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Killing Floor 2 PC & Xbox Hot Fix (Game version 1148)

No sound fix for the 93R?
There are more bug fixes coming in a future update. This is the same hotfix that was our priority to address the PlayStation instabilities. A few fixes got in with it but the main focus of the work was on the issues around the new map affecting PS. Their update went out earlier this month. This one is to bring Xbox and PC inline with the same fixes that went out with the PS hotfix.
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Killing Floor 2 - PlayStation 1.76 Fall 2023 Hot Fix Changelog

Now that people can actually play the map that has the seasonal objectives, are we going to have the season extended? If not, PlayStation users basically got no opportunity to finish it.
What? The Halloween event is over? It's not showing up on my screen. I feel it's unfair. I couldn't play on Castle Voltar without it crashing for seasonal objectives even on solo and now that I can at least try soloing it, the event's over.

Playstation users should get an extension. Especially if there's no Christmas event.
Glad to see Playstation players got **** on when it comes to the seasonal stuff. Thanks guys. Surefire way to ensure KF3 isn't bought by my group. Killed off RS2:Vietnam with gamebreaking bugs still in it, **** all over a whole community of KF players... Good luck in the future.

We hadn't announced it yet. The seasonal award for this last seasonal event will be granted to ensure that PlayStation players get it because of the interference with their ability to do the objectives. Unfortunately, this is not possible yet and will happen with the next game update.
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Killing Floor 2 PC & Xbox Hot Fix (Game version 1148)

Bug Fixes
Also mentioned in the 2022 Killing Floor 2 ‘State of the Game’ As with every update, we’ll be addressing a multitude of issues legacy and new that arise over the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.

General:
  • Castle Volter: Reduced memory footprint to allow more headroom to prevent out-of-memory issues.

Weapon:
  • Dual HRG 93R Pistols - Updated the 3p animation to reduce and remove clipping of the magazines and pistols when reloading.

Map:
  • Castle Volter
    • Fixed multiple areas throughout the map where players could get to spots inaccessible by ZEDs.
    • Fixed multiple assets that had no collision for ZED corpses.
    • Updated the blood splatters throughout the map to ensure better coverage across all assets.
    • Updated the Spectator boundaries in multiple locations to prevent the camera from leaving the map bounds.
    • Fixed multiple visible seams on the floor throughout the map.
    • Fixed multiple visible seams on the walls throughout the map.
    • Fixed multiple visible seams on the ceiling throughout the map.
    • Fixed multiple instances of walls, stairs, and other map assets culling/disappearing within camera view
    • Updated light sources and lighting in general throughout the map.
    • Updated the bullet decals and impact sounds to reflect the correct materials throughout the map.
    • Adjusted props throughout the map to reduce z-fighting/flickering.
    • Fixed multiple environmental collisions to correctly match with the map visuals and remove catch spots for players and ZEDs.
    • Fixed multiple instances of one-sided wall textures throughout the map.
    • Fixed multiple instances of extra textures being present within the environment throughout the map.
    • Fixed multiple instances of missing texture throughout the map.
    • Fixed an issue where the map could be seen loading in during offline matches.


As always, thank you for your continued support!
  • Like
Reactions: razorfancy

They need to make the HRG Locust a tier 2 weapon and give it better upgrades

This community really has a thing where if a weapon actually looks competent next to their fave weapons, then it's "TOO OP!" and needs to be reduced to dog$hit level in order to be "balanced". For example apparently according to the devs, the Zed MK3 was called "too OP" by the community and got nerfed. You know what I felt when I used the weapon? An actual competent big machine gun type weapon instead of being stuck with crap like the MG3 aka reskinned Stoner minus upgrade. So now Survivalists is back to being the perk that's using off perk weapons, but can get XP from them. The actual Survivalist arsenal is dog$hit again that no one touches when going off perk has better weapons.
Funny that you say so when I mostly see people still crying over the Zerk and Medic nerfs, but ok. If anything, this community knows jack**** about game design OR balance and simply wish to steamroll the game without any kind of challenge.

