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AI Agent Status And Feedback Thread

Agents,

With the introduction of AI agents as part of Operation Overhaul Phase 1, we are looking for your feedback on how you would like to see them evolve.

Currently they are limited to the new player experience as well as private matches (which require 2 players to start) and come in two varieties, a more cautious agent, and one that looks for other agents by their actions and engages them.

As part of our planned next steps around them involve making them available as part of a solo/offline mode as they continue to improve, which will be made available to our PC Agents as part of an experimental option in a future major update (Due to development uncertainties, this may NOT be the NEXT major update).

The other major component of this will be continuing to improve their ability to understand the game loop and agent mechanics as well as looking to make them available at a set of different difficulty levels. Once again, there is not currently a firm timetable on when these improvements will become available.

So please let us know below any further thoughts or feedback you have with the AI Agents!

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Deceive Inc. Operation Overhaul Weekend Brief

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Operation Overhaul Short Term Focus
Agents, we are delighted to see you all jump in Deceive Inc. for the free weekend and we are beyond thrilled to finally have the first phase of Operation Overhaul out in the wild. Things are still quite fresh with the update dropping yesterday, but we wanted to keep you in the loop on what we are looking at in the short term. Let’s have a look!

Hotpatch and fixes
Our first order of business is to deliver a hotpatch in the coming week to address a variety of issues as well as some quality tweaks to keep things tidy. This will include tweaks to occlusion for sound on vault printers, a fix for aim-assist sticking on dead bodies and toning down sound effects for victims of Yumi’s new EMP flocks amongst other items. We’ll keep you updated on what we will make in this initial release and will assess further fixes as needed in the following weeks.

Feedback and balance
We are keeping our ears close to the ground and gathering feedback around the update. We want to let things simmer a bit to choose our next steps, but we expect to make a few balancing tweaks to start things off around the hotpatch. We are currently mostly looking at updating some characters that did not get as much changes in the weapon department like Octo who’s been left in the dust for a little bit given his newer status.

Please continue giving your feedback on the forums and discord to let us know your highest priority items. We will communicate upcoming changes.

Thank you once again for all returning and new players jumping in Operation overhaul. We are grateful for your support and we are excited to forge the future of Deceive Inc. together with you as we continue to work towards Operation Overhaul Phase 2 and its goal of making stealth and trickery more viable. Spy on!

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DECEIVE INC. Goes Deep Undercover with Gameplay Changes in new ‘Operation Overhaul’ Update; Free Weekend Feb. 29 - March 4 on Steam and Consoles

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To mark the successful launch of ‘Operation Overhaul’, DECEIVE INC. is available to download and play for free on PC via Steam, including full compatibility with Valve’s Steam Deck, the PlayStation®5, and the Xbox Series X|S from Feb. 29 through March 4. Throughout the free weekend promotion the game will be available at a 60% discount, quite the steal for intrepid young agents. Please check each platform’s individual store pages for more details.


The changes in ‘Operation Overhaul’ are so extensive that the team at Sweet Bandits and Tripwire joined forces to create a detailed walkthrough on all the quality of life updates. Agents can tune in to get the full mission specs or read through the written report in the patch notes.


DECEIVE INC. ‘Operation Overhaul’ update highlights include:

Vault Printers Attract Attention: These new devices bring changes to the gameflow and open up new combat opportunities and reasons to explore the vault! Unlocking golden doors and accessing the objective room now requires spies to bring their 10 intel to one of the new Vault printers, where they can exchange them for a golden keycard. Agents are advised caution, there is a 30 second wait to print a new golden keycard and the process alerts all nearby spies so they can close on the vault printer location.

First Aid Vials On The Go: Granting agents more flexibility in the field, players can find first aid vials throughout the maps or purchase them for intel. Each agent can hold a maximum of three at once, restoring 20 health with each use.

Combat Improvements: A variety of visual improvements to animations and behind the scenes tweaks to numbers have improved the look and feel of combat from moment to moment. Other mechanics have been added or enhanced including out of cover spy collision, the reliability of melee combat, and the addition of contextual pings to improve team communication.

