Killing Floor 2 - [TW]Yoshiro
Hello everyone!

With the Summer Sideshow now behind us, the team is working hard towards the next big event! Before going into more detail on that (and some awesome new media to lead the way), we wanted to cover some other topics we know you, the community care deeply about.

First up, for those who may have missed our teasing, hinting, and outright saying it during the Alienware livestream at E3.... the next community voted weapon is the FN FAL! We’ll have some great new renders of it for you in the days to come along with the other new weapons joining the arsenal. Throughout the course of the Community Classic Weapon poll, several weapons have stood out as runner ups, the almost was, the could have beens. Today we plan to settle that debate in finality. Vote for your favorite Community Classic Killing Floor 1 weapon to return to Killing Floor 2! They won’t be back on the next poll!

https://docs.google.com/forms/d/e/1FAIpQLSfIEh1fmpu9pcotx8QLDAqt1AAul0foNU-7Qq0zwGGjGLVYdQ/viewform


Two other topics we’ll be talking more about in the weeks to come are Matchmaking (it’s being overhauled and rebuilt for a better player experience!) and ZedConomy refinements based on player feedback. These will be at the core of several Quality of Life improvements we are working towards for players, with more details to come as development continues. Some of the items we mention over the coming weeks may not make it into the next major update due to the complexity of the work involved, but we want you to know that work is underway!

And now for something special. This Halloween, the Zeds are dressing up in their Halloween finest and today we present to you the Halloween Clot and Crawlers.





What could the other Zeds be? Why are they getting all dressed up? Let this be an invitation of the mind if you will, what are your guesses for the theme, setting and Zeds for this Halloween?
Killing Floor 2 - [TW]Yoshiro
Killing Floor 2 - [TW]Yoshiro
The changelog is as follows:

Balance
Enemies
  • E.D.A.R.s
    • Shotgun damage types do 20% more damage
    • Explosive damage types do 150% more damage
    • Core hitzone is larger to make it easier to hit.

Perk and Weapons
  • Reload canceling has returned
  • All Dual pistols ammo is registered at the second mag insert instead of first.
Note: Additional fixes will be coming to target specific exploits still available with reloading canceling

Bug Fixes
Zeds
  • Fixed an issue where unexploded grenades may deal repeated damage.
  • Fixed an issue where the King Fleshpound’s laser would go through walls and objects.

User Interface
  • Fixed an issue where parties were showing inaccurate prestige info.
  • Fixed an issue where the M99 had its fill price cut off in the Trader.
  • Fixed an issue where audio settings were not reset when hitting “Reset to Default”

Platform Specific Fixes
PC/Steam
  • Fixed an issue where some cosmetics/skins were not marketable in the Steam marketplace
  • Fixed an issue where the game may crash using Nvidia’s FLEX
Killing Floor 2 - Valve
Play Killing Floor 2 for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup Killing Floor 2 at 60% off the regular price!*

If you already have Steam installed, click here to install or play Killing Floor 2. If you don't have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time
Killing Floor 2 - contact@rockpapershotgun.com (Dominic Tarason)

Killing Floor 2

For all its gore-drenched mayhem, I’m starting to think that Tripwire’s co-op FPS Killing Floor 2 might not be the most serious of games. Maybe it’s the ridiculous steampunk hats and vengeful zombie clowns that gave it away? Either way, the game just launched its big summer event, and it’s bringing a lot of chunky new (and entirely free) content to the game, including a steampunk airship map which plays host to an all-new game mode. Oh, and Claudia Black voices a playable character now. Y’know – her from Firefly.

(more…)

Killing Floor 2 - [TW]Yoshiro
https://www.youtube.com/watch?v=5xkjL59MpvQ&

Is now live! The changelog for this update (1067) can be found below:

Highlights
  • 2 New Maps
    • Objective Survival - Airship
    • Survival - Lockdown
  • Two New Objective Types for Airship
    • Weld and Repair
    • Operate and Control
  • 4 New Weapons
    • M99 AMR for Sharpshooter
    • Static Strikers for Berserker
    • Doomstick for Support
    • Goreshiv knife for the Survivalist
  • Weapon Upgrade System
    • Players can use the Trader Pod to upgrade weapons to Tier 5
    • Raises damage but may incur extra weight
    • Raises medic dart recharge rate for all Field Medic weapons
  • Prestige System
    • Reset level 25 Perks to 0 for XP bonus, Vault Dosh, and unique icons and weapon skins
  • New Paid DLC Character
    • Mrs. Foster, fully voiced by Claudia Black
  • New Enemies, E.D.A.R.
    • E.D.A.R. Trapper
    • E.D.A.R. Blaster
    • E.D.A.R. Bomber
  • Time-Limited Summer Objectives, Tickets, and Items
    • Airship summer objectives to earn a Steampunk Outfit Bundle
    • Summer Sideshow event tickets
    • Steampunk cosmetics
  • Zedconomy
    • Neon MKII Encrypted USB
    • Bluefire Encrypted USB
  • Dosh Vault
    • Added Tier 2 weapon Skins
  • New Steam Achievements for Airship, Lockdown, and their Collectibles


General
  • New Summer Sideshow models for the Rioter, E.D.A.R.s, King Fleshpound, and Abomination
  • Added Daily objectives for E.D.A.Rs., Doomstick, Static Strikers, and M99 AMR
  • Added messaging on the in-game chat box whenever a player initiates the SKIP TRADER feature
  • Added an UPGRADE button to the Trader Pod menu weapon preview window. Players can select it to pay and upgrade weapons
  • Upgraded weapons will have a yellow-orange glow instead of a green one for the pickup model to help tell the difference between a weapon that is upgraded and one that is not
  • Added audio to the command wheel THANK YOU command for all playable characters
  • Added new default main menu music track by Rocky Gray
    • “Monstrosity”

  • Added new music tracks for Airship by Rocky Gray
    • “Brass and Steam”
    • “Fight in Flight”
    • “Red Mist”
    • “The Craft”
    • “Zed Destroyer”

  • Added Ringmaster Lockheart voice audio as the Trader voice for Airship
    • Voiced by David Lodge

  • Reverted changes to picking up and throwing dosh. Nearby players will immediately pick up thrown dosh
  • Made sound and FX adjustments to the nuke explosion generated by the Demolitionist ZED TIME - Destroyer of Worlds perk skill
  • Added new Summer Sideshow video slides to the main menu
  • Adjusted texture and material of Summer Sideshow Elite Crawler model to help better tell the difference from its normal variant
  • Adjusted the 1st person reload sounds to be louder
  • Added additional layers of dosh pallets to the Dosh Vault to see more dosh in the vault
  • Added a News button on the main menu HOME tab for players to see the latest news about Killing Floor 2
  • Added a delay to blocking zeds so that the damage and incapacitation mitigation does not occur instantaneously
  • Changed the text for the Trader Pod “Auto-Upgrade” feature to “Auto-Trade” to avoid confusing the feature with the new weapon upgrade system


Balance
Survival Game Mode
  • Wave Configuration
    • Hell On Earth wave modifications to improve challenge for all game lengths