But I think you've pretty much shown exactly the type of player you are, and we've had a million others like you on those forums along the years. Sorry, but I won't waste any more time discussing with someone using the exact same arguments we've heard over and over again, refuted just as many times, only to realize that people care more about being right rather than having a real debate between players of various skills, some of which having played since Early Access.
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The Weakest Perk

Literally every class not named, maybe Sharphshooter, excels at clearing trash. That's like saying SWAT can throw money at you when you're low and that's an important job... no it's not. You're just trying to make the loser in the classroom look needed.Lastly, he also has some insane CC capabilities, among the best in the game.
... If you knew how to read, you would have noticed that the end of the paragraph mentions that many classes (and ESPECIALLY the ones I talked about) are good at everything. This includes trash-cleaning. And that's an issue considering the Demo used to be quite pitiful against trash zeds (unless aiming for big chunks of them at range). Meanwhile, the firebug used to be more in line with the SWAT, with a twist : pretty bad against tougher zeds, but quite at ease keeping smaller ones at bay. These days, he can do that and much more.

And if you can't use SWAT to stagger zeds, the fault ain't mine. Suppression rounds, but also Cripple and Battering Ram are all competent skills increasing its crowd control. And the quite pricey HRG Bastion increases its tankiness even further. Haven't dealt with the HRG Stunner nearly enough to claim its a worthy investment though, I'll give you that.

And bear in mind that I'm not saying that the SWAT is slept on, or that it's secretly a powerhouse. It definitely isn't. But my point is precisely that : the SWAT ain't that weak, it's most of the other perks that are way too strong by comparison. Why would you consider the SWAT when it's (mostly) a specialist, when pretty much everybody else can deal with whatever the game throws at them. Without spending nearly as much on ammo either.
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They need to make the HRG Locust a tier 2 weapon and give it better upgrades

... It's still a ridiculously powerful weapon and the nerf was more than warranted. In fact, it's almost baffling to think it ever releases in the state it was in originally. I doubt Tripwire even playtested that thing, and if they did... Then it's even worse, considering they didn't see what was very obviously wrong.

The Locust just does everything RIGHT. Let's sum it all up :

-Fairly cheap for its immense power (it used to be 900 dosh... So pretty much a T2.5 weapon)
-"Fire and forget" type of weapon. You could fire a salvo of rockets at a group of zeds and simply watch them die as you began reloading or redeploying elsewhere.
-A ZED MELTER. Even tougher zeds could be brought down with a single mag. And weaker zeds would just collapse as soon as they walked into the cloud. Pretty much nothing posed any threat to the Surv.
==> I believe, but I'm not certain, that multiple rockets did stack back in the day... meaning that a volley of 2-3 rockets could chew through even tougher zeds super damn fast.
-It has a LOT of reserve ammo too, meaning you can easily spam the hell out of it all wave long. Hell, you could even go 2-3 waves without purchasing any extra ammo.
-Zero self damage too, so you could simply fire at will and defeat any zed that would come close to you.
-It also has lock-on capabilities... for some reason? Not that you truly need that, but it made blasting far away zeds pretty damn easy too. Making the gun efficient at all ranges.

All of this for only 900 dosh... And for the perk that's supposed to be the weaker, unspecialized one. It desperately begged for a nerf. Which I believe managed to put it in a more reasonable place by increasing its price (and possibly removing stacking?). Notice that it still keeps most of the pros I mentioned right above. It's still a pretty damn powerful weapon for how easy and safe it is to use.
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Are the berserker, demolitionist and support weapons the only good weapons on Survivalist?

I believe it mostly showcases how powerful and even necessary some skills are for their perks. The firebug is an absolute powerhouse, but it mostly comes from ground fire and zedsplosion. Remove those two skills and the firebug because much weaker. Both the Sharp and GS are great at nuking zeds... But without their fantastic Rack'Em Up skill (and some added passives), they just aren't as great at taking down zeds quickly.

