Killing Floor 2 - [TW]Yoshiro
Highlights
New Perk:
  • Gunslinger


New Weapons
  • Remington Army Model 1858 revolver (single/dual)
  • M1911 pistol (single/dual)
  • Desert Eagle (single/dual)
  • .500 Magnum Zed Collector revolver (single/dual)
  • Nailbomb Grenade

New Maps
  • Black Forest
  • Farmhouse


New Character
  • Oisten Jaegerhorn - obtained by being part of the KF 2 Steam Community

New Features
  • New Boss - Patriarch - What have you done to his children?
  • Full Steam Mod Workshop Support
    • Upload or subscribe to your favorite mods and maps as a client!
    • Servers can subscribe to and stay up to date when the maps and mods change!
    • Clients will automatically download maps directly from Steam workshop for servers that are subscribed to workshop maps
  • New dual pistol aiming style (centered), toggle by alt fire
  • Body flashlights
  • Zed-Conomy and Trading Floor Store
  • Server Welcome Screen - brand your server with an image, website link, and message of the day

Improvements and Additions
General
  • Updated controller scheme
  • Reduced the amount of map collectables needed to unlock achievements
  • Physics is now more prominent on dead players
    • When players are killed they take into account the velocity of the attack that killed them. Player ragdolls fly through the air, splat against walls, make crunching sounds when they impact, and leave behind bloodstains.
  • Added many new achievements
  • Perk Rank Up Achievement set - 5, 10, 15, 20, 25
  • Perk Hot Shot Achievement set - Beat each difficulty as a particular perk

Perk Changes and Additions
  • Berserker
    • Fortitude skill changed to 75% health increase (previously 100%)
    • Vampire skill increased by 1 health per kill (now 4 instead of 3)
    • Smash does 25% extra damage (down from 100%)
  • Demolitions
    • Nuke radius reduced
  • Medic
    • Armament 25% less effective heal and will heal 1% armor (down from 10% less effective and 2% armor)
    • Vaccination Now grants 2% armor (down from 4%)
  • Gunslinger
    • Lvl 5
      • Scoot ‘n’ Shoot - Move 50% faster in iron sights with reduced weapon bob
      • Quick Draw - 50% faster weapon switch, automatic weapon switch if you run out of ammo
    • Lvl 10
      • Rack ‘em Up - Consecutive headshots increase damage by 10% up to 70% (missing head shots drops 10%)
      • Bone Breaker - 20% more damage with gunslinger weapons
    • Lvl 15
      • Advanced Techniques - 20% faster reload
      • Penetration - Increased zed penetration by 1 extra zed
    • Lvl 20
      • Center Mass - Chest shots have 30% more stumble power
      • Leg Shots - SHots to the legs have 30% more knockdown power when zeds are sprinting
    • Lvl 25
      • Fanfire - Shoot 3x faster in Zed time
      • Uber Ammo - Never run out of ammo in Zed time

Zed Changes
  • Added cinematic camera and new boss intro and victory animations for both bosses.
  • Hans taunts will now shoot guns in the air with fx and sounds.
  • Stalker now fades in and out of cloak
  • Addressed surrounding Hans exploit - when surrounded Hans gas will now do more damage and has some explosive power

Weapon Changes
  • Players will now default to centered aiming with dual pistols (based on community voting) and can now switch to the offset aiming with the alt fire key (default middle mouse).
  • Increased ammo pickup amounts on certain weapons (boomstick, flamethrower, microwave gun, RPG-7) to get them more consistent across the board
  • Zweihander Damage Reduced
    • Heavy attacked reduced to 195(previously 290)
    • Standard attack reduced to 85 (previously 90)
    • Bash damage reduced to 63 (previously 120)

