Killing Floor 2 - Molly



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

To opt into this beta on EGS, the Beta will be accessible within KF2 owners’ game libraries as a separate install called “Killing Floor 2 Beta”. Users may need to restart their EGS launcher for the Beta to populate and be accessible to install. Progress for stats and inventory is shared between both versions on EGS so for users switching between Beta and Live be sure to sync your game data to use the latest timestamp to prevent any lost progress from participating in the Beta. The Beta on EGS also includes its dedicated server within the install folder for your hosting needs for this version.


Event
Deep Blue Z
  • Unveil the secrets of a Horzine Deep Sea Underwater research base, deep in the Marianas Trench, that has definitely seen better days. Who knew Zeds could dive? Clean up the facility in the new map, Subduction. Unfortunately, there has been another outbreak besides the Zeds, and it’s a really dangerous Contamination in the air. Defend the Safe Area in Contamination Zone Weekly Mode and be careful with staying outside, you might end up more beaten up than after fighting a Fleshpound. Luckily, there’s a new HRG weapon to help you keep the crowd controlled and defend a spot: the HRG Bombardier. A heavy-loaded Drone that will make Zeds go boom if they get near. Check this new content coming right from the Depths!

New Additions and Highlights
  • 1 New Community Map
    • Subduction
      • Compatible with Survival, Weekly, VS, and Endless Game Modes.
      • A submarine Horzine facility.
  • 1 New Weekly Mode
    • Contamination Zone
      • On each wave, a Safe Area is marked on the map.
      • Players will receive damage if standing out of that Safe Area.
      • All of the map will be safe when 5 zeds or less are alive (per wave) and during Trader Time.
      • Zed spawns are modified.
      • Length: 7 waves.
  • 2 New Weapons
    • HRG Bombardier for the Demolitionist
      • An alternative version of the Commando’s Sentinel for the Demolitionist perk.
      • Assistance equipment that deploys a Grenade-firing Drone, controlling crowds with Area damage and Stumble power.
      • Right-click will create a cluster explosion by detonating the drone.
      • Trader price is 500 Dosh.
    • S12 Shockgun for the Support (Not available for purchase individually during BETA)
      • The S12 Shockgun is a paid DLC weapon.
      • A tier 4 Semi-Auto Shotgun with a special trait: its Alt-Fire creates an EMP wave to help avoid being surrounded and lethal for weak Zeds.
      • Trader price is 1500 Dosh.
  • New Steam Achievements
    • Subduction related achievements
  • Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
    • Seasonal objectives related to Subduction and the Weekly Mode
    • Complete all seasonal objectives to earn the Shark Jaw Head Accessory
  • Zedconomy (Not available for purchase during BETA)
    • Stingray Weapon Skin Bundle Pack
    • Jaeger MKIV Weapon Skin Bundle Pack
    • Junkyard MKII Weapon Skin Bundle Pack
    • Predator Weapon Skin Bundle Pack
    • Horzine Diver Outfit Bundle
    • S12 Shockgun Weapon Bundle
    • Killing Floor 2 - Cosmetics Season Pass


Addressed Community Feedback
As mentioned in the 2022 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/index.php?forums/killing-floor-2.175/

General



Balance
  • Weapons
    • S12 Shockgun
      • Increased weapon’s Stumble power from 5 to 10
      • Increased main fire Damage from 24 to 28
      • Increased Spread from 0.08 to 1.2
    • HRG Bombardier
      • Increased main fire’s explosion Damage from 35 to 50
      • Increased projectile’s speed from 0.6 to 0.2
    • Minigun
      • Damage from 35 to 38
    • Sentinel + HRG bombardier
      • Both drones will not enable Scrake/Fleshpound’s rage due to the amount of attacks received. The drones can still enable these Zeds’ rage due to health threshold.
      • Both drones will no longer trigger zed time.
        • Additional Designers note: Apologies! These Sentinel and HRG Bombardier notes were missed on Beta 1 changelogs!
  • Perks
    • Field Medic
      • Took back Symbiotic Health’s self heal to 6%

Designer Notes:

Buffs for the Minigun were well received, but apparently, it was not enough! We gave it a slight damage buff for all those Minigun lovers.