And well, truth be told... It was bound to happen for a perk meant to be a jack-of-all-trades. Which not only should be weaker by design, but ends up sticking like a sore thumb in a game where perks are a huge component of game design. Even in other games that have some sort of "all-rounder" classes, like the Soldier in TF2 or Soldier 76 in Overwatch... Those cannot do EVERYTHING. TF2's soldier cannot replace a Spy, Medic or Engineer. And Soldier 76 cannot outmatch the healing of the wide array of healers available in Overwatch... while its health won't overshadow any tank anytime soon.

Meanwhile, the Survivalist in KF2 isn't simply a perk that can do "a little bit of everything", and that very clearly shows in its design : you still have to commit to a playstyle! Both level 5 skills split your arsenal in half, while there's only one skill truly dedicated to melee combat... The fact that you can pick every and any weapon available is also pretty tough to balance out. Even if TF2's soldier can become a pick class (thanks to the direct hit!) and be a great team player with the use of banners (sorta acting as "mini ubercharges"), all those tools are available to him ONLY. The Survivalist will suffers from the comparison considering the bulk of its arsenal is borrowed from other perks...

I still believe the Surv is dangerously powerful all in all. It's tough to kill and has access to some pretty damaging options. But I must admit that I pretty much never play the perk at all precisely for the fact that it's too diluted. And whenever I do, I tend to go for the weapons uniquely available to it. So I cannot really say which weapons are objectively better for its playstyle.
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The Weakest Perk

3 years later and the SWAT and Survivalist are still the worst classes in the game. SWAT in general is just a weaksauce class that's only compensated by being tanky and maybe able to run out of situations at level 25. While Survivalist isn't the "jack of all trades, master of none" class. It's more the "master of none, but has some body armour and reload speed" class. Which the more I think about it, Survivalist and SWAT are actually kind of similar. Where Survivalist can run too if it's holding a meelee weapon.
Eh... While I would agree that the SWAT isn't exactly a game-winner by itself, it still has a few tricks up its sleeve. Trash cleaning ain't exactly the sexiest role you could have, but it's helpful nonetheless, and SWAT is quite talented at doing that. It mostly stems from the issue that many other perks are just too good at doing EVERYTHING, namely Firebug, Demo and Medic. If perks all kept a more locked role, I believe SWAT's capabilities would shine a tad more.

It's also sort of the game's third tank in a way. No as much as the Zerk with its skills or the Medic and it's boosted healing... But still fairly strong with its added armor. Although it mostly comes into play during the first wave truth be told.

Lastly, he also has some insane CC capabilities, among the best in the game. He can stagger zeds, but also throw flashbangs. Pretty helpful to either buy some time or make quick work of some targets.

As for the Survivalist... Have we played the same class? He went from an underwhelming jack-of-all-trades to a very competent all-rounders, definitely helped by its own selection of weapons. The perk clearly doesn't shine as much as others (as it should), but you can definitely hold your own very well with it.
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Grenades

The part where they removed nade stacking as a viable method of emergency Fleshpound disposal in KF2 was kind of silly, especially considering all the nonsense that it got replaced with that was just easier to use and could last you through an actual round 🙃

God only knows what they have planned for KF3 on that front, though. I'd be surprised if it made a return, but sometimes surprises are nice.
It was also pretty unreliable once tougher and more fleshpounds began to spawn... Yeah, you could blast the ONE fleshpound that could have killed three of your teammates. But you'd still have to deal with the others 🙃

Plus being without any grenade is usually not a situation I want to be in, unless we're reaching the end of the wave.

And there's like...two grenades that are truly devastating to fleshpounds? The TNT and the HE grenade?

So yeah, don't really understand that change either. And I kinda hope KF3 will bring it back somehow...
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Grenades

... I feel like you kinda answer your own question right there.

Being unable to simply throw your whole cargo at once is both a balancing factor (so you cannot simply nuke a large group of zeds or a Fleshpound... although I guess this argument is pretty moot, considering the wide array of broken weapons we have now), and a way to prevent you from wasting all your grenades on the same opponent. Grenade spam, as you put it, is still better when used intelligently. Why would you throw four grenades when two are enough?

