After 1 year of work, the current build has the basics implemented and is playable. It's been a long road to get to this point and there's still a long way to go but it's a big milestone to celebrate!
We've added 'Power Towers' which provide energy to all your equipment. The player must build equipment within the power range of the Towers for them to work. Here's how they look in the game now:
The concept was a suggestion from the community and it adds a lot to the feeling of progression, expansion and enjoyment of the game.
Early testing has also already added another cool feature. Building equipment is done from a 'top-down' point of view which is really efficient but one hurdle is knowing the Turrets 'line-of-sight' when you're placing it. The terrain isn't always flat and it's possible to place the Turret with an obstructed view. The solution is to add a 'view-port' overlay that shows the Turrets 'pov' as it's being placed.
To help the community become more involved with the features of the game, I've created a Trello board that allows players to vote on features, see what I'm working on and what's left to be done. I'll do my best to keep it updated. Check it out here: https://trello.com/b/9SOPwuDB/artificial-extinction-2
Replayability is a priority so the game is being designed to include features such as different game modes, maps, biomes, challenges and a player customizable level.
Please join us on Discord, get involved in active development and help me bring this concept to it's fullest potential: https://discord.gg/p62Afqr
We have some fixes for the Retchid Demo that were brought up by the community.
The patch should be live when this post goes up. If you're not getting a patch, restart Steam.
Notes
Adjusted settings for Ultra Shadow quality to improve performance.
Fixed Ladders not saving their state properly on reload of a save.
Fixed collision on wall.
Adjusted malfunctioning door so it opens slower, looking broken.
Adjusted all flickering lights to be less intense over all.
Ultra wide screen UI support.
Thanks to everyone who has played the Demo and let us know what you thought about it, it was great reading all your feedback and little gameplay anecdotes.
Off the coast of Scotland in the East Shetland Basin of the North Sea, we’ve located a secret research lab hidden away in an oil drilling rig. We can only imagine what horrors the Patriarch and his cohorts have been up to here in this remote location. By the way, if you are one of those people who like to try different weapons, we have a new weekly mode for you, Arsenal Ascent, in which you will be swapping weapons as you kill Zeds. And if that weren't enough, the Horzine Research Group just released two new products, the HRG Head Hunter and the HRG Crossboom, for Sharpshooter and Demolitionist mercs respectively. Hurry up and take a look!
New Additions and Highlights
1 New Community Map
Rig
Compatible with Survival, Weekly, and Endless Game Modes.
Fight against Zeds in this oil platform in the middle of the ocean.
1 New Weekly Mode
Arsenal Ascent
Players start with a knife and obtain new weapons by killing Zeds.
Each new weapon increases the “Weapon Level”.
The new weapon is randomly chosen from a list per Weapon Level.
Waves are endless until a player reaches the final Weapon Level and completes the wave. Then, the final wave is unlocked, which is a boss wave.
4 New Weapons
HRG Crossboom for the Demolitionist
An alternative version of the Crossbow for the Demolitionist Perk.
A tier 3 weapon that shoots strong explosive bolts.
The secondary fire makes a bigger explosion with reduced damage, perfect for getting weaker Zeds out of the way.
Trader price is 900 Dosh.
HRG Head Hunter for the Sharpshooter
An alternative version of the Hemogoblin for the Sharpshooter Perk.
A tier 3 semi-automatic weapon that shoots darts that enlarge Zeds’ heads.
The secondary fire uses energy to launch an expansive wave that damages enlarged heads.
Trader price is 1100 Dosh.
Sentinel for the Commando
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
An autonomous drone equipped with a full-auto barrel is treated as a tier 3 weapon.
Alt-fire detonates the drone.
The drone also self-detonates when it runs out of ammo and a Zed passes nearby.
Trader price is 500 Dosh.
Reducto Ray for the Survivalist
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
A tier 3 weapon that shoots an energy ray that shrinks Zeds and kills them by triggering an “evisceration death”.
