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Killing Floor 2 Monster Masquerade Opt-In Beta 2 - Build 1070

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
    14,522
    1
    4,501
    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. Clients already in this branch will be automaticially updated. For Admins, you will need to update your server update paramaters to look like this:

    app_update 232130 -beta preview

    Admins will need to manually update their servers. The client files are going live now! The changelog is as follows:

    Balance
    Endless Game Mode
    • Special Zed Waves
      • Scrake Waves
        • Set the trigger chance from 50% to 100% for special Zed waves past wave 20. This means that the Scrake wave should be the only special Zed wave occurring after wave 20 on all base difficulties


    Designer Note - We're setting it so that the Scrake special Zed wave takes the place of the Fleshpound special Zed wave for waves 21 and above. Currently, the Fleshpound special Zed wave has a spawn rate issue that is disrupting the difficulty of the gameplay, and we are looking at options to fix this.

    Weapons
    • Berserker
      • Zweihander
        • Reverted the stumble value of light attacks from 100 to 250
        • Reverted the stumble value of heavy attacks from 250 to 100


    Designer Note - We had previously altered the stumble values because the light attacks had a substantially higher stumble chance compared to the heavy attacks. Thus, it was easier to combo and stumble Zeds with the light attacks. Since the light attacks are faster than the heavy attacks, we were concerned about the effectiveness of this gameplay style. We then received feedback about its new setup, and it was not as engaging and interesting as its old setup. The Zweihander's stumble values have been reverted to their original values.
    • Sharpshooter / Commando
      • FNFAL ACOG
        • Increased recoil by 15%
        • Increased penetration value from 0 to 2
        • Increased automatic fire mode fire rate from 0.0857 to 0.099. This means it will fire slightly slower than before
        • Reduced stun value of bullets from 15 to 10


    Designer Note - The FNFAL ACOG added a new, powerful addition to the Commando Perk. We targeted specific aspects of the weapon to attempt to reduce its effectiveness mainly for the Commando Perk. We adjusted down its automatic fire mode fire rate to reduce its spike damage potential, and we increased the recoil of the weapon to reduce its accuracy to make it harder to control it while unloading a magazine. We also toned down the stun value so that it's not as easy to stun Scrakes and Fleshpounds as before, and this should also make the Sharpshooter"s Ballistic Shot Perk skill more meaningful. Lastly, we increased the penetration power because of community feedback requesting its inclusion as it is a characteristic of Sharpshooter weapons. The penetration is the same as the M14EBR, and we"ll be gauging its effectiveness during the beta 2 patch.

    Perks
    • Field Medic
      • Reduced toxic damage multiplier of ZED TIME - Zedative from 100x to 10x, effectively reducing the damage by 90%


    Designer Note - The multiplier for the Perk skill was set substantially higher than intended. This resulted in exceptional amounts of damage whenever the skill triggered. Now, the damage should be more reasonable.

    Maps
    • Monster Ball
      • Reduced the cost of the door leading into the alchemy room from 10,000 to 1250 dosh


    Designer Note - We reduced the dosh requirement to open the door because the payoff to open it was not enticing for the dosh requirement. We also want to give players the option to open it earlier so they they don't have to wait until the end of the game session to experience the space.

    General
    • Removed the Workshop Subscription feature from the WebAdmin tool. This should also fix a Linux server issue from the Beta 1 build.
    • Adjusted the amount of chatter down from the Halloween Alpha Clot.


    Beta 2 Bug Fixes
    Gameplay
    • Fixed an issue where the HMTech-501 Grenade Rifle used the incorrect damage type for its bullets. It should now properly use the Assault Rifle damage type instead of the Bullet Shell.
    • Fixed an issue where the HMTech-501 Grenade Rifle and ammo boxes could allow for infinite grenades.


    User Interface
    • Fixed an issue where Commando players lost the ability to see Zed health bars after respawning from death.
    • Fixed an issue where the health syringe charge bar became stuck at its current charge state after the player died.
    • Fixed an issue where the SG 500 | Prestige | Precious preview icon was not loading on the Steam item inventory window.
    • Fixed an issue where "Play Online Now" text showed up incorrectly under the Solo game options.


    Zeds
    • Fixed an issue where the Abomination Spawn did not have its balance tweaks during the Beta 1. Base health should now be reduced from 650 to 450, and their base toxic explosion and toxic cloud damage should increase from 12 to 15.
    • Fixed an issue with the Halloween Husk's critical chest zone where it was hard to hit and not registering damage properly.
    • Fixed an issue where the bottom half of the Halloween Husk's chest core could not be targeted.


    Map
    • Fixed an issue in Monster Ball where there were too many ammo boxes set up. It has been reduced from 26 to 20.
    • Fixed an issue in Monster Ball where Zeds could become stuck in a spot nearby a Stand Your Ground objective event.
    • Fixed an issue in Monster Ball where shooting the heads off of the knight statues caused their body armor to disappear.
    • Fixed an issue in Monster Ball where players could use the Double-barreled Boomstick to hop over the death pit.
    • Fixed an issue in Monster Ball where players could crouch inside a particular bush and avoid attacks from Zeds.


