Hello everyone. Today we wanted to let you know what we are working on as we head towards full launch on November 18th for both the PC as well as the PlayStation 4 and PS4 Pro. So, let us dive into what that entails.
We continue to read and react to player feedback and stats as we hone in balance. Some of these changes may come out via Live Updates and Quality of Life updates (we are expecting to release the next one next week with some bugs fixed and balance - more on that further down), while others are likely to be included at some point before Nov 18th in an opt in beta for the last perk... the Survivalist. So what is the Survivalist you ask? Zack from Destructoid asked us that very question and has the answer here:
https://www.destructoid.com/killing-floor-2-s-tenth-perk-is-the-survivalist-388893.phtml
The previously mentioned balance changes (and fixes we have) related to perks and their skills are as follows:
Perks and Weapons
FireBug
Sharpshooter
Gunslinger
Grenades
Freeze grenade
Flashbang grenade
EMP grenade
ZEDS
Alpha clot
Cyst clot
Slasher clot
Gorefast
Crawler
Stalker
Husk
Siren
Fleshpound
Scrake
Hans
Patriarch
Difficulty
HOE
For those looking forward to the PlayStation version, our engine team along with our partners at Hardsuit continue to work on optimizations and bringing as many effects as we can to the screen. If you missed it, we also recently announced we are supporting the PlayStation 4 Pro with an enhanced 1080p option that includes additional graphical and frame rate improvements, as well as a 4k resolution option.
To help keep our build stable as we are working towards the release candidate, and to reduce the chances of adding new bugs to the game when many of the team are working to squash them, the majority of the content we are working on is slated for post release.
The first content players should expect in post release is additional maps, both community creations and our own, as well as new weapons for most perks from old favorites to new ones! We are also prototyping new community requested features and hope to start talking about those moving forward as they firm up, or don’t - as a reminder, prototype features may not make it to the live build of the game. We will be updating the community trello board over the next few weeks to highlight many of these.
We continue to read and react to player feedback and stats as we hone in balance. Some of these changes may come out via Live Updates and Quality of Life updates (we are expecting to release the next one next week with some bugs fixed and balance - more on that further down), while others are likely to be included at some point before Nov 18th in an opt in beta for the last perk... the Survivalist. So what is the Survivalist you ask? Zack from Destructoid asked us that very question and has the answer here:
https://www.destructoid.com/killing-floor-2-s-tenth-perk-is-the-survivalist-388893.phtml
The previously mentioned balance changes (and fixes we have) related to perks and their skills are as follows:
Perks and Weapons
FireBug
- Fixed Napalm skill to work properly. It will now catch enemies in close radius to target on fire but not instantly kill them
- Fixed an issue with other zeds not catching on fire with dragon's breath
- Caulk n Burn spray damage reduced to 7 (was 10)
- Flamethrower spray damage reduced to 14 (was 17)
- Microwave gun spray damage reduced to 14 (was 15)
Sharpshooter
- 9mm/dual 9mm now get all skills and passive bonuses of the perk
Gunslinger
- Dual SW500 fire rate decreased 0.19 (was0.14)
Grenades
Freeze grenade
- Fuse time decreased to 0.15 (was 0.5) it's easier to get a direct hit on zeds
- Freeze power increased to 150 (was 100) can freeze the FP with one grenade now
Flashbang grenade
- Fuse time decreased to 0.25 (was 0.5) it's easier to get a direct hit on zeds
EMP grenade
- Fuse time decreased to 0.25 (was 0.5) it's easier to get a direct hit on zeds
ZEDS
Alpha clot
- Freeze incap time increased to 4 sec (was 2.0)
Cyst clot
- Freeze incap time increased to 5 sec (was 2.0)
Slasher clot
- Freeze incap time increased to 4 sec (was 2.0)
Gorefast
- Freeze incap time increased to 4.0 sec (was 2.0)
Crawler
- Freeze incap time increased to 4.5 sec (was 2.0)
Stalker
- Freeze incap time increased to 4 sec (was 2.0)
Husk
- Freeze incap time decreased to 1 sec (was 1.2)
Siren
- Freeze incap time increased to 4.2 sec (was 2.2)
Fleshpound
- Freeze incap cooldown increased to 10.5 sec (was 1.5)
Scrake
- Freeze incap cooldown increased to 6 sec (was 1.5)
Hans
- Freeze incap Vulnerability decreased to 0.5 (was 0.95)
Patriarch
- Freeze incap Vulnerability decreased to 0.5 (was 0.95)
Difficulty
HOE
- Exploding crawlers reduced to 20% (was 30%)
For those looking forward to the PlayStation version, our engine team along with our partners at Hardsuit continue to work on optimizations and bringing as many effects as we can to the screen. If you missed it, we also recently announced we are supporting the PlayStation 4 Pro with an enhanced 1080p option that includes additional graphical and frame rate improvements, as well as a 4k resolution option.
To help keep our build stable as we are working towards the release candidate, and to reduce the chances of adding new bugs to the game when many of the team are working to squash them, the majority of the content we are working on is slated for post release.
The first content players should expect in post release is additional maps, both community creations and our own, as well as new weapons for most perks from old favorites to new ones! We are also prototyping new community requested features and hope to start talking about those moving forward as they firm up, or don’t - as a reminder, prototype features may not make it to the live build of the game. We will be updating the community trello board over the next few weeks to highlight many of these.