The S12 was overall a welcomed addition, but we received a lot of comments stating that it wasn’t powerful enough to be a real alternative to the AA12, so we gave it a bit more oomph.
The damage, stumble and spread increase should make it a better Zed killing tool.

The HRG Bombardier was working as a support tool, but not efficiently enough. Increasing the projectiles’ speed will make the drone more accurate, and the Damage increase will make it more usable for players.

The Field Medic’s Symbiotic Health skill was reverted to its original state to encourage more team play, and to heal better!




Bug Fixes
Also mentioned in the 2022 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/index.php?forums/killing-floor-2.175/ and posting in the bug section.

Community Fixes
  • Fixed an issue where the Crovel and HE Grenade were used by default when changing perks to Survivalist at the Trader Pod.

Weapon Fixes
  • HRG Bombardier
    • Fixed an issue where the drop model was not being lit.
    • Fixed an issue where the ammo count was different from 1st person to 3rd person.
    • Fixed an issue in 3rd person where the Deploy animation would play when the drone was detonated.
    • Fixed an issue where the muzzle flash was shifted away from the barrel.
    • Fixed an issue where the detonator would disappear when the player is running and throws a grenade.
    • Fixed an issue where the drone would fire multiple projectiles when firing at groups of Zeds.
    • Fixed an issue where the drone would increase its fire rate when firing at groups of Zeds.
    • Fixed an issue where the drone would be frozen at the deployment site during ZED Time.
    • Fixed an issue where the drone would fly off away from the player after being deployed in ZED Time and ZED Time then ended.
    • Fixed clipping issues with the blade in 3rd person.
  • S12 Shockgun
    • Fixed an issue where a dropped weapon with an empty magazine was Green.
    • Fixed an issue with the magazine being duplicated during the elite reload animation.
    • Fixed an issue where the weapon would clip into the camera while strafing right.
    • Updated the animations to minimize clipping and clean up all of the reload animations.
  • Fixed an issue for the G36c Assault Rifle reload animation where the magazine would disappear in the third person during both partial and full reloads.
  • Fixed an issue for the ZED MKIII reload animation where the magazine would drop to the floor during a partial reload.

Map Fixes
  • Subduction
    • Worked to improve performance on the map in areas where the frame rate would dip.
    • Updated the blood splatter in all areas of the map to ensure proper coverage is occurring.
    • Updated the impact decals in all areas of the map to ensure the proper decal is being applied from bullet impacts.
    • Updated the impact sounds in all areas of the map to ensure the proper sound is playing from bullet impacts on the materials.
    • Updated the occlusion for water audio so that it can be heard from the appropriate distance and not through areas and objects it should not.
    • Added audio for all of the generators
    • Updated the spawned weapon spawn points to prevent clipping into the environment.
    • Updated the lighting throughout to ensure the light cast matches the light source.
    • Updated the Trader Path arrows to clearly designate the path for players.
    • Updated the SYG borders to more accurately reflect the defended area.
    • Fixed an issue where the waypoint arrow for the Auditorium SYG was not present.
    • Fixed multiple invisible collisions near railings throughout the map.
    • Fixed multiple pathing issues for large Zeds near the railings.
    • Fixed an issue that caused the player’s camera to twitch while in the lobby.
    • Fixed multiple instances of z-fighting with the railings and walls throughout the map.
    • Fixed multiple instances of walls disappearing and reappearing within the player’s view.
    • Fixed multiple instances of lights disappearing and reappearing within the player’s view.
    • Fixed multiple instances of texture seams throughout the map.


Weekly Outbreak Fixes
  • Fixed an issue during the Contamination Zone weekly outbreak on Airship where the Safe Area had no SYG lines designating it.


Localization Fixes
  • Corrected the Russian text for the Projections from the Deep achievement.
  • Updated the description of the Seasonal Objective “Somewhere, beyond the Z” to fit within the designated UI

General Fixes
  • Fixed multiple instances of log spam around lighting/PCV warnings as well as StaticLoadObject warnings.


