Killing Floor 2 - [TW]Yoshiro


Players and admins who wish to help us test this content will need to opt into the "preview" branch on Steam. For players this means going to the Beta's tab for the game in your Steam Library Game Properties and selecting the "Preview" beta branch. For Admins, you will need to update your server update paramaters to look like this:

app_update 232130 -beta preview

This client files are going live now! The changelog is as follows:

Event
  • Halloween Horrors : Monster Masquerade

Highlights
  • 1 New Map
    • Monster Ball ( Weekly, Survival, Versus Survival, and Endless compatible )
  • 4 New Weapons
    • HMTech-501 Grenade Rifle for the Field Medic and Commando
    • FN FAL ACOG for the Sharpshooter and Commando
    • MKb.42(H) Carbine Rifle for the Commando ( unlocked by completing all Halloween seasonal objectives )
    • Road Redeemer for the Berserker ( requires purchase of Road Redemption )
  • Prestige System
    • Prestige Rank 2 is now available
  • New Halloween Seasonal Zed Model Replacements
  • Time-Limited Halloween Objectives, Tickets and Items
    • Monster Ball Halloween objectives to earn the MKb.42 (H) Carbine Rifle and unique Hans weapon skin version of it
    • Halloween Event Tickets ( only available on final release )
    • Halloween Cosmetics ( only available on final release )
  • Zedconomy
    • Neon MKIII Encrypted USB ( only available on final release )
    • Horzine Supply Crate | Series Loco ( only available on final release )
    • Headshot FX Bundle 1 ( only available on final release )
  • Dosh Vault
    • Added Tier 3 Weapon Skins ( only available on final release )
  • New Steam Achievements for Monster Ball and its Collectibles
  • Online Matchmaking Rework
    • Removed Online Matchmaking button and added two new ones, Create A Match and Find A Match
    • Create A Match will take over an empty, dedicated server and convert it to a server with specified settings from the player
    • Find A Match will connect a player to a dedicated server that matches their exact settings ( the option to set maps has been removed to substantially increase the likelihood of finding a specified server )

General
  • Added audio cues to the last 10 seconds of Trader Time to help warn players of its impending closure
  • Added new default main menu music track by Lyndsay Schoolcraft and Rocky Gray
    • “A Samhain Celebration”
  • Added new music tracks for Monster Ball by Rocky Gray
    • “Castle Freaks”
    • “Fright Knight”
    • “Funhouse Bloodbath”
    • “Jack O Lantern”
    • “Shapeshifter Serenade”
    • “The Evil Zed”
  • Added Hans voice audio as the Trader voice for Monster Ball
  • Added new Halloween Horror video slides to the main menu
  • Trader audio commenting about the first wave is now hooked up and playing

Balance
Survival Game Mode
  • Hell On Earth Difficulty
    • Medium Game Length
      • Replaced the wave 1 spawn group of 3 Clot Alphas and 1 Slasher with 2 Slashers. This should reduce the likelihood of Rioters and increase the number of Slashers.
      • Replaced the wave 2 spawn group of 2 Clot Alphas and 2 Gorefasts with 2 Slashers and 2 Gorefasts. This should reduce the likelihood of Rioters and increase the number of Slashers.
    • Long Game Length
      • Replaced the wave 1 spawn group of 3 Clot Alphas and 1 Slasher with 2 Slashers. This should reduce the likelihood of Rioters and increase the number of Slashers.
      • Replaced the wave 2 spawn group of 2 Clot Alphas and 2 Gorefasts with 2 Slashers and 2 Gorefasts. This should reduce the likelihood of Rioters and increase the number of Slashers.

Designer Note - We reduced the number of Rioters that appeared in response to feedback that the early waves felt like they had too many Rioters. The Hell On Earth difficulty could have the potential of spawning a lot of Rioters, so this spawn group replacement should reduce the likelihood of receiving them (a Clot Alpha spawn has a chance of becoming a Rioter) and increase the prominence of Slashers. We’ll be continuing to assess and address any further concerns from the beta.