Shrunk Zeds are more vulnerable to damage.
Trader price is 1200 Dosh.
New Steam Achievements
Rig related achievements
Time-limited Objectives, Tickets, and Cosmetics
Seasonal objectives related to Rig
Complete all seasonal objectives to earn the Deep Sea Trident Backpack
Summer Sideshow Prize Tickets
Summer Sideshow Golden Prize Tickets
Zedconomy
Sentinel Weapon Bundle
Reducto Ray Weapon Bundle
Tidal Terror Weapon Bundle
Deep-Sea Explorer Outfit Bundle
Premium Summer Sideshow 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
Neon MK VIII Weapon Skin Bundle Pack
Classic Weapon Skin Bundle Pack
Deep-Sea Skin Weapon Skin Bundle Pack
Chameleon Weapon Skin Bundle Pack
Killing Floor 2 - Armory Season Pass 2
Killing Floor 2 - Ultimate Edition
Killing Floor 2 - Ultimate Edition Upgrade
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 platform.
Addressed Community Feedback As mentioned in the 2021 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
The initial weapon will be granted only at the beginning of the match.
The base grenade will be granted at the beginning of the match, but can also be changed during trader time.
Perk level 15 adds Medic Grenade or Molotov Cocktail to the rotation, depending on the perk skill choice.
New order rules in the Weapon Skin section in the inventory.
First ordered by trader price, then rarity (common to precious), then quality (battle-scarred to mint).
Balance
Weapons
FAMAS Masterkey
Alt-fire spread decreased by 20%
Alt-fire fire rate increased from 50 RPM to 78 RPM
Alt-fire animation speed increased by 70%
Minigun
Movement speed when winding up increased 12.5%
Movement speed when firing increased 500%
Rotation speed when firing increased 105%
Reload speed increased 20%
Equip speed increased 30%
Put Away speed increased 30%
Perks
Firebug
Inferno (level 25 skill)
Rework of the skill.
New functionality is: During Zed time, your fire damage over time spreads to all surrounding Zeds.
Designer Notes : Survivalists had to rely on randomness every time they started a match, but that is over. Now, Survivalists can choose their initial weapon and grenade on the Perk screen. We have left the “random option” available for those who prefer it. In addition to that, for Level 15+ Survivalists, the Medic Grenade or the Molotov Cocktail will be added to the rotation, depending on whether the player has chosen the “Ammo Vest” or “Weapon Harness” skill. But players can keep choosing another grenade if they want. Finally, as the grenade is linked to the perk skill, and this can be changed during trader time, players will also be able to change their grenade during this time, keeping the number of grenades they already had.
The order in the Weapon Skin section in the inventory was a bit chaotic, with different skins of different weapons mixed. We have added some rules to improve it, and now you will see all the skins of the same weapon grouped together. The skins will be ordered by weapon trader price, then rarity (common to precious), and then quality (battle-scarred to mint).
Regarding balance, we have made adjustments in two weapons, keeping in mind the community feedback. For the FAMAS Masterkey, we have increased the fire rate for the alt-fire (shotgun fire), which was very slow to use, and it was hard to swap between alt-fire and main fire. Now you can shoot faster, and combine main fire and alt-fire better, making this weapon more versatile and dynamic in play style. We also have slightly adjusted the spread, which will help to improve the effectiveness of the weapon.
The other balanced weapon is the Minigun. The main disadvantages of this weapon were its mobility restrictions, so that’s what we’ve been focusing on. Now, you will have the same firepower as before, but you will be able to move and reload faster.
Finally, we have made a complete rework of the Inferno perk skill for the Firebug. We expect that now this skill performs better than the previous one, creating a good alternative to the other Firebug level 25 skill, Pyromaniac.
Bug Fixes Also mentioned in the 2021 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 knife was being selected instead of the 9mm when the primary weapons were out of ammunition.