It also doesn't help that the Demo actually doesn't use grenades, but TNT sticks which detonates on impact. Sometimes, you actually DO want to time your explosions a little, so you can create a nice little carpet-bomb effect and blast off an entire corridor full of zeds.

I don't know... I just feel like it would be such an oddly situational option that it might even not exist at all.
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Killing Floor 2 - PlayStation 1.76 Fall 2023 Hot Fix Changelog

Glad to see Playstation players got **** on when it comes to the seasonal stuff. Thanks guys. Surefire way to ensure KF3 isn't bought by my group. Killed off RS2:Vietnam with gamebreaking bugs still in it, **** all over a whole community of KF players... Good luck in the future.
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No Christmas incoming content yet ?

What the above poster said.

Last Hans Standing truly felt like this game's "End Of The Line". I mean... it was quite underwhelming. But the overarching theme seemed to be a quiet sendoff. I assume we're gonna see some KF3 news either in December, or early next year to get the ball rolling.

I don't know if they're thinking of early access this time around? But KF2 was playable not THAT long after its announcement if I recall correctly. They released a whole bunch of videos to get the hype going, then early access was there !
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Killing Floor 2 - PlayStation 1.76 Fall 2023 Hot Fix Changelog

What? The Halloween event is over? It's not showing up on my screen. I feel it's unfair. I couldn't play on Castle Voltar without it crashing for seasonal objectives even on solo and now that I can at least try soloing it, the event's over.

Playstation users should get an extension. Especially if there's no Christmas event.
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Killing Floor 2 - PlayStation 1.76 Fall 2023 Hot Fix Changelog

I entered endless (hard) on Castle Voltar and there were 4 people playing on endless and in wave 13. When I came in, all of them disconnected instantly and I was all alone. Someone came in later and he got disconnected immediately. I feel bad because they were about to get a seasonal objective in about two waves which got messed up because of the glitch.

This issue does not happen to other maps in endless which plays normally.

In the end, I had to do the endless Seasonal Objective alone but at least it didn't crash in solo.
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No Christmas incoming content yet ?

This year's road map said Christmas was going to be a balance patch essentially. With KF3 on the horizon, they are putting this game down. Expect no new content, and instead speculate on what the update will include.

My money's on a 'pick your season' option for zeds. Like how you can turn off seasons, you should be able to turn on seasons.
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Server KF2 (or any Unreal Engine 3) server on RedHat/CentOS/Rocky/Alma Linux DDoS defense with the help of firewalld

I'm working on a feature in killinuxfloor that should alleviate this, hopefully it'll be ready by the end of the week.

BTW does anyone know if it's legally OK to publish a docker image that includes all the KF2 binaries preinstalled?
Alright, this didn't work out due to tech limitations.

In any case, I'm trying to figure out where to host my server, but there's no visitors, only maybe 1 every day or so.

Could someone please try and play a match on one of my servers?

- kf.noobient.com
- kf-do.noobient.com

You can just press F3 in the main menu, then "open kf.noobient.com" and it'll join to this server. They're both set to 10 waves HoE ATM.

I'm curious if they can withstand a full length match without being brought down. I've already played one endless on them, I even got a "visitor" by around wave 3, got the dreaded "connection lost", but it actually recovered after like 5 seconds, and was okay after that until wave 13, when for whatever reason I was given a "beefcake" wave, except it wasn't beefcake but 37 fleshpounds, and I wiped rofl.
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Second Wind's "The Difficulty Paradox" and how it applies to Killing Floor and KF2

Challenge in video games (and games in general honestly) is clearly the spice that keeps you craving for more... if it's balanced the way you desire! I guess it does depend on both the player (maybe you're simply willing to chill after a long day at work) and the genre of course (I wouldn't expect a game driven by its story to be necessarily challenging... it can be ! But it could also focus on the "experience")

I always found it curious how I absolutely CAN'T get into souls-like, but absolutely crave roguelikes for example. Both genres are very punishing, and require a deep learning curve that might require you to fetch external resources (wikis !! But also other players) to even realize some of the games' mechanics, items or secrets. I would guess that I'm less annoyed by the idea of starting a whole new playthrough than crying bloody tears at a single boss for an entire weekend...

