As we reach the end of 2021, I have once again returned to take a look back at the past year in all that we were able to accomplish as a team and provide a preview of where Killing Floor 2 is going. When we started this journey with Killing Floor 2 back in 2015 with the Early Access launch, we certainly never expected that 6 years later the game would still be thriving and continue to be supported as it is today. I want to extend a gigantic thank you to our partners at Saber Interactive that have continued to carry the torch on the title to allow us to continue to deliver exciting new content and features for the past two years. And of course, Killing Floor 2 would be nothing without its dedicated fans and community that continue to support us and push us when warranted to be better developers and improve what we deliver.
After dozens of content updates over the years, Killing Floor 2 continues to throw new and interesting challenges our way for development from continuing to work largely remotely and across multiple countries around the world. Even still, we wanted to push ourselves to create new ideas, deliver on long-teased locations, and expand the game’s replayability through revisiting the experimental fun of weekly modes. While not without any bumps in the road, I am incredibly proud of what we have created as a team and continue to be excited for what’s in store.
Here’s a look back at what we have added to the game in 2021:
Today’s Killing Floor 2
Game Updates
Dystopian Devastation - March 23rd, 2021
Interstellar Insanity - June 22nd. 2021
Day of the Zed - October 5th, 2021
Chop ‘Til You Drop - December 9th, 2021
Maps
Dystopia 2029
Moonbase
Netherhold
Carillon Hamlet
Weapons
Gravity Imploder - (Demolitionist)
FAMAS Masterkey - (Commando / Support)
Thermite Bore (Firebug)
Piranha Pistols (Gunslinger / Berserker)
Corrupter Carbine (Sharpshooter / Field Medic)
Doshinegun (Survivalist / Offperk)
HRG Beluga Beat (Sharpshooter)
HRG Bastion (SWAT)
HRG Blast Brawlers (Support)
HRG Tommy Boom (Demolitionist)
HRG Disrupter (Gunslinger)
HRG Stunner (SWAT)
Weekly Modes:
Blood Thirst
Coliseum
Arachnophobia
Scavenger
Wild West London
Abandon All Hope
Boss Rush
Shrunken Heads
Quality of Life Improvements:
No Local Admin Filtering for the Server Browser
UI Medic Buff Feedback
Skip Trader for the Versus mode
Improve the reliability of Scrake stuns with Crossbow and Compound Bow.
Initial Starting Dosh Rebalance
Purchase armor in portions
Gameplay option for the quick swap button
More transparent drop percentages
Store - Discount UI Optimization
Pause Online Endless Mode Voting
Controller Aim Assist Improvements
New Music
M.O.A.B by Rocky Gray
Lunar by Rocky Gray
Zedorcist by Rocky Gray
Disunion How The Rest Was Won by Dax Nielsen and Dan McMahon
Naughty or Nice by Rocky Gray
Carpenter’s Christmas by Rocky Gray
What Lies Ahead With the ongoing success and support of the fans in 2021, I am very happy to announce that Killing Floor 2 will continue to be supported for its 7th Year of Post-Release Seasonal Updates that we’ll be looking to make chock full of new weapons, maps, weeklies, cosmetic customization and quality of life improvements that are vital to the game’s success. We will be continuing to partner with Saber Interactive to make this a reality. An important change for 2022 is that we’ll be looking to consolidate to three major updates for the year with the Summer, Fall, and Winter seasons as our main release targets. As the team has been working non-stop the past year, we feel this break at the beginning of next year will allow us to refresh, explore, and iterate towards delivering a more excellent and polished experience for the new year ahead.
Additional Weapons - As a core pillar of our updates, more new weapons will of course be coming to Killing Floor 2 of both the Weapon Bundle and HRG Variety. Our goal for the new weapons is to continue expanding the ways you can engage the enemy leveraging both entirely new functionality and expanding existing projectile types and incapacitation effects into different combinations for a variety of perk types. As a tease for Summer, we’re especially interested in exploring expanding the defensive capabilities of players as well as weapons that will help bring bigger zeds down to size.
Additional Maps - For next year's maps, we’ll be partnering with some of our favorite community mappers to deliver and enhance more community maps officially in the game that improve them for those that played them in the past and provide a spotlight for those that might not have ever played them before like our console community.
Additional Weeklies - We had an absolute blast developing an entirely new set of weeklies for 2021 and were thrilled by the community's reception to them. For 2022, we still have a whole host of new weekly modes we want to explore both from our design exploration as well proposals we have seen that have interested us from the community. With that in mind, we’ll be looking to add one weekly mode per update for next year to continue to expand on the full rotation. Major Events - As seasonal events have become a time-honored tradition for Killing Floor 2, they will once again be making a comeback for 2022 for our Summer, Halloween, and Christmas updates. This means the return of seasonal Zeds, new Seasonal Objectives, rewards, achievements, and cosmetic sets for your characters to be customized to match the holiday spirit.
