May 23, 2019
Killing Floor 2 - [TW]Yoshiro


Developer: Josh Stanley

Title: Junior Technical Artist


For starters, can you provide a brief synopsis of who you are and what your role is with Killing Floor 2?

My name is Josh Stanley and I am a Junior Technical Artist for Killing Floor 2. My Role has four parts. The first part is rigging. I set up new weapons and characters for animation. The second part is integration. This includes putting characters, cosmetics, weapons, and weapon skins into the engine. The third part of my job is back end setup. When we get new weapon skins or cosmetics it is my duty to make them accessible to players when it is time to ship. The last part of my job is FX. I work under our FX lead to create and/ or complete FX for environments and weapons.



How long have you been employed at Tripwire?

I have been at Tripwire for 10 months as of writing. It's hard to imagine that almost a year has already gone by.


Take us through a typical day of work at Tripwire for you, what is it like when you show up at the office?

Once I arrive at work, I grab my morning water and sync up all my software while totaling my work time from the day prior. I check my email and company messages before creating a personal schedule for the day based on the tasks that I have left to complete for the sprint. After I have my plan of attack, I throw on some music and work until our morning meeting. Once that is complete, I work until lunch. I prefer to work on rigs and FX during this time so that I can get input on it later in the day.

After lunch is generally reserved for the big ticket and/ or more volatile projects. That way should something go wrong or if there is required input from someone else, I know that they are in the office. There is a 4 hour window for this kind of work.

Towards the end of the day I switch back to projects that are less likely to cause problems for other people. During this time I often catch up with my leads about project direction and begin closing out tasks and setting myself up to come in the next day and do it all again.



How did you get started in the Games Industry?

My first serious step into the industry was going to trade school with a focus on video game production. From there I learned the fundamentals necessary to make personal strides on projects and my portfolio. I worked as a teaching assistant for the program, working on my own personal projects during the same time until I was able to join the Tripwire team.



What about technical art made you want to focus on that field as a career?

Art and artistic expression are important to me. I also enjoy structure and design. I'm far from a stoic pragmatist, but having a clear set of rules makes it simple (though not always easy) to figure out any problem that plays within those rules. On top of that I enjoy a challenge. Technical art is the perfect fusion of these three sentiments. There is a great deal of creativity that goes into rigging and FX and when something isn't working, or is working incorrectly, you can trace your steps backward and find out why that is.

With Technical Art there is a certainty in the present that makes the unknown of the future exciting with every job. You might not know what it will take to make something awesome, but you know that all the tools are there to help you figure it out.




What accomplishment are you most proud of while working in the Games Industry?

As cheesy as it may sound being a part of the Tripwire team. I've known for a long time that this was the career I wanted to pursue, so finally making it is a very important accomplishment for me.



What hobbies do you enjoy outside the workplace?

Cooking and Tabletop Gaming.

Despite having worked in food service for nearly a decade I've never lost interest in cooking. I like to try new and weird combinations, Particularly with soups and seafood. Where some would want to be the next Chef Ramsey, I'd rather be the next mayor of Flavor Town.



I will never turn down a good board or miniatures game, but my true love of Tabletop lies with RPGs. I have been the forever GM for years (Though I don't hate it like some do) and I love rolling dice on the opposite side of the screen. There are plenty of systems I haven't found many that I didn't like in some way. My group back home was comprised mostly of Game Masters so there was never a lack of content.

When I'm not playing on the tabletop, I'm designing for it, working on my own system for the last five or so years.



What was the first game you worked on? What other game titles were you also a part of?

If we're counting student projects then the first game I worked on was a flight based obstacle course named Tyto. Otherwise Killing Floor 2 is the first game title I've worked on.


What is your all-time favorite video game and why?

Just one? That's tough. Although I haven't played it in a long while Garry's Mod was pivotal in my decision to go into game production. For every Hour I spent in Zombie Survival, Stranded, and Trouble In Terrorist Town (my personal favorite game modes once GMDM disappeared), I spent two hours making reskins, importing characters and learning what made the game tick. I have more hours tracked in GMod that any other single game I've ever played.


Could you give us a glimpse of what you’re currently working on now in Killing Floor 2?

I can't say much, but I have been able to have my hands in multiple jars. The most noticeable will be the rigging and FX work. Who knows, in a few weeks your favorite character might even be wearing something I fitted to them.


Any last parting words of wisdom?

