Killing Floor 2 - [TW]Yoshiro
Hello everyone!

As many of our sharp eyed players may have figured out last weekend, a new map is coming (beyond the previously mentioned one!). Today I want to welcome the next official community map into the lineup as part of the next update: KF-Nuked!





In this world-gone-mad (wait a minute...you mean more mad than normal?) take on Killing Floor 2, the nukes have been launched! We look forward to spending some time in the wasteland with you all playing Matt Zaneski’s fine creation! But one more thing, well, actually two.... what do you mean I can’t talk about those yet? Well, I guess next week it is!

To those of you who followed our last WWAUT, we also want to give a bit more detail on Holdout to clear up some confusion. The rooms that you will traverse are pre-made, but chained together in random order with no repeats, so you don’t know which room you’ll end up in next. Some of you have also rightly guessed that this is laying the groundwork for some of our future endeavors later this year, so stay tuned as we keep adding new things to Killing Floor 2!
Killing Floor 2 - [TW]Yoshiro
Hello everyone!

As many of our sharp eyed players may have figured out last weekend, a new map is coming (beyond the previously mentioned one!). Today I want to welcome the next official community map into the lineup as part of the next update: KF-Nuked!





In this world-gone-mad (wait a minute...you mean more mad than normal?) take on Killing Floor 2, the nukes have been launched! We look forward to spending some time in the wasteland with you all playing Matt Zaneski’s fine creation! But one more thing, well, actually two.... what do you mean I can’t talk about those yet? Well, I guess next week it is!

To those of you who followed our last WWAUT, we also want to give a bit more detail on Holdout to clear up some confusion. The rooms that you will traverse are pre-made, but chained together in random order with no repeats, so you don’t know which room you’ll end up in next. Some of you have also rightly guessed that this is laying the groundwork for some of our future endeavors later this year, so stay tuned as we keep adding new things to Killing Floor 2!
Feb 13, 2017
Killing Floor 2 - [TW]Yoshiro
Hello everyone!

So you have been fighting the Zeds back at every location and turn, figuring out your groups optimal perks and loadouts or just winging it as the horde comes in. Today, something different has happened, while exploring Volter’s Manor you’ve found a new path in the ground below you, leading somewhere different, someplace more strange and twisted than the “good” Doctor's house above.

http://media.tripwirecdn.com/020117/Tease1.jpg



You’ve discovered a labyrinth of interconnecting rooms and no matter how many times you try you can’t seem to follow the same path through. Each time you find someplace new the horde comes back to push you to your limit forcing you to holdout (perhaps with your brand new RedactedRedactedRedacted) before a new path emerges. Welcome to Survival Holdout!

Holdout is a new sub-mode of the Survival game type with a brand new map being the first level to use it. Holdout will combine rooms together dynamically as players traverse the dungeon via drop downs to enter the next floor (with the only constants being the starting area and the boss room). We look forward to bringing you more on Holdout and the new map over the weeks ahead, and even more we are dieing to see what our community of mapmakers does with this new mode!
Feb 13, 2017
Killing Floor 2 - [TW]Yoshiro
Hello everyone!

So you have been fighting the Zeds back at every location and turn, figuring out your groups optimal perks and loadouts or just winging it as the horde comes in. Today, something different has happened, while exploring Volter’s Manor you’ve found a new path in the ground below you, leading somewhere different, someplace more strange and twisted than the “good” Doctor's house above.

http://media.tripwirecdn.com/020117/Tease1.jpg



You’ve discovered a labyrinth of interconnecting rooms and no matter how many times you try you can’t seem to follow the same path through. Each time you find someplace new the horde comes back to push you to your limit forcing you to holdout (perhaps with your brand new RedactedRedactedRedacted) before a new path emerges. Welcome to Survival Holdout!

Holdout is a new sub-mode of the Survival game type with a brand new map being the first level to use it. Holdout will combine rooms together dynamically as players traverse the dungeon via drop downs to enter the next floor (with the only constants being the starting area and the boss room). We look forward to bringing you more on Holdout and the new map over the weeks ahead, and even more we are dieing to see what our community of mapmakers does with this new mode!
Killing Floor 2 - [TW]Yoshiro
Hello everyone. Hopefully you’ve all had a chance to dive into the fun on Zed Landing while swinging around your mace and shield! So what's next you ask? Well let’s peel back the dev curtain and take a sneak peek at what is to come.