As always, thank you for your continued support!
Killing Floor 2 - Molly
Thank you to so many of you that have opted in to the PC Deep Blue Z first beta! We now would love to hear your feedback. Let us know your thoughts to help guide us as we work towards beta 2 and the final release. http://www.tripwireinteractive.com/redirect/KF2Survey/
Killing Floor 2 - Molly
KF2 Summer 2023 Beta Changelog



Event
Deep Blue Z
  • Unveil the secrets of a Horzine Deep Sea Underwater research base, deep in the Marianas Trench, that has definitely seen better days. Who knew Zeds could dive? Clean up the facility in the new map, Subduction.

Unfortunately, there has been another outbreak besides the Zeds, and it’s a really dangerous Contamination in the air. Defend the Safe Area in Contamination Zone Weekly Mode and be careful with staying outside, you might end up more beaten up than after fighting a Fleshpound. Luckily, there’s a new HRG weapon to help you keep the crowd controlled and defend a spot: the HRG Bombardier. A heavy-loaded Drone that will make Zeds go boom if they get near.
Check this new content coming right from the Depths!

New Additions and Highlights
  • 1 New Community Map
    • Subduction
      • Compatible with Survival, Weekly, VS and Endless Game Modes.
      • A submarine Horzine facility.

  • 1 New Weekly Mode
    • Contamination Zone
      • On each wave, a Safe Area is marked on the map.
      • Players will receive damage if standing out of that Safe Area.
      • All of the map will be safe when 5 zeds or less are alive (per wave) and during Trader Time.
      • Zed spawns are modified.
      • Length: 7 waves.

  • 2 New Weapons
    • HRG Bombardier for the Demolitionist
      • An alternative version of the Commando’s Sentinel for the Demolitionist perk.
      • Assistance equipment that deploys a Grenade-firing Drone, controlling crowds with Area damage and Stumble power.
      • Right-click will create a cluster explosion by detonating the drone.
      • Trader price is 500 Dosh.

    • S12 Shockgun for the Support
      • The S12 Shockgun is a paid DLC weapon.
      • A tier 4 Semi-Auto Shotgun with a special trait: its Alt-Fire creates an EMP wave to help avoid being surrounded and lethal for weak Zeds.
      • Trader price is 1500 Dosh.

  • New Steam Achievements
    • Subduction related achievements

  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Subduction and the Weekly Mode
    • Complete all seasonal objectives to earn the Shark Jaw Head Accessory

  • Zedconomy
    • Stingray Weapon Skin Bundle Pack
    • Jaeger MKIV Weapon Skin Bundle Pack
    • Junkyard MKII Weapon Skin Bundle Pack
    • Predator Weapon Skin Bundle Pack
    • Horzine Diver Outfit Bundle
    • S12 Shockgun Weapon Bundle
    • Killing Floor 2 - Cosmetics Season Pass



As a reminder, 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 platforms.




Addressed Community Feedback
As mentioned in the 2022 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




Balance
  • Weapons
    • Minigun
      • Magazine from 90 to 120
      • Spare ammo from 540 to 600
      • Ammo price per magazine from 90 to 120

    • Spitfire + Winterbite + Rhino
      • Sped up Bash animation 33% (1.5 play rate, around 2s)

    • HRG Locust
      • Damage from 60 to 45 (Explosive)
      • Bleeding Power from 20 to 15
      • Poison Power from 25 to 20
      • Upgraded from Tier 3 to 4
      • Removed 2nd upgrade
      • Trader price from 900 to 1400

    • Reducto Ray
      • Trader price from 1200 to 900

    • HRG Healthrower
      • Damage on Spray end from 27 to 12
      • Damage on Spray start (muzzle) from 30 to 15
      • Damage Interval from 0.07 to 1.2
      • Poison Power from 15 to 10

    • Mine Reconstructor
      • Fire Interval from 0.223 to 0.2

    • Road Redeemer
      • Fast attack Damage from 68 to 75
      • Heavy attack Damage from 90 to 100

    • HRG Crossboom
      • Damage Radius from 200 to 250
      • Seconds Before Arrow Detonation from 0.5 to 0.2

    • HRG Head Hunter
      • Ammo Cost (alt fire mode) from 100 to 25

  • Perks
    • Field Medic
      • Reduced the passive Movement Speed increase from 0.4% per level to 0.2% per level
      • Reduced the resistance cap from Resilience skill to 30%
      • Reduced Symbiotic Health Self Healing to 3%

