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Killing Floor 2 Build 1073 Opt-In Twisted Christmas Beta!

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    December 2018 Beta 1 Changelog

    Event
    • Twisted Christmas : Season's Beatings
    • Beta 1 Start 11 / 8 / 2018, Beta 1 End 11 / 23 / 2018 (Date is subject to change)
    • To opt in, select the "preview" branch from the Beta tab in the game properties on Steam

    New Additions and Highlights
    • 2 New Maps
    workshop.jpg

      • Santa's Workshop (Weekly, Survival, and Endless compatible)
        • Ally with Santa to take back his workshop from Krampus' evil clutches
        • Survival experience with mandatory objectives
    shoppingspree01.jpg

      • Shopping Spree (Weekly, Survival, and Endless compatible)
        • Experience the shopping spree rush of slaying Zeds in this mangled mall
    • 4 New Weapons
      • Battle Axe for the Berserker
        • Unlocked by completing all Christmas seasonal objectives
        • Shareable weapon content ( weapon is available to all players on a dedicated server if one player owns it )
    KF2_Fireaxe.jpg

      • Fire Axe for the Berserker
    KF2_Thompson.jpg

      • Tommy Gun for the SWAT and Commando
    KF2_M32MGL.jpg

      • M32 Grenade Launcher for Demolitionist
    • Time-Limited Christmas Objectives, Tickets, and Cosmetics
      • Christmas seasonal objectives to earn the Battle Axe and a unique weapon skin for it
    battleaxe.png

      • Christmas Event Tickets (Not available during BETA)
      • Christmas Cosmetics (Not available during BETA)
    • New Paid DLC Character
      • Badass Santa, fully voiced by Gary Busey (only available on final release)
    • New Steam Achievements for Santa's Workshop and Shopping Spree and their Collectibles
    • Prestige System
      • Prestige Rank 3 is now available
    • Zedconomy
      • Added no duplicates system (Only available on BETA and final release)
        • From this patch onward, the system records items granted from a crate, usb, or ticket. While the same rarity drop percentages apply, it will be guaranteed to grant one of each cosmetic (ware-variants included) until you have the full item set. Once you have obtained all the items from a crate, usb, or ticket, it will clear the records of that item set and begin recording anew.
        • This system does not factor in currently owned items obtained before this BETA.
        • This system does not intentionally function for the Dosh Vault crates and materials.
        • This system only works while on the BETA version. It will not work on the live build until final release.
      • Added Cyber Samurai Crate (Not available during BETA)
      • Added Neon Skin Pack MK IV USB (Not available during BETA)
      • Added crate and key bundles (Not available during BETA)
    • Dosh Vault
      • Added more Tier 3 weapon skins
      • Increased Vault Dosh capacity to 600 million
    • MKb.42 (H) Carbine Rifle is now available to all players

    Beta 1 for this update contains a lot of exciting new features! As such, feedback is going to be incredibly important. Stay tuned for a link to a survey where you, the community, will be able to provide your feedback directly to us!

    General
    • Added new daily objectives for the Fire Axe, Tommy Gun, M32 Grenade Launcher, Santa's Workshop, and Shopping Spree.
    • Added E.D.A.R. Christmas model.
    edar.jpg

    • Added new armor model for Rioter Christmas model.
      alpha.jpg
    • Added Badass Santa voice audio as the Trader voice for Santa's Workshop Survival.
    • Added new Twisted Christmas video slides to the Main Menu.


    Bug Fixes
    Community Feedback Resolved Issues
    • Fixed an issue where the Die Sector Suicidal Endless Achievement was not unlocking.
    • Fixed an issue where the Spitfire was not using tactical reloads with the Sharpshooter Perk.
    • Fixed an issue with the Loco Mask | Dancer | Precious not appearing in the Gear menu.
    • Fixed an issue in Monster Ball where dying or leaving the map while on Han's dance floor was causing music to mute on the next played map.
    • Fixed an issue where the Death Pit in Monster Ball stayed open after Endless boss waves.
    • Fixed an issue where the 2018 Tier 3 Previous Vosh Vault Skins were using incorrect textures in-game.
    • Fixed an issue where Create a Match settings were influencing Find a Match settings.
    • Fixed an issue with the Siren scream causing unexpected behaviors.

