A mysterious place has been settled by Zeds, Barmwich Town. It was built centuries ago, and it's full of old buildings and bonfires. This medieval town is now the next battlefield for our mercs to fight in the moonlight. Speaking of Zeds, it seems that lately, they are coordinating to attack specific targets, the ones we call VIPs. You can check it out in our new weekly mode: Primary Target. Of course, try to defend the VIP, we don't want the Zeds to fulfill their objective. And finally, we bring you the Horzine Research Group's two latest creations: the HRG Locust for the Survivalist and the HRG Dragonsblaze for the Firebug. They will be a good addition to your arsenal, so check them out!
New Additions and Highlights
1 New Community Map
Barmwich Town
Compatible with Survival, Weekly, and Endless Game Modes.
A mysterious old medieval town that now is a Zed’s lair.
1 New Weekly Mode
Primary Target
One player is chosen as a VIP.
All Zeds will mainly target the VIP.
If the VIP dies, the full team is defeated.
The VIP can’t heal themselves but start with extra health points.
The VIP will improve their damage output and resistance with low health points.
For each wave, a new VIP is chosen.
Length: 7 waves.
4 New Weapons
HRG Locust for the Survivalist
An alternative version of the Seeker Six for the Survivalist Perk.
A tier 3 weapon that launches rockets that create a cloud of nanobot-locusts that attack Zeds.
The alt-fire enables guided rockets.
Trader price is 900 Dosh.
HRG Dragonsblaze for the Firebug
An alternative version of the Doomstick for the Firebug Perk.
A tier 4 shotgun that shoots a vertical line of fire.
The alt-fire shoots a horizontal line of fire.
Trader price is 1400 Dosh.
Blood Sickle for the Berserker
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
A tier 4 edged melee weapon that can be switched between Short Range and Long Range modes.
Short Range mode is faster but deals less damage.
Long Range mode is slower but deals more damage.
Alt-fire triggers a double-swept attack.
Trader price is 1500 Dosh.
G36C Assault Rifle for the SWAT
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
A tier 4 assault rifle equipped with armor-piercing ammo.
It has full-auto and semi-auto fire modes.
Trader price is 1600 Dosh.
New Steam Achievements
Barmwich Town related achievements
Time-limited Objectives, Tickets, and Cosmetics
Seasonal objectives related to Barmwitch Town
Complete all seasonal objectives to earn the Plague Doctor Backpack
Halloween Treat Prize Tickets
Halloween Treat Golden Prize Tickets
Zedconomy
Blood Sickle Weapon Bundle
G36C Assault Rifle Weapon Bundle
Blood & Bonfires Weapon Bundle
Plague Doctor Outfit Bundle
Premium Halloween Treat Ticket Bundles come in three sets of tiers:
Bronze - 5 Premium Seasonal Tickets
Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets
Plague Doctor Weapon Skin Bundle Pack
Xeno Weapon Skin Bundle Pack
Classic MKII Weapon Skin Bundle Pack
Chameleon MKII Weapon Skin Bundle Pack
As a reminder, the database update for ticket drops and setting up steam items for sale will occur at approximately 1pm EDT after all the patches go out in order to verify that the patches are deployed across platform.
Addressed Community Feedback As mentioned in the 2021 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2
General
Medic buffs feedback 2.0:
Added more information to the HUD when the player as received a medic bonus
Added number of stacks applied.
Added duration of the bonus.
Mouse input parameters added to Options, in the Controls menu:
Vertical Sensitivity.
Horizontal Sensitivity.
View Smoothing.
View Acceleration.
Improved inventory filtering:
In the ITEMS tab, KEYS are shown first now.
In the ALL tab, all the items are shown in the same order as they appear in their respective tabs.
Balance
Weapons
HRG Blast Brawlers
Stumble Power increased by 400%.
The speed of the primary attack increased by 50%.
The speed of blocking transition increased by 50%.
Mine Reconstructor
Weight reduced from 8 to 7.