Endless Game Mode
  • Special Zed Waves
    • Fleshpound Waves
      • Removed the chance of the special wave from triggering on all base difficulties

Designer Note - The reason why we removed this special wave currently is that there is a spawn rate issue with Endless that is causing them to disregard spawn rate modifiers beyond wave 35 on all base difficulties. We’re investigating the issue and assessing its gameplay balance before releasing it back out.

Enemies
  • Abomination
    • Reduced the time interval between each fart at full health, effectively increasing the spawn rate of the Abomination Spawns right at the start
      • Full health fart time of 5 to 17 seconds reduced to 5 to 13 seconds on Normal Difficulty
      • Full health fart time of 5 to 16 seconds reduced to 5 to 12 seconds on Hard Difficulty
      • Full health fart time of 5 to 15 seconds reduced to 5 to 11 seconds on Suicidal Difficulty
      • Full health fart time of 5 to 15 seconds reduced to 4 to 10 seconds on Hell On Earth Difficulty
    • Increased walk speed from 231 to 345
    • Increased sprint speed from 330 to 380
    • Gorge range increased from 500uu to 600uu
    • Does not take damage from his own toxic clouds anymore

Designer Note - We increased the rate of his farts at full health to increase the spawn rate of the Abomination Spawns now that their health has been reduced. We also increased his overall movement speed to help him reach players much easier. We felt that the Gorge range was shorter than we wanted it to be, so we boosted the range. It should now fit better with the special effects and hopefully be more intimidating. We removed the damage caused by his own toxic clouds because it did not make sense for him to hurt himself from his own gas. We’re hoping these changes will provide a more challenging, engaging fight. We’re looking into further tweaking and giving him more rewarding gameplay aspects.

  • Abomination Spawn
    • Base health reduced from 650 to 450
    • Base damage of self-destruct increased from 12 to 15
    • Does not evade on damage anymore

Designer Note - We reduced the health of the Abomination Spawns down so that they are easier to kill. Their health values were too high originally, and it made them feel unnecessarily tanky. Now that they are easier to kill, we boosted the damage of their explosion and gas to make them more threatening if you let them explode near you. Lastly, we fixed an issue with them where the Abomination toxic clouds triggered their evasions. This looked weird and forced them to spend more time evading than approaching players.

Berserker
  • Zweihander
    • Reduced the Stumble value of Light Attacks from 250 to 100
    • Increased the Stumble value of Heavy Attacks from 100 to 250
Sharpshooter
  • M99 AMR
    • Increased Stun value of Projectile from 15 to 50
    • Increased Stumble value of Projectile from 0 to 600
    • Increased Gunhit value of Projectile from 80 to 300
    • Increased Melee hit value of Projectile from 0 to 100
Support
  • Doomstick
    • Increased base damage per pellet from 36 ( 216 ) to 40 ( 240 )
    • Reduced base weight from 11 to 10
    • Increased Stumble value from 35 to 55 per pellet
    • Increased GunHit value from 45 to 75 per pellet
    • Increased max ammo from 44 to 52
    • Upgrade to Tier 5 damage increased per pellet from 44 ( 264 ) to 46 ( 276 )
    • Reduced the ammo cost per magazine from 40 to 25

Designer Note - We reassessed the Doomstick, and the Double-barrel Boomstick was outperforming the Doomstick substantially. We adjusted multiple variables to improve its gameplay experience. We’re hoping these improvements will let it be a stronger alternative to the Double-barrel Boomstick.

Gunslinger
  • Desert Eagle and Dual Desert Eagles
    • Upgrade to Tier 4 damage reduced from 118 to 113
    • Upgrade to Tier 5 damage reduced from 136 to 127
  • 1858 Revolver and Dual 1858 Revolvers
    • Upgrade to Tier 2 damage reduced from 60 to 57
    • Upgrade to Tier 4 damage reduced from 100 to 97
    • Upgrade to Tier 5 damage reduced from 125 to 110

Designer Note - The Desert Eagles and 1858 Revolvers had strong upgrade paths alongside their other benefits, so we toned some of the upgrade damage modifiers down.

