ROSWELL, GA – November 18, 2016 – Tripwire Interactive, in collaboration with Deep Silver and Iceberg Interactive, is pleased to announce that their eagerly awaited co-op sci-fi horror FPS game, KILLING FLOOR 2, is available now globally on PC, and for the first time the franchise will be available for console gamers with versions for the newly launched PlayStation®4 Pro computer entertainment system and PlayStation®4 computer entertainment system platforms.
The sequel to the 3+ million unit selling PC game, Killing Floor, makes its console debut with this release, bringing with it, its trademark frenetic gunplay and larger than life gory visuals, completely amplified with fluid controls, sharper textures and overall increased fidelity. Today’s release marks the closure of KILLING FLOOR 2’s extremely successful time in the Steam Early Access phase, selling over 1+ million units and continuing to grow its loyal community. Those who have previously purchased the Early Access version will be able to update their game to reflect the full launch content, including the brand new Survivalist perk, available today.
“We’ve poured our heart and soul into perfecting KILLING FLOOR 2, seeing all of the community feedback from the Early Access phase was invaluable, and to see the game’s full release today is truly overwhelming,” said John Gibson, President of Tripwire Interactive. "We wanted to give existing fans the visceral action that this longstanding franchise is known for, as well as offer new fans a chance to experience the brutal joy that millions of gamers already know and love. Launching KILLING FLOOR 2 for the PC, and for the first time ever on consoles via the PlayStation 4 Pro and PlayStation 4 symbolizes the next step for us at Tripwire Interactive and we could not be more ecstatic.”
The digital PC base version of KILLING FLOOR 2 is available to purchase for $29.99 (US), ₤19.99 (UK) and €26.99 (EU) via Steam® and other digital outlets as well as the PC Digital Deluxe version for $39.99 (US) /£29.99 (UK) /€39.99 (EU). In collaboration with Deep Silver and Iceberg Interactive, the deluxe content of KILLING FLOOR 2 is included in the PC, PlayStation®4 and PlayStation®4 Pro retail and digital versions for $39.99 (US) /£29.99 (UK) /€39.99 (EU).
In KILLING FLOOR 2, players descend into continental Europe where the outbreak caused by Horzine Biotech’s failed experiment has quickly spread and gained unstoppable momentum, essentially paralyzing the European Union— Just one month after the events in the original KILLING FLOOR, the specimen clones are everywhere and civilization is in disarray; communications have failed, governments have collapsed, and military forces have been systematically eradicated. The people of Europe know survival and self-preservation too well and lucky survivors have gone into hiding.
Not all have given up hope though... A group of civilians and mercenaries have banded together to combat the outbreak and established privately funded operation bases across Europe. Upon tracking specimen clone outbreaks, players will descend into zed-laden hot zones and exterminate them.
KEY FEATURES:
Visceral Gore - KILLING FLOOR 2 ramps up the gore with a proprietary, high powered persistent blood system bringing new levels of fidelity to the genre. Players will send entrails, severed limbs, and blood flying as they wade through hordes of enemies. But they need to watch out! If caught, enemies will rip them, and their entire party limb from limb
6 player co-op or solo play— A multitude of varied playable characters await for players to choose from as they enter the fray in online co-op mode or solo mode for those willing to brave the horrific specimens alone
Versus Survival Game Mode - Be the Zed! A 12 player PvP mode where two teams take turns playing Humans vs. Zeds in a pair of short matches. In the first match, one team plays Humans and the other Zeds until the humans all die during a single round or they beat the boss. For the second match the teams switch sides and when the battle is completed both teams receive a score based on their performance and the higher score wins!
Terrifying Zeds - New enemies and fan favorites from the original game are back with expanded and smarter artificial intelligence, dishing out powerful attacks, working as a group to weaken the player’s party and pushing the challenge level and fear factor to new levels
Unique Blend Of Weaponry - From modern militaristic assault rifles, brutal improvised makeshift weapons, classic historical guns, and off the wall “Mad Scientist” weapons, KILLING FLOOR 2 has a unique blend of killing tools that will satisfy any gamer
Expanded Perk System - Perks from the original game have been reimagined with more added to the fold. All perks now progress with meaningful talent choices that amplify different play styles, giving players a progression path that is expansive and full of rewarding milestones
Brutal Melee Combat - KILLING FLOOR 2 reinvents melee combat completely. Players now have control over the type of melee attacks they can perform, enabling them to deliver bone-breaking crippling attacks to Zeds
KILLING FLOOR 2 is developed by Tripwire Interactive and is published by Deep Silver and Iceberg Interactive for the PlayStation®4 Pro, PlayStation®4, and PC. This title has been rated M by the ESRB, PEGI 18, USK 18.