Impact damage increased from 30-300 to 35-350.
Explosion damage increased from 35-350 to 40-400.
Designer Notes: The medic buffs' feedback was well received by the community and we wanted to improve it more. Now, players can find out how many stacks they have applied by looking at the number next to the icon. They can also know the duration of the bonus if they look at the emptying animation that appears on the icon. Players using default settings had an inconsistent horizontal and vertical sensitivity that was automatically adjusted based on their current frames per second and were not able to disable mouse acceleration. We have added parameters to modify these values within the game, so players can adjust them as they prefer. We made some improvements in the inventory in the last seasonal update, but we feel there is still room for improvement. That’s why, this time, we’ve made the KEYS show up first in the ITEMS tab, so players can find and use them easily. Additionally, we have added order to the ALL tab, so all items are shown now in the same order in which they appear in their respective tabs, making navigation much easier. Finally, regarding balance, we have made adjustments to two weapons: the HRG Blast Brawlers and the Mine Reconstructor. With the HRG Blast Brawlers, it took too much time to switch from attacking to blocking and vice versa. To improve this and make the weapon feel more agile, we have accelerated the attack speed and the blocking transition. In addition to this, to make the weapon feel more powerful, we have increased the stumble power. Now the general feeling of the weapon has improved and it will be more fun to use. Regarding the Mine Reconstructor, we have reduced its weight from 8 to 7 so now players can combine this weapon with any other weapon from the Field Medic arsenal. Furthermore, we have given the weapon a damage buff for both the impact and the explosion, because we felt there was still room for improvement in the weapon’s performance.
Bug Fixes Also mentioned in the 2021 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
General
Fixed an issue where random character rotations could occur, disrupting player movement and gameplay.
Weapons
Mine Reconstructor
Fixed an issue where there was excessive screen shake when standing near the Mine Reconstructor “goop” mines.
G36C Assault Rifle
Fixed multiple issues with the gun check animations.
Fixed multiple issues with the reload animations.
Fixed an issue where the laser sight was offset from bullet trajectory and impact point.
Blood Sickle
Fixed multiple issues with the animations in both modes in first person and third person.
Fixed an issue where the melee bash damage was not differentiating between the active modes.
HRG Locust
Fixed an issue where upgrading the weapon did not affect the bleed DoT.
Reduced the density of the gas cloud to increase visibility.
HRG Dragonsblaze
Fixed an issue where the incorrect HUD icon was being used.
Reducto Ray
Fixed an issue with the gun check animation where clipping occurred.
Sentinel
Fixed an issue where footsteps were not triggering while using the Sentinel.
Fixed an issue where players were able to deploy multiple drones at the same time.
Seeker Six
Fixed an issue where there was no ejected mag during the full reload animation.
HRG Headhunter
Fixed an issue where the alt fire was doing no head damage.
Nail Bomb
Fixed an issue where the Nail Bomb was triggering the stun call twice against Zeds.
Hemoclobber
Fixed an issue where the explosive radius grew exponentially when used by the Survivalist.
Pulverizer
Fixed an issue where the explosive radius grew exponentially when used by the Survivalist and Demolitionist.
Map
Barmwich Town
Fixed an issue where map traveling to Barmwich Town would change the game mode to Endless.
Fixed the Spectator boundaries throughout the map to contain the camera to the playable area.
Fixed an issue where the burning stumps throughout the map had no SFX triggering.
Fixed issues with seams in the walls being visible in the Fire Plaza.
Updated the web asset so that it is visible from all angles in the Fire Plaza.
Fixed an issue where multiple objects in the Fire Plaza suffered from flickering textures.
Fixed multiple instances of Zeds becoming stuck within spawn points throughout the map.
Fixed issues with missing spatter maps.
Elysium
Fixed issue where Zeds would be spawned in another area where players could not reach them.
Rig
Fixed an issue where Summer Zeds were persisting on the map after the Summer Season had ended.
Fixed an issue in the Laboratory Storage Room where the Trader Pod could be opened through the wall.