Quality of Life Additions - Within a similar capacity as the past year, it will be an important pillar for us to continue improving and tweaking the game to respond to community feedback alongside the development of new content. The feedback you provide within our surveys, forums, social media, and other community interactions are critically important in helping guide us on what we should prioritize in terms of these user experience and balance changes so please continue to be active as ever within these channels so that we have a good pulse on what the game needs. While we will not be able to address everything that’s requested due to numerous potential factors such as engine/system limitations and resource constraints we’ll continue to be transparent with what is within our power to implement and do our best to be receptive and open to feedback for how we can improve.
Bugs - Within every update, we’ll be fixing both new issues that arise as well all the existing content that affects the player. It’s a core priority for us to ensure that every release is more polished and bug-free than the one that came before. As the game has expanded dramatically over the years from supported platforms, weapons, maps, modes, characters, etc the project has become quite a massive endeavor to maintain so we always ask your patience and understanding for when and how any particular issue gets tackled. We’re deeply grateful for the community’s regular engagement and response in alerting us to everything discovered within each release as an invaluable resource to the development team. We encourage as many of you as possible to participate in our regular betas before each release as the feedback we receive for bugs and balance is essential to ensuring that the final release is the best it can be. As a reminder, the best way to bring bugs to our attention is through our official forums which are available here:
Continued Polish & Refinement - As an ongoing focus and priority for 2022, we want to pay close attention to the quality of each of the individual elements we deliver with each update. We’ll be refining our process and pipeline to ensure we can achieve the attention to detail you expect and ensure the content will play well in any context. We trust that the community will hold us accountable for these goals and let us know where we may fall short. We understand that there are lessons to be gained from both the positive and less positive feedback we receive and we thank you for your continued candor to steer us in the right direction.
Community Interaction - We at Tripwire would be nothing without our fans which we’ll continue to be accessible on our social media, forums, and discord channels. Additionally, we’ll continue to be broadcasting our plans for future content drops giving you sneak peeks of what’s to come as well as streaming the game over the many months to come so you can see how things are shaping up with the new releases. We encourage you to stay tuned as we’re excited to be able to share the various things we have planned.
We’re delighted to still be on this journey with Killing Floor 2 after all these years and are deeply appreciative for the many millions of players that have come alongside us along the way. Whether you’ve been a lapsed player, are new, or have been with us every step of the way, we believe we have an exciting year ahead for the game and can’t wait for you to play it with us. We hope you have a fantastic holiday season and we look forward to coming back in the new year.
See you all on the Killing Floor.
Regards, David Amata Product Director Tripwire Interactive
Hey mercs, how’s the holiday shopping going? If you need some extra dosh, there’s an easy solution, keep killing Zeds of course! For that, we suggest you visit the new map, Carillon Hamlet, a small town that was preparing for the holiday until a bunch of obnoxious elves burst into their production line. Additionally, you can try the 2 new weekly modes that will challenge your killing skills: face all the bosses in a row in the Boss Rush, or experience Shrunken Heads where headshots will not be an option. Finally, The Horzine Research Group has launched a new product on the market for this Christmas campaign, the HRG Stunner, a new handy tool to help the SWAT mercs shine.
New Additions and Highlights
1 New Community Map
Carillon Hamlet
Compatible with Survival, Weekly, and Endless Game Modes.
An industrial small village that is preparing for the holiday season.
Visit the train station, the chapel, the market and factory with its underground tunnels.
2 New Weekly Modes
Boss Rush
Five consecutive boss waves.
Each boss will be selected randomly, but without repeating any of them along the five waves.
The difficulty of each boss scales up each wave.
A certain amount of set dosh is granted after each wave.
Shrunken Heads
Players and Zeds will spawn with a tiny head, the reverse of the Bobble Zed weekly mode.
Headshots no longer apply critical damage.
Some Zeds will have new vulnerable spots. An indicator FX is displayed to point out these spots.
Squad composition is slightly adjusted to have a higher rate of Rioters, Gorefiends and Scrakes.
Zeds spawn 50% faster but the total amount of Zeds is reduced by 20%.
2 New Weapons
HRG Stunner for the SWAT
An alternative version of the AA-12 Auto Shotgun for the SWAT Perk.
A tier 4 full-automatic weapon that shoots 12-gauge steel slug rounds.