    Gameplay
    • Fixed an issue where the SPX 464 Centerfire and Winchester 1894 were doing significantly less damage during Zedtime in an online match when the Ranger Perk skill was selected.
    • Fixed an issue with Molotovs causing team damage.
    • Fixed an issue where dropped dual pistols could be sold for a higher price than originally intended.
    • Fixed an issue where the Kill Boss Daily was only awarded to a single player for a Patriarch kill.
    • Fixed an issue where explosive projectiles could be stopped by Zed collision without any detriment to the Zed.
    • Fixed an issue with Molotov fire effects remaining for too long.
    • Fixed an issue with the Freezethrower's 3rd person hand animation.

    User Interface
    • Fixed an issue where the Horzine Supply Crate | Series Loco was not tradable or marketable.
    • Fixed an issue in the Inventory Tab where selecting any category in the Weapon Type drop down besides "ANY" caused the items in the Inventory to become hidden.
    • Fixed an issue where the Seeker Six's description text was cutting off at the end.
    • Fixed an issue where the Rarity filter was applying to the "Items" section of the Inventory Tab.

    Zeds
    • Fixed an issue where the Abomination's Gorge attack can cause players to take damage from any location.

    Map
    • Monster Ball
      • Fixed multiple issues with lighting
      • Fixed an issue with seeing through wall grates into other areas
    • Fixed an issue where unwelding and re-welding a door while it's taking damage from a Zed was limiting the maximum welding value players were allowed to perform on the door.
    • Fixed an issue with desync between the client and server which allowed the players to open doors that were still welded.
    • Fixed an issue where holdout-style maps were not assigned to the right sub Game Type which caused condescending Trader remarks.
    • Fixed an issue with a wall mesh creating a gap on the ground.

    Sound
    • MKb.42 (H) Carbine Rifle
      • Fixed an issue where footstep audio was missing when holding the MKb.42(H) Carbine Rifle.
    • Doomstick
      • Fixed an issue with the Doomstick where players could hear it at full volume from anywhere in the map.

    Art
    • DJ Skully
      • Fixed an issue where DJ Skully's goggles were clipping through Halloween Masks.
      • Fixed an issue with DJ Skully having a floating backpack with the Steampunk outfit equipped.
    • Ana Larive
      • Fixed an issue with the position of the Undead Mask on Ana Larive.
      • Fixed an issue with Ana Larive's mohawk clipping through the Lord Mask.
    • Mr. Foster
      • Fixed an issue with the Warrior Mask clipping Mr. Foster's gas mask.
    • Classic Masterson
      • Fixed an issue with the Halloween Witch Hat clipping through Classic Masterson's head
    • Oisten Jagerhorn
      • Fixed an issue with the Halloween Witch Hat clipping through Oisten Jagerhorn's head.
      • Fixed an issue with the Doctor Mask clipping through Oisten Jagerhorn's head.
      • Fixed an issue with the Incognito Mask clipping through Oisten Jagerhorn's head.
    • Donovan Neal
      • Fixed an issue with the Warrior Mask clipping through Donovan Neal's face.
      • Fixed an issue with the Incognito Mask clipping through Donovan Neal's head.
    • Fixed an issue with multiple guns partially missing weapon skins in 3rd person.
    • Fixed an issue with the positioning of the Halloween Cyclops Eyes on many characters.

    Localization
    • Fixed an issue where all STS Supported Languages were not supporting features from after game launch.
    Known Critical Issue
    • During the first escort wave with the Cart there's a known performance drop for just that wave and then it will stabilize for the rest of the match.

    As always, thank you for your continued support!
     
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    Reactions: Reclusiarch
    Shopping Spree screams Glory.. hweh... Dead Center.

    Maps fill the gap enough to provide more hours of gameplay during winter season. Tommy Gun firing sound takes away the fun from the.. badass tommy gun (puns :), can you work on better mixing? I assume you reused a slowed down, silenced version of MKB sound?