Fixed an issue in the East Platform area where blood splatter was not populating on the floor.
Fixed an issue in the Laboratory Main Floor where there were duplicated textures across the area.
Perks
Fixed an issue where the Survivalist skill Make Things Go Boom did not increase the radius of any grenades.
Fixed an issue where the Field Medic skill Zedative gives players a double buff from a single Zed kill.
Weekly
Fixed an issue where players could change their perk at the Trader Pod regardless of weekly constraints.
Primary Target
The item reward is not granted for completing the weekly.
Settings
UI Horizontal and Vertical Sensitivity
Fixed a bug where settings were not affecting the game experience.
Adjusting vertical sensitivity no longer adjusts horizontal sensitivity.
Fixed UI display of horizontal and vertical sensitivity after entering the lobby
Camera
Adjusted issue where “diagonal” movements would behave erratically.
Localization
Fixed in an issue where the Parry skill description did not fit within the text box in Russian.
Console
Fixed an issue on the PS4/PS5 where Zed spawning during Weekly Outbreaks on The Rig would stop functioning, preventing the end of the round.
Fixed an issue where the title had a chance to crash during Weekly Outbreaks on The Rig.
KF2 Halloween 2022 Beta 2 To opt into this beta on Steam, join the "preview" branch available in the Beta drop-down list. Admins will need to use the following SteamCMD flag:
app_update 232130 -beta preview
To opt into this beta on EGS, the Beta will be accessible within KF2 owners’ game libraries as a separate install called “Killing Floor 2 Beta”. Users may need to restart their EGS launcher for the Beta to populate and be accessible to install. Progress for stats and inventory is shared between both versions on EGS so for users switching between Beta and Live be sure to sync your game data to use the latest timestamp to prevent any lost progress from participating in the Beta. The Beta on EGS also includes its dedicated server within the install folder for your hosting needs for this version.
Event Blood & Bonfires
A mysterious place has been settled by Zeds, Barmwich Town. It was built centuries ago, and it's full of old buildings and bonfires. This medieval town is now the next battlefield for our mercs to fight in the moonlight. Speaking of Zeds, it seems that lately, they are coordinating to attack specific targets, the ones we call VIPs. You can check it out in our new weekly mode: Primary Target. Of course, try to defend the VIP, we don't want the Zeds to fulfill their objective. And finally, we bring you the Horzine Research Group's two latest creations: the HRG Locust for the Survivalist and the HRG Dragonsblaze for the Firebug. They will be a good addition to your arsenal, so check them out!
Beta 2 Start 09/22/2022, (Date is subject to change)
Addressed Community Feedback As mentioned in the 2021 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2
Balance
Weapons
Blood Sickle
Added different damage for bash attack in Long Mode.
Bash damage for Short Mode from 50 to 40.
Bash damage for Long Mode from 50 to 60.
Primary attack damage in Short Mode from 60 to 70.
Secondary attack damage in Short Mode from 87 to 120.
Primary attack damage in Long Mode from 90 to 140.
Secondary attack damage in Long Mode from 150 to 190.
G36C
General recoil reduced (for ADS and non-ADS).
HRG Dragonsblaze
Spare ammo from 48 to 60 (which means total ammo from 52 to 64).
HRG Locust
Explosion damage from 80 to 60.
Explosion radius from 300 to 200.
Insect damage from 40 to 30.
Designer Notes: Blood Sickle efficiency was not enough, so we gave it a damage buff. Also, since the bash attack in Long Mode is slower, we have increased the damage for it. G36C recoil has been troublesome for many players, so we have tweaked it and it now feels better. HRG Dragonsblaze has been well received in general, but some users commented that they run out of ammo very quickly, so, we have increased the spare ammo a bit, which means 3 more full magazines than before. HRG Locust felt a bit overpowered for a lot of players. We decreased the explosion and insect damage a bit as well as reduced the explosion radius.
