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Monster Masquerade Opt-In Beta Is Now Live - Build 1069 for Clients and Servers

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
    14,526
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    East Coast
    halloweenbanner.jpg



    Players and admins who wish to help us test this content will need to opt into the "preview" branch on Steam. For players this means going to the Beta's tab for the game in your Steam Library Game Properties and selecting the "Preview" beta branch. For Admins, you will need to update your server update paramaters to look like this:

    app_update 232130 -beta preview

    This client files are going live now! The changelog is as follows:

    Event
    • Halloween Horrors : Monster Masquerade

    Highlights
    • 1 New Map
      • Monster Ball ( Weekly, Survival, Versus Survival, and Endless compatible )
    • 4 New Weapons
      • HMTech-501 Grenade Rifle for the Field Medic and Commando
      • FN FAL ACOG for the Sharpshooter and Commando
      • MKb.42(H) Carbine Rifle for the Commando ( unlocked by completing all Halloween seasonal objectives )
      • Road Redeemer for the Berserker ( requires purchase of Road Redemption )
    • Prestige System
      • Prestige Rank 2 is now available
    • New Halloween Seasonal Zed Model Replacements
    • Time-Limited Halloween Objectives, Tickets and Items
      • Monster Ball Halloween objectives to earn the MKb.42 (H) Carbine Rifle and unique Hans weapon skin version of it
      • Halloween Event Tickets ( only available on final release )
      • Halloween Cosmetics ( only available on final release )
    • Zedconomy
      • Neon MKIII Encrypted USB ( only available on final release )
      • Horzine Supply Crate | Series Loco ( only available on final release )
      • Headshot FX Bundle 1 ( only available on final release )
    • Dosh Vault
      • Added Tier 3 Weapon Skins ( only available on final release )
    • New Steam Achievements for Monster Ball and its Collectibles
    • Online Matchmaking Rework
      • Removed Online Matchmaking button and added two new ones, Create A Match and Find A Match
      • Create A Match will take over an empty, dedicated server and convert it to a server with specified settings from the player
      • Find A Match will connect a player to a dedicated server that matches their exact settings ( the option to set maps has been removed to substantially increase the likelihood of finding a specified server )

    General
    • Added audio cues to the last 10 seconds of Trader Time to help warn players of its impending closure
    • Added new default main menu music track by Lyndsay Schoolcraft and Rocky Gray
      • "A Samhain Celebration"
    • Added new music tracks for Monster Ball by Rocky Gray
      • "Castle Freaks"
      • "Fright Knight"
      • "Funhouse Bloodbath"
      • "Jack O Lantern"
      • "Shapeshifter Serenade"
      • "The Evil Zed"
    • Added Hans voice audio as the Trader voice for Monster Ball
    • Added new Halloween Horror video slides to the main menu
    • Trader audio commenting about the first wave is now hooked up and playing

    Balance
    Survival Game Mode
    • Hell On Earth Difficulty
      • Medium Game Length
        • Replaced the wave 1 spawn group of 3 Clot Alphas and 1 Slasher with 2 Slashers. This should reduce the likelihood of Rioters and increase the number of Slashers.
        • Replaced the wave 2 spawn group of 2 Clot Alphas and 2 Gorefasts with 2 Slashers and 2 Gorefasts. This should reduce the likelihood of Rioters and increase the number of Slashers.
      • Long Game Length
        • Replaced the wave 1 spawn group of 3 Clot Alphas and 1 Slasher with 2 Slashers. This should reduce the likelihood of Rioters and increase the number of Slashers.
        • Replaced the wave 2 spawn group of 2 Clot Alphas and 2 Gorefasts with 2 Slashers and 2 Gorefasts. This should reduce the likelihood of Rioters and increase the number of Slashers.

    Designer Note - We reduced the number of Rioters that appeared in response to feedback that the early waves felt like they had too many Rioters. The Hell On Earth difficulty could have the potential of spawning a lot of Rioters, so this spawn group replacement should reduce the likelihood of receiving them (a Clot Alpha spawn has a chance of becoming a Rioter) and increase the prominence of Slashers. We'll be continuing to assess and address any further concerns from the beta.