Commando
  • Stoner 63A LMG
    • Increased the Gunhit Value from 0 to 50. This will effectively give it the feeling of ‘suppression’ when unloading onto targets
  • Kalashnikov AK-12
    • Upgrade to Tier 4 damage reduced from 50 to 46
    • Upgrade to Tier 5 damage reduced from 60 to 52

Designer Note - We’re trying something new with the Stoner 63A LMG. We received feedback from the community about this one, so we wanted to see if it helps improve its standing alongside the SCAR-H. It should now have a high enough Gunhit value to give the feeling that it’s suppressing targets that it hits as long as the player continues shooting a target. We’ll be looking for beta feedback on this improvement. Lastly, we reduced some of the damage upgrade modifiers for the Kalashnikov AK-12. It is a strong weapon so these adjustments should help it better align with the other assault weapons.

Demolitionist
  • M16M203
    • Reduced the explosion damage falloff from 3 to 1. This will mean that Zeds farther from the center of the explosion will not have as much damage mitigated

Designer Note - We received feedback from the community that the M16M203’s grenade round felt underwhelming. We assessed it and are trying out an improvement to hopefully have the grenade feel more impactful for its tier and ammo price.

Field Medic
  • HMTech-301 Shotgun
    • Reverted fire rate back to original amount from 0.297 to 0.2.

Beta 1 Bug Fixes
General
  • Fixed an issue where the Siren’s scream was not functioning properly
  • Fixed an issue where the Weekly Outbreak would use the player’s difficulty settings
  • Fixed an issue where the HX25 daily challenge now includes explosive damage
  • Fixed an issue where the Doomstick had no sound falloff
  • Fixed an issue where the Versus Survival Zed players had the incorrect HUD
  • Fixed an issue where explosive dud rounds caused repeated damage
  • Fixed an issue where the Doomstick should fired upon reloading if alt-fire is used
  • Fixed an issue where the Freezethrower granted Firebug XP
  • Attempted a fix to resolve the multiple Abomination spawns
  • Fixed an issue where the Weight limit did not update after changing Perks
  • Fixed an issue where the Perk skills should reset after gaining another Perk skill
  • Fixed an issue where the Napalm Perk skill increased the burn period longer than intended
  • Fixed an issue where the King Fleshpound’s shield did not reflect the correct affliction for the weapon used
  • Fixed an issue where the Demolitionist Perk skill, ZED TIME - Destroyer of Worlds, did not function properly with the Husk Cannon
  • Fixed an issue where the Ammo boxes did not continue to spawn after all factories are enabled
  • Fixed an issue where players could use -skiplobby on the launch parameters

Maps
  • Biotics Lab
    • Cleaned up several exploit locations on Biotics Lab
    • Removed an old objective message when starting the map
    • King Fleshpound can now use the stairs near the production area
    • Fixed some broken pathing nodes
  • Catacombs
    • Crawlers should no longer get stuck on the Stairway Rails
  • Airship
    • Objectives should once again be active for normal play
    • Players will no longer be able to gain Vault Dosh by dying immediately

Cosmetics
  • Fixed an issue where the Vault Dosh Logos were not the same
  • Fixed an issue where Ana could not equip the Tentacle Skull
  • Fixed an issue where Mrs. Foster could not wear the Mark 7 Headgear
  • Fixed an issue where the Christmas Bulbs cosmetic was under the wrong rarity
  • Fixed an issue where the Skull Mask did not display the correct border and background color
  • Fixed an issue where the Shiny Blue nose cosmetic was not polished
  • Fixed an issue where the Centerfire Bluefire Skins could not be equipped
  • Fixed an issue where characters could wear the Gas Mask and the Chefs hat at the same time

Miscellaneous
  • Fixed an issue where teammates HUD icons did not appear at times
  • Fixed an issue where the Weapon FX effects were visible while emoting
  • Fixed an issue where Film Grain did not work
  • Fixed an issue where the Seeker Six could lock onto cloaked enemies

Platform Specific Fixes
  • Fixed an issue where the Prestige XP Bonus did not display correctly
Killing Floor 2 - [TW]Yoshiro


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Killing Floor 2 - [TW]Yoshiro
You have seen their concepts, you have heard Hans taunt you. But you want more. You want to see them move from two dimensions to three, and more importantly, when can you enter the masquerade yourselves. Today we can help you with both of those requests.