Endless Game Mode
  • Wave Configuration
    • Hell on Earth wave modifications to improve challenge

  • Hell On Earth Difficulty
    • Bosses do 100% damage regardless of wave

  • Outbreaks
    • Boom Mode
      • Reduced the amount of Zeds by 60%

    • Cranium Cracker Mode
      • E.D.A.R.s temporarily removed. This will cause Stalkers and Husks to also be temporarily removed because E.D.A.R.s share the same spawn pool as Stalkers and Husks

  • Special Zed Waves
    • Clot and Crawler Waves
      • 100% more total Zeds
      • Spawn rate raised by 900%
      • Clots now spawn enraged

    • Stalker Waves
      • Spawn rate raised by 200%
      • Chance to have E.D.A.R.s spawn with Stalkers

    • Siren Waves
      • Reduced the amount of Zeds by 50%
      • Spawn rate raised by 100%

    • Husk Waves
      • Reduced the amount of Zeds by 25%
      • Chance to have E.D.A.R.s spawn with Husks

    • Gorefast Waves
      • Reduced the amount of Zeds by 25%
      • Spawn rate raised by 50%

    • Bloat Waves
      • Reduced the amount of Zeds by 50%
      • Spawn rate raised by 50%

    • Scrake and Fleshpound Waves
      • Chance to happen on all difficulties
      • Reduced the amount of Zeds by 80%
      • Spawn rate reduced by 75%


Enemies
  • E.D.A.R.s
    • Chance to spawn reduced by 30% on all difficulties
    • Base chest armor health reduced from 500 to 225
    • Base head armor health increased from 550 to 600
    • Base body health increased from 562 to 775
    • Base sprint speed increased from 550 to 600
    • Base sprint distance increased from 1500 to 5000
    • Critical hit zone damage modifier on core increased from 1.4x to 3.5x
    • Critical hit zone core located in the center area once chest armor is destroyed
    • Base fire damage vulnerability increased from 0.75x to 1.5x
    • Base microwave damage vulnerability increased from 2.0x to 3.25x

  • E.D.A.R. Trapper
    • Max attack range of EMP beam decreased from 4000UU to 550UU


Designer Note - E.D.A.R.s are our newest, ranged enemies, and there are three variations of them known as the Trapper, Bomber, and Blaster. Upon their initial reception during the beta, they were exceedingly difficult to kill, and this added a layer of frustration when dealing with them. We adjusted the values to promote destroying their chest armor and shooting the core. The further adjustments should make them easier to kill now. Also, the Trapper should not be able to trap players through walls and obstacles anymore (Sorry about that!).

  • Scrake
    • Raised vulnerability to Microwave damage by 10%
    • Bleed status effect vulnerability increased from 50% to 75%

  • Fleshpound
    • Raised vulnerability to Microwave damage by 10%
    • Bleed status effect vulnerability increased from 25% to 75%

  • Quarterpound
    • Bleed status effect vulnerability increased from 50% to 75%

  • Slasher
    • Suicidal Difficulty
      • Sprint chance raised from 50% to 85%

    • Hell On Earth Difficulty
      • Sprint chance raised from 70% to 95%

  • Cyst
    • Hard Difficulty
      • Sprint chance on damaged raised from 1% to 70%

    • Suicidal Difficulty
      • Sprint chance raised from 5% to 50%

    • Hell On Earth Difficulty
      • Sprint chance raised from 40% to 85%
      • Sprint chance on damaged raised from 80% to 100%

  • Alpha Clot
    • Hard Difficulty
      • Sprint chance on damaged raised from 5% to 70%

    • Suicidal Difficulty
      • Sprint chance raised from 5% to 50%

    • Hell On Earth Difficulty
      • Sprint chance raised from 75% to 85%

  • Siren
    • Scream radius reduced from 800UU to 600UU
    • Sprint speed raised from 200 to 275
    • Suicidal Difficulty
      • Sprint chance on damaged raised from 5% to 65%

    • Hell on Earth Difficulty
      • Sprint chance on damaged raised from 10% to 85%


Designer Note - We raised the speed of the Siren so that they are able to advance quicker to players. They were very slow previously, so this new change could result in them reaching players and performing screams more effectively. We then lowered the scream radius to tone down their damage to counteract them being able to potentially reach players faster. We are looking to continue adjusting the Siren in response to community feedback.

  • Hans
    • Suicidal Difficulty
      • Evade chance on damage reduced from 20% to 10%

    • Hell On Earth Difficulty
      • Evade chance on damage reduced from 20% to 10%
      • Supporting Zeds
        • Quarterpounders added
        • Scrakes added

  • Patriarch
    • Hell on Earth Difficulty
      • Supporting zeds
        • Cysts removed


Upgrade System
  • Upgrade sell values for singles and dualies lowered from 75% to values between ~15% and ~40% of original upgrade prices. This does not affect the dual 9MM pistols.


Designer Note - This was a temporary solution to make it harder to exploit from a trick with upgraded singles and dualies that allowed users to earn more dosh than intended. A long-term fix for the issue should now be out with this patch, and we will revert the temporary solution as soon as possible.

Maps
  • Zedlanding
    • Global spawn rate increased slightly



Perk and Weapons

Offperk
  • 9MM Pistol and Dual 9MM Pistols
    • Base bullet damage raised from 15 to 25
    • Upgrade to Tier 1 damage modifier reduced from 1.3x to 1.2x
    • Upgrade to Tier 2 damage modifier reduced from 1.6x to 1.4x
    • Upgrade to Tier 3 damage modifier reduced from 1.9x to 1.6x
    • Upgrade to Tier 4 damage modifier reduced from 2.2x to 1.8x
    • Upgrade to Tier 5 damage modifier reduced from 2.5x to 2.0x
    • Fire rate reduced by 14%
    • Max ammo capacity reduced from 240 to 90
    • Ammo cost raised from 8 to 12 per magazine for single 9MM Pistol
    • Ammo cost raised from 16 to 24 per magazine for Dual 9MM Pistols


Designer Note - The 9MM and Dual 9MM Pistols have been readjusted to promote its power as a backup weapon. Our hope is that the adjustments provide a more impactful experience than the previous version of the 9MM Pistols. During the beta, we received feedback concerning their performance and power, so we adjusted the values to tone that power down a bit. The adjustments should allow it to still be applicable to most Zeds without it being a weapon that can dispatch large Zeds easily.

Firebug
  • Microwave Gun
    • Base Weight reduced from 10 to 9
    • Stream damage raised from 14 to 16
    • Base Alt-Fire blast damage raised from 200 to 210
    • Amount of ammo from ammo boxes raised from 40 to 50
  • Huskcannon
    • Base charge damage reduced from 100 to 80. Full Charge damage reduced from 450 to 360
    • Max ammo capacity reduced from 280 to 260
    • Upgrade to Tier 5 damage modifier reduced from 1.115x to 1.1x
  • Flamethrower
    • Base Weight reduced from 8 to 7
    • Base stream damage reduced from 21 to 18
    • Purchase cost raised from 1100 to 1200
  • Incendiary Trench Gun / Dragonsbreath
    • Weapon name changed to “Dragonsbreath”
    • Bullet pellets reduced from 9 to 8


Designer Note - The Microwave Gun struggled as a Tier 4 weapon when compared to other Firebug weapons. We adjusted the values to promote its damage and clearing ability, and the reduction in weight should help broaden weapon combinations with it. As for the Huskcannon, we brought the damage and ammo down because it was becoming a powerhouse against all Zeds. Lastly, we adjusted the Flamethrower and Dragonsbreath to align them better with their other Firebug weapon counterparts.