ROSWELL, GA – November 18, 2016 – Tripwire Interactive, in collaboration with Deep Silver and Iceberg Interactive, is pleased to announce that their eagerly awaited co-op sci-fi horror FPS game, KILLING FLOOR 2, is available now globally on PC, and for the first time the franchise will be available for console gamers with versions for the newly launched PlayStation®4 Pro computer entertainment system and PlayStation®4 computer entertainment system platforms.
The sequel to the 3+ million unit selling PC game, Killing Floor, makes its console debut with this release, bringing with it, its trademark frenetic gunplay and larger than life gory visuals, completely amplified with fluid controls, sharper textures and overall increased fidelity. Today’s release marks the closure of KILLING FLOOR 2’s extremely successful time in the Steam Early Access phase, selling over 1+ million units and continuing to grow its loyal community. Those who have previously purchased the Early Access version will be able to update their game to reflect the full launch content, including the brand new Survivalist perk, available today.
“We’ve poured our heart and soul into perfecting KILLING FLOOR 2, seeing all of the community feedback from the Early Access phase was invaluable, and to see the game’s full release today is truly overwhelming,” said John Gibson, President of Tripwire Interactive. "We wanted to give existing fans the visceral action that this longstanding franchise is known for, as well as offer new fans a chance to experience the brutal joy that millions of gamers already know and love. Launching KILLING FLOOR 2 for the PC, and for the first time ever on consoles via the PlayStation 4 Pro and PlayStation 4 symbolizes the next step for us at Tripwire Interactive and we could not be more ecstatic.”
The digital PC base version of KILLING FLOOR 2 is available to purchase for $29.99 (US), ₤19.99 (UK) and €26.99 (EU) via Steam® and other digital outlets as well as the PC Digital Deluxe version for $39.99 (US) /£29.99 (UK) /€39.99 (EU). In collaboration with Deep Silver and Iceberg Interactive, the deluxe content of KILLING FLOOR 2 is included in the PC, PlayStation®4 and PlayStation®4 Pro retail and digital versions for $39.99 (US) /£29.99 (UK) /€39.99 (EU).
In KILLING FLOOR 2, players descend into continental Europe where the outbreak caused by Horzine Biotech’s failed experiment has quickly spread and gained unstoppable momentum, essentially paralyzing the European Union— Just one month after the events in the original KILLING FLOOR, the specimen clones are everywhere and civilization is in disarray; communications have failed, governments have collapsed, and military forces have been systematically eradicated. The people of Europe know survival and self-preservation too well and lucky survivors have gone into hiding.
Not all have given up hope though... A group of civilians and mercenaries have banded together to combat the outbreak and established privately funded operation bases across Europe. Upon tracking specimen clone outbreaks, players will descend into zed-laden hot zones and exterminate them.
KEY FEATURES:
Visceral Gore - KILLING FLOOR 2 ramps up the gore with a proprietary, high powered persistent blood system bringing new levels of fidelity to the genre. Players will send entrails, severed limbs, and blood flying as they wade through hordes of enemies. But they need to watch out! If caught, enemies will rip them, and their entire party limb from limb
6 player co-op or solo play— A multitude of varied playable characters await for players to choose from as they enter the fray in online co-op mode or solo mode for those willing to brave the horrific specimens alone
Versus Survival Game Mode - Be the Zed! A 12 player PvP mode where two teams take turns playing Humans vs. Zeds in a pair of short matches. In the first match, one team plays Humans and the other Zeds until the humans all die during a single round or they beat the boss. For the second match the teams switch sides and when the battle is completed both teams receive a score based on their performance and the higher score wins!
Terrifying Zeds - New enemies and fan favorites from the original game are back with expanded and smarter artificial intelligence, dishing out powerful attacks, working as a group to weaken the player’s party and pushing the challenge level and fear factor to new levels
Unique Blend Of Weaponry - From modern militaristic assault rifles, brutal improvised makeshift weapons, classic historical guns, and off the wall “Mad Scientist” weapons, KILLING FLOOR 2 has a unique blend of killing tools that will satisfy any gamer
Expanded Perk System - Perks from the original game have been reimagined with more added to the fold. All perks now progress with meaningful talent choices that amplify different play styles, giving players a progression path that is expansive and full of rewarding milestones
Brutal Melee Combat - KILLING FLOOR 2 reinvents melee combat completely. Players now have control over the type of melee attacks they can perform, enabling them to deliver bone-breaking crippling attacks to Zeds
KILLING FLOOR 2 is developed by Tripwire Interactive and is published by Deep Silver and Iceberg Interactive for the PlayStation®4 Pro, PlayStation®4, and PC. This title has been rated M by the ESRB, PEGI 18, USK 18.