Stealing from Nike and Shia LeBeouf: Just do it. No seriously. If you want to get into games or really any industry you have to take the first step. It won’t be graceful, it probably won’t be good, but for every attempt you make you'll get better and understand a little more. It’s never too late to start something. You just have to keep at it until you finally get there.
Killing Floor 2 - [TW]Yoshiro
If you have had a chance to play the Back and Kicking Brass beta, please take a moment to fill out this survey: https://forms.gle/radfx4yYnWXvWzw1A
Killing Floor 2 - [TW]Yoshiro
https://www.tripwireinteractive.com/#/community/killing-floor-2-summer-opt-in-beta-is-here-with-build-kf-1079-back-and-kicking-brass

New Event
  • Back & Kickin’ Brass
  • Come one, come all to the introduction of our latest game mode, Objective! Assist Dr. Ogada Buyu and Lockheart to complete thrilling tasks for loads of dosh while wearing the latest fashion trends in Steampunk attire! Use the Seal Squeal to fire harpoons and pin Zed corpses against walls so they hang like fleshbag pinatas! Or beat the sense...erm...heals into your allies with our Hemoclobber! These fantastic inventions and more await you on the killing floor! Tally-ho and off you go!
  • Beta 1 Start 5/20/2019, Beta 2 Start 5/28/2019 (Dates are subject to change)


New Additions and Highlights
  • 1 New Game Mode
    • Objective
      • Every wave has a mandatory objective, and these objectives must be accomplished to proceed to the next wave.
      • An objective map has a predetermined number of waves. There is no short, medium, or long game length for these.
      • It has story elements! There are unique user interface elements, characters, environment objects, special effects, cinematics, and voice overs to convey a narrative experience alongside the Zed carnage.

  • 1 New Map


    • Steam Fortress
      • Compatible with Survival, Weekly, Endless, and Objective Game Modes.
      • Fend off hordes of Zeds inside Lockheart’s very own metal fortress of steam!
  • 3 Objective Maps
    • Steam Fortress
      • Mercenaries prepare a rocket to assist Lockheart in his magnificent journey to reach beyond the skies!

    • Zed Landing
      • Mercenaries work with Dr. Ogada Buyu to uncover the events of the Horzine plane crash and locate important information for her before Horzine gets their hands on it.

    • Outpost
      • Mercenaries assist Dr. Ogada Buyu in retrieving server data from the abandoned Horzine base before destroying all traces of it to eliminate the Zed threat.

  • New Objective types
    • Transport
      • Players are required to pick up an item and deliver it to a predetermined location on the map. The objective is complete once the required amount of items are delivered.
      • Players carrying the item will receive a movement speed reduction of 53% to walk and 60% to run speed. This movement speed reduction does not apply to solo players or the last player alive.

    • Exterminate
      • Players are required to kill Zeds until the Zed counter reaches 0. These waves can have special makeups to differ them from the Survival game mode wave variants.
      • Boss variant of Exterminate requires the players to kill the boss. This is the same as the boss wave from the Survival game mode.

  • 2 New Weapons


    • Seal Squeal for the Demolitionist.
      • An explosive semi-automatic harpoon launcher that fires harpoons timed for explosion after 4 seconds. Alt-fire manually triggers detonation of all set harpoons. If the harpoon impact kills the Zed, it will pin their corpse to any solid environment surface that the harpoon lands on.
      • Trader price is 1100 Dosh.


    • Hemoclobber for the Berserker and Field Medic.
      • A long, needle-laced bat that deals bludgeon and toxic damage to Zeds and heals players on impact. If a heavy attack has ammunition loaded into the magazine, impact against a player or Zed causes an explosion of blue gas that heals all players and damages all Zeds within its radius.
      • Trader price is 1200 Dosh.
  • Prestige System
    • Prestige rank 5 is now available
    • New rank 5 prestige weapon skins
      • Berserker - Eviscerator
      • Commando - SCAR-H Assault Rifle
      • Support - AA-12 Auto Shotgun
      • Field Medic - HMTech-401 Assault Rifle
      • Demolitionist - RPG-7
      • Firebug - Microwave Gun
      • Gunslinger - .500 Magnum Revolver
      • Sharpshooter - Rail Gun
      • SWAT - Kriss SMG
      • Survivalist - Killerwatt

  • Dosh Vault
    • Added additional tier 4 weapon skins

  • New Steam Achievements
    • Steam Fortress Objective game mode completion and its collectibles
    • Zed Landing Objective game mode completion
    • Outpost Objective game mode completion

  • Time-limited Summer Objectives, Tickets, and Cosmetics
    • Summer seasonal objectives to earn last year’s Steampunk Outfit cosmetic and the new M99 AMR Steampunk Precious weapon skin
    • Summer event tickets (Not available during BETA)
    • Summer cosmetics (Not available during BETA)




    For more details, read the rest of the changelog here in the forums!
Killing Floor 2 - [TW]Molly
Hello everyone!

For those of you who have been with us as fans and players over the past few years, you will most likely recall some “strong hints” (including the most recent objmod.jn that Horzine has been downloading) that we were working towards adding to a set of tools with pretty much every major update. Those tools made possible some of the great maps you enjoy now, but we kept adding. Today we are happy to say the toolbox has the tools it needs. For what? The return of Objective mode!

Starting with the upcoming Steam Fortress map, this is a mode where players will need to “get a move on”, as those objectives won’t complete themselves, and the Zeds will keep coming! New to the objective types players will experience in these maps are a refined and updated “escort” and the brand new “transport” objective, which will require players to collect and move mission critical items to where they need to be. The full objective type list now includes:
  • Exterminate
  • Hold the Zone
  • Operate and Control
  • Weld and Repair
  • Escort
  • Transport


Did you think you knew everything there was to know about Killing Floor? New stories are being told in places you thought you knew well. Joining Steam Fortress are two classic Killing Floor 2 maps updated for Objective mode: Introducing the objective versions of Outpost and Zed Landing. Someone new, Dr. Ogada Buyu, has asked for your help in discovering some of Horzine’s darkest secrets... and perhaps some of her own along the way, if you dare.



