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Cyber Revolt March 2019 Is Live! Final Change Log

Kittenmittens

Tripwire Interactive Community Team
Staff member
https://www.youtube.com/watch?v=yWxDyPkzXaY



New Event
  • Cyber Revolt
  • Horzine's development labs decked out the mercenaries with the latest Cyberpunk themed weaponry and gear! Slay Zeds and spread bloodshed while looking stylishly futuristic. Fend Zeds off at our new dam facility known as Spillway, and try out Horzine's two new weapons, the Helios Rifle and the Killerwatt. See you on the killing floor!
  • Ends on 4 / 23 / 2019



New Additions and Highlights
  • 1 New Map
spillway_03.jpg

  • Spillway
    • Compatible with Survival, Weekly, VS Survival, and Endless Game Modes
    • Clear a dam facility overrun by those dam Zeds!
  • 2 New Weapons
HeliosRifle.jpg

  • Helios Rifle for the Firebug
    • Two fire modes, automatic and 3-round burst fire
    • Fires plasma balls that can penetrate through multiple Zeds and fry them up with microwave energy
    • Trader price is 2000 Dosh
Killerwatt.jpg

  • Killerwatt for the Survivalist
    • Two fire modes, automatic and overcharge
    • Fires consecutive bolts of electricity or one charged stream of destructive voltage
    • Trader cost is 2000 Dosh
  • Battle Axe is now available to all players
  • Prestige System
    • Prestige rank 4 is now available
    • New rank 4 prestige weapon skins
      • Berserker - Pulverizer
      • Commando - Kalashnikov AK-12
      • Support - M4 Combat Shotgun
      • Field Medic - HMTech-301 Shotgun
      • Demolitionist - M16 M203 Assault Rifle
      • Firebug - Flamethrower
      • Gunslinger - .50 Desert Eagle(s)
      • Sharpshooter - M14 EBR
      • SWAT - Heckler & Koch UMP
      • Survivalist - VLAD-1000 Nail Gun
  • Dosh Vault
    • Added tier 4 weapon skins
  • New Steam achievements for Spillway and its collectibles
  • Time-limited March objectives, tickets, and cosmetics
    • March seasonal objectives to earn the Cyberpunk Outfit
    • March event tickets
    • March cosmetics
  • Zedconomy
    • Added Headshot FX Pack 2
    • Added Horzine Supply Crate | Series Deity
    • Added Dragonwave Encrypted USB
    • Added Neon MKV Encrypted USB
    • Added Bronze, Silver, and Gold Bundle Packs for :
      • Horzine Supply Crate | Series Deity
      • Dragonwave Encrypted USB
      • Neon MKV Encrypted USB



This update contains new content, adjustments, and bug fixes from the Beta feedback. We appreciate your feedback and thank you very much for it!




Addressed Community Feedback

As mentioned in the 2018 Killing Floor 2 "State of the Game" our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the "general" section on our official forums at: https://forums.tripwireinteractive.c...illing-floor-2
  • Added functionality to shut off Zed enrage when that Zed triggers a panic state from toxic, emp, fire, or microwave. Zeds revert back to being enraged after the duration of the panic is over.
  • Added an option Toggle to Sprint to the GAMEPLAY settings.
  • Fixed an issue where Zeds could spawn directly within player line of sight.



General
  • New main menu music titled "Cyberpunk" by Rocky Gray.



Balance
  • Zeds
    • Patriarch
      • Helios Rifle damage vulnerability decreased from 90% to 70%.
    • Elite Crawler / Versus Survival Elite Crawler
      • The damage radius of the toxic gas reduced by 25%.
      • Toxic panic removed from the toxic gas.
    • Abomination Spawn
      • The damage radius of toxic gas reduced by 30%.
      • Toxic panic removed from the toxic gas.
    • E.D.A.R. Trapper
      • Trapper beam damage now spreads between Armor and Health.
    • Quarterpound
      • Fire panic resistance has increased from 20% to 55%.
      • Microwave panic resistance has increased from 30% to 45%.
      • Helios Rifle damage vulnerability decreased from 100% to 80%.
    • Scrake
      • Fire panic resistance has increased from 20% to 60%.
      • Microwave panic resistance has increased from 0% to 50%.
    • Fleshpound
      • Fire panic resistance has increased from 30% to 60%.
      • Microwave panic has resistance increased from 10% to 50%
      • Helios Rifle damage vulnerability decreased from 100% to 80%.