Designer Notes:
After many requests and lots of voices asking (a lot) for a way to search for specific items in your inventory OR purchase them in the Store, we finally included an Item Search Bar! Now finding stuff is easier than ever, on any platform. We also added a way to easily toggle the Friendly HUD for players who prefer less information on the UI, or for the ones who need to check things real quickly.
Regarding balance, we have made tweaks in some weapons, following the State of the Game Survey:
The Minigun was a powerful weapon, but magazines were always empty by the time the fun started! Bigger mags and more spare ammo make the minigun a great option for its weight and price.
The revolver trio (Rhino, Winterbite, Spitfire) had a bit of a problem, and it was its bash attack. The animation and impact were slower than other similar pistols. If any of the gun wielders got trapped, having that weapon meant they wouldn’t have any good way to escape. Now, the bash speed has been leveled with other pistols (9mm, Revolvers) and any class which uses it will have a way to defend themselves.
The HRG Locust is an extremely powerful weapon just by its design. Both that and its price being 900 Dosh made it a weapon not properly adjusted to its Tier. After the changes for this update, the weapon should feel more fair in all matches now.
Reducto Ray’s case was basically the same as the HRG Locust but in an opposite way. It wasn’t a weapon as powerful as its price suggested, so it became the Tier 2 alternative for the survivalist.
The common opinion on HRG Healthrower was that it’s currently a weapon that’s too powerful. It worked wonders both for healing teammates and had the killing capacity of Firebug spray weapons. The Debuff applied to this weapon was solely focused on the damage aspect of it. It’s now a weapon more oriented to healing and supporting teammates, still preserving the viability of using it in Solo mode.
The Mine Reconstructor needed a bit of love to show how great a weapon it is, so we increased its Fire Rate! Woohoo!
The Road Redeemer is a limited Berserker weapon whose stats didn’t make a difference with its Tier partners. After a damage buff, it owns its rightful spot.
Feedback on HRG Crossboom was that it was too weak. After checking and looking for what made it weak, we found out that the arrows took too long to explode after impact, and that the explosions weren’t as devastating as they should have been. That has been addressed!
The Head Hunter is a very special weapon, which forces the Sharpshooter to change its playstyle. However, the main gimmick of the weapon (pop heads with the alt-fire) was overly constrained. Now there’s room for more usage of that Alt-Fire.

And now, for the Field Medic perk.
We read tons of feedback regarding the Field Medic and how it was the most powerful Perk by a difference. Especially how its Level 5 skills made them virtually invulnerable in some specific situations. In order to balance this Perk and make others as usable as this one, we adjusted the effectiveness of both Resilience and Symbiotic Health. We also debuffed the final extra run speed the class got passively due to its level. That, combined with the Healthrower debuff should make the Field Medic much more balanced compared to other Perks.


Bug Fixes
Also mentioned in the 2022 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.
Community Fixes
  • Fixed an issue where the Survivalist's “Faster Weapon Switch” bonus was only applying to survivalist weapons.
  • Addressed an issue where downloading or updating existing or new Workshop Maps were not always downloading due to getting into a poor state.
  • Fixed an issue with the Demolitionist SKill Destroyer of Worlds that could lead to unintended damage types and visual effects being applied to some weapons.


Weapon Fixes
  • Sentinel
    • Fixed an issue where the animation of pressing the remote control would not play when the al-fire was pressed.
    • Fixed an issue where the Drone ammo count would be out of sync when dropping and picking back up the remote control.
    • Fixed an issue that prevented the Sentinel from firing through glass.
    • Fixed an issue where the Sentinel played no sound during the weapon check animation.
    • Fixed an issue where the Sentinel would not fire at Zeds that were meleeing the drone owner when playing offline.
    • Adjusted the behavior of the Patriarch’s tentacle to not grab and draw in the Sentinel.
    • Fixed an issue where the ammo counter would be reduced when switching weapons during drone deployment.

  • Fixed an issue with the M16 203 Assault Rifle where the Alt-Fire sound would stop playing.
  • Corrected the HRG Crossboom Alt-Fire to have the proper detonation time.
  • Fixed an issue where the Survivalist Crovel was not cycling through the weapon swap correctly while the primary weapon was empty.