Berserker
  • Static Strikers
    • Available for purchase from the Trader
    • Tier 4 weapon
    • Heavy attack EMP incapacitation power reduced from 49 to 45
    • Heavy attack knockdown incapacitation power reduced from 150 to 90
    • Purchase cost is 1600
  • Eviscerator
    • Base Weight reduced from 10 to 9
    • Base saw blade projectile damage reduced from 480 to 300
    • Amount of gas ammo from ammo boxes reduced from 125 to 50
  • Bonecrusher
    • Base Weight reduced from 9 to 8
    • Base bash damage reduced from 175 to 165
    • Base heavy swing damage increase from 165 to 175
    • Parry damage mitigation raised from 60% to 70%
    • Purchase cost raised from 1500 to 1600
  • Zweihander
    • Base Weight raised from 6 to 7
    • Purchase cost raised from 1100 to 1300
  • Pulverizer
    • Purchase cost raised from 1200 to 1300
  • Nailgun
    • Base Weight reduced from 6 to 5
    • Base bullet damage reduced from 30 to 25
    • Fire rate raised by 33%
    • Number of nails per shot raised from 7 to 8
    • Ammo cost raised from 20 to 26 per magazine
    • Purchase cost raised from 600 to 750
  • Katana
    • Base Weight raised from 3 to 4
    • Purchase cost raised from 600 to 850


Designer Note - Most of the Berserker weapons have solid utility, high power, and/or the lack of having to buy ammunition. Berserkers could save dosh and advance to their next weapon tier comfortably, so we wanted to tone that down by increasing their prices. Next, the Eviscerator was a weapon that was highly effective against small and large Zeds. The adjustments made should reduce that effectiveness against the larger Zeds while keeping the same consistent gameplay behavior for the smaller Zeds. We also made adjustments to the incapability of the Static Strikers. It should still be able to incap most Zeds while allowing larger Zeds to be more threatening. Before, its high incapability shut down Scrakes and Fleshpounds with too much ease.

Sharpshooter
  • M99 AMR
    • Available for purchase from the Trader
    • Tier 5 weapon
    • Cannot be upgraded
    • Max ammo capacity reduced from 31 to 21
    • Ammo cost raised from 25 to 38 per magazine
    • Purchase cost is 2500
  • Railgun
    • Base Weight reduced from 10 to 9
    • Max ammo capacity raised from 21 to 33
    • Base manual shot damage reduced from 750 to 560
    • Base homing shot damage reduced from 375 to 280
    • Upgrade to Tier 5 damage modifier raised from 1.1x to 1.25x
    • Ammo cost reduced from 25 to 20 per magazine
  • M14 EBR
    • Base bullet damage reduced from 90 to 80
    • Ammo cost reduced from 60 to 53 per magazine
  • SPX 464 Centerfire
    • Base bullet damage reduced from 180 to 165
    • Ammo cost raised from 50 to 55 per magazine
  • Winchester 1894
    • Base Weight reduced from 5 to 4


Designer Note - The Railgun and M99 were both extremely powerful weapons, and both mechanically served the same purpose during the beta. So, to help differentiate the two weapons, we adjusted them so that the Railgun is a weaker, safer alternative to the M99’s high-risk, high-reward gunplay. As for The M14 EBR and SPX 464 Centerfire, the two weapons were considered a bit too strong for their tiers. They received adjustments to better align them with their tier level.

Support
  • Doomstick
    • Available for purchase from the Trader
    • Tier 4 weapon
    • Max ammo reduced from 76 to 44
    • Upgrade to Tier 5 damage modifier reduced from 1.17x to 1.1x
    • Ammo cost raised from 25 to 40 per magazine
    • Purchase cost is 1500
  • M4 Combat Shotgun
    • Base Weight reduced from 7 to 6
    • Bullet pellets raised from 7 to 8
  • Double-barrel Boomstick
    • Base Weight raised from 4 to 5
    • Bullet pellets reduced from 12 to 10
    • Reload speed raised from 0.88 seconds to 1 second
    • Ammo cost raised from 11 to 13 per magazine
    • Purchase cost raised from 650 to 750


Designer Note - We modified the stats of the Doomstick to tone down its powerful performance during the betas. It should still be a strong weapon against all the Zeds, but it should not be as sustainable as it was before. As for the M4 Combat Shotgun, it was still underperforming a bit for its tier. The further adjustments should help bring it up to par. And lastly, the Boomstick was performing above its tier so we modified its values to level its strong performance.

Commando
  • Perk Skill “FallBack”
    • 9MM and Knife damage reduced from 110% to 50%

SWAT
  • Perk Skill “Close Combat Training”
    • 9MM and Knife damage reduced from 110% to 50%
  • Heckler & Koch UMP
    • Ammo cost reduced from 45 to 36 per magazine
  • P90 SMG
    • Ammo cost reduced from 50 to 40 per magazine
  • MP5RAS SMG
    • Ammo cost reduced from 33 to 28 per magazine


Designer Note - We lowered the damage bonus from the “Close Combat Training” And “Fallback” Perk skills because the original bonuses granted an excessive damage potential for the 9MM Pistols. During the beta, the 9MM Pistols were too strong as a backup weapon due to the upgrade modifiers and Perk skills. We modified both, and we’re keeping an eye out for community feedback and impressions on these changes.

Field Medic
  • Hemogoblin
    • Base bullet damage reduced from 70 to 50. This will also reduce bleed DOT damage and the toxic DOT damage from the Perk skill, Acidic Rounds
    • Base bleed over time damage reduced from 25 to 15 every bleed tick
    • Heal dart recharge rate reduced from 15 seconds to 12 seconds
    • Max ammo capacity increased from 84 to 98
    • Base reload speed reduced from 3.6 seconds to 2.34 seconds
    • Tactical reload speed reduced from 2.4 to 1.7
    • Weapon equip speed reduced from 1 seconds to 0.6 seconds
    • Weapon unequip speed reduced from 0.6 seconds to 0.5 seconds
    • Incapacitation modifier from Bleed effect increased from 30% to 50%
    • Ammo cost reduced from 40 to 35 per magazine
    • Upgrade to Tier 4 damage modifier reduced from 1.6x to 1.4x

  • HMTech-301 Shotgun
    • Fire rate reduced by 33%

  • HMTech-201 SMG
    • Base bullet damage raised from 15 to 17
    • Medic dart charge ammo use reduced from 50 to 40 per shot


Designer Note - We made a lot of modifications to the Hemogoblin in response to community feedback. It should now feel more like a support weapon, and its main role is to debilitate Zeds. Its damage potential should take care of weak Zeds with a single shot while not enraging larger Zeds as easily. We also raised the vulnerability of receiving the Bleed status for Scrakes, Fleshpounds, and Quarterpounds. It should be easier now to inflict Bleed on them even if they are enraged and have their incapacitation resistance boosted. We hopefully improved the experience of using the weapon with a lot of our tuning, and we look forward to receiving feedback about the changes. Lastly, we made adjustments to the HMTech-301 Shotgun and HMTech-201 SMG to align them better with their tier levels.