    Overall excellent extra content, missing only the upgrading system refinement.
     
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    And so the existence of the battle axe is made true ;-)

    Quite surprised it isn't itself a reskin of the fire axe... I wonder how it will play. Hopefully, it's not something too similar to either the fire axe or zweihander.

    (Also, does it mean every update will contain four weapons now? Call me crazy, but I think it maaaay become too much to swallow at some point)
     
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    Added no duplicates system (Only available on BETA and final release)
    • From this patch onward, the system records items granted from a crate, usb, or ticket. While the same rarity drop percentages apply, it will be guaranteed to grant one of each cosmetic (ware-variants included) until you have the full item set. Once you have obtained all the items from a crate, usb, or ticket, it will clear the records of that item set and begin recording anew.
    • This system does not factor in currently owned items obtained before this BETA.
    • This system does not intentionally function for the Dosh Vault crates and materials.
    • This system only works while on the BETA version. It will not work on the live build until final release
    Just to repeat what I wrote in the other announcement topic - please address to apply "no duplicates" to ALL crates. It only makes sense..
     
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    infntnub;n2326587 said:
    [/B]
    [/LIST] Just to repeat what I wrote in the other announcement topic - please address to apply "no duplicates" to ALL crates. It only makes sense..

    No. Stop asking for too much. It's nice of TW to have implemented this system for crates and usbs we pay money to open. But there's no point in doing it for vault crates as well. You unlock
    them quite often. Don't be too greedy man.
     
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    Domi_y091;n2326593 said:
    No. Stop asking for too much. It's nice of TW to have implemented this system for crates and usbs we pay money to open. But there's no point in doing it for vault crates as well. You unlock
    them quite often. Don't be too greedy man.

    Calm yourself.

    They clearly know how to prevent duplicates, it makes sense to apply to all crates.

    Please elaborate on "no point in doing it for vault crates". That honestly makes no sense.
     
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    infntnub;n2326595 said:
    Calm yourself.

    They clearly know how to prevent duplicates, it makes sense to apply to all crates.

    Please elaborate on "no point in doing it for vault crates". That honestly makes no sense.

    No I won't.

    No point as in we do not pay money for vault crates. You can easily unlock several vault crates within a few days of playing just fine. It does not cost you a penny.

    Doing it for crates and usbs that cost money is a nice move. No need to take all the RNG away from vault crates though.

    edit: to make it clear to you: I do not intend any offense here mate. But the fact is the killing floor community has been complaining over and over about certain things that requires them to spend a single penny. (I.e. they keep complaining about how dlc characters cost money, yet they receive new FREE content updates every few months) good will does not pay bills. Now tripwire does something in favor of our wallet, and again people won't just say thank you for once. They complain again. I'm kinda getting tired of that behavior.
     
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    Domi_y091;n2326593 said:
    No. Stop asking for too much. It's nice of TW to have implemented this system for crates and usbs we pay money to open. But there's no point in doing it for vault crates as well. You unlock
    them quite often. Don't be too greedy man.

    I prestiged litteraly only for the bonus crates (because I don't care much about knives skins...) , and out of the 8 boxes I opened, I only got ONE unique item. Everything else was duplicates. That's a ****ing joke at that point. "Yeah but it's free, don't play if you're not happy with it, blah blah blah..." , it matters not. I trade time instead of money. It's just as good as a reason to get unique items.


    BESIDES THAT, here's my feedback so far:

    -Santa's Workshop is... not very good at all. While the very open areas are quite welcome (and not as easy as you'd think), the rest of the map isn't anything special or worth remembering. But worse than that would certainly be the objectives... I really believe you might as well forget them entirely Tripwire, because while they spice up the difficulty, they are also far from being enjoyable. You can be certain that as soon as I'll be done with the event objectives, I won't touch that map ever again. I don't care much about wielding doors or standing still at one place... I'll admit that the payload is quite pumping and adrenaline-filled however. Nice touch. And obviously, Gary is wonderful. Seeing how him, Hans and good ol' Patty are so entertaining voice actors, I really feel like the Trader should REALLY shut the hell up.