It's also pretty different for competitive multiplayer games. The difficulty is usually measured by the skills of the people you're facing... and your own. And it's also why I'm not really giddy at trying my luck at games like Counter Strike or Call of Duty for example. I've played them a good dozen years ago of course... but I feel like players latched onto such games for just as long, while I went on to play other things. It's definitely NOT very welcoming for newcomers, even if you get access to the best tools the game has to offer.

But Killing Floor is obviously a little different, considering it's 95% coop rather than competitive (I wouldn't want to piss off the four players still playing Versus mode...) But I think it still warrants challenges in its own right. Hell, even solo games should offer a challenge to whoever plays them. A lot of RPGs are single-player only, a lot of FPS too. But would something like Doom Eternal by truly enjoyable if you could just steamroll through everything? I don't really think so. And I also think it's one of the best modern examples of a game that makes you feel both VERY POWERFUL, and VERY VULNERABLE. Being quick on your feet and mastering combos are not just the best way to beat the game... But absolutely necessary at harder levels.

As I've said multiple times lately though, I do admit that gauging KF's difficulty is probably not the easiest thing in the world. You have to change the difficulty depending on the setting picked (obviously... normal should be easier than suicidal), but also the amount of players on the team. I would assume that a lot of mechanics are at work behind the scene to offer something that is both manageable, but still hard enough to promote good teamwork and quick reflexes.

I compared KF's difficulty settings to L4D's in the past, and especially the now infamous AI Director and how sadistic or lenient it could be. But having played the latest TF2 community event, I realize that we could also compare it to that game's Mann vs Machine game mode... I feel like both aren't that different.

-Multiple difficulty settings (although linked to specific "missions" rather than being available for every possible maps and configurations)
-Six players being able to choose between a set of various classes with highly specific roles (but the missions won't be any easier if there's only 4-5 of you)
-An upgrade system to make you sturdier against the robot hordes (akin, yet different to the "tier system" of KF, as you don't pick up better weapons... you just upgrade them, and yourself !)

And similar strategies do apply, at least in their basics. You gotta fill your class role. You ought to have a well-balanced team. You got to know what might be the most useful (if need mandatory) upgrades for the coming wave, but also what each opponent might do to you, and how you could dispatch them quickly.

And the funniest thing is that, for a mode that hasn't been updated by Valve for TEN YEARS (unless we count the handful of weapons they've added since November 2013), it's still somewhat more balanced than KF2. It's entirely possible to goof around and use some ridiculous loadouts or team comps on lower difficulties... And beat lower difficulties with one or more players missing ! But once Advanced missions (or Expert for that matter) are on the plate : you'll WANT to have an experienced and well-balanced team that knows what they're doing. And I think it's perfectly understandable, reasonable... and obvious even? And something that, as you said, Killing Floor 2 lost along the way. I do believe that balancing stuff for both SOLO and MULTIPLAYER playthroughs might be partially to blame (it's totally impossible to beat even the easiest mission on MvM alone, and I do believe that Killing Floor should maybe stop considering solo entirely for its balance... but that's probably controversial).

But it's also, as you mentioned, a simple lack of care with a lot of the new content on offer. It's unfair to fully compare the two games obviously : Team Fortress 2 is essentially a PvP game, where Mann vs Machine is mostly an interesting distraction... While Killing Floor's PvE is its bread and butter. But while loadouts are often limited to a certain "meta" in Mann vs Machine (hell, Scout and Pyro players should pretty much NEVER change their own single viable loadout...), I think it's almost the opposite in Killing Floor... Where nearly every single option, even the silliest ones, is at least viable thanks to how lenient the game became. And while I do believe that in a perfect world, every single addition should be meaningful even if its in a few rare circumstances... In KF2, it became overlap instead. Rather than having different tools for different roles, you get multiple tools to do exactly the same thing. And it doesn't help that perk roles have been diluted into oblivion as well. Most of them are now husks of their former selves, being able to deal with nearly anything... Again, it's ok for a SOLDIER (essentially TF2's equivalent of the "jack-of-all-trade" class) to be able to do a bit of everything (team support, crowd control, nuking, tank busting...). But not for a Heavy or a Sniper for example. And I think that rule should apply to Killing Floor as well.