We can’t wait for players to get their hands on these maps and let us know what they enjoy most, and be sure to let us know where we can improve moving ahead as well! As always, the modding community will have access to these tools to help them forge their own creations and we are excited to see what they come out with.



And speaking of players getting their hands on it, we expect to go into beta testing on PC late next week if all goes well! Keep an eye out for the official announcement. The first beta will also include some significant balance changes including the following:

  • Husk Cannon
    • Added impact damage, which increases with charge
    • Explosion damage reduced
    • Explosive radius increased
    • Magazine size increased
    • Spare ammo reduced
    • Removed ammo consumption while maintaining charge
    • Fire rate increased (this will improve weapon feel greatly)

  • C4
    • Moved to the sidearm slot
    • Decreased price

  • Freezethrower
    • Alt-fire
      • Blast spread increased
      • Increased number of shards
      • Added penetration
      • Removed freeze affliction
      • Added stumble

    • Primary
      • Ground ice damage increased

  • Swat - Battering Ram
    • Added Bludgeon damage
    • Increased movement speed

  • And more!





Killing Floor 2 - [TW]Yoshiro
Hello, hello, Is this thing on?

Lockheart here and I’ve got some news. First the good, we’ve reached my fortress lair, Eden, at Cape Corvo. Now the bad, it seems we haven’t seen the last of those incorrigible stowaways and piratical creatures. Chop chop, we have work to do, and by we, I mean you.



You lot are going places, and I don’t just mean on errands around this place. To get your mode of transportation up and running, however, I’ll be giving you a set of tasks to complete, stat!


Read On For More!
Killing Floor 2 - [TW]Yoshiro
https://forums.tripwireinteractive.com/forum/killing-floor-2/kf2-news-and-announcements/news-and-announcements-af/2331383-wwaut-something-old-and-something-new

Hello everyone!

The team in the lab have been at it again! This time they have mixed it up with something they found gathering dust and rust in a closet and one of their new “inspired” ideas. We can only hope they cleaned those things before testing it and rushing it out to the trader pod system, but we make no promises.

First up, we have something new for the Demolitionist in all of you. The Seal Squeal is an explosive semi-automatic harpoon launcher that fires explosive laden harpoons. Each one of these lovely rounds are wrapped with a timed explosive that can pin zeds to another surface. Think of it as gore-geous wall art! They attach themselves to anything you may want to go boom.This baby has two detonation modes to let you control exactly when the explosions happen. The default mode self detonates after 4 seconds. If that's not your style and you prefer to play with your prey, the alt-fire let's you control the explosion much like C-4. We know what mercs are wondering next. All this for the low, low price of 1100 Dosh as a Tier 3 weapon at a trader pod near you.




Have you ever wanted to smack around your fellow mercs to make them all better (and perhaps to make your own experience a tad more cathartic)? For the overworked and underpaid Medics out there, we introduce the Hemoclobber. This beauty is a medical melee weapon that combines the technology of the medical syringe with the fun of beating things to a pulp. It heals players and poisons Zeds on Light Attacks. The Heavy Attack uses ammunition for an extra punch. If you strike a Zed or player with it, it will cause an explosion of medical gas that damages all Zeds in the explosion radius while healing players nearby. We feel confident that both Medics and Berserkers will find this multi use Tier 3 weapon a bargain at 1100 Dosh.



We will have more intel to share soon mercs so stay tuned!
Killing Floor 2 - [TW]Molly

Killing Floor 2 - [TW]Yoshiro



Developer: Mike Stone

Title: Producer - Killing Floor 2


For starters, can you provide a brief synopsis of who you are and what your role is within Killing Floor 2 and other projects?

My name is Mike Stone and I am the Producer on Killing Floor 2. My role on Killing Floor 2 is to ensure all scheduled tasks and other initiatives are delivered on time and that each team has no barriers preventing them from completing their assigned tasks. Before moving over to Killing Floor 2, I was Producer on Rising Storm 2: Vietnam where my main priority was preparing the game for launch back in 2017. I still participate in various initiatives with the Vietnam team but my primary focus is Killing Floor 2.

Taking a deeper dive into this question, I work very closely with the Product Lead and other department heads whether it be for scheduling, task tracking, planning and participating in weekly playtests etc. I often engage with the community on our social media platforms, forums, and Twitch. Whether it be to drop in and say hello to everyone, reviewing posted feedback, or assisting where a player may be experiencing an issue with the game. My engagement with the community is always a terrific experience.

Another part of my job is planning, organizing, and seeing through all content update trailers. Working with external partners for our trailers is something that happened very early on in my career at Tripwire and it stuck with me ever since for all of our projects. It’s definitely an area that requires quite a bit of iteration for all review sessions. Part of the fun with working on trailers is determining what bonus content we add after the credits of a trailer. Sometimes we add an easter egg that is a tease for a future update. It’s always fun watching the community try to figure out what exactly we’re hinting at. Be sure to check the very end of the recent Cyber Revolt trailer ;)



Production can mean different things across different industries, how would you define the role of production within the video game industry?


