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

Killing Floor 2

Killing Floor 2 Halloween 2021 Beta 1 is 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 1 Start 8/31/2021, (Date are subject to change)



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 (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 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 (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.
      • 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.





Special Note for Steam & EGS Armory Season Pass Holders:
During the start of Beta 1 for Halloween 2021, the Inventory Weapon Skins tied to the new Piranha Pistol(s) and Corrupter Carbine will be granted to all Armory Season Pass holders on Steam and EGS. This will unlock full access to these weapons and their 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 Halloween Update is released in the live branch for final release.



  • New Steam Achievements

    • Netherhold related achievements


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

    • 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 (Not available for purchase during BETA)

    • 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





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

  • 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
      • 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 20
      • 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.

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.


  • 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.




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.



As always, thank you for your continued support!

Merc Report - Delving Deep

Mercs,

It’s that time of year once again where things go bump in the night a tad more than usual around these parts. You’ve probably already guessed it, but we are once again sending you into parts unknown...

Codenamed “Netherhold”, this destination won’t be found on any map, except perhaps one of the highways to Hell. With the usual SNAFU across the globe you would think that there wouldn’t be room for any more crazies with ideas of grandeur, and you would be wrong, dead wrong.



Some crazy occult types have built themselves a temple to, well, something, deep underground. An early scan showed evidence of depraved sacrificial rituals that have led to the warping of reality in the local area, which is how it picked up on our radar.



The more disturbed, we mean veteran, mercs will recall these occult types like their secrets. So do be on the lookout for hidden rooms and paths as you navigate these unholy walls. A clandestine shortcut may allow you and your team to escape the fate of being one more sacrifice in this warped space.

Recon (PC Beta) of this area is set to commence late next week if all goes well!

Netherhold is the latest Official Community Map joining the game, created by community level designer Seanchaoz.

Merc Report - Fall's Changing Field Conditions

Mercs,

Before we tell you where you're heading next, we wanted to update you about what’s changing as you head into the field. Swat Perk specialists, medic weapon aficionado’s, and those who just like armor should pay attention, as what we have to pass along may just help you survive.

SWAT specialists, you’ll be happy to hear that several of your skills are getting tuned up to give you a better choice of potential options. Starting with the Tactical Movement skill, this ability will now allow mercs who choose it to not just move faster, but sprint faster. So shake a leg as you charge into close combat.

Close Combat Training will now feature improved weapon damage from your 9mm and Knife, and will also apply to the bash attacks from all your weapons. So don’t be afraid to get up close and personal, you’ll be the one walking away from this brawl.

Medic’s will find that the Mine Reconstructor has been improved across the board. Increased damage, ammo pool, fire rate and reload time have all been improved. This weapon was found to be under performing so the lab coats have tuned it up and are shipping it back into the field.

Also of note, the hemoclobber has been slightly adjusted. Now you may find it does a bit more hurting over healing, with the heavy attack producing a smaller, more damaging cloud that does less healing. The magazine size has also been slightly reduced.

All mercs should know that a recent firmware update to the Trader Pods will allow armor to be purchased in set 25 part segments. Looking to buy ammo and armor, you no longer have to make the hard choice and can invest in both.

And the last field change merc’s should take note of is the ability to toggle if the 9mm will come up in your weapons rotation via the Quick Swap function. When set to off, the 9mm will be skipped over unless all primary weapons are out of ammo. When set to enabled, it will be cycled in.

As always, we look forward to seeing how these changes play out in the upcoming beta and your feedback once you’ve had a chance to evaluate them yourselves.

Merc Report - Seeding Some Disruptive Tendencies

Mercs,

We know you are always interested in new tools of the trade, and we have several new upcoming options for your arsenal to share with you today.

Starting with the Horzine Research Groups latest offerings: The Disrupter and the Tommy Boom.


Tired of your grenades being big (and the resulting booms large)? Want to spread around some of that explosive message (to whom it may concern)? Look no further than the Tommy Boom. This modified SMG has been over-engineered to fire explosive ammunition and deliver it as fast as you can keep your finger on the trigger. This tier 2 brings a whole new way to share your love of explosives with all the Zeds headed your way.