We have updated the KF2 opt in beta to address the following issues:
General
Fixed an issue where the Patriarchs mortar animation could repeat
Fixed an issue with Motion blur and bloom being off would result in Screen Space Reflections being off even when set to enabled
Fixed Support: Supplier skill only refilling 1 point of gas ammo for the Eviscerator
Fixed M203 not getting 2 rounds from ammo boxes as intended (was granting 1 round previously)
Fixed an issue where matchmaking take over would fail when servers were available
Fixed an issue where parrying a clot grab would not stumble them
Fixed an issue where Survivalist and Support would drop weapons when leveling up
Fixed Survivalist: Tactical Reload not affecting SWAT weapons
Fixed an issue where players would be unable to move coming out of the trader menu
Fixed a DX-10 crash on creating render targets
Special note, many users who were getting this crash seem to be using an Integrated Intel Graphics chip and not the Nvidia or AMD card in their computer/laptop. You can change which card is used on a per app basis in the Control Panel for your video card
Maps
Fixed a van with no collision on Hostile Grounds
Fixed a collectable on Hostile Grounds that could not be shot
Cosmetic/Misc
Fixed an issue where the Horzine Elite Red Medic Field Tested was not showing the proper skin
We have updated the KF2 opt in beta to address the following issues:
General
Fixed an issue where the Patriarchs mortar animation could repeat
Fixed an issue with Motion blur and bloom being off would result in Screen Space Reflections being off even when set to enabled
Fixed Support: Supplier skill only refilling 1 point of gas ammo for the Eviscerator
Fixed M203 not getting 2 rounds from ammo boxes as intended (was granting 1 round previously)
Fixed an issue where matchmaking take over would fail when servers were available
Fixed an issue where parrying a clot grab would not stumble them
Fixed an issue where Survivalist and Support would drop weapons when leveling up
Fixed Survivalist: Tactical Reload not affecting SWAT weapons
Fixed an issue where players would be unable to move coming out of the trader menu
Fixed a DX-10 crash on creating render targets
Special note, many users who were getting this crash seem to be using an Integrated Intel Graphics chip and not the Nvidia or AMD card in their computer/laptop. You can change which card is used on a per app basis in the Control Panel for your video card
Maps
Fixed a van with no collision on Hostile Grounds
Fixed a collectable on Hostile Grounds that could not be shot
Cosmetic/Misc
Fixed an issue where the Horzine Elite Red Medic Field Tested was not showing the proper skin
To opt in select the "preview" beta branch from Steam for the game. Changelog is as follows:
Highlights
Survivalist Perk
General
Server Takeover switch added to webadmin
Server takeover also now defaults to false if a server is passworded
Optimization for Flex Fluids
Balance Perks and Weapons FireBug
Fixed Napalm skill to work properly. It will now catch enemies in close radius to target on fire but not instantly kill them
Fixed an issue with other zeds not catching on fire with dragon's breath
Caulk n Burn spray damage reduced to 7 (was 10)
Flamethrower spray damage reduced to 14 (was 17)
Microwave gun spray damage reduced to 14 (was 15)
Berserker
The 30% damage bonus from the Massacre skill is now correctly applied
Sharpshooter
9mm/dual 9mm now get all skills and passive bonuses of the perk
Fixed the reload speed component of the Stability skill not working online
Gunslinger
Dual SW500 fire rate decreased 0.19 (was 0.14)
Medic
Airborne Agent no longer causes a camera shake
Grenades Freeze grenade
Fuse time decreased to 0.15 (was 0.5) it's easier to get a direct hit on zeds
Freeze power increased to 150 (was 100) can freeze the FP with one grenade now
