The voting for the Steam Awards started and we call upon your help to get us to the short list of nominees! Use the purple box above to cast your vote for Weaving Tides in the Outstanding Visual Style category or any other category that you feel is right.
Every vote counts and we’re super grateful for all the support you have shown us so far. Thank you!
We are happy to point out that From The Depths, now uses Steam Networking so this should resolve some issues people had in the past, but as always please send us any bugs here: https://brilliantskies.customercase.com/forums/bug-tracker. Leave us a small example blueprint if its component related rather than the full 1 million volume construct :p. Please also include the output log.
If it's campaign issues send us the save file hopefully shortly before the issue happens and all the info needed to recreate any of the problems you encounter. Save files can be found in C:\Users\YourUserName\Documents\From The Depths\Player Profiles\PlayerProfileName\Saves.
Additions
APS
Added KINETIC_DAMAGE * AP stat to shell customizer
Missiles
Added missiles fired/hit counter tooltips to missiles launchpads and controllers
Changes
APS
HE, EMP, and frag head kinetic modifier up from 1 to 1.2
Heavy head kinetic modifier up from 1.65 to 1.75
Hollowpoint AP modifier down from 1.2 to 1.15
Sabot head and body health modifier down from 1 to 0.9
Soft part health modifier down from 0.4 to 0.35
Armor refit
Armor refit tool now shows a warning on the hud if a lack of materials
Campaign
New campaigns now have a 1 hour period before the first council is automatically triggered. You can trigger one yourself before that.
Reduced the reward/cost for diplomacy options to 80% of original value.
CRAMs
Removed automatic orientation packers from the inventory tab
Missiles
Laser designator receiver drag modifier from 0.6 to 0.2 (same as thumper and single pixel IR seeker)
Laser emitter health down from 900 to 800, armor up from 40 to 50, cost down from 150 to 100
Laser emitters now send out a position estimate for the last target after losing it. After 1 second of the beam not hitting anything they revert to the old behavior
Missile smoke trail length scales with missile size, not only velocity
Remote guidance has a fixed 3m max error, instead of 4-8. Max sensor scrambler error up to 24m and signal processor reduces that to 50%
Scaling for impact damage from reinforced bodies back to be ~equal to a HE/frag/EMP warhead at 400 m/s, instead of 360
Fixes
Avatars
Improved avatar motion over slopes, and stopped avatar being above to move in 1m high crawl spaces (which results in the camera being stuck in the block above)
Bugs
BUGS-2917 Laser guided missiles show in the stat panel that there is no distance limit for a lock
BUGS-2823 Wheels placed with prefabs now won't attach to existing tracks on the vehicle
BUGS-3161 Fixed laser emitters not registering valid hits in some cases
BUGS-3186 Fixed failsafes not working with short range laser combiners
BUGS-3357 Steam piston outputs are also updated when a non-steam block is permanently added/removed
BUGS-3460 Fixed hover maneouvre not handling negative azi for the forward/strafe limit slider
BUGS-3470 Max value for secondary and tertiary drive ACB conditions is in the [-1, 1] range, instead of [0, 1]
BUGS-3481 Altitude fuses for missiles work again
BUGS-3485 Reducing gunpowder casing length for APS also reduces clip explosion power
BUGS-3499 Steam networking message buffer increased in size to allow large save files to be sent to clients in multiplayer
BUGS-3257 Sticky feet UI now shows the friction slider again, allowing direct control.
Lasers
0Q lasers with a minimum damage set will also check if total remaining laser energy dipped below 1 before pumps recharged. Fixes bursts with some 0Q setups
Output regulators burst threshold default set from 0 to 80, no longer adjusted when changing minimum damage. Only matters for lasers with a minimum damage set to be over the default 0
Missiles
Improved laser emitter hit detection
Physics
Certain collisions between large vehicle should no longer massively slow down the game or cause a crash. The improvment will vary per situation and in some rare cases there might even be a slight decrease in performance, but in many of the worst cases you can expect a large improvement
Steam
Direct turbine/piston connections added to the sides of L boilers
We would like to share a brand new gameplay trailer for The Tale of Bistun, a story-driven action-adventure game inspired by Persian culture in which players take control of the mysterious stone carver, with no memory of who he is, and traverse blighted lands to discover his identity and the source of a pleading, strangely familiar whisper.