The secondary fire consumes several rounds to fire a concentrated flashbang shot that explodes, stunning the enemies.
Trader price is 1500 Dosh.
Doshinegun as an off-perk weapon
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
A tier 2 off-perk weapon that works in semi-automatic or full-automatic fire modes.
It literally shoots dosh stacks that behave like a blunt projectile and leave a dosh pickup in the ground.
The weapon does not count with spare ammo reserves, instead it draws the ammo directly from the dosh reserves as a ratio of 20 Dosh per round or 400 dosh per full clip
Trader price is 600 Dosh.
New Steam Achievements
Carillon Hamlet related achievements
Time-limited Objectives, Tickets, and Cosmetics
Seasonal objectives related to Carillon Hamlet
Complete all seasonal objectives to earn the Holiday Shopping Companion
ChristmasTreat Prize Tickets
Christmas Treat Golden Prize Tickets
Zedconomy
Doshinegun Weapon Bundle
Chop Till You Drop Full Gear Bundle
Alchemist Gear Cosmetic Bundle
Christmas Weapon Skin Bundle Pack
Alchemist Weapon Skin Bundle Pack
Premium ChristmasTicket Bundles comes in three tiers:
Bronze - 5 Premium Seasonal Tickets
Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets
Reminder since this usually comes up during update releases, the database update for ticket drops and setting up steam items for sale will occur at approximately 1pm EDT after all the patches go out in order to verify that the patches are deployed across platform.
Addressed Community Feedback As mentioned in the 2020 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
General
Endless game vote to pause
Vote to pause system implemented for endless game mode.
New “vote to pause” button included in the main menu during trader time.
New “vote to resume” button included in the main menu during paused games.
Improvements in the Aim assist for controllers
The auto aim assist has been improved and the range to detect the head as the aiming point has been increased.
Balance
Weapons
VLAD-1000 Nailgun
Ammo pool increased from 336 to 378
Alt fire (single nail) spread decreased by 50%
Nail projectile speed increased by 25%
Perks
Survivalist
Make Things go Boom (level 20 skill)
Explosive resistance increased from 40% to 50%
Area of effect of all explosives increased from 40% to 50%
Bosses
King Fleshpound
Walking and sprinting speed increased by 15%
Shield scale increased by 10%
Ground pound damage increased by 10%
Beam range increased by 20%
Beam damage increased by 20%
Phase thresholds changed from 65% / 50% / 20% to 75% / 60% / 30%
Abomination
Sprinting speed increased by 15%
Vomit range by 10%
Abomination sub-spawn delay reduced from 2 to 1.5 seconds
Freeze rate reduced by 40%.
Freeze cooldown increased from 10 to 15 seconds.
Fart attack timers reduced for all difficulties by about 2 seconds
Fart attack timers while raged reduced for all difficulties by about 0.75 seconds
Bloat mine projectile speed increased by 50%
Abomination Sub-Spawn
Health reduced from 250 to 150
Explosion damage reduced by 20%
Designer Notes : We know that endless games can be a huge time commitment, so we included the option to pause the game If every player agrees the waves will not be resumed, allowing players to have a break for whatever necessities. The option will be available only during trader time online. The system to resume the waves will be similar, with a vote of all players confirming.
The auto-aiming system for controllers was not working as expected under some specific circumstances. Sometimes when aiming slightly above the head the system used to auto-aim to the body center instead of the head. We have increased the range of detection of the head to avoid this problem. With this adjustment, using a controller will feel more accurate and consistent to player expectations than before.
We made very slight adjustments on the VLAD-1000 Nailgun just to improve the feeling of the weapon in the Support hands. We think the weapon was in a good spot in terms of balance, but these small adjustments will make it more friendly to use for this perk.
Regarding the Survivalist perk skill “Make Things go Boom”, it was boosted to have similar values as the Demolitionist equivalent skill, as we think that the Survivalist deserves to have the same capacities.
Finally, we made some adjustments on two bosses that were less prefered to play against by many mercs, King Fleshpound and Abomination. We boost some of their stats, mostly focusing on making them more aggressive and giving more importance to the skills that make them unique.
For the King Fleshpound, we adjusted the health thresholds in which the boss will be able to use their skills (ground pound, beam and shield), and we boosted the stats of these.
For the Abomination, we boosted different skills to make its rage phases more dangerous, increasing the sprinting speed and the rate of farts and bloat mines. Regarding the sub-spawns you will notice an increase in their number but they will be weaker.
Bug Fixes Also mentioned in the 2020 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 the Keyboard Camera commands had been disabled.
