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

Killing Floor 2

Christmas Beta Survey

A big thanks to everyone that has checked out the beta. If you could take some time to fill out the survey we'd appreciate the feedback. https://forms.gle/84pNu7Mro3DUmTGA7

Killing Floor 2: The Chop Til' You Drop Christmas Beta 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 1 Start 11/16/2021


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 (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 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 25 Dosh per round or 500 dosh per full clip
      • Trader price is 600 Dosh.


Special Note for Steam & EGS Armory Season Pass Holders:
During the start of Beta 1 for Christmas 2021, the Inventory Weapon Skins tied to the new Doshinegun will be granted to all Armory Season Pass holders on Steam and EGS. This will unlock full access to this weapon and its associated variant skins for those Armory Season Pass holders that choose to opt-into the Beta update. As this new content is not present in the current non-beta live build, Armory Season Pass holders on Steam and EGS who don’t opt-in to the Beta will still receive these inventory skins but will appear with missing thumbnails, names, and descriptions that do not unlock anything in game or affect game behavior. Don’t be alarmed as these will appear as expected if you choose to opt-in Beta later, or wait until the Christmas Update is released in the live branch for final release.



  • New Steam Achievements
    • Carillon Hamlet related achievements

  • Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
    • Seasonal objectives related to Carillon Hamlet
    • Complete all seasonal objectives to earn the Holiday Shopping Companion
    • Krampus Prize Tickets
    • Krampus Golden Prize Tickets

  • Zedconomy (Not available for purchase during BETA)
    • Doshinegun Weapon Bundle
    • Holiday Shopper Outfit Bundle
    • Chop Til' You Drop Full Gear Bundle
      • Premium Christmas 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

    • Alchemist Gear Cosmetic Bundle Pack
    • Alchemist Weapon Skin Bundle Pack
    • Christmas Weapon Skin Bundle Pack



Beta 1 for this update contains a lot of exciting new features! As such, feedback is going to be incredibly important. Stay tuned for a link to a survey where you, the community, will be able to provide your feedback directly to us! Thank you!

Addressed Community Feedback
As mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2


General

  • Endless game vote to pause
    • Vote to pause system implemented for endless game mode.
    • New “vote to pause” button included in main menu during trader time.
    • New “vote to resume” button included in 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
      • Default fire (multiple nails) spread decreased by 18.75%
      • 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
      • 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’ section.

Map:

  • Netherhold
    • 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.
  • Sanitarium - Fixed an issue with boss pathing that would sometimes prevent them from pursuing players into the catacombs.


Weapons:

  • 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.
  • HRG Disruptor
    • Fix to animation of reload in 3rd person camera causing model stretching.


As always, thank you for your continued support!

Merc Report - Season Greetings from Carillon Hamlet



Hello mercs,
Where will you go this winter, armed with your new toys? Carillon Hamlet, a small industrial village that was preparing for holidays has gone silent. We have heard rumors of vicious elves taking control of the area. The hotel and other businesses seem abandoned.



The old train has come to a stop. The Horzine Rail station is still and empty. At this time it’s unknown what exactly was being transported.




Investigate the dark winding underground tunnels. Scans have revealed some unusual activity. We’ll need some brave mercs to venture there.




The village is full of scenic views that would normally charm even the most bah-hum-bugs of Scrooges. Void of the normal seasons cheer, the streets are now home to the twisted holiday creatures. Clear out the area and paint the town in the usual seasonal red.

If all goes well, we’ll be sending the first groups of mercs into Carillon Hamlet within the next few weeks!

Carillon Hamlet is the latest Official Community map to be added to the game, created by community level designer Sam Smith.

Merc Report - A Shopping List that Stuns

What do you get the merc that already has everything? The folks at research and design have been hard at work trying to answer this question. The unanimous answer, more guns!