    -Speaking of which : the event objectives are a mixed bag. I'm glad they're a bit more difficult than last time, but killing 25 bosses? Woah, that's some impressive **** right there. Guess Endless will come in handy...

    -Shopping Spree is just as good as it's always been. Glad to see it finally rejoining the game!

    -The new model for the Rioter looks stupid with the helmet... The mints are a nice touch, but the helmet is really weird. However, the Gundam EDARs are great and visually striking! Why do they always look great?!

    -The Fire Axe is quite pleasing to use, and I'm damn glad we're having a new T2 (I lost hope we'd see more of them!). It does feel weaker than in my memories, but it's also far cheaper and a bit lighter. It also packs quite a lot of "oomph" with it : it feels so satisfying to cut a zed in half with a single swing! The issue is that I don't see it filling any kind of niche. It's pretty much a weaker Zweihander.

    -The Tommy Gun is... not good. While the ridiculously generous mags are great, it really deals to little damage even for a T2 (and it feels even weaker once you upgrade it...). Not to mention the iron sights are blocky and obscure half of your screen. This being said, I'm eager to see some skins being added for it.

    -The M32 is... So great that I regret all the times I protested against it's inclusion. It's powerful as hell, looks great, fires volleys of bombs and have the added benefit of being capable of firing mid-reload. BUT unlike previously, it also seems to take longer to both reload and wipe the thing out. And finally... IT DOESN'T PRODUCE THE HUGE CLOUDS OF SMOKE!!
     
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    Aleflippy;n2326605 said:
    I prestiged litteraly only for the bonus crates (because I don't care much about knives skins...) , and out of the 8 boxes I opened, I only got ONE unique item. Everything else was duplicates. That's a ****ing joke at that point. "Yeah but it's free, don't play if you're not happy with it, blah blah blah..." , it matters not. I trade time instead of money. It's just as good as a reason to get unique items.

    I'm sorry to hear that. However, talking about unique items from vault crates, the RNG is already in favour of us here. You get precious drops very, very often compared to crates you pay money for. They might be duplicates, I'm not saying they aren't. However the fact that we can get several vault crates rather quickly, and do not pay money for them, it is a good trade-off for the "time you spend instead of money". It's a game after all, which you should play for fun because you're enjoying it. (That's how it should be, so comparing the time you invest with money not being spent instead is kinda silly.
     
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    Domi_y091;n2326604 said:
    No I won't.

    No point as in we do not pay money for vault crates. You can easily unlock several vault crates within a few days of playing just fine. It does not cost you a penny.

    Doing it for crates and usbs that cost money is a nice move. No need to take all the RNG away from vault crates though.

    edit: to make it clear to you: I do not intend any offense here mate. But the fact is the killing floor community has been complaining over and over about certain things that requires them to spend a single penny. (I.e. they keep complaining about how dlc characters cost money, yet they receive new FREE content updates every few months) good will does not pay bills. Now tripwire does something in favor of our wallet, and again people won't just say thank you for once. They complain again. I'm kinda getting tired of that behavior.

    We'll just have to disagree on this one.

    I have no issues supporting the company, as it's pretty sickening how much I have sunk into KF2 since EA lol.

    It just seems a bit messed up to me if you implement a system of reward crates and 2 out of 5 tend to be the same. I've lost count of how many pajamas and hats I have recycled and the rare times I get a precious they are duplicates.

    The weighting system on odds to receive items seems a bit whacky so removing duplicates to all crates would be rather nice change. It almost seems cruel to remove duplicates from everything else but these crates.

    I do see your side of it though, they are free after all. I just don't see a need to fix system A and ignore system B if the fix for system A could also be applied to system B. :D

    Happy holidays man, no hard feelings.
     
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    FP89743;n2326617 said:
    Steam is not giving me the option to Opt-in to the Beta Preview today. Is this being rolled out in stages?