Gunslingers, have you ever found that the “Big Ones” are coming right for you and you didn’t have the right option to get out of the situation? Enter the Disrupter. This little darling is designed to send disruptive plasma blasts down range, quickly to keep the crowd at bay, or in a slower firing, more powerful shot, for those “Bigger Ones”.


We know exactly what you're thinking Zerkers (and envious Gunslingers), the Evicerator is too big to carry with you at all times. Well some of the lab coats agreed and have developed a pocket version they are calling the Piranha Pistol. Able to bring the smaller sized ferocity of the spinning blades to carve up your foes, we should note that you can take two if you want. All in all, the Piranha offers everything you love from the Evicerator in a new, bite sized package!


The last addition to your arsenal is what we are calling the Corruptor Carbine for Medics and Sharpshooters. What makes this bolt actioned contraption so special is its secondary ammunition that the lab coats call a “seed”.

A target that has been seeded will explode on their death in a cloud of standard medic gas that heals friendlies and poisons Zeds. But be warned, a seed won’t last forever in the wild, and will degrade over time, so you may need to consider the timing of your shot.

Keep your eyes out, as we’ll be going over your next mission (map) and field improvements (QoL updates) in the coming weeks.

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 - Hoping For High Noon

Mercs,

New Outbreaks have once again been spotted in the wild, wild... does this say west? Mercs, it seems as if things are taking a turn for both the strange and horrifying if reports are to be believed.


Outbreak Code Name: Abandon All Hope
The last reports we got from the forward scouts that called this one in was to be prepared to run, run and fight. The horde of zeds they found was larger in count than your standard set normally found roaming about, as well as faster, and most of all, enraged.

From the few images that came in, it appears as if more elite Zed variations may also be mixing in. For those mercs that choose to take on this challenge, we are making sure that more ammo has been dropped in. We wish you all the luck in the world, you’re going to need it.



Outbreak Code Name: Wild West London
Yeehaw Mercs, it’s time for a fun diversion from the usual don’t you think? Some of the labcoats have been using their “personal” project time to put Cowboy hats on Zeds via drone delivery, and we’ve had just about enough of that.

To clean up this mess, we agreed to issue you only revolvers, bolt and lever actions, and bows (that way the labcoats agreed not to complain too loudly, also you’ve all been issued your own cowboy hats, and they said something about a Sepia filter...). Prepare to fanfire your way through these monstrosities, and do aim for the head for a small heal. So get out there and meet these Zed’s at high noon.

As always, keep an eye out for future reports as we dive into tools of the trade (weapons), new areas of operation (maps), and Field Improvements (QoL). And be sure to join the conversation about potential upcoming Outbreaks!

Tripwire Community Game Night at 3pm EST Thursday

Tripwire Community Game Night @ 3pm EST Tomorrow!
More mods? Yes, please! We're checking out Forrest Mark X's Zed Wars and Arm's Race modes for Killing Floor 2. Information on how to join us will be given on stream.
https://www.twitch.tv/tripwireinteractive

Can't wait and want to try out some more KF2 mods? Check out Forrest Mark X's workshop. There's something for everyone. https://steamcommunity.com/id/ForrestMarkX/myworkshopfiles/

Killing Floor 2 Summer Update Hotfix

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 that was forcing map sorting into alphabetical order overriding server settings.


Weapons:

  • FAMAS Masterkey
    • Fixed an issue with the Masterkey where it was not being affected by any Zedtime skills that allowed for normal speed or faster firing.
    • Added a new animation for a differential between partial and full reloads.
    • Fixed an issue where the crouching reload animation for the FAMAS did not play.
    • Fixed an issue where the crouching reload animation for the Masterkey did not play.
    • Fixed an issue where the standing firing animation for the FAMAS played while crouching.
    • Fixed an issue where the standing firing animation for the Masterkey played while crouching.
    • Fixed an issue where the 3p animation for being in ADS did not play.
    • Fixed an issue where the FAMAS vibrated/bounced during the reload animation.
    • Fixed an issue where during the reload animation the players hand clips through the weapon.
    • Altered the ammo check gun check animation to be a partial pull back and changed the angle to show the round.
    • Altered the ACOG slide animation to an ACOG sight adjustment.
    • Fixed clipping issues for the FAMAS during the gun check.