UI/Effects
  • New audio sliders
    • Master Volume
    • SFX Volume
    • Dialog Volume
  • New controller options
    • Aimed sensitivity
    • Aim Assist lock-on
    • Aim Assist Rotation
    • Aim Assist Slowdown
    • Vibration
  • New mouse options
    • Aimed Sensitivity
    • Mouse Smoothing
  • New Keyboard options
    • Last Used Weapon
  • Trader Menu
    • Off Perk weapons now show at the bottom of each specific perk list
    • Added icons to MAG and FILL buttons to better clarify what they do for new players
  • Improved using the Trader menu with controllers
    • Bumpers now swap between PERKS, TYPE, FAVORITES, and ALL
    • Triggers now swap between perk/weapon type subcategory
    • Pressing left/right on l-stick will swap between the TRADER's inventory and yours, respectively
  • Improved the overall look and functionality of the main menu
    • Removed the 3d transform on main menus to make better use of the space
    • Moved the menu bar to the very top for easier navigation
    • Added an orange highlight state for better highlighting
    • Moved the player character to center of screen
    • Darkened the black background of all UI assets to better stand out
    • General spacing tweaks to keep all UI assets on a grid
  • Remade and resized controller icons for better visibility
  • Supplier-type perk talents (Support: Supplier, Demolitionist: Grenade Supplier) now show an icon over the squadmate who has an active supplier skill available to the player
  • Changed Download OK button to cancel

Audio
  • New 9mm sounds
  • Added Hans Entry and Victory sounds
  • Modifications to reverb system to increase clarity
  • Continued improvements to game mix
  • Added a Voice volume slider
  • Performance improvements
  • Improved player impact sounds for better feedback
  • Added random sound position emitter functionality
  • Added functionality to attach sounds to particle FX

Map Exploit Fix
  • Burning Paris catwalk exploit

Editor
  • Added default material for custom terrain materials

Bug Fixes
  • Fixed AI not attacking players blocking them from their original target
  • Fixed AI attack and pathing near corners
  • Fixed clots clipping into walls when stumbled
  • Fixed tracers not colliding with walls
  • Fixed fleshpound sound loop at the point of its death
  • Fixed player battle chatter echo still being audible with battle chatter set to 0
  • Fixed several battle chatter lines that were cut short
  • Fixed weapon recoil being different offline vs online
  • Fixed perks changing unintentionally due to mouse inputs being registered when menus were closed
  • Several other minor bug fixes

Killing Floor 2 - [TW]Yoshiro
Highlights
New Perk:
  • Gunslinger


New Weapons
  • Remington Army Model 1858 revolver (single/dual)
  • M1911 pistol (single/dual)
  • Desert Eagle (single/dual)
  • .500 Magnum Zed Collector revolver (single/dual)
  • Nailbomb Grenade

New Maps
  • Black Forest
  • Farmhouse


New Character
  • Oisten Jaegerhorn - obtained by being part of the KF 2 Steam Community

New Features
  • New Boss - Patriarch - What have you done to his children?
  • Full Steam Mod Workshop Support
    • Upload or subscribe to your favorite mods and maps as a client!
    • Servers can subscribe to and stay up to date when the maps and mods change!
    • Clients will automatically download maps directly from Steam workshop for servers that are subscribed to workshop maps
  • New dual pistol aiming style (centered), toggle by alt fire
  • Body flashlights
  • Zed-Conomy and Trading Floor Store
  • Server Welcome Screen - brand your server with an image, website link, and message of the day

Improvements and Additions
General
  • Updated controller scheme
  • Reduced the amount of map collectables needed to unlock achievements
  • Physics is now more prominent on dead players
    • When players are killed they take into account the velocity of the attack that killed them. Player ragdolls fly through the air, splat against walls, make crunching sounds when they impact, and leave behind bloodstains.
  • Added many new achievements
  • Perk Rank Up Achievement set - 5, 10, 15, 20, 25
  • Perk Hot Shot Achievement set - Beat each difficulty as a particular perk

