Killing Floor 2 - [TW]Yoshiro
General
  • Increased the amount of dosh you receive when you respawn
  • Rebalanced Fleshpound damage
  • Reduced the Safeguard perk skill effectiveness
  • Increased secondary xp on Normal
  • Reduced the amount of life Hans drains on each difficulty
  • Reduced bash stumble
  • Increased Scrake stumble cooldown
  • Tweaked fall damage
  • Removed Siren Pull
  • Increased the wave 1 zed count
  • Increased zed movement speed on Suicidal
  • Increased zed movement speed on HOE
  • Zeds now have a greater chance of doing "Hard" attacks on suicidal
  • Added a system to allow zeds to have a chance of sprinting all the time based on difficulty (not just when they are damaged)
  • Most low level zeds now sprint when damaged on Suicidal
  • Low level zeds have a slight chance of sprinting all the time on Suicidal
  • Added more special squads to lower numbered waves
  • Added functionality that scales up the spawning intensity of the first few waves on higher difficulty levels (Suicidal and Hell on Earth)
  • Reduced the maximum passive perk damage for the Commando, Support, and Berserker
  • Increased the base damage for Beserker weapons
  • Various adjustments to zed damage
  • Players now take a small % of damage from zed attacks when they parry. Small zeds should do little to no damage, big zeds will do little to light damage. The bigger the melee weapon, the better the mitigation

Maps
  • Various map fixes and geometry tweaks

Bugs
  • Fix for Menace Skill: Bloat & Siren Resistance not being properly applied
  • Fixed issue where being headless and stunned by the medics sedate would cause sliding
  • Fix for being able to "trick" gear menu open at start of wave.
  • Fix for not saving XP for current wave when leaving during wave
  • Fixed zeds not sprinting on Hell on Earth when they should be
  • Fixed rounding issue between server and client when buying ammo
  • Fix for the changed welding rate giving people too much XP
  • fix for duplicate names and or steam icons in party
  • Fix for frame drop on server refresh
  • Fixed an issue where clients wouldn't see the husk explode when he did his suicide move
  • Fixed picked up weapons not showing up at the right price on a server
  • Fix for when the server processes an extra client transaction
  • Fixed Hans draining some players to death on Hell on Earth
  • Fixed players spawning into an in-progress game with incorrect dosh.
  • Fixed Quick weld not closing doors Online
  • Fixed Safeguard skill not behaving as expected
  • Fixed issue where wander would interrupt commands where the movement was disabled
  • Blind fix for "low health" breathing not stopping after death/level transition
  • Players should now be less talkative if grabbed by Hans
  • Fix for muzzle flashes depth-clipping through walls/doors, etc.
  • Fixed having voicecomms widget getting stuck on death
  • Fix for incorrect info showing on partywidget
Killing Floor 2 - [TW]Yoshiro
General
  • Increased the amount of dosh you receive when you respawn
  • Rebalanced Fleshpound damage
  • Reduced the Safeguard perk skill effectiveness
  • Increased secondary xp on Normal
  • Reduced the amount of life Hans drains on each difficulty
  • Reduced bash stumble
  • Increased Scrake stumble cooldown
  • Tweaked fall damage
  • Removed Siren Pull
  • Increased the wave 1 zed count
  • Increased zed movement speed on Suicidal
  • Increased zed movement speed on HOE
  • Zeds now have a greater chance of doing "Hard" attacks on suicidal
  • Added a system to allow zeds to have a chance of sprinting all the time based on difficulty (not just when they are damaged)
  • Most low level zeds now sprint when damaged on Suicidal
  • Low level zeds have a slight chance of sprinting all the time on Suicidal
  • Added more special squads to lower numbered waves
  • Added functionality that scales up the spawning intensity of the first few waves on higher difficulty levels (Suicidal and Hell on Earth)
  • Reduced the maximum passive perk damage for the Commando, Support, and Berserker
  • Increased the base damage for Beserker weapons
  • Various adjustments to zed damage
  • Players now take a small % of damage from zed attacks when they parry. Small zeds should do little to no damage, big zeds will do little to light damage. The bigger the melee weapon, the better the mitigation