First off we have a new tier 4 goodie for SWAT, the HRG Stunner. This high powered gun lives up to its name with its 12 gauge solid steel slug rounds and it’s custom flash grenades. The primary fire is perfect for knocking down holiday zeds getting too close. Are the crowds getting to be too much? Switch to the alt-fire grenades for a small explosion that will stun those in your way.



Next up, the perfect gift for any merc that finds themselves with more dosh than they know what to do with, the Doshinegun. Research and development has been watching over the years and has seen you all out there on the field throwing your stacks of dosh around in celebration, panic, and other inexplicable reasons. What if now those stacks of dosh could be loaded up and shot into the faces of anyone or anything you please? Now you can!

The Doshinegun is an off perk, Tier 2 weapon that will solely rely on your reserves of dosh as ammo. Fire your loads of money into zeds, like bricks to do a solid amount of bludgeon damage. Or fire it at your team to give them 25 dosh per shot. We know you’re wondering. As an off perk weapon, the Doshinegun will work with selected passives and skills.

As a reminder: HRG weapons are free for all users, while other weapons can be obtained via the Armory Season Pass or direct individual purchase.

Merc Report - Witch Doctor Winters Changing Field Conditions

Mercs,

Out with the old and in with the new, or at least, that is what some say. As you may know, this time of year approaches quickly and we’ve got new intel to share about changing field conditions and new outbreaks!

Satellites have spotted new outbreaks we believe are heading your way. The lab coats have been analyzing the images and finalized their initial conclusions of what strange new mutations are coming.


The first outbreak looks like it is the big ones, no, the really big ones. The lab is calling this one “Boss Rush”, and all your favorites are coming right after another. The Patriach, Matriach, Hans, King Fleshpound and Abomination are racing to see who can get to you, and probably kill you, first. They appear to be coming one at a time, but we suspect that with each new wave, the following Boss will be even more motivated to kill you!


For the second outbreak, well, the coats keep saying something about a Witch Doctor having gotten their hands on some Zeds and shrunken their heads. It has also been noticed thanks to the sacrifice of a field agent, that those in proximity to this pack seem to pick up the same affliction. We suspect that headshots will be ineffective against this lot, but that lucky sacrifice... the field agent also reported back that several Zeds appear to have new weak points. Keep your shrunken eyes on the lookout.

Those heading out into the field to take on threats both previously afoot and new, we do have some improvements coming down the line that should increase your likelihood of survival!

For mercs who find themselves in the field for what seems like “Endless” amounts of time, they will soon find an option to take a break, and “pause” the action. Mercs working as a team will of course need to vote on this course of action to proceed, and will need all hands to succeed.

Adding on to this, mercs who use a controller will find that aiming around the head will be a bit more forgiving in helping you find your intended target, that being the head and not the chest. So keep those fingers on the triggers and put some rounds down range, now with more effect!

And while details are currently still being worked out, Mercs should also be prepared for slight improvements to the VLAD-1000 Nailgun, and the Make Things Go Boom skill for Survivalist. You may need all the help you can get as recent field reports have suggested the Abomination and Fleshpound are shaking things up a bit in preparation for Winter!

Make sure to stay tuned for details on your next assignment and arsenal additions in the coming days.

It's a trick or treat extravaganza in KF2 until October 19th!



Killing Floor 2: Day Of The Zed Update is here!

[previewyoutube="XhfARHX1wKs;full"]

Event
Day of the Zed

  • Welcome boys and girls to the Day of the Zed! Are you prepared to visit Netherhold and unveil all the secrets of this bastion of torture? Discover the hidden passages and maybe you will be able to survive. Speaking of surviving... two new weekly modes that will test the skills of the most veteran mercs, especially Abandon All Hope, our ultimate challenge for those who see Hell on Earth as child’s play. For those who can't handle the heat of AOH, perhaps journeying to the Wild West London will sate your inner Cowboy spirit. Only Gunslingers and Sharpshooters may apply. Finally, the Horzine devs have some offerings that may help you with these challenges, two new HRG weapons ready and loaded, the electrifying HRG Disruptor and the explosive HRG Tommy Boom.