This new action-packed trailer shows some of the amazing, magical locations players will be visiting in the game. Besides the passages hidden on the mountain slope, or temple ruins full of dangerous creatures, you can also see The Revelations Realm, a mystical place that allows you to discover, piece by piece, the story of The Tale of Bistun hero, and at the same time be a part of epic events in which light will face the darkness.
The game plot is based on one of the most popular Persian poems, a tragic love story between Sasanian king Khosrow II and the Armenian princess Shirin. In some aspects, it could be compared to Shakespeare's Romeo and Juliet.
We are also very proud to announce that Marc Thompson, known from cartoons such as Pokemons, Yu-Gi-Oh, or audiobooks from the Star Wars series is voicing a narrator of The Tale of Bistun and preview of his work can be seen in the trailer. His voice will accompany players throughout the entire journey, allowing them to delve into the amazing story presented in the game.
The PC version of the game will be published by IMGN.PRO - with release date and other platforms yet to be announced!
That’s all for now guys, thank you for your support :)
Check out the new gameplay trailer and remember to wishlist The Tale of Bistun on Steam!
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.
Character Creation and transfer to NA11 server through Wayfarer Travel system will be restricted for server stabilization until temporary maintenance scheduled on December 1st, 2021 09:00 AM (UTC+8)
Please be assured that Character Creation and Wayfarer Travel system will become available after the scheduled temporary maintenance.
We sincerely apologize to the Dragonians who are playing on NA11 server for the inconvenience. Thank you.
The corridor is our showcase. It’s the first room we see when we enter our house or other places, so we need to focus on the functionality of this room and, of course, on the furniture. It is worth bringing decorations and accessories to the front.
The key to success in finishing any interior design is consistency. A small room will visually gain a few centimeters if we focus on light colors (beige, gray, white, etc.).
A bright corridor doesn't have to be boring. You can break the monotony by painting one wall in a darker color. Brick walls or properly selected wall decorations can also be a nice change.
Some of the most commonly used in wall decorations:
brick or stone
wall cladding
wall panel
decorative wallpaper
mural
decorative plasters
For the floor, the most commonly used are:
wooden parquet
laminate panels
porcelain tiles
resin
stone
PVC floor coverings
How would you decorate the corridor walls?
Use mirrors, as they optically enlarge space and work great when paired with paintings and wall lamps, illuminated strips, or even bookshelves. To finish it off, a table with a flower vase and a fluffy rug will beautifully warm the corridor interior.
It's been a crazy month, as could be expected from the first month of Early Access. The community, on Steam forums and on discord, have been incredibly supportive and helpful, for which I will be eternally grateful. Listening to their feedback the game has improved considerably.
A new playable tutorial should greatly help with new player experience, and the messages received each turn are now far more customisable, allowing the players to choose which messages to receive as immediate alerts, and which to leave to be consulted after the most critical issues of the turn have been dealt with. These go along with a set of other UI improvements, which hopefully lead to a much smoother gameplay experience. If your suggestion hasn't made this update, fear not, many are still on the to-do list, and will be implemented in the coming weeks.
Gameplay-wise, the game has added a host of new features. Armies can now do battle on a larger scale, with multiple armies involved on either side, with heroes and agents leading the forces as commanders or directly raiding the enemy's flanks as skirmishers. The Dark Empire grows in complexity with the ability to inaugurate a new Dark Emperor or Empress, using the Dark Coronation event chain, which lets you replace The Monarch should she fall, to carry on the unholy task.
A new agent joins the menagerie, The Trickster (along with her pet monkey Mister Edgar). She tests out a new mechanic, altering the way profile and menace are allocated to the agents when they complete their challenges. In this case, she can place false clues to trick the heroes into believing that one of them is the guilty party, not your agent, and cause widespread confusion and anger while your forces are free to continue their insidious crimes.