Perk Changes and Additions
  • Berserker
    • Fortitude skill changed to 75% health increase (previously 100%)
    • Vampire skill increased by 1 health per kill (now 4 instead of 3)
    • Smash does 25% extra damage (down from 100%)
  • Demolitions
    • Nuke radius reduced
  • Medic
    • Armament 25% less effective heal and will heal 1% armor (down from 10% less effective and 2% armor)
    • Vaccination Now grants 2% armor (down from 4%)
  • Gunslinger
    • Lvl 5
      • Scoot ‘n’ Shoot - Move 50% faster in iron sights with reduced weapon bob
      • Quick Draw - 50% faster weapon switch, automatic weapon switch if you run out of ammo
    • Lvl 10
      • Rack ‘em Up - Consecutive headshots increase damage by 10% up to 70% (missing head shots drops 10%)
      • Bone Breaker - 20% more damage with gunslinger weapons
    • Lvl 15
      • Advanced Techniques - 20% faster reload
      • Penetration - Increased zed penetration by 1 extra zed
    • Lvl 20
      • Center Mass - Chest shots have 30% more stumble power
      • Leg Shots - SHots to the legs have 30% more knockdown power when zeds are sprinting
    • Lvl 25
      • Fanfire - Shoot 3x faster in Zed time
      • Uber Ammo - Never run out of ammo in Zed time

Zed Changes
  • Added cinematic camera and new boss intro and victory animations for both bosses.
  • Hans taunts will now shoot guns in the air with fx and sounds.
  • Stalker now fades in and out of cloak
  • Addressed surrounding Hans exploit - when surrounded Hans gas will now do more damage and has some explosive power

Weapon Changes
  • Players will now default to centered aiming with dual pistols (based on community voting) and can now switch to the offset aiming with the alt fire key (default middle mouse).
  • Increased ammo pickup amounts on certain weapons (boomstick, flamethrower, microwave gun, RPG-7) to get them more consistent across the board
  • Zweihander Damage Reduced
    • Heavy attacked reduced to 195(previously 290)
    • Standard attack reduced to 85 (previously 90)
    • Bash damage reduced to 63 (previously 120)

UI/Effects
  • New audio sliders
    • Master Volume
    • SFX Volume
    • Dialog Volume
  • New controller options
    • Aimed sensitivity
    • Aim Assist lock-on
    • Aim Assist Rotation
    • Aim Assist Slowdown
    • Vibration
  • New mouse options
    • Aimed Sensitivity
    • Mouse Smoothing
  • New Keyboard options
    • Last Used Weapon
  • Trader Menu
    • Off Perk weapons now show at the bottom of each specific perk list
    • Added icons to MAG and FILL buttons to better clarify what they do for new players
  • Improved using the Trader menu with controllers
    • Bumpers now swap between PERKS, TYPE, FAVORITES, and ALL
    • Triggers now swap between perk/weapon type subcategory
    • Pressing left/right on l-stick will swap between the TRADER's inventory and yours, respectively
  • Improved the overall look and functionality of the main menu
    • Removed the 3d transform on main menus to make better use of the space
    • Moved the menu bar to the very top for easier navigation
    • Added an orange highlight state for better highlighting
    • Moved the player character to center of screen
    • Darkened the black background of all UI assets to better stand out
    • General spacing tweaks to keep all UI assets on a grid
  • Remade and resized controller icons for better visibility
  • Supplier-type perk talents (Support: Supplier, Demolitionist: Grenade Supplier) now show an icon over the squadmate who has an active supplier skill available to the player
  • Changed Download OK button to cancel

Audio
  • New 9mm sounds
  • Added Hans Entry and Victory sounds
  • Modifications to reverb system to increase clarity
  • Continued improvements to game mix
  • Added a Voice volume slider
  • Performance improvements
  • Improved player impact sounds for better feedback
  • Added random sound position emitter functionality
  • Added functionality to attach sounds to particle FX

Map Exploit Fix
  • Burning Paris catwalk exploit

Editor
  • Added default material for custom terrain materials

Bug Fixes
  • Fixed AI not attacking players blocking them from their original target
  • Fixed AI attack and pathing near corners
  • Fixed clots clipping into walls when stumbled
  • Fixed tracers not colliding with walls
  • Fixed fleshpound sound loop at the point of its death
  • Fixed player battle chatter echo still being audible with battle chatter set to 0
  • Fixed several battle chatter lines that were cut short
  • Fixed weapon recoil being different offline vs online
  • Fixed perks changing unintentionally due to mouse inputs being registered when menus were closed
  • Several other minor bug fixes