As always following an update we are looking into player feedback and any bug reports that shake loose. Work is also continuing on our next content update which should drop in the next few months. As the content (and thus timing) firms up we’ll have more details on exactly what is to come and when it will be ready. This will include new weapon and map content (which features a whole new way to play survival)! We look forward to sharing more with you over the coming weeks.

For those of you who live near London (UK) the PC Gamer Weekender demoing Killing Floor Incursion (our VR title) so come on by and meet us!

And for our content creator community, you can now find the UV Maps and Models for all the newer weapons and Rae in the Workshop confluence page.
Killing Floor 2 - [TW]Yoshiro
Hello everyone. Hopefully you’ve all had a chance to dive into the fun on Zed Landing while swinging around your mace and shield! So what's next you ask? Well let’s peel back the dev curtain and take a sneak peek at what is to come.

As always following an update we are looking into player feedback and any bug reports that shake loose. Work is also continuing on our next content update which should drop in the next few months. As the content (and thus timing) firms up we’ll have more details on exactly what is to come and when it will be ready. This will include new weapon and map content (which features a whole new way to play survival)! We look forward to sharing more with you over the coming weeks.

For those of you who live near London (UK) the PC Gamer Weekender demoing Killing Floor Incursion (our VR title) so come on by and meet us!

And for our content creator community, you can now find the UV Maps and Models for all the newer weapons and Rae in the Workshop confluence page.
Killing Floor 2 - [TW]Yoshiro
http://killingfloor2.com/tropicalbash/

We would like to welcome all Killing Floor 2 players to the Tropical Bash and join us for some bone breaking fun on sunny Zed Landing! With a special thanks to everybody who helped us test this update over the holiday season, let the hunt for (Alan) Wilson begin!

This changelog includes all the changes from the beta with a special section on fixes from the beta and since the beta. Full crafting/econ changes are still in the process of going live as database is being updated. They should come online shortly.

Highlights
  • New Weapon - Bone Crusher
  • New Map - Zed Landing
  • New System - Multi-Perk Weapons
  • New Zed - Gorefiend

General
  • New System - Emotes - Players can now equip an emote and trigger it during gameplay
  • Multi-Perk Weapons
    • Weapons can now be tied to multiple perks allowing for perk bonuses
    • Example: Support Perk will now gain benefits from the Medic Shotgun
  • Inventory
    • Crates can now be broken down into craftable items
    • Game will now check for players purchase of KF 2 during early access via API and grant players the early access rewards
      • As part of this previously granted EA rewards have been made non tradable
  • Slightly sped up first 10 level experience gain
  • Players can now turn off the auto-upgrade system

Balance
  • Caulk N’ Burn
    • Damage increased 50%
    • Splash damage radius decreased 25%
  • Incendiary Shotgun
    • Damage increased 60%
    • Fire rate increased 10%
    • Spread increased 60%
    • Ammo capacity increased by 12 rounds
    • Ammo cost increased 10%
  • Flamethrower
    • Damage increased 50%
    • Splash damage radius decreased 25%
  • Microwave Gun
    • Added ability to burn zeds from splash damage
    • Toned down damage and radius from ground fire
  • Bosses
    • Increased Hans’ vulnerability to blunt and slashing damage
    • Increased Patriarch's vulnerability to blunt and slashing damage
    • Hans’ resistance to microwave gun increased by 15%
  • Solo
    • Normal spawn rate reduced by 10%
    • Hard spawn rate reduced by 20%
    • Suicidal spawn rate reduced by 20%
    • Hell on Earth spawn rate reduced by 40%