Fixed an issue where the Filthy Rich objective would only progress was not tracked within the Endless Mode.
Fixed an issue in the Boss Rush weekly where not all of the ammo spawns were occurring during the final wave.
Weapons:
FAMAS Masterkey
Fixed an issue with the reload animation during the full reload where the hand did not wrap around the charging handle.
Fixed an issue with shotgun pump animation where the hand was not placed around the grip.
Corruptor Carbine
Fixed an issue with the reload animation after being in ADS where the hand would clip through the charging handle.
Fixed an issue where the reload animation was not showing after firing during ADS.
Adjusted the iron sights of the Corruptor Carbine to be center aligned.
Fixed an issue where the sights did not return to center aligned after firing.
HRG Stunner
Fixed an issue that was causing the alt-fire sound to continually loop.
Removed the skill compatibility with Sonic Resistant Round.
Removed the skill compatibility with Destroyer of Worlds .
Fix to animation of reload in 3rd person camera causing model stretching.
Fixed an issue where the ejected shells were the incorrect color.
Fixed an issue where the drop model would consistently clip into the floor.
Fixed flavor text typos in the trader pod.
Doshinegun
Adjusted the iron sights of the Doshinegun to be center aligned.
Removed the skill compatibility with Close Combat Training.
Fixed an issue where the stock of dosh is clipping with the hand during the reload animation.
Fixed an issue with the dosh icon being mirrored on the right side of the weapon.
Fixed an issue where the weapon material was not being lit by flashlights.
Fixed an issue where the weapon drop model was always green regardless of the amount of dosh currently loaded.
Piranha Pistols
Fixed an issue where the Rackem Up skill was not applying when wielding the single pistol
Minigun
Fixed an issue where turn speed after picking up the minigun remains slow at all times regardless of equipped weapon. Further refinement of acceleration speed is being reviewed.
Perks:
Fixed an issue where the Berserker skills were not applying to numerous weapons when bashing with them.
Map:
Sanitarium:
Refined the pathing of bosses so they follow the players into the catacombs from the surface.
Netherhold:
Removed an invisible collision in the Lounge area near the arch.
Fixed an issue where Zed’s wouldn’t destroy the wall in the Study area.
Fixed an issue where Zeds don’t attack players within the Diabolic Experiment doorway area.
Fixed an issue where the door into the Dining Hall clips into the wall.
Fixed a collision volume in the Lounge area near the archway.
Monster Ball:
Fixed an issue where the dance floor music doesn’t play.
Carillon Hamlet:
General
Fixed an issue where weapons would clip into the sidewalk curbs across Carillon Hamlet.
Fixed an issue where the seasonal decorations interfered with the blood splatter mapping.
Fixed the spectator boundaries so spectators are no longer able to leave the map.
Made the shot decals on windows consistent.
Fixed multiple ZED pathing issues throughout Carillon Hamlet.
Fixed an issue where the roof was blinking during the boss cinematic.
Hotel
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Main Street
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Market
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Fixed an issue with multiple wall textures clipping through each other.
Station
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Fixed an issue where a section of the floor geometry was missing.
Fixed an issue where a collectible is not destroyed after being shot.
Factory
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Bridge
Fixed multiple LOD issues throughout the area.
Forest
Fixed multiple LOD issues throughout the area.
Fixed an issue with the lantern hanging in midair away from the rafters.
Modes:
Fixed an issue in the Wild West London weekly where the ZED sounds did not match their seasonal type.
UI:
Fixed an issue in WebAdmin where the thumbnail for Carillon Hamlet is not visible.
Localization:
Fixed an issue with the Nonstop Splurge objective description not fitting the text box in multiple languages.
Fixed an issue with the Painful Payment objective description not fitting the text box in multiple languages.
Fixed an issue with the Filthy Rich objective description not fitting the text box in multiple languages.
Fixed an issue where the Carillon Hamlet map name was not localized across multiple languages.
Console:
Updated the PS4 store to make all content available for more Asian countries. The following regions should now have access to Sony add-on content: Hong Kong, Indonesia, Malaysia, Singapore, South Korea, Taiwan, and Thailand.
Misc:
Fixed an issue where servers could end up in a bad state if all players left during Endless while it was paused.