Known Issues:
Mouse Sensitivity: When a user updates the client for the first time, any adjustments to zoom sensitivity and sensitivity will be retained, but affect the new Horizontal and Vertical Sensitivity settings.
For the best experience, we recommend resetting the values to default and adjusting from there to user preference.
Blood Sickle:
Heavy Attack: We are aware of some outfits causing camera clipping and are continuing to refine the animation ahead of the final release.
Characters hands are too close together during bash attack in 3rd person.
G36C:
Laser dot does not follow barrel during clip-check animation
3rd person full reload animation has some unnatural movements standing and crouching.
Shutter sounds missing after full reload in 3rd person
“Floating magazines” in 3P reload (standing/crouched)
Overall SFX is still WIP
HRG Locust: VFX is still very opaque and can be visually obstructing particularly during Zed time.
Barmwich Town:
Map defaults to “endless” mode.
Some torches in the main plaza are missing SFX
Bug Fixes: Also mentioned in the 2021 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Weapons
Mine Reconstructor
Fixed an issue where there was excessive screen shake when standing near the Mine Reconstructor “goop” mines.
G36C Assault Rifle
Fixed multiple issues with the gun check animations.
Fixed multiple issues with the reload animations.
Fixed an issue where the laser sight was offset from bullet trajectory and impact point.
Blood Sickle
Fixed multiple issues with the animations in both modes in first person and third person.
Fixed an issue where the melee bash damage was not differentiating between the active modes.
HRG Locust
Fixed an issue where upgrading the weapon did not affect the bleed DoT.
HRG Dragonsblaze
Fixed an issue where the incorrect HUD icon was being used.
Reducto Ray
Fixed an issue with the gun check animation where clipping occurred.
Sentinel
Fixed an issue where footsteps were not triggering while using the Sentinel
Weekly
Primary Target
The item reward is not granted for completing the weekly.
Map
Barmwich Town
Fixed the Spectator boundaries throughout the map to contain the camera to the playable area.
Fixed an issue where the burning stumps throughout the map had no SFX triggering.
Fixed issues with seams in the walls being visible in the Fire Plaza.
Updated the web asset so that it is visible from all angles in the Fire Plaza.
Fixed an issue where multiple objects in the Fire Plaza suffered from flickering textures.
Fixed issues with missing spatter maps.
Elysium
Fixed issue where Zeds would be spawned in another area where players could not reach them.
Camera
Adjusted issue where “diagonal” movements would behave erratically.
Settings
UI Horizontal and Vertical Sensitivity
Fixed a bug where settings were not affecting the game experience.
Adjusting vertical sensitivity no longer adjusts horizontal sensitivity.
Fixed UI display of horizontal and vertical sensitivity after entering the lobby.
As always, thank you for your continued support![/
Big thanks to all the Mercs that have already opted into the recent current beta. We hope you all are enjoying it and would love to hear your feedback. After you have spent some time playing, please give us your thoughts in the beta survey. https://www.tripwireinteractive.com/redirect/KF2Survey/#/
To opt into this beta on Steam, join the "preview" branch available in the Beta drop-down list. Admins will need to use the following SteamCMD flag:
app_update 232130 -beta preview
To opt into this beta on EGS, the Beta will be accessible within KF2 owners’ game libraries as a separate install called “Killing Floor 2 Beta”. Users may need to restart their EGS launcher for the Beta to populate and be accessible to install. Progress for stats and inventory is shared between both versions on EGS so for users switching between Beta and Live be sure to sync your game data to use the latest timestamp to prevent any lost progress from participating in the Beta. The Beta on EGS also includes its dedicated server within the install folder for your hosting needs for this version.
Event Blood & Bonfires
A mysterious place has been settled by Zeds, Barmwich Town. It was built centuries ago, and it's full of old buildings and bonfires. This medieval town is now the next battlefield for our mercs to fight in the moonlight. Speaking of Zeds, it seems that lately, they are coordinating to attack specific targets, the ones we call VIPs. You can check it out in our new weekly mode: Primary Target. Of course, try to defend the VIP, we don't want the Zeds to fulfill their objective. And finally, we bring you the Horzine Research Group's two latest creations: the HRG Locust for the Survivalist and the HRG Dragonsblaze for the Firebug. They will be a good addition to your arsenal, so check them out!