New Additions and Highlights

  • 1 New Community Map

    • Netherhold

      • Compatible with Survival, Weekly, and Endless Game Modes.
      • An otherwordly bastion of torture and depravity deep underground in a cavernous expanse. A surreal and organic pandemonium of tight corridors, twisting stairways and multitudes of hidden passages and secret rooms.


  • 2 New Weekly Modes

    • Wild West London

      • Wild West ambience: cowboy hats and a sepia filter.
      • Only Gunslinger and Sharpshooter perks allowed. With a reduced selection of weapons available.
      • Fan Fire skill granted to every player.
      • Players receive more dosh than usual.
      • Players receive some healing after killing a Zed with a headshot.

    • Abandon All Hope

      • The ultimate challenge in terms of difficulty, surpassing Hell on Earth.
      • Waves with a larger amount of Zeds.
      • Zeds spawn faster and run faster than usual.
      • Zeds spawn enraged.
      • Bosses have twice the health than usual.
      • Ammo boxes spawn more frequently.


  • 4 New Weapons

    • HRG Disrupter for the Gunslinger

      • An alternative version of the HMTech-101 for the Gunslinger Perk.
      • A tier 4 semi-automatic single pistol that shoots energy with 2 fire modes.
      • The primary fire mode shoots fast projectiles at high rate. The secondary fire mode shoots more powerful blasts at less rate, it EMP enemies while consuming more ammo.
      • Trader price is 1500 Dosh.

    • HRG Tommy Boom for the Demolitionist

      • An alternative version of the Tommy Gun for the Demolitionist Perk.
      • A tier 2 SMG with a relatively high fire rate and explosive rounds.
      • Can shoot in full-auto or semi-auto fire modes.
      • Trader price is 650 Dosh.

    • Piranha Pistol(s) for the Gunslinger and Berserker

      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
      • A tier 3 semi-automatic pistol. Can be dual-wielded.
      • It launches saw-blades that eviscerate the enemies and bounce on walls.
      • It can block enemy attacks and the muzzle is edged for extra bash damage.
      • Trader price is 600 Dosh for the single and 1200 Dosh for the dual variant.

    • Corrupter Carbine for the Sharpshooter and Field Medic

      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • It is a tier 4 bolt action rifle with a scope for the Sniper and Field Medic perks.
      • Secondary fire shoots biological seeds that corrupt Zeds. If they die with the seed on they will explode releasing healing gas.
      • The seed can also be used with players, to provide a smaller but faster heal.
      • Trader price is 1500 Dosh.


  • New Steam Achievements

    • Netherhold related achievements

  • Time-limited Objectives, Tickets, and Cosmetics

    • Seasonal objectives related to Netherhold
    • Complete all seasonal objectives to earn the DoZ Companion Backpack
    • Halloween Treat Prize Tickets
    • Halloween Treat Golden Prize Tickets

  • Zedconomy

    • Piranha Pistol(s) Weapon Bundle
    • Corrupter Carbine Weapon Bundle
    • Day of the Zed Weapon Bundle
    • Day of the Zed Full Gear Bundle
    • Premium Halloween Ticket Bundles come in three sets of tiers:

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

    • Vietnam Gear Cosmetic Bundle
    • Hellmark Weapon Skin Pack



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

  • Purchase armor in portions

    • A new option is able for purchasing armor in the Trader.
    • With this option players will be able to purchase armor in increments of 25.

  • Gameplay option for the quick swap button

    • Players can configure to include or not the 9mm in the weapon rotation when using the quick swap button.
    • It can be configured in the Gameplay menu of the Options tab.

  • More transparent drop percentages

    • The exact drop percentages for the different rarities of each Crate and USB has been included as part of their description.

  • Store - Discount UI Optimization

    • The in-game store UI had some adjustments in order to make the discounts more visible and user friendly.