To opt into this beta on Steam, join the "preview" branch available in the Beta drop-down list. Admins will need to use the following SteamCMD flag: app_update 232130 -beta preview
Event Chop Til’ You Drop
Hey mercs, how’s the holiday shopping going? If you need some extra dosh, there’s an easy solution, keep killing Zeds of course! For that, we suggest you visit the new map, Carillon Hamlet, a small town that was preparing for the holiday until a bunch of obnoxious elves burst into their production line. Additionally, you can try the 2 new weekly modes that will challenge your killing skills: face all the bosses in a row in the Boss Rush, or experience Shrunken Heads where headshots will not be an option. Finally, The Horzine Research Group has launched a new product on the market for this Christmas campaign, the HRG Stunner, a new handy tool to help the SWAT mercs shine.
Beta 2 Start 11/30/2021, (Date is subject to change)
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Addressed Community Feedback As mentioned in the 2020 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
General
Seasonal objectives
Heads for sale description updated
New description: Kill 1000 Zeds with headshots on any map or mode
Balance
Weapons
Doshinegun
Sell price reduced from 450 to 100.
Impact damage increased from 55 to 60.
Upgrade damage boost increased from 20% to 23% for each level of upgrade.
Dosh cost of each round reduced from 25 to 20 (fullmag cost reduced from 500 to 400).
HRG Stunner
Weight increased from 6 to 7.
VLAD-1000 Nailgun
Spread of default fire mode reverted to original value.
Bosses
Abomination
Freeze rate reduced by 40%.
Freeze cooldown increased from 10 to 15 seconds.
Designer Notes : First of all, we updated the Heads for sale seasonal objective description to avoid the confusion that the previous term “decapitate” was generating. In KF2 “decapitate” does not always mean “kill by a headshot”, as some Zeds may remain headless but alive for some a short period afterwards, and in this case it was not progressing the objective.
When you buy the Doshinegun in the trader, it comes with a magazine full of dosh. We have reduced the sell price to offset this added value, preventing an exploit that generates infinite dosh. Besides that, we improved the efficiency of the weapon in terms of damage and economy, having cheaper rounds that deal more damage.
We are happy about the current state of the HRG Stunner as a more supportive weapon for the SWAT. It may not have the best damage output of the SWAT arsenal but it offers a lot of utility with the stunning capacity of the alt-fire. Even so, we thought that it was too light for all that it offers so we increased the weight by 1.
The adjustments of the VLAD-1000 Nailgun were well received, but we went too far reducing the spread of the primary fire so we reverted this adjustment to the original value.
Finally, we agree with some community feedback about the Abomination being too vulnerable to crowd control effects so we increased its resistance to the Freeze effect, but keeping the knockdown linked to its armor as a unique mechanic of this boss.
Bug Fixes Also mentioned in the 2020 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 the Keyboard Camera commands had been disabled.
Fixed an issue where the Filthy Rich objective would only progress was not tracked within the Endless Mode.
Fixed an issue in the Boss Rush weekly where not all of the ammo spawns were occurring during the final wave.
Weapons:
FAMAS Masterkey
Fixed an issue with the reload animation during the full reload where the hand did not wrap around the charging handle.
Fixed an issue with shotgun pump animation where the hand was not placed around the grip.
Corruptor Carbine
Fixed an issue with the reload animation after being in ADS where the hand would clip through the charging handle.
Fixed an issue where the reload animation was not showing after firing during ADS.
Adjusted the iron sights of the Corruptor Carbine to be center aligned.
Fixed an issue where the sights did not return to center aligned after firing.
HRG Stunner
Fixed an issue that was causing the alt-fire sound to continually loop.
Removed the skill compatibility with Sonic Resistant Round.
Removed the skill compatibility with Destroyer of Worlds .
Fixed an issue where the ejected shells were the incorrect color.
Fixed an issue where the drop model would consistently clip into the floor.
Fixed flavor text typos in the trader pod.
Doshinegun
Fixed an issue where the semi-auto fire was doing less damage than full auto fire.
Adjusted the iron sights of the Doshinegun to be center aligned.
Removed the skill compatibility with Close Combat Training.
Fixed an issue where the stock of dosh is clipping with the hand during the reload animation.
Fixed an issue with the dosh icon being mirrored on the right side of the weapon.
Fixed an issue where the weapon material was not being lit by flashlights.
Fixed an issue where the weapon drop model was always green regardless of the amount of dosh currently loaded.
Perks:
Fixed an issue where the Berserker skills were not applying to numerous weapons when bashing with them.
Map:
Sanitarium:
Further refined the pathing of bosses so they follow the players into the catacombs from the surface.
Netherhold:
Removed an invisible collision in the Lounge area near the arch.
Fixed an issue where Zed’s wouldn’t destroy the wall in the Study area.
Carillon Hamlet:
General
Fixed an issue where weapons would clip into the sidewalk curbs across Carillon Hamlet.