    To opt into beta, right click Killing Floor 2 in your library, go to properties, then beta tab, and use the drop down tab to select"preview." It looks like this. If it doesn't already show then restart Steam. https://i.imgur.com/D5u7PbP.png
     
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    I tried out the Thompson, and have to say I'm disappointed. The firing sound is anemic and the rate of fire is way too slow. Right now, it performs just like the UMP but with 30 instead of 45 damage. It's also heavier.

    My recommendation:

    Change the UMP to a tier 2 with 30 damage and the Thompson's higher stumble power.
    Make the Thompson a tier 3 and increase its fire rate to 960RPM. Increase max ammo and reload time. Recoil becomes harder to control.

    Then, the Thompson is an alternative to the P90 with more stumble and DPS, but worse handling. With that change and a better sound effect, the Thompson will feel much better to use. It would also be more unique as a commando weapon, since most of them have a fire rate of around 600 anyway.
     
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    Thanks for the new maps, some couple of points:

    Santa's Workshop is imo way too much illuminated which produces no shadows in the main areas, making it look previous gen. Plus it sometimes has some performance issues while the cart is moving. Gameplay-wise I'm not that impressed as with your previous maps, but I guess being an objective map hurt it a bit?

    Shopping Spree has better lightning, though it could be reduced a little in some places, but it suffers from non-destructible lights making it too "stiff", like a L4D map. KF2's new dynamic light system is so awesome yet so poorly implemented, that's just sad imo.

    New Prestige level: The beta build is not even 1 day old yet there are dozens of players that have already reached it, which is not doable without spamming grenades in cheat maps.
     
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    pbo;n2326637 said:
    New Prestige level: The beta build is not even 1 day old yet there are dozens of players that have already reached it, which is not doable without spamming grenades in cheat maps.

    Sadly my friend, that's something that existed way back in KF1... Some people are just too lazy to be legit about it (which is freaking stupid since even after a first prestige, you level up ridiculously fast... I ended up getting to level 5 in 18 waves of Endless)

    Thankfully, it doesn't add anything besides some false pride. You just have to roll with it. Personally, it would annoy me more than anything to just spam grenades for a whole evening.
     
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    Remember that they probably used the real thompson as a base for the tommy gun, it was also quite slow firing and many old vets I have been talking to have said that the accuracy beyond something like 50 yards was not that great. It's also a very old design, based on wooden and (most likely) steel parts and with that drum mag full it really weighs a lot. If you have been using for example the M4 carbine variants, which are light in comparison, built with hardened aluminum and plastic parts, you would be surprised at how heavy this thing actually is. My IRL experience limits only to small arms and machine guns I used while in service, but I have held the deactivated old ww2 era Finnish KP/31 smg with similar appearance and materials and the weight of that thing really surprised me back then. On the other hand, many older people who actually fired and trained with it told me that it was kinda easy to fire in full auto because the weight helped to reduce the recoil. So in comparison to something like the MP5 or UMP this should be a very heavy gun.

    That being said, I would also like to have a louder and beefier firing sound with more oomph, because it always makes things feel more powerful and satisfying. The damage feels fine to me, it gets the job done killing trash easily. It is obviously lacking in big zed takedown, but a swat or a commando should not be doing that in the first place, especially with a tier 2 weapon.

    I like the new maps a lot, finally some maps that have open areas and are not small and cramped series of corridors where you get blocked by zeds spawning in front of you and then getting swarmed. Also like the looks of them, areas that are actually lit and not dark and also not that generic high-tech lab, space station or other gray location, at night as always.
     
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    Yoshiro;n2326547 said:
    • Fixed an issue where the Die Sector Suicidal Endless Achievement was not unlocking.
    I can't put into words how grateful I am that this bug has been fixed and I really appreciate it, but, uh... Does this mean you guys specifically only fixed the bug pertaining to the Suicidal achievement and not the Hell on Earth version(Fatal Exception)? I'd love it if the Hell on Earth version worked, too.

    Screenshot taken after beating wave 25 on HoE on Die Sector and not getting the achievement just before I posted this(I played through the following wave 26 before giving up and quitting on this attempt);
    Spoiler!
     
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