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Killing Floor 2 Spring Update Beta 1

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
    14,522
    1
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    East Coast
    Players and Server admins can now opt-in to the Spring Beta Update. Players can choose to opt-in by seleting the "preview" option from their beta tab for the game in Steam Properties. Admins can opt their servers in by updating with the following command:
    app_update 232130 -beta preview

    The full changelog is as follows:

    Highlights


    • 2 New Maps
      • Endless Only - DieSector
      • Holdout - Power Core
    • New Endless Game Mode
      • Patriarch Trader voice for Endless Mode
      • Chance for mutated waves (Single Zed, Weekly, and Stand Your Ground waves)
    • 3 New Weapons
      • Mac 10 SMG for Firebug and SWAT
      • Husk Cannon for Firebug and Demolitionist
      • AF 2011-A1 for Gunslinger
    • New Playable Character
      • D.A.R.
    • Reworked Zed
      • Elite Alpha Clot is now the Rioter
    • Time Limited Spring Objectives, Tickets and Items (event tickets and drops will not be part of the beta)
      • Endless Spring Objectives to earn D.A.R. armor and variations
      • Cyberpunk Event Tickets
      • Cyberpunk Cosmetics
    • Zedconomy
      • Assault D.A.R. Bundle
      • D.A.R. Cosmetic Crate
      • Weapon Collector Crate
    • New Steam Achievements for DieSector, Power Core, and their Collectibles





    General
    • Added Daily Objectives for D.A.R., Mac 10, Husk Cannon, and AF 2011-A1.
    • Removed all of the Survival Versus mode Daily Objectives until we have a chance to revisit the mode
    • Added two new boss music tracks
      • Abomination - "Hack Attack" by Rocky Gray
      • King Fleshpound - "Spike Grinder" by Rocky Gray
    • Memory improvements on all platforms
      • Reduced load times across a variety of hardware on PC
      • This should fix several potential lock ups on PlayStation 4 and XboxOne
    • Added the ability for players to vote to skip trader time in the trader menu
    • Added a confirmation notification message whenever a player selects Basic Training on the Escape menu
    • Added Stand Your Ground objectives to all non-Holdout maps
      • There is a 35% chance of a wave having a Stand Your Ground objective
      • The 1st and Boss wave will not have a Stand Your Ground objective
      • Server admins can turn these off
    • Dosh Vault rewards are now granted for
      • Zed and Boss kills
      • Stand Your Ground objectives
    • XP rewards are now granted for Stand Your Ground objectives
    • Improved explosive projectile trajectory for certain weapons so that firing straight up will result in the explosive round eventually falling back down
    • Added HUD UI for the Command Wheel so that players can see the requests and statements made by other players around the map
    • Added iconography and color to text in the Trader Pod menu to help players know if their weapons are low on ammo or completely out.





    Balance
    Zeds
    • Elite Alpha Clot is now the Rioter
      • Now armored up in the front on his torso and head, aim for his legs or his back to bring him down!
      • Rally ability SFX have been changed to fit more aesthetically





    Survival Versus
    • Lowered the EMP incapacitation resistance of the playable Alpha Clot, Slasher, Stalker, Crawler, Gorefast, Bloat, and Fleshpound to make it easier to induce the EMP effect on them





    Perks and Weapons
    • .500 Magnum Revolvers
      • Damage increased 6.6%
    • 1858 Revolvers
      • Damage increased 100%






    Bug Fixes
    Perks and Weapons
    • Fixed a gameplay bug with the Medic perk skill, Acidic Rounds, where it did not deal the correct amount of damage
    • Fixed a gameplay bug with the Hemogoblin where the Medic perk skill, Acidic Rounds, reduced the damage of the bleed damage over time
    • Fixed a gameplay bug with the Gunslinger perk skills, Rack `em Up and Bone Breaker, where the damage bonus was not applying in online game sessions
    • Fixed a gameplay bug with the Medical Syringe where players could use the syringe to heal other players from any distance
    • Fixed a gameplay bug with the Demolitionist and Support perks where players could swap back and forth between the two perks and grant other players ammo and grenades repeatedly during Trader Time
    • Fixed a sound bug with the Alpha Clot and Rioter where they would continue making jingle sounds while walking after the Christmas event was over
    • Fixed a sound bug with the .500 Magnum Revolver where it was missing its hammer sound effect on full reloads
    • Fixed a sound bug with the Stoner 63A LMG where its melee bash was missing melee sound effects
    • Fixed an animation bug with the Dual .500 Magnum Revolvers where the hammers did not reset back into their proper positions after an empty reload





    Zeds
    • Fixed a gameplay bug with the Abomination where players can become stuck in the grab animation while it performs its gorge attack during Zedtime
    • Fixed a gameplay bug with Abomination where he would sometimes become stuck on his own minions and die immediately from being unable to path successfully to the players
    • Fixed a model bug with the Abomination where the model was not enlarging upon dealing damage to players on the Beefcake weekly
    • Fixed a sound bug with the King Fleshpound where its footsteps and noises were displaced after firing its laser