    Endless Game Mode
    • Special Zed Waves
      • Fleshpound Waves
        • Removed the chance of the special wave from triggering on all base difficulties

    Designer Note - The reason why we removed this special wave currently is that there is a spawn rate issue with Endless that is causing them to disregard spawn rate modifiers beyond wave 35 on all base difficulties. We're investigating the issue and assessing its gameplay balance before releasing it back out.

    Enemies
    • Abomination
      • Reduced the time interval between each fart at full health, effectively increasing the spawn rate of the Abomination Spawns right at the start
        • Full health fart time of 5 to 17 seconds reduced to 5 to 13 seconds on Normal Difficulty
        • Full health fart time of 5 to 16 seconds reduced to 5 to 12 seconds on Hard Difficulty
        • Full health fart time of 5 to 15 seconds reduced to 5 to 11 seconds on Suicidal Difficulty
        • Full health fart time of 5 to 15 seconds reduced to 4 to 10 seconds on Hell On Earth Difficulty
      • Increased walk speed from 231 to 345
      • Increased sprint speed from 330 to 380
      • Gorge range increased from 500uu to 600uu
      • Does not take damage from his own toxic clouds anymore

    Designer Note - We increased the rate of his farts at full health to increase the spawn rate of the Abomination Spawns now that their health has been reduced. We also increased his overall movement speed to help him reach players much easier. We felt that the Gorge range was shorter than we wanted it to be, so we boosted the range. It should now fit better with the special effects and hopefully be more intimidating. We removed the damage caused by his own toxic clouds because it did not make sense for him to hurt himself from his own gas. We're hoping these changes will provide a more challenging, engaging fight. We're looking into further tweaking and giving him more rewarding gameplay aspects.
    • Abomination Spawn
      • Base health reduced from 650 to 450
      • Base damage of self-destruct increased from 12 to 15
      • Does not evade on damage anymore

    Designer Note - We reduced the health of the Abomination Spawns down so that they are easier to kill. Their health values were too high originally, and it made them feel unnecessarily tanky. Now that they are easier to kill, we boosted the damage of their explosion and gas to make them more threatening if you let them explode near you. Lastly, we fixed an issue with them where the Abomination toxic clouds triggered their evasions. This looked weird and forced them to spend more time evading than approaching players.

    Berserker
    • Zweihander
      • Reduced the Stumble value of Light Attacks from 250 to 100
      • Increased the Stumble value of Heavy Attacks from 100 to 250
    Sharpshooter
    • M99 AMR
      • Increased Stun value of Projectile from 15 to 50
      • Increased Stumble value of Projectile from 0 to 600
      • Increased Gunhit value of Projectile from 80 to 300
      • Increased Melee hit value of Projectile from 0 to 100
    Support
    • Doomstick
      • Increased base damage per pellet from 36 ( 216 ) to 40 ( 240 )
      • Reduced base weight from 11 to 10
      • Increased Stumble value from 35 to 55 per pellet
      • Increased GunHit value from 45 to 75 per pellet
      • Increased max ammo from 44 to 52
      • Upgrade to Tier 5 damage increased per pellet from 44 ( 264 ) to 46 ( 276 )
      • Reduced the ammo cost per magazine from 40 to 25

    Designer Note - We reassessed the Doomstick, and the Double-barrel Boomstick was outperforming the Doomstick substantially. We adjusted multiple variables to improve its gameplay experience. We're hoping these improvements will let it be a stronger alternative to the Double-barrel Boomstick.

    Gunslinger
    • Desert Eagle and Dual Desert Eagles
      • Upgrade to Tier 4 damage reduced from 118 to 113
      • Upgrade to Tier 5 damage reduced from 136 to 127
    • 1858 Revolver and Dual 1858 Revolvers
      • Upgrade to Tier 2 damage reduced from 60 to 57
      • Upgrade to Tier 4 damage reduced from 100 to 97
      • Upgrade to Tier 5 damage reduced from 125 to 110

    Designer Note - The Desert Eagles and 1858 Revolvers had strong upgrade paths alongside their other benefits, so we toned some of the upgrade damage modifiers down.