Demolitionist
  • M16 M203
    • Base bullet damage raised from 30 to 33
    • Grenade round impact damage raised from 225 to 230
    • Grenade round explosion damage raised from 225 to 230
    • Fire rate reduced by 4.5%
    • Grenade round ammo cost raised from 13 to 15 per round


Designer Note - We made adjustments to the M16 M203 to boost its damage potential slightly as it was underperforming a bit for its tier. We’re continuing to keep an eye out on this weapon to make further adjustments from community feedback.

Survivalist
  • Freezethrower
    • Base Weight reduced from 8 to 7



Designer Note - We greatly appreciate all the community feedback, and we will do our best to incorporate as much as we can with further, future adjustments! A lot of the weapons were due for some modifications to hopefully improve overall balance of our game. To help clarify, we released the tuning alongside the weapon upgrade system, but we did not make most of these modifications because of the weapon upgrade system. Thank you all very much for supporting us, giving us feedback, and playing our game!

Bug Fixes
General
  • Fixed an issue where a player could hold duplicates of a single-handled pistol
  • Fixed an issue where Trader skip votes weren’t being cleared for each new wave
  • Fixed an issue where the Mac-10 still had head bob
  • Fixed an exploit where the Railgun could do full damage using auto lock mode
  • General hitching improvements
  • Fixed an issue where a player may lose their 1st person hands after switching/loading weapons
  • Fixed an issue where explosion decals may appear on Stand Your Ground area borders
  • Fixed an issue where some Dosh Vault items had a different Dosh Vault icon on their picture
  • Fixed an issue where the Dosh Vault crate opening audio could get caught in a loop
  • Fixed an issue where the Goreshiv was not counting for Knife damage in the Daily Objective
  • Fixed an issue where Prestige knife skins may fail to be granted


Gameplay
  • Fixed an issue where Zeds were not enlarging in the Outbreak Beefcake wave of Endless mode
  • Fixed an issue where the Resupply Pack Support Perk skill was not providing bonus ammunition to players
  • Fixed an issue where the Bloat’s puke did not damage players if it becomes stumbled during the puke animation
  • Fixed an issue where Support and Demolitionist players could grant more ammunition than intended during Trader Time
  • Fixed an issue where players could parry one another
  • Fixed an issue where Berserker players could keep the Parry skill effects indefinitely by switching perks during Trader Time while having the Parry skill effect active
  • Fixed an issue where the M99 AMR weapon parts may stop animating
  • Fixed an issue where players could perform an exploit to gain more dosh than intended off of upgraded single and dual pistols
  • Fixed an issue where the HMTech-201 SMG did not play a 3rd person half reload animation
  • Fixed an issue where the Weapon Upgrade system could allow a player to go over the weight limit
  • Fixed an issue where the Doomstick was spending two rounds on the Alt-Fire instead of its intended four
  • Fixed an issue where players could go overweight using upgraded dual pistols


Zeds
  • Fixed an issue where the King Fleshpound’s laser was continually ticking damage
  • Fixed an issue were the Siren’s scream range was further than the visual effect
  • Fixed an issue where Fleshpounds were no longer destroying and knocking over smaller Zeds when charging
  • Fixed an issue where E.D.A.R.s were inconsistent with other Zeds in Cranium Cracker Weekly objective
  • Put measures in place to alleviate E.D.A.R. Trapper EMP beam going through map geometry
  • Fixed an issue where Zeds were not recovering from knockdown


Map
  • Fixed an issue where Zeds would get stuck on Power Core
  • Fixed a clipping piece of ceiling on Nuked
  • Fixed an issue where some Zeds were getting stuck on the vents in Lockdown
  • Fixed an issue where Lockdown’s ambient noise was not respecting player settings
  • Fixed an issue where an unobtainable ammo box would spawn on Airship
  • Fixed an issue where the Abomination could not fit through certain doors on Lockdown
  • Fixed a handful of staircase and railing collision issues on Airship


User Interface
  • Fixed and issue where the Mac-10 was not listed under a type category in the Trader Menu
  • Fixed an issue where C4 would not work with Quick Switch
  • Fixed an issue where the game difficulty of an Endless server was displaying the incorrect difficulty information for servers on the Server Browser
  • Fixed an issue where the Friendly HUD Scaling was not respecting the player’s setting
  • Fixed an issue where the Seasonal objectives were visible and able to be completed while playing on Tragic Kingdom


Cosmetic
  • Fixed an issue where the AK-12 Tactical Mint skin was showing up as a gray box
  • Fixed an issue where certain Dosh Vault Precious skins did not have the “V” Vault logo
  • Fixed an issue where Cyberpunk Arm Screens could not be equipped
  • Fixed an issue where Rae’s Cyberpunk outfits were inconsistent between 1st and 3rd person views
  • Fixed an issue where a large number of cosmetics would not show up correctly when using the filter search


Platform Specific Fixes
PC/Steam
  • Fixed an issue where the HMTech-401 Horzine Elite Red skin was not tradable or marketable


PS4 and Xbox One
  • Fixed an issue where audio was distorting on later match waves
  • Made improvements for users who had trouble with inventory loading
  • Made improvements for users who had trouble sending or receiving group invites
Killing Floor 2

PC Gaming Show sponsor Tripwire showed up at the event today to reveal Killing Floor 2's Summer Sideshow event: Treacherous Skies. The update adds a new Tripwire map, Airship, as well as a community map, Endless Lockdown. There'll also be new character DLC in Mrs. Foster, plus several new features.

Most notably, you'll be able to upgrade any weapon to make it viable in later waves—no having to give up your favorite. A Prestige system will be added, too, allowing players to reset their perks after level 25 for an exclusive weapon skin and vault dosh rewards. The new weapons are: M99 AMR Sniper Rifle for Sharpshooter, Static Strikers for Berserker, Doomstick for Support, and the Goreshiv Survivalist Knife.

Check out the trailer above to see the new map. You won't have to wait much to play it, as The Summer Sideshow: Treacherous Skies update releases tomorrow, June 12, and is free.