Balance

  • Weapons

    • Mine Reconstructor

      • Impact damage ranges increased from 25-250 to 30-300
      • Explosion damage ranges increased from 30-300 to 35-350


  • Healing of mine explosions increased from 4/40 to 5/50
  • Ammo pool increased from 108 to 132
  • Initial spare ammo increased from 2 to 3 magazines
  • Fire rate increased by 50%
  • Altfire rate increased by 66%
  • Reload time reduced by 30%
  • Hemoclobber

    • Heavy attack hit damage increased from 130 to 140
    • Heavy attack gas explosion damage increased from 200 to 225
    • Heavy attack gas explosion healing decreased from 30 to 15
    • Magazine Capacity reduced from 3 to 2
    • Spare Ammo Capacity reduced from 12 to 10
    • Ammo price per mag decreases from 85 to 75

  • Perks

    • SWAT

      • Tactical Movement (level 5 skill)

        • In addition to the current skill effect, the player will move and sprint faster.

      • Close Combat Training (level 10 skill)

        • The damage boost is increased from 85% to 100%
        • The boost is also applied to all the bash attacks





Designer Notes :

We included the option of purchasing armor in portions to allow the mercs to have more flexibility and control in the trader menu. We think that it will be especially useful in situations when you have few dosh to spend and need to distribute it between ammo, armor and grenades.

Some time ago the 9mm was excluded from the weapon rotation of the quick swap button, as part of a quality of life improvement. Some players appreciated this change but others missed the previous configuration. So now we have included it as a configurable option, so any player can select the one that prefers.

We added the Discount UI optimization and the More Transparent Drop Percentages just to increase the user experience of the store and the inventory in general.

The Mine Reconstructor was underperforming compared to other Field Medic weapons. It has not found a gap in the weapon loadout for most medics, so we made some adjustments to tune up some general stats, aiming to place it in a better position and making its unique mine mechanic to shine more.

We also made some adjustments in the special heavy attack of the Hemoclobber. We increased the damage but reduced the healing of the explosion and the magazine size. So the gas explosions will be less frequent, more powerful against enemies but less efficient in terms of healing.

Finally, two SWAT perk skills had some functionality tweaks that should improve their performance and viability. Tactical Movement will offer even more movement capacities and Close Combat Training will also improve the melee (bash attack) of all SWAT weapons.



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:

  • “Phantom Players” fix on servers that left players left on servers improperly.


Map:

  • Moonbase

    • Adjusted LOD’s in the Green Dome to improve performance.
    • Corrected an anti-aliasing issue in the bottom of the Small Dome.
    • Corrected an anti-aliasing issue in the Living Quarter.
    • Corrected an anti-aliasing issue in the Rocket Dome.
    • Filled in a gap between walls in the Living Quarter.
    • Fixed a ZED pathing issue near the green dome in the left side corridor.
    • Replaced cast iron sewer covers throughout the map.
    • Addressed ventilation spawn that was missing an opening

  • Dystopia

    • Adjusted LOD’s in the Office Area 2 to improve performance.
    • Adjusted LOD’s in the Office Area 1 to improve performance.
    • Adjusted LOD’s in the Main Street area to improve performance.
    • Adjusted LOD’s in the Car Dealership to improve performance.
    • Adjusted LOD’s in the Hotel Area to improve performance.
    • Adjusted LOD’s in the Waterfront Area to improve performance.
    • Adjusted LOD’s of the various billboards to improve performance.

  • Netherhold

    • Fixes to areas where Zeds would not target players.
    • Fixes to collision in multiple locations.
    • Fixes to texturing and z-fighting in multiple locations.
    • Fixes to LODs in various locations.



Weeklies:

  • Wild West London Weekly

    • Fixed issue in which environment music would play over top the Wild West music after player death.
    • Removed non-interactive weapon pickups from Netherhold during this weekly



Weapons:

  • Piranha Pistols

    • Fix to apply correct shared content string.
    • Update to Copper Skin textures.
    • Fixed issue in which weapon wouldn’t fire with alt dual pistol option enabled in gameplay settings.

