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Killing Floor 2 Hotfix Changelog (Game Version 1150)

Bug Fixes


  • Fixed an issue where the SWAT perk skills Assault Armor and Heavy Armor Training were awarding flat values instead of the listed percentages as expected.
  • Fixed the issue where the Doomstick Alt-Fire was firing an excessive amount of pellets causing an unintended uptick in damage and a significant impact to performance.
  • Fixed an issue where a development test map version of Castle Volter was included in the Map List and Map Vote List.
  • Fixed an issue where fired rounds would appear after a delay when interrupting the reload animation by firing the weapon in specific circumstances.

As always, thank you for your continued support!

My gratitude towards KF2, Suggestions for KF3, and an important question

I'd say KF2 also did a few stinkers, which were abundantly discussed on these very forums. The most obvious culprits being : content creep, power creep and a pretty unsatisfying business model (or should I say MODELS). One could also lambast the last few years of updates as being pretty boring or unneeded, but hey... not a whole lot of games manage to bring new content for so long either! We can at least appreciate that. And many of the things you just talked about.

Regarding your suggestions now :

-I don't know about a map specifically happening in Spain, but I was really sad that they abandoned the idea of an "Europe Tour" so quickly... I really wanted to see the infection spread towards every country in the Old Continent, where we'd see famous landmarks destroyed by zeds. It would have added some extra layers of identity to the game, and truly brought very different vibes to each map. I could totally see a city like Granada or Barcelona, with their super artsy streets, totally lost to both time and monsters!

-Still find the idea of a proper campaign quite unnecessary to be honest... I never thought that Killing Floor's lore was either interesting or needed to be frank. Plus, it would probably either feel very clunky (if the current formula is to be kept), or just turn the game into some sort of L4D wannabe that it just isn't. The whole gameplay loop is just too much "arcade" for it to work as a story-focused game in my opinion. Or we'd need to have pretty much two different games into one...

-I'm personally AGAINST the return of the Patriarch. I believe he did his time. I was more than happy seeing him back in KF2 (although without his iconic theme...), but I also think that we had both the pleasure of discovery and the joy of seeing an old threat coming back. We need something new now, rather than yet again the unkillable mad scientist we grew on to associate with the franchise. I thought Volter would have made a decent "iconic big bad" for KF2, and I'm expecting somebody else for KF3... Maybe a Matriarch without the annoying EDARs?

-Something I dislike about concept art is PRECISELY the fact that you'll often see what they produced for the game as it launched... Not the additional content they brought later on. I'm a huge nerd, who LOVES to see the background of the games I enjoy. So having extra concept art, footnotes, trivia and such sounds like unnecessary content that I would love to see. And my favorite way to inject some lore into the game without making it intrusive.

-Regarding merch... I don't have any strong opinion to be honest. I'm not that big into video game memorabilia unless it's something very unique and fresh. Or clever/funny. But I also don't think ME being uninterested should mean NOT producing such content for die-hard fans. So yeah, more merch sounds cool !

-I don't speak Spanish myself... And I'm a strong advocate for OG dubbing rather than redubs. I never played the game in French, even if it's my mother tongue. But again: just because I don't care for it DOESN'T mean it shouldn't be considered.

-I suppose Zed variants already sort of exist in KF2? I mean, EDARs replace Husks and Stalkers... Gorefiends are just beefy Gorefasts, Quarterpounders are diet Fleshpounds. You get the idea. I'd be more interested in brand new zeds, but I also can't think of a new archetype that could bring newer challenges to the player... Maybe existing zeds could get new capabilities, like they did in KF2? Or well, I guess variants are an alternative. In any case, I hope we'll have new stuff to shoot at.

-More difficulty sounds like a pretty recurring request. But I also think Tripwire themselves didn't expect the game to last as long as it did. And for players to get as well-versed and skillful as they are today. I'm sure that, even without a new difficulty setting, we'll see some new challenges to overcome in KF3. And new threats to keep even veterans on their toes! But I agree that both casual and die-hard players alike need new ways to be tested.