  • Fixed an issue where the HRG Blast Brawlers were being affected by the Berserker skills Smash and Massacre
  • Fixed an issue with the HRG Blast Brawlers where the weapon was marked as empty on the weapon select card though it still had spare ammunition.
  • Fixed an issue where the Thermite Bore was not being affected by the Survivalist’s skill Make Things Go Boom.



Map:

  • Reverted the LOD changes to Dystopia 2029 returning it to the pre-Summer update state.
  • Moonbase:
    • General
      • Fixed multiple harsh seams that appeared as anti-aliasing issues throughout the map.
      • Placed a wall behind a lamp on the upper gantry to prevent confusion as to where the player was able to kite to.

    • Living Quarters
      • Fixed multiple seams and gaps between the walls and floor plates.
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of objects not having a back facing texture.
      • Fixed multiple instances of walls not receiving decals upon being shot.
      • Fixed multiple instances of columns and walls not reacting correctly to flashlights.
      • Fixed various LOD issues throughout the area.
      • Removed multiple objects in the area that were extraneous to improve the performance of the area.
      • Fixed various instances of z-fighting within the area.
      • Fixed multiple exploit spots where Zeds could not reach the players.

    • Rocket Dome
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Fixed multiple instances of objects not having a back facing texture.
      • Fixed various instances of z-fighting within the area.
      • Fixed multiple exploit spots where Zeds could not reach the players

    • Green Dome
      • Fixed multiple instances of objects not having a back facing texture.
      • Removed multiple objects in the area that were extraneous to improve the performance of the area.
      • Fixed various LOD issues throughout the area.
      • Fixed an issue where ZEDs and dropped weapons were hanging in the air.
      • Fixed various instances of z-fighting within the area.
      • Fixed multiple exploit spots where Zeds could not reach the players

    • Tech Dome
      • Fixed the spawn points of the ammo drops to no longer spawn in the air.
      • Fixed various instances of z-fighting within the area.
      • Fixed multiple instances of objects not having a back facing texture.
      • Fixed multiple exploit spots where Zeds could not reach the players

    • Small Dome
      • Fixed various instances of z-fighting within the area.
      • Removed multiple objects in the area that were extraneous to improve the performance of the area.


Weekly Modes:
  • Fixed an issue with Scavenger mode that would allow map travel to occur to holdout style maps.


Store:
  • Fixed an issue where all of the Summer content bundles were not being sorted into their respective tabs.


As always, thank you for your continued support!

Killing Floor 2 Double XP And Quadruple Drops Are Here!

Killing Floor 2 Summer 2021 Update - Interstellar Insanity

KF2 Summer 2021 Final Changelog

Event
Interstellar Insanity

  • You made it! The moon landing was performed without any complications! Well, almost... Anyway, this research station has gone quiet for a while so you must check if everything is going well. But considering that communications were cut off a few days ago, the situation does not look good, so don’t let your guard down. On top of that, there are also 2 alternative scenarios that you may experience that will imply an additional challenge level: Arachnophobia and Scavenger weekly modes. But there is some good news! At least you will be able to use the new fancy tools from Horzine Research Group, the HRG Bastion and HRG Blast Brawlers, that were being developed in this station. Final advice: it may take you some time to get used to the moon’s gravity.



New Additions and Highlights

  • 1 New Map

    • Moonbase

      • Compatible with Survival, Weekly, and Endless Game Modes.
      • Takes place on a secret Horzine research outpost on the Moon which you arrived into via the Steam Powered Rocket.
      • Features low gravity across the map.