Flashbang grenade
Fuse time decreased to 0.25 (was 0.5) it's easier to get a direct hit on zeds
EMP grenade
Fuse time decreased to 0.25 (was 0.5) it's easier to get a direct hit on zeds
ZEDS Alpha clot
Freeze incap time increased to 4 sec (was 2.0)
Cyst clot
Freeze incap time increased to 5 sec (was 2.0)
Slasher clot
Freeze incap time increased to 4 sec (was 2.0)
Gorefast
Freeze incap time increased to 4.0 sec (was 2.0)
Crawler
Freeze incap time increased to 4.5 sec (was 2.0)
Stalker
Freeze incap time increased to 4 sec (was 2.0)
Husk
Freeze incap time decreased to 1 sec (was 1.2)
Husk now casts a dynamic light on higher graphics settings
Siren
Freeze incap time increased to 4.2 sec (was 2.2)
Siren now casts a dynamic light that pulses when screaming on higher graphics settings
Fleshpound
Freeze incap cooldown increased to 10.5 sec (was 1.5)
Fleshpound will no longer rage after being decapped
Scrake
Freeze incap cooldown increased to 6 sec (was 1.5)
Scrake will no longer rage after being decapped
Hans
Freeze incap Vulnerability decreased to 0.5 (was 0.95)
Patriarch
Freeze incap Vulnerability decreased to 0.5 (was 0.95)
Difficulty HOE
Chance of spawning an exploding Crawler instead of a regular Crawler reduced to 20% (was 30%)
VS Survival Balance Game mode changes
Total wave count of zeds reduced 37%
Player zeds respawn timer reduced
Wave 1 = 20sec was 40sec
Wave 2= 27sec was 40sec
Wave 3= 30sec was 40sec
Wave 4= 35sec was 40sec
Spawn rate for AI zeds slowed 15%
Dosh mod for killing zeds increased 10%
Starting dosh increased to 500 was 300
Zeds The following changes only affect playable zeds and have no effect on AI zeds or Survival mode. As you see there's a lot changed here, it’s our goal to make the zeds the star of the show in this mode and we wanted to make each zed fun to play, let us know what you think.
Alpha Clot
Health increased to 350 was 200
Rally damage buff increased to 1.5 was 1.2
Increased attack animations speed and distance traveled
Melee attack cooldown decreased
Walk speed increased to 325 was 300
Sprint speed increased to 575 was 550
First bite from grab attack does 2x damage
Resistance to incaps increased
Shotgun damage type does 10% more damage
Assault damage type does 20% more damage
Slashing/Blunt damage type does 30% more damage
Fire damage type does 10% more damage
Slasher Clot
Increased attack animations speed and distance traveled
Slashing/Blunt damage type does 30% more damage
Fire damage type does 30% more damage
Crawler
Health increased to 250 was 150
Gas attack now lingers for 10sec was 15sec
Assault Damage type does 10% more damage
Slashing/Blunt Damage type does 30% more damage
Fire Damage type does 10% more damage
Bloat
Bloat can move and launch bloat mines now.
Bloat mine cooldown increased to 1.55 was 1.35
Bloat puke mine does 15 damage was 30
Walk speed increased to 270 was 250
Sprint speed decreased to 401 was 420
Resistance to incaps increased
Slashing/Blunt damage type does 45% more damage
Assault damage type does 20% more damage
Gorefast
Blocking is 40% more effective
Increased attack animations speed and distance traveled
Attack Cooldown decreased 25%
Resistance to all incaps increased.
Walk speed increased to 350 was 250
Piercing damage type does 20% more damage
Slashing/blunt damage type does 45% more damage
Assault damage type does 20% more damage
Stalker
Increased attack animations speed and distance traveled
Health increased to 130 was 100
Slashing/Blunt damage type does 25% less damage
Fire damage type does 30% more damage
Siren
Rifle damage type does 10% more damage
Piercing damage type does 20% more damage
Fire damage type does 50% more damage
Assault damage type does 20% more damage
Slashing/Blunt damage type does 30% more damage
Knockdown resistance increased 20%
Husk
Health increased to 600 was 450
Backpack is 40% less vulnerable to blowing up.