-Last but not least... Highlighting zed weak points sounds a little counterintuitive to me. I believe the base rule of "aim for the head" is pretty self-explanatory for most gamers. And one of the main reasons people dislike EDARs is PRECISELY because you CANNOT kill them with a headshot. I believe it should be a general rule of thumb that aiming for the head, no matter the zed, is the rightful thing to do. Because it rewards skill (heads are much smaller than torsos usually !) in exchange for greater rewards (the monster dies faster, saving time and bullets... and potentially your life). Extra weakpoints, like the Husk' tank, are allowed, but should be more niche. They should be either harder or more dangerous to hit, in exchange for a little extra (the explosion for the Husk, the EMP for the EDARs etc.), meaning that they're not also the most optimal way to dispatch a zed, but rather a stylish way to gain a little bonus for your trouble.

No, Killing Floor 3 doesn't need an attachment system.

This way you can transform any weapon into a playable weapon.

A video I saw recently kinda sums up perfectly what I think of that whole principle : by making each weapon highly customizable, you effectively remove all of their uniqueness. What's the point of having ten assault rifles when most of them function the same already? And even small differences like RoF, range or mag sizes can be changed thanks to attachments, upgrades and what not... You effectively create ten identical weapons, tailored for every possible role, and simply bloat up the game with guns that are functionally the same.

I've been doing ping-pong in regards to my opinion about attachments in Killing Floor... On one hand, I believe it could bring much-needed novelty to the franchise. But in the end... I believe it would instead dilute its identity. Meanwhile, having every weapons come as they are, without any extra tweaking, allow for weapons that are truly distinct from one another. More often than not, you'll have a sure winner nonetheless... usually a weapon that do a lot of things very well for little risks. But AT LEAST, you'll get something truly different if you want to put all your eggs in one basket instead.

I remember playing Call of Duty Modern Warfare (the first one in the reboot trilogy) and being shocked at how outrageously damaging my double-barreled shotgun was at MID-RANGE with the right attachments. You effectively turned a weapon type well-known for being disgusting at very close range and useless past a few meters into a pocket sniper rifle with little accuracy required. I don't really want that for KF3 to be fair.
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Welcome to the new Killing Floor 3 Official Forums

Less neon and improbable weapons, better balance, a return to real difficulty in the core game, removal of the Survivalist and drones?

I know it won't happen though.
oh yes... removal of the damn drones, loud and annoying, the worst weapon by far.
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The Weakest Perk

Excuse me, sir/madam/(enby identifier of choice).

Do you have a moment to discuss our lord and savior, the M14 Sharpshooter with Marksman? It's as in-between Gunslinger and RailSharp as you can get in this game.

(It's also way more rewarding to learn than either of those but that's a personal thing. It's not as blatantly easy as RailSharp, it doesn't teach you terrible habits such as sprinting away from every encounter like the Gunslinger does, and it has an insane but rewarding skill ceiling that just yields high damage in general.)
If only I could get rid of that atrocious scope ☠️
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  • Article
Deceive Inc. Deep Dive: Map Updates

Agents, this week we’ll be showing you what kind of changes you can expect to see in maps when Operation Overhaul hits the live servers. We have learned a great deal about what makes for a good map in Deceive Inc. over the past year, and we aim to go back to our existing operations and make them better by improving the flow of combat, navigation and giving players more options.

Our focus for this patch was very much on Diamond Spire, but we have new elements for every single operation to keep things interesting. Let’s dive into some of these updates. Please keep in mind, we are still working on these changes and some of these screenshots might not be entirely representative once these changes are in your hands. That being said, let’s have a look!

Hard Sell
For Hard Sell, our focus has been into making the vault area more interesting with new flank routes in bathrooms and new visual cover for fights taking place in the entrances.


HS1.png


HS2.png

HS3.png


Silver Reef
Silver Reef is getting a substantial update once again, this time both in and outside the vault. The central bridge on the first floor has been removed to better control player flow around the map and reduce the amount of third party situations. A new staircase has been added on the vault side of the map to promote better interactions moving between floors.


SR1.png

SR2.png



On the vault front, a new vault entrance has been added near the aquarium area and additional flank routes have been added in the form of a new cargo area underneath the main terminal allowing cheeky dodges while using the briefcase.

SR4.png


SR3.png

Diamond Spire
Diamond Spire is getting a massive update with the main goal of reducing rooms without exits and smoother flow both in fights and in escape situations. Outside the vault, new scaffoldings have been added to create high profile escape options on both sides of the map.




DS3.png


DS2.png

The main hall also received new visual cover on all bridges and an opened up passage in the main lobby helicopter terminal that allows direct access to the vault door.