Killing Floor 2 - [TW]Yoshiro
Highlights
  • All weapons that were previously Tier 4 have been reverted back to Tier 4 with some additional tuning done on a few weapons.
  • Adjustments to E.D.A.R.s to improve their experience
  • Improvements to the lag and hitches experienced during gameplay


Balance
Offperk
  • 9MM Pistol and Dual 9MM Pistols
    • Upgrade to Tier 1 damage modifier reduced from 1.3x to 1.2x
    • Upgrade to Tier 2 damage modifier reduced from 1.6x to 1.4x
    • Upgrade to Tier 3 damage modifier reduced from 1.9x to 1.6x
    • Upgrade to Tier 4 damage modifier reduced from 2.2x to 1.8x
    • Upgrade to Tier 5 damage modifier reduced from 2.5x to 2.0x


Designer Note - The 9MM Pistol and Dual 9MM Pistols were powerful due to their upgrade damage modifiers. We adjusted them down as the weapon is not meant to be a main weapon to kill all Zeds, but rather, a backup weapon. The adjustments should allow it to still be applicable to most Zeds without it being a weapon that can dispatch large Zeds easily.

Firebug
  • Microwave Gun
    • Reverted stats back to Tier 4
    • Base Weight is now 9
    • Stream damage is now 16
    • Alt-Fire blast damage is still 210
  • Huskcannon
    • Reverted stats back to Tier 4
    • Base charge damage is now 80. Full Charge damage is now 360
    • Max ammo reduced from 280 to 260
    • Upgrade to Tier 5 damage modifier reduced from 1.115x to 1.1x



Berserker
  • Eviscerator
    • Reverted stats back to Tier 4
    • Saw blade projectile damage is now 300
    • Base Weight is now 9
    • Amount of gas ammo from ammo boxes is still 50
  • Bonecrusher
    • Reverted stats back to Tier 4
    • Bash damage is now 165
    • Heavy swing damage is now 175
    • Base Weight is now 8
    • Purchase cost is now 1600
  • Static Strikers
    • Reverted stats back to Tier 4
    • Heavy attack emp power reduced from 49 to 45
    • Heavy attack knockdown power reduced from 150 to 90
    • Purchase cost is now 1600


Designer Notes - The Eviscerator was a weapon that was highly effective against small and large Zeds. The adjustments made should help reduce that effectiveness against the larger Zeds while keeping the same consistent gameplay behavior for the smaller Zeds. We also made adjustments to the incapability of the Static Strikers. It should still be able to incap most Zeds while allowing larger Zeds to be more threatening. Before, it’s high incapability shut down Scrakes and Fleshpounds with too much ease.

Sharpshooter
  • Railgun
    • Reverted stats back to Tier 4
    • Base Weight reduced from 10 to 9
    • Manual fire Damage reduced from 750 to 560
    • Homing fire damage reduced from 375 to 280
    • Total ammo increased from 21 to 33
    • Ammo cost reduced from 25 per mag to 20 per mag
    • Upgrade to Tier 5 damage modifier raised from 1.1x to 1.25x
  • M99 AMR
    • Set as a Tier 5 weapon
    • Removed ability to upgrade
    • Total ammo reduced from 31 to 21
    • Ammo cost raised from 25 per mag to 50 per mag
    • Purchase cost is now 2500


Designer Note - The Railgun and M99 are extremely powerful weapons, and both mechanically serve the same purpose. We adjusted them both so that the Railgun is a more weaker, safer alternative to use versus the high-risk, high-reward gunplay of the M99. We will do further adjustments depending on the community feedback from the Beta 2 patch.

Support
  • AA12
    • Reverted stats back to Tier 4
  • Doomstick
    • Reverted stats back to Tier 4
    • Ammo cost raised from 25 per mag to 40 per mag
    • Max ammo reduced from 76 to 44
    • Upgrade to Tier 5 damage modifier reduced from 1.17x to 1.1x
    • Purchase cost is now 1500


Designer Note - The Doomstick was a powerhouse of damage with a high enough ammo pool to warrant it as an exceedingly effective gun. It should still be a high-damage weapon, but we adjusted the ammo and ammo price per magazine so that it is not a sustainable weapon to use for every situation. It’s main purpose is to kill larger Zeds.

Commando
  • Perk Skill “FallBack”
    • 9MM and Knife damage reduced from 110% to 50%
  • SCAR-H Assault Rifle
    • Reverted stats back to Tier 4
  • Stoner 63A LMG
    • Reverted stats back to Tier 4


SWAT
  • Perk Skill “Close Combat Training”
    • 9MM and Knife damage reduced from 110% to 50%
  • Kriss SMG
    • Reverted stats back to Tier 4



Field Medic
  • HMTech-401 Assault Rifle
    • Reverted stats back to Tier 4
  • Hemogoblin
    • Bullet damage reverted from 70 to 50. This will also reduce bleed DOT damage and the toxic DOT damage from the Perk skill, Acidic Rounds
    • Upgrade to Tier 4 damage modifier reduced from 1.6x to 1.4x


Designer Note - We are lowering the damage of the Hemogoblin because it’s main functionality is not damage. Rather, the weapon is meant to be used to debilitate Zeds. We are currently looking into improving that experience. As for now, we adjusted the damage down, and it should reduce the likelihood of enraging Scrakes and Fleshpounds accidentally in the meantime.

Gunslinger
  • AF2011-A1
    • Reverted stats back to Tier 4
  • Dual AF2011-A1
    • Reverted stats back to Tier 4
  • .500 Magnum Revolver
    • Reverted stats back to Tier 4
  • Dual .500 Magnum Revolver
    • Reverted stats back to Tier 4


Demolitionist
  • RPG-7
    • Reverted stats back to Tier 4
  • Seeker Six
    • Reverted stats back to Tier 4
  • C4
    • Removed ability to upgrade


Zeds
  • All E.D.A.Rs
    • Base chest armor health reduced from 500 to 225
    • Base head armor health increased from 550 to 600
    • Base body health increased from 562 to 775
    • Base sprint speed increased from 550 to 600
    • Base sprint distance increased from 1500 to 5000
    • Base critical hit zone damage on core increased from 1.4x to 3.5x
    • Critical hit zone core located in the center area once chest armor is destroyed.
    • Base fire damage vulnerability increased from 0.75x to 1.5x
    • Base microwave damage vulnerability increased from 2.0x to 3.25x
  • E.D.A.R. Trapper
    • Max attack range of EMP Beam decreased from 4000UU to 550UU


Designer Note - E.D.A.R.s were difficult to kill because of their high armor health values. We lowered the chest armor health and increased the damage modifier of their core to promote destroying the chest armor and shooting the core. The further adjustments should make them easier to dispatch while keeping their gameplay challenge the same. And lastly, we reduced the range of the E.D.A.R.s Trapper’s EMP Beam to help alleviate their frustration while we currently work on a fix for the bug where their beam goes through environment objects.

Upgrade System
  • Upgrade sell values for singles and dualies lowered from 75% to values between ~15% and ~40% of original upgrade prices. This does not affect the dual 9MM pistols.


Designer Note - This is a temporary solution to make it harder to exploit from a trick with upgraded singles and dualies that allowed users to earn more dosh than intended. We are working to implement a better fix for the release of the patch.

Maps
  • Zedlanding
    • Global spawn rate increased slightly



Weekly Outbreak
  • Cranium Cracker
    • E.D.A.R.s temporarily removed. This will cause Stalkers and Husks to also be temporarily removed because E.D.A.R.s share the same spawn pool as Stalkers and Husks.