Fireball explosion radius increased 45%
Fireball travel speed increased 25%
Shooting recovery increased 30%
Assault Damage type does 20% more damage
Slash/Blunt damage type does 30% more damage
Fire damage type does 40% more damage
Knockdown resistance increased 20%
Walk speed increased to 250 was 170
Sprint speed increased to 550 was 500
Scrake
Increased attack animations speed and distance traveled
Stun/Freeze/emp resistance increased
Fleshpound
Increased attack animations speed and distance traveled
Stun/Freeze/emp resistance increased
Patriarch
Melee damage reduced 60%
Health reduced 25%
Bugs
Song popup works again
Husks have remembered how to suicide
Fixed an issue that could cause all projectiles to fire at an incorrect offset
Fixed an issue that caused the Crossbow to misfire when fired very quickly
Fixed an issue that caused Crossbow bolts to do no damage to zeds when fired from very far away
Fixed an issue that caused all projectile weapons to misfire when firing immediately after swapping to them
Fixed an issue that caused all projectile weapons to misfire when firing immediately after a bash attack
Fixed an issue that caused some projectile weapons to misfire immediately after entering zed time
Fixed a visual bug in bullet tracers that caused them to appear offset and much too large
Fixed some zed hitboxes (Scrake, Gorefast, Bloat), especially on their weapons for better blocking hitbox accuracy
Fixed an issue where zeds could get stuck if they ran into other zeds in a tight choke point (stairs, ramps, etc)
Fixed player zeds being able to damage other player zeds without friendly fire being enabled
Fixed infinite Siren screaming when knocked back from a very close hit
Optimized Siren scream particle effect
Fixed an issue where the LAR shell ejections in 1st Person would appear behind world geometry
Fixed an issue where ricocheting Eviscerator blades did no damage
Fixed Eviscerator blood impact effect not appearing (chainsaw attack)
Fixed an issue where sometimes HX25 projectiles would not properly trigger the Nuke skill
Fixed a condition where the demo and support backpack icons would become set to the wrong state
Fixed an issue where if you had full ammo and received armor from a Support, you would not be able to receive ammo from that Support even if you hadn’t taken any that wave (and vice versa)
Fixed a case where users were unable to see teammates in lobby
Fixed an issue that prevented dualies from dropping a magazine when reloading with 1 bullet left
Fixed a case where demo weld text would stack on the side of the screen
Fixed trader menu inconsistency with weapon ammo capacity and perk skills that extended the capacity
Fixed inconsistency between changing perks through the escape menu and the trader menu
Fixed the setting “minimize battle chatter” not taking effect until the client was restarted
Fixed a case where clients could get infinite ammo via perk switching
Fixed an issue that caused ammo pickups to not play a pickup sound in the boss wave
Fixed an issue where Versus mode would allow searches for invalid settings returning no servers
Fixed an overlap UI condition with heal self message and Level Up message
Fixed a case where the Trader Menu armor fill button would stop responding to input
Fixed a case where medic armor would fill up even if you didn’t have the money for it
Fixed missing depth of field effect in boss cinematics
Various cosmetic item fixes (for items that can be used together and items that can’t due to clipping)
To opt in select the "preview" beta branch from Steam for the game. Changelog is as follows:
Highlights
Survivalist Perk
General
Server Takeover switch added to webadmin
Server takeover also now defaults to false if a server is passworded
Optimization for Flex Fluids
Balance Perks and Weapons FireBug
Fixed Napalm skill to work properly. It will now catch enemies in close radius to target on fire but not instantly kill them
Fixed an issue with other zeds not catching on fire with dragon's breath
Caulk n Burn spray damage reduced to 7 (was 10)
Flamethrower spray damage reduced to 14 (was 17)
Microwave gun spray damage reduced to 14 (was 15)
Berserker
The 30% damage bonus from the Massacre skill is now correctly applied
Sharpshooter
9mm/dual 9mm now get all skills and passive bonuses of the perk
Fixed the reload speed component of the Stability skill not working online
Gunslinger
Dual SW500 fire rate decreased 0.19 (was 0.14)
Medic
Airborne Agent no longer causes a camera shake
Grenades Freeze grenade
Fuse time decreased to 0.15 (was 0.5) it's easier to get a direct hit on zeds
Freeze power increased to 150 (was 100) can freeze the FP with one grenade now
Flashbang grenade
Fuse time decreased to 0.25 (was 0.5) it's easier to get a direct hit on zeds
EMP grenade
Fuse time decreased to 0.25 (was 0.5) it's easier to get a direct hit on zeds
ZEDS Alpha clot
Freeze incap time increased to 4 sec (was 2.0)
Cyst clot
Freeze incap time increased to 5 sec (was 2.0)
Slasher clot
Freeze incap time increased to 4 sec (was 2.0)
Gorefast
Freeze incap time increased to 4.0 sec (was 2.0)
Crawler
Freeze incap time increased to 4.5 sec (was 2.0)
Stalker
Freeze incap time increased to 4 sec (was 2.0)
Husk
Freeze incap time decreased to 1 sec (was 1.2)
Husk now casts a dynamic light on higher graphics settings
Siren
Freeze incap time increased to 4.2 sec (was 2.2)
Siren now casts a dynamic light that pulses when screaming on higher graphics settings
Fleshpound
Freeze incap cooldown increased to 10.5 sec (was 1.5)
Fleshpound will no longer rage after being decapped
Scrake
Freeze incap cooldown increased to 6 sec (was 1.5)
Scrake will no longer rage after being decapped
Hans
Freeze incap Vulnerability decreased to 0.5 (was 0.95)
Patriarch
Freeze incap Vulnerability decreased to 0.5 (was 0.95)
Difficulty HOE
Chance of spawning an exploding Crawler instead of a regular Crawler reduced to 20% (was 30%)
VS Survival Balance Game mode changes
Total wave count of zeds reduced 37%
Player zeds respawn timer reduced
Wave 1 = 20sec was 40sec
Wave 2= 27sec was 40sec
Wave 3= 30sec was 40sec
Wave 4= 35sec was 40sec
Spawn rate for AI zeds slowed 15%
Dosh mod for killing zeds increased 10%
Starting dosh increased to 500 was 300
Zeds The following changes only affect playable zeds and have no effect on AI zeds or Survival mode. As you see there's a lot changed here, it’s our goal to make the zeds the star of the show in this mode and we wanted to make each zed fun to play, let us know what you think.
