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KF 1051 The Descent Content Pack

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
    14,495
    1
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    East Coast

    http://www.killingfloor2.com/TheDescent


    KILLING FLOOR 2 will also be featured on Steam with a Free Weekend and 50% off sale starting Thursday, March 23 at 10AM PST/1PM EST through Monday, March 27 at 10AM PST/1PM EST.

    We are also running a 25% off sale over at the Official Tripwire Merch Store! Simply visit the store here (https://tripwire.manheadmerch.com/) and use the promo code ZED when checking out to get your discount. The sales lasts until April 30th​, 2017.

    Changelog is as follows:

    New Content
    • 2 Weapons
      • Spitfire Revolver(s)
      • Stoner 63A Light Machine Gun
    • 2 Maps
      • The Descent (Holdout style map)
      • Nuked
    • Variation of the Survival Game Mode
      • Holdout
        • This style of Survival map stitches many rooms together differently each time you play

    General Changes
    • Fixed VOIP issues caused by recent Steam Client update
    • Default votekick setting now requires 66% instead of 50%


    Bugs Fixes
    General
    • Sharpshooter Perk had dual and single revolvers had equivalent damage bonuses applied
    • Players can no longer dismember frozen zeds on the low gore setting
    • Breaking out of an emote with weapon fire no longer shoots the projectile where the emote camera was facing
    • Using emote key during boss intro no longer switches camera view to player
    • Holding attack while reloading and then switching weapons no longer will allow players to break 3 combo limit when holding the attack button
    • Blocking Husk flamethrower attack no longer causes erratic animation
    • Fix for motion blur setting not working
    • If Low Gore setting is on, Headshots on headless state zeds will no longer count towards XP objectives and Perk Skills
    • Fixed 3P sprint animation issues with Bone Crusher, P90, KRISS, MP5RAS, MP7, M16 M203 (Left shoulder popping on sprint animation and MP5RAS not fixed)
    • Fix for trader showing the wrong ammo count when buying a dual weapon
    • Reset class ignore flag if a Husk suicide is not ignoring humans
    • Players can no longer dismember headless zed corpses on low gore settings
    • Fix for separate translucency not working
    • Emotes canceled by reloading will now properly play the reload animation
    • If a weapon has a laser attachment, it should now properly move during third person animations (and not at the players feet during an emote)
    • Fixed Husk fire effect on husk launcher remaining temporarily if players prematurely stopped suicide attack
    • Also fixed lingering flame effect on AI husk if it's killed mid-suicide
    • Players sitting in lobby during in progress match will no longer count towards zed count player scaling
    • Fixed phantom RPG-7 rocket when players used an unloaded melee bash
    • Flex fixes (optimizations for non Flex users):
    • Never use per-poly rigid body/static mesh collision on servers
    • If we have Flex turned off, use simply rigid body/static mesh collision
    • Gunslinger/sharpshooter weapons now grant secondary XP if the weapons are flagged for multiple perks
    • XP tally bar will now properly update only currently selected perk
    • Hans no longer hates trees - when bumps into destructible objects he will no longer enter into his melee animation
    • Fix for HUD holding on to a reference to the old pawn after death, preventing updates from occurring until GC after a quick respawn
    • Changed collision settings on portal entries to fix Dosh going through them
    • Changed Flex collision from Auto to Off on a few meshes to fix Dosh going through them bug
    • Fixed a case where the Support perk would miscalculate ammo count during initial trader session
    • Hud will now show ironsights hold when looking to display ironsights toggle (and nothing is bound)
    • Boss VO should now properly play the intro VO on spawn (in some spawns it would first trigger a taunt VO)
    • Fixed a jittery shake when aiming down sights of the Railgun
    • Fixed knife decals appearing as bullet holes in third-person
    • Fixed Trader Pods not being set up for grenade collision
    • Fixed the bloat not fully damaging the door in some situations
    • Fixed clipping on the MP7 1P full and partial reload animations
    • Fixed medic dart secondary fire recoil being tied to each medic's gun primary fire recoil
    • Fixed The Booty emote being called the thunder clap after it was equipped
    • Fixed zed grab SFX persisting during loading screens when using web admin map travel
    • Fleshpound Atk_Lunge_V5 will now damage players
    • Fixed extra camera shake playing during trench gun elite partial reload
    • Fixed a UV mapping error on the M14 3p pickup model
    • Fixed a case where players could stumble parry a Fleshpound's glowing attack
    • Fixed the wrong color border around level 25 swat achievement
    • Fixed a case where a Siren killed while still boosted by an elite Alpha's rally ability would stack damage boost to future Sirens spawned in
    • Fixed custom game modes kicking and blocking client from servers until restart
    • Fixed Demolitionist : ZED TIME - Mad Bomber : Demolition weapons no longer reload slow during zed time when reload starts before zed time kicks in
    • Sprint with MP5 in spectator view no longer causes animation to stutter
    • Fixed capitalization error with airborne agent field medic skill