    Commando
    • Stoner 63A LMG
      • Increased the Gunhit Value from 0 to 50. This will effectively give it the feeling of "suppression" when unloading onto targets
    • Kalashnikov AK-12
      • Upgrade to Tier 4 damage reduced from 50 to 46
      • Upgrade to Tier 5 damage reduced from 60 to 52

    Designer Note - We're trying something new with the Stoner 63A LMG. We received feedback from the community about this one, so we wanted to see if it helps improve its standing alongside the SCAR-H. It should now have a high enough Gunhit value to give the feeling that it's suppressing targets that it hits as long as the player continues shooting a target. We'll be looking for beta feedback on this improvement. Lastly, we reduced some of the damage upgrade modifiers for the Kalashnikov AK-12. It is a strong weapon so these adjustments should help it better align with the other assault weapons.

    Demolitionist
    • M16M203
      • Reduced the explosion damage falloff from 3 to 1. This will mean that Zeds farther from the center of the explosion will not have as much damage mitigated

    Designer Note - We received feedback from the community that the M16M203's grenade round felt underwhelming. We assessed it and are trying out an improvement to hopefully have the grenade feel more impactful for its tier and ammo price.

    Field Medic
    • HMTech-301 Shotgun
      • Reverted fire rate back to original amount from 0.297 to 0.2.

    Beta 1 Bug Fixes
    General
    • Fixed an issue where the Siren's scream was not functioning properly
    • Fixed an issue where the Weekly Outbreak would use the player's difficulty settings
    • Fixed an issue where the HX25 daily challenge now includes explosive damage
    • Fixed an issue where the Doomstick had no sound falloff
    • Fixed an issue where the Versus Survival Zed players had the incorrect HUD
    • Fixed an issue where explosive dud rounds caused repeated damage
    • Fixed an issue where the Doomstick should fired upon reloading if alt-fire is used
    • Fixed an issue where the Freezethrower granted Firebug XP
    • Attempted a fix to resolve the multiple Abomination spawns
    • Fixed an issue where the Weight limit did not update after changing Perks
    • Fixed an issue where the Perk skills should reset after gaining another Perk skill
    • Fixed an issue where the Napalm Perk skill increased the burn period longer than intended
    • Fixed an issue where the King Fleshpound's shield did not reflect the correct affliction for the weapon used
    • Fixed an issue where the Demolitionist Perk skill, ZED TIME - Destroyer of Worlds, did not function properly with the Husk Cannon
    • Fixed an issue where the Ammo boxes did not continue to spawn after all factories are enabled
    • Fixed an issue where players could use -skiplobby on the launch parameters

    Maps
    • Biotics Lab
      • Cleaned up several exploit locations on Biotics Lab
      • Removed an old objective message when starting the map
      • King Fleshpound can now use the stairs near the production area
      • Fixed some broken pathing nodes
    • Catacombs
      • Crawlers should no longer get stuck on the Stairway Rails
    • Airship
      • Objectives should once again be active for normal play
      • Players will no longer be able to gain Vault Dosh by dying immediately

    Cosmetics
    • Fixed an issue where the Vault Dosh Logos were not the same
    • Fixed an issue where Ana could not equip the Tentacle Skull
    • Fixed an issue where Mrs. Foster could not wear the Mark 7 Headgear
    • Fixed an issue where the Christmas Bulbs cosmetic was under the wrong rarity
    • Fixed an issue where the Skull Mask did not display the correct border and background color
    • Fixed an issue where the Shiny Blue nose cosmetic was not polished
    • Fixed an issue where the Centerfire Bluefire Skins could not be equipped
    • Fixed an issue where characters could wear the Gas Mask and the Chefs hat at the same time

    Miscellaneous
    • Fixed an issue where teammates HUD icons did not appear at times
    • Fixed an issue where the Weapon FX effects were visible while emoting
    • Fixed an issue where Film Grain did not work
    • Fixed an issue where the Seeker Six could lock onto cloaked enemies

    Platform Specific Fixes
    • Fixed an issue where the Prestige XP Bonus did not display correctly
     
    Pretty solid beta all-round. The only significant bug I encountered was the new medic assault rifle using HM-tec 401 tactical textures. I can make a full bug report on that tommorow when I have time.

    Besides that, new weapons feel great! Haven't unlocked the Mkb yet. The Road Redeemer might be my favorite Berserker weapon.

    I was terribly dissapointed in the new soundtracks on the "spooky castle" part of the map. They are just so generic and repetitive, and don't really convey the Halloween feel very well. It's like Airship 2.0. In my personal opionion, Rocky Gray isn't really cut out for making all these soundtracks. "Die Volter" is great, but most of his others since then have been lacking.
    However, the rave soundtracks are fantastic! I assume those are also done by Rocky Gray, other than the Bedlam bits. They fit the map design nicely.