Fixed an issue where the seasonal decorations interfered with the blood splatter mapping.
Fixed the spectator boundaries so spectators are no longer able to leave the map.
Made the shot decals on windows consistent.
Fixed multiple ZED pathing issues throughout Carillon Hamlet.
Fixed an issue where the roof was blinking during the boss cinematic.
Hotel
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Main Street
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Market
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Fixed an issue with multiple wall textures clipping through each other.
Station
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Fixed an issue where a section of the floor geometry was missing.
Fixed an issue where a collectible is not destroyed after being shot.
Factory
Fixed multiple LOD issues throughout the area.
Fixed multiple instances of invisible collisions blocking player movement through the area.
Bridge
Fixed multiple LOD issues throughout the area.
Forest
Fixed multiple LOD issues throughout the area.
Fixed an issue with the lantern hanging in midair away from the rafters.
Modes:
Fixed an issue in the Wild West London weekly where the ZED sounds did not match their seasonal type.
UI:
Fixed an issue in WebAdmin where the thumbnail for Carillon Hamlet is not visible.
Localization:
Fixed an issue with the Nonstop Splurge objective description not fitting the text box in multiple languages.
Fixed an issue with the Painful Payment objective description not fitting the text box in multiple languages.
Fixed an issue with the Filthy Rich objective description not fitting the text box in multiple languages.
Fixed an issue where the Carillon Hamlet map name was not localized across multiple languages.
Misc:
Fixed an issue where servers could end up in a bad state if all players left during Endless while it was paused.
A big thanks to everyone that has checked out the beta. If you could take some time to fill out the survey we'd appreciate the feedback. https://forms.gle/84pNu7Mro3DUmTGA7
To opt into this beta on Steam, join the "preview" branch available in the Beta drop-down list. Admins will need to use the following SteamCMD flag:
app_update 232130 -beta preview
Event Chop Til’ You Drop
Hey mercs, how’s the holiday shopping going? If you need some extra dosh, there’s an easy solution, keep killing Zeds of course! For that, we suggest you visit the new map, Carillon Hamlet, a small town that was preparing for the holiday until a bunch of obnoxious elves burst into their production line. Additionally, you can try the 2 new weekly modes that will challenge your killing skills: face all the bosses in a row in the Boss Rush, or experience Shrunken Heads where headshots will not be an option. Finally, The Horzine Research Group has launched a new product on the market for this Christmas campaign, the HRG Stunner, a new handy tool to help the SWAT mercs shine.
Beta 1 Start 11/16/2021
New Additions and Highlights
1 New Community Map
Carillon Hamlet
Compatible with Survival, Weekly, and Endless Game Modes.
An industrial small village that is preparing for the holiday season.
Visit the train station, the chapel, the market and factory with its underground tunnels.
2 New Weekly Modes
Boss Rush
Five consecutive boss waves.
Each boss will be selected randomly, but without repeating any of them along the five waves.
The difficulty of each boss scales up each wave.
A certain amount of set dosh is granted after each wave.
Shrunken Heads
Players and Zeds will spawn with a tiny head, the reverse of the Bobble Zed weekly mode.
Headshots no longer apply critical damage.
Some Zeds will have new vulnerable spots. An indicator FX is displayed to point out these spots.
Squad composition is slightly adjusted to have a higher rate of Rioters, Gorefiends and Scrakes.
Zeds spawn 50% faster but the total amount of Zeds is reduced by 20%.
2 New Weapons
HRG Stunner for the SWAT
An alternative version of the AA-12 Auto Shotgun for the SWAT Perk.
A tier 4 full-automatic weapon that shoots 12-gauge steel slug rounds.
The secondary fire consumes several rounds to fire a concentrated flashbang shot that explodes, stunning the enemies.
Trader price is 1500 Dosh.
Doshinegun as an off-perk weapon (Not available for purchase individually during BETA)
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
A tier 2 off-perk weapon that works in semi-automatic or full-automatic fire modes.
It literally shoots dosh stacks that behave like a blunt projectile and leave a dosh pickup in the ground.
The weapon does not count with spare ammo reserves, instead it draws the ammo directly from the dosh reserves as a ratio of 25 Dosh per round or 500 dosh per full clip
Trader price is 600 Dosh.