Localization Fixes
  • Addressed the localization for the Plague Doctor Hood where it did not fit within boundaries in multiple languages.
  • Fixed issue for the M4 where an extraneous M was present in German in the inventory menu.



As always, thank you for your continued support!

Killing Floor 2 - Molly
Hello Mercs,
It appears we have an urgent situation at one of the Horzine labs under the Pacific Ocean. Located in the deepest trench on earth, this lab in the Mariana Trench has gone quiet. We have been unable to raise any active communication from the facility and scheduled reporting times have gone with no transmissions. Alarms and emergency protocols have been triggered and we are seeking volunteers for mission Subduction.



Horzine needs fearless mercs willing to be transported to the darkest depths of the ocean. The worst is expected and the grand lobbies and halls of this most secret lab may contain outbreak threats or something worse. Something in the unfathomable abyss down below must have tripped the alarms. Investigate to pinpoint the cause.




Your mission is to scour the premises for survivors, but the priority is the base itself and any progress made there. It’s imperative that the work to investigate [REDACTED] and scavenge [REDACTED] be preserved and returned. This base is leading the way for discoveries and advancement of project [REDACTED]. Horzine takes great pride in this substructure and the work it has accomplished, and it must be secured.




Subduction is the latest Official Community map to be added to the game, created by community-level designer SpoolsOfWar.
Killing Floor 2 - Molly
Mercs,

As you prepare to head out to new undisclosed locations to face the unknown, the Horzine Research and Development department has been up to its usual boundary-pushing with visions of how to make surviving and clearing out zed attacks more efficient and more gratifying to keep hard-working mercs happy.



The lab coats have stated that mercs love shotguns or maybe they just love the devastating damage they do. Either way, we have to agree that sending zeds flying into the deep void with a few well-placed blasts from a shotgun is grotesquely satisfying. To help accomplish more of this, Horzine wants to add the S12 Shockgun to your arsenal.

The S12 Shockgun feels hefty in your hands to reassure users that it is a mighty machine. Its shots confirm its lethality. Fans of the M4 will appreciate this semi-auto beast. Are zeds getting too close for comfort? The Shockgun is equipped with an under-barrel shockwave attachment that will make them think twice before getting in your face. Enforce social distancing with the EMP waves that spread out around you and anyone stupid enough to be in the radius.



Let’s talk explosions! Funnily enough Horzine lab rats are no strangers to explosions and the recent amount of lab rat bodies being disposed of indicates the HRG team has something new for you to try! Is it safe? The labcoats won’t say but the new HRG Bombardier will soon be your new grenade-lobbing friend.

There are two ways to make excellent use of your new sentry buddy in combat. The default mode tosses grenades at your foes’ chests until it is all out and can toss no more. It’s like playing catch but instead of catching a ball, zeds will get a grenade that explodes on impact. If you are looking for a bigger show, detonate the device yourself and watch the shower of explosions go off within a radius around the initial boom of the device. This impressive blast also occurs when the sentry runs out of its primary grenades. Engineers behind this weapon have left us with a warning to pass along to mercs before using them for the first time. It’s important that if a merc has already deployed one of these sentries (HRG Bombardier or Sentinel) a second one can not be deployed. Something about “interference”, “safety” reasons, and the other blowing up, we didn’t finish reading the fine print.

We will reach out soon with details about the location of your next mission. Armed with these new weapons, we are expecting huge success!

The S12 Shockgun will be added to the Armory Season Pass 2, the Ultimate Edition, and the Ultimate Edition Upgrade. It also can be obtained via direct individual purchases. HRG weapons are available with the update for no additional cost.
Killing Floor 2 - Molly
This issue has been resolved. Thanks again for your patience.


Hello Mercs,
Unfortunately, we are experiencing an outage that is affecting the item server. As we currently have no ETA for when this will be resolved, we are asking for your patience as we try to work to correct the problem. As soon as we have more to share we will update everyone.
Killing Floor 2 - Molly
Hello Mercs,
Unfortunately, we are experiencing an outage that is affecting the item server. As we currently have no ETA for when this will be resolved, we are asking for your patience as we try to work to correct the problem. As soon as we have more to share we will update everyone.
Killing Floor 2 - Molly
Mercs,
As the ever-evolving fight against the outbreak continues, it’s time for a briefing on what is new and what is changing.

