.
Removed the skill compatibility with Sonic Resistant Round.
Removed the skill compatibility with Destroyer of Worlds .
Fixed an issue where the ejected shells were the incorrect color.
Fixed an issue where the drop model would consistently clip into the floor.
Fixed flavor text typos in the trader pod.
Doshinegun
Fixed an issue where the semi-auto fire was doing less damage than full auto fire.
Adjusted the iron sights of the Doshinegun to be center aligned.
Removed the skill compatibility with Close Combat Training.
Fixed an issue where the stock of dosh is clipping with the hand during the reload animation.
Fixed an issue with the dosh icon being mirrored on the right side of the weapon.
Fixed an issue where the weapon material was not being lit by flashlights.
Fixed an issue where the weapon drop model was always green regardless of the amount of dosh currently loaded.
Perks:
Fixed an issue where the Berserker skills were not applying to numerous weapons when bashing with them.
Map:
Sanitarium:
Further refined the pathing of bosses so they follow the players into the catacombs from the surface.
Netherhold:
Removed an invisible collision in the Lounge area near the arch.
Fixed an issue where Zed’s wouldn’t destroy the wall in the Study area.
Carillon Hamlet:
General
Fixed an issue where weapons would clip into the sidewalk curbs across Carillon Hamlet.
Fixed an issue where the seasonal decorations interfered with the blood splatter mapping.
Fixed the spectator boundaries so spectators are no longer able to leave the map.
Made the shot decals on windows consistent.
Fixed multiple ZED pathing issues throughout Carillon Hamlet.
Fixed an issue where the roof was blinking during the boss cinematic.
Hotel
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Main Street
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Market
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Fixed an issue with multiple wall textures clipping through each other.
Station
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Fixed an issue where a section of the floor geometry was missing.
Fixed an issue where a collectible is not destroyed after being shot.
Factory
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Bridge
Fixed multiple LOD issues throughout the area.
Forest
Fixed multiple LOD issues throughout the area.
Fixed an issue with the lantern hanging in midair away from the rafters.
Modes:
Fixed an issue in the Wild West London weekly where the ZED sounds did not match their seasonal type.
UI:
Fixed an issue in WebAdmin where the thumbnail for Carillon Hamlet is not visible.
Localization:
Fixed an issue with the Nonstop Splurge objective description not fitting the text box in multiple languages.
Fixed an issue with the Painful Payment objective description not fitting the text box in multiple languages.
Fixed an issue with the Filthy Rich objective description not fitting the text box in multiple languages.
Fixed an issue where the Carillon Hamlet map name was not localized across multiple languages.
Misc:
Fixed an issue where servers could end up in a bad state if all players left during Endless while it was paused.