Based on my 18 year experience of being in the Game Industry, a Producer’s main role is the bridge between all disciplines. The facilitator if you will. Depending on the studio, there are Producers that actively participate in game design while other studios a Producer would have little to no engagement in game design. A Producer can also be the face of marketing by participating in live interviews, trade shows and via online messaging. It truly all depends on the studio and skillset of the Producer. At the end of the day, however, the core role of a Producer is to keep the project moving forward and communication flowing between all departments.



Take us through a typical day of work at Tripwire for you, what is it like when you show up at the office?

Step 1.. Coffee! After I’ve settled in, I begin to catch-up on any unread emails from the previous day. After that, my morning meetings begin. The first of those meetings is syncing up with the Quality Assurance team listening to what they were able to accomplish from the prior day along with answering any questions they may have. My next meeting is meeting up with the Platform team where we’ll cover any issues that may be occurring with live services. My morning meetings conclude with team standups. During standups, the development team goes over progress on their tasks. This is also an opportunity for folks to bring up any questions or concerns they may have with their task that they discovered throughout any given day.

As for my afternoons, the meetings continue but on a ‘need to’ basis. One day may be a meeting to review the latest trailer progress and the next day a meeting could be about upcoming initiatives. In summary, I’m generally always on the move whether it be at a meeting or working with various developers. It’s what I truly love about being a Producer, it’s always a new experience each day!



What skill sets and qualities do you need most to be a great Producer?

Being able to effectively communicate with both management and the team as a whole. As a Producer, you work with many personalities and skill sets. It’s important to ‘know your audience’ and how to effectively make the most of each conversation. It’s also important to ensure that all disciplines are communicating with one another and that there are no loose ends from a hallway conversation etc.

Having a calm and patient demeanor is key. As Producer, you will often be faced with emergent and difficult situations that can happen at any time of the day, week, or month. When you’re faced with these situations the team is going to look to you for answers, suggestions, and guidance. You have to handle the situation in such a way that will instill confidence in the team.

The ability to notice the warning signs that may derail a scheduled task, sprint, or milestone can be paramount. This skill set can often come down to how much experience you have as a Producer. I’ve been in the Game Industry for 18 years now and I’ve been through a lot of unique situations. As such, I can thankfully rely on what worked and what didn’t work in the past. With this said, there’s always situations that will be new and unique. It’s how you manage and learn from each situation that will prepare you for the future



How long have you been employed at Tripwire?

I started working at Tripwire back in October 2016. That puts me at 2.5 years now with the company. Time flies!



Please list a background on all the previous titles you worked on across the years and what role you played in them?


MMOs:

Dark Age of Camelot - I was a Designer and Environment Lead. I designed and built several dungeons for Camelot’s expansion packs. I was also part of the starting areas revamp project where I re-sculpted the terrain for all of the starting villages in DAoC to make them more welcoming to new players and each to have a unique look.

Imperator Online - I was design lead on this project. This project was deep in development but was never released. This was part and parcel due to acquiring the rights to work on Warhammer Online: Age of Reckoning

Warhammer Online - Warhammer is where I began my journey in to the Production path as Associate Producer. I was in charge of managing the capital cities team. Aside from the creation of the capital cities, the goal for that team was to create living breathing cities for our audience. I am very proud of what the team accomplished!

Wizard101 - My production journey continued with being an Associate Producer on this title. This title was geared towards a younger audience and having a daughter at the recommended age for this game made for an even more exciting adventure.

Pirate101 - I was promoted from Associate Producer to Producer during my tenure on this project. Pirate101, while still playable by a younger audience, was more geared towards the teen audience. It was an MMO with turn based combat. Quite unique at the time!

FPS:

Rising Storm 2: Vietnam - I joined Tripwire Interactive as Producer for this title. While my career was filled with MMO experience, I am a huge FPS player and Rising Storm 2 fit the bill perfectly. My role here was to bring the title to release while working with a remote development team. This was a different experience than I was normally accustomed to but we had a terrific team working on the project. It was an honor to bring this title to the masses.

Killing Floor 2 - In late 2018 I was brought on to the Killing Floor 2 team as Producer. I was an active player of Killing Floor 1 and 2 before being hired at Tripwire so the transition was exciting. I work closely with David, the Product Lead on KF2, on a daily basis. We have exciting things to bring to KF2 in 2019


As a Designer, what was your favorite quest you worked on and why?

In Dark Age of Camelot, there was a quest line in the Darkness Rising expansion that had the player explore the Demonic Prison. As players explored the prison, they ran into a massive spider named Bolehs. Bolehs spelled backwards is Shelob, the large spider from Lord of the Rings. It was fun seeing how many players figured that out. I’m a big fan of discovering easter eggs in games.


Given you’ve been in different roles throughout the industry from Technical Support Lead, Call Center Manager, Designer & Environment Lead to now Producer, why do you think you have focused on Production for your career path?

