Is now live! The changelog for this update (1067) can be found below:
Highlights
2 New Maps
Objective Survival - Airship
Survival - Lockdown
Two New Objective Types for Airship
Weld and Repair
Operate and Control
4 New Weapons
M99 AMR for Sharpshooter
Static Strikers for Berserker
Doomstick for Support
Goreshiv knife for the Survivalist
Weapon Upgrade System
Players can use the Trader Pod to upgrade weapons to Tier 5
Raises damage but may incur extra weight
Raises medic dart recharge rate for all Field Medic weapons
Prestige System
Reset level 25 Perks to 0 for XP bonus, Vault Dosh, and unique icons and weapon skins
New Paid DLC Character
Mrs. Foster, fully voiced by Claudia Black
New Enemies, E.D.A.R.
E.D.A.R. Trapper
E.D.A.R. Blaster
E.D.A.R. Bomber
Time-Limited Summer Objectives, Tickets, and Items
Airship summer objectives to earn a Steampunk Outfit Bundle
Summer Sideshow event tickets
Steampunk cosmetics
Zedconomy
Neon MKII Encrypted USB
Bluefire Encrypted USB
Dosh Vault
Added Tier 2 weapon Skins
New Steam Achievements for Airship, Lockdown, and their Collectibles
General
New Summer Sideshow models for the Rioter, E.D.A.R.s, King Fleshpound, and Abomination
Added Daily objectives for E.D.A.Rs., Doomstick, Static Strikers, and M99 AMR
Added messaging on the in-game chat box whenever a player initiates the SKIP TRADER feature
Added an UPGRADE button to the Trader Pod menu weapon preview window. Players can select it to pay and upgrade weapons
Upgraded weapons will have a yellow-orange glow instead of a green one for the pickup model to help tell the difference between a weapon that is upgraded and one that is not
Added audio to the command wheel THANK YOU command for all playable characters
Added new default main menu music track by Rocky Gray
“Monstrosity”
Added new music tracks for Airship by Rocky Gray
“Brass and Steam”
“Fight in Flight”
“Red Mist”
“The Craft”
“Zed Destroyer”
Added Ringmaster Lockheart voice audio as the Trader voice for Airship
Voiced by David Lodge
Reverted changes to picking up and throwing dosh. Nearby players will immediately pick up thrown dosh
Made sound and FX adjustments to the nuke explosion generated by the Demolitionist ZED TIME - Destroyer of Worlds perk skill
Added new Summer Sideshow video slides to the main menu
Adjusted texture and material of Summer Sideshow Elite Crawler model to help better tell the difference from its normal variant
Adjusted the 1st person reload sounds to be louder
Added additional layers of dosh pallets to the Dosh Vault to see more dosh in the vault
Added a News button on the main menu HOME tab for players to see the latest news about Killing Floor 2
Added a delay to blocking zeds so that the damage and incapacitation mitigation does not occur instantaneously
Changed the text for the Trader Pod “Auto-Upgrade” feature to “Auto-Trade” to avoid confusing the feature with the new weapon upgrade system
Balance Survival Game Mode
Wave Configuration
Hell On Earth wave modifications to improve challenge for all game lengths
Endless Game Mode
Wave Configuration
Hell on Earth wave modifications to improve challenge
Hell On Earth Difficulty
Bosses do 100% damage regardless of wave
Outbreaks
Boom Mode
Reduced the amount of Zeds by 60%
Cranium Cracker Mode
E.D.A.R.s temporarily removed. This will cause Stalkers and Husks to also be temporarily removed because E.D.A.R.s share the same spawn pool as Stalkers and Husks
Special Zed Waves
Clot and Crawler Waves
100% more total Zeds
Spawn rate raised by 900%
Clots now spawn enraged
Stalker Waves
Spawn rate raised by 200%
Chance to have E.D.A.R.s spawn with Stalkers
Siren Waves
Reduced the amount of Zeds by 50%
Spawn rate raised by 100%
Husk Waves
Reduced the amount of Zeds by 25%
Chance to have E.D.A.R.s spawn with Husks
Gorefast Waves
Reduced the amount of Zeds by 25%
Spawn rate raised by 50%
Bloat Waves
Reduced the amount of Zeds by 50%
Spawn rate raised by 50%
Scrake and Fleshpound Waves
Chance to happen on all difficulties
Reduced the amount of Zeds by 80%
Spawn rate reduced by 75%
Enemies
E.D.A.R.s
Chance to spawn reduced by 30% on all difficulties
Base chest armor health reduced from 500 to 225
Base head armor health increased from 550 to 600
Base body health increased from 562 to 775
Base sprint speed increased from 550 to 600
Base sprint distance increased from 1500 to 5000
Critical hit zone damage modifier on core increased from 1.4x to 3.5x
Critical hit zone core located in the center area once chest armor is destroyed
Base fire damage vulnerability increased from 0.75x to 1.5x
Base microwave damage vulnerability increased from 2.0x to 3.25x
E.D.A.R. Trapper
Max attack range of EMP beam decreased from 4000UU to 550UU
Designer Note - E.D.A.R.s are our newest, ranged enemies, and there are three variations of them known as the Trapper, Bomber, and Blaster. Upon their initial reception during the beta, they were exceedingly difficult to kill, and this added a layer of frustration when dealing with them. We adjusted the values to promote destroying their chest armor and shooting the core. The further adjustments should make them easier to kill now. Also, the Trapper should not be able to trap players through walls and obstacles anymore (Sorry about that!).
Scrake
Raised vulnerability to Microwave damage by 10%
Bleed status effect vulnerability increased from 50% to 75%
Fleshpound
Raised vulnerability to Microwave damage by 10%
Bleed status effect vulnerability increased from 25% to 75%
Quarterpound
Bleed status effect vulnerability increased from 50% to 75%
Slasher
Suicidal Difficulty
Sprint chance raised from 50% to 85%
Hell On Earth Difficulty
Sprint chance raised from 70% to 95%
Cyst
Hard Difficulty
Sprint chance on damaged raised from 1% to 70%
Suicidal Difficulty
Sprint chance raised from 5% to 50%
Hell On Earth Difficulty
Sprint chance raised from 40% to 85%
Sprint chance on damaged raised from 80% to 100%
Alpha Clot
Hard Difficulty
Sprint chance on damaged raised from 5% to 70%
Suicidal Difficulty
Sprint chance raised from 5% to 50%
Hell On Earth Difficulty
Sprint chance raised from 75% to 85%
Siren
Scream radius reduced from 800UU to 600UU
Sprint speed raised from 200 to 275
Suicidal Difficulty
Sprint chance on damaged raised from 5% to 65%
Hell on Earth Difficulty
Sprint chance on damaged raised from 10% to 85%
Designer Note - We raised the speed of the Siren so that they are able to advance quicker to players. They were very slow previously, so this new change could result in them reaching players and performing screams more effectively. We then lowered the scream radius to tone down their damage to counteract them being able to potentially reach players faster. We are looking to continue adjusting the Siren in response to community feedback.
