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Killing Floor 2 Perilous Plunder beta 2 is now live

To opt into this beta, 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

As this is a beta, this work is not necessarily representative of the final product. We will continue to refine, fix, and polish the update content for final release. Your feedback and issue reporting is invaluable towards helping our development in improving the overall experience with everything we make. We thank you for your feedback, time, and support in participating in this beta!

Event
Perilous Plunder
  • Avast ye landlubbers! The Horzine team is happy to present to you the seasonal Perilous Plunder update! Prepare yourselves to board into the dark facilities of Desolation. Light it up and search for any clue about the Patriarch. Also, loot with caution and test yourselves in the combat training room or firing range. Alongside this, we have some new weapons to introduce to everyone. By courtesy of the Horzine Research Group, we finished development of the HRG Kaboomstick and the HRG Teslauncher. Use them to slay any scurvy Zed you find out there. Now, rise the Jolly Roger and let the plundering begin!
  • Beta 2 Start 5/28/2020. Beta 2 End on the final release.

Addressed Community Feedback
As mentioned in the 2019 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

Balance
  • Zeds
    • Bloat
      • HRG Teslauncher bullet damage vulnerability decreased from 0.8x to 0.58x.
    • Quarter Pound
      • HRG Teslauncher bullet damage vulnerability decreased from 1.0x to 0.5x.
    • Fleshpound
      • HRG Teslauncher bullet damage vulnerability decreased from 1.0x to 0.5x.
    • Scrake
      • HRG Teslauncher bullet damage vulnerability decreased from 1.1x to 0.6x.
  • Weapons
    • HRG Teslauncher
      • Grenade spare ammo capacity reduced from 10 to 8.
      • First upgrade damage modifier reduced from 20% to 12.5%.
    • Blunderbuss
      • Cannonball shrapnel pellet damage increased from 45 to 50 per pellet. This effectively increases its damage by 11%.
      • Cannonball shrapnel spread reduced by 30%.
      • Cannonball shrapnel bounce increased from 1 to 2.
      • Cannonball fire rate set to the same rate as the cannonball shrapnel. This effectively increases its fire rate by 8.7%.
      • Cannonball self-inflicted damage reduced by 50%.
    • Glock 18c
      • Weapon recoil increased by 18% for dual and 35% for single.
      • Bullet damage reduced from 39 to 37. This effectively decreases its damage by 5%
      • First upgrade damage modifier reduced from 20% to 12.5% for single and dual.
    • Seeker Six
      • Reverted the reduction on the distance before round duds.

Designer Note :

The HRG Teslauncher dealt with certain Zeds too effectively due to the microwave damage type of the bullets, so we adjusted the resistance of the Bloat, Quarter Pound, Fleshpound, and Scrake to the HRG Teslauncher bullets. Also, the weapon possessed a sizable amount of grenade rounds that offered a lot of utility, so we reduced the grenade spare ammo capacity to address this. Finally, the damage boost of the first and only upgrade was very high, so it was reduced.

The Blunderbuss received a few adjustments to improve its cannonball shrapnel performance. The damage has been increased and the cannonball shrapnel spread has been reduced to improve its gameplay, especially for the Support Perk. We also added an additional bounce to the cannonball shrapnel to increase the likelihood of stray rounds striking Zeds. Alongside these changes, the cannonball self-inflicted explosion damage has been reduced because the previous value created too much risk firing in close quarters for Support players. Lastly, we set the fire rates of the two fire modes to be the same value, so this effectively increases the fire rate of the primary fire. This was primarily done to sync the fire animations and to improve the likelihood of setting off a nuke explosion with the ZED TIME - Destroyer of Worlds Perk skill when rapid firing the weapon.

The Glock 18c performed very well and provided Gunslingers a powerful weapon, so we made adjustments to alleviate the power concerns from the community feedback. The damage has been decreased and the recoil increased. Finally, the damage boost of the first and only upgrade was very high so it was reduced. The goal of these adjustments is to continue providing fun, unique gameplay experiences without overshadowing other Gunslinger weapons of similar Trader price.

The Seeker Six dealt a lot of self-damage to players due to the reduced distance before it explodes. We reverted this change to alleviate that concern. Currently, the Fragmentation Rounds Perk skill will increase the explosion radius enough to cause self-damage in close quarters.



Bug Fixes
Also mentioned in the 2019 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 numerous weapon-related issues. Details in the weapon section below.

Zeds:
  • Fixed an issue where some afflictions created a mesh distortion on the Bloat’s cleaver handle.