Ever since joining the Game Industry I absolutely loved assisting others and working on bringing big picture items to fruition. I have the honor of working with so many talented people on a daily basis that it truly is a joy coming to work each day. I’m also one who seems to thrive under pressure, and as a Producer, you’ll always have those moments. Being a Producer keeps me on my toes and I’m a-ok with that!



What was your first computer and console system?

And this is the part where I date myself. My first computer was a Commodore VIC-20. The first game I played on the Vic-20 was Pirate Cove. I believe this was my first text adventure game. It was awesome at the time!

My first console system was the Intellivision. B-17 Bomber and Burgertime were my go to games for that console. The controllers were horrible, however.



What’s your all time favorite video game and why?

Tough question. I’m going to break the rules and give you my top three!

The Dig by from Lucasarts

Gabriel Knight 2: The Beast Within from Sierra

Battlefield 1942 from DICE

Each of those games holds special memories for me and as you’ll notice, they’re all very different from one another.



What is your favorite Perk to play in Killing Floor 2 and why?

I really enjoying playing as a Firebug. I’m a fan of weapons in games that spray fire, poison etc Something about being able to torch multiple Zeds at once feels satisfying.



What aspect the latest Cyber Revolt update for KF2 are you most excited by and why?

Definitely the Killerwatt. It’s an amazing looking weapon and it is quickly becoming one of my favorite weapons to use. I look forward to seeing what the community thinks of this one!



Do you have any favorite hobbies outside of video games and work?

With Spring right around the corner, my family and I have a lot of activities that we’ll be taking the kids to. My son has Soccer on Saturday’s which I really enjoy attending. I used to coach soccer and I’m getting the itch to do that again. My daughter is starting cheerleading soon and that will be a new adventure to partake in. Watching movies and listening to music definitely occupies my time during the week as well.



Any final parting words of wisdom for those that want to get into the industry and otherwise?

There are many avenues to get your foot in to the industry. I’m a big proponent of folks starting in the QA field. QA is such a huge part of what makes an “ok game” at launch instead turn out to be a “great game”. QA also works with so many different disciplines that the experience and knowledge they acquire is such a huge bonus.

There are also a lot of accessible tools these days where you can create games on your own. Experiment and put the time in where you can. Any form of game related experience will certainly look good on a resume!
Killing Floor 2 - [TW]Molly
We are aware of the continued dosh vault crate grant affecting console players, which also seems to be related to players having inventory population issues as well as crafting and grant difficulties on all platforms (including Steam). The team is assessing all options to rectify the situation and we hope to have solutions in place soon. Thank you for your patience, feedback, and support.
Mar 26, 2019
Killing Floor 2 - [TW]Molly


New Event
  • Cyber Revolt
  • Horzine’s development labs decked out the mercenaries with the latest Cyberpunk themed weaponry and gear! Slay Zeds and spread bloodshed while looking stylishly futuristic. Fend Zeds off at our new dam facility known as Spillway, and try out Horzine’s two new weapons, the Helios Rifle and the Killerwatt. See you on the killing floor!
  • Ends on 4 / 23 / 2019


New Additions and Highlights
  • 1 New Map


    • Spillway
      • Compatible with Survival, Weekly, VS Survival, and Endless Game Modes
      • Clear a dam facility overrun by those dam Zeds!
  • 2 New Weapons


    • Helios Rifle for the Firebug
    • Two fire modes, automatic and 3-round burst fire
    • Fires plasma balls that can penetrate through multiple Zeds and fry them up with microwave energy
    • Trader price is 2000 Dosh


    • Killerwatt for the Survivalist
    • Two fire modes, automatic and overcharge
    • Fires consecutive bolts of electricity or one charged stream of destructive voltage
    • Trader cost is 2000 Dosh
  • Battle Axe is now available to all players
  • Prestige System
    • Prestige rank 4 is now available
    • New rank 4 prestige weapon skins
      • Berserker - Pulverizer
      • Commando - Kalashnikov AK-12
      • Support - M4 Combat Shotgun
      • Field Medic - HMTech-301 Shotgun
      • Demolitionist - M16 M203 Assault Rifle
      • Firebug - Flamethrower
      • Gunslinger - .50 Desert Eagle(s)
      • Sharpshooter - M14 EBR
      • SWAT - Heckler & Koch UMP
      • Survivalist - VLAD-1000 Nail Gun

  • Dosh Vault
    • Added tier 4 weapon skins

  • New Steam achievements for Spillway and its collectibles
  • Time-limited March objectives, tickets, and cosmetics
    • March seasonal objectives to earn the Cyberpunk Outfit
    • March event tickets
    • March cosmetics

  • Zedconomy
    • Added Headshot FX Pack 2
    • Added Horzine Supply Crate | Series Deity
    • Added Dragonwave Encrypted USB
    • Added Neon MKV Encrypted USB
    • Added Bronze, Silver, and Gold Bundle Packs for :
      • Horzine Supply Crate | Series Deity
      • Dragonwave Encrypted USB
      • Neon MKV Encrypted USB


This update contains new content, adjustments, and bug fixes from the Beta feedback. We appreciate your feedback and thank you very much for it!