Hans and his Monsters Masquerade zeds will be entering beta for our PC fans in September, with a full release on all platforms coming in October. Stay tuned for more specifics as we get closer (and you may want to tune in to our upcoming panel at PAX West, or attend in person if you can!)
Killing Floor 2 - [TW]Yoshiro
With last week's reveal of the upcoming Monster’s Masquerade - today we wanted to go into details about some of these upcoming features and changes!

We want to start with a bit about our exciting new MC, DJ Hans! He is taking over Trader duties for the Monsters Ball map in the same way that the Patriarch taunts you along the way towards your demise in Endless, as well as in standard Survival play.

https://media.tripwirecdn.com/080918/hansscrake.mp3

We’ve seen many of you wondering if the Knight Husk will have its armor stat increased in game to match its visual look for this update. The answer is no, however it will have an auditory metallic impact, as well as some gameplay changes - the Husk will open its chest cavity to fire from, which also exposes the critical point for players to shoot. Hans will also have some animation changes in how he moves and his attack patterns, but the intent here is that both he and the Husk will play out in familiar way.

And let us not forget the leading lady Zeds have also been waiting patiently to show off their concept art as well! Here is a lineup of some of our favorites, what are yours so far?



As players explore the haunted halls of this upcoming new content, they will also find some new effects! Introducing the Headshot Pack - Players who purchase this pack will be able to swap out their headshots effects between several options, replacing those gory meaty pieces of brain matter (or something that passes for it) with more cheerful options this Halloween. Take a look below!:







By default the Headshot Pack effects are off for other clients, but they are able to turn them on via the gameplay options to join in on the fun if they wish!
Killing Floor 2 - [TW]Yoshiro
Ladies and Gentlemen,

Welcome to the Night of your Life! Welcome, the hottest new underground dance party that nobody left alive is talking about.... Welcome to the Monster Masquerade!



This Monster’s Ball is taking place soon, in a delightfully ghoulish manor. All of the residents are dressing to impress this Halloween costume contest, and you are invited to join in!






So start planning your outfit today. You won’t want to feel left out when the hottest new DJ in town, Hans, takes to the turntables to start flaying up the night!



We look forward to seeing you soon! And before we forget, the Zed’s wanted to show off some of their costume concepts one last time before their big reveal!





Killing Floor 2 - [TW]Yoshiro
Hello everyone!

Before continuing to explore what the Zeds are up to this Halloween, we wanted to revisit the improved Matchmaking we mentioned in an early update and detail out what this means for you as a player.

The big thing players will notice is that the Main Menu Matchmaking UI has split into two options. Find A Match and Create A Match - the current system supports both of these but there can be confusion, especially for those new to the game. Find A Match will work most like what users will be used to from the existing system. It is intended for solo or small groups looking to hop into an existing game based on:
  • Game Mode
  • Difficulty
  • Length
  • And Region (For console players. On PC it now has an automatic ping filter to find low ping games)


They will be able to set what parameters they are searching for, and ask the game to find them a match that fits those parameters, starting first with games that are in lobby and not started. If it can’t find one at all, it will inform players and recommend they change their settings (or try out the new Create A Match flow!)

The new path is the Create A Match option. Here the Group/Party Host will be able to set all the parameters from Online Matchmaking plus several more which are:
  • Map
  • And Permissions (who can join the game)
    • Public
    • Friends Only
    • Password

Parties who use this route will reserve a server in their region and it will change to match their chosen settings.

We believe these changes (including servers returning to the admin set default after a server has been used for a match) and fixes, we will also be looking for player feedback on how we can make this a better experience!