    The map design itsel is pretty solid as well. Lots of space to run around in, and pretty textures. It becomes even better once the secret room is unlocked. I only wish the sky would get red in Endless like it does in Survival.

    My favorite of the new zeds is the VR zombie :3
     
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    Thank goodness I caught this right away for once. Already went through a few rounds. Glad to see that Prestige 2 is here, and that Vault Precious Tier 3 will be available once this goes live. Looks like my instincts were right, and that all these Vault Crates I've been stockpiling will pay off.

    So, had a go with Commando here finally. Was itching to try out the new weaponry, and you fellas delivered, as always. Guess I've some work to do before the MKb.42(H) is in my hands, but I can leave my verdict on the other two additions as a freshly Prestiged Commando.

    HM-501 - Holy crap. I had high hopes for this one after seeing that fantastic promo render, and it just feels great in my hands. Looks great. Moves great. Fires great. Sounds great. Every reload, every idle animation, every shot constantly reminds you that this is a living machine. A killing machine. A Killing Floor machine.

    The healing grenade works as I'd somewhat expected - with limited ammo instead of an endless, regenerating supply. That's ok, I somewhat expected this in the name of balance. It's somewhat shorter range is compensated with the delightful feel of a directed *FOOMP* into a lesser Zed's gut, knocking them down with a stun, putting them face first into a cool mist of healing goodness. High end options are somewhat limited with this at a hefty weight of 8, but this thing looks heavy from the start, so no surprise there.

    FN FAL ACOG - At first, I wasn't sure what to think or expect from this one, being SS Crossperk. But yeah, its quickly growing on me. This thing's got power to it. I can feel it. A good bit stronger than the SCAR-H per shot and higher ROF, although still no penetration. Maybe when the upgrade system is revised, an option will take care of that. I'm not used to a Commando weapon starting off in Semi-Auto, but that nervous moment was quickly alleviated once I saw that a full-auto option was retained.

    As for firing this thing, it takes some work to use, although it seems tamer than its KF1 counterpart. Back then, you kept this thing in Semi-only, or you were gonna be shooting sky in no time at all. Here, even at the lowest levels of Commando, Auto works well in bursts up to at least medium range. The zoomed in ACOG might hinder me in some situations, but so far its actually worked out well. What's unfortunate is that this time-tested BR is just as heavy as the HM-501 - a whopping 8. I had hoped that one could use both together, but alas. Balance dictated such I guess, but I feel that this was a misstep. The FAL was always heavier than the SCAR (weight of 6 over the SCAR's 5 in KF1), but now that the SCAR weighs 6, FAL is 8? I expected 7. I still believe it should be so.

    Possible Bugs: Another issue I have with the FAL is one that's a bit immersion breaking - it looks great, feels great, fires great, sounds........like the L85A2? Yeah, correct me if I'm wrong, but it seems like the semi-auto and full-auto gunfire were copied straight from the L85. That can't be right. Come to think of it, while the HM-501 sounds nice and powerful, it doesn't have that strange experimental feel in the sound that we've come to expect from the Medic's lineup of caseless ammo firearms. Was the HM-501's gunfire audio actually intended for the FN FAL?

    Another issue, and I'm certain this one's a bug - enemies dying purely from the HM-501's medic grenade gas don't give XP. Yes, if their health goes from full to dead from the medic grenade gas alone, I get no XP most of the time. I get money from the damage done, but not XP credit. Hitting the mob with the fired grenade works, because that counts as a direct hit, and I get Commando XP for it when they die from the gas. But just gas, and I probably miss out. Also, unsure whether kills from the grenade gas alone would give Commando or Medic XP. Neither of mine are capped.

    Anyways, I'm sure these will be ironed out in time, and I'm looking forward to that MKb.42(H) when I finally earn it. Also, if someone can tell me where and how to file a bug report, I'll gladly repeat this assessment.

    EDIT: Also, while I like the new map, I can't help but notice that side area that's locked and costs a whopping 10,000 dosh to unlock. I wonder what that's about....
     