Addressed Community Feedback
As mentioned in the 2018 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2

  • Added functionality to shut off Zed enrage when that Zed triggers a panic state from toxic, emp, fire, or microwave. Zeds revert back to being enraged after the duration of the panic is over.
  • Added an option Toggle to Sprint to the GAMEPLAY settings.
  • Fixed an issue where Zeds could spawn directly within player line of sight.


General
  • New main menu music titled “Cyberpunk” by Rocky Gray.


Balance
  • Zeds
    • Patriarch
      • Helios Rifle damage vulnerability decreased from 90% to 70%.

    • Elite Crawler / Versus Survival Elite Crawler
      • The damage radius of the toxic gas reduced by 25%.
      • Toxic panic removed from the toxic gas.

    • Abomination Spawn
      • The damage radius of toxic gas reduced by 30%.
      • Toxic panic removed from the toxic gas.

    • E.D.A.R. Trapper
      • Trapper beam damage now spreads between Armor and Health.

    • Quarterpound
      • Fire panic resistance has increased from 20% to 55%.
      • Microwave panic resistance has increased from 30% to 45%.
    • Helios Rifle damage vulnerability decreased from 100% to 80%.


    • Scrake
      • Fire panic resistance has increased from 20% to 60%.
      • Microwave panic resistance has increased from 0% to 50%.

      • Fleshpound
        • Fire panic resistance has increased from 30% to 60%.
        • Microwave panic has resistance increased from 10% to 50%.
        • Helios Rifle damage vulnerability decreased from 100% to 80%.


      Designer Note:
      The damage radii for the gases were larger than the particle effect zones, so we reduced them down to fit the visual effects of the gases. We also removed the toxic panic capability from the gases to prevent it from panicking most Zeds and causing them to run off sporadically.

      We increased the fire panic resistances of the Scrake, Quarterpound, and Fleshpound to help alleviate frustrations with accidental panicking from fire and microwave damage. It will require a few seconds of focus firing to force them to panic. We also added functionality to temporarily shut off enrage the moment any panic (fire, toxic, microwave, emp) triggers. Once the panic duration ends, the Zed will return to being enraged. This should prevent Zeds from becoming both enraged and panicked as this previously caused Zeds to run off enraged and become difficult to aim and shoot at. Overall, our hope is that these panic changes will be solid first steps to help give players a better experience with the panic systems.

      The Helios Rifle provided a massive damage output towards Fleshpounds, Quarterpounds, and the Patriarch boss. There was a lot of community feedback from the March Beta 1 Community Survey that the Helios Rifle dealt with them too easily, so we reduced their vulnerability specifically to that weapon to address this major concern.

      • Weapons
        • Single and Dual Spitfires
          • Fire panic rate of bullets has increased by 94%.
          • Fire panic rate of fire damage over time has been reduced by 23%.

        • Dragonsbreath
          • Fire panic rate of damage over time has been reduced by 46%.
          • Fire panic rate for bullets has been reduced by 20%.

        • Husk Cannon
          • Fire panic rate for explosions has increased by 100%.
          • Fire panic rate now increases per charge.
          • Removed self-inflicted fire damage over time.
          • Damage should now be calculated from point of impact rather than the Zed’s pivot center located at their feet.
          • Self-inflicted explosion damage has increased from 5% to 10%.

        • HMTech-201 SMG
          • Damage per bullet has increased from 17 to 20.
          • Recoil has been reduced by 32%.
          • Full dart recharge rate has been reduced from 15 seconds to 13 seconds.
          • 1st weapon upgrade damage has increased from 23 to 24.
          • 1st weapon upgrade full dart recharge rate modifier has increased from 0.8x to 0.88x. This mean that the full dart recharge rate was reduced from 12 seconds to 11.05 seconds.
          • 2nd weapon upgrade damage has increased from 27 to 28.
          • 2nd weapon upgrade full dart recharge rate modifier has increased from 0.7x to 0.77x. This mean that the full dart recharge rate was reduced from 10.5 seconds to 10.01 seconds.
          • 3rd weapon upgrade damage has increased from 31 to 32.
          • Ammo price per magazine increased from 20 to 21. Complete autofill price has increased from 260 to 273.

        • HMTech-301 Shotgun
          • Heal amount per dart has increased from 15 to 20.
          • Damage per pellet increased from 20 to 25. The overall damage has increased from 120 to 150 per shot.
          • Spare ammo capacity has increased from 80 to 90.


      Designer Note:
      The fire panic rates for the Spitfires, Husk Cannon, and Dragonsbreath were all adjusted. The Dragonsbreath can panic most Zeds after one shot even after adjusting the fire panic resistances of the key target Zeds, so we toned this down to reduce accidental panicking on those Zeds. As for the Spitfires and Husk Cannon, their fire panic rates were too low compared to most other fire weapons. These weapons were more likely to kill most Zeds before a panic triggered, so we wanted to boost the rate up to give them opportunities to panic Zeds more effectively similar to how the other fire weapons performed.