Alpha Clot
Health increased to 350 was 200
Rally damage buff increased to 1.5 was 1.2
Increased attack animations speed and distance traveled
Melee attack cooldown decreased
Walk speed increased to 325 was 300
Sprint speed increased to 575 was 550
First bite from grab attack does 2x damage
Resistance to incaps increased
Shotgun damage type does 10% more damage
Assault damage type does 20% more damage
Slashing/Blunt damage type does 30% more damage
Fire damage type does 10% more damage
Slasher Clot
Increased attack animations speed and distance traveled
Slashing/Blunt damage type does 30% more damage
Fire damage type does 30% more damage
Crawler
Health increased to 250 was 150
Gas attack now lingers for 10sec was 15sec
Assault Damage type does 10% more damage
Slashing/Blunt Damage type does 30% more damage
Fire Damage type does 10% more damage
Bloat
Bloat can move and launch bloat mines now.
Bloat mine cooldown increased to 1.55 was 1.35
Bloat puke mine does 15 damage was 30
Walk speed increased to 270 was 250
Sprint speed decreased to 401 was 420
Resistance to incaps increased
Slashing/Blunt damage type does 45% more damage
Assault damage type does 20% more damage
Gorefast
Blocking is 40% more effective
Increased attack animations speed and distance traveled
Attack Cooldown decreased 25%
Resistance to all incaps increased.
Walk speed increased to 350 was 250
Piercing damage type does 20% more damage
Slashing/blunt damage type does 45% more damage
Assault damage type does 20% more damage
Stalker
Increased attack animations speed and distance traveled
Health increased to 130 was 100
Slashing/Blunt damage type does 25% less damage
Fire damage type does 30% more damage
Siren
Rifle damage type does 10% more damage
Piercing damage type does 20% more damage
Fire damage type does 50% more damage
Assault damage type does 20% more damage
Slashing/Blunt damage type does 30% more damage
Knockdown resistance increased 20%
Husk
Health increased to 600 was 450
Backpack is 40% less vulnerable to blowing up.
Fireball explosion radius increased 45%
Fireball travel speed increased 25%
Shooting recovery increased 30%
Assault Damage type does 20% more damage
Slash/Blunt damage type does 30% more damage
Fire damage type does 40% more damage
Knockdown resistance increased 20%
Walk speed increased to 250 was 170
Sprint speed increased to 550 was 500
Scrake
Increased attack animations speed and distance traveled
Stun/Freeze/emp resistance increased
Fleshpound
Increased attack animations speed and distance traveled
Stun/Freeze/emp resistance increased
Patriarch
Melee damage reduced 60%
Health reduced 25%
Bugs
Song popup works again
Husks have remembered how to suicide
Fixed an issue that could cause all projectiles to fire at an incorrect offset
Fixed an issue that caused the Crossbow to misfire when fired very quickly
Fixed an issue that caused Crossbow bolts to do no damage to zeds when fired from very far away
Fixed an issue that caused all projectile weapons to misfire when firing immediately after swapping to them
Fixed an issue that caused all projectile weapons to misfire when firing immediately after a bash attack
Fixed an issue that caused some projectile weapons to misfire immediately after entering zed time
Fixed a visual bug in bullet tracers that caused them to appear offset and much too large
Fixed some zed hitboxes (Scrake, Gorefast, Bloat), especially on their weapons for better blocking hitbox accuracy
Fixed an issue where zeds could get stuck if they ran into other zeds in a tight choke point (stairs, ramps, etc)
Fixed player zeds being able to damage other player zeds without friendly fire being enabled
Fixed infinite Siren screaming when knocked back from a very close hit
Optimized Siren scream particle effect
Fixed an issue where the LAR shell ejections in 1st Person would appear behind world geometry
Fixed an issue where ricocheting Eviscerator blades did no damage
Fixed Eviscerator blood impact effect not appearing (chainsaw attack)
Fixed an issue where sometimes HX25 projectiles would not properly trigger the Nuke skill
Fixed a condition where the demo and support backpack icons would become set to the wrong state
Fixed an issue where if you had full ammo and received armor from a Support, you would not be able to receive ammo from that Support even if you hadn’t taken any that wave (and vice versa)
Fixed a case where users were unable to see teammates in lobby
Fixed an issue that prevented dualies from dropping a magazine when reloading with 1 bullet left
Fixed a case where demo weld text would stack on the side of the screen