Designer Note:

The damage radii for the gases were larger than the particle effect zones, so we reduced them down to fit the visual effects of the gases. We also removed the toxic panic capability from the gases to prevent it from panicking most Zeds and causing them to run off sporadically.


We increased the fire panic resistances of the Scrake, Quarterpound, and Fleshpound to help alleviate frustrations with accidental panicking from fire and microwave damage. It will require a few seconds of focus firing to force them to panic. We also added functionality to temporarily shut off enrage the moment any panic (fire, toxic, microwave, emp) triggers. Once the panic duration ends, the Zed will return to being enraged. This should prevent Zeds from becoming both enraged and panicked as this previously caused Zeds to run off enraged and become difficult to aim and shoot at. Overall, our hope is that these panic changes will be solid first steps to help give players a better experience with the panic systems.


The Helios Rifle provided a massive damage output towards Fleshpounds, Quarterpounds, and the Patriarch boss. There was a lot of community feedback from the March Beta 1 Community Survey that the Helios Rifle dealt with them too easily, so we reduced their vulnerability specifically to that weapon to address this major concern.
  • Weapons
    • Single and Dual Spitfires
      • Fire panic rate of bullets has increased by 94%.
      • Fire panic rate of fire damage over time has been reduced by 23%.
    • Dragonsbreath
      • Fire panic rate of damage over time has been reduced by 46%.
      • Fire panic rate for bullets has been reduced by 20%.
    • Husk Cannon
      • Fire panic rate for explosions has increased by 100%.
      • Fire panic rate now increases per charge.
      • Removed self-inflicted fire damage over time.
      • Damage should now be calculated from point of impact rather than the Zed's pivot center located at their feet.
      • Self-inflicted explosion damage has increased from 5% to 10%.
    • HMTech-201 SMG
      • Damage per bullet has increased from 17 to 20.
      • Recoil has been reduced by 32%.
      • Full dart recharge rate has been reduced from 15 seconds to 13 seconds.
      • 1st weapon upgrade damage has increased from 23 to 24.
      • 1st weapon upgrade full dart recharge rate modifier has increased from 0.8x to 0.88x. This mean that the full dart recharge rate was reduced from 12 seconds to 11.05 seconds.
      • 2nd weapon upgrade damage has increased from 27 to 28.
      • 2nd weapon upgrade full dart recharge rate modifier has increased from 0.7x to 0.77x. This mean that the full dart recharge rate was reduced from 10.5 seconds to 10.01 seconds.
      • 3rd weapon upgrade damage has increased from 31 to 32.
      • Ammo price per magazine increased from 20 to 21. Complete autofill price has increased from 260 to 273.
    • HMTech-301 Shotgun
      • Heal amount per dart has increased from 15 to 20.
      • Damage per pellet increased from 20 to 25. The overall damage has increased from 120 to 150 per shot.
      • Spare ammo capacity has increased from 80 to 90.



Designer Note:

The fire panic rates for the Spitfires, Husk Cannon, and Dragonsbreath were all adjusted. The Dragonsbreath can panic most Zeds after one shot even after adjusting the fire panic resistances of the key target Zeds, so we toned this down to reduce accidental panicking on those Zeds. As for the Spitfires and Husk Cannon, their fire panic rates were too low compared to most other fire weapons. These weapons were more likely to kill most Zeds before a panic triggered, so we wanted to boost the rate up to give them opportunities to panic Zeds more effectively similar to how the other fire weapons performed.




The Husk Cannon should not inflict any damage over time on the player. Before, this damage was so high that most players would die from it. So, we removed that, and instead, we increased the self-inflicted explosion damage by a minor amount. The damage should be minimal compared to the fire damage over time. Lastly, the damage should now be calculated at the point of explosion instead of the Zed's feet. This should increase its firepower substantially.