  • 2 New Weekly Modes

    • Arachnophobia


      • Custom Zed spawn composition, with more Crawlers than usual, which have much more HP than usual.
      • Stomping capacity has been improved and now it will cause devastating damage, so it's the recommended way to deal with the Crawlers. Stomping on them will also regenerate a portion of the player’s health.
      • Making several stomps in a row will grant the player a damage bonus for some seconds.


    • Scavenger


      • Traders will be empty of weapons. Armor and Grenades are the only available things to purchase.
      • The weapon pickups spawn rate is increased.
      • The weapon pickups pool will vary on each wave, including weapons of different tiers depending on the wave.



  • 4 New Weapons

    • HRG Blast Brawlers for the Support

      • An alternative version of the Static Strikers for the Support Perk.
      • The default fire mode will shoot blasts out of each fist like if they were shotguns.
      • Some of the melee capacities are kept from the original weapon, like the block and the heavy attacks.
      • Trader price is 1600 Dosh.


    • HRG Bastion for the SWAT

      • An alternative version of the Stoner 63a LMG for the SWAT Perk.
      • It counts with an energy barrier that can be activated or deactivated with the alt-fire button.
      • Energy Barrier reduces incoming damage but will deplete if all energy is consumed. The energy automatically refills when the barrier is not active.
      • Trader price is 2000 Dosh.


    • FAMAS Masterkey for the Commando and Support

      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • It is a tier 3 assault rifle with an underbarrel shotgun attached. It’s also equipped with an ACOG Zoom Scope.
      • Default fire mode is 3-round-burst fire from the rifle. Alt-fire is pump-action from the underbarrel shotgun.
      • Primary and secondary ammo are managed with separated box-fed magazines.
      • Trader price is 1200 Dosh.


    • Thermite Bore for the Firebug

      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • It is a tier 4 weapon that launches thermite grenades that pin to enemies and to any surface. They explode after 4 seconds, creating residual fires all around.
      • Projectiles can be manually detonated with the alt-fire button.
      • Trader price is 1500 Dosh.



  • New Steam Achievements

    • Moonbase related achievements


  • Time-limited Objectives, Tickets, and Cosmetics

    • Seasonal objectives related to Moonbase
    • Complete all seasonal objectives to earn the Astronaut Companion Backpack
    • Summer Sizeshow Prize Tickets
    • Summer Sizeshow Golden Prize Tickets


  • Zedconomy

    • FAMAS Masterkey Weapon Bundle
    • Thermite Bore Weapon Bundle
    • Interstellar Insanity Weapon Bundle
    • Interstellar Insanity Full Gear 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


    • Foundry Gear Cosmetic Bundle
    • Beyond Horizon MK II 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

  • Skip Trader for the Versus mode

    • Skip Trader vote system implemented only for Survivors team players.
    • Zeds team players will not be able to vote.


  • Improve the reliability of Scrake stuns with Crossbow and Compound Bow.

    • Headshots with the crossbow arrows and the sharp compound bow arrows to the Scrakes will now apply the stun more consistently.




Balance

  • Weapons

    • Compound Bow

      • Cryo arrow explosion damage increased from 25 to 75
      • Cryo arrow explosion radius increased from 200 to 250
      • Cryo arrow explosion adjusted to have damage exponential falloff rather than linear (less damage reduction).
      • Ammo pool increased from 30 to 35 arrows
      • Initial spare ammo increased from 10 to 11 arrows
      • Ammo pickup scale increased from 3 to 4 arrows.


    • Hemogoblin

      • Impact damage increased from 100 to 120
      • Dart healing amount increased from 20 to 25
      • Ammo pool increased from 98 to 112
      • Reload speed increased by 20%



  • Perks

    • Berserker

      • Damage Resistance (passive skill)

        • Resistance bonus decreased from 3% every 5 levels (15% max) to 2% every 5 levels (10% max).


      • Skirmisher (level 5 skill)

        • Regeneration reduced from 2 to 1 health points each second.


      • Vampire (level 10 skill)

        • Healing for each kill reduced from 4 to 3 health points.


      • Resistance (level 15 skill)

        • Resistance to all damage decreased from 25% to 15%.
        • Additional resistance to Poison and Sonic damage decreased from 25% to 15%.