Hans
Suicidal Difficulty
Evade chance on damage reduced from 20% to 10%
Hell On Earth Difficulty
Evade chance on damage reduced from 20% to 10%
Supporting Zeds
Quarterpounders added
Scrakes added
Patriarch
Hell on Earth Difficulty
Supporting zeds
Cysts removed
Upgrade System
Upgrade sell values for singles and dualies lowered from 75% to values between ~15% and ~40% of original upgrade prices. This does not affect the dual 9MM pistols.
Designer Note - This was a temporary solution to make it harder to exploit from a trick with upgraded singles and dualies that allowed users to earn more dosh than intended. A long-term fix for the issue should now be out with this patch, and we will revert the temporary solution as soon as possible.
Maps
Zedlanding
Global spawn rate increased slightly
Perk and Weapons
Offperk
9MM Pistol and Dual 9MM Pistols
Base bullet damage raised from 15 to 25
Upgrade to Tier 1 damage modifier reduced from 1.3x to 1.2x
Upgrade to Tier 2 damage modifier reduced from 1.6x to 1.4x
Upgrade to Tier 3 damage modifier reduced from 1.9x to 1.6x
Upgrade to Tier 4 damage modifier reduced from 2.2x to 1.8x
Upgrade to Tier 5 damage modifier reduced from 2.5x to 2.0x
Fire rate reduced by 14%
Max ammo capacity reduced from 240 to 90
Ammo cost raised from 8 to 12 per magazine for single 9MM Pistol
Ammo cost raised from 16 to 24 per magazine for Dual 9MM Pistols
Designer Note - The 9MM and Dual 9MM Pistols have been readjusted to promote its power as a backup weapon. Our hope is that the adjustments provide a more impactful experience than the previous version of the 9MM Pistols. During the beta, we received feedback concerning their performance and power, so we adjusted the values to tone that power down a bit. The adjustments should allow it to still be applicable to most Zeds without it being a weapon that can dispatch large Zeds easily.
Firebug
Microwave Gun
Base Weight reduced from 10 to 9
Stream damage raised from 14 to 16
Base Alt-Fire blast damage raised from 200 to 210
Amount of ammo from ammo boxes raised from 40 to 50
Huskcannon
Base charge damage reduced from 100 to 80. Full Charge damage reduced from 450 to 360
Max ammo capacity reduced from 280 to 260
Upgrade to Tier 5 damage modifier reduced from 1.115x to 1.1x
Flamethrower
Base Weight reduced from 8 to 7
Base stream damage reduced from 21 to 18
Purchase cost raised from 1100 to 1200
Incendiary Trench Gun / Dragonsbreath
Weapon name changed to “Dragonsbreath”
Bullet pellets reduced from 9 to 8
Designer Note - The Microwave Gun struggled as a Tier 4 weapon when compared to other Firebug weapons. We adjusted the values to promote its damage and clearing ability, and the reduction in weight should help broaden weapon combinations with it. As for the Huskcannon, we brought the damage and ammo down because it was becoming a powerhouse against all Zeds. Lastly, we adjusted the Flamethrower and Dragonsbreath to align them better with their other Firebug weapon counterparts.
Berserker
Static Strikers
Available for purchase from the Trader
Tier 4 weapon
Heavy attack EMP incapacitation power reduced from 49 to 45
Heavy attack knockdown incapacitation power reduced from 150 to 90
Purchase cost is 1600
Eviscerator
Base Weight reduced from 10 to 9
Base saw blade projectile damage reduced from 480 to 300
Amount of gas ammo from ammo boxes reduced from 125 to 50
Bonecrusher
Base Weight reduced from 9 to 8
Base bash damage reduced from 175 to 165
Base heavy swing damage increase from 165 to 175
Parry damage mitigation raised from 60% to 70%
Purchase cost raised from 1500 to 1600
Zweihander
Base Weight raised from 6 to 7
Purchase cost raised from 1100 to 1300
Pulverizer
Purchase cost raised from 1200 to 1300
Nailgun
Base Weight reduced from 6 to 5
Base bullet damage reduced from 30 to 25
Fire rate raised by 33%
Number of nails per shot raised from 7 to 8
Ammo cost raised from 20 to 26 per magazine
Purchase cost raised from 600 to 750
Katana
Base Weight raised from 3 to 4
Purchase cost raised from 600 to 850
Designer Note - Most of the Berserker weapons have solid utility, high power, and/or the lack of having to buy ammunition. Berserkers could save dosh and advance to their next weapon tier comfortably, so we wanted to tone that down by increasing their prices. Next, the Eviscerator was a weapon that was highly effective against small and large Zeds. The adjustments made should reduce that effectiveness against the larger Zeds while keeping the same consistent gameplay behavior for the smaller Zeds. We also made adjustments to the incapability of the Static Strikers. It should still be able to incap most Zeds while allowing larger Zeds to be more threatening. Before, its high incapability shut down Scrakes and Fleshpounds with too much ease.
Sharpshooter
M99 AMR
Available for purchase from the Trader
Tier 5 weapon
Cannot be upgraded
Max ammo capacity reduced from 31 to 21
Ammo cost raised from 25 to 38 per magazine
Purchase cost is 2500
Railgun
Base Weight reduced from 10 to 9
Max ammo capacity raised from 21 to 33
Base manual shot damage reduced from 750 to 560
Base homing shot damage reduced from 375 to 280
Upgrade to Tier 5 damage modifier raised from 1.1x to 1.25x
Ammo cost reduced from 25 to 20 per magazine
M14 EBR
Base bullet damage reduced from 90 to 80
Ammo cost reduced from 60 to 53 per magazine
SPX 464 Centerfire
Base bullet damage reduced from 180 to 165
Ammo cost raised from 50 to 55 per magazine
Winchester 1894
Base Weight reduced from 5 to 4
Designer Note - The Railgun and M99 were both extremely powerful weapons, and both mechanically served the same purpose during the beta. So, to help differentiate the two weapons, we adjusted them so that the Railgun is a weaker, safer alternative to the M99’s high-risk, high-reward gunplay. As for The M14 EBR and SPX 464 Centerfire, the two weapons were considered a bit too strong for their tiers. They received adjustments to better align them with their tier level.