All Platform Bugs Fixes Addressed in Preview Beta 1049
  • Friends Only Server setting asking for a password
  • Added missing map thumbnails in WebAdmin
  • Fixed issue where push to talk would switch to open mic.
  • Fixed typo in Hellish Survivalist achievement text
  • Personal Best Records are not saving
  • Increased controller max sensitivity on slider
  • Blood and Puke HUD Overlay Not scaling properly for higher FOV settings
  • Fixed some favorite weapon lines
  • Fixed open hole on Reverend Alberts’ mesh
  • Fixed some accessory clipping on Rae
  • Fixed some missing accessory descriptions
  • Fixed Versus mode issue where players leaving in Ready Up lobby could negatively affect team score.
  • Fixed issue where Bloat bile mine could pass through glass without breaking it.
  • Fixed a case where multiple bosses spawn when entire Zed Team leaves during match and rejoins during boss wave
  • Fixed Patriarch Mortar repeating animation
  • Fixed bug where wrong message was displayed when switching to Zed team mid-game
  • Updated Credits
  • Translated map names now properly display on scoreboard in foreign languages
  • Minor localization fixes for French, Polish and Brazilian Portuguese
  • Trader Menu - Changing Perks while in Trader Menu does not update grenade information.
  • Text on Firebug perk description that was missing
  • Fixed inconsistent attack range with Zweihander
  • Added missing M79 elite reload 3P animations
  • Fixed issue where fire wasn’t applying tick damage regularly
  • Fixed issue where P90 elite reload caused player to crouch when reloading in 3rd person
  • Fixed jittery HX25 third person reload
  • Improved C4 detonation issue
  • Fixed C4 disappearing if thrown while sprinting
  • Icon and dropped world model for the M14EBR now have scope
  • Nail Shotgun now plays weapon check sound
  • Fixed AA12 weapon check animation and sound.
  • Corrected "Kriss SMG Horzine Elite" skins to have the correct skin quality in name
  • Fixed Eviscerator not having inaudible impact sounds
  • 9mm pistols can now take advantage of Commando’s Machine Gunner skill.
  • Survivalist heavy armor skill properly increases max armor capacity
  • Fixed issue where AutoUpgrade would sell tier one weapon to purchase dual 9mm as Survivalist.
  • Fixed Skirmisher skill healing 2 points per second instead of 1 as described
  • Fixed Siren difficulty setting issue.
  • Prevented Sirens from getting stuck in open manholes
  • Fixed bug where Bloats would die from knockdown
  • Fixed a case where freeze material wasn’t correctly applied to Stalker

Map Fixes
Containment Station:
  • Fixed caged clot animations
  • Updated catwalk zed ‘closet’
Hostile Grounds:
  • Fixed invisible ceiling interfering with Versus zeds
  • Fixed minor blocking volume and collision issue
Black Forest:
  • Fixed player breakout spot in Versus mode
Prison:
  • Minor visual adjustments
Burning Paris:
  • Fixed Zed navigation exploit
  • Fixed several visual bugs
Farmhouse:
  • Fixed tire swing exploit
Catacomb:
  • Fixed minor lighting bug
Infernal Realm:
  • Fixed minor visual bugs
Volter Manor
  • Fixed collision issue with outside benches

Bug Fixes to Existing Content Addressed in 1050
  • Napalm should now more reliably set zeds touching other zeds affected by this skill on fire (not just the original zed or set hit by it)
  • Fixed an issue where not all maps showed up properly in solo map vote
  • Fixed a case where the husk launcher would fire from the wrong position
  • Fixed an issue where berserker could break boss flee AI
  • Fixed a case where melee damage bonus was always active with the Berserk parry
  • Fixed a case where no sound or particle effect would trigger on a successful parry
  • Fixed a case where autofill could overcharge for armor
  • Fixed Rae’s description text being cut off in Spanish localization
  • Fixed Issue where music track “Someone to Hate by Demon Hunter” would get cut off abruptly
  • Fixed issue where Husk’s flamethrower SFX would persist after death
  • Fixed issue where player’s would have negative health at death
  • Fixed issue where Elite Clot’s Rally would have a stacking damage bonus to Siren’s scream
  • Fixed issue in which Han’s Shield would get turned off from player falling off ledge and avoiding grab
  • Fixed clipping issues with certain accessory combinations
  • Fixed a crash that could occur when using Alt+Enter to enter or return from windowed mode
  • Fixed a bug where the player's arm could be positioned strangely when grabbed by Hans