The HMTech-201 SMG felt underwhelming when compared to other Field Medic weapons and SWAT weapons. We increased the damage and reduced its recoil to improve its killing capabilities against Zeds. We also adjusted the dart recharge rate down so that it recharges faster than the HMTech-101 Pistol but slower than the HMTech-301 Shotgun.




The HMTech-301 Shotgun also felt underwhelming when compared to other shotguns. We increased the heal amount from 15 to 20 to give it more healing potential. We also increased the damage and gave it another spare magazine to help improve its power against Zeds.




Overall, we're hoping these changes allow the weapons to compare better with their counterparts and allow them to be more viable choices.




As always, we'd like to hear the community's feedback on these changes. You can do so by visiting and posting in the "general" section on the official Tripwire Interactive forums at: https://forums.tripwireinteractive.c...illing-floor-2
  • Perks
    • Demolitionist
      • Level 15 Fragmentation Rounds
        • Removed damage reduction.
        • Updated text description to reflect the change.
    • Survivalist
      • Level 10 Medic Training
        • Healing potency has increased from 20% to 30%.
        • The cooldown reduction to syringe and healing darts has increased from 25% to 50%.
        • Updated text description to reflect the change.
      • Level 10 Melee Expert
        • Melee attack speed has increased from 15% to 20%.
        • Damage has increased from 10% to 50%.
        • Updated text description to reflect the change.
      • Level 20 Make Things Go Boom
        • Damage radius of explosion has increased from 25% to 40%.
        • Updated text description to reflect the change.
      • Level 20 Spontaneous Zed-plosion
        • Chance of explosion has increased from 20% to 30%.
        • Damage of explosion has increased from 10 to 50.
        • Damage radius of explosion has increased by 25%.
        • Removed knock down.
        • Added stun.
        • Updated text description to reflect the change.
    • Firebug
      • Level 15 Zed Shrapnel
        • Chance of explosion has increased from 20% to 30%.
        • Damage of explosion has increased from 10 to 50.
        • Damage radius of explosion has increased by 25%.
        • Removed knock down.
        • Added stun.
        • Updated text description to reflect the change.












Designer Note:

The Demolitionist received an improvement for Fragmentation Rounds. We removed the damage reduction from the Fragmentation Rounds because it was a drawback that prevented the skill from comparing well with the Sonic Resistant Rounds.




Survivalist received multiple improvements for its Perk skills. We adjusted values for the Medic Training and Melee Expert skills to allow a Survivalist to perform similar to a level 15 Berserker or Field Medic. Previously, these skills did not perform up to par with other skills. Make Things Go Boom felt underwhelming, so we boosted the area to improve its explosive nature similar to the Demolitionist's Fragmentation Rounds. Lastly, Spontaneous Zed-plosion received a bit of a rework. We boosted the explosion damage and radius so that it should feel more impactful. We also removed the knock down from it and replaced it with stun. We think that the stun will synergize better with other Perks and provide a more rewarding gameplay experience than knock down.




Firebug received an improvement to Zed Shrapnel following similar reasoning behind the Spontaneous Zed-plosion for Survivalist.




Bug Fixes

Also mentioned in the 2018 Killing Floor 2 "State of the Game" our goal is to bring to the community a continued stream of community reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.c...illing-floor-2 and posting in the "PC" or "Console" sections.




Top Community Issues:
  • Fixed an issue where Zeds could use spawners in a player's line of sight.
  • Fixed an issue where you could not pick up a second pistol to create a dual pistol variant if either of the single pistol ammo capacities were greater than or equal to the max ammo capacity of the dual variant.
  • Fixed an issue where you couldn't pick up Crossbow bolts or Eviscerator sawblades if your spare ammo was full.
  • Fixed an issue where spawned human pawns were not increasing the Health of Zeds.



Crash Fixes:
  • Fixed a crash that occurred when trying to start or join a game session.
  • Fixed an issue where players crashed while playing as a Zed in VS Survival.



Gameplay:
  • Fixed an issue where players failed to map travel after long amounts of continuous play.
  • Fixed an issue where players can be damaged during trader time. You will continue to take damage from damage over time if you had it before Trader Time occurred. You should not die during Trader Time.
  • Fixed an auto-hotkey exploit that allowed players to dramatically increase melee attack speed.
  • Fixed an issue where objective weld targets that needed to be repaired didn't appear broken immediately upon the start of the wave.
  • Fixed an issue where weapons with penetration didn't have fall-off during online play.
  • Fixed an issue where the 3rd person spectating camera moves rapidly when toggle sprint is enabled.