      The Husk Cannon should not inflict any damage over time on the player. Before, this damage was so high that most players would die from it. So, we removed that, and instead, we increased the self-inflicted explosion damage by a minor amount. The damage should be minimal compared to the fire damage over time. Lastly, the damage should now be calculated at the point of explosion instead of the Zed’s feet. This should increase its firepower substantially.
      The HMTech-201 SMG felt underwhelming when compared to other Field Medic weapons and SWAT weapons. We increased the damage and reduced its recoil to improve its killing capabilities against Zeds. We also adjusted the dart recharge rate down so that it recharges faster than the HMTech-101 Pistol but slower than the HMTech-301 Shotgun.

      The HMTech-301 Shotgun also felt underwhelming when compared to other shotguns. We increased the heal amount from 15 to 20 to give it more healing potential. We also increased the damage and gave it another spare magazine to help improve its power against Zeds.

      Overall, we’re hoping these changes allow the weapons to compare better with their counterparts and allow them to be more viable choices.

      As always, we’d like to hear the community's feedback on these changes. You can do so by visiting and posting in the ‘general’ section on the official Tripwire Interactive forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2

      • Perks
        • Demolitionist
          • Level 15 Fragmentation Rounds
            • Removed damage reduction.
            • Updated text description to reflect the change.

        • Survivalist
          • Level 10 Medic Training
            • Healing potency has increased from 20% to 30%.
            • The cooldown reduction to syringe and healing darts has increased from 25% to 50%.
            • Updated text description to reflect the change.

          • Level 10 Melee Expert
            • Melee attack speed has increased from 15% to 20%.
            • Damage has increased from 10% to 50%.
            • Updated text description to reflect the change.

          • Level 20 Make Things Go Boom
            • Damage radius of explosion has increased from 25% to 40%.
            • Updated text description to reflect the change.

          • Level 20 Spontaneous Zed-plosion
            • Chance of explosion has increased from 20% to 30%.
            • Damage of explosion has increased from 10 to 50.
            • Damage radius of explosion has increased by 25%.
            • Removed knock down.
            • Added stun.
            • Updated text description to reflect the change.

        • Firebug
          • Level 15 Zed Shrapnel
            • Chance of explosion has increased from 20% to 30%.
            • Damage of explosion has increased from 10 to 50.
            • Damage radius of explosion has increased by 25%.
            • Removed knock down.
            • Added stun.
            • Updated text description to reflect the change.





      Designer Note:
      The Demolitionist received an improvement for Fragmentation Rounds. We removed the damage reduction from the Fragmentation Rounds because it was a drawback that prevented the skill from comparing well with the Sonic Resistant Rounds.

      Survivalist received multiple improvements for its Perk skills. We adjusted values for the Medic Training and Melee Expert skills to allow a Survivalist to perform similar to a level 15 Berserker or Field Medic. Previously, these skills did not perform up to par with other skills. Make Things Go Boom felt underwhelming, so we boosted the area to improve its explosive nature similar to the Demolitionist’s Fragmentation Rounds. Lastly, Spontaneous Zed-plosion received a bit of a rework. We boosted the explosion damage and radius so that it should feel more impactful. We also removed the knock down from it and replaced it with stun. We think that the stun will synergize better with other Perks and provide a more rewarding gameplay experience than knock down.

      Firebug received an improvement to Zed Shrapnel following similar reasoning behind the Spontaneous Zed-plosion for Survivalist.

      Bug Fixes
      Also mentioned in the 2018 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.

      Top Community Issues:
      • Fixed an issue where Zeds could use spawners in a player’s line of sight.
      • Fixed an issue where you could not pick up a second pistol to create a dual pistol variant if either of the single pistol ammo capacities were greater than or equal to the max ammo capacity of the dual variant.
      • Fixed an issue where you couldn't pick up Crossbow bolts or Eviscerator sawblades if your spare ammo was full.
      • Fixed an issue where spawned human pawns were not increasing the Health of Zeds.


      Crash Fixes:
      • Fixed a crash that occurred when trying to start or join a game session.
      • Fixed an issue where players crashed while playing as a Zed in VS Survival.


      Gameplay:
      • Fixed an issue where players failed to map travel after long amounts of continuous play.
      • Fixed an issue where players can be damaged during trader time. You will continue to take damage from damage over time if you had it before Trader Time occurred. You should not die during Trader Time.
      • Fixed an auto-hotkey exploit that allowed players to dramatically increase melee attack speed.
      • Fixed an issue where objective weld targets that needed to be repaired didn’t appear broken immediately upon the start of the wave.
      • Fixed an issue where weapons with penetration didn’t have fall-off during online play.

      • Fixed an issue where the 3rd person spectating camera moves rapidly when toggle sprint is enabled.


      Zeds:
      • Fixed an issue where fast moving Zeds did not transition to their panic animations when panicked.
      • Fixed an issue where players could be damaged while out of range of poison clouds from Abomination Spawns and Elite Crawlers.
      • Fixed an issue where E.D.A.R. Trapper beams dealt damage to a SWAT’s health regardless of if they had Armor and the Heavy Armor Training Perk equipped.


      Maps:
      • Santa’s Workshop
        • Fixed an issue where Santa’s intro monologue could be heard in the Weekly map lobby.
        • Fixed an issue where players spawned in the middle of the map while playing in the Survival game mode.

