Killing Floor: Incursion - Molly
We're offering the entire Killing Floor series up as a limited time bundle! Grab it while you can and help Charity Water bring clean drinking water to those in need! Bundles include Killing Floor, Killing Floor 2, and Killing Floor: Incursion, in game cosmetics and weapons for Killing Floor and Killing Floor 2.

https://www.humblebundle.com/games/killing-floor
Killing Floor: Incursion - [TW]Yoshiro
New Features
  • Improved player collision across all maps and modes.
  • Added support for the Valve Index HMD and controllers. Note: Index controller finger tracking is not supported, all game inputs work.
  • SteamVR users can now snap-turn and rotate the facing-direction of their projected teleports while in ‘standing’ configuration. Previously, players could only do this while in ‘seated’ mode.
User Interface
  • Based on player feedback, players can now have a UI prompt to choose between Teleport movement and freemove when launching KF:I. Players can further tweak the freemove/teleport settings in the pause menu.
  • For the Steam version of the game, new icons for the Valve Index have been added to all the menus and tutorial sequences.
AI
  • Fixed numerous instances in the campaign where Zeds would become stuck in the environment and would be unable to reach the player
Progression
  • Fixed an issue in the farmhouse map, where the player could freemove behind a particular sofa and would be unable to get out
  • Fixed an issue in Catacombs where the player could walk out onto the water and could fall out of world, blocking progression
  • Fixed numerous collision issues in Catacombs (holdout mode) where the player could fall outside of the perimeter of the map, blocking progression
  • Fixed an issue in the Paris map where the player could fall down a huge trench during the Valve puzzle, blocking progression
  • Fixed an issue in the Paris map where players could fall out of a window during the first sniper objective and would be unable to continue
  • Fixed an issue in the Paris map where the player could fall off of the scaffolding during the 2nd sniper objective and would be unable to continue
  • Fixed an issue in the Biotics mission where the player could fall off of the top gantry in the final room, and would be unable to get back up again to complete the mission
  • Fixed issues with the final Elevator in the Biotics mission where the player could fall off of the elevator and would be unable to continue the mission
Bugs Fixed
  • Significant AI and collision pass of the entire campaign
  • Fixed an issue where Standing Height would not be calculated correctly, causing issues for some VR devices during the main menu and the opening cinematic
  • Fixed an issue with Multiplayer where the in-game Friends List wouldn’t refresh.
  • Fixed an issue where the player could incorrectly teleport themselves into the same location as the "NODE" robot
  • On PS4, fixed an issue where the Stop Hitting Yourself (Dual-wield Zed limbs) trophy would not unlock correctly (North American PS4 version only)
  • Fixed an issue where players could float in odd areas after teleporting
  • Fixed an issue where players could fall oddly after walking off ledges
  • Fixed an issue on the SteamVR version of the title where the player’s controllers may not be detected correctly if the controllers were turned off while starting the game, and turned on after reaching the title screen
  • Farmhouse: Smoothed out stair collision in the farmhouse environment for better character movement
  • Fixed an issue in the Farmhouse map where health kit could levitate during the boss fight in the coop mode
  • Fixed numerous collision issues in Catacombs where players or Zeds could get stuck
  • Fixed an issue in Catacombs where players could get glitch through rocks at the start of the map to avoid the boss fight
  • Fixed an issue in Catacombs where Zeds can float-walk to the player if player’s stand on one of the island platforms
  • Fixed an issue in the Catacombs Area where framerate was affected
  • Fixed numerous collision issues in Paris where players or Zeds could get stuck
  • Fixed numerous collision issues in Biotics where players or Zeds could get stuck
  • Fixed an issue in Biotics boss fight where players could fall out of world during the elevator ride
  • Fixed an issue in Biotics boss fight where players couldn't teleport on the top level gantry walkway
  • Fixed numerous collision issues in Crucible Holdout where players or Zeds could get stuck
  • Added safety-net logic to the levels in case players do manage to fall out of the world. The player will be placed back into the environment and will be able to continue the mission.
Killing Floor: Incursion - [TW]Yoshiro
We have just shipped an updated for Killing Floor: Incursion on Steam. This update fixes the following:
  • Fixed an issue where users on Steam would have their height mis-configured when choosing the standing position
Killing Floor: Incursion - [TW]Yoshiro
https://www.tripwireinteractive.com/#/community/killing-floor-incursion-update-1007-steam-and-oculus-and-106-psvr

We have just pushed an update for Killing Floor: Incursion on all platforms. We've updated the following:

  • Fixed some collision and pathing issues with the new movement system.
  • Fixed an issue where the player hands would appear unlit in the main menu.
  • Added a slider to the Control Theater options to adjust the size of the "scoping" effect.
  • Added Head-based tracking to PSVR

Join The Conversation
Killing Floor: Incursion - [TW]Yoshiro
https://www.tripwireinteractive.com/#/community/killing-floor-incursion-update-1006-steam-and-oculus-and-105-psvr

This update adds the following new features:

  • Added the Espire Control Theater functionality.
  • Revamped Free Move to a physics-based system.
  • Reworked all levels to support the new Free Move system

The Espire Control Theater system was developed for the upcoming VR title Espire (published by us here at Tripwire Interactive and coming later this year!). This system allows "virtually" (get it) anyone to use free movement and tweak it or turn it off to their desired or needed comfort zone. As part of this we also changed the way free movement works in Incursion to be a full physics based system, which replaces the previous one which was relying on the teleport system underneath.