Beta 2 Bug Fixes

Zeds
  • Fixed an issue where EDAR’s were inconsistent with other zeds in Headshots Only weekly objective.
  • Put measures in place to alleviate EDAR’s stun beam going through geometry.

Gameplay
  • Fixed an issue where the M99 weapon parts may stop animating.
  • Drastically reduced the ability to use dual pistols to gain dosh. A more in-depth and permanent fix is to come.
  • Fixed an issue where the HMTech 201 SMG did not play a 3rd person half reload animation.
  • Fixed an issue where the Weapon Upgrade system could allow a player to go over the weight limit.
  • Fixed an issue where the Doomstick was spending two rounds on the Alt-Fire instead of its intended 4.

General
  • General hitching improvements (may not be completely solved in all places, this is still WIP).
  • Fixed an issue where a player may lose their first person hands after switching/loading weapons.
  • Fixed an issue where explosion decals may appear on Stand Your Ground area borders.
  • Fixed an issue where some Vault items had a different Vault icon on their picture.
  • Fixed an issue where the Dosh Vault crate opening audio could get caught in a loop.

Map
  • Fixed an issue where some zeds were getting stuck on the vents in Lockdown.
  • Fixed an issue where Lockdown’s ambient noise was not respecting player settings.
  • Fixed an issue where an unobtainable ammo box would spawn on Airship.
  • Fixed an issue where the Abomination could not fit through certain doors on Lockdown.
  • Fixed a handful of staircase and railing collision issues on Airship.

UI
  • Fixed an issue where the Friendly HUD Scaling was not respecting the player’s setting.
  • Fixed an issue where the Seasonal Objectives were visible and able to be completed while playing on Tragic Kingdom.


Beta 2 Platform Specific Fixes
Xbox One/PS4
  • Fixed an issue where the picture for the Centerfire | Headshot Weekly | Mint skin was missing.
  • Fixed an issue where a bright light would be displayed on the Xbox main menu if the client wasn’t relaunched after a full install.
  • Fixed an issue where player game and cosmetic choices would be reset.
Killing Floor 2 - [TW]Yoshiro
Hello everyone!

First, a big thank you to everyone who has taken the chance to try out the preview beta currently available to our Steam fans. We have been tracking your feedback and bug reports and are working towards an updated beta build that we expect to push live next week. Here is ( a non exhaustive list of) what's changing:

Tier 4 weapons are back! In the first beta we dropped the tier 4’s to 3’s and modified their stats so that players could have an opportunity to bring other weapons into the late game if they chose (or continue to stick with their old favorites). We’ve heard the calls, and the tier 4’s are reverting back to their previous tier 4 status.

Work has also been continuing on the new E.D.A.R.’s. In the next beta build, players will be greater rewarded for hitting the weak point (which can be found in the chest after removing the armor located there). Doing so now does more damage, and killing them with a blow there will cause an EMP blast which will disable zeds close to the exploded E.D.A.R. A skilled marksman who knows where to shoot can land a penetrating blow before the armor has been destroyed!

Additionally the chest armor has been brought down, while the leg armor has gone up. And all of them are having some audio work to help telegraph their imminent impact to players. The Trappers now have a much shorter range on their beam, so players have more of a chance to engage them before they find themselves trapped!

Weapon and perk skill balance is also ongoing outside of the Tier weapon changes, and a few highlights include:
  • The Hemogoblin’s damage has been reduced
  • The Railgun has also had its damage reduced, weight reduced by 1, and ammo pool slightly increased
  • The M99 has been set as a Tier 5 weapon and had its price increased and ammo pool reduced
  • The Doomstick has had its ammo costs increased and ammo pool reduced

The last item we want to mention is the dynamic loading/memory improvements that are being worked on (and are the cause of several of the more obvious visual issues such as arms not loading as well as in game hitches), we hope to have wrapped up and fully implemented by the next beta update as well, so please keep a special eye out for any issues that may arise out of these changes.

To all those taking part in this preview beta, we look forward to your continued feedback and bug reports!
Killing Floor 2 - [TW]Yoshiro
Players will now find the summer opt-in beta available under the preview branch in the games properties in Steam. Server admins can also opt their servers into this branch using the following command:

app_update 232130 -beta preview

The work in progress changelog for this beta is as follows:

Highlights
  • 2 New Maps
    • Objective Survival - Airship
    • Survival - Lockdown

  • Two New Objective Types for Airship
    • Weld and Repair
    • Operate and Control

  • 4 New Weapons
    • M99 AMR for Sharpshooter
    • Static Strikers for Berserker
    • Doomstick for Support
    • Goreshiv Survivalist knife

  • Weapon Upgrade System
    • Players can use Trader Pod to upgrade weapons to Tier 5
    • Boosts damage but may incur extra weight
    • Boosts medic dart recharge rate for all Field Medic weapons

  • Prestige System
    • Reset level 25 Perks to 0 for XP bonus, Vault Dosh, and unique icons and weapon skins

  • New Paid DLC Character
    • Mrs. Foster, fully voiced by Claudia Black

  • New Enemies, E.D.A.R.
    • E.D.A.R. Trapper
    • E.D.A.R. Blaster
    • E.D.A.R. Bomber

  • Time-Limited Summer Objectives, Tickets and Items (event tickets and drops will not be part of the beta)
    • Airship Summer Objectives to earn a Steampunk Outfit Bundle
    • Summer Sideshow Event Tickets
    • Steampunk Cosmetics

  • Zedconomy
    • Neon MKII Encrypted USB
    • Bluefire Encrypted USB

  • Dosh Vault
    • Added Tier 2 Weapon Skins

  • New Steam Achievements for Airship, Lockdown, and their Collectibles


General
  • New Summer Sideshow models for the Rioter, E.D.A.R.s, King Fleshpound and Abomination
  • Added Daily Objectives for E.D.A.Rs., Doomstick, Static Strikers, and M99 AMR
  • Added messaging on the in-game chat box whenever a player initiates the SKIP TRADER feature
  • Added an UPGRADE button to the Trader Pod Menu weapon preview window. Players can select it to upgrade weapons for a price
  • Upgraded Weapons will have a yellow-orange glow instead of a green one for the pickup model to help tell the difference between a weapon that is upgraded and one that is not
  • Added audio to the command wheel THANK YOU command for all playable characters
  • Added new default main menu music track by Rocky Gray
    • “Monstrosity”
  • Added new music tracks for Airship by Rocky Gray
    • “Brass and Steam”
    • “Fight in Flight”
    • “Red Mist”
    • “The Craft”
    • “Zed Destroyer”
  • Added Ringmaster Lockheart voice audio as the Trader voice for Airship
    • Voiced by David Lodge
  • Reverted changes to picking up and throwing dosh. Nearby players will immediately pick up thrown dosh
  • Made sound and FX adjustments to the nuke explosion generated by the Demolitionist ZED TIME - Destroyer of Worlds perk skill
  • Added new Summer Sideshow video slides to the main menu
  • Adjusted texture and material of Summer Sideshow elite crawler model to help better tell the difference from its normal variant
  • Adjusted the 1st Person reload sounds to be louder
  • Added additional layers of dosh pallets to the Vault Dosh to see more dosh in the vault
  • Added a News button on the main menu HOME tab for players to see the latest news about Killing Floor 2
  • Added a delay to blocking zeds so that the damage and incap mitigation does not occur instantaneously
  • Changed the text for the Trader Pod “Auto-Upgrade” feature to “Auto-Trade”