All in all, I'm not fully against those "rare high moments" ( ;)) when they are sparse. Of course I like the odd "all clots" wave where I can just freely mow through weaker zeds. Just like it's mad funny to get your hands on the Super Shotgun in Doom and start blasting... But these should be kept sparse, as a way to "blow off some steam" before coming back for an even bigger threat. When the entire game becomes a simple walk in the park... Where's the joy of improving and beating the odds anymore?
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Killing Floor 2 - PlayStation 1.76 Fall 2023 Hot Fix Changelog

Hey look man I'm playing on a PlayStation 5 I love this game but you guys are screwing it up Castle Volta just crashed on me right after downloading the update I hope I sincerely hope that there are no problems with killing floor 3 I have 400 friends that play this game religiously and we all want to get killer floor 3 but I can't good faith Go to the next game when the current game is messed up screwed up every time you guys have an update it always messes up it's never a time when you have an update and I could go and just play the game and continue to love and enjoy killing floor 2 I hope you guys get your act together for real
Hi. I want to get more information to report to the team. Is the crash consistently happening each time you try to load into the Castle Voltert map? Are you crashing in any other instance?
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PSA: Investigation into reports of increased PlayStation instability

We'd like to thank you all again for your patience as we worked towards solutions for the reports of instability around Castle Volter. A hotfix has gone live this morning. https://forums.tripwireinteractive....ion-1-76-fall-2023-hot-fix-changelog.2340042/
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Killing Floor 2 - PlayStation 1.76 Fall 2023 Hot Fix Changelog

Bug Fixes
Also mentioned in the 2022 Killing Floor 2 ‘State of the Game’ As with every update, we’ll be addressing a multitude of issues legacy and new that arise over the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.

General:
  • Fixed an issue that would crash the title when map traveling out of Castle Volter on PS4
  • Fixed an issue that would crash the title when map traveling to Castle Volter on PS4
  • Reduced memory footprint for Castle Volter to allow more headroom to prevent crashing from out-of-memory issues.

Weapon:
  • Dual HRG 93R Pistols - Updated the 3p animation to reduce and remove clipping of the magazines and pistols when reloading.

Map:
  • Castle Volter
    • Fixed multiple areas throughout the map where players could get to spots inaccessible by ZEDs.
    • Fixed multiple assets that had no collision for ZED corpses.
    • Updated the blood splatters throughout the map to ensure better coverage across all assets.
    • Updated the Spectator boundaries in multiple locations to prevent the camera from leaving the map bounds.
    • Fixed multiple visible seams on the floor throughout the map.
    • Fixed multiple visible seams on the walls throughout the map.
    • Fixed multiple visible seams on the ceiling throughout the map.
    • Fixed multiple instances of walls, stairs, and other map assets culling/disappearing within camera view
    • Updated light sources and lighting in general throughout the map.
    • Updated the bullet decals and impact sounds to reflect the correct materials throughout the map.
    • Adjusted props throughout the map to reduce z-fighting/flickering.
    • Fixed multiple environmental collisions to correctly match with the map visuals and remove catch spots for players and ZEDs.
    • Fixed multiple instances of one-sided wall textures throughout the map.
    • Fixed multiple instances of extra textures being present within the environment throughout the map.
    • Fixed multiple instances of missing texture throughout the map.
    • Fixed an issue where the map could be seen loading in during offline matches.

This patch prioritized the instability issues that PlayStation players were reporting. There will be another patch in the future to catch up the other platforms to be in line with the additional fixes.
As always, thank you for your continued support!