Support
Doomstick
Available for purchase from the Trader
Tier 4 weapon
Max ammo reduced from 76 to 44
Upgrade to Tier 5 damage modifier reduced from 1.17x to 1.1x
Ammo cost raised from 25 to 40 per magazine
Purchase cost is 1500
M4 Combat Shotgun
Base Weight reduced from 7 to 6
Bullet pellets raised from 7 to 8
Double-barrel Boomstick
Base Weight raised from 4 to 5
Bullet pellets reduced from 12 to 10
Reload speed raised from 0.88 seconds to 1 second
Ammo cost raised from 11 to 13 per magazine
Purchase cost raised from 650 to 750
Designer Note - We modified the stats of the Doomstick to tone down its powerful performance during the betas. It should still be a strong weapon against all the Zeds, but it should not be as sustainable as it was before. As for the M4 Combat Shotgun, it was still underperforming a bit for its tier. The further adjustments should help bring it up to par. And lastly, the Boomstick was performing above its tier so we modified its values to level its strong performance.
Commando
Perk Skill “FallBack”
9MM and Knife damage reduced from 110% to 50%
SWAT
Perk Skill “Close Combat Training”
9MM and Knife damage reduced from 110% to 50%
Heckler & Koch UMP
Ammo cost reduced from 45 to 36 per magazine
P90 SMG
Ammo cost reduced from 50 to 40 per magazine
MP5RAS SMG
Ammo cost reduced from 33 to 28 per magazine
Designer Note - We lowered the damage bonus from the “Close Combat Training” And “Fallback” Perk skills because the original bonuses granted an excessive damage potential for the 9MM Pistols. During the beta, the 9MM Pistols were too strong as a backup weapon due to the upgrade modifiers and Perk skills. We modified both, and we’re keeping an eye out for community feedback and impressions on these changes.
Field Medic
Hemogoblin
Base bullet damage reduced from 70 to 50. This will also reduce bleed DOT damage and the toxic DOT damage from the Perk skill, Acidic Rounds
Base bleed over time damage reduced from 25 to 15 every bleed tick
Heal dart recharge rate reduced from 15 seconds to 12 seconds
Max ammo capacity increased from 84 to 98
Base reload speed reduced from 3.6 seconds to 2.34 seconds
Tactical reload speed reduced from 2.4 to 1.7
Weapon equip speed reduced from 1 seconds to 0.6 seconds
Weapon unequip speed reduced from 0.6 seconds to 0.5 seconds
Incapacitation modifier from Bleed effect increased from 30% to 50%
Ammo cost reduced from 40 to 35 per magazine
Upgrade to Tier 4 damage modifier reduced from 1.6x to 1.4x
HMTech-301 Shotgun
Fire rate reduced by 33%
HMTech-201 SMG
Base bullet damage raised from 15 to 17
Medic dart charge ammo use reduced from 50 to 40 per shot
Designer Note - We made a lot of modifications to the Hemogoblin in response to community feedback. It should now feel more like a support weapon, and its main role is to debilitate Zeds. Its damage potential should take care of weak Zeds with a single shot while not enraging larger Zeds as easily. We also raised the vulnerability of receiving the Bleed status for Scrakes, Fleshpounds, and Quarterpounds. It should be easier now to inflict Bleed on them even if they are enraged and have their incapacitation resistance boosted. We hopefully improved the experience of using the weapon with a lot of our tuning, and we look forward to receiving feedback about the changes. Lastly, we made adjustments to the HMTech-301 Shotgun and HMTech-201 SMG to align them better with their tier levels.
Demolitionist
M16 M203
Base bullet damage raised from 30 to 33
Grenade round impact damage raised from 225 to 230
Grenade round explosion damage raised from 225 to 230
Fire rate reduced by 4.5%
Grenade round ammo cost raised from 13 to 15 per round
Designer Note - We made adjustments to the M16 M203 to boost its damage potential slightly as it was underperforming a bit for its tier. We’re continuing to keep an eye out on this weapon to make further adjustments from community feedback.
Survivalist
Freezethrower
Base Weight reduced from 8 to 7
Designer Note - We greatly appreciate all the community feedback, and we will do our best to incorporate as much as we can with further, future adjustments! A lot of the weapons were due for some modifications to hopefully improve overall balance of our game. To help clarify, we released the tuning alongside the weapon upgrade system, but we did not make most of these modifications because of the weapon upgrade system. Thank you all very much for supporting us, giving us feedback, and playing our game!
Bug Fixes General
Fixed an issue where a player could hold duplicates of a single-handled pistol
Fixed an issue where Trader skip votes weren’t being cleared for each new wave
Fixed an issue where the Mac-10 still had head bob
Fixed an exploit where the Railgun could do full damage using auto lock mode
General hitching improvements
Fixed an issue where a player may lose their 1st person hands after switching/loading weapons
Fixed an issue where explosion decals may appear on Stand Your Ground area borders
Fixed an issue where some Dosh Vault items had a different Dosh Vault icon on their picture
Fixed an issue where the Dosh Vault crate opening audio could get caught in a loop
Fixed an issue where the Goreshiv was not counting for Knife damage in the Daily Objective
Fixed an issue where Prestige knife skins may fail to be granted
Gameplay
Fixed an issue where Zeds were not enlarging in the Outbreak Beefcake wave of Endless mode
Fixed an issue where the Resupply Pack Support Perk skill was not providing bonus ammunition to players
Fixed an issue where the Bloat’s puke did not damage players if it becomes stumbled during the puke animation
Fixed an issue where Support and Demolitionist players could grant more ammunition than intended during Trader Time
Fixed an issue where players could parry one another
Fixed an issue where Berserker players could keep the Parry skill effects indefinitely by switching perks during Trader Time while having the Parry skill effect active
Fixed an issue where the M99 AMR weapon parts may stop animating
Fixed an issue where players could perform an exploit to gain more dosh than intended off of upgraded single and dual pistols
Fixed an issue where the HMTech-201 SMG did not play a 3rd person half reload animation
Fixed an issue where the Weapon Upgrade system could allow a player to go over the weight limit
Fixed an issue where the Doomstick was spending two rounds on the Alt-Fire instead of its intended four
Fixed an issue where players could go overweight using upgraded dual pistols
Zeds
Fixed an issue where the King Fleshpound’s laser was continually ticking damage
Fixed an issue were the Siren’s scream range was further than the visual effect
Fixed an issue where Fleshpounds were no longer destroying and knocking over smaller Zeds when charging
Fixed an issue where E.D.A.R.s were inconsistent with other Zeds in Cranium Cracker Weekly objective
Put measures in place to alleviate E.D.A.R. Trapper EMP beam going through map geometry
Fixed an issue where Zeds were not recovering from knockdown
Map
Fixed an issue where Zeds would get stuck on Power Core
Fixed a clipping piece of ceiling on Nuked
Fixed an issue where some Zeds were getting stuck on the vents in Lockdown
Fixed an issue where Lockdown’s ambient noise was not respecting player settings
Fixed an issue where an unobtainable ammo box would spawn on Airship
Fixed an issue where the Abomination could not fit through certain doors on Lockdown
Fixed a handful of staircase and railing collision issues on Airship
User Interface
Fixed and issue where the Mac-10 was not listed under a type category in the Trader Menu
Fixed an issue where C4 would not work with Quick Switch
Fixed an issue where the game difficulty of an Endless server was displaying the incorrect difficulty information for servers on the Server Browser
Fixed an issue where the Friendly HUD Scaling was not respecting the player’s setting
Fixed an issue where the Seasonal objectives were visible and able to be completed while playing on Tragic Kingdom
Cosmetic
Fixed an issue where the AK-12 Tactical Mint skin was showing up as a gray box
Fixed an issue where certain Dosh Vault Precious skins did not have the “V” Vault logo
Fixed an issue where Cyberpunk Arm Screens could not be equipped
Fixed an issue where Rae’s Cyberpunk outfits were inconsistent between 1st and 3rd person views
Fixed an issue where a large number of cosmetics would not show up correctly when using the filter search
Platform Specific Fixes PC/Steam
Fixed an issue where the HMTech-401 Horzine Elite Red skin was not tradable or marketable
PS4 and Xbox One
Fixed an issue where audio was distorting on later match waves
Made improvements for users who had trouble with inventory loading
Made improvements for users who had trouble sending or receiving group invites
All weapons that were previously Tier 4 have been reverted back to Tier 4 with some additional tuning done on a few weapons.