Beta 1 Start 09/01/2022, (Date is subject to change)
New Additions and Highlights
1 New Community Map
Barmwich Town
Compatible with Survival, Weekly, and Endless Game Modes.
A mysterious old medieval town that now is a Zed’s lair.
1 New Weekly Mode
Primary Target
One player is chosen as a VIP.
All Zeds will mainly target the VIP.
If the VIP dies, the full team is defeated.
The VIP can’t heal themselves but start with extra health points.
The VIP will improve their damage output and resistance with low health points.
For each wave, a new VIP is chosen.
Length: 7 waves.
4 New Weapons
HRG Locust for the Survivalist
An alternative version of the Seeker Six for the Survivalist Perk.
A tier 3 weapon that launches rockets that create a cloud of nanobot-locusts that attack Zeds.
The alt-fire enables guided rockets.
Trader price is 900 Dosh.
HRG Dragonsblaze for the Firebug
An alternative version of the Doomstick for the Firebug Perk.
A tier 4 shotgun that shoots a vertical line of fire.
The alt-fire shoots a horizontal line of fire.
Trader price is 1400 Dosh.
Blood Sickle for the Berserker (Not available for purchase individually during BETA)
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
A tier 4 edged melee weapon that can be switched between Short Range and Long Range modes.
Short Range mode is faster but deals less damage.
Long Range mode is slower but deals more damage.
Alt-fire triggers a double-swept attack.
Trader price is 1500 Dosh.
G36C Assault Rifle for the SWAT (Not available for purchase individually during BETA)
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
A tier 4 assault rifle equipped with armor-piercing ammo.
It has full-auto and semi-auto fire modes.
Trader price is 1600 Dosh.
New Steam Achievements
Barmwich Town related achievements
Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
Seasonal objectives related to Barmwitch Town
Complete all seasonal objectives to earn the Plague Doctor Backpack
Halloween Treat Prize Tickets
Halloween Treat Golden Prize Tickets
Zedconomy (Not available for purchase during BETA)
Blood Sickle Weapon Bundle
G36C Assault Rifle Weapon Bundle
Blood & Bonfires Weapon Bundle
Plague Doctor Outfit Bundle
Premium Halloween Treat Ticket Bundles come in three sets of tiers:
Bronze - 5 Premium Seasonal Tickets
Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets
Plague Doctor Weapon Skin Bundle Pack
Xeno Weapon Skin Bundle Pack
Classic MKII Weapon Skin Bundle Pack
Chameleon MKII Weapon Skin Bundle Pack
Beta 1 for this update contains a lot of exciting new features! As such, feedback is going to be incredibly important. Stay tuned for a link to a survey where you, the community, will be able to provide your feedback directly to us! Thank you!
Addressed Community Feedback As mentioned in the 2021 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2
General
Medic buffs feedback 2.0:
Added more information to the HUD when the player as received a medic bonus
Added number of stacks applied.
Added duration of the bonus.
Mouse input parameters added to Options, in the Controls menu:
Vertical Sensitivity.
Horizontal Sensitivity.
View Smoothing.
View Acceleration.
Improved inventory filtering:
In the ITEMS tab, KEYS are shown first now.
In the ALL tab, all the items are shown in the same order as they appear in their respective tabs.
Balance
Weapons
HRG Blast Brawlers
Stumble Power increased by 400%.
The speed of the primary attack increased by 50%.
The speed of blocking transition increased by 50%.
Mine Reconstructor
Weight reduced from 8 to 7.
Impact damage increased from 30-300 to 35-350.
Explosion damage increased from 35-350 to 40-400.