  • Corrupter Carbine

    • Fix to apply correct shared content string.
    • Weapon no longer has additional spin when dropped.
    • Animation sway added while using iron sights.

  • HRG Disruptor

    • Fix to animation of reload in 3rd person camera causing model stretching.



UI:

  • Fixed an issue where using auto fill on the armor would charge more dosh than listed.
  • Fixed an issue where armor partial fill button would be non-interactable when using a controller while on PC.
  • VS

    • Fixed issue in which lingering match length UI settings from Survival would affect VS server matchmaking.

  • Trader Pod

    • Fixed Auto Fill Armor pricing display being inaccurate to true dosh cost.

  • Localization

    • Fixed German localization appearing in Seasonal Objectives text for Chinese Simplified language setting




As always, thank you for your continued support!

PSA: Item Rollback Is Underway

UPDATED on September 29th

Hello Steam Mercs,

As you may know, for a period of time on September the 22nd, users that launched the game were granted items without purchase. The root cause of this issue was quickly found and fixed, but not before thousands of accounts were impacted.

After an audit of the grants during that time period, the team has begun rolling back items from player inventories that were not legitimate purchases. We apologize for any confusion and inconvenience caused by this bug and the follow up actions.

As we know players may have questions about how the rollback works, any grants that were found to be invalid, based on a missing corresponding check of ownership based on Steam DLC at the time it was granted, will be removed from player inventories.

Killing Floor 2 Halloween 2021 Beta 2 Is Now Live!

To opt into this beta on Steam, join the "preview" branch available in the Beta drop-down list. Admins will need to use the following SteamCMD flag:

  • app_update 232130 -beta preview


To opt into this beta on EGS, the Beta will be accessible within KF2 owners’ game libraries as a separate install called “Killing Floor 2 Beta”. Users may need to restart their EGS launcher for the Beta to populate and be accessible to install. Progress for stats and inventory is shared between both versions on EGS so for users switching between Beta and Live be sure to sync your game data to use the latest timestamp to prevent any lost progress from participating in the Beta. The Beta on EGS also includes its own dedicated server within the install for your own personal hosting needs for this version.

Event
Day of the Zed
Welcome boys and girls to the Day of the Zed! Are you prepared to visit Netherhold and unveil all the secrets of this bastion of torture? Discover the hidden passages and maybe you will be able to survive. Speaking of surviving... two new weekly modes that will test the skills of the most veteran mercs, especially Abandon All Hope, our ultimate challenge for those who see Hell on Earth as child’s play. For those who can't handle the heat of AOH, perhaps journeying to the Wild West London will sate your inner Cowboy spirit. Only Gunslingers and Sharpshooters may apply. Finally, the Horzine devs have some offerings that may help you with these challenges, two new HRG weapons ready and loaded, the electrifying HRG Disruptor and the explosive HRG Tommy Boom.
Beta 2 Start 9/21/2021, Beta 2 End on the final release.


Addressed Community Feedback
As mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2

Balance

  • Weapons

    • Piranha Pistol (single)

      • Ammo pool reduced from 72 to 66
      • Block damage mitigation reduced from 40% to 30%
      • Parry damage mitigation reduced from 50% to 40%
      • Ammo price per mag increased from 32 to 38
      • Iron sights offset slightly adjusted to the center of the screen

    • Piranha Pistols (dual)

      • Ammo pool reduced from 72 to 66
      • Ammo price per mag increased from 64 to 76

    • Corrupter Carbine

      • Seed explosion damage reduced from 400 to 300
      • Seed gas duration when activating the seed reduced from 5.5 to 5 seconds
      • Seed Healing when impacting on players reduced from 30 to 25

    • HRG Disrupter

      • Hit damage of primary fire mode reduced from 90 to 80
      • Hit damage of alt fire mode reduced from 300 to 120
      • Ammo pool reduced from 135 to 120
      • Ammo price per mag increased from 65 to 70