DS1.png


Inside the vault, two new restrooms have been added (when you gotta go, you gotta go!) to give more free flowing options between the three main corridors and reduce pressure on the formerly only restroom.

DS4.png


Finally, the rooftop has been updated to add both a restroom and a staff room, making it a fully fledged floor in its own right with better looting and healing opportunities.

DS5.png


Fragrant Shore
Fragrant is getting a smaller, mostly visual update, with some areas being reworked to be more visually distinct and new unique signs added to all storefronts in an effort to help player callouts and make location easier to distinguish.

FS1.png


Sound Eclipse
The lower part of the central hall now has stairs on both sides to allow better flow and prevent situations where players get trapped in a dead-end in an encounter. A new staff room has also been added to make the central hall a more appealing location and give it a natural flow from public, staff to guard room without having to change area.

SE1.png


SE2.png

We hope you enjoyed this look at the level art team’s work and we are very excited for you to have a look around and find everything new added to our maps!

Server KF2 (or any Unreal Engine 3) server on RedHat/CentOS/Rocky/Alma Linux DDoS defense with the help of firewalld

Looks like the ones responsible for the amplifier attack, found a way around the ttl limit since, my 30 OVH hosted servers got taken out due to this exploit, while i’ve been using the ttl iptable block which worked untill Wednesday, trying to solve this with the OVH support.. also not entirely sure if the iptables on my specific servers randomly resetted, but be cautious i’d say.
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Virtual Reality - Do it before Praydog does

I guess VR is still a pretty niche market within the gaming community. I was truly hoping Half Life Alyx would be the one game to usher a whole new gaming era... but it didn't really happen as far as I know. I suppose it comes from a pretty vicious circle : people don't buy VR games because the gear is still way too expensive for most. And thus devs won't try making ambitious VR experiences because too little players are even able to play such games.

I'd be delighted and very pleasantly surprised if we get a proper multiplayer VR game anytime soon.
Thing is, the entire framework for vr is already built into UE that's why the praydog mod works so well with many games but of course some mechanics need to be adapted to work properly for vr and not be just a floating camera.

KF3 will be with us for a long run, if they don't want to include vr as a feature is ok, but at least releasing some mod + the option to create servers for this mode would be awesome.
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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

So I did not know KF2 still had issues with DDOS attacks etc.

Going to post some points from RS2:V in hopes it may help, as it has been massively successful for us in RS2:V.

For RS2:V we have been using pfsense very successfully, we have done the following

Added perm blocks for known "source port" attacks towards game ports, so for example if an IP connects and the source port it is connecting from is a bad one its silently dropped and ignored.

I have a long list of these source ports too, some of the devices being abused were unknown to me, but using wireshark we were able to see where the attacks were mainly coming from, 99% of the time they are STATIC source ports used over many IPs, so you can block them fairly easily if you know the source port to block.

Good advice is to block incoming based on source port matching 0:150 (first 150 ports) and then the other bad ones:
Code:
1434 - SQL Browser Service Attack Vector
389 - LDAP Attack Vector
3702 - Web Services Discovery Attack Vector
394 - embl-ndt Attack Vector
2268 - AMT  Attack Vector
3283 - Nmap Attack Vector
3785 - BFD Echo Attack Vector
2222 - Unknown Attack Vector
3306 - MySQL Server Attack Vector
1900 - SSDP, UPnP Attack Vector
13000 - UT Attack Vector
11211 - Memcache  Attack Vector
1230 - Unknown Attack Vector
We also had out provider datacenter block these in their upstream carries towards us based on the source port towards our game ports, so massively reduced the load the pfsense has to deal with.

BOGON network IPs also need to be considered, as these are massively spoofed in attacking RS2:V servers, so i imagine its the same for KF2.

Finally something pfsense does is "UDP states" so we can count UDP connections.
So normal operation a single IP that's attacking might attack 100s of times per second, what the UDP states do is allow you to limit that IP as much as you want.

So UDP can be counted the same as TCP connections.
You can then using UDP states limit an IP to say x states over 5 minutes (or more) depending on the attack, this is also great for controlling server queues I have found, as they will get the "unable to connect to server" message after just a minute or two in queue and be blocked from seeing the server until the states time out!