Bug Fixes to New Content from Preview Beta 1049
  • Fixed Support Barrage not applying to VLAD single fire mode
  • Fixed Support Tight Choke not applying to medic shotgun
  • Fixed a Gorefiend unparryable attack that did not properly glow to indicate it could not be parried
  • Gorefiends now do correct damage to welded doors
  • Fixed issue in which Gorefiend special attacks SFX would persist after death.
  • Fixed issue where killfeed would display Gorefiend kills as Gorefast kills
  • Added Infernal Realm and Zed Landing to stock map list.
  • Fixed custom maps loading with default textures


Live Update Changes:
Hans
  • Group
    • Normal - No change
    • Hard - No change
    • Suicidal - No change
    • HOE - Decreased HealthMod from 1.12 to 1.11
  • Solo
    • Normal - Increased SoloDamageMod from .43 to .44
    • Hard - Increased SoloDamageMod from .52 to .53
    • Suicidal - Increased SoloDamageMod from .58 to .6
    • HOE - Increased SoloDamageMod from .68 to .72

Patriarch
  • Group
    • Normal - Decreased HealthMod from .76 to .73
    • Hard - Decreased HealthMod from 1.01 to .99
    • Suicidal - Increased HealthMod from .96 to .99
    • HOE - Increased HealthMod from 1.16 to 1.19
  • Solo
    • Normal - Increased SoloDamageMod from .36 to .38
    • Hard - No Change
    • Suicidal - Decreased SoloDamageMod from .52 to .47
    • HOE - Decreased SoloDamageMod from .66 to .65
Killing Floor 2 - [TW]Yoshiro
http://killingfloor2.com/tropicalbash/

We would like to welcome all Killing Floor 2 players to the Tropical Bash and join us for some bone breaking fun on sunny Zed Landing! With a special thanks to everybody who helped us test this update over the holiday season, let the hunt for (Alan) Wilson begin!

This changelog includes all the changes from the beta with a special section on fixes from the beta and since the beta. Full crafting/econ changes are still in the process of going live as database is being updated. They should come online shortly.

Highlights
  • New Weapon - Bone Crusher
  • New Map - Zed Landing
  • New System - Multi-Perk Weapons
  • New Zed - Gorefiend

General
  • New System - Emotes - Players can now equip an emote and trigger it during gameplay
  • Multi-Perk Weapons
    • Weapons can now be tied to multiple perks allowing for perk bonuses
    • Example: Support Perk will now gain benefits from the Medic Shotgun
  • Inventory
    • Crates can now be broken down into craftable items
    • Game will now check for players purchase of KF 2 during early access via API and grant players the early access rewards
      • As part of this previously granted EA rewards have been made non tradable
  • Slightly sped up first 10 level experience gain
  • Players can now turn off the auto-upgrade system

Balance
  • Caulk N’ Burn
    • Damage increased 50%
    • Splash damage radius decreased 25%
  • Incendiary Shotgun
    • Damage increased 60%
    • Fire rate increased 10%
    • Spread increased 60%
    • Ammo capacity increased by 12 rounds
    • Ammo cost increased 10%
  • Flamethrower
    • Damage increased 50%
    • Splash damage radius decreased 25%
  • Microwave Gun
    • Added ability to burn zeds from splash damage
    • Toned down damage and radius from ground fire
  • Bosses
    • Increased Hans’ vulnerability to blunt and slashing damage
    • Increased Patriarch's vulnerability to blunt and slashing damage
    • Hans’ resistance to microwave gun increased by 15%
  • Solo
    • Normal spawn rate reduced by 10%
    • Hard spawn rate reduced by 20%
    • Suicidal spawn rate reduced by 20%
    • Hell on Earth spawn rate reduced by 40%