Killing Floor 2 - [TW]Ramm-Jaeger
There have been a lot of questions about the voice of the Patriarch for Killing Floor 2, so we thought we'd share this information. Dan Nassick, aka Zynthetic, is reprising his role as the Patriarch for Killing Floor 2. So not only is the original voice of the Patriarch returning, many favorite Patriarch lines from KF1 are returning, as well as a whole lot of new lines.
Killing Floor 2 - [TW]Ramm-Jaeger
There have been a lot of questions about the voice of the Patriarch for Killing Floor 2, so we thought we'd share this information. Dan Nassick, aka Zynthetic, is reprising his role as the Patriarch for Killing Floor 2. So not only is the original voice of the Patriarch returning, many favorite Patriarch lines from KF1 are returning, as well as a whole lot of new lines.
Nov 25, 2015
Killing Floor 2 - [TW]Yoshiro
PCGamer has the first look at what is coming next for Killing Floor 2. Hint: He's big, he's angry, and he has one in the pipe!

http://www.pcgamer.com/killing-floor-2-patriarch-boss-reveal/
Nov 25, 2015
Killing Floor 2 - [TW]Yoshiro
PCGamer has the first look at what is coming next for Killing Floor 2. Hint: He's big, he's angry, and he has one in the pipe!

http://www.pcgamer.com/killing-floor-2-patriarch-boss-reveal/
Killing Floor 2

Killing Floor 2 is about cleaning up hordes of unruly test subjects with bullets, fire, swords, and anything else destructive enough to remove a mutant s head, and doing it all with friends. It s still hacking its way through Early Access, and since Tyler wrote about it in April, the team at Tripwire has continued working on the guns and gibs. Last week, I got to play Killing Floor 2 s next big update, which is coming to players in December and brings back an old friend: the Patriarch.

Killing Floor 1 fans will remember the Patriarch boss, who seems to have put on some weight and mutated a few more times since then, but is otherwise mostly unchanged. He s a huge bullet-sponge: fast, powerful, and with a tendency to run away and heal just when you ve almost got him.

He will come at you in those first couple of minutes with his basic attacks, Tripwire Interactive vice president Alan Wilson told PC Gamer. Once he s taken a bit of damage, so long as he can get away, he ll disappear, stab himself with a healing syringe in a quiet corner, and cover his retreat by throwing a bunch of lower-level monsters at you. We want it to be a mix of [fighting and] damn we ve lost him —because if you keep up with him and keep piling damage on, you can actually kill him there and then.

He's a big sucker.

To test out the Patriarch, I joined Tripwire and smashed through KF2 s two new maps: the Black Forest and the Farmhouse. The Black Forest is heavily wooded and crossed with running streams and creeks. Railroad tracks and a lonely mountain cabin break up the woodlands and create chokepoints for mutants to swarm through. As time goes by and the bodies pile up, the woods get darker and darker until flashlights are a necessity.

Along the way, I admired the gun animations and behaviors—heavy and believable, fun to spray at mutant heads, or carefully aim and steady—and the work Tripwire has done to iterate on KF1. We re doing a sequel to a well-beloved game, so we can t depart from the core formula, said Wilson. Basically: mutant freaks; if you see anything that looks fucked up, shoot it, burn it, chop it to pieces; general mayhem; have fun, look cool while you re doing it. Going KF1 to [Red Orchestra 2] to KF2, we ve done a lot of work at the engine level with weapons, weapon feel, sound, all the rest of it.

The update s second map, Farmhouse, is straight out of every horror movie you ve ever seen. I was a little disappointed to see the map s similarity to the farm finale area in Left 4 Dead, but the genre cliches instantly set a familiarly creepy tone, and lend themselves to the design of a fun map—mutants come swarming out of the dense corn field, and the barn, hayloft, and farmhouse add vertical space. If it s an homage to anything, it s an homage to every single creepy horror movie that ends up in an old farmhouse, Wilson said. The sort of place that everyone jokes, when the man comes out with a chainsaw, you run away. Don t go and hide in a small cupboard.