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    There are some graphical issues on the new guns:
    FAL's model still has no mag release, twiddling your thumbs midair every reload looks pretty bad.
    When you inspect MKb, there's a bright shiny round sitting in the chamber, but it shouldn't be there, since it's an open bolt gun, the next round to fire remains in the magazine until you pull the trigger.

    Doomstick altfire is bugged, it gets disabled half the time despite it being loaded, until it's reloaded.
     
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    Road Redemption is great. This little bonus for Zerker is just TWI's way of celebrating acquiring that title.

    I had 100% on Road Redemption but now Skully & Hans are getting added as playable characters! I reinstalled it ASAP but the new characters weren't added yet. PS- The Soundtrack in Road Redemption gets real old real quick but Black Rebel Motorcycle Club pairs great with the game. ;)

    Long live franchise cross-overs! Now when do I get my DWARFS!? Axe & Sebbington character (I do not own 'the Ball' but if you add him to KF2 I will buy it)?
     
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    imnrk;n2324098 said:
    I was terribly dissapointed in the new soundtracks on the "spooky castle" part of the map. They are just so generic and repetitive, and don't really convey the Halloween feel very well. It's like Airship 2.0. In my personal opionion, Rocky Gray isn't really cut out for making all these soundtracks. "Die Volter" is great, but most of his others since then have been lacking.
    However, the rave soundtracks are fantastic! I assume those are also done by Rocky Gray, other than the Bedlam bits. They fit the map design nicely.

    -I find you a bit harsh...Yes, the new batch of songs aren't the best ever, but I found his previous event tracks to be quite good, mostly for the Summer Sideshow! Plus yeah, finally some more Bedlam-infused tracks... We waited far too long for this, so thanks TWI!

    -The new map is indeed quite solid. A bit saddened that we're only getting one this time around, but seeing all the details you put in them it's far from a bad thing. I also love the different traps and I'm glad you took notes from Die Sector... We definitely need more details to differentiate the maps even more (the bloody red sky is also a nice touch!). The easter egg along with the Dosh Door that protects it are also a very nice touch. Finally, I doubt we'll ever get a map to replace Bedlam because that **** was insane... But it's a very solid addition to the roster anyway.

    -The new skins are MARVELOUS. Could we get them all-year long, pretty please? I think that's the best event we got so far ! (But maybe because I grew a bit bored of the sideshow and twisted christmas after a while)

    -Haven't unlocked the MkB yet...and that's a good thing! I'm glad that we're getting a fully fledged gun as a reward this time around, and that it's taking a bit longer to grind as well (those damn 25 waves of endless will definitely test my nerves...Always getting boxed at wave 22-23 and mauled as a result). The rest is pretty usual fair, but it's cool nonetheless. I'm less impressed with the Road Redemption crossover... Yeah, it's only a reskin, and yeah it's probably a very fun game. But I'm just not really interested in having content blocked behind a paywall that is NOT proper DLC... But I'll probably get it eventually. I just hope it feels great!

    -The FAL is my new pain engine and there's nothing you can do about it! My old Belgian friend, back in action... It's ridiculously powerful, and the high recoil certainly prove it. I also believe that it won't replace the SCAR totally as a result : it's heavier and harder to control. But does it pop some caps effectively... I also love the ACOG sight ,it does fit the weapon quite well unlike the M14. It's a big,mean, killing machine... And it's worth every penny spent to acquire it.

    -The HMTech-501 also impressed me quite a lot. The grenades are surprisingly effective, and definitely a potent tool in the hands of a commando (which,sadly, reduces the need to have a medic even more...). It doesn't feel all-powerful but it does get the job done with it's rather large magazine and I'm really fond of the design of the gun (unlike the previous medic weapons... hemogoblin not included!). I also realized with the wiki that it's the only weapon the zeds have NO RESISTANCE against, which makes it the ultimate jack-of-all-trade gun. Definitely an effective weapon and probably my new go-to asset while playing medic.

    (Only complain about both those guns are the ammo capacity... I run dry very often in the later waves. It's probably made to balance things out, but I wouldn't rule out having an extra mag or two?)
     
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    liamtranzig;n2324134 said:
    I had 100% on Road Redemption but now Skully & Hans are getting added as playable characters! I reinstalled it ASAP but the new characters weren't added yet. PS- The Soundtrack in Road Redemption gets real old real quick but Black Rebel Motorcycle Club pairs great with the game. ;)

    Wait, really? That's awesome news.
     
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