Updated Controller Handling: Improvements to controller experience include remappable inputs, addressing feedback in overall management of analog sticks and a completely new and smarter aim assist system. Players using controllers should find the experience much more flexible and intuitive than before.

Strategic Map Enhancements: Maps have received a number of design updates based on player feedback and data to create new combat and stealth opportunities, including team and item spawn reworks. Examples of changes include additional cover opportunities from the vault area in Hard Sell to Diamond Spire’s interior, exterior scaffolding added to Diamond Spire to create high profile escape options, further Silver Reef flow changes to the vault and surrounding themed hotel space, and better visual identity for Fragrant Shore buildings.

Private Lobby Sandboxes: With two or more players, agents can now start a private lobby in a new sandbox mode allowing them to experience the full array of weapons, gadgets, expertises, and passives of every spy in the game.

Rookie Agent Onboarding: A variety of changes have been made to help beginner agents familiarize themselves with the unique intricacies of espionage. Enemy “spy bots” have been added to the game and will be spread throughout the matchmaking experience, allowing new opportunities to learn the tricks of the trade they’ll need to survive against veteran agents. Opportunities for surprise turnarounds, and some security for players with bad luck in the first phase, have been expanded with the addition of blue keycards to the vault. Do pay attention and try to make it out alive. Only one spy may complete the mission and earn their paycheck, it’s company policy.

The most important thing KF3 needs...

I would try partially playable NFTs for weapons and armor. Because the introduction of extremely rare skins and weapons whose chance of dropping increases immeasurably with the increase in prestige level would result in extreme addiction potential and achieve horrendous prices on the Steam market. So every DLC for all possible skins that you get immediately could also contain other playable NFTs that would justify an increased price.
NFTs have been memed to death. So much so that you'd be hard-pressed to find your average gamer being interested in them in the first place. Hell : they've been dunked on so much that I still don't even know what their perks are... outside of having something "unique" (and even that uniqueness is debatable in some cases)

It does remind me a little of the various, seemingly limitless designs you can get out of custom paints in Team Fortress 2. A single paint job can get many, MANY variants. So much so that no two weapons are ever truly the same, even with the same paint applied to them. I still believe it's kind of a "gadget" in a way, and worse yet : a way to artificially increase the rarity of an item. TF2's economy could warrant some pretty deep studies on its own honestly, and I haven't even talked about unusuals yet... With so many cosmetics, and so many effects currently in the game, in addition to how rare getting an unusual is to begin with, most combinations are unique, making the actual value of such items somewhat "up in the air", depending solely on how much people are willing to pay or willing to sell. Because when an item is unique... How could you truly estimate its value?

I'm sorry if it comes up as poorly informed, or dangerously simplified... It's probably because it is ! I'm not very knowledgeable about economics outside of the very basics, and I've always felt that trying to get rich out of a video game rather than simply playing and enjoying the hell out of it is a little desperate and sad. But hey... as long as it doesn't affect me and my gameplay, it's mostly fine really ! But I'd rather have Tripwire focusing on updating the game and adding some new content for everyone, rather than turning KF3 into an open market.
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The most important thing KF3 needs...

I do hope some weapons don't disturb the gameplay of the entire match and affect other classes so much.

Some examples:

Sentinel, nice way to kill trash so the comando can't extend time if they put that drone close to you, enrage some zeds and be super annoying by how loud it sounds.
HRG Bombardier, this cursed thing, it has more ammo than any demo arsenal, little damage and makes everything jump everywere.
HRG Ballistic Bouncer, push zeds, trow them and does high damage, sk and fleshpound get rekt very fast, wasn't this the jobs of the demo, sharp or gunsl. ?
HRG Incision, the convenience of rail gun with an un-rage boost, why? taking the job of a sharp.
HRG Medic Missile, same as above, taking the job of a demo.
HRG Locust, this is like the HRG Ballistic Bouncer, waay to much damage for a perk class that should't exist.
Riot Shield it can tank like a berserker, why?. It should protect against normal zeds only.