Contamination Zone Weekly Outbreak


We must warn you about some changing conditions out in the field. Our eyes and ears on the ground have been monitoring areas where Zed outbreaks have occurred to let us know about any fresh threats and new obstacles that mercs may face on their missions. Alarming reports have come in about several areas we are giving the code name Contamination Zone.

Due to worsening conditions around the breakdown of several labs, masses of zeds, and other dangers from the collapse of cities, it’s possible to run into areas that are so unsafe that being there will harm the health of those exposed to them. We need mercs to brave these sites to continue our work to eliminate the mobs of specimens there.

To aid those that brave these zones, a variety of safe spaces will be marked. In these spaces, players will be protected from the damage that these contaminated zones inflict. HQ has found a way to protect you and your squad while getting supplies. Once done, there will be limited time to get to the secured area. Take care as getting distracted by the wave of zeds at these locations will be easy, but getting to the protected area is your priority.

Be sure to plan for this new threat before setting out to these locations, it will be challenging to defend yourselves in one spot. Survive the wave of zeds and defeat the boss threat to complete this mission!




Item Search for Inventory
After 8 years of new items and cosmetics being added to the game’s inventory, we understand that players have accumulated quite a collection. To give players more control and aid them in finding that favorite hat or weapon cosmetic, a search bar is added to the in-game inventory. With the search bar, players will be able to narrow down their search with much more speed.





Toggle Friendly Hud Keybind

While there is an option to scale the Friendly HUD, we feel players would benefit from the ability to toggle this HUD off and on as necessary.

PC players are able to bind the toggle to the key of their choice.


For console players, there’s an option to use it in the commands wheel by pressing the LB/ L1 buttons while in the command wheel menu.


Field Medic Adjustments

After hearing an extensive amount of feedback regarding the Field Medic and how its speed, damage, and survivability feel out of balance compared to its expected role we have made some changes. One common call out was how its Level 5 skills made them virtually invulnerable in some specific situations. With the combined changes and the adjustments of the Healthblower, the medic should feel much more like the support role it was meant to have.

Run Speed Adjustment

Currently, at max level Field Medics can get a 10% Movement Speed boost. This can be increased by Level 10 Perk Skill “Adrenaline Shot” to an extra 30%, getting an overall 40% extra speed. We feel the survivability around this could do with some adjusting to prevent massive healing while outrunning all threats.

The movement speed bonus will be lowered per level from 0.4% per level to 0.2% per level, reaching a 5% extra speed maximum.

Level 5 Skill Changes

  • Reduce the resistance cap from Resilience skill to 30%
  • Reduce Symbiotic Health Self-Healing to 3%



Weapon Balance Changes

Regarding balance, we have made tweaks to some weapons, following the State of the Year Survey:

The Minigun was a powerful weapon, but magazines were always empty by the time the fun started! Bigger mags and more spare ammo make the minigun a great option for its weight and price.
  • Minigun
    • Magazine from 90 to 120
    • Spare ammo from 540 to 600
    • Ammo price per magazine from 90 to 120

We felt the gun trio (Rhino, Winterbite, Spitfire) had a bit of a problem, and improving the bash attack would help. In the specific case of the Spitfires, due to the still nature of Sharpshooters, if they got trapped, having that weapon meant they wouldn’t have any good way to escape. Now, the bash speeds have been leveled with other pistols (9mm, Revolvers) and any class which uses them will have a way to defend themselves.
  • Spitfire + Winterbite + Rhino
    • Sped up Bash animation 33% (1.5 play rate, around 2s)

Players feel HRG Locust is an extremely powerful weapon by design. The price felt too low for all the weapon had to offer. After the changes for this update, the weapon should feel more balanced in all matches now.
  • HRG Locust
    • Damage from 60 to 45 (Explosive)
    • Bleeding Power from 20 to 15
    • Poison Power from 25 to 20
    • Upgraded from Tier 3 to 4
    • Removed 2nd upgrade
    • Trader prices from 900 to 1400

Players felt the Reducto Ray wasn’t a weapon as powerful as its price suggested, so it became the Tier 2 alternative for the survivalist with a price adjustment.