Adjustments to E.D.A.R.s to improve their experience
Improvements to the lag and hitches experienced during gameplay
Balance Offperk
9MM Pistol and Dual 9MM Pistols
Upgrade to Tier 1 damage modifier reduced from 1.3x to 1.2x
Upgrade to Tier 2 damage modifier reduced from 1.6x to 1.4x
Upgrade to Tier 3 damage modifier reduced from 1.9x to 1.6x
Upgrade to Tier 4 damage modifier reduced from 2.2x to 1.8x
Upgrade to Tier 5 damage modifier reduced from 2.5x to 2.0x
Designer Note - The 9MM Pistol and Dual 9MM Pistols were powerful due to their upgrade damage modifiers. We adjusted them down as the weapon is not meant to be a main weapon to kill all Zeds, but rather, a backup weapon. The adjustments should allow it to still be applicable to most Zeds without it being a weapon that can dispatch large Zeds easily.
Firebug
Microwave Gun
Reverted stats back to Tier 4
Base Weight is now 9
Stream damage is now 16
Alt-Fire blast damage is still 210
Huskcannon
Reverted stats back to Tier 4
Base charge damage is now 80. Full Charge damage is now 360
Max ammo reduced from 280 to 260
Upgrade to Tier 5 damage modifier reduced from 1.115x to 1.1x
Berserker
Eviscerator
Reverted stats back to Tier 4
Saw blade projectile damage is now 300
Base Weight is now 9
Amount of gas ammo from ammo boxes is still 50
Bonecrusher
Reverted stats back to Tier 4
Bash damage is now 165
Heavy swing damage is now 175
Base Weight is now 8
Purchase cost is now 1600
Static Strikers
Reverted stats back to Tier 4
Heavy attack emp power reduced from 49 to 45
Heavy attack knockdown power reduced from 150 to 90
Purchase cost is now 1600
Designer Notes - The Eviscerator was a weapon that was highly effective against small and large Zeds. The adjustments made should help reduce that effectiveness against the larger Zeds while keeping the same consistent gameplay behavior for the smaller Zeds. We also made adjustments to the incapability of the Static Strikers. It should still be able to incap most Zeds while allowing larger Zeds to be more threatening. Before, it’s high incapability shut down Scrakes and Fleshpounds with too much ease.
Sharpshooter
Railgun
Reverted stats back to Tier 4
Base Weight reduced from 10 to 9
Manual fire Damage reduced from 750 to 560
Homing fire damage reduced from 375 to 280
Total ammo increased from 21 to 33
Ammo cost reduced from 25 per mag to 20 per mag
Upgrade to Tier 5 damage modifier raised from 1.1x to 1.25x
M99 AMR
Set as a Tier 5 weapon
Removed ability to upgrade
Total ammo reduced from 31 to 21
Ammo cost raised from 25 per mag to 50 per mag
Purchase cost is now 2500
Designer Note - The Railgun and M99 are extremely powerful weapons, and both mechanically serve the same purpose. We adjusted them both so that the Railgun is a more weaker, safer alternative to use versus the high-risk, high-reward gunplay of the M99. We will do further adjustments depending on the community feedback from the Beta 2 patch.
Support
AA12
Reverted stats back to Tier 4
Doomstick
Reverted stats back to Tier 4
Ammo cost raised from 25 per mag to 40 per mag
Max ammo reduced from 76 to 44
Upgrade to Tier 5 damage modifier reduced from 1.17x to 1.1x
Purchase cost is now 1500
Designer Note - The Doomstick was a powerhouse of damage with a high enough ammo pool to warrant it as an exceedingly effective gun. It should still be a high-damage weapon, but we adjusted the ammo and ammo price per magazine so that it is not a sustainable weapon to use for every situation. It’s main purpose is to kill larger Zeds.
Commando
Perk Skill “FallBack”
9MM and Knife damage reduced from 110% to 50%
SCAR-H Assault Rifle
Reverted stats back to Tier 4
Stoner 63A LMG
Reverted stats back to Tier 4
SWAT
Perk Skill “Close Combat Training”
9MM and Knife damage reduced from 110% to 50%
Kriss SMG
Reverted stats back to Tier 4
Field Medic
HMTech-401 Assault Rifle
Reverted stats back to Tier 4
Hemogoblin
Bullet damage reverted from 70 to 50. This will also reduce bleed DOT damage and the toxic DOT damage from the Perk skill, Acidic Rounds
Upgrade to Tier 4 damage modifier reduced from 1.6x to 1.4x
Designer Note - We are lowering the damage of the Hemogoblin because it’s main functionality is not damage. Rather, the weapon is meant to be used to debilitate Zeds. We are currently looking into improving that experience. As for now, we adjusted the damage down, and it should reduce the likelihood of enraging Scrakes and Fleshpounds accidentally in the meantime.
Gunslinger
AF2011-A1
Reverted stats back to Tier 4
Dual AF2011-A1
Reverted stats back to Tier 4
.500 Magnum Revolver
Reverted stats back to Tier 4
Dual .500 Magnum Revolver
Reverted stats back to Tier 4
Demolitionist
RPG-7
Reverted stats back to Tier 4
Seeker Six
Reverted stats back to Tier 4
C4
Removed ability to upgrade
Zeds
All E.D.A.Rs
Base chest armor health reduced from 500 to 225
Base head armor health increased from 550 to 600
Base body health increased from 562 to 775
Base sprint speed increased from 550 to 600
Base sprint distance increased from 1500 to 5000
Base critical hit zone damage on core increased from 1.4x to 3.5x
Critical hit zone core located in the center area once chest armor is destroyed.