    Sound
    • Fixed an issue where the HMTech-501 Grenade Rifle's audio came mostly out of the right side of an audio output device.
    • Fixed an issue where single shots from the HMTech-501 Grenade Rifle sounded like multiple shots were being fired.
    • Fixed an issue where the FNFAL ACOG had no echoes set up.
    • Fixed an issue where the FNFAL ACOG single shot sound was louder than the automatic shot sounds.
    • Fixed an issue where the Microwave Gun idle audio persisted after holstering or dropping the weapon.
    • Fixed an issue where the Seeker Six sounds stacked and did not flush out from the game.
    • Fixed an issue where the Doomstick Alt-Fire would stop working after shooting, reloading, and melee bashing in that order.
    • Fixed an issue where the Hans VO audio volume was not modified by the Dialog volume setting.
    • Fixed an issue where the dance floor audio could block the normal game audio. The two should now be blended better together.
    • Fixed an issue where the Monster Ball waterfall audio could become stuck looping after dying near it.


    Art
    • Fixed an issue where the HMTech-501 Grenade Rifle grenade model lacked an emissive texture.
    • Fixed an issue where the skins of the HMTech-401 Assault Rifle were applying to the HMTech-501 Grenade Rifle.
    • Fixed an issue where Strasser's lapel was clipping into the camera while holding the FNFAL ACOG.
    • Fixed an issue where D.A.R.'s right shoulder was clipping into the camera while iron sighting with the FNFAL ACOG.
    • Fixed an issue where the MKb.42(H) Carbine Rifle had a bullet in the barrel that was visible during idle animations and weapon checks.
    • Fixed an issue where the battlescarred and mint Freezethrower Bluefire weapon skin textures were incorrectly swapped.
    • Fixed an issue where Mrs. Foster's gas mask filter was too small.


    Localization
    • Fixed an issue where the MKb.42(H) Carbine Rifle was not listed as part of the rewards for the Halloween seasonal objectives.
    • Fixed an issue where the HMTech-501 Grenade Rifle name was clipping in the trader menu on some supported languages.
    • Fixed an issue where the dosh vault description text was clipping in the Russian language.
    • Fixed an issue where the "Skip Trader" button text was clipping in some supported languages.


    SDK
    • Fixed an issue where the SDK Frontend tool failed on uploads.


    Several other fixes that did not make this build but are intended for final release include:

    Balance
    Field Medic
    • HMTech-501 Grenade Rifle
      • Reduced the weapon bob while sprinting by 80%


    Berserker
    • Road Redeemer
      • Reduced the bash speed animation by 20%
      • Reduced the weapon bob while sprinting by 80%
     
    • Like
    Reactions: Shadaaaa
    Lol it's nice to see no more Slasher wave past 20. I'd be down with even harder special waves if we had a warning at trader time. Usually in Endless, even on Sui and HoE, I end up with a ton of extra dosh, so having to change perks to better handle a special wave would put that money to good use (i.e. Change to Demo/SS/GS for an all Quarterpound wave, or even an all FP wave, obviously with reduced spawn count).

    ----

    As for the FNFal, the penetration will definitely give it more bang for your buck. While the damage is significantly higher than the SCAR (slightly higher than upgraded SCAR without needing an upgrade), I feel it really fell short on ammo, making it easy to kill a few big zeds, but running out of ammo before the end of the wave much easier than the SCAR's absurd 340 ammo pool or whatever it is.

    However, for Sharpshooter I'm not sure it's worth the money still. The changes make it seem like an alternative to the M14, having less damage (70 compared to 80) in exchange for full auto capabilities). This tradeoff would be fine to make it viable if it was a Tier 3, but it's a Tier 4, and I feel this should make it all around better, not have a tradeoff.

    Total Price and damage comparisons:
    M14: 1100 dosh, 80 damage - 1 Upgrade: 1800 dosh, 92 damage - 2 Upgrades: 3300 dosh, 104 damage
    FNFal: 1500 dosh, 70 damage - 1 Upgrade: 3000 dosh, 80 damage

    So on paper, it looks like you still get more for your money with the M14 as Sharpshooter. Balancing for both perks is tricky, but I think it's at least deserving an extra mag of ammo given the SCAR has almost double and adding penetration will only reliably get double-kills on flat and open custom maps. Alternatively you could just add 10-20 damage and add even more recoil and maybe remove a mag too, but idk.

    TL;DR
    It's tough making a dual perk gun good and viable for both perks, and I think the changes are in the right direction, but I think it still needs another little nudge to make it even to its alternatives on both perks (SCAR's AMMO pool is massive and it can already OHKO all small zeds, so it can much more reliably last an entire wave, and M14 is cheaper, but seems around equal in viability)
     
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    xmrmeow;n2324535 said:
    Oh yeah, the all Husks and DAR wave on Endless imo is harder than all Scrakes in many situations (depends on how cramped the map is) so that one should be kept past 20. No need for the others like All Clots though...

    The all Scrake waves are literally the easiest out of the bunch. It wounds like the change is only temporary though, based off the "developer note".
     