Balance
Survival game mode
  • Wave configuration
    • Hell On Earth wave modifications to improve challenge for short, medium, and long game sessions

Endless game mode
  • Wave configuration
    • Hell on Earth wave modifications to improve overall challenge
  • Hell On Earth zed damage scale
    • Bosses do 100% damage regardless of wave
  • Outbreaks
    • Boom mode
      • Reduced the amount of Zeds by 60%
  • Special zed waves
    • Clot and Crawler waves
      • 100% more total zeds
      • Spawn rate raised by 900%
      • Clots now spawn enraged
    • Stalker waves
      • Spawn rate raised by 200%
      • Chance to have E.D.A.R.s spawn with Stalkers
    • Siren waves
      • Reduced the amount of Zeds by 50%
      • Spawn rate raised by 100%
    • Husk waves
      • Reduced the amount of Zeds by 25%
      • Chance to have E.D.A.R.s spawn with Husks
    • Gorefast waves
      • Reduced the amount of Zeds by 25%
      • Spawn rate raised by 50%
    • Bloat waves
      • Reduced the amount of Zeds by 50%
      • Spawn rate raised by 50%
    • Scrake and Fleshpound waves
      • Now can happen on all difficulties
      • Reduced the amount of Zeds by 80%
      • Spawn rate reduced by 75%


Zeds
  • Scrake
    • Raised vulnerability to Microwave damage by 10%
  • Fleshpound
    • Raised vulnerability to Microwave damage by 10%
  • Slasher
    • Suicidal difficulty
      • Sprint chance raised from 50% to 85%
    • Hell On Earth difficulty
      • Sprint chance raised from 70% to 95%
  • Cyst
    • Hard Difficulty
      • Sprint chance on damaged raised from 1% to 70%
    • Suicidal Difficulty
      • Sprint chance raised from 5% to 50%
    • Hell On Earth Difficulty
      • Sprint chance raised from 40% to 85%
      • Sprint chance on damaged raised from 80% to 100%
  • Alpha Clot
    • Hard Difficulty
      • Sprint chance on damaged raised from 5% to 70%
    • Suicidal Difficulty
      • Sprint chance raised from 5% to 50%
    • Hell On Earth Difficulty
      • Sprint chance raised from 75% to 85%
  • Siren
    • Scream radius reduced from 800UU to 600UU
    • Sprint speed raised from 200UU to 275UU
    • Suicidal Difficulty
      • Sprint chance on damaged raised from 5% to 65%
    • Hell on Earth Difficulty
      • Sprint chance on damaged raised from 10% to 85%
  • Hans
    • Suicidal Difficulty
      • Evade chance on damage reduced from 20% to 10%
    • Hell On Earth Difficulty
      • Evade chance on damage reduced from 20% to 10%
      • Supporting Zeds
        • Quarterpounders added
        • Scrakes added
  • Patriarch
    • Hell on Earth Difficulty
      • Supporting zeds
        • Cysts removed

Perks and Weapons
  • 9MM Pistol and Dual 9MM Pistols
    • Bullet damage raised from 15 to 25
    • Fire rate reduced by 14%
    • Max ammo reduced from 240 to 90
    • Ammo cost raised from 8 per mag to 12 per mag for single 9MM Pistol
    • Ammo cost raised from 16 per mag to 24 per mag for Dual 9MM Pistols

Firebug
  • Microwave Gun
    • Adjusted stats to Tier 3
    • Stream damage reduced from 14 to 13
    • Alt-Fire blast damage raised from 200 to 210
    • Amount of ammo from ammo boxes raised from 40 to 50
    • Base Weight reduced from 10 to 8
    • Ammo cost reduced from 100 per mag to 80 per mag
    • Purchase cost reduced from 1500 to 1200
  • Huskcannon
    • Adjusted stats to Tier 3
    • Base charge damage reduced from 100 to 60
    • Base Weight reduced from 8 to 7
    • Ammo cost reduced from 50 per mag to 40 per mag
    • Purchase cost reduced from 1500 to 1200
  • Flamethrower
    • Stream damage reduced from 21 to 18
    • Base Weight reduced from 8 to 7
    • Purchase cost raised from 1100 to 1200
  • Incendiary Trench Gun / Dragonsbreath
    • Bullet pellets reduced from 9 to 8
    • Weapon name changed to “Dragonsbreath”

Berserker
  • Eviscerator
    • Adjusted stats to Tier 3
    • Saw blade projectile damage reduced from 480 to 250
    • Bash damage reduced from 90 to 75
    • Chainsaw damage reduced from 29 to 24
    • Base Weight reduced from 10 to 8
    • Amount of gas ammo from ammo boxes reduced from 125 to 50
    • Sawblade ammo cost reduced from 75 per mag to 50 per mag
    • Purchase cost reduced from 1600 to 1300
  • Bonecrusher
    • Adjusted stats to Tier 3
    • Bash damage reduced from 175 to 150
    • Heavy swing damage reduced from 165 to 160
    • Light swing damage reduced from 80 to 73
    • Parry damage mitigation raised from 60% to 70%
    • Base Weight reduced from 9 to 7
    • Purchase cost raised from 1200 to 1300
  • Zweihander
    • Base Weight raised from 6 to 7
    • Purchase cost raised from 1100 to 1300
  • Pulverizer
    • Purchase cost raised from 1200 to 1300
  • Nailgun
    • Bullet damage reduced from 30 to 25
    • Fire rate raised by 33%
    • Number of nails per shot raised from 7 to 8
    • Weight blocks reduced from 6 to 5
    • Ammo cost raised from 20 per mag to 26 per mag
    • Purchase cost raised from 600 to 750
  • Katana
    • Base Weight raised from 3 to 4
    • Purchase cost raised from 600 to 850

Sharpshooter
  • Railgun
    • Adjusted stats to Tier 3
    • Max ammo raised from 21 to 24
    • Manual shot damage reduced from 750 to 562
    • Homing shot damage reduced from 375 to 281
    • Base Weight reduced from 10 to 9
    • Ammo cost reduced from 25 per mag to 20 per mag
    • Purchase cost reduced from 1500 to 1100
  • M14 EBR
    • Bullet damage reduced from 90 to 80
    • Ammo cost reduced from 60 per mag to 53 per mag
  • SPX 464 Centerfire
    • Bullet damage reduced from 180 to 165
    • Ammo cost raised from 50 per mag to 55 per mag
  • Winchester 1894
    • Base Weight reduced from 5 to 4