Maps
  • Various map fixes and geometry tweaks

Bugs
  • Fix for Menace Skill: Bloat & Siren Resistance not being properly applied
  • Fixed issue where being headless and stunned by the medics sedate would cause sliding
  • Fix for being able to "trick" gear menu open at start of wave.
  • Fix for not saving XP for current wave when leaving during wave
  • Fixed zeds not sprinting on Hell on Earth when they should be
  • Fixed rounding issue between server and client when buying ammo
  • Fix for the changed welding rate giving people too much XP
  • fix for duplicate names and or steam icons in party
  • Fix for frame drop on server refresh
  • Fixed an issue where clients wouldn't see the husk explode when he did his suicide move
  • Fixed picked up weapons not showing up at the right price on a server
  • Fix for when the server processes an extra client transaction
  • Fixed Hans draining some players to death on Hell on Earth
  • Fixed players spawning into an in-progress game with incorrect dosh.
  • Fixed Quick weld not closing doors Online
  • Fixed Safeguard skill not behaving as expected
  • Fixed issue where wander would interrupt commands where the movement was disabled
  • Blind fix for "low health" breathing not stopping after death/level transition
  • Players should now be less talkative if grabbed by Hans
  • Fix for muzzle flashes depth-clipping through walls/doors, etc.
  • Fixed having voicecomms widget getting stuck on death
  • Fix for incorrect info showing on partywidget
Killing Floor 2 - [TW]Yoshiro
http://www.solidstaterecords.com/news/4635/Killing_Floor_2_Soundtrack_Available_Pre_PreOrder/

Tripwire Interactive's original soundtrack for the upcoming video game Killing Floor 2 is available now on iTunes for Pre-Order!

iTunes: http://smarturl.it/KF2

The soundtrack will be released on April 21st, 2015 at both digital and retail outlets. Killing Floor 2 is one of 2015’s most anticipated new releases with its brutal mix of gore and action. Now with the most bone crushing soundtrack ever created for a video game, the mix of metal, rock, industrial and electronic music will definitely set the mood for fans as they get prepared to slay enemies in the upcoming, action-packed first person shooter!
Killing Floor 2 - [TW]Yoshiro
http://www.solidstaterecords.com/news/4635/Killing_Floor_2_Soundtrack_Available_Pre_PreOrder/

Tripwire Interactive's original soundtrack for the upcoming video game Killing Floor 2 is available now on iTunes for Pre-Order!

iTunes: http://smarturl.it/KF2

The soundtrack will be released on April 21st, 2015 at both digital and retail outlets. Killing Floor 2 is one of 2015’s most anticipated new releases with its brutal mix of gore and action. Now with the most bone crushing soundtrack ever created for a video game, the mix of metal, rock, industrial and electronic music will definitely set the mood for fans as they get prepared to slay enemies in the upcoming, action-packed first person shooter!
Killing Floor 2 - [TW]Yoshiro
General
  • Game will now read the server game port from the command line when setting up the Steam server
  • Changed "Zynthetic" to "zYnthetic"
  • Flamethrower now ignores damage scaling by difficulty and deals the full damage amount to player that fires it
  • Ana now comments on her favorite weapon (flamethrower)
  • Updated server .ini's to default to normal difficulty
  • Changed EndOfGame delay from 20 to 10 in default ini
  • Increased online framerate cap for clients from 90 to 150
  • Tweaked down Pulverizer Damage on Alt Fire
  • Safe Guard skill now applies a 15% bonus
  • Added in voice detection with option to turn it on and off in the audio menu. Off by default.
  • Economy Changes
    • Made changes to spread out dosh earning over the waves and more evenly between classes
  • Reduced the trading time in normal to 75
  • Zed Changes
    • Made changes to several zeds health, damage and aggression based on feedback and stats on different difficulties
  • Blocked accepting invites at times when they would be problematic to other processes
  • Adjusted MaxRespawnDosh up to 1250 to match better with our higher weapon prices
  • Hans XP grant should be higher to compensate for the time it takes to kill him
  • Added the ability to scale how much extra damage a zed gets when they are vulnerable to a damage type

Maps
  • Adjusted all maps based on feedback and stats
    • Tweaked spawn times
    • Added additional spawn zones
    • Cleaned up geometry