The lootbox system should dissapear, already have 1 million pijamas and face paints it took years to get some of the cosmetics i wanted, no way i'm paying the value of a game for a weapon or accesory, $5 ? really? they make like 1000 per week, barely any effort those should cost like $0.1. Whish we could buy those with the dosh per match.
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Operation Overhaul Phase 1 Changelog

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Agents,

As we previously discussed in our end of year state of the game post and more recently in our weekly posts, Operation Overhaul is coming.

For those unaware, Operation Overhaul is a MASSIVE initiative for the team to take the time to rework core aspects of the game and expand its system to make it a more interesting, polished, and accessible experience.

This update is our first major step in this initiative, packed to the brim with new gameplay elements, systemic reworks and map updates. We are very excited to finally show you what we’ve been working on. This is, by far, the biggest patch we’ve worked on yet so we should probably start diving into it right away.

General

Gameflow Change: Vault Printers

Ever since the launch of the game, a major piece of feedback that we have received was that the vault area was under-used in all maps since most matches blaze
through the infiltration phase at great speed. To help remedy this, we are introducing a whole new part of the gameflow: Vault printers!

From now on, the golden doors of the objective room can no longer be opened with 10 intel. You now need a golden keycard to gain access. To get this keycard, you now have to find one of the keycard printers hidden around in the vault area and use 10 intel to start a print.

Once the print is started, the feedback on the printer will change, alerting nearby spies that a print has been started. After 30 seconds your keycard is ready to go and you can head out to the objective room to start the extraction phase.

We think this new addition leads to a lot of fun situations where tension rises as you hide close to your printer, making sure that no spy will steal your prize. Let us know what you think of this major change of pace as you get more playtime in this new reality.

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First Aid Vials and Dispenser
First aid vials make their debut, giving players more options to heal on the go and recover from a tough fight. We hope the vials offer more interesting decision making and open up more ways to play the game without being too dependent on self-healing options in field upgrades and character kits.


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You can carry up to 3 first-aid vials on yourself at a time.
  • They heal for 20 HP each.
  • Using a single vial takes 3 seconds.
  • Any form of damage, running or trying to shoot will interrupt the action.
  • You can find first aid vials in maps or buy them directly for 3 intel each in staff rooms.
Any expertise that puts you in a state will prevent you from using them (Chavez Invincibility, Larcin’s vanishing).

Combat Overhaul
Major rework to many aspects that, together, will make the combat experience smoother and give us a more solid base to continue iterating on the game. This is a very wide reaching initiative that includes these elements:

Reworked animations visual effects
We went back and looked at every weapon in the game to make sure weapon mods have more unique animations that fit their behavior better and that visual effects are easy to read and understand to better drive character personality through their weapons.

The biggest gameplay element is that this allows us to make bespoke animations that fit their fire rate and reload speed much better, removing the sluggish “slowed down” feeling of some weapons.

Duke Animations Before
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Updated Duke Animations
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Smoother recoil and damage falloff
Recoil curves have been entirely re-made and the overall recoil of weapons across the board has been lowered significantly to make the action more accessible.

To complement this change and make sure that fast firing weapons with perfect tracking do not dominate at all times, we have also introduced much more pronounced damage falloff across the entire arsenal, making sure that time to kill at longer range is longer and giving more chances to respond to attacks.

Directional Hit Indicators
New look for the directional hit indicator that better showcases the directionality of hits and give a precise feedback on the amount of damage received from the direction.

Before
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After (Small Damage)
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After (Bigger Damage)
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Out of cover spy collision
Out of cover spies will now collide together instead of clipping into each other. This makes melee attacks much more reliable and fights less confusing overall.
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Aim-Punch tone down
A major piece of feedback we have been tracking is the amount of “aim punch” when receiving damage in a fight, effectively throwing off your aim when you receive damage. We have made two major changes with this update:

  • Aim-Punch has been reduced across the board to lower values. The curve for the camera movement has also been smoothed out.
  • Frontal damage will cause half as much camera movement as damage from other directions. The intent is that if you see your enemy, you need less camera feedback to understand that you are taking damage. This should reduce a lot of frustrating situations in normal fights.
Expanded Ping System
Two new functions have been added to the ping:

  • A contextual ping that will show a specific icon depending on what you are highlighting (ammo, intel, keycards etc.)
  • A radial menu with multiple new ping type options by holding down the ping button.