Zeds:
  • Fixed an issue where fast moving Zeds did not transition to their panic animations when panicked.
  • Fixed an issue where players could be damaged while out of range of poison clouds from Abomination Spawns and Elite Crawlers.
  • Fixed an issue where E.D.A.R. Trapper beams dealt damage to a SWAT's health regardless of if they had Armor and the Heavy Armor Training Perk equipped.



Maps:
  • Santa's Workshop
    • Fixed an issue where Santa's intro monologue could be heard in the Weekly map lobby.
    • Fixed an issue where players spawned in the middle of the map while playing in the Survival game mode.
  • Shopping Spree
    • Fixed an issue where the fountain could rapidly switch levels of detail.
    • Fixed an issue where dosh necklace collectibles could float if the object they were on was knocked over.
  • Fixed an issue where repair icons on Airship changed to check marks when a player died.
  • Fixed an issue where players could use the Double-barrel Boomstick and a Fleshpound to fall out of bounds in Monster Ball.
  • Fixed a wall on Biotics lab that pops in and out of view at a certain distance.
  • Fixed an issue where debug text appears while playing on Spillway.



Weapons:
  • Husk Cannon
    • Fixed an issue where the fire panic rate did not increase per charge.
    • Fixed an issue where the explosion dealt damage depending on the pivot of a Zed instead of the point of impact.
  • Fixed an issue where the Pulverizer's alt-fire visual effects didn't play online.
  • Fixed an issue where the M32 Grenade Launcher was not affected by the Survivalist's Heavy Weapons Training Perk skill.
  • Fixed an issue where the M16 M203 Assault Rifle and HMTech-501 Grenade Rifle force a grenade reload after firing a grenade, then firing rounds from the primary. It should now stop trying to reload the grenade after using the primary fire.



Cosmetics:
  • Tier 4 Vault Vosh Precious
    • Fixed an issue where skins appeared darker in third person than first person.
    • Fixed an issue where the AA-12 Shotgun weapon skin was missing when dropped.
    • Fixed an issue where the AA-12 Shotgun weapon skin glowed green in third person.
    • Fixed an issue where the Microwave Gun weapon skin was red in third person.
    • Fixed an issue where the HMTech-401 Assault Rifle weapon skin was missing textures when in first person or dropped.
  • Fixed an issue where items were missing from the Krampus Treat Ticket item pool.
  • Mrs. Foster
    • Fixed an issue where the Large Ear Piece cosmetic didn't fit properly.
    • Fixed an issue where the Cyclops Eye cosmetic was positioned incorrectly.
  • Fixed an issue where the Diagonal Backpack was oversized on DJ Scully.
  • Fixed an issue where HX25 Vertebrae | Mint was missing from the Predator USB no duplicates list.
  • Fixed an issue where equipping the Precious Loco Mask equipped the red variant instead.
  • Fixed an issue where Cyber Samurai & Neon MKIV Master Crafted Items recycled for 1 exceptional material instead of 5.
  • Fixed an issue where the Flamethrower RGB Skin stopped changing colors.



Audio:
  • Fixed an issue where the playable Badass Santa's dialog had no audio fall-off.
  • Fixed an issue where the Containment Station map did not have ambient audio online.
  • Fixed an issue where the Prison map had no ambient audio online.
  • Fixed an issue where the M32 Grenade Launcher did not have sound fall off.
  • Fixed an issue where the Scrakes were using Halloween VO.
  • Fixed an issue where the E.D.A.R.S. were using Halloween VO.