This in turn will fix the issue where the non host player in co-op would have issues with Free Move turned on.


Join The Conversation

Killing Floor: Incursion - [TW]Yoshiro


The changelog is as follows:

New Features
  • New Holdout Map: Crucible
  • Windows Mixed Reality headsets now supported on Steam
  • Steam: Added subtitle and interface localization for English, Spanish, Simplified Chinese, Brazilian Portuguese, Korean, German, and Russian
  • Oculus: Added subtitle and interface localization for English, Spanish and German
  • Smooth Turning now fully supported in multiplayer
  • New and improved Sniper Rifle aiming system

Improvements
  • Freemove multiplayer experience improved. Freemove and Smooth Turn speeds are now significantly increased.
  • Improved sniper rifle bolting on Vive/Windows Mixed Reality: there is no longer a delay after firing for the trigger hand to release so you can work the bolt. Now releasing the trigger will automatically release the trigger hand so the player can work the bolt. The player can continue to hold the trigger down to get a better view of their kill!
  • Improved inventory handling on Vive/Windows Mixed Reality: players can now holster weapons and items with a trigger pull[/color]
  • Added the ability to "Exit to Main Menu" on the Home menu from the Settings menu[/color]
  • Flashlight trigger now toggles between all modes. (On->Scanning->Off)

Fixes
  • Fixed stuttering movement in multiplayer for free moving players during zed time
    Collision fixed on the catwalks on the rooftops in Paris for Freemove
  • Friend’s Leaderboards are fixed, are now quicker to populate
Killing Floor: Incursion - [TW]Yoshiro
Hello everyone!

As work progresses towards bringing Incursion to another new platform, the PlayStation 4, we want to bring everybody up to speed on what they can expect next!

First up, we want to officially announce and confirm upcoming support for new hardware: That hardware being, Windows Mixed Reality head units! This means nearly every VR headset out there will be able to pick up and play Killing Floor 2: Incursion.

One of the bigger items requested by fans since the initial launch has been subtitle support, and it is on the way! With the launch of this feature, we are planning to include Simplified Chinese, German, Korean, Portuguese, Russian, and Spanish.

The Incursion team is also hard at work looking to resolve a variety of bugs as well as some quality of life improvements such as a client desync that can happen during Zed time for client players using free move which can cause choppy movement. Another item being addressed is changing the way the flashlight works to a toggle. This will make it so that it will flip between off, on, scanning mode, and back to off with a trigger press.

We are also investigating a rare process hang that some of you have reported when launching the game, as well as looking into as much of the great feedback that has been provided as we can! We hope to share more on this as we continue to move ahead so stay tuned.
Killing Floor: Incursion - [TW]Yoshiro

This update brings several community requested changes as well as bug fixes. The changelog is as follows:

General
  • Added option for Controller centered free move
  • Moving backwards while in freemove is no longer slower than moving forwards
  • Fixed a Catacombs skulls not returning to start location when lost
  • Graphics settings should now default to correct values on first time start.
    • This will only work for new players. Current players need to just adjust their graphics settings manually

Vive
  • Vive standing teleport no longer turns player
  • Fixed fullscreen mirroring for Vive users
Killing Floor: Incursion - [TW]Yoshiro

This update brings several community requested changes as well as bug fixes. The changelog is as follows:

General
  • Added option for Controller centered free move
  • Moving backwards while in freemove is no longer slower than moving forwards
  • Fixed a Catacombs skulls not returning to start location when lost
  • Graphics settings should now default to correct values on first time start.
    • This will only work for new players. Current players need to just adjust their graphics settings manually

Vive
  • Vive standing teleport no longer turns player
  • Fixed fullscreen mirroring for Vive users
Killing Floor: Incursion - [TW]Yoshiro


This update includes the following changes.

Additions
  • Added option to skip most of the tutorial

General Fixes
  • Fixed issue where some players experienced game crashes while attempting to find a game
  • Fixed issue where some players were kicked back to the main menu when attempting to find a game
  • Fixed leaderboards player icons not appearing
  • Fixed issue where Global Leaderboards would not populate
  • Fixed issue where player when using nuke in holdout could break the the amount of bosses allowed to spawn.
  • Fixed an issue with the boss battle for the Paris map that could halt player progression

Vive
  • Removed snap turn and endpoint turning for Vive players that calibrate standing
...

Search news
Archive
2025
May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002