Designer Notes: The medic buffs' feedback was well received by the community and we wanted to improve it more. Now, players can find out how many stacks they have applied by looking at the number next to the icon. They can also know the duration of the bonus if they look at the emptying animation that appears on the icon. Players using default settings had an inconsistent horizontal and vertical sensitivity that was automatically adjusted based on their current frames per second and was not able to disable mouse acceleration. We have added parameters to modify these values within the game, so players can adjust them as they prefer. We made some improvements in the inventory in the last seasonal update, but we feel there is still room for improvement. That’s why, this time, we’ve made the KEYS show up first in the ITEMS tab, so players can find and use them easily. Additionally, we have added order to the ALL tab, so all items are shown now in the same order in which they appear in their respective tabs, making navigation much easier. Finally, regarding balance, we have made adjustments to two weapons: the HRG Blast Brawlers and the Mine Reconstructor. With the HRG Blast Brawlers, it took too much time to switch from attacking to blocking and vice versa. To improve this and make the weapon feel more agile, we have accelerated the attack speed and the blocking transition. In addition to this, to make the weapon feel more powerful, we have increased the stumble power. Now the general feeling of the weapon has improved and it will be more fun to use. Regarding the Mine Reconstructor, we have reduced its weight from 8 to 7 so now players can combine this weapon with any other weapon from the Field Medic arsenal. Furthermore, we have given the weapon a damage buff for both the impact and the explosion, because we felt there was still room for improvement in the weapon’s performance.
Bug Fixes Also mentioned in the 2021 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Weapons
Fixed an issue with the Seeker Six where there was no ejected mag during the full reload animation.
Fixed an issue with the HRG Headhunter where the alt fire was doing no head damage.
Fixed an issue where the Nail Bomb was triggering the stun call twice against Zeds.
Fixed an issue where players were able to deploy multiple Sentinel drones at the same time.
Fixed an issue with the Hemoclobber where the explosive radius grew exponentially when used by the Survivalist.
Fixed an issue with the Pulverizer where the explosive radius grew exponentially when used by the Survivalist and Demolitionist.
Perks
Fixed an issue where the Survivalist skill Make Things Go Boom did not increase the radius of any grenades.
Fixed an issue where the Field Medic skill Zedative gives players a double buff from a single Zed kill.
Maps
Rig
Fixed an issue where Summer Zeds were persisting on the map after the Summer Season had ended.
Fixed an issue in the Laboratory Storage Room where the Trader Pod could be opened through the wall.
Fixed an issue in the East Platform area where blood splatter was not populating on the floor.
Fixed an issue in the Laboratory Main Floor where there were duplicated textures across the area.
Localization
Fixed in an issue where the Parry skill description did not fit within the text box in Russian.
Weekly
Fixed an issue where players could change their perk at the Trader Pod regardless of weekly constraints.
Something sinister has brought the Barmwich Town to ruin. We should have known that any place ripe with dark horrors and unnatural mysteries would attract the attention of the zeds.
We need you there to search the town and clear out the infestation. Be careful of the undying fires that have spread throughout the village. For no reason explained by any known science, they continue to burn, never seeming to dim. Perhaps you can use them to your advantage. Most of the larger buildings are not what they once were. Still intact but now threatened by the hordes of monsters. They are in varying stages of disarray with evidence of horrific events that took place.
The town is full of dark paths and alleyways. We are unsure of where they all lead but have heard screams and unnerving noises that may be coming from under the town. What lies beneath this once bustling town center? Brave the shadows to explore every inch of this sunless place.
We have found references to a great tree in the center of town, perhaps this is what led to the demise of the town or brought the zeds here. This tree may be tied to paranormal occurrences. We have uncovered the existence of arcane medallions tied to unfamiliar rituals. Obscure writings mention those that come into possession of all 6 medallions will be rewarded.
Barmwich Town is the latest Official Community map to be added to the game, created by community level designer Moon Glint.
First test missions to the “Barmwich Town” and the new weapons are expected to start in the coming weeks (subject to change as development continues) for PC mercs as an opt in beta.