Base fire damage vulnerability increased from 0.75x to 1.5x
Base microwave damage vulnerability increased from 2.0x to 3.25x
E.D.A.R. Trapper
Max attack range of EMP Beam decreased from 4000UU to 550UU
Designer Note - E.D.A.R.s were difficult to kill because of their high armor health values. We lowered the chest armor health and increased the damage modifier of their core to promote destroying the chest armor and shooting the core. The further adjustments should make them easier to dispatch while keeping their gameplay challenge the same. And lastly, we reduced the range of the E.D.A.R.s Trapper’s EMP Beam to help alleviate their frustration while we currently work on a fix for the bug where their beam goes through environment objects.
Upgrade System
Upgrade sell values for singles and dualies lowered from 75% to values between ~15% and ~40% of original upgrade prices. This does not affect the dual 9MM pistols.
Designer Note - This is a temporary solution to make it harder to exploit from a trick with upgraded singles and dualies that allowed users to earn more dosh than intended. We are working to implement a better fix for the release of the patch.
Maps
Zedlanding
Global spawn rate increased slightly
Weekly Outbreak
Cranium Cracker
E.D.A.R.s temporarily removed. This will cause Stalkers and Husks to also be temporarily removed because E.D.A.R.s share the same spawn pool as Stalkers and Husks.
Beta 2 Bug Fixes
Zeds
Fixed an issue where EDAR’s were inconsistent with other zeds in Headshots Only weekly objective.
Put measures in place to alleviate EDAR’s stun beam going through geometry.
Gameplay
Fixed an issue where the M99 weapon parts may stop animating.
Drastically reduced the ability to use dual pistols to gain dosh. A more in-depth and permanent fix is to come.
Fixed an issue where the HMTech 201 SMG did not play a 3rd person half reload animation.
Fixed an issue where the Weapon Upgrade system could allow a player to go over the weight limit.
Fixed an issue where the Doomstick was spending two rounds on the Alt-Fire instead of its intended 4.
General
General hitching improvements (may not be completely solved in all places, this is still WIP).
Fixed an issue where a player may lose their first person hands after switching/loading weapons.
Fixed an issue where explosion decals may appear on Stand Your Ground area borders.
Fixed an issue where some Vault items had a different Vault icon on their picture.
Fixed an issue where the Dosh Vault crate opening audio could get caught in a loop.
Map
Fixed an issue where some zeds were getting stuck on the vents in Lockdown.
Fixed an issue where Lockdown’s ambient noise was not respecting player settings.
Fixed an issue where an unobtainable ammo box would spawn on Airship.
Fixed an issue where the Abomination could not fit through certain doors on Lockdown.
Fixed a handful of staircase and railing collision issues on Airship.
UI
Fixed an issue where the Friendly HUD Scaling was not respecting the player’s setting.
Fixed an issue where the Seasonal Objectives were visible and able to be completed while playing on Tragic Kingdom.
Beta 2 Platform Specific Fixes Xbox One/PS4
Fixed an issue where the picture for the Centerfire | Headshot Weekly | Mint skin was missing.
Fixed an issue where a bright light would be displayed on the Xbox main menu if the client wasn’t relaunched after a full install.
Fixed an issue where player game and cosmetic choices would be reset.
First, a big thank you to everyone who has taken the chance to try out the preview beta currently available to our Steam fans. We have been tracking your feedback and bug reports and are working towards an updated beta build that we expect to push live next week. Here is ( a non exhaustive list of) what's changing:
Tier 4 weapons are back! In the first beta we dropped the tier 4’s to 3’s and modified their stats so that players could have an opportunity to bring other weapons into the late game if they chose (or continue to stick with their old favorites). We’ve heard the calls, and the tier 4’s are reverting back to their previous tier 4 status.
Work has also been continuing on the new E.D.A.R.’s. In the next beta build, players will be greater rewarded for hitting the weak point (which can be found in the chest after removing the armor located there). Doing so now does more damage, and killing them with a blow there will cause an EMP blast which will disable zeds close to the exploded E.D.A.R. A skilled marksman who knows where to shoot can land a penetrating blow before the armor has been destroyed!
Additionally the chest armor has been brought down, while the leg armor has gone up. And all of them are having some audio work to help telegraph their imminent impact to players. The Trappers now have a much shorter range on their beam, so players have more of a chance to engage them before they find themselves trapped!
Weapon and perk skill balance is also ongoing outside of the Tier weapon changes, and a few highlights include:
The Hemogoblin’s damage has been reduced
The Railgun has also had its damage reduced, weight reduced by 1, and ammo pool slightly increased
The M99 has been set as a Tier 5 weapon and had its price increased and ammo pool reduced
The Doomstick has had its ammo costs increased and ammo pool reduced
The last item we want to mention is the dynamic loading/memory improvements that are being worked on (and are the cause of several of the more obvious visual issues such as arms not loading as well as in game hitches), we hope to have wrapped up and fully implemented by the next beta update as well, so please keep a special eye out for any issues that may arise out of these changes.
To all those taking part in this preview beta, we look forward to your continued feedback and bug reports!
Players will now find the summer opt-in beta available under the preview branch in the games properties in Steam. Server admins can also opt their servers into this branch using the following command:
app_update 232130 -beta preview
The work in progress changelog for this beta is as follows:
Highlights
2 New Maps
Objective Survival - Airship
Survival - Lockdown
Two New Objective Types for Airship
Weld and Repair
Operate and Control
4 New Weapons
M99 AMR for Sharpshooter
Static Strikers for Berserker
Doomstick for Support
Goreshiv Survivalist knife
Weapon Upgrade System
Players can use Trader Pod to upgrade weapons to Tier 5
Boosts damage but may incur extra weight
Boosts medic dart recharge rate for all Field Medic weapons
Prestige System
Reset level 25 Perks to 0 for XP bonus, Vault Dosh, and unique icons and weapon skins
New Paid DLC Character
Mrs. Foster, fully voiced by Claudia Black
New Enemies, E.D.A.R.