Now, what you’ve all been waiting for! The Husk and the Gorefast are exploring some costume options as well:




Killing Floor 2 - [TW]Yoshiro
Hello everyone!

Last week we mentioned that the FN-FAL was the just community picked classic joining the Killing Floor 2. Today we want to go over all the arsenal additions!

Commando’s rejoice, this update looks to extend the Commando’s choices and multi perk selection to allow for more player options. The previously announced Tier 4 FN-FAL is targeted not just at the Commando perk, but for the Sharpshooter as well, featuring a 4X scope.



The other multiperk inclusion is the new HMTech-501 Medic Rifle. This fresh out of the labs augmentation to the HMTech lineup has an underslung grenade launcher fitted and chambered to fire Medic healing grenades at range. Slotting into the 5th tier weapon pool, this one is sure to keep your friends happy, and the Zeds dead!



And one final weapon that is pure Commando. Sure, you’ve seen it before in the hands of the enemy, but isn’t it time you turned the tables and took on the Zed’s with this blast from the past? Announcing the Tier 4 MKb. 42 (H) straight out of whatever bunker that Hans has been hiding his collection in.



Oh, and some more of our Halloween Zeds wanted a chance to show off their concept art before their official unveiling, so without further ado, The Cyst and Scrake!





It’s getting pretty scary over here. What do you think these Zeds are up to?
Killing Floor 2 - [TW]Yoshiro
Hello everyone!

With the Summer Sideshow now behind us, the team is working hard towards the next big event! Before going into more detail on that (and some awesome new media to lead the way), we wanted to cover some other topics we know you, the community care deeply about.

First up, for those who may have missed our teasing, hinting, and outright saying it during the Alienware livestream at E3.... the next community voted weapon is the FN FAL! We’ll have some great new renders of it for you in the days to come along with the other new weapons joining the arsenal. Throughout the course of the Community Classic Weapon poll, several weapons have stood out as runner ups, the almost was, the could have beens. Today we plan to settle that debate in finality. Vote for your favorite Community Classic Killing Floor 1 weapon to return to Killing Floor 2! They won’t be back on the next poll!

https://docs.google.com/forms/d/e/1FAIpQLSfIEh1fmpu9pcotx8QLDAqt1AAul0foNU-7Qq0zwGGjGLVYdQ/viewform


Two other topics we’ll be talking more about in the weeks to come are Matchmaking (it’s being overhauled and rebuilt for a better player experience!) and ZedConomy refinements based on player feedback. These will be at the core of several Quality of Life improvements we are working towards for players, with more details to come as development continues. Some of the items we mention over the coming weeks may not make it into the next major update due to the complexity of the work involved, but we want you to know that work is underway!

And now for something special. This Halloween, the Zeds are dressing up in their Halloween finest and today we present to you the Halloween Clot and Crawlers.





What could the other Zeds be? Why are they getting all dressed up? Let this be an invitation of the mind if you will, what are your guesses for the theme, setting and Zeds for this Halloween?
Killing Floor 2 - [TW]Yoshiro
Killing Floor 2 - [TW]Yoshiro
The changelog is as follows:

Balance
Enemies
  • E.D.A.R.s
    • Shotgun damage types do 20% more damage
    • Explosive damage types do 150% more damage
    • Core hitzone is larger to make it easier to hit.

Perk and Weapons
  • Reload canceling has returned
  • All Dual pistols ammo is registered at the second mag insert instead of first.
Note: Additional fixes will be coming to target specific exploits still available with reloading canceling

Bug Fixes
Zeds
  • Fixed an issue where unexploded grenades may deal repeated damage.
  • Fixed an issue where the King Fleshpound’s laser would go through walls and objects.

User Interface
  • Fixed an issue where parties were showing inaccurate prestige info.
  • Fixed an issue where the M99 had its fill price cut off in the Trader.
  • Fixed an issue where audio settings were not reset when hitting “Reset to Default”

Platform Specific Fixes
PC/Steam
  • Fixed an issue where some cosmetics/skins were not marketable in the Steam marketplace
  • Fixed an issue where the game may crash using Nvidia’s FLEX
...