      • Parry (level 15 skill)

        • Incoming damage reduction decreased from 40% to 30%.
        • Duration decreased from 10 to 8 seconds.



    • Field Medic

      • Armor bonus (passive skill)

        • Armor bonus decreased from 3% per level (75% max) to 2% per level (50% max).


      • Symbiotic Health (level 5 skill)

        • Self healing decreased from 10% to 6% of total health.



    • Demolitionist

      • Extra Rounds (level 10 skill)

        • Extra ammo increased from 5 to 10.



    • Support

      • High Capacity Magazines (level 5 skill)

        • Extra magazine size increased from 50% to 75%.






Designer Notes :
We have integrated the skip trader vote system in the Versus game mode, which will make the process of skipping the trader easier and clearer for players. Only the Survivor players will vote.

We were aware of the stun reliability problems of the Crossbow and Compound Bow headshots against Scrakes, and the frustration that it may cause. We have worked on improving the system and now the headshots stun power should be applied correctly to the Scrakes, and stun them with more consistency.

The Compound bow was not in a bad spot but we think that one of their fire modes, the cryo arrow, was not performing as good as the other one, the sharp arrow. So we boosted the explosion of the cryo arrow to allow a higher damage capacity and more effective freeze effect against groups of Zeds. Finally, we increased the ammo capacity of the weapon to encourage the use of more cryo arrows to players that are usually conservative with ammo, regarding that this fire mode does not leave pickup as the sharp arrows.

We made some adjustments on the Hemogoblin to improve its viability as a medic weapon. Apart from the bleeding mechanic, the semi-automatic fire mode was a bit unbalanced, so we increased the damage of the primary fire, and speeded up the reload time. We also increased the healing of each dart to make it slightly more impactful, in a midpoint between the HMTech-401 and the HRG Incision.

We implemented several nerfs to the Berserker and Field Medic perks, mostly related to their surviving capacities, as we had a lot of community reports about both perks overperforming in that aspect, even more if their capacities were combined. We love to see the different synergies between perks and strategies that our community creates, but we would like to have every perk in a similar balance point, and each of the 10 perks to be equally relevant in the game.

Finally, we made some adjustments on Demolitionist’s Extra Rounds and Support’s High Capacity Magazines, to improve their viability, as they were underperforming compared to their counterpart skill and were less prefered by most players.


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.

Known Issues:

  • Dystopia 2029: Various LOD popping issues were introduced that will be addressed in future releases.



Top Community Issues:

  • Fixed an issue where the only weapon pickups available was the varmint rifle when there were 4 or fewer spawns on a map.
  • Fixed an issue where escort drones on any map could become unrepairable which forced an exit of the map to continue play.
  • Fixed an outstanding issue where all players leaving servers before match end could result in the server not ending the match leaving it in a bad state requiring a restart.
  • Fixed an issue where the weekly challenge UI would be out of sync from the current weekly cycle.
  • Fixed an issue where the finish tone after completing a Stand your Ground objective would repeatedly play until the end of the wave.
  • Fixed an issue with the Scavenger Weekly mode where using the DLC weapons would prevent the weekly from being completed and led to incorrect stats being reported at the end of the match.



Weapons:

  • Thermite Bore

    • Fixed an issue where the Demo skills were affecting the Thermite Bore.
    • Fixed an issue where the firing sound of the Thermite Bore was being heard even when the SFX volume was disabled.
    • Fixed an issue where ejected casings were not visible.


  • HRG Bastion

    • Fixed the SFX drop off distance of the shield activation/deactivation for the HRG Bastion.
    • Fixed an issue where the shield animation did not play fully after changing weapons.
    • Fixed an issue where some of the parts of the Bastion had no back facing textures leaving them to be seen through.


  • HRG Blast Brawlers

    • Fixed an issue where the tracers appeared behind the weapon as it was fired from the 3rd person perspective.


  • FAMAS Masterkey

    • Fixed an issue where you were unable to cancel the underbarrel reload animation.
    • Fixed an issue where the Masterkey’s spread was not reduced by the Support skill Tight Choke.