User Interface:
  • Gear Menu
    • Fixed an issue where the Coffin cosmetic appeared in Jaegerhorn's list twice.
    • Fixed an issue where Lt. Bill Masterson was missing the Horns and Witch Hat cosmetic pieces.
    • Fixed an issue where the Cauldron Backpack cosmetic is missing for Mr.Foster and Badass Santa.
    • Fixed an issue where the Arm Screen cosmetic did not show for Mrs. Foster.
  • Inventory Menu
    • Fixed an issue where the Halloween 2018 Face Paint | Mr. Foster cosmetic is missing a description in the Inventory tab.
    • Fixed an issue where the Use button is still usable when a player has insufficient crafting material.
    • Fixed an issue where Tier 4 Vault Vosh Precious weapon skin icons had a darker than normal background.
    • Fixed an issue where Tier 4 Vault Vosh Precious weapon skins were unable to be unequipped.
  • Santa's Workshop
    • Fixed an issue where the health bar for the sleigh disappeared if the player emoted.
    • Fixed an issue where the health bar for the sleigh is affected by the Hide Boss Health Bar GAMEPLAY option.
  • Fixed an issue where clicking on the NEWS button from the main menu didn't load a web page.
  • Fixed an issue where the Horzine Supply Cosmetic Crate Series #8 display image had a darker gray background.
  • Fixed an issue where the Rarity filter did not work when the All filter is applied.
  • Fix an issue where the description of the fire modes for the MP5RAS SMG was incorrect.
  • Fixed an issue where the Kill Boss daily objective had no description.
  • Fixed an issue where the highlighted item in the Trader menu didn't change while scrolling through.
  • Fixed an issue where scrolling through lists in the game menus causes differences between the preview and the selection.
  • Fixed an issue where "_info" was appearing as a Game Mode option when returning to the main menu from a game session.
  • Fixed an issue where players could not update their Endless settings on the Play Solo Offline menu.
  • Fixed an issue where "FOV" and "Disable Remote Headshot Effects" did not reset when player defaulted their options.



Localization:
  • Fixed an issue where the The Perfect Gift objective description continually resizes online.



As always, thank you for your continued support!
 
Insert Name Here;n2330471 said:
According to a Discord user (on the #loose-bug-discussion channel), the Syringe quick-switch issue is still present. From what I can see of the live SDK, there have been no code changes between the second beta and now, so this is likely to be the case. Can you confirm if this is an intentional feature?

Unfortunately, the intended fix for this issue and some others did not make it into this build.
 
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pie1055;n2330865 said:
I swear every time I see people complaining about their inputs getting reset on the forums mine are fine, and then an update will come out where no one is complaining and then mine are completely wiped. I've taken to just memorizing what my changes are with how often it's happened now.

Or you could just rename your KFinput.ini to Defaultinput.ini and no longer worry about getting your inputs reset.
+ this also works as a backup file when the time of resetting the kfgame folder comes.
 
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s5yn3t;n2330869 said:
Or you could just rename your KFinput.ini to Defaultinput.ini and no longer worry about getting your inputs reset.
+ this also works as a backup file when the time of resetting the kfgame folder comes.

Does that not interfere when Trip is actively updating the file? I've seen on more than one occasion that large sections of the file have been changed after an update, and sections that do not apply to my KB+M controls.
 
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pie1055;n2330910 said:
Does that not interfere when Trip is actively updating the file? I've seen on more than one occasion that large sections of the file have been changed after an update, and sections that do not apply to my KB+M controls.

nope, and i've been using this for 3 years now.
All it does is it takes that renamed file as a reference and applies those settings to the kfinput.ini file, and if there are any new additions (if there ever be any) the game will just add those changes to the kfinput file instead while keeping your settings in tact.

For the defaultinput to work, you have to delete the existing kfinput file so that the game could tie the default file with its new freshly created kfinput.
Otherwise if you drop your backed up defaultinput into the folder with already existing kfinput, the game will just ignore the default until the kfinput gets deleted.
 
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s5yn3t;n2330914 said:
nope, and i've been using this for 3 years now.
All it does is it takes that renamed file as a reference and applies those settings to the kfinput.ini file, and if there are any new additions (if there ever be any) the game will just add those changes to the kfinput file instead while keeping your settings in tact.

For the defaultinput to work, you have to delete the existing kfinput file so that the game could tie the default file with its new freshly created kfinput.
Otherwise if you drop your backed up defaultinput into the folder with already existing kfinput, the game will just ignore the default until the kfinput gets deleted.

Ahh I see.

Never knew about that functionality, thanks!
 
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