All Platform Bugs Fixes Addressed in Preview Beta 1049
  • Friends Only Server setting asking for a password
  • Added missing map thumbnails in WebAdmin
  • Fixed issue where push to talk would switch to open mic.
  • Fixed typo in Hellish Survivalist achievement text
  • Personal Best Records are not saving
  • Increased controller max sensitivity on slider
  • Blood and Puke HUD Overlay Not scaling properly for higher FOV settings
  • Fixed some favorite weapon lines
  • Fixed open hole on Reverend Alberts’ mesh
  • Fixed some accessory clipping on Rae
  • Fixed some missing accessory descriptions
  • Fixed Versus mode issue where players leaving in Ready Up lobby could negatively affect team score.
  • Fixed issue where Bloat bile mine could pass through glass without breaking it.
  • Fixed a case where multiple bosses spawn when entire Zed Team leaves during match and rejoins during boss wave
  • Fixed Patriarch Mortar repeating animation
  • Fixed bug where wrong message was displayed when switching to Zed team mid-game
  • Updated Credits
  • Translated map names now properly display on scoreboard in foreign languages
  • Minor localization fixes for French, Polish and Brazilian Portuguese
  • Trader Menu - Changing Perks while in Trader Menu does not update grenade information.
  • Text on Firebug perk description that was missing
  • Fixed inconsistent attack range with Zweihander
  • Added missing M79 elite reload 3P animations
  • Fixed issue where fire wasn’t applying tick damage regularly
  • Fixed issue where P90 elite reload caused player to crouch when reloading in 3rd person
  • Fixed jittery HX25 third person reload
  • Improved C4 detonation issue
  • Fixed C4 disappearing if thrown while sprinting
  • Icon and dropped world model for the M14EBR now have scope
  • Nail Shotgun now plays weapon check sound
  • Fixed AA12 weapon check animation and sound.
  • Corrected "Kriss SMG Horzine Elite" skins to have the correct skin quality in name
  • Fixed Eviscerator not having inaudible impact sounds
  • 9mm pistols can now take advantage of Commando’s Machine Gunner skill.
  • Survivalist heavy armor skill properly increases max armor capacity
  • Fixed issue where AutoUpgrade would sell tier one weapon to purchase dual 9mm as Survivalist.
  • Fixed Skirmisher skill healing 2 points per second instead of 1 as described
  • Fixed Siren difficulty setting issue.
  • Prevented Sirens from getting stuck in open manholes
  • Fixed bug where Bloats would die from knockdown
  • Fixed a case where freeze material wasn’t correctly applied to Stalker

Map Fixes
Containment Station:
  • Fixed caged clot animations
  • Updated catwalk zed ‘closet’
Hostile Grounds:
  • Fixed invisible ceiling interfering with Versus zeds
  • Fixed minor blocking volume and collision issue
Black Forest:
  • Fixed player breakout spot in Versus mode
Prison:
  • Minor visual adjustments
Burning Paris:
  • Fixed Zed navigation exploit
  • Fixed several visual bugs
Farmhouse:
  • Fixed tire swing exploit
Catacomb:
  • Fixed minor lighting bug
Infernal Realm:
  • Fixed minor visual bugs
Volter Manor
  • Fixed collision issue with outside benches

Bug Fixes to Existing Content Addressed in 1050
  • Napalm should now more reliably set zeds touching other zeds affected by this skill on fire (not just the original zed or set hit by it)
  • Fixed an issue where not all maps showed up properly in solo map vote
  • Fixed a case where the husk launcher would fire from the wrong position
  • Fixed an issue where berserker could break boss flee AI
  • Fixed a case where melee damage bonus was always active with the Berserk parry
  • Fixed a case where no sound or particle effect would trigger on a successful parry
  • Fixed a case where autofill could overcharge for armor
  • Fixed Rae’s description text being cut off in Spanish localization
  • Fixed Issue where music track “Someone to Hate by Demon Hunter” would get cut off abruptly
  • Fixed issue where Husk’s flamethrower SFX would persist after death
  • Fixed issue where player’s would have negative health at death
  • Fixed issue where Elite Clot’s Rally would have a stacking damage bonus to Siren’s scream
  • Fixed issue in which Han’s Shield would get turned off from player falling off ledge and avoiding grab
  • Fixed clipping issues with certain accessory combinations
  • Fixed a crash that could occur when using Alt+Enter to enter or return from windowed mode
  • Fixed a bug where the player's arm could be positioned strangely when grabbed by Hans