Special Note for Steam & EGS Armory Season Pass Holders: During the start of Beta 1 for Christmas 2021, the Inventory Weapon Skins tied to the new Doshinegun will be granted to all Armory Season Pass holders on Steam and EGS. This will unlock full access to this weapon and its associated variant skins for those Armory Season Pass holders that choose to opt-into the Beta update. As this new content is not present in the current non-beta live build, Armory Season Pass holders on Steam and EGS who don’t opt-in to the Beta will still receive these inventory skins but will appear with missing thumbnails, names, and descriptions that do not unlock anything in game or affect game behavior. Don’t be alarmed as these will appear as expected if you choose to opt-in Beta later, or wait until the Christmas Update is released in the live branch for final release.
New Steam Achievements
Carillon Hamlet related achievements
Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
Seasonal objectives related to Carillon Hamlet
Complete all seasonal objectives to earn the Holiday Shopping Companion
Krampus Prize Tickets
Krampus Golden Prize Tickets
Zedconomy (Not available for purchase during BETA)
Doshinegun Weapon Bundle
Holiday Shopper Outfit Bundle
Chop Til' You Drop Full Gear Bundle
Premium Christmas Ticket Bundles come in three sets of tiers:
Bronze - 5 Premium Seasonal Tickets
Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets
Alchemist Gear Cosmetic Bundle Pack
Alchemist Weapon Skin Bundle Pack
Christmas Weapon Skin Bundle Pack
Beta 1 for this update contains a lot of exciting new features! As such, feedback is going to be incredibly important. Stay tuned for a link to a survey where you, the community, will be able to provide your feedback directly to us! Thank you!
Addressed Community Feedback As mentioned in the 2020 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
General
Endless game vote to pause
Vote to pause system implemented for endless game mode.
New “vote to pause” button included in main menu during trader time.
New “vote to resume” button included in main menu during paused games.
Improvements in the Aim assist for controllers
The auto aim assist has been improved and the range to detect the head as the aiming point has been increased.
Balance
Weapons
VLAD-1000 Nailgun
Ammo pool increased from 336 to 378
Default fire (multiple nails) spread decreased by 18.75%
Alt fire (single nail) spread decreased by 50%
Nail projectile speed increased by 25%
Perks
Survivalist
Make Things go Boom (level 20 skill)
Explosive resistance increased from 40% to 50%
Area of effect of all explosives increased from 40% to 50%
Bosses
King Fleshpound
Walking and sprinting speed increased by 15%
Shield scale increased by 10%
Ground pound damage increased by 10%
Beam range increased by 20%
Beam damage increased by 20%
Phase thresholds changed from 65% / 50% / 20% to 75% / 60% / 30%
Abomination
Sprinting speed increased by 15%
Vomit range by 10%
Abomination sub-spawn delay reduced from 2 to 1.5 seconds
Fart attack timers reduced for all difficulties by about 2 seconds
Fart attack timers while raged reduced for all difficulties by about 0.75 seconds
Bloat mine projectile speed increased by 50%
Abomination Sub-Spawn
Health reduced from 250 to 150
Explosion damage reduced by 20%
Designer Notes : We know that endless games can be a huge time commitment, so we included the option to pause the game If every player agrees the waves will not be resumed, allowing players to have a break for whatever necessities. The option will be available only during trader time online. The system to resume the waves will be similar, with a vote of all players confirming.
The auto-aiming system for controllers was not working as expected under some specific circumstances. Sometimes when aiming slightly above the head the system used to auto-aim to the body center instead of the head. We have increased the range of detection of the head to avoid this problem. With this adjustment, using a controller will feel more accurate and consistent to player expectations than before.
We made very slight adjustments on the VLAD-1000 Nailgun just to improve the feeling of the weapon in the Support hands. We think the weapon was in a good spot in terms of balance, but these small adjustments will make it more friendly to use for this perk.
Regarding the Survivalist perk skill “Make Things go Boom”, it was boosted to have similar values as the Demolitionist equivalent skill, as we think that the Survivalist deserves to have the same capacities.
Finally, we made some adjustments on two bosses that were less prefered to play against by many mercs, King Fleshpound and Abomination. We boost some of their stats, mostly focusing on making them more aggressive and giving more importance to the skills that make them unique.
For the King Fleshpound, we adjusted the health thresholds in which the boss will be able to use their skills (ground pound, beam and shield), and we boosted the stats of these.
For the Abomination, we boosted different skills to make its rage phases more dangerous, increasing the sprinting speed and the rate of farts and bloat mines. Regarding the sub-spawns you will notice an increase in their number but they will be weaker.
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Bug Fixes Also mentioned in the 2020 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’ section.
Map:
Netherhold
Fixed an issue where Zeds don’t attack players within the Diabolic Experiment doorway area.
Fixed an issue where the door into the Dining Hall clips into the wall.
Fixed a collision volume in the Lounge area near the archway.
Monster Ball - Fixed an issue where the dance floor music doesn’t play.