Support
  • AA12
    • Adjusted stats to Tier 3
    • Bullet damage reduced from 20 to 12
    • Base Weight reduced from 10 to 9
    • Ammo cost reduced from 82 per mag to 56 per mag
    • Purchase cost reduced from 1500 to 1100
  • M4 Combat Shotgun
    • Bullet pellets raised from 7 to 8
    • Base Weight reduced from 7 to 6
  • Double-barrel Boomstick
    • Bullet pellets reduced from 12 to 10
    • Reload speed raised from 0.88 seconds to 1 second
    • Base Weight raised from 4 to 5
    • Ammo cost raised from 11 per mag to 13 per mag
    • Purchase cost raised from 650 to 750

Commando
  • SCAR-H Assault Rifle
    • Adjusted stats to Tier 3
    • Bullet damage reduced from 55 to 42
    • Base Weight reduced from 6 to 5
    • Purchase cost reduced from 1500 to 1100
  • Stoner 63A LMG
    • Adjusted stats to Tier 3
    • Bullet damage reduced from 30 to 20
    • Base Weight reduced from 9 to 8
    • Ammo cost reduced from 70 per mag to 55 per mag
    • Purchase cost reduced from 1500 to 1100


SWAT
  • Kriss SMG
    • Adjusted stats to Tier 3
    • Bullet damage reduced from 33 to 29
    • Base Weight reduced from 6 to 5
    • Ammo cost reduced from 35 per mag to 26 per mag
    • Purchase cost reduced from 1500 to 1200
  • Heckler & Koch UMP
    • Ammo cost reduced from 45 per mag to 36 per mag
  • P90 SMG
    • Ammo cost reduced from 50 per mag to 40 per mag
  • MP5RAS SMG
    • Ammo cost reduced from 33 per mag to 28 per mag



Field Medic
  • HMTech-401 Assault Rifle
    • Adjusted stats to Tier 3
    • Bullet damage reduced from 35 to 25
    • Dart recharge rate raised from 10 seconds to 16 seconds
    • Base Weight reduced from 7 to 6
    • Ammo cost reduced from 40 per mag to 35 per mag
    • Purchase cost reduced from 1500 to 1100
  • HMTech-301 Shotgun
    • Fire rate reduced by 33%
  • Hemogoblin
    • Base reload speed reduced from 3.6 seconds to 2.34 seconds
    • Tactical reload speed reduced from 2.4 to 1.7
    • Weapon equip speed reduced from 1 seconds to 0.6 seconds
    • Weapon unequip speed reduced from 0.6 seconds to 0.5 seconds
  • HMTech-201 SMG
    • Bullet damage raised from 15 to 17
    • Medic dart charge ammo use reduced from 50 per shot to 40 per shot to 40

Gunslinger
  • AF2011-A1
    • Adjusted stats to Tier 3
    • Bullet damage reduced from 53 per bullet to 43 per bullet
    • Base Weight reduced from 3 to 2
    • Ammo cost reduced from 27 per mag to 23 per mag
    • Purchase cost reduced from 750 to 550
  • Dual AF2011-A1
    • Adjusted stats to Tier 3
    • Bullet damage reduced from 53 per bullet to 43 per bullet
    • Base Weight reduced from 6 to 4
    • Ammo cost reduced from 54 per mag to 46 per mag
    • Purchase cost reduced from 1500 to 1100
  • .500 Magnum Revolver
    • Adjusted stats to Tier 3
    • Bullet damage reduced from 160 to 130
    • Base Weight reduced from 3 to 2
    • Ammo cost reduced from 25 per mag to 22 per mag
    • Purchase cost reduced from 750 to 550
  • Dual .500 Magnum Revolver
    • Adjusted stats to Tier 3
    • Bullet damage reduced from 160 to 130
    • Base Weight reduced from 6 to 4
    • Ammo cost reduced from 50 per mag to 43 per mag
    • Purchase cost reduced from 1500 to 1100

Demolitionist
  • RPG-7
    • Adjusted stats to Tier 3
    • Rocket round impact damage reduced from 150 to 102
    • Rocket round explosion damage reduced from 750 to 510
    • Base Weight reduced from 9 to 8
    • Ammo cost reduced from 30 per round to 26 per round
    • Purchase cost reduced from 1500 to 1200
  • Seeker Six
    • Adjusted stats to Tier 3
    • Rocket round impact damage reduced from 120 to 82
    • Rocket round explosion damage reduced from 125 to 85
    • Base Weight reduced from 9 to 8
    • Ammo cost reduced from 40 per round to 26 per round
    • Purchase cost reduced from 1500 to 1200
  • M16 M203
    • Bullet damage raised from 30 to 33
    • Grenade round impact damage raised from 225 to 230
    • Grenade round explosion damage raised from 225 to 230
    • Fire rate reduced by 4.5%
    • Grenade ammo cost raised from 13 per round to 15 per round

Survivalist
  • Freezethrower
    • Base Weight reduced from 8 to 7

Bug Fixes
Zeds
  • Fixed an issue where the King Fleshpound’s laser was continually ticking damage.
  • Fixed an issue were the Siren’s scream range was further than the visual effect.
  • Fixed an issue where Fleshpounds were no longer destroying/knocking over smaller zeds when charging

Gameplay
  • Fixed an issue where Zeds were not enlarging in the Outbreak Beefcake wave of Endless mode
  • Fixed an issue where the Resupply Pack Support perk skill was not providing bonus ammunition to players
  • Fixed an issue where the Bloat’s puke did not damage players if it becomes stumbled during the puke animation
  • Fixed an issue where Support and Demolitionist players could grant more ammunition than intended during Trader Time
  • Fixed an issue where players could parry one another
  • Fixed an issue where Berserker players could keep the Parry skill effects indefinitely by switching perks during Trader Time while having the Parry skill effect active

General
  • Fixed an issue where a player could hold duplicates of a single-handled pistol
  • Fixed an issue where Trader skip votes weren’t being cleared for each new wave
  • Fixed an issue where the Mac-10 still had head bob
  • Fixed an exploit where the Railgun could do full damage using auto lock mode

Map
  • Fixed an issue where Zeds would get stuck on Power Core
  • Fixed a clipping piece of ceiling on Nuked

UI
  • Fixed and issue where the Mac-10 was not listed under a type category in the Trader Menu
  • Fixed an issue where C4 would not work with Quick Switch
  • Fixed an issue where the game difficulty of an Endless server was displaying the incorrect difficulty information for servers on the Server Browser

Cosmetic
  • Fixed an issue where the AK-12 Tactical Mint skin was showing up as a gray box
  • Fixed an issue where certain Vault Precious skins did not have the “V” Vault logo
  • Fixed an issue where Cyberpunk Arm Screens could not be equipped
  • Fixed an issue where Rae’s Cyberpunk outfits were inconsistent between First and Third Person views
  • Fixed an issue where a large number of cosmetics would not show up correctly when using the filter search


Platform Specific Fixes
PC/Steam
  • Fixed an issue where the HMTech-401 Horzine Elite Red skin was not tradable or marketable.

PS4 and Xbox One
  • Fixed an issue where audio was distorting on later match waves.
  • Made improvements for users who had trouble with inventory loading
  • Made improvements for users who had trouble sending or receiving group invites


Thank you to all who choose to help us out and give us feedback and bug reports!
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