  • Seal Squeal

    • Fixed an issue where ejected casings were not visible.




Map:

  • Fixed an issue where the Trader Path would not path across the main street on Dystopia.
  • Moonbase:

    • General

      • Fixed an issue where film grain post effect was more noticeable in Moonbase corridors.
      • Fixed an issue with the frame cap removed on higher end graphics cards that would cause ragdolls, dosh, and weapons to float to the top of Moonbase.
      • Fixed multiple seams and gaps between the walls and floor plates in the Moonbase Lobby.
      • Fixed multiple seams and gaps between the walls and floor plates in the Moonbase Kitchen.
      • Fixed multiple ZED pathing issues throughout Moonbase.
      • Fixed multiple instances of floor indicator lights overlapping and not drawing on certain textures in Moonbase
      • Fixed an issue where the floor was a tile to deep leading players to be stuck in Moonbase.


    • Living Quarters

      • Fixed multiple seams and gaps between the walls and floor plates.
      • Removed multiple instances of collision volumes creating snag spots.
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Fixed various LOD issues throughout the area.
      • Fixed an issue where light fixtures and neon lights were not attached to walls and hung in the air.
      • Removed multiple objects in the area that were extraneous to improve the performance of the area.
      • Fixed various instances of z-fighting within the area.
      • Fixed an issue where one of the weapon spawns would appear mid-air.


    • Rocket Dome

      • Fixed multiple seams and gaps between the walls and floor plates.
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Fixed various LOD issues throughout the area.
      • Fixed an issue with the cables where they had no collision for grenades or projectiles.
      • Fixed an issue with the ceiling that had no collision for grenades.
      • Fixed an exploit spot around the ramps that ZEDs could not path to.


    • Green Dome

      • Fixed multiple seams and gaps between the walls and floor plates.
      • Removed multiple instances of collision volumes creating snag spots around the scaffolding.
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Fixed various LOD issues throughout the area.
      • Fixed an issue where tvs were hanging in the air.
      • Removed multiple objects in the area that were extraneous to improve the performance of the area.
      • Fixed an issue where the poles had no collision for grenades.


    • Tech Dome

      • Fixed multiple seams and gaps between the walls and floor plates..
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Fixed various LOD issues throughout the area.
      • Fixed an issue where Zeds spawning from the ventilation could become stuck in the air.


    • Corridors

      • Fixed multiple seams and gaps between the walls and floor plates.
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Removed multiple objects in the area that were extraneous to improve the performance of the area.





Modes:

  • Fixed an issue where the Scavenger weekly was available on Holdout maps.
  • Fixed an issue in Vs. Survival where Zeds did not appear in the player list or on the scoreboard.



UI:

  • Fixed an issue where the FAMAS Masterkey and the Thermite Bore were unable to be sorted by perk and weapon type.
  • Fixed an issue in WebAdmin where the thumbnail for Moonbase is not visible.
  • Fixed the sorting order of the maps correcting the placement of Moonbase.



Localization:

  • Altered the text string for the HRG Incendiary Rifle in the trader pod in Russian to allow it to fit within the UI.
  • Altered the text string for the HMTech-501 in the trader pod in German to allow it to fit within the UI.
  • Altered the text string for the Limit Results filter in the store in German to allow it to fit within the UI.
  • Fixed an issue with the FAMAS Masterkey shotgun shells name not fitting within the text box in the Trader.



Cosmetics:


  • Fixed an issue where the Conquest variation of the Reaper Outfit did not apply to Anton Strasser.
  • Fixed an issue where the Witch Hunter body did not apply the correct colors to Hayato Tanaka.
  • Fixed an issue where inventory icons for the FAMAS Masterkey and the Thermite Bore are showing as broken images in the Steam inventory.



Store:

  • Fixed the spelling of the HMTech-001 Scalpel in the Neon MKVII Weapon Skin Pack.
  • Flagged the Gravity Imploder to allow it to be tradeable.



Console:

  • Fixed an issue on PS4 where receiving any dosh before opening the vault would prevent the 500k initial launch reward from being received.