Optimizations
  • Adding depth bounds test support (AMD and NVIDIA) to speed up deferred lights.
  • Disable rigid body collision events for giblets for low and medium settings.
  • Add Setting to turn off footstep sounds on low FX setting.
  • Misc optimizations from main game thread
  • Set small and canbecomedynamic asset detail mode for min spec perf optimization
  • Turned off obliteration gibs for low settings
  • LOD'd out collision events on blood particles
  • Disabled CanBecomeDynamic objects from being activated from bullet impacts on low setting.
  • Added setting to disable blood splatter decal on low and medium settings. Just use persistent blood splat for those.
  • Removed all smoke particles in the tank and set clot and track animations to only render on medium detail settings
  • changed all particles in character cust room to medium detail level
  • Optimized collision on some meshes.
  • Collision optimizations.
  • Min spec optimizations
    • Removed aurora particles but left the mesh for less awesome aurora
    • Removed all physics flags
    • Removed all remaining snow particles.
    • Removed half of the animated cameras
    • Removed half of the interp actor wind turbines
  • Optimized Persistent blood traces
  • Tied max blood splats per frame to graphics settings.
  • Do not busy wait for server to reduce idle time CPU utilization

Bugs
  • Fixed bug where Medic weapons wouldn’t lock on at angles
  • Fixed issue where the flamethrower will spawn a ground fire at the origin of the map if a trace failed
  • Fixed sound not playing online for the metal detectors
  • Fixed some debug spam
  • Fix for mono looping echos not getting cleaned up
  • Fixed door pound sounds not playing on dedicated client
  • Fixed case where bloats would puke through the door in an attempt to attack the player even though they could not reach them
  • You no longer die if you're tired of being an admin
  • Fixed molasses bug (where players would be set to a lower speed)
  • Fixed an issue where Zeds would not properly select spawn volumes not viewable by players
  • Fixed other client hearing the Medic weapons beeping lock on
  • Fixed Commando rapid fire skill not working online
  • Fixed Professional skill not working online
  • Fixed Menace Skill: Attack Speed not applying during zed time
  • Fixed missing heartbeats
  • Fixed missing mesh log errors.
  • Fixed Server browser only showing top 100 servers by player ping
  • Fixed Hans gas grenade not always rendering correctly
  • Fixed shutting doors on players and zeds causing them to get stuck
  • Made sure door close sounds are heard on clients (different from previous door sound issue)
  • Fix for bad mouse sensitivity
  • Healing Surge now gives the proper amount of health
  • Fixed players pausing the game online
  • Fixed a bug with the Husk where he wouldn't fire his fireball or flamethrower attack if he was newly spawned until his cooldown had passed
  • Fixed Flamethrower flame not showing up if player couldn’t see the player shooting it
  • Fixed issue with large bounding region on fx
  • Fix for third person fire effects not appearing if Instigator was 50 meters away from where they spawned in
  • Fixed Server Browser not properly filtering older versions out of the list
  • Attempted Fix for a server only memory leak


Crashes
  • Fixed issue which would cause an infinite loop
  • Fixed audio related crash
Killing Floor 2 - [TW]Yoshiro
General
  • Game will now read the server game port from the command line when setting up the Steam server
  • Changed "Zynthetic" to "zYnthetic"
  • Flamethrower now ignores damage scaling by difficulty and deals the full damage amount to player that fires it
  • Ana now comments on her favorite weapon (flamethrower)
  • Updated server .ini's to default to normal difficulty
  • Changed EndOfGame delay from 20 to 10 in default ini
  • Increased online framerate cap for clients from 90 to 150
  • Tweaked down Pulverizer Damage on Alt Fire
  • Safe Guard skill now applies a 15% bonus
  • Added in voice detection with option to turn it on and off in the audio menu. Off by default.
  • Economy Changes
    • Made changes to spread out dosh earning over the waves and more evenly between classes
  • Reduced the trading time in normal to 75
  • Zed Changes
    • Made changes to several zeds health, damage and aggression based on feedback and stats on different difficulties
  • Blocked accepting invites at times when they would be problematic to other processes
  • Adjusted MaxRespawnDosh up to 1250 to match better with our higher weapon prices
  • Hans XP grant should be higher to compensate for the time it takes to kill him
  • Added the ability to scale how much extra damage a zed gets when they are vulnerable to a damage type