      • Shopping Spree
        • Fixed an issue where the fountain could rapidly switch levels of detail.
        • Fixed an issue where dosh necklace collectibles could float if the object they were on was knocked over.

      • Fixed an issue where repair icons on Airship changed to check marks when a player died.
      • Fixed an issue where players could use the Double-barrel Boomstick and a Fleshpound to fall out of bounds in Monster Ball.
      • Fixed a wall on Biotics lab that pops in and out of view at a certain distance.
      • Fixed an issue where debug text appears while playing on Spillway.


      Weapons:
      • Husk Cannon
        • Fixed an issue where the fire panic rate did not increase per charge.
        • Fixed an issue where the explosion dealt damage depending on the pivot of a Zed instead of the point of impact.

      • Fixed an issue where the Pulverizer’s alt-fire visual effects didn’t play online.
      • Fixed an issue where the M32 Grenade Launcher was not affected by the Survivalist’s Heavy Weapons Training Perk skill.
      • Fixed an issue where the M16 M203 Assault Rifle and HMTech-501 Grenade Rifle force a grenade reload after firing a grenade, then firing rounds from the primary. It should now stop trying to reload the grenade after using the primary fire.


      Cosmetics:
      • Tier 4 Vault Vosh Precious
        • Fixed an issue where skins appeared darker in third person than first person.
        • Fixed an issue where the AA-12 Shotgun weapon skin was missing when dropped.
        • Fixed an issue where the AA-12 Shotgun weapon skin glowed green in third person.
        • Fixed an issue where the Microwave Gun weapon skin was red in third person.
        • Fixed an issue where the HMTech-401 Assault Rifle weapon skin was missing textures when in first person or dropped.

      • Fixed an issue where items were missing from the Krampus Treat Ticket item pool.
      • Mrs. Foster
        • Fixed an issue where the Large Ear Piece cosmetic didn’t fit properly.
        • Fixed an issue where the Cyclops Eye cosmetic was positioned incorrectly.

      • Fixed an issue where the Diagonal Backpack was oversized on DJ Scully.
      • Fixed an issue where HX25 Vertebrae | Mint was missing from the Predator USB no duplicates list.
      • Fixed an issue where equipping the Precious Loco Mask equipped the red variant instead.
      • Fixed an issue where Cyber Samurai & Neon MKIV Master Crafted Items recycled for 1 exceptional material instead of 5.
      • Fixed an issue where the Flamethrower RGB Skin stopped changing colors.


      Audio:
      • Fixed an issue where the playable Badass Santa’s dialog had no audio fall-off.
      • Fixed an issue where the Containment Station map did not have ambient audio online.
      • Fixed an issue where the Prison map had no ambient audio online.
      • Fixed an issue where the M32 Grenade Launcher did not have sound fall off.
      • Fixed an issue where the Scrakes were using Halloween VO.
      • Fixed an issue where the E.D.A.R.S. were using Halloween VO.


      User Interface:
      • Gear Menu
        • Fixed an issue where the Coffin cosmetic appeared in Jaegerhorn’s list twice.
        • Fixed an issue where Lt. Bill Masterson was missing the Horns and Witch Hat cosmetic pieces.
        • Fixed an issue where the Cauldron Backpack cosmetic is missing for Mr.Foster and Badass Santa.
        • Fixed an issue where the Arm Screen cosmetic did not show for Mrs. Foster.

      • Inventory Menu
        • Fixed an issue where the Halloween 2018 Face Paint | Mr. Foster cosmetic is missing a description in the Inventory tab.
        • Fixed an issue where the Use button is still usable when a player has insufficient crafting material.
        • Fixed an issue where Tier 4 Vault Vosh Precious weapon skin icons had a darker than normal background.
        • Fixed an issue where Tier 4 Vault Vosh Precious weapon skins were unable to be unequipped.

      • Santa’s Workshop
        • Fixed an issue where the health bar for the sleigh disappeared if the player emoted.
        • Fixed an issue where the health bar for the sleigh is affected by the Hide Boss Health Bar GAMEPLAY option.

      • Fixed an issue where clicking on the NEWS button from the main menu didn’t load a web page.
      • Fixed an issue where the Horzine Supply Cosmetic Crate Series #8 display image had a darker gray background.
      • Fixed an issue where the Rarity filter did not work when the All filter is applied.
      • Fix an issue where the description of the fire modes for the MP5RAS SMG was incorrect.
      • Fixed an issue where the Kill Boss daily objective had no description.
      • Fixed an issue where the highlighted item in the Trader menu didn’t change while scrolling through.
      • Fixed an issue where scrolling through lists in the game menus causes differences between the preview and the selection.
      • Fixed an issue where "_info" was appearing as a Game Mode option when returning to the main menu from a game session.
      • Fixed an issue where players could not update their Endless settings on the Play Solo Offline menu.
      • Fixed an issue where “FOV” and “Disable Remote Headshot Effects” did not reset when player defaulted their options.


      Localization:
      • Fixed an issue where the The Perfect Gift objective description continually resizes online.


      As always, thank you for your continued support!
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