Maps:
  • Fixed an issue with the helicopter model on Desolation where the rear stabilizer wing had no collision.
  • Fixed an issue with the collectibles not rewarding the Firing Range Master achievement.

Weapons:
  • Seal Squeal
    • Fixed an issue where the projectile indicator could be seen by other players.
  • HRG Kaboomstick
    • Fixed an issue where one of the pellet projectiles spawned completely black.
    • Fixed an issue where the ejected shells were using the shells from the Doomstick.
  • HRG Teslauncher
    • Worked on improving the recoil of the weapon so that it was more consistent throughout firing the entire magazine.
    • Fixed an issue where the magazine would disappear when reloading the underslung grenade launcher.
  • Pulverizer
    • Corrected the loaded ammo and reserved ammo counts.
    • Fixed an issue where the user was unable to attack or reload while sprinting with an empty magazine.
  • Blunderbuss
    • Fixed an issue with the flint-lock mechanism animation not in sync with the weapon firing.
    • Fixed an issue where the cannonball was able to repeatedly hit the same zed.
    • Increased the muzzle flash to be more inline with the muzzle flash of the RPG-7 instead of the 9mm Pistol.
    • Fixed an issue where the Blunderbuss would not drop upon the user's death.
    • Fixed an issue where the projectile indicator could be seen by other players.
    • Fixed an issue where the Blunderbuss would skip the third round when rapidly firing on dedicated servers.
    • Fixed an issue where cannonballs would not explode after dropping the Blunderbuss on dedicated servers.
    • Fixed an issue where the cannonballs would sometimes hang in mid-air after colliding with Zeds.
    • Fixed an issue where the cylinder would not cycle through its animation when rapidly firing.
    • Fixed an issue with the animations not resetting while rapidly firing the weapon.
    • Fixed an issue where the projectile indicator did not disappear immediately after detonation.
    • Fixed a large number of animation transition issues which included animations overlapping, stuttering, or pausing.
  • Glock 18c Single and Dual
    • Fixed an issue with the right hand weapon not firing tracers while in iron sight.
    • Fixed a large number of animation transition issues which included animations overlapping, stuttering, or pausing.
    • Fixed a number of animation synchronization issues with weapon FX and animations.
    • Fixed an issue where ejected magazines would disappear mid-air.
    • Fixed an issue with the reload check animations where the weapon magazines were not appearing.
    • Fixed an issue with the materials of the backplate changing color upon emptying the magazine.
    • Improved the alignment of the single and dual recoils with their animations and fire rates.

Localization:
  • Fixed a number of strings in French, Polish, Spanish, and Russian to better fit within the game user interface.
  • Fixed the description of the Blunderbuss Bundle to no longer reflect the Compound Bow Bundle.

Cosmetics
  • Fixed a crash caused by equipping D.A.R. with the Christmas Scrake Masks.
  • Fixed an issue with Mr. Foster’s base outfit that would lead to a mesh error when used with the Spitfires or HRG Winterbites.
  • Fixed an issue with the Riot Shield & Glock 18 where the equipped skin would change after emptying the magazine.
  • Updated the Killerwatt Beyond Horizon & Space Elite skin thumbnails to purple to reflect what is shown in-game.
 
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Mini bug report:

Usually changes in ZED resistances also affect their versus versions, but in case of Versus Fleshpound against HRG Teslauncher it doesn't work.

For every ZED game forms an array of resistances. For VFP that would be Normal FP + Versus resistances. Then it moves through this list from bottom to the top and picks first matching resistance that is of the same type.

Versus FP has its Microwave resistance lower than Ballistic_HRGTeslaucher so it uses it instead. As a result Versus FP takes x1.5 damage from HRG Teslauncher instead of x0.5 like normal FPs do.

Yep, i know that not many people play VS, just sayin'

Edit:

It also doesn't work on Versus Bloat for the same reason. It takes x1.5 from HRGTeslaucher while normal Bloat takes x0.58.
And for the reference, it does affect VS Scrake because its class doesn't have its own microwave resistance so it inherits it from normal SC which has Ballistic_HRGTeslaucher lower than Microwave in its list of resistances.

Edit 2:

Cannonball still might explode without doing any damage.
 
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even after this update, the DLC weapon animations just don't seem up-to-code. the glocks especially move so stiff and look unfinished (mainly while reloading), and after this update the firing animations are way too slow and don't look like they have realistic feedback (compared to something like the 9mm). and why is the blunderbuss so low off the screen? you can hardly see it and any of its animations.

edit: i guess what i'm trying to say is that the dlc weapons look like they were hand-animated, instead of motion-captured like everything else in the game
 
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