E.D.A.R. Trapper
E.D.A.R. Blaster
E.D.A.R. Bomber
Time-Limited Summer Objectives, Tickets and Items (event tickets and drops will not be part of the beta)
Airship Summer Objectives to earn a Steampunk Outfit Bundle
Summer Sideshow Event Tickets
Steampunk Cosmetics
Zedconomy
Neon MKII Encrypted USB
Bluefire Encrypted USB
Dosh Vault
Added Tier 2 Weapon Skins
New Steam Achievements for Airship, Lockdown, and their Collectibles
General
New Summer Sideshow models for the Rioter, E.D.A.R.s, King Fleshpound and Abomination
Added Daily Objectives for E.D.A.Rs., Doomstick, Static Strikers, and M99 AMR
Added messaging on the in-game chat box whenever a player initiates the SKIP TRADER feature
Added an UPGRADE button to the Trader Pod Menu weapon preview window. Players can select it to upgrade weapons for a price
Upgraded Weapons will have a yellow-orange glow instead of a green one for the pickup model to help tell the difference between a weapon that is upgraded and one that is not
Added audio to the command wheel THANK YOU command for all playable characters
Added new default main menu music track by Rocky Gray
“Monstrosity”
Added new music tracks for Airship by Rocky Gray
“Brass and Steam”
“Fight in Flight”
“Red Mist”
“The Craft”
“Zed Destroyer”
Added Ringmaster Lockheart voice audio as the Trader voice for Airship
Voiced by David Lodge
Reverted changes to picking up and throwing dosh. Nearby players will immediately pick up thrown dosh
Made sound and FX adjustments to the nuke explosion generated by the Demolitionist ZED TIME - Destroyer of Worlds perk skill
Added new Summer Sideshow video slides to the main menu
Adjusted texture and material of Summer Sideshow elite crawler model to help better tell the difference from its normal variant
Adjusted the 1st Person reload sounds to be louder
Added additional layers of dosh pallets to the Vault Dosh to see more dosh in the vault
Added a News button on the main menu HOME tab for players to see the latest news about Killing Floor 2
Added a delay to blocking zeds so that the damage and incap mitigation does not occur instantaneously
Changed the text for the Trader Pod “Auto-Upgrade” feature to “Auto-Trade”
Balance Survival game mode
Wave configuration
Hell On Earth wave modifications to improve challenge for short, medium, and long game sessions
Endless game mode
Wave configuration
Hell on Earth wave modifications to improve overall challenge
Hell On Earth zed damage scale
Bosses do 100% damage regardless of wave
Outbreaks
Boom mode
Reduced the amount of Zeds by 60%
Special zed waves
Clot and Crawler waves
100% more total zeds
Spawn rate raised by 900%
Clots now spawn enraged
Stalker waves
Spawn rate raised by 200%
Chance to have E.D.A.R.s spawn with Stalkers
Siren waves
Reduced the amount of Zeds by 50%
Spawn rate raised by 100%
Husk waves
Reduced the amount of Zeds by 25%
Chance to have E.D.A.R.s spawn with Husks
Gorefast waves
Reduced the amount of Zeds by 25%
Spawn rate raised by 50%
Bloat waves
Reduced the amount of Zeds by 50%
Spawn rate raised by 50%
Scrake and Fleshpound waves
Now can happen on all difficulties
Reduced the amount of Zeds by 80%
Spawn rate reduced by 75%
Zeds
Scrake
Raised vulnerability to Microwave damage by 10%
Fleshpound
Raised vulnerability to Microwave damage by 10%
Slasher
Suicidal difficulty
Sprint chance raised from 50% to 85%
Hell On Earth difficulty
Sprint chance raised from 70% to 95%
Cyst
Hard Difficulty
Sprint chance on damaged raised from 1% to 70%
Suicidal Difficulty
Sprint chance raised from 5% to 50%
Hell On Earth Difficulty
Sprint chance raised from 40% to 85%
Sprint chance on damaged raised from 80% to 100%
Alpha Clot
Hard Difficulty
Sprint chance on damaged raised from 5% to 70%
Suicidal Difficulty
Sprint chance raised from 5% to 50%
Hell On Earth Difficulty
Sprint chance raised from 75% to 85%
Siren
Scream radius reduced from 800UU to 600UU
Sprint speed raised from 200UU to 275UU
Suicidal Difficulty
Sprint chance on damaged raised from 5% to 65%
Hell on Earth Difficulty
Sprint chance on damaged raised from 10% to 85%
Hans
Suicidal Difficulty
Evade chance on damage reduced from 20% to 10%
Hell On Earth Difficulty
Evade chance on damage reduced from 20% to 10%
Supporting Zeds
Quarterpounders added
Scrakes added
Patriarch
Hell on Earth Difficulty
Supporting zeds
Cysts removed
Perks and Weapons
9MM Pistol and Dual 9MM Pistols
Bullet damage raised from 15 to 25
Fire rate reduced by 14%
Max ammo reduced from 240 to 90
Ammo cost raised from 8 per mag to 12 per mag for single 9MM Pistol
Ammo cost raised from 16 per mag to 24 per mag for Dual 9MM Pistols
Firebug
Microwave Gun
Adjusted stats to Tier 3
Stream damage reduced from 14 to 13
Alt-Fire blast damage raised from 200 to 210
Amount of ammo from ammo boxes raised from 40 to 50
Base Weight reduced from 10 to 8
Ammo cost reduced from 100 per mag to 80 per mag
Purchase cost reduced from 1500 to 1200
Huskcannon
Adjusted stats to Tier 3
Base charge damage reduced from 100 to 60
Base Weight reduced from 8 to 7
Ammo cost reduced from 50 per mag to 40 per mag
Purchase cost reduced from 1500 to 1200
Flamethrower
Stream damage reduced from 21 to 18
Base Weight reduced from 8 to 7
Purchase cost raised from 1100 to 1200
Incendiary Trench Gun / Dragonsbreath
Bullet pellets reduced from 9 to 8
Weapon name changed to “Dragonsbreath”
Berserker
Eviscerator
Adjusted stats to Tier 3
Saw blade projectile damage reduced from 480 to 250
Bash damage reduced from 90 to 75
Chainsaw damage reduced from 29 to 24
Base Weight reduced from 10 to 8
Amount of gas ammo from ammo boxes reduced from 125 to 50
Sawblade ammo cost reduced from 75 per mag to 50 per mag
Purchase cost reduced from 1600 to 1300
Bonecrusher
Adjusted stats to Tier 3
Bash damage reduced from 175 to 150
Heavy swing damage reduced from 165 to 160
Light swing damage reduced from 80 to 73
Parry damage mitigation raised from 60% to 70%
Base Weight reduced from 9 to 7
Purchase cost raised from 1200 to 1300
Zweihander
Base Weight raised from 6 to 7
Purchase cost raised from 1100 to 1300
Pulverizer
Purchase cost raised from 1200 to 1300
Nailgun
Bullet damage reduced from 30 to 25
Fire rate raised by 33%
Number of nails per shot raised from 7 to 8
Weight blocks reduced from 6 to 5
Ammo cost raised from 20 per mag to 26 per mag
Purchase cost raised from 600 to 750
Katana