Lastly make sure you are limiting ICMP to just request echo and request reply if ping matching is used. Using pfsense we limit the number of IPs that can send us pings over 10 minutes to certain number or so and those that do can only send enough to match make etc to the server.

With RS2:V I have found that ICMP ping attacks hit the game process but using the windows firewall I have restricted pings to the host o/s as that's all that is needed for match making on RS2:V Epic clients.

Pfsense also has a plugin called Snort, using this we also capture bad packets and fragmented packet type attacks, so also worth looking into.
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  • Article
PSA: Xbox Users May Be Experiencing Issues When Buying Bonds

Agents,

We have become aware of an issue that is impacting Xbox users who are attempting to purchase bonds. We believe this issue started on February 3rd and is currently ongoing. We are working with our partners to fix this issue as fast as possible.

If you are one of the users who has purchased bonds and did not receive them, please reach out to support.deceiveinc.com so we can make a note and verify. Once this issue is fixed, we believe all impacted players will be granted their purchase on the next log in. Please reach out to support again after we have noted this issue is addressed if that does not happen.

Map reward system

I like the idea of having something a little less straightforward than the "hold the zone" objective. Not only does it get pretty repetitive after a little while, but it's also rarely worth the trouble... Either it will happen too late during the game and you'll already be at max power, it will happen in a zone that's way too hard to defend, or simply put : you'll rarely perform worse for NOT doing the objective than for doing it. Which, in a vacuum, is a good thing : such objectives are MEANT to be optional, and shouldn't make you lose for choosing not to complete them. But in KF2, you rarely ever NEED the extra money it provides, unless it's the very early game and you could use buying a better gun or more armor to make your life easier. Let's not even talk about the XP and Vosh rewards... those are so meager you might as well ignore them.

Instead, having a wider array of objectives would first of all break the mold. And making them have both pros and cons would make completing them way more strategic. Would you rather keep the game simple and straightforward, at the risk of having a slower progression? Or instead take up on the challenge, for potentially big rewards. I think it would also make each map stand out much more. As the layout alone isn't really enough in most cases... at least in KF2. I find myself often replaying the same few maps.
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Virtual Reality - Do it before Praydog does

I guess VR is still a pretty niche market within the gaming community. I was truly hoping Half Life Alyx would be the one game to usher a whole new gaming era... but it didn't really happen as far as I know. I suppose it comes from a pretty vicious circle : people don't buy VR games because the gear is still way too expensive for most. And thus devs won't try making ambitious VR experiences because too little players are even able to play such games.

I'd be delighted and very pleasantly surprised if we get a proper multiplayer VR game anytime soon.
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  • Suggestion
Map reward system

Right now the optional objectives -hold the area- reward you with dosh, but how about adding something new, similar to an objective but more complex than holding an area that offers a reward or penalty or reward/penaly.

Reward only: Holding an area, collect some items, get dosh, simple.

Reward or penalty: You need to desolder a door that has dosh or ammo inside or something that helps you in a way, gotta wait for the door to cool and next wave desolder again, wait for another wave and the third wave is unlocked or use a robot that would open the door for you but you gotta protect it and failure to do so will lock that room forever.

Reward & Penalty: On biotics lab destroying the main computer from the server room will get you a -reward- could be dosh, open new section of the map, block a zeds spawn, etc. but will also trigger an event like releasing some special zeds on a random wave or just add a new wave of zeds.

Penaly: Blow up a wall that had and fp sleeping on a machine inside, now is awake and enraged. Destroy some computer or control panel and the lights are out in the entire room.

On complex rewards the vote system can be implemented, the team complete the objective and use the vote system to choose the reward.
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Does KF3 support Mod development ?

They should remove the unraked (no-exp) thing but flag the server in a special way or make it easier for mods to be whitelisted, most people play vanilla because is the normal game but there were mods that made this game incredible good and varied like the Fiesta mod, CD, Specials Zeds, Eternal, etc. Easy to be broken for an update but were awesome.

We still have leveling maps so the blacklisted things make no sense.
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E.D.A.R. replacement

Because is a robot, and robots are not zeds, also the post from OnionBubs is enough. Personally i hate the laser robot, does way too much damage and you can't even hear it but overall they are so more advanced than zeds that makes no sense, lasers? a lot of rockets? a ray that locks you into place? wtf.. also tiny frame, fast moving, can dodge, long range or close range high damage, almost immune to ballistics except the core.
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