Alongside that, interpersonal relations begin their first updates, which will be carried on in the next month. Heroes now have friendships with one another, and grow angered if their friend is killed, creating emergent networks of friends and enemies between agent and heroes, as personal grudges are formed based on your actions. The Trickster can play into this, being able to form friendships with heroes, leading to resentment between them if she is killed.
Next Month's Update
These relations will be continued throughout the next month's development, with the upcoming Bloodlines update, which will focus on families. A huge range of storytelling options open themselves up when the heroes and rulers' motivations are expanded. If a king executes a duke for participating in a civil war, how will their family respond? Would they hate the king along, or his entire family? If a hero is forced to kill their child who you corrupted, how do they respond? Would their sanity survive this, and would the sin corrupt them too? And if a family is linked by shared blood, could this blood itself not become corrupted, leading to entire generations of damned individuals, born under your dark curse?
Changes since last update
Gameplay:
-Armies no longer pursue forever -Rulers now die when their settlement is razed, and leave human souls behind when killed -World panic from god now no longer relates to seals, but instead grows by the same amount each turn until the god awakens -Added new agent: The Trickster, who has a varied set of powers to confuse and deceive heroes -Added minimum profile and menace values for gaining a nemesis -Armies, including orcish ones, should no longer path through hostile territory while at peace (if possible) -Dark Coronation allows new leader of the Dark Empire to be assigned if The Monarch dies -Orcish Warlords can now recruit a raiding force to act as a small military unit -Heroes can now spawn with existing friendships -Heroes can now save one another from shadow. They strongly favour doing this for friends -The Chosen One can now redeem rulers, curing them of shadow, potentially saving entire nations. Rulers then like the CO, and are more prone to joining the Alliance as a result -Orcs periodically occupy ancient ruins if adjacent -Shadow now decays over time in The Alliance (in Strong Alliance mode) -Characters can now develop hates towards people who kill their friends
Other:
-Events involving a person now give all the person's stats on the side -Sped up tutorial a bit, and changed its wording slightly -Added new trait titles (e.g. Exorcist) and made last-acquired trait the title, to reduce spam of 'mediator so-and-so' heroes
Bugfixes:
-Safeguards added to prevent re-joining a battle you are already in, thereby duplicating armies in-battle -Fixed turn idle message not appearing for corrupted heroes -Potential bugfix to returning to normal agent mode after being an orcish raider -Fixed crash involving multiple defender armies vs single attacking army -Fixed UI crash involving agents involved in battle -Fixed issue where an army dealing damage an agent could crash the game
Please find below a link to the Indie Platinum Awards poll! This award is hosted for the first time this year and winning it would mean a lot to us! We are Indie devs and seeing more and more events like this rising up is amazing! So give us your strength and vote so we can do it!
Now that the demo is on steam, The Itch demo has been removed so that we can focus mainly on the steam version and bring updates and new stuff there.
To keep you waiting for the final game, we've set up achievements in the demo. Some of these achievements will also be available in the final version of the game. There is also an online Leaderboard that records your time finishing the game so that you can compete with your friends at speedrunning the Demo!
You can join now our Discord server to keep both of your eyes on the project, by clicking on the image below!
We hope you enjoy jumping dashing and spiking to the ground and that you will keep on following us through the journey of TLB!
Steam finally approved trading cards and now they are out! There are 8 cards at your disposal:
Gerald the Mouse
Lanky the Cat
Cactus Warrior
Toby the Miner
Sylvia the Fox
Skoggz
Bela Le Goosey
Francis Von Drake
Of course, apart from the cards, there are other goodies available such as badges, background and emoticons.
Price Reduction
I wish i could put discount for Smintheus for Autumn sale and for upcoming holidays, but alas, Steam won't allow me to make discount 7 weeks after release, so... You'll get reduction anyway - price reduced to 9.99 usd!