Bug Fixes to New Content from Preview Beta 1049
  • Fixed Support Barrage not applying to VLAD single fire mode
  • Fixed Support Tight Choke not applying to medic shotgun
  • Fixed a Gorefiend unparryable attack that did not properly glow to indicate it could not be parried
  • Gorefiends now do correct damage to welded doors
  • Fixed issue in which Gorefiend special attacks SFX would persist after death.
  • Fixed issue where killfeed would display Gorefiend kills as Gorefast kills
  • Added Infernal Realm and Zed Landing to stock map list.
  • Fixed custom maps loading with default textures


Live Update Changes:
Hans
  • Group
    • Normal - No change
    • Hard - No change
    • Suicidal - No change
    • HOE - Decreased HealthMod from 1.12 to 1.11
  • Solo
    • Normal - Increased SoloDamageMod from .43 to .44
    • Hard - Increased SoloDamageMod from .52 to .53
    • Suicidal - Increased SoloDamageMod from .58 to .6
    • HOE - Increased SoloDamageMod from .68 to .72

Patriarch
  • Group
    • Normal - Decreased HealthMod from .76 to .73
    • Hard - Decreased HealthMod from 1.01 to .99
    • Suicidal - Increased HealthMod from .96 to .99
    • HOE - Increased HealthMod from 1.16 to 1.19
  • Solo
    • Normal - Increased SoloDamageMod from .36 to .38
    • Hard - No Change
    • Suicidal - Decreased SoloDamageMod from .52 to .47
    • HOE - Decreased SoloDamageMod from .66 to .65
Killing Floor 2 - [TW]Yoshiro
Hello everyone! Everyone here at Tripwire would like to thank you for joining us in the new year, both existing fans and new ones alike! We previously talked about our plans for this year: http://steamcommunity.com/games/232090/announcements/detail/741235031373014740

As well as released the beta of our next update (with its new map and weapon) over the holiday break: http://steamcommunity.com/games/232090/announcements/detail/683816754745206012

Since we’ve been back in office, we’ve been going over player feedback from that beta and working on changes and fixes as we prepare for its full release across all platforms later this month!

First I want to talk about some of the changes we are making based on player feedback:
  • Removed double .500’s from the Sharpshooters weapons list (however the single .500 still remains)
  • Toned down the damage and radius of the Microwave Gun’s ground fire
  • Increased the Bone Crusher’s block resistance
  • Increased Hans’ resistance to microwave damage
  • Increased Hans’ vulnerability to blunt and slashing damage
  • Increased Patriarch's vulnerability to blunt and slashing damage

There are some further tweaks for tuning solo play, making it a little more manageable for those who prefer to play alone, that we are still investigating before the update goes live. As always, everything is subject to change until the update goes live!

This update will also bring player emotes online, which were in the beta but inaccessible to players thus far. Today we want to talk about how they work. Players can equip one emote from their Gear Menu, which they can trigger during gameplay. When triggered, it pulls their camera into the third person view so the triggering player can enjoy the emote just as much as everyone else watching. Emotes will range from taunting to just pure fun (in this first batch, let us know what other types you would like to see). When this update goes live everybody will receive a standard emote for free.

You will have noticed that I said standard emote. Emotes come in two types, standard and deluxe. Deluxe emotes are the same animation as the standard emote, but have added particle effects and sounds. Additional emotes can be obtained via the ZedConomy, Steam market, and trading with your friends. In the future there will be other means of getting emotes such seasonal events and unlocks. Emotes cannot currently be crafted, but can be broken down into cosmetic material. Also, in relation to this, in the next update users should be able to break down crates into a common crafting material of the type of crate they are (cosmetic or weapon).