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In addition, there is now a 3D element to the ping that appears in the world to help you understand the exact location that was pinged.

Updated Guards Behavior
Guards will now scale their response depending on the heat level of the spy. Here’s how heat penalties work now and how it affects guard behavior.

No heat: Guards will aggro from less far away and will only try to take you down with melee attacks. This level is meant to interfere very little with PVP fights and allow well behaving players to not get much PVE hostility. Guards can still shoot at you if you purposefully put yourself in a situation where they can’t melee you (jumping on a desk to wait around for example).

Heat Level 1: 25% additional damage taken and guards will start shooting at you. This is close to what guards currently do on live from a behavior standpoint.

Heat Level 2: 50% increased damage taken. Guards will aggro from farther away and you will be able to aggro up to 3 guards at once instead of 2.

Heat Level 3: 75% (down from 100% previously) increased damage taken. Guard response is identical to heat level 2 with the added downside of taking even more damage from their shots because of the additional vulnerable status.

To complement this guards have received tweaks to their melee behavior to make them far less likely to punch you from behind as well as a slight buff to their weapon damage to make heat level 1 more dangerous from a PVE perspective.

Additionally, after a short grace period, aggro-ed guard will start building up your heat level over time, incentivizing players to cut line of sight and get back into cover. This means that standing in front of heat level 0 guards while juking them for a long time will eventually lead to heat level 1 popping up.

Heat Gained Buffer
Finally, the buffer to gain no heat after hitting a spy has been made longer and we also added a buffer on passive heat gained from aggro to not trigger if you gained heat actively from hitting a npc very recently. This prevents the player from gaining double the heat from a single attack on a guard. The idea is that heat should not act as an accuracy check during a fight, we should be more lenient if a lost shot hits a npc while fighting other players.

The intent behind all this is to reduce chaos in the average fight by making guards respond to something that scales with player action. If a spy plays in a very clean manner, they can expect guards to be less of a threat than before, players that gather a lot of heat will find the response much more daunting than before.

Map Updates
We have updates to every map with changes ranging from smaller polish and added elements to whole new areas and traversal options. Let’s have a look at some of the changes across all maps:

Hard Sell
Changes in Hardsell have been focused on the vault area to offer more cover near the entrances and create new flank routes around the vault bathrooms.

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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 avoid all out third partying. A new staircase has been added on the vault side of the map to promote better interactions moving between floors.

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On the vault front, a new vault entrance has been added near the aquarium area and additional flank routes have been added inside the vault to permit more interesting gameplay around the extraction phase.

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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.

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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.

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

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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.

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Fragrant Shore
Outside the vault, bespoke signs have been made for a variety of buildings to help players callout. A variety of store buildings have also been remade to have a clearer visual identity and more interesting layout. Food stands have added visual elements to also help them distinguish them further and better orient players.

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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.

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Player Spawns Update
We have updated possible player spawn locations to limit close calls and have also implemented a new spawning feature specific to team modes (duo and trio). This new feature allows us more control for spacing out teams since they need more space than solo players to get a good early game experience.

Controller Experience Upgrade
Aim-Assist

Controller Aim-Assist has been reworked moving away from limited fix-points targeting on characters to using the character’s collision as the aim-assist target. This means that aim assist wil now pick-up the character as a whole making it possible to snap to any limb and help stick and move the reticle along the whole body rather than switching between individual points along the character’s body.

Another change on Aim-Assist is prioritization of hostile targets over passive-ones meaning that civilians will now be ignored by aim assist when engaging hostile guards or spies.
Finally, training dummies and some deployed gadgets like the remote turret will now be picked-up by aim assist and treated as valid targets.

Improved Input Remapping
Players can now remap move and view rotation input as well as drone’s ascension and descent inputs. Pregame lobby respawn menu has also been moved to a hold of the game menu button to free-up an input.

Reticle Customization
You can now head into the option menu to adjust the color and size of your reticle to your liking.