    Maps
    • Burning Paris
      • Thrown dosh can no longer get stuck inside concrete bollards
      • Adjusted blocking volume around phone booth
      • Fixed Zeds clipping through a door in burning paris
      • Fixed a collision issue for player zeds
    • Zed Landing
      • Fixed floating foliage
      • Fixed several cases of tree clipping
    • Farm House
      • Fixed collision issues with plywood windows which allowed grenades to pass through
    • Evacuation Point
      • Added blocking volume in ceiling to prevent player zeds from jumping through
      • Zeds falling out of ceiling window should no longer have a high chance to get stuck
    • Catacombs
      • Zed corpses should no longer clip through ground rubble
    • Infernal Realm
      • Fixed an exploit spot
    • Hostile Grounds
      • Fixed a collectable that could not be destroyed
    • Prison
      • Fixed an exploit spot
     
    Last edited:
    Cool, i would play but all servers have either too high ping, are full, locked (almost half of them are locked - wtf??), or have different difficulty or map than what i want.
    Is it so hard to implement player-hosted servers directly in game? Tons of coop games handled it...
     
    Last edited:
    Upvote 0
    I have updated my server and it will not start properly. Not very exciting if it doesn't work. :confused:
    Server Hangs without starting fully. This is a brand new install from SteamCmd.
    Code:
    Log: Log file open, 03/21/17 13:02:01
    Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    DevConfig: GConfig::LoadFile associated file:  ..\..\KFGame\Config\KFLightmass.ini
    DevConfig: GConfig::LoadFile associated file:  ..\..\KFGame\Config\PCServer-KFUI.ini
    DevConfig: GConfig::LoadFile associated file:  ..\..\KFGame\Config\PCServer-KFBenchmarking.ini
    DevConfig: GConfig::Find has loaded file:  ..\..\Engine\Config\ConsoleVariables.ini
    Init: Version: 10897
    Init: Epic Internal: 0
    Init: Compiled (64-bit): Mar 20 2017 17:21:31
    Init: Changelist: 1532151
    Init: Command line: SERVER kf-bioticslab?adminpassword=123
    Init: Base directory: C:\Users\Administrator\Desktop\server7\kf2\Binaries\win64\
    [0000.34] Init: Computer: REUNION
    [0000.34] Init: User: Administrator
    [0000.34] Init: CPU Page size=4096, Processors=6
    [0000.34] Init: High frequency timer resolution =62.500000 MHz
    [0000.34] Init: Memory total: Physical=6.0GB (6GB approx) Pagefile=6.2GB Virtual=8192.0GB
    [0000.34] Log: Steam Client API not initialized (not required for servers)
    [0000.34] Log: Automatically setting Steam query port to 27015 (server port is 7777)
    [0000.34] Log: Automatically setting Steam port to 20560 (server port is 7777)
    [0000.40] Log: Steam Game Server API initialized 1
    [0000.40] DevOnline: appSteamInit: Steam Game Server UID: 0
    [0000.40] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0000.40] Init: Object subsystem initialized
    [0000.40] Warning: Warning, Unknown language extension . Defaulting to INT
    [0000.45] Log: CachePaths() took 0.05 Seconds
    [0000.45] Log: Shader platform (RHI): PC-D3D-SM5
    [0000.49] Log: PhysXLevel : 0
    Error.png

     
    Last edited:
    Upvote 0
    Stoner is the best, animations are incredible!
    Spitfire revolvers are not only fun but make the left side perks viable for FB (light zeds up from a distance and run away)
    New maps are great.
    Flex Blood seems to be less FPS hungry now :)
    De(s)cent update TW! see what I did there

    Two questions... with the way Descent is setup will we possibly see MORE random rooms be added over time?
    And how many rooms are there now?
     
    Upvote 0