Mercs, As we enter spooky season, Horzine has been preparing two scary good weapons to introduce in the Autumn update.
Like the Grim Reaper, death is your gift. What better tool to grant it to the unnatural mobs of monsters on the loose than a scythe? Berserkers will reap the miscreations that Clamley and others have sown with the new lethal Blood Sickle. While the blade is folded and shorter, it makes for a faster flurry of cuts perfect for when mercs want to get up close and personal. But there are other ways to get a-head. For more long range savage slashes, unfold and extend the blade out. Along with the choices of blade configuration, you have two types of attacks. Light attacks can be used to perform directional strikes. Heavy attacks execute a double sweep. Both styles are efficient at carving out that path to eternal sleep.
Throughout the years, Zeds have been found with grotesque appadanges of armor. Body horror like this is disturbing but also creates a challenge to Mercs. With the G36C Assault RIfle, SWATs will soon have a way to crack this problem. Armed with armor piercing ammo, the G36C will make a hole in any threat The new rifle will pierce the hearts of ambitious mercs with its two firing modes. Primary fire is full auto but can be switched to semi auto in a snap.
Find out where the next location of interest is in the upcoming Merc Report.
As a reminder: HRG weapons are free for all users, while other weapons we announce this year can be obtained via the Armory Season Pass 2 or direct individual purchase.
It’s time to reveal what’s new in the Trader Pod this Fall. Two new weapons are coming your way from the Horzine Research Group.
Up first, we have the HRG Locust for Survivalists. Thanks to the minds at Horzine, mercs will have a new weapon to unleash creeping death on unrelenting hordes of zeds. Your new ammo, a missile containing a swarm of nanobots, acting much like mosquitos... but worse, when released. Fire it to send forth a hungry cloud that damages, bleeds, and creates a toxic panic over time to all that dares to be in its path. Need to take a group of baddies out quickly? Use the alt fire to auto lock on multiple targets before releasing each shot in rapid succession. The invasive nanobots will spread from affected zeds to other zeds like a plague of locusts. As they say...the best way to fight pests is with pestilence....
The new HRG Dragonsblaze will bring more BOOM and Sizzle to the battlefield combining the awesome stopping power of a giant shotgun with incendiary ammo for damage that is up to scale for even the largest threat. One of the challenges of this shotty will be managing its wide spread - but once done, mercs will have two fire patterns that will melt zeds like butter. For a shot that sends the gun’s pellets out in a vertical line, use the primary fire. For those times when face to face with a wall of zeds, use the alt fire for a horizontal pattern. Either way it's going to be loud and fun… Thanks Horzine!
Keep your eyes on this space, as we’ll be going over more new tools of the trade (weapons) and new mission (map) in future reports.
As a reminder: HRG weapons are free for all users, while other weapons we announce this year can be obtained via the Armory Season Pass 2 or direct individual purchase.
The work at Horzine headquarters never stops. With a new season of updates coming your way this Autumn, we have some exciting additions, improvements, and changes to share.
Our team has been watching some outbreaks of new zed behavior. This new Outbreak has been code named Primary Target and it’s easy to see why. Certain zeds have been coordinating their rage on one merc at a time. Mercs must do their best to keep the zed’s primary target alive or risk failure of the mission.
In this dangerous situation, the primary target seems to be chosen once per wave. We have provided these targets some aid when singled out. We have the technology to get them fully healed and add a health buff to increase their chances of staying alive. Survivors of this threat have reported experiencing the loss of the ability to heal themselves when being targeted. They are able to heal others and receive healing from those that have their back, though. It has also been reported that as their condition worsens, some sort of adrenaline related increase to the damage they deal fuels them to keep fighting.
Solo mercs are not any more safe than the teams out there. This outbreak can occur in the field while one is alone. The only way to claim victory and end the zeds unrelenting focus is to keep each target alive and successfully eliminate the boss threat.
With feedback from those of you frequently joining the effort to stop the spread of zeds, we have some weapon improvements in mind.