Spawning Logic Changes
We are rolling out changes to restricted areas composed of multiple rooms (like staff rooms in fragrant shore) that now make all differences considered a single room for the purpose of spawning items.

What this changes in practice is a better spread of keycards and items across the map since there will no longer be multiple blue keycards in a single staff room composed of multiple floors for example.

Vault Blue Keycards
We have added a pool of blue keycards to the vault to give a chance for players that have not been lucky in their looting in the first phase to catch up to other players in the infiltration part of the match.

We hope this makes matches more exciting and gives more opportunities for players to turn things around.

SpyBots for new player experience
With this update, we are introducing the first iteration of “spy bots” to the game. In this first phase, the bots will be spread through the matchmaking experience to help new players get a better grip of the gameplay without throwing them into the lion's den of full player matches.

Private Lobbies Update
We are rolling out a new option for private lobbies allowing you to play with everything unlocked for everyone, but with XP turned off entirely. We think this option is going to facilitate interesting gameplay ideas and allow players to experiment with things they have not yet unlocked in the real progression.

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You can also fill a private lobby with bots to help full out your matches. Please note that this does not change the requirement of having at least two players to start a lobby as it still requires a dedicated server to start a game. Be aware that the bots will not be present in the pre-game lobby, but they will be part of your game once the action starts.

Bots are very much meant to be easy enemies to deal with in their current iteration and are not meant to be a challenging element, please keep this in mind if you plan on playing with bots in lobbies and we will continue iterating on their behavior in the future.

New Cosmetics
We have a bunch of new inks and poses. Some of them are added to loot briefcase pools and can also be obtained with credits, while a new Xiu intro-pose has been added to the store.

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Balancing
Damage Falloff

A general element that will affect every weapon in the game in different ways is the rework of damage falloff. There previously was a little bit of falloff that would affect some weapons, but it was overall a very understated element of the game. Now, with recoil across the board at an all-time low, we needed a new balancing element that would prevent fast firing weapons from melting enemies from long distance with pinpoint accuracy.

We look forward to seeing your feedback on falloff and where we take it from here!

Resistant Status Effect
A major pain point for players in encounters was around the resistant status effect being too much of a differential. This would lead to fights feeling unfair and unfun. To remedy this, we are reducing the added bonus of the resistant effect to keep it as a substantial advantage, but making the fights feel more fair when it’s involved.
  • Resistant damage reduction reduced 40% => 25%

Slow Status Effect
Another effect that can lead to oppressive outcomes is the slow. In this update, we are reducing the amount of speed reduction caused by the slow status effect across the board.
  • Slow speed reduction 40% => 30%

Melee Aim-Assist adjustments
We have reduced the amount of stickiness that you would feel from launching a melee attack on a target. This should lead to a less jarring “snap” to correct a slightly off melee and make using the melee in combat more fluid.

Team Revive Health Tweaks
Getting revived in team modes now affects max health less than before to give more place to comebacks while still keeping a permanent consequence to losing team fights.

First Revive 80 => 85 HP
Second Revive 60 => 70 HP
Third Revive 40 => 55 HP

Weapon UI headshot display change
In this update, we are changing the way we display headshot damage on weapons. In the past, we would display a headshot modifier that you would have to apply to the damage value to get a good idea of its effect. This could be confusing, as some stronger weapons had lower multipliers, giving the impression that they are weaker than other weapons when the actual damage is still bigger after the operation.

To this effect, we are now displaying headshot damage directly to give a clearer sense of how much damage you will deal in-game.

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Agents
Ace

Ace has been a big subject of discussion since the holiday rumble update. With this update, we want to tone down aspects of her kit that makes fighting her far too oppressive while keeping the strength of her powerful weapons and sniper identity.

Weapons
Ace’s passive charge time is now weapon driven. This means that her charge shot will charge the fastest on the jack and the slowest on the king, with the queen in-between.