One of my shots of the farmhouse.

When the Patriarch finally lands at the end of a game, he s a towering pile of flesh and circuitry. He absorbs a lot of damage, sure, but that s par for the course with Killing Floor bosses. Patriarch is in many ways the same character from KF1, but he s learned some new tricks. When he spots players hiding from his rocket launcher attacks, for example, he turns the launcher into a mortar and lobs rockets up and over players cover.

His invisibility power is back, too, but he uses it in more interesting ways. Rather than simply a tool for retreat, the Patriarch uses his invisibility to attack unpredictably. Now when players lose sight of Patriarch they can t be completely sure: did he run away to heal, or is he about to pounce on them from behind?

More importantly, however players beat Patriarch will be a very different approach from how they attack Hans, the current final boss in Killing Floor 2. Any map will have a 50/50 chance of spawning Hans or the Patriarch, and that uncertainty is part of Tripwire s strategy for giving players an ongoing tactical puzzle.

It s going to be interesting to see now, how players will form new teams, Wilson said. They ve worked out how they like to handle Hans. Now they have to work out how to handle the Patriarch, but they also have the challenge that they don t know which one is coming at them. If they gear up to fight Hans and the Patriarch comes at them, they could be up shit creek… How do you strategize for an end boss when you don t know who it is?

More of what's coming in the Patriarch update.
Killing Floor 2 - contact@rockpapershotgun.com (Graham Smith)

A flame war, yesterday.

Killing Floor 2 [official site] is currently making its way through Early Access and by all accounts is a pretty good co-op zombie blaster. Developers Tripwire are now planning to add microtransactions to the game, letting players buy in-game items using real money. The initial items will be cosmetic, bought directly or by paying for keys to unlock randomly dropped item crates, though there are plans to add weapons “with new gameplay” in future. These items will be available to everyone on a server if one person has paid to unlock them.

None of this is a surprise – Killing Floor 1 had paid DLC weapons and skins – except perhaps that the microtransactions are being added here before the rest of the game is finished.

… [visit site to read more]

Killing Floor 2

Killing Floor 2 is getting its own in-game marketplace where you can purchase goods with real money. Dubbed The Trading Floor, the shop vendors cosmetic items like clothing and weapon skins, which will drop at random during gameplay and can be traded with fellow zombie-killing enthusiasts

These drops will come in crates, which need a "decryption key" to unlock. "Horzine supply crates contain a single skin variant of a wearable cosmetic, chosen at random from a set of possible items for each type of crate," Tripwire explains. Those decryption keys can be purchased either on the Trading Floor directly or via the Steam Market. In addition to skin types of various levels of rarity, crates might also drop a "precious golden accessory".

Again, you'll be able to trade items with other players, but in the future you'll be able to break down loot and craft exactly what you want. Tripwire doesn't explain how this will work, but it'll come in a future update.

To reiterate, these items are cosmetic only. "All of the content added in Trading Floor at launch will be cosmetic only and not affect gameplay in any way," Tripwire writes. "In the future we may be adding weapons with new gameplay for sale, but this will appear in the Shared Content area on the server. This means that, if any player on the server has a weapon (like the Chivalry Zweihander now), then every player on the server will be able to use it. No-one gets any advantage . Co-op game - everyone starts out equal! Our goal is for any such weapons to be side grades anyway, so they won t provide an edge over the current tier of weapon power."

The full rundown of how it'll work is over here. If you're yet to dive in, Tyler Wilde's review of the Early Access version might twist your arm in the right direction.

Nov 23, 2015
Killing Floor 2 - [TW]Yoshiro
As we head into the holiday season, we at Tripwire Interactive would like to share with you some of our upcoming plans for Killing Floor 2. We hear the Trader would like to have a word with your team about upcoming opportunities to “stand out”:




But the Trader is telling us you better hurry up, something else is coming. Something about what you’ve done to his ... hmm that last part seems cut off.
...