We’ve made a few small tweaks to the bosses for Steam players via Live Update as we continue to make sure the boss fights play out as we expect. You can find those here:


Hans
Group
  • Normal - Decreased HealthMod from .72 to ,69
  • Hard - Decreased HealthMod from .9 to .84
  • Suicidal - Decreased HealthMod from .89 to .83
  • HOE - Decreased HealthMod from 1.14 to 1.12

Solo
  • Normal - Increased Health Mod from .41 to .43
  • Hard - Increased SoloDamageMod from .48 to .52
  • Suicidal - Increased SoloDamageMod from .53 to .58
  • HOE - Increased SoloDamageMod from .67 to .68

Patriarch
Group
  • Normal - Decreased HealthMod from .83 to .76
  • Hard - Decreased HealthMod from 1.1 to 1.01
  • Suicidal - Decreased HealthMod from 1.02 to .96

Solo
  • Normal - Increased SoloDamageMod from .32 to .36
  • Hard - Increased SoloDamageMod from .42 to .45
  • Suicidal - Decreased SoloDamageMod from .53 to .52
Killing Floor 2 - [TW]Yoshiro
Hello everyone! Everyone here at Tripwire would like to thank you for joining us in the new year, both existing fans and new ones alike! We previously talked about our plans for this year: http://steamcommunity.com/games/232090/announcements/detail/741235031373014740

As well as released the beta of our next update (with its new map and weapon) over the holiday break: http://steamcommunity.com/games/232090/announcements/detail/683816754745206012

Since we’ve been back in office, we’ve been going over player feedback from that beta and working on changes and fixes as we prepare for its full release across all platforms later this month!

First I want to talk about some of the changes we are making based on player feedback:
  • Removed double .500’s from the Sharpshooters weapons list (however the single .500 still remains)
  • Toned down the damage and radius of the Microwave Gun’s ground fire
  • Increased the Bone Crusher’s block resistance
  • Increased Hans’ resistance to microwave damage
  • Increased Hans’ vulnerability to blunt and slashing damage
  • Increased Patriarch's vulnerability to blunt and slashing damage

There are some further tweaks for tuning solo play, making it a little more manageable for those who prefer to play alone, that we are still investigating before the update goes live. As always, everything is subject to change until the update goes live!

This update will also bring player emotes online, which were in the beta but inaccessible to players thus far. Today we want to talk about how they work. Players can equip one emote from their Gear Menu, which they can trigger during gameplay. When triggered, it pulls their camera into the third person view so the triggering player can enjoy the emote just as much as everyone else watching. Emotes will range from taunting to just pure fun (in this first batch, let us know what other types you would like to see). When this update goes live everybody will receive a standard emote for free.

You will have noticed that I said standard emote. Emotes come in two types, standard and deluxe. Deluxe emotes are the same animation as the standard emote, but have added particle effects and sounds. Additional emotes can be obtained via the ZedConomy, Steam market, and trading with your friends. In the future there will be other means of getting emotes such seasonal events and unlocks. Emotes cannot currently be crafted, but can be broken down into cosmetic material. Also, in relation to this, in the next update users should be able to break down crates into a common crafting material of the type of crate they are (cosmetic or weapon).

We’ve made a few small tweaks to the bosses for Steam players via Live Update as we continue to make sure the boss fights play out as we expect. You can find those here:


Hans
Group
  • Normal - Decreased HealthMod from .72 to ,69
  • Hard - Decreased HealthMod from .9 to .84
  • Suicidal - Decreased HealthMod from .89 to .83
  • HOE - Decreased HealthMod from 1.14 to 1.12

Solo
  • Normal - Increased Health Mod from .41 to .43
  • Hard - Increased SoloDamageMod from .48 to .52
  • Suicidal - Increased SoloDamageMod from .53 to .58
  • HOE - Increased SoloDamageMod from .67 to .68

Patriarch
Group
  • Normal - Decreased HealthMod from .83 to .76
  • Hard - Decreased HealthMod from 1.1 to 1.01
  • Suicidal - Decreased HealthMod from 1.02 to .96

Solo
  • Normal - Increased SoloDamageMod from .32 to .36
  • Hard - Increased SoloDamageMod from .42 to .45
  • Suicidal - Decreased SoloDamageMod from .53 to .52
...

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