Base: Queen of Diamond
  • Passive charge Time .35s => 1s
  • No damage falloff

Mod 1: Jack of Diamond
  • Passive charge Time .35s => .45s
  • Damage Falloff starts at 20m

Mod 2: King of Diamond
  • Damage 46 => 45
  • Headshot Damage 82 => 80
  • Reload time 2.1s => 1.8s
  • Passive charge Time .35s =>1.3s
  • No damage falloff

Passive
We are significantly toning down the duration of status effects inflicted by Ace. They would lead to situations that could feel entirely hopeless or leave you with a long lasting effect well after your fight with Ace is over, contributing to frustrating third party situations.

All
  • Change to weapon driven charge time for all passives.

Base: Diamond’s bet
  • Exposed status duration 20s => 6s

Mod 1:Crippling Shot
  • Slow duration 7s => 3s

Mod 2: Neutralizing Shot
  • Neutralize duration 12s => 4s

Cavalière
Weapon adjustments for Cavalière are mostly centered around making her arsenal fit better with the new damage drop off reality and making sure the shots required to down a target feels good.

Weapons
Base: Dragoons

  • Fire rate 4.0=> 4.5 shot per second
  • Bullets per mag 14 => 12
  • Reload Time 1.8s=>1.55s
  • Falloff starts at 15m

Mod 1: Hydra
  • Falloff starts at 20m

Mod 2: Wyvern
  • Falloff starts at 10m

Passive
All

  • Delay before shooting after melee .5s => .7s

Base: Tiger’s Leap
  • Added a bit more impulse so that Cavalière can travel farther with this skill fully charged.

Expertise

Chavez

Our goal with Chavez this update is very clear: Reduce player frustration when fighting against him and give ourselves some design leeway to make his weapons more different with different ammo capacities. We know it’s been a difficult time fighting a resistant Chavez armed with the duke, so let’s have a look at how we are tackling this.

Weapons
Base: Sentinel

  • Fire rate 1.1 => 1 shot per second
  • Headshot damage 51=> 50
  • Damage Falloff starts at 20m

Mod 1: Vigilante
  • Transformed from a 6 shooter to a 9 shooter for a stronger “fast shooter” identity.
  • Reload time 1.15s => 1.5s
  • Damage Falloff starts at 15m

Mod 2: Duke
  • Transformed from a 6 shooter to a 4 shot hand cannon to better enforce the “precision” identity.
  • Headshot damage 80 => 60
  • Damage Falloff starts at 25m

Passive
Mod 2: Tough as Nails

  • Max overheal amount 50 => 25
  • Overheal takes longer to start decay but starts at the same time (5 seconds)

Expertise
Base: Hard Boiled

  • Duration reduced 7s => 5s

Mod 1: Unshakeable Fortress
  • Duration reduced 15s => 7s

Mod 2: Return to sender
  • Duration reduced 3.5s => 2.5s

Hans
While the nerfs to the slow status effect and the recoil overhaul affect Hans by the wayside, the more specific changes are focused around his damage drop-off balancing.

Weapons
Base: Hook

  • Damage Falloff for hip fire starts at 10 meters
  • Damage Falloff for ADS starts at 25 meters

Mod 1: Jab
  • Damage Falloff for hip fire starts at 10 meters
  • Damage Falloff for ADS starts at 20 meters

Mod 2: Uppercut
  • Damage Falloff for hip fire starts at 10 meters
  • Damage Falloff for ADS starts at 25 meters

Larcin
We are adjusting damage falloff for Larcin to make sure his weapons fit his closer range identity and playstyle.

Weapons
Base: Silence

  • Damage falloff starts at 15m

Mod 1: Cadence
  • Damage falloff starts at 20m

Mod 2: Violence
  • Damage falloff starts at 15m (for shots, throw is unaffected)
Expertise
Mod 1: Grande Finale

  • Cooldown now starts when the zone finishes instead of during the zone.

Mod 2: Tour du monde
  • Changed the trail VFX around Larcin’s position to make it more readable to enemies in pursuit.

Madame Xiu
Our main change around Xiu is to tweak her Mamba’s Hunch ability to make it easier to understand for victims and give them some tools to play around it.