Fixed an issue on consoles where the game would crash when starting Weekly Outbreaks on Santa’s Workshop
Map:
Carillon Hamlet
Fixed multiple blood splatter issues in the City Hall area.
Improved the lighting in the map lobby.
Fixed an issue where SYG zones were not appearing in Endless Mode.
Improved the draw distance of multiple objects in the Station area.
Dystopia - Improved the collision in the Hotel area.
Elysium
Fixed an issue where some textures in the main area were not rendering.
Updated the zed spawning nodes during the boss fight to prevent pop-in spawning.
Fixed an issue where player location in the main arena could delay the boss spawn.
Moonbase - Fixed the distorted reflections in the Living Quarter Dome
Netherhold - Improved the collision in the Hellfire Pit area.
Rig
General
Raised the SYG area boundaries to be more visible
Moved the map Lobby to an an isolated non-playable area
Fixed an issue where kismet warnings were being displayed in the chat box
Updated bullet decals and sounds across the map to accurately reflect the materials being hit.
Fixed an issue where audio on the map was louder than other areas.
North Platform
Increased the blood splatter across the area to be consistent with other maps.
Fixed zed pathing issues in relation to the players in the area.
East Platform
Increased the blood splatter across the area to be consistent with other maps.
Fixed multiple instances of textures and objects culling too close to the player.
West Platform
Fixed an issue where weapons dropped on the zed floor spawn would disappear.
South Platform
Increased the blood splatter across the area to be consistent with other maps.
Central Platform
Fixed multiple collision volumes within the area.
Added sound to the Diesel Generator.
Laboratory
Increased the blood splatter across the area to be consistent with other maps.
Added sound for the sprinkler system.
Adjusted the conveyer to reduce clipping into other objects.
Adjusted multiple emergency lights to reduce clipping with the walls.
Living Quarters
Increased the blood splatter across the area to be consistent with other maps.
Fixed an issue where weapons dropped on the zed floor spawn would disappear.
Fixed zed pathing issues in relation to the players in the area.
Main Building
*] Increased the blood splatter across the area to be consistent with other maps.
Fixed zed pathing issues in relation to the players in the area.
Machinery Room
Increased the blood splatter across the area to be consistent with other maps.
Fixed zed pathing issues in relation to the players in the area.
Fixed multiple instances of textures and objects culling too close to the player.
Connecting Bridge
Increased the blood splatter across the area to be consistent with other maps.
Fixed multiple instances of textures and objects culling too close to the player.
Fixed multiple collision volumes within the area.
Fixed an issue where the rain effects were coming through the ceiling.
Cargo Storage
Increased the blood splatter across the area to be consistent with other maps.
Oil Shaft
Increased the blood splatter across the area to be consistent with other maps.
Fixed zed pathing issues in relation to the players in the area.
Fixed multiple instances of textures and objects culling to close to the player.
Weapons:
Corrupter Carbine - Alt-fire now properly interrupts the reload animation.
Doshinegun
Fixed an issue where the projectile would always appear in the upper right of the screen when fired.
Fixed an issue where collectibles were not destroyed upon impact from the dosh.
Minigun - Updated the reload animation to address clipping.
Reducto Ray
Fixed an issue where ZED’s did not rage except during HOE difficulty
Adjusted the weapon animations to reduce hand clipping.
Sentinel
Updated the bash attack to prevent the detonator from disappearing for a short time.
Fixed an issue where the audio was not updated to reflect the effects of the Machine Gunner Commando skill.
Crossbow - Fixed an issue where in 1P the cable anchor pulley was not attached to the limb.
Helios Rifle - Fixed the desync issue between the bash attack animation and the impact.
Seal Squeal - Fixed an issue where nuke damage was applying an overly large DoT.
HRG Crossboom
Fixed an issue where the arrow fired was offset from the impact decal.
Fixed an issue where the arrow post impact was increased in size.
HRG Head Hunter - Fixed an issue where the alt-fire was not doing head damage.