    • HRG Tommy Boom

      • Hit damage increase from 25 to 30
      • DamageRadius increase from 150 to 200
      • Upgrades damage boost increased from 15% to 20% for each tier
      • Initial SpareMags increased from 1 to 2

    • Mine Reconstructor

      • Healing of mine explosions increased from 4/40 to 5/50

    • Hemoclobber

      • Heavy attack gas explosion healing decreased from 20 to 15

  • Weekly Modes

    • Abandon All Hope

      • Health boost of bosses reduced from 100% to 75%
      • Movement speed boost of bosses increased from 20% to 25%
      • Spawn enraged mechanic removed from all zeds except Quarter Pounds
      • Increased the rate of Quarter Pounds to spawn as Fleshpounds.



Designer Notes :
The Piranha Pistols seems to be in a very good position, both for berserkers and for gunslingers. Even so, it was overperforming on the hands of experienced players. We want to reinforce the retrievable ammo mechanic so we reduced the ammo pool and increased the ammo price for each mag, in order to give more importance to each round. Also, we reduced the damage mitigation of block and parry of the single version, as we understand that makes more sense regarding the weight and cost of that variant.

We are also happy with the current performance of the Corrupter Carbine. Only the seed mechanic seems to shine too much. So we slightly reduce its damage and healing capacity.

The HRG Disrupter in gunslinger hands was overperforming a lot. We implemented a drastic damage reduction to the alt-fire. Even so, the EMP potential remains intact as we think that it's what makes this weapon unique. We also made small adjustments on the primary fire damage, ammo pool and ammo cost.

On the other hand, the HRG Tommy Boom was not performing as well as intended, especially in the latest waves and against big Zeds. We boost the hit damage and explosion radius. The damage bonus of the weapon upgrades was also improved. Finally, the weapon will count with one additional ammo mag as spare ammo when purchasing it.

The Mine Reconstructor performance has substantially improved. Still, we got several requests by Field Medics for boosting its healing capability, so we slightly increased it.

Finally, the Hemoclobber heavy attack healing was tuned down a bit more, as this weapon is still outshining other options, especially in the Berserker perk.



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:

  • “Phantom Players” fix on servers that left players left on servers improperly.



Maps:

  • Netherhold
    • Fixes to areas where Zeds would not target players.
    • Fixes to collision in multiple locations.
    • Fixes to texturing and z-fighting in multiple locations.
    • Fixes to LODs in various locations.

  • Moonbase:
    • Replaced cast iron sewer covers throughout the map.
    • Addressed ventilation spawn that was missing an opening
    • Weeklies:
    • Wild West London Weekly
    • Fixed issue in which environment music would play over top the Wild West music after player death.
    • Removed non-interactive weapon pickups from Netherhold during this weekly


Weapons:

  • Piranha Pistols
    • Fix to apply correct shared content string.
    • Update to Copper Skin textures.
    • Fixed issue in which weapon wouldn’t fire with alt dual pistol option enabled in gameplay settings.

  • Corrupter Carbine
    • Fix to apply correct shared content string.
    • Weapon no longer has additional spin when dropped.
    • Animation sway added while using iron sights.

  • HRG Disruptor
    • Fix to animation of reload in 3rd person camera causing model stretching.


UI

  • VS
    • Fixed issue in which lingering match length UI settings from Survival would affect VS server matchmaking.

  • Trader Pod
    • Fixed Auto Fill Armor pricing display being inaccurate to true dosh cost.

  • Localization
    • Fixed German localization appearing in Seasonal Objectives text for Chinese Simplified language setting


As always, thank you for your continued support!

Be sure to fill out the Halloween 2021 Beta 1 Survey!

Tried the beta? Let us know your opinions by taking a moment to fill out the survey: https://forms.gle/3sgvD4qxhaGUwZHu8 Have more detailed feedback to share? Head on over to the forums https://forums.tripwireinteractive.com/index.php?categories/killing-floor-2.25/