Weapons
Base: Zhulong

  • Damage falloff starts at 10m

Mod 1: Longshen
  • Damage falloff starts at 20m

Mod 2: Xuanwu
  • Damage falloff starts at 10m

Passive
Mod 2: Mamba’s Hunch:

  • Rival players now get a notification when Xiu gets an update on their current position.
  • There is now a minimum buffer between two triggers of Mamba’s Hunch to prevent a Xiu player from getting two updates in a very short period of time, allowing very precise pinpointing. This means that the final vault terminal and the vault opening will only give a single ping of all players instead of two within 15 seconds.

Octo
Beside the damage falloff adjustment for his weapons, Octo is getting a tweak to his intel refund rate on his base passive. The very high chance of refund on low intel was a bit much, affecting the extraction phase quite a bit in particular.

Weapons
Base: Pulpo

  • Damage falloff starts at 20m (does not affect intel projectile)

Mod 1: Nautilo
  • Damage falloff starts at 10m (does not affect intel projectile)

Mod 2:Calamari
  • Damage Falloff starts at 10m (does not affect intel projectile)

Passive
Base: On the house

  • % chance of getting a intel refund when 10 intel away from max 40% =>25%
  • % chance of getting a intel refund when 20 intel away from max 65% =>50%

Red
Red is a good example of a character that we feel benefits quite a bit from the introduction of a more pronounced damage dropoff with her very distinctive weapon options. Our focus with Red is to give clearer identity and make her options excel in different circumstances. As such, we are giving back a faster fire rate to her base weapon to make it really stand out while keeping this in check with a more aggressive damage falloff range.

Weapons
Base: Heartbreaker

  • Fire rate 5.7 => 6 shots per second
  • Damage falloff starts at 10m

Mod 1: Jack of heart
  • Damage falloff starts at 20m

Mod 2: Lovebite
  • Fire rate 1.3 => 1.15 shots per second
  • Damage falloff starts at 10m
  • Heart spray pattern is back on ADS shots but with a tighter spread than the original iteration.

Passive
With Guards generating passive heat on aggro, we revisited the range of Red’s Naughty list to prevent it from being too potent at tracking down spies in a tough spot.

Mod 2: Naughty List
  • Reduced distance from which Red can see rivals with a heat level: 120m => 60m

Sasori
Since projectile weapons are already quite a challenge to land at range, we are not adding damage falloff to them. Still, Sasori has a whole new element to contend with thanks to the addition of first aid vials.

Weapons
Mod 1: Hyo & Hanei

  • Fire rate for a single un-charge kunai has been made 10% faster.
  • Added a visual element on the reticle that indicates clearly when the weapon is fully charged.

Expertise
All

Poisoned spies cannot use first aid vials until the effect wears off.

Squire
We are taking some time with the addition of damage falloff to give a clearer gameplay use case to Squire’s arsenal. We are positioning the lance as a fast-firing well balanced option, the trident as a stronger close quarter burst weapon and the javelin as a precision longer range option. We think these tweaks will open up more opportunities to choose one weapon over the other depending on gameplay preferences.

Weapons
Base: Lance

  • Damage 20 => 16
  • Fire rate 2.5 => 3.3 shots per second
  • Magazine capacity 10 => 12
  • Damage falloff starts at 15m

Mod 1: Trident
  • Damage per bullet 9 => 11 (33 in a burst)
  • Delay between bursts reduced .33s => .30s
  • Damage falloff starts at 10m

Mod 2:Javelin
  • Damage 25 => 24
  • Headshot Damage 44 => 34
  • Fire rate 1.9 => 1.8 shots per second
  • Damage falloff starts at 25m

Passive
Base: Always Ready

  • Hitting a rival spy from cover will now also trigger the amped up effect.

Expertise
Base: Eyes on the prize

  • Added Lost and found boxes, First Aid Vials and Vault printers to the list of detected items.

Yu-Mi
With her weapons un-affected by falloff, our focus has been on finding a fun twist for her under-used EMP flock ability. In this update, we are trying out a new sticky projectile that you can place on spies and npc alike to create moving zones of denial.

Weapons
All

  • Added a visual element on the reticle that indicates clearly when the weapon is fully charged.