Fixed trader menu inconsistency with weapon ammo capacity and perk skills that extended the capacity
Fixed inconsistency between changing perks through the escape menu and the trader menu
Fixed the setting “minimize battle chatter” not taking effect until the client was restarted
Fixed a case where clients could get infinite ammo via perk switching
Fixed an issue that caused ammo pickups to not play a pickup sound in the boss wave
Fixed an issue where Versus mode would allow searches for invalid settings returning no servers
Fixed an overlap UI condition with heal self message and Level Up message
Fixed a case where the Trader Menu armor fill button would stop responding to input
Fixed a case where medic armor would fill up even if you didn’t have the money for it
Fixed missing depth of field effect in boss cinematics
Various cosmetic item fixes (for items that can be used together and items that can’t due to clipping)
Hello everyone! We are back today with some more concrete details (subject to change at any time before we launch on Nov 18th as we continue to evaluate it). Last time around, we talked about the high level concept of what the Survivalist is: a high skill cap, jack-of-all-trades-but-master-of-none (or the bard for those of you who play those sorts of games... with “magic” and “dragons”).
Players who choose to play the Survivalist will have an interesting start to the game; by default the perk start with an HE grenade, a machete (for its knife), and a random tier 1 weapon. The Survivalist’s passives include Weapon damage (.6% per level in current testing), Global damage resistance (1% per level), Heavy Body Armor (1% per level), and Zedtime Reload (3% per level).
Diving into the perk skill tree, this is where the player makes choices to how the Survivalist will play out for them.
Level 5 - Weapon Handling:
Tactical Reload - Increase reload speed with Commando, Gunslinger, and SWAT Weapons
Heavy Weapons Training - Increase reload speed with Demolitionist, Sharpshooter, and Support Weapons
Level 10 - Survival Techniques
Medic Training - Increase the potency of all your healing by 20% and decrease the cooldown of your syringe and healing darts 25%
Melee Expert - Increase melee attack speed 15%, inflict 10% more damage, and move 25% faster when using any melee weapon
Level 15 - Equipment
Ammo Vest - Carry up to 15% more ammo for all your weapons and your grenades are swapped out for Healing Grenades
Weapon Harness - Increase carrying capacity by 5 and your grenades are swapped out for Molotov cocktails
Level 20 - Destruction
Spontaneous Zed-plosion - Zeds you kill have a 20% chance to explode, damaging and knocking down nearby Zeds
Make Things Go Boom - Increase area of effect of all explosives by 25%
Level 25 - Specialist Training
Madman - During Zed time all your weapons shoot 3x faster
Lockdown - During Zed time the power of all incapacitation methods are increase by 200% for all weapons
Our goal is to have this content in community hands as an opt-in beta at some point over the next few weeks (we are looking at early November) so we can get player feedback and make any adjustments needed before launch. We also are rolling in some changes we had hoped to have out as a Quality of Life update into that opt in beta instead of having it as a separate build to allow us to concentrate more on working on the game instead of the build and QA process.
As we covered in the last WWAUT, the content teams are hard at work on what we hope will be a nice holiday experience for you and yours as you take your trusty Mace and Shield and enjoy the beach while running away from the More Gore Faster (we really need to name him soon, let us know if you have any suggestions!).
Hello everyone! We are back today with some more concrete details (subject to change at any time before we launch on Nov 18th as we continue to evaluate it). Last time around, we talked about the high level concept of what the Survivalist is: a high skill cap, jack-of-all-trades-but-master-of-none (or the bard for those of you who play those sorts of games... with “magic” and “dragons”).
Players who choose to play the Survivalist will have an interesting start to the game; by default the perk start with an HE grenade, a machete (for its knife), and a random tier 1 weapon. The Survivalist’s passives include Weapon damage (.6% per level in current testing), Global damage resistance (1% per level), Heavy Body Armor (1% per level), and Zedtime Reload (3% per level).
Diving into the perk skill tree, this is where the player makes choices to how the Survivalist will play out for them.