    General
    • Fixed a gameplay bug with Zed Weeklies, Bobble Zed and Up,Up, and Decay, where some of the zeds had more body and head health than intended
    • Fixed a gameplay bug with dosh where players spawning into the beginning of the 3rd wave trader time will have 0 starting dosh
    • Fixed a daily objective bug with the Spitfire pistols where the damage daily objective did not account for the fire damage over time
    • Fixed a daily objective bug with the M16 M203 where the damage daily objective did not account for the M203 explosive and impact damage from the HE round
    • Fixed a SFX bug with the playable Survival Versus Scrake Christmas variant where the glow overlay was missing from its model
    • Fixed a daily objective bug with the Complete Match as PC Rob Briar daily objective where it did not register a completion after completing a Weekly match as PC Rob Briar
    • Fixed a sound bug with Stand Your Ground where the stinger sound did not play for losing the Stand Your Ground objective





    Map
    • Fixed a lighting bug in Prison where a light would flicker on and off depending on the player's distance from the light source
    • Fixed a collision bug in Prison where certain welded doors would break and remain standing in the doorframe, obscuring the vision of players
    • Fixed a collision bug where a blocking volume in Tragic Kingdom kept players from breaking a collectible inside of a truck
    • Fixed a SFX bug where the alt-fire of the Freezethrower caused a constant blast and sound effect on the dead elf props located in Krampus Lair
    • Fixed a spawning bug in Holdout-style maps where the portal entry child spawners were not working
    • Fixed a collision bug in Krampus Lair where some of the welded, wooden doors in the underground prison would break and remain standing in the doorframe
    • Fixed a collision bug in ZED Landing where some rocks had FLEX meshes that were not being utilized
    • Fixed a SFX bug with lava meshes in The Descent where blood and explosion decals could appear on their surface
    • Fixed a model bug in Nightmare where eyeballs were missing on dedicated servers from the massive flesh mountain creature in the boss arena





    UI
    • Fixed a UI bug with the Trader Pod menu where the weapons were not being properly sorted from least to most expensive
    • Fixed a UI bug with the Welder | Vault | Vosh | Precious, Kukri | Vault | Vosh | Precious, and Demo Knife | Vault | Vosh | Precious where they did not have the option to recycle
    • Fixed a text bug with all dual pistols except the dual 9MM pistols where the description text stated "Each can be individually sold" but they actually could not be individually sold
    • Fixed a text bug with the Survivalist perk skill ZED-TIME - Lockdown where there were quotation marks at the end of its description
    • Fixed a text bug with the Masterson | Vault | Camo Blotches | Purple where the text, "Compatible with Lt. Bill Masterson", was missing Classic Masterson
    • Fixed a text bug with the Trader menu description of the Heckler & Koch UMP where it stated that it has a semi-auto fire mode. Rather, it has a burst fire mode
    • Fixed a UI bug with the Varmint Rifle where using extra ammo Command perk skills caused an inaccurate display of the total ammo when first entering the Trader Pod menu
    • Fixed a UI bug with the Matchmaking Squad messaging where "The party host has left." message appeared at incorrect times
    • Fixed a localization bug with Horzine Supply Emote Series #1 and #2 crates where the description for them was not localized





    Cosmetic
    • Fixed a cosmetic bug with Oisten Jagerhorn where he could not wear eye patch cosmetics
    • Fixed a cosmetic bug with the Wasteland suit where backpack cosmetics could not be equipped while having the Wasteland outfit equipped
    • Fixed a cosmetic bug with the Porcelain Mask | Vault | Broken where it was not able to be equipped on any character
    • Fixed a cosmetic bug with the Alan | Vault | Camo Blotches | Arctic where it could not be equipped onto Classic Masterson
    • Fixed a model bug with the C4 where the precious skin texture did not display on thrown C4





    Platform Specific Fixes
    PC/Steam
    • Fixed a code bug with dedicated servers where logs were being generated that consumed a lot of CPU after a period of time
    • Fixed a code bug with the KFPickupFactory : bEnabledAtStart option in the KF2 SDK where the option did not function properly regardless of it being checked on or off
    • Fixed a code bug with WebAdmin chat logging where it wasn't logging teamsay in Survival and Weekly dedicated servers
    • Fixed a UI bug with the Server Browser where spectators incremented the player count on dedicated servers
    • Fixed a gameplay bug with spectators where they could receive credit for dailies, weeklies, and achievements
    • Fixed a gameplay bug with the Trader Pod auto-trade feature where it was unintentionally triggering for players. Players now need to hold the button for 2 seconds before the auto-trade occurs





    PS4 and Xbox One
    • Fixed a console bug where some players were not receiving their reward items
    • Fixed a UI bug with the Christmas seasonal objectives where the Vault Dosh values were not displaying on dedicated servers for new clients who have not done any of the seasonal objectives
    • Fixed a UI bug with the Audio/Video menu where selecting to default the values sets the gamma slider to the highest setting