Misc:

  • Fixed log spam referencing “Cannot 3D-Scale rigid-body primitives” so that it no longer occurs.



As always, thank you for your continued support!

Killing Floor 2 Summer Opt-In Beta 2 (PC Build 1115) Is Now Available!

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
Interstellar Insanity

  • You made it! The moon landing was performed without any complications! Well, almost... Anyway, this research station has gone quiet for a while so you must check if everything is going well. But considering that communications were cut off a few days ago, the situation does not look good, so don’t let your guard down. On top of that, there are also 2 alternative scenarios that you may experience that will imply an additional challenge level: Arachnophobia and Scavenger weekly modes. But there is some good news! At least you will be able to use the new fancy tools from Horzine Research Group, the HRG Bastion and HRG Blast Brawlers, that were being developed in this station. Final advice: it may take you some time to get used to the moon’s gravity.
  • Beta 2 Start 6/10/2021, 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
    • FAMAS Masterkey
      • Primary magazine increased from 24 to 30
      • Damage of secondary fire increased from 25 to 30 per pellets
      • Number of pellets of secondary fire increased from 6 to 7
      • Penetration of secondary fire increased
      • Spread of secondary fire reduced by 17%

    • Thermite Bore
      • Ground fires duration reduced from 10 to 7 seconds
      • Iron sights offset slightly adjusted to the center of the screen

    • HRG Blast Brawlers
      • Damage of primary fire increased from 36 to 39 for each pellet
      • Penetration of primary fire increased from 0 to 2
      • Ammo pool increased from 36 to 40
      • Spread of primary fire increased about 20%
      • Block damage mitigation decreased from 60% to 50%

  • Perks
    • Berserker
      • Parry (level 15 skill)
        • Incoming damage reduction increased from 25% to 30%.
        • Duration increased from 6 to 8 seconds.

  • Weekly Modes
    • Scavenger
      • Dropped weapon lifetime increased from 10 to 20 seconds


Designer Notes :
FAMAS Masterkey was underperforming more than what we expected, mostly regarding the secondary fire. So we boosted the fire power of the masterkey shotgun in damage and penetration capacity, trying to make it a useful tool for close quarters. We also increased the magazine size of the primary fire to alleviate the lack of single shot fire mode of the weapon, a fact that sometimes is causing the players to consume more ammo than what they wanted.

We think that the Thermite Bore was in a good spot. We just made a slight adjustment on the ground fire duration, reducing their life time a bit. We also made a small adjustment on the iron sight position of the weapon that was slightly off-centered.

The HRG Blast Brawlers were also underperforming so we made few adjustments to make it a more attractive weapon inside the support arsenal. The damage and the penetration of the primary fire was increased. The ammo pool was also increased. The spread of the projectiles was slightly increased. On the other hand, the damage mitigation of the block was reduced so now the defensive capacity is still there, but making a parry is more rewarding than a simple block.

About the recent Berserker Perk adjustments, we are confident that the current state of the perk makes a better overall balance of the game. Even so, we agree with the community that the Parry skill was downgraded too much, so we increased its resistance and duration to a midpoint between the original state and the beta 1 values.

In Scavenger weekly mode, players need to constantly use and drop a lot of weapons and without any adjustment on the pickups, the battlefield would be full of empty weapons. To avoid the frustration of picking an empty weapon we implemented a reduction on the dropped weapons lifetime, so players can focus on picking new fresh weapons rather than empty dropped ones. Seems that this lifetime felt short for many players that were having problems when sharing the weapons with their mates. We increased this lifetime a bit, but still with the mechanic of removing the used weapons after a short time.



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 finish tone after completing a Stand your Ground objective would repeatedly play until the end of the wave.
  • Fixed an issue with the Scavenger Weekly mode where using the DLC weapons would prevent the weekly from being completed and led to incorrect stats being reported at the end of the match. This has been temporarily fixed by removing the DLC weapons from the weapon pool for Beta 2 while a long-term fix is being worked on for the update release.