The HRG Blast Brawlers have had their stumble power increased to feel more impactful against whatever monstrosity you come up against. Attacks will also feel faster with the increased primary attack speed that will allow you to get more shots in a shorter amount of time. When things get dicey, we think the new increased blocking animation transitions speed will come in handy.
The Mine Reconstructor got an increase of impact damage range. The explosion damage range was also given a substantial increase. We felt the weight could also be lower. It was reduced from 8 to 7.
Medics, in your never ending battle to keep others alive, the team realizes how valuable your medical expertise is for success out there in the field, including those specialized buffs. That’s why we have further improved the HUD icons. The speed and resistance bonuses can be stacked up to 3 times, and the damage bonus up to 4 times. Soon you will be able to see how many stacks are active at any given time. When the buff is granted it lasts for 5 seconds unless it's refreshed. The duration of the effect does not stack with successive darts, but it restarts the 5 seconds timer. To better communicate this, the duration will be updated on your HUD as well.
We are also thrilled to bring new control options to your in game settings in the Input section under Controls. The following will be added for your convenience.
Vertical Sensitivity
Horizontal Sensitivity
View Smoothing
View Acceleration.
As your inventory grows with the amount of items at your disposal, we are continuing to improve how mercs interact with it. The Items tab will now show keys first followed by containers like crates and USBs. The All tab now shows items in the same order as they appear in their respective tabs for more consistency when trying to find what you need, be it the perfect paint job for your armaments or your favorite flat cap.
On the subject of armaments, new information on what the Horzine Research Group has been working on to keep mercs in the battle to be released next.
We are deploying a PC only hotfix to address the following issue:
Some players who had purchased the Ultimate Edition or Ultimate Edition Upgrade were not being granted the items from the Digital Deluxe package.
This update requires all PC clients and servers to be updated. If players are still having issues with those items being missing after this update, please contact our support team at support.killingfloor2.com.
Special Note: This hotfix does not target the issues related to some players not being able to reliably join servers. The team is continuing to investigate and digging into a set of probable causes and will be working to deploy a fix for those in the future. In the meantime, based on what the team has discovered, it is believed that we can mitigate the issue with a restart of the server fleet at set intervals. Server restarts began yesterday as the team continues to work on and investigate this issue.
We have just pushed a hotfix to address some of the issues that have been experienced since the Tidal Terror update. Details can be found in the changelog below:
Bug Fixes Also mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Weapons:
Sentinel
Fixed an issue with the Sentinel where players could spawn more than one drone through spamming the deploy.
Fixed in issue were the Sentinel was not firing during ZED time while online.
Fixed an issue where the Sentinels SFX were playing globally during ZED time.
Fixed an issue with the Sentinel where the SFX were originating from the player rather than the drone.
Fixed an issue where new drones could not be deployed if the weapon was dropped and picked up while a drone was already deployed.
Fixed an issue where the drone propellers were not visible in third person when it was deployed at distance.
Fixed an issue where the magazine size and ammo capacity were inconsistent when using the Commando High Capacity Magazine Skill.
Fixed an issue where players using the Commando Prepared Skill were unable to purchase the maximum number of drones.
Fixed an issue where the Sentinel could cause servers to crash upon the player exiting.
Fixed an issue where the Sentinel could at times cause the client to crash during gameplay.
Map:
Rig
Addressed LODs, sight lines, and rain effects to improve performance across the map.
Updated the map list to include the Rig during map vote.
Addressed multiple areas where there were visible seams in the walls and floor.
Addressed multiple instances of objects clipping into and z-fighting (flickering) with the walls throughout.
Fixed an issue were ZEDs could become stuck within a spawn point in the 3rd floor Living Quarters area.
Store:
Fixed multiple scenarios where the Digital Deluxe Edition content was either not being granted with the Ultimate Edition Bundle/Upgrade or being removed with its purchase.
General:
Fixed an issue on consoles where map traveling could at times cause the server to crash.