    Xbox One
    • Scaled back Xbox One X native resolution to 1512p to smooth out frame pacing issues and performance bottlenecks during gameplay
    • Fixed an issue where the Dosh Vault would visually be granted too much dosh and then look like it will fail proceed. The correct amount has been tracked, but a weekly may need to be accomplished before it fully corrects itself
    • Fixed a crash bug with the Nightmare map where exiting out of a Nightmare game session and returning to the home screen could cause a crash
    • Fixed a gameplay bug with Krampus Lair where the King Fleshpound was able to spawn as the boss during the Christmas seasonal event
    • Fixed an item granting bug with DLC items where some players were not receiving DLC items in their Inventory after purchasing them
     
    Last edited:
    war.to.fame;n2315255 said:
    Ok great update, but i think there is a problem in the powercore 4 rounds at 3/4 round where it tells you to head for the trader which i follow the arrow and it just takes me in and out of the elevator and i can not get to the trader so i lost out on weapons, it just a loop. this was done in offline mode. Bug maybe?

    We are looking into this issue now. If you can provide any more details about which sub-areana(s) it is happening on in the bug forums that would be useful.
     
    Upvote 0
    Thank you so much TWI, after playing the new beta I have realised how much effort has been put into the new additions to the game and for me this is one of the best updates! I love the new character (obviously!), the weapons feel unique and refreshing, and the maps are somewhat realistic! Endless mode is 100% the cherry on the top for this update and gives an entire new way of playing the game. I hope the focus is to add 3 weapons into the future as it gives more variety and I am defiantly on board with it.
    Thanks Tripwire from the #1 DAR fanboy :D !
     
    Upvote 0
    Hello i am new here but just wanted to know some stuff 1 if i oped into beta now what will happen when the update comes out? will i have to oped out? and downgrade and then update? 2 yall are still updating and adding new stuff witch is cool but is there any plan to add a lan option? cuz this would be good also in sever take over there is no option to set ping. dont know if this is a bug or not.


    well thanks for your time!

    my name serge thire was taken so this is the next best name.
     
    Upvote 0
    Great update! I love the husk canon, its appearance is very unique, but i must admit i cant see a thing when that weapon fires :D I also miss good old flamethrower as secondary fire mod, but it would be to much to ask from 7 slot weapon (is it still T4?).
    Mac 10 is epic, thanks for 4 slot size, great with Kriss and p90/ump. Dual-dual pistols are kinda odd... i need some time for tests, but .500 stilllook like a better alternative.
    Endless is epic (scrake-only mutator less so XD ), same as both new maps. Dosh reward for playing is great and i am sure it will help with game lifespan (especially if you have some prestige system in your sleeve :D ).
    Now the best part - i actually love Rioter effect much more than everything else. Visual effect of zed buff (light pillar) is great, and boosted zeds with glowing eyes are soo great. Kinda cliché visuals like in RPG games, but still much better than red wierd cyberexplosion before.
    Cant wait for next update :)
     
    Upvote 0
    This is a great update. the new maps are great. and Powercore is possibly the best holdout map yet. simply because there is so much room to maneuver. and great work to the community who worked on it because of all the amazing details and assets.

    All the weapons feel great. the 2011's have a nice, meaty sound to them and the Mac-10 is held with both hands now. and a better iron sight then in KF1. though my issue with it is the long draw time. seems to be much longer then other SMG's.

    The Husk cannon is surprisingly quite fun. and has such neat animations. and i like how its held like a Husk by inserting your hand into it's sleeve.

    DieSector in Endless is a very nice looking map as well. i like all the concrete barricades and the dynamic map assets.

    Also i think that the SyG feature is handled pretty well in all the retroactive maps. its fun seeing the team bolt in a rarely defended spot and fight the enemy off.

    though been running into issues with multiple servers where the ping on all players who where at under 90 go straight up to 300-400.
     
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    Upvote 0
    Oh so we're getting songs for the two other bosses too? That's a nice, if surprising, surprise! I'm also surprised that the update is also an event (I guess all of them will be now?). And cyberpunk is more than my gig.

    I'll let the update download while I'm at school. Hopefully, I'll play the heck out of it tonight and give my review then.
     
    Upvote 0
    Great update! The new Diesector endless map is extremely fun and the ability to unlock the DAR + different designs is awesome. The new weapons are great as well.

    My personal favorite additions :

    -skipping trader time
    -2011's
    -Diesector map
    -DAR
    -SYG giving XP, dosh, and vault dosh. The reason that this is so great is that it gives a better reason to actually try to accomplish the objective. Who wants to do a SYG in a spot that sucks for only 300 dosh when you're on wave 7 and already have loads a' money? Now we have more of an incentive to do so. Also it helps make people actually play on different parts of the map instead of just camping the same section over and over again. Adds tons of replay value and helps players appreciate all of the map.
    -QoL improvement where ammo backpack and extra grenade doesn't recharge until the next round starts. This way you have plenty of time to get restocked before consulting the trader. How many times have we noticed that there were only 5 zeds left and we want to find the support or demo before the last zed dies to restock in time? Then you find them and they're sprinting towards the trader and you can never catch up in time! Great change.
     
    Upvote 0