Base Weight raised from 3 to 4
Purchase cost raised from 600 to 850
Sharpshooter
Railgun
Adjusted stats to Tier 3
Max ammo raised from 21 to 24
Manual shot damage reduced from 750 to 562
Homing shot damage reduced from 375 to 281
Base Weight reduced from 10 to 9
Ammo cost reduced from 25 per mag to 20 per mag
Purchase cost reduced from 1500 to 1100
M14 EBR
Bullet damage reduced from 90 to 80
Ammo cost reduced from 60 per mag to 53 per mag
SPX 464 Centerfire
Bullet damage reduced from 180 to 165
Ammo cost raised from 50 per mag to 55 per mag
Winchester 1894
Base Weight reduced from 5 to 4
Support
AA12
Adjusted stats to Tier 3
Bullet damage reduced from 20 to 12
Base Weight reduced from 10 to 9
Ammo cost reduced from 82 per mag to 56 per mag
Purchase cost reduced from 1500 to 1100
M4 Combat Shotgun
Bullet pellets raised from 7 to 8
Base Weight reduced from 7 to 6
Double-barrel Boomstick
Bullet pellets reduced from 12 to 10
Reload speed raised from 0.88 seconds to 1 second
Base Weight raised from 4 to 5
Ammo cost raised from 11 per mag to 13 per mag
Purchase cost raised from 650 to 750
Commando
SCAR-H Assault Rifle
Adjusted stats to Tier 3
Bullet damage reduced from 55 to 42
Base Weight reduced from 6 to 5
Purchase cost reduced from 1500 to 1100
Stoner 63A LMG
Adjusted stats to Tier 3
Bullet damage reduced from 30 to 20
Base Weight reduced from 9 to 8
Ammo cost reduced from 70 per mag to 55 per mag
Purchase cost reduced from 1500 to 1100
SWAT
Kriss SMG
Adjusted stats to Tier 3
Bullet damage reduced from 33 to 29
Base Weight reduced from 6 to 5
Ammo cost reduced from 35 per mag to 26 per mag
Purchase cost reduced from 1500 to 1200
Heckler & Koch UMP
Ammo cost reduced from 45 per mag to 36 per mag
P90 SMG
Ammo cost reduced from 50 per mag to 40 per mag
MP5RAS SMG
Ammo cost reduced from 33 per mag to 28 per mag
Field Medic
HMTech-401 Assault Rifle
Adjusted stats to Tier 3
Bullet damage reduced from 35 to 25
Dart recharge rate raised from 10 seconds to 16 seconds
Base Weight reduced from 7 to 6
Ammo cost reduced from 40 per mag to 35 per mag
Purchase cost reduced from 1500 to 1100
HMTech-301 Shotgun
Fire rate reduced by 33%
Hemogoblin
Base reload speed reduced from 3.6 seconds to 2.34 seconds
Tactical reload speed reduced from 2.4 to 1.7
Weapon equip speed reduced from 1 seconds to 0.6 seconds
Weapon unequip speed reduced from 0.6 seconds to 0.5 seconds
HMTech-201 SMG
Bullet damage raised from 15 to 17
Medic dart charge ammo use reduced from 50 per shot to 40 per shot to 40
Gunslinger
AF2011-A1
Adjusted stats to Tier 3
Bullet damage reduced from 53 per bullet to 43 per bullet
Base Weight reduced from 3 to 2
Ammo cost reduced from 27 per mag to 23 per mag
Purchase cost reduced from 750 to 550
Dual AF2011-A1
Adjusted stats to Tier 3
Bullet damage reduced from 53 per bullet to 43 per bullet
Base Weight reduced from 6 to 4
Ammo cost reduced from 54 per mag to 46 per mag
Purchase cost reduced from 1500 to 1100
.500 Magnum Revolver
Adjusted stats to Tier 3
Bullet damage reduced from 160 to 130
Base Weight reduced from 3 to 2
Ammo cost reduced from 25 per mag to 22 per mag
Purchase cost reduced from 750 to 550
Dual .500 Magnum Revolver
Adjusted stats to Tier 3
Bullet damage reduced from 160 to 130
Base Weight reduced from 6 to 4
Ammo cost reduced from 50 per mag to 43 per mag
Purchase cost reduced from 1500 to 1100
Demolitionist
RPG-7
Adjusted stats to Tier 3
Rocket round impact damage reduced from 150 to 102
Rocket round explosion damage reduced from 750 to 510
Base Weight reduced from 9 to 8
Ammo cost reduced from 30 per round to 26 per round
Purchase cost reduced from 1500 to 1200
Seeker Six
Adjusted stats to Tier 3
Rocket round impact damage reduced from 120 to 82
Rocket round explosion damage reduced from 125 to 85
Base Weight reduced from 9 to 8
Ammo cost reduced from 40 per round to 26 per round
Purchase cost reduced from 1500 to 1200
M16 M203
Bullet damage raised from 30 to 33
Grenade round impact damage raised from 225 to 230
Grenade round explosion damage raised from 225 to 230
Fire rate reduced by 4.5%
Grenade ammo cost raised from 13 per round to 15 per round
Survivalist
Freezethrower
Base Weight reduced from 8 to 7
Bug Fixes
Zeds
Fixed an issue where the King Fleshpound’s laser was continually ticking damage.
Fixed an issue were the Siren’s scream range was further than the visual effect.
Fixed an issue where Fleshpounds were no longer destroying/knocking over smaller zeds when charging
Gameplay
Fixed an issue where Zeds were not enlarging in the Outbreak Beefcake wave of Endless mode
Fixed an issue where the Resupply Pack Support perk skill was not providing bonus ammunition to players
Fixed an issue where the Bloat’s puke did not damage players if it becomes stumbled during the puke animation
Fixed an issue where Support and Demolitionist players could grant more ammunition than intended during Trader Time
Fixed an issue where players could parry one another
Fixed an issue where Berserker players could keep the Parry skill effects indefinitely by switching perks during Trader Time while having the Parry skill effect active
General
Fixed an issue where a player could hold duplicates of a single-handled pistol
Fixed an issue where Trader skip votes weren’t being cleared for each new wave
Fixed an issue where the Mac-10 still had head bob
Fixed an exploit where the Railgun could do full damage using auto lock mode
Map
Fixed an issue where Zeds would get stuck on Power Core
Fixed a clipping piece of ceiling on Nuked
UI
Fixed and issue where the Mac-10 was not listed under a type category in the Trader Menu
Fixed an issue where C4 would not work with Quick Switch
Fixed an issue where the game difficulty of an Endless server was displaying the incorrect difficulty information for servers on the Server Browser
Cosmetic
Fixed an issue where the AK-12 Tactical Mint skin was showing up as a gray box
Fixed an issue where certain Vault Precious skins did not have the “V” Vault logo
Fixed an issue where Cyberpunk Arm Screens could not be equipped
Fixed an issue where Rae’s Cyberpunk outfits were inconsistent between First and Third Person views
Fixed an issue where a large number of cosmetics would not show up correctly when using the filter search
Platform Specific Fixes PC/Steam
Fixed an issue where the HMTech-401 Horzine Elite Red skin was not tradable or marketable.