Weapons:

  • Thermite Bore
    • Fixed an issue where the Demo skills were affecting the Thermite Bore.
    • Fixed an issue where the firing sound of the Thermite Bore was being heard even when the SFX volume was disabled.

  • HRG Bastion
    • Fixed the SFX drop off distance of the shield activation/deactivation for the HRG Bastion.
    • Fixed an issue where the shield animation did not play fully after changing weapons.
    • Fixed an issue where some of the parts of the Bastion had no back facing textures leaving them to be seen through.

  • HRG Blast Brawlers
    • Fixed an issue where the tracers appeared behind the weapon as it was fired from the 3rd person perspective.

  • FAMAS Masterkey
    • Fixed an issue where you were unable to cancel the underbarrel reload animation.


Map:

  • Moonbase:
    • General
      • Fixed an issue where film grain post effect was more noticeable in Moonbase corridors.
      • Fixed an issue with the frame cap removed on higher end graphics cards that would cause ragdolls, dosh, and weapons to float to the top of Moonbase.
      • Fixed multiple seams and gaps between the walls and floor plates in the Moonbase Lobby.
      • Fixed multiple seams and gaps between the walls and floor plates in the Moonbase Kitchen.
      • Fixed multiple ZED pathing issues throughout Moonbase.
      • Fixed multiple instances of floor indicator lights overlapping and not drawing on certain textures in Moonbase
      • Fixed an issue where the floor was a tile to deep leading players to be stuck in Moonbase.

    • Living Quarters
      • Fixed multiple seams and gaps between the walls and floor plates.
      • Removed multiple instances of collision volumes creating snag spots.
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Fixed various LOD issues throughout the area.
      • Fixed an issue where light fixtures and neon lights were not attached to walls and hung in the air.
      • Removed multiple objects in the area that were extraneous to improve the performance of the area.
      • Fixed various instances of z-fighting within the area.
      • Fixed an issue where one of the weapon spawns would appear mid-air.

    • Rocket Dome
      • Fixed multiple seams and gaps between the walls and floor plates.
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Fixed various LOD issues throughout the area.
      • Fixed an issue with the cables where they had no collision for grenades or projectiles.
      • Fixed an issue with the ceiling that had no collision for grenades.
      • Fixed an exploit spot around the ramps that ZEDs could not path to.

    • Green Dome
      • Fixed multiple seams and gaps between the walls and floor plates.
      • Removed multiple instances of collision volumes creating snag spots around the scaffolding.
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Fixed various LOD issues throughout the area.
      • Fixed an issue where tvs were hanging in the air.
      • Removed multiple objects in the area that were extraneous to improve the performance of the area.
      • Fixed an issue where the poles had no collision for grenades.

    • Tech Dome
      • Fixed multiple seams and gaps between the walls and floor plates..
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Fixed various LOD issues throughout the area.
      • Fixed an issue where Zeds spawning from the ventilation could become stuck in the air.

    • Corridors
      • Fixed multiple seams and gaps between the walls and floor plates.
      • Fixed multiple instances of objects missing textures.
      • Fixed multiple instances of blood splatter not applying to various textures and objects.
      • Removed multiple objects in the area that were extraneous to improve the performance of the area.



Modes:

  • Fixed an issue where the Scavenger weekly was available on Holdout maps.


UI:

  • Fixed an issue where the FAMAS Masterkey and the Thermite Bore were unable to be sorted by perk and weapon type.
  • Fixed an issue in WebAdmin where the thumbnail for Moonbase is not visible.
  • Fixed the sorting order of the maps correcting the placement of Moonbase.


Localization:

  • Fixed an issue with the FAMAS Masterkey shotgun shells name not fitting within the text box in the Trader.


Cosmetics:

  • Fixed an issue where inventory icons for the FAMAS Masterkey and the Thermite Bore are showing as broken images in the Steam inventory.


Store:

  • Flagged the Gravity Imploder to allow it to be tradeable.


Misc:

  • Fixed log spam referencing “Cannot 3D-Scale rigid-body primitives” so that it no longer occurs.



As always, thank you for your continued support!