  • Reducto Ray
    • Trader price from 1200 to 900

The common opinion on HRG Healthrower was that it’s currently a weapon that does too much too well. It felt too strong for healing teammates and had the killing capacity of Firebug spray weapons.
The Debuff applied to this weapon was solely focused on the damage aspect of it. It’s now a weapon more oriented to healing and supporting teammates, still preserving the viability of using it in Solo mode.
  • HRG Healthrower
    • Damage on Spray end from 27 to 12
    • Damage on Spray start (muzzle) from 30 to 15
    • Damage Interval from 0.07 to 1.2
    • Poison Power from 15 to 10

The Mine Reconstructor needed a bit of love to show how great a weapon it is, so we increased its Fire Rate.
  • Mine Reconstructor
    • FireInterval from 0.223 to 0.2

It was clear from survey results that players felt the Road Redeemer was a weaker choice when compared to other Berserker weapons in the same tier. It should now feel more in line with other weapons of the same tier.
  • Road Redeemer
    • Fast attack Damage from 68 to 75
    • Heavy attack Damage from 90 to 100

Feedback on HRG Crossboom was that it was too weak. After checking and looking for what made it weak, we found out that the arrows took too long to explode after impact, and that the explosions weren’t as devastating as they should. That has been addressed!
  • HRG Crossboom
    • DamageRadius from 200 to 250
    • SecondsBeforeDetonation from 0.5 to 0.2

The Head Hunter is a very special weapon, which forces the Sharpshooter to change its playstyle. However, the main gimmick of the weapon (pop heads with the alt-fire) was overly constrained. Now there’s room for more usage of that Alt-Fire.
  • HRG Head Hunter
    • AmmoCost (alt fire mode) from 100 to 25
Killing Floor 2 - Molly
March 2023 Quality of Life and Bug Fix Changelog

Bug Fixes
Also mentioned in the 2022 Killing Floor 2 ‘State of the Game’ As with every update, we’ll be addressing a multitude of issues legacy and new that arise over 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.

Crash Map improvements
  • Fixed a collision spot in the SW Street Area that would cause Zeds to walk in air.
  • Fixed a doorway where players could obstruct Zeds from entering an area with dynamic elements.
  • Fixed part of geometry that was missing in the SW Street area
  • Fixed issue in which fire FX disappears when the player approaches

Community Fixes
  • Reduced FPS drops associated with Field Medic buffs after the player has been in a long-term session on the same server.
  • Having too many weapons marked as a Favorite in the trader could result in crashes. We have now limited this to 12 weapons.
  • Coliseum Weekly : Blood Sickle: Fixed issue in which this weapon was not displayed in Trader Pod
  • Blood Sickle: Fixed issue where the first of the two heavy attack hits deals zero damage
  • Fixed issue in which HRG Locust can cause self damage if player doesn't continue to hold the weapon after firing it
  • G36C Assault Rifle: Fixed weapon jiggling after the shot in iron sights by auto fire mode


Weapon fixes
  • ZED MKIII: 3P: Fixed Player twitches when turning left while crouching
  • ZED MKIII: 3P: Fixed Player twitches when turning left while standing
  • ZED MKIII: Fixed when fingers of the left hand appear for a second on the other side of the weapon at the end of the 1P clip check animation
  • HV Storm Cannon: 3P: Fixed when Left hand fingers were clipping to weapon while crouching
  • G36C Assault Rifle: 3P: Fixed issue with the Silencer and Tac Laser have one-sided texture on drop model
  • HRG Ballistic Bouncer: Gravity Imploder: Blunderbuss: Fixed issue with these weapons were showing in pistol type tab in trader pod


Individual fixes
  • Addressed issue in which Gunslinger: Quick Draw skill was increasing switching speed to all perks weapons
  • Fixed issue in which outfits' helmets and suits aren't sorting by sorting rules
  • Perk Roulette: Online: UI: Fixed syringe indicator not filling in after respawning


Balance Tunes
  • Increased HRG Ballistic Bouncer max damage damage to 300 from 200


Killing Floor 2 - Molly
Spring Sales, Double XP, and Increased Drops are live until March 23rd!
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