PS4 and Xbox One
Fixed an issue where audio was distorting on later match waves.
Made improvements for users who had trouble with inventory loading
Made improvements for users who had trouble sending or receiving group invites
Thank you to all who choose to help us out and give us feedback and bug reports!
We’ve announced a lot of exciting things over the past few weeks. New weapons, enemies, maps, gameplay systems (such as weapon upgrade and perk prestige), and Objective Survival! If you missed out on any of the finer details, check out the What We Are Up To posts here:
And that isn’t all! We’ve been doing a base balance pass on many of the weapons in game as well as further tweaks to Suicidal and Hell on Earth based on player feedback. And we could use your help testing all this new content and changes!
As always there are a few things to keep in mind. We may not be able to react to all beta feedback in time for the full release. Our priority will always be critical issues such as crashes and bugs that impact gameplay. This does not mean that feedback has gone unheard (this update includes many changes based on the previous beta and release). With that out of the way...
We invite our Steam players to join the opt-in beta next week (current target date of May 17th!). A Work in Progress changelog will be available shortly before or after the release of the beta and we look forward towards your feedback. We may also have a targeted survey to answer some specific questions the design team for beta participants, so keep an eye out for that in the days following the release! Oh, and one parting gift:
We have just pushed a required update for clients and servers. This update will have no direct impact on players or admins at this time. However, it is in preparation to a future beta update and will allow players to opt-in and out of the beta without any negative impact to the XP gain.
Lockhart is back, and it seems his problems are never ending. Last you saw him in Killing Floor 1, you had helped him launch away to his airship. Now, having followed him, you find the sky a most dangerous place, and not just because you need to help keep the Queen Victoria running!
As the story unfolds, mercenaries will be tasked with several objectives as part of our first Objective style Survival map, featuring new objectives types: Weld & Repair and Operate & Control!
We are also pleased to announce the next Official Community map: Lockdown from Rewire
Waking up from Cryosleep [Technology Trademarked by Horzine BioTech], you find yourselves on a ship orbiting a planet near a red giant. The zeds aboard the ship have already caused mayhem on every single compartment. Eliminate the ZED threat before they tear the ship's hull to pieces.
And for those players who enjoy Endless we have some tweaks coming your way for the solo zed waves. Scrake and Fleshpound waves will be a bit more manageable as the wave counter goes up while the clot legion has found renewed vigor.
Now that the Infinite Onslaught event has come to an end, it is time to introduce our mercs to some new best friends (in the form of an arsenal expansion)! Already announced is the return of the M99 Anti Material Rifle (AMR), but that is only the beginning! Today’s weapon introductions have been written by a guest, to be introduced soon. Who could it be?
Ladies and gentlemen, say hello to the newest, biggest way to turn Dosh into deafening noise and horrible violence! At least that is what the manual from the techs back in the lab said... and little else (I checked!). The M99 AMR will be the single highest direct damage weapon available to mercenaries for helping them tackle those most challenging of beasts: clots, can’t stand them!
You poor, undercut Survivalists have suffered long enough; I have just what you need! I’ve made you a knife, the Goreshiv, bound to fix all of life's little problems. Stabbing fixes so many problems, am I right lads? I’ve got some ideas for some further enhancements, but they won’t be available as soon as this Goreshiv will be.
Ahh, something of my own design, lads and lasses. I’ve heard you lot enjoy a good “Boomstick,” so I thought about how to make some quick Dosh....I mean make an improvement on the design and tempt you most qualified, discerning customers into spending your hard earned Dosh. Introducing here for the first time, not found anywhere else, accept no imitations, the Doomstick (trademark pending)! Four barrels of love to love!
This last one is a real treat, ladies and gents. Another custom brought to you by yours truly for those who like their barneys up close and personal: the Static Strikers. Great for hitting those clots while they are up... and when they are down so they don’t get back up! Now stop staring, this is no time for a bevy, more to see and do!
Thanks L! Now we have one more thing we want to make sure mercs are aware of; we’ve gotten word that a third party may have gotten their hands on the D.A.R. designs and there have been spotty reports of them showing up outside of standard deployments.
Keep an eye out for what we are currently designating the E.D.A.R with three sub variants: The Boomer, Blaster and Trapper. It looks like these rogue units aren’t that easy to stop, and will keep up the fight even without their heads!
These E.D.A.R.S. appear to be equipped with different weapons. The unit designated Boomer is equipped with rockets, so don’t clump if one looks like it is engaging you. The Blaster, ranged pulses of energy (currently assumed to hurt, but further live testing may be required for confirmation - hazard pay may be available). And the Trapper, as the name might suggest, immobilizes its targets with a different type of ranged beam.
We will have more on strange reports from the sky soon!
While the Infinite Onslaught continues, so has work on the next major update for Killing Floor 2, and we want to start sharing that with you today! As always, when we talk about our plans, they are subject to change during the normal course of development.
Today is going to focus on several big community requests, so let us dive right in. You asked for it, now it is on it’s way, Player Perk Prestige!
Players who have worked for a level 25 perk can now choose to prestige it, taking it back down to 0 to work their way through again. Those who choose to do so will be rewarded with increased leveling speed, additional Vault Dosh, an upgraded perk icon, as well as a prestige perk knife.
Dedicated players will now have one more optional way to stand out and show off! There are no gameplay changes involved with prestiging, and players are not required to do it.
Do you have a favored weapon that just doesn’t make the cut for your late game arsenal? Another major community request now in development and coming with the next update will be our first version of a weapon upgrade system!
With this first iteration players will be able to spend dosh not just on new weapons, but to upgrade an existing one to improve its damage. In some cases, this will also add to the weight of the weapon being upgraded, opening up new late game loadout options.
Almost every weapon in the game can be upgraded from Tier 1 onward (this does not include grenades or knives). Also, as part of this change, traditional Tier 4 weapons will also be adjusted to Tier 3 weapons that can be upgraded to the Tier 4 weapons you know and love.... and Tier 5.
Our goal is to add more options to this system to allow for greater weapon changes as we move ahead, but it will be limited to damage and weight for this update. Be sure to let us know what else you feel the system needs once you trial it out in the beta or full update release.
But wait, there’s more! The first DLC mercenary is joining up, and we can’t wait to introduce you to this roster returnee: Mrs. Foster is back!
Mrs. Foster will be our first fully voiced character joining the Killing Floor 2 roster, featuring the vocal talents of Claudia Black! She will be localized in other supported languages with other voice actors.
While we continue to look at additional characters and costumes for the future, Mrs. Foster will be serving as our test with the community: to see if this type of fully voiced roster addition is something fans will continue to want to see added as paid content, or if you want to see more characters/costumes such as DAR and Commando Chicken which do not require additional voice acting.