Level 5 - Weapon Handling:
Tactical Reload - Increase reload speed with Commando, Gunslinger, and SWAT Weapons
Heavy Weapons Training - Increase reload speed with Demolitionist, Sharpshooter, and Support Weapons
Level 10 - Survival Techniques
Medic Training - Increase the potency of all your healing by 20% and decrease the cooldown of your syringe and healing darts 25%
Melee Expert - Increase melee attack speed 15%, inflict 10% more damage, and move 25% faster when using any melee weapon
Level 15 - Equipment
Ammo Vest - Carry up to 15% more ammo for all your weapons and your grenades are swapped out for Healing Grenades
Weapon Harness - Increase carrying capacity by 5 and your grenades are swapped out for Molotov cocktails
Level 20 - Destruction
Spontaneous Zed-plosion - Zeds you kill have a 20% chance to explode, damaging and knocking down nearby Zeds
Make Things Go Boom - Increase area of effect of all explosives by 25%
Level 25 - Specialist Training
Madman - During Zed time all your weapons shoot 3x faster
Lockdown - During Zed time the power of all incapacitation methods are increase by 200% for all weapons
Our goal is to have this content in community hands as an opt-in beta at some point over the next few weeks (we are looking at early November) so we can get player feedback and make any adjustments needed before launch. We also are rolling in some changes we had hoped to have out as a Quality of Life update into that opt in beta instead of having it as a separate build to allow us to concentrate more on working on the game instead of the build and QA process.
As we covered in the last WWAUT, the content teams are hard at work on what we hope will be a nice holiday experience for you and yours as you take your trusty Mace and Shield and enjoy the beach while running away from the More Gore Faster (we really need to name him soon, let us know if you have any suggestions!).
Hello everyone! Last week we covered the concepts behind the Survivalist, which we are working on for launch. Today I wanted to go more in-depth on what else we are actively working on for post launch. Now, as a bit of a heads up, I want to go into why we are slotting these items for a post launch update.
We are trying to minimize the impact of any work we do that could imbalance or cause unintended bugs because we are actively working to remove as many balance issues and bugs as possible for our launch on November 18th. This doesn’t mean our content teams are standing idle however, and today I want to share with you a few of the items we are bringing online.
Many fans have been requesting shield based gameplay and we have previously looked into it, but at the time weren’t able to bring it online in time for the SWAT perk. I am happy to announce that several teams here at Tripwire have been working on bringing that vision to life and one of the first weapons players will see post launch is the Tier 4 Mace and Shield for the Berserker perk (which will be an alternative to the Eviscerator)!
This new weapon has required us to bring several new systems, from animation, rigging, and code, online to support it. Since those systems are falling into place, we feel that this new weapon is shaping up nicely and will quickly become a community favorite. With new features such as taunting and shield bash, as well as fun, mace-tastic gameplay, any player that wants to get up close and personal with the Zeds is going to want to check out this new weapon!
But that isn’t all! We are also working towards our next Zed addition, the double bladed Gorefast. This medium to high tier Zed will be sure to be a “swinging hit” when it spins into the game post launch!
We will be updating the community as these new items come online, as well as updating you all with our plans for next year as we look over and start working on new content and features to add to the game.
Hello everyone! Last week we covered the concepts behind the Survivalist, which we are working on for launch. Today I wanted to go more in-depth on what else we are actively working on for post launch. Now, as a bit of a heads up, I want to go into why we are slotting these items for a post launch update.
We are trying to minimize the impact of any work we do that could imbalance or cause unintended bugs because we are actively working to remove as many balance issues and bugs as possible for our launch on November 18th. This doesn’t mean our content teams are standing idle however, and today I want to share with you a few of the items we are bringing online.
Many fans have been requesting shield based gameplay and we have previously looked into it, but at the time weren’t able to bring it online in time for the SWAT perk. I am happy to announce that several teams here at Tripwire have been working on bringing that vision to life and one of the first weapons players will see post launch is the Tier 4 Mace and Shield for the Berserker perk (which will be an alternative to the Eviscerator)!
This new weapon has required us to bring several new systems, from animation, rigging, and code, online to support it. Since those systems are falling into place, we feel that this new weapon is shaping up nicely and will quickly become a community favorite. With new features such as taunting and shield bash, as well as fun, mace-tastic gameplay, any player that wants to get up close and personal with the Zeds is going to want to check out this new weapon!
But that isn’t all! We are also working towards our next Zed addition, the double bladed Gorefast. This medium to high tier Zed will be sure to be a “swinging hit” when it spins into the game post launch!
We will be updating the community as these new items come online, as well as updating you all with our plans for next year as we look over and start working on new content and features to add to the game.