Maps
  • Adjusted all maps based on feedback and stats
    • Tweaked spawn times
    • Added additional spawn zones
    • Cleaned up geometry

Optimizations
  • Adding depth bounds test support (AMD and NVIDIA) to speed up deferred lights.
  • Disable rigid body collision events for giblets for low and medium settings.
  • Add Setting to turn off footstep sounds on low FX setting.
  • Misc optimizations from main game thread
  • Set small and canbecomedynamic asset detail mode for min spec perf optimization
  • Turned off obliteration gibs for low settings
  • LOD'd out collision events on blood particles
  • Disabled CanBecomeDynamic objects from being activated from bullet impacts on low setting.
  • Added setting to disable blood splatter decal on low and medium settings. Just use persistent blood splat for those.
  • Removed all smoke particles in the tank and set clot and track animations to only render on medium detail settings
  • changed all particles in character cust room to medium detail level
  • Optimized collision on some meshes.
  • Collision optimizations.
  • Min spec optimizations
    • Removed aurora particles but left the mesh for less awesome aurora
    • Removed all physics flags
    • Removed all remaining snow particles.
    • Removed half of the animated cameras
    • Removed half of the interp actor wind turbines
  • Optimized Persistent blood traces
  • Tied max blood splats per frame to graphics settings.
  • Do not busy wait for server to reduce idle time CPU utilization

Bugs
  • Fixed bug where Medic weapons wouldn’t lock on at angles
  • Fixed issue where the flamethrower will spawn a ground fire at the origin of the map if a trace failed
  • Fixed sound not playing online for the metal detectors
  • Fixed some debug spam
  • Fix for mono looping echos not getting cleaned up
  • Fixed door pound sounds not playing on dedicated client
  • Fixed case where bloats would puke through the door in an attempt to attack the player even though they could not reach them
  • You no longer die if you're tired of being an admin
  • Fixed molasses bug (where players would be set to a lower speed)
  • Fixed an issue where Zeds would not properly select spawn volumes not viewable by players
  • Fixed other client hearing the Medic weapons beeping lock on
  • Fixed Commando rapid fire skill not working online
  • Fixed Professional skill not working online
  • Fixed Menace Skill: Attack Speed not applying during zed time
  • Fixed missing heartbeats
  • Fixed missing mesh log errors.
  • Fixed Server browser only showing top 100 servers by player ping
  • Fixed Hans gas grenade not always rendering correctly
  • Fixed shutting doors on players and zeds causing them to get stuck
  • Made sure door close sounds are heard on clients (different from previous door sound issue)
  • Fix for bad mouse sensitivity
  • Healing Surge now gives the proper amount of health
  • Fixed players pausing the game online
  • Fixed a bug with the Husk where he wouldn't fire his fireball or flamethrower attack if he was newly spawned until his cooldown had passed
  • Fixed Flamethrower flame not showing up if player couldn’t see the player shooting it
  • Fixed issue with large bounding region on fx
  • Fix for third person fire effects not appearing if Instigator was 50 meters away from where they spawned in
  • Fixed Server Browser not properly filtering older versions out of the list
  • Attempted Fix for a server only memory leak


Crashes
  • Fixed issue which would cause an infinite loop
  • Fixed audio related crash
Killing Floor 2 - [TW]Yoshiro
Killing Floor 2 - [TW]Yoshiro
Killing Floor 2 - [TW]Yoshiro
The news outlets who attended our press event last week have started to put up their articles! I'll try and keep them rounded up here so you can read what they have to say.


IGN
GameSpot
Shack News
Game Revolution
Rely On Horror
Destructoid
PC World
Dread Central
SyFy



Our own website, http://killingfloor2.com/overview.aspx has also been updated with new content!
Killing Floor 2 - [TW]Yoshiro
The news outlets who attended our press event last week have started to put up their articles! I'll try and keep them rounded up here so you can read what they have to say.


IGN
GameSpot
Shack News
Game Revolution
Rely On Horror
Destructoid
PC World
Dread Central
SyFy



Our own website, http://killingfloor2.com/overview.aspx has also been updated with new content!
...