HRG Kaboom Stick - Improved the visuals in 1P & 3P.
Weekly Outbreak:
Fixed an issue where weekly modes were not being completable in offline mode.
Fixed an issue where the weekly outbreak was not updating after map travel or server restart.
Fixed an issue where weapons and armor were not spawning in the maps during the Outbreak.
Boss Rush - Removed Holdout maps from the mode during map travel.
Shrunken Heads - Updated the Abomination and Patriarch’s audio to play the correctly filtered lines for the mode.
Arachnophobia - Fixed an issue where players were starting the match without their starting weapon.
Cosmetics:
Added the Supply Backpack to both Tom Banner and Classic Briar as a wearable cosmetic.
Localization:
Updated the text for the Gunslinger’s Skill “Steady” so the description now fits within the text box in all languages.
General:
Fixed an issue where the player’s weapon would not reappear in their hands when performing an emote during a boss’s death scene.
-Base walls! You can now buy blueprints for and craft walls, windows and doors on and around your base. These can protect your base from attacking enemy in later sectors. Please have a go and let me know your thoughts. -Reduced and balanced hp level of all base structures -Tweak player radius to prevent camera escaping adjacent walls -Updates to base placement code -Bug fix: saving game in German localisation no longer causes irreversable hard crash due to localised comma decimal seperator save in settings.json -Bug fix: wishlist on exit pop up should now work after a session -Bug fix: saved graphic options are not overwritten by load game -Bug fix: when building items, directional dissolve shader respects environmental lighting -known issue: you can currently build walls on top of doors, I'll address that in a future updates
Added a new wand that shoots orbs which are slow, floaty projectiles that don't deal any collision damage but have increased explosion damage. Mana and health are increased to allow more complex builds while avoiding one-shot spells.
Added
Added orbs. Orbs are slower, floaty projectiles with increased explosion damage and no collision damage.
Added a wand that shoots orbs.
Added friendly orb glyph.
Added friendly totem glyph.
Added enemy totem glyph.
Added visual feedback when a wizard receives damage.
Changes
Updated the steam trailer, screenshots, and gifs.
Increased wands mana usage.
Increased player max mana and mana regen.
Increased player health.
Decreased wizard base movement speed.
Changed explosion damage to not damage friendly entities anymore and to have more pushback force.
Slightly decreased spitting cost for small spellshots.
Changed wall tiles to have more variety.
Changed post-processing to make the game more vibrant.
Changed spellshot lighting to be more consistent.
Removed bloom effect.
Increased render performance by ~20%.
Increased the camera to mouse interpolation.
Changed the launch entry point from NuroseGame.Desktop to NuroseGame.Launcher. Should not change anything if you launch the game through steam.
Removed background moon.
Changed audio of the nature element.
Bug fixes
Fixed two bugs that caused players sometimes to not be able to use any wands until the player respawns.
Fixed issue when combining paths of two splitted glyphs not working correctly.
Fixed an audio issue that occurred when cloning a wizard with low health.
Fixed a rendering issue with powerup particles.
Fixed the powerup circle particle effect render issue when the player dies before the effect is finished.
Fixed splitting position offset.
Fixed render size of typing indicator issue if players have different UI scale settings.
Fixed the crash reporter to (hopefully) always show up no matter the crash cause.
For the last weeks, we have been sailing steadily ⚓ to bring you a new aquatic template. Check it out.
New Features 💫
We added a new Template: the Empty Water Space! You can now enjoy building new environments on top of the water.
Improvements 👍🏻
We added the remaining download bandwidth information. You can find it in the Download section of the Basecamp. Therefore you will have a better idea of what Spaces you can download before reaching your monthly limit.
Bug Fixes 🐞
Fixed an imported issue where imported assets would look different when placed in StellarX. The emissive and metallic maps are now reapplied properly. Sorry for the inconvenience!
Fixed an issue where using a quick rotation on a Path would make the Path Lines stop following the Path Points.