Sanitarium - Fixed an issue with boss pathing that would sometimes prevent them from pursuing players into the catacombs.
Weapons:
Piranha Pistols - Fixed an issue where the Rackem Up skill was not applying when wielding the single pistol
Minigun - Fixed an issue where turn speed after picking up the minigun remains slow at all times regardless of equipped weapon.
HRG Disruptor
Fix to animation of reload in 3rd person camera causing model stretching.
Hello mercs, Where will you go this winter, armed with your new toys? Carillon Hamlet, a small industrial village that was preparing for holidays has gone silent. We have heard rumors of vicious elves taking control of the area. The hotel and other businesses seem abandoned.
The old train has come to a stop. The Horzine Rail station is still and empty. At this time it’s unknown what exactly was being transported.
Investigate the dark winding underground tunnels. Scans have revealed some unusual activity. We’ll need some brave mercs to venture there.
The village is full of scenic views that would normally charm even the most bah-hum-bugs of Scrooges. Void of the normal seasons cheer, the streets are now home to the twisted holiday creatures. Clear out the area and paint the town in the usual seasonal red.
If all goes well, we’ll be sending the first groups of mercs into Carillon Hamlet within the next few weeks!
Carillon Hamlet is the latest Official Community map to be added to the game, created by community level designer Sam Smith.
What do you get the merc that already has everything? The folks at research and design have been hard at work trying to answer this question. The unanimous answer, more guns!
First off we have a new tier 4 goodie for SWAT, the HRG Stunner. This high powered gun lives up to its name with its 12 gauge solid steel slug rounds and it’s custom flash grenades. The primary fire is perfect for knocking down holiday zeds getting too close. Are the crowds getting to be too much? Switch to the alt-fire grenades for a small explosion that will stun those in your way.
Next up, the perfect gift for any merc that finds themselves with more dosh than they know what to do with, the Doshinegun. Research and development has been watching over the years and has seen you all out there on the field throwing your stacks of dosh around in celebration, panic, and other inexplicable reasons. What if now those stacks of dosh could be loaded up and shot into the faces of anyone or anything you please? Now you can!
The Doshinegun is an off perk, Tier 2 weapon that will solely rely on your reserves of dosh as ammo. Fire your loads of money into zeds, like bricks to do a solid amount of bludgeon damage. Or fire it at your team to give them 25 dosh per shot. We know you’re wondering. As an off perk weapon, the Doshinegun will work with selected passives and skills.
As a reminder: HRG weapons are free for all users, while other weapons can be obtained via the Armory Season Pass or direct individual purchase.
Out with the old and in with the new, or at least, that is what some say. As you may know, this time of year approaches quickly and we’ve got new intel to share about changing field conditions and new outbreaks!
Satellites have spotted new outbreaks we believe are heading your way. The lab coats have been analyzing the images and finalized their initial conclusions of what strange new mutations are coming.
The first outbreak looks like it is the big ones, no, the really big ones. The lab is calling this one “Boss Rush”, and all your favorites are coming right after another. The Patriach, Matriach, Hans, King Fleshpound and Abomination are racing to see who can get to you, and probably kill you, first. They appear to be coming one at a time, but we suspect that with each new wave, the following Boss will be even more motivated to kill you!
For the second outbreak, well, the coats keep saying something about a Witch Doctor having gotten their hands on some Zeds and shrunken their heads. It has also been noticed thanks to the sacrifice of a field agent, that those in proximity to this pack seem to pick up the same affliction. We suspect that headshots will be ineffective against this lot, but that lucky sacrifice... the field agent also reported back that several Zeds appear to have new weak points. Keep your shrunken eyes on the lookout.
Those heading out into the field to take on threats both previously afoot and new, we do have some improvements coming down the line that should increase your likelihood of survival!
For mercs who find themselves in the field for what seems like “Endless” amounts of time, they will soon find an option to take a break, and “pause” the action. Mercs working as a team will of course need to vote on this course of action to proceed, and will need all hands to succeed.
Adding on to this, mercs who use a controller will find that aiming around the head will be a bit more forgiving in helping you find your intended target, that being the head and not the chest. So keep those fingers on the triggers and put some rounds down range, now with more effect!
And while details are currently still being worked out, Mercs should also be prepared for slight improvements to the VLAD-1000 Nailgun, and the Make Things Go Boom skill for Survivalist. You may need all the help you can get as recent field reports have suggested the Abomination and Fleshpound are shaking things up a bit in preparation for Winter!
Make sure to stay tuned for details on your next assignment and arsenal additions in the coming days.