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    I know this is fairly trivial but, this is annoying:
    • Reduced the cost of the door leading into the alchemy room from 10,000 to 1250 dosh
    Still not as bad as the trinket hunt being taken down from 30 to 10 though.

    Not so sure on the FAL for sharp still. It's just not all that much different than the EBR with the EBR being slightly better. I need to play with it more but that is my reaction to that change so far.

    I rarely used Zedative before and now I definitely don't really see a use for it.

    Nice work overall.
     
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    FN FAL - Slightly slower RoF, +15% Recoil. This changes nothing for Commandos, as the gun is still reasonably easy to control with Hollow Points.

    However, this now presents a significant Commando first - We finally have an official gun with Penetration. We finally have some ability to line 'em up and mow them down with better efficiency, worrying less about killed, stumbling corpses soaking up hits meant for the Zed behind it, or (and lets be real here) players blocking and soaking up a whole volley of fire.

    As for Zedative, if this is what is really intended, I think its time the idea was revisited and reworked. Because I'mma be honest - the alternative is merely ok, but its still way better than this most of the time.

    Zedative was only effective as long as you had a decent Commando able to lengthen Zed time enough for it to do its thing. Funny now that there's a surplus of Commandos with shiny new toys doing just that, this "issue" comes to light.
     
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    Nice polishing, looking forward to the full release.

    A few things I noticed:

    - The 501 still wobbles like a drunk sailor when sprinting and with wobbles I mean my screen wobbles. Not to mention when firing it feels like I actually am drunk (I never been drunk in my entire life, so my experience of it might be wrong, but it's still very wobbly). You might have switched up some numbers incorrectly when trying to fix the bobbing. It's really difficult to use currently despite the improvements this BETA update.

    - FN FAL and 501 still got other weapon sounds when firing fully automatic/in ZED-time respectively. Are those placeholders? I hope they get unique sounds coming.

    - FN FAL bounces around alot while zoomed in and firing, intended or no?

    Keep up the good work!
    /DreaderVII
     
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    DreaderVII;n2324562 said:
    Nice polishing, looking forward to the full release.

    A few things I noticed:

    - The 501 still wobbles like a drunk sailor when sprinting and with wobbles I mean my screen wobbles. Not to mention when firing it feels like I actually am drunk (I never been drunk in my entire life, so my experience of it might be wrong, but it's still very wobbly). You might have switched up some numbers incorrectly when trying to fix the bobbing. It's really difficult to use currently despite the improvements this BETA update.

    - FN FAL and 501 still got other weapon sounds when firing fully automatic/in ZED-time respectively. Are those placeholders? I hope they get unique sounds coming.

    - FN FAL bounces around alot while zoomed in and firing, intended or no?

    Keep up the good work!
    /DreaderVII

    The 501 hasn't changed at all since the start of the beta - the reduced weapon bob is an upcoming change rather than a current one.

    Also, one could assume the FN FAL is supposed to bounce around a lot, since the high recoil is the intended drawback of the weapon.

    I personally think the FN FAL feels a lot better now on commando. I don't play as much Sharpshooter, but it is fun to hear a chorus of "dings" when using Racke em' Up.

    My absolute favorite change with this little polishing update is the more consistent music in Monster Ball! the middle section is actually fun now. I did notice a random lack of music across all levels, but it seems to inconsistent to make a full bug report of it.
     
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    General
    • Removed the Workshop Subscription feature from the WebAdmin tool. This should also fix a Linux server issue from the Beta 1 build.
    • Adjusted the amount of chatter down from the Halloween Alpha Clot.
    Nooo don't reduce the halloween chatter from the Zeds, I love hearing them say their goofy lines! Also whoever did those laughs for the EDARs is great, I love how sick they sound during Zed time, it's like "HUHWHEERRHAHAHHHAGUGHHH"
     
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    Have not tested new build out yet, but couple of things about scrake waves on endless:
    • Kinda good to hear, love SC waves, tho miss times when there were like 100+ of them, had much fun clearing those waves, because it actually made players to count bullets and to play smart since scrakes for most perks takes a lot of ammo to kill. But they are not raged as fast as FPs, so they are manageable and easy to bait behind and slowly kill them while searching for ammo around map. Now SC wave takes like 1 minute.. it is quite boring. Not saying 100+ is perfect amount since once had to kill that much alone when team died (f*ck firebugs in general at this wave :D)... did it but took me like 40 minutes. Ok... I loved it, rush of adrenaline and shaky hands while popping those heads with gunslinger, but felt sorry for team, who had to wait. Imo, 60 SC instead of 35 (I think since summer update have not seen bigger SC wave on 6 player HoE endless) would super fun.
    • It would be fun to also have huge cyst/slasher waves after wave 20. You know, it is possible to make such waves fun and challenging, it is fun because they are one-shot zeds, but it becomes a challenge when they never stop coming, like 600+ on 6 player game? (ok, sounds like zerkers wet dream, but.. why not let ppl have fun?)
    • And, I like idea mentioned by xmrmeow - warning at trader time that special wave is comming would be cool, but I do not think it would be much a deal
    And some random comments
    • Thanks for syringe and zed health bar fix
    • Cannot wait to test out new changes
     
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