Expertise
Mod 2: EMP flock

  • Projectiles now stick to npc or players directly hit by the bubble.
  • Bubble applies the neutralized status effect instead of slow.
  • Bubble stills apply exposed like the base variation, preventing victims from regaining cover for the duration.

Gadgets
Umbrella Shield

  • Interact time to pick up a deployed shield has been raised to 2 seconds to prevent quick juggling of picking then dropping the shield during a fight.
  • Picking up the shield will now cancel ADS, preventing players from pre-charging shots from picking it up.
  • The deployed shield will now break instantly if its owner gets eliminated.
  • Deployed shield weak point now has aim-assist for controllers to help shoot it.

Remote Turret
  • No longer generates heat for the player when shooting at guards.

Bug Fixes
General

  • Fixed multiple benches that would make NPC and players sit in reverse.
  • Fixed an issue that caused aim-assist to apply to bodies on the floor.
  • Fixed an issue that prevented controller users from rotating the camera when spectating.
  • Fixed an issue that allowed players to charge their melees while doing other actions.
  • Fixed an issue that caused the distance based decision making of aggro-ed guards to sometimes be confused in situations where multiple out of cover spies are fighting. This should make guards better prioritize whoever is closer to them.
  • Fixed an issue where cars in the pregame lobby had no collision.
  • Fixed an issue that caused shots made from social interactions to cause no damage.
  • Fixed an issue that led to selected language not persisting after restarting the game.
  • Calling the extraction car somewhere else while having the “losing extraction progress” prompt on the screen will no longer result in the prompt staying there.
  • Fixed an issue that prevented the slow VFX from being visible if it was applied right after another slow is ending.
  • Pings are no longer slightly off-set from the player’s reticule.
  • Fixed an issue that would lead to camera clipping in the ceiling when dying close to one.
  • Fixed an issue where spies could be stuck in T-pose from a 3rd person perspective in multiple situations.
  • Fixed an issue that caused subtitles to stay stuck if a different skin was chosen before the line ended in the main menu.
  • Fixed multiple sittable locations causing clipping with npc.
  • Fixed Nutritional supplement field upgrade showing incorrect values in menus.
  • Fixed an issue where NPC would move around even when downed on the floor.
  • Fixed the hit received VFX being visible in first person, causing them to obstruct the view in case of a headshot.
  • Fixed an issue that would lead to the XP amount shown at the end of the game to be inaccurate depending on multipliers in play.
  • Fixed an issue that led to players being revived now hearing their allies picking up items for the rest of the game.
  • Fixed an issue where “reset to default” would not reset all graphic settings to default.
  • Fixed an issue where the “being revived” UI is not visible if your ally starts reviving you too quickly.
  • Fixed an issue where ammo count was incorrect after being revived until more ammo was looted.

Agents
Ace

  • Fixed an issue that would start charge on charged shot immediately after shooting instead of starting when Ace is ready to fire again like intended.
  • Fixed field upgrades clipping in hands when using the “Markswoman/ The Sniper outfits”.
  • Fixed an issue where the “King of Diamond” reload would cause a bit of backward movement.
  • Fixed an issue that allowed Ace to place multiple Big blind zones when canceling her expertise in a certain way.

Cavalière
  • Fixed an issue that led to Cavalière being stuck in charge pose in third person after canceling a charged melee.
  • Cav can now investigate doors while they are in an open state.
  • Fixed an issue with Cavalière expertise ignoring the anonymized player name feature when investigating.
  • Fixed an issue that led to cavalière visually lunging in 3P without actually doing so.
  • Fixed animation canceling issues when canceling expertise and shooting.
  • Fixed an issue where Cavalière would stay stuck in tiger’s leap animation when doing it from a specific range against an enemy.
  • Interactable doors will now highlight both doors instead of just one on double doors.
  • Fixed an issue that caused tiger’s leap to sometimes deal an extra un-charged melee hit.
  • Fixed an issue that caused controller users to need to press reload twice to reload with cavalière.

Chavez
  • Fixed an issue that caused “unshakable fortress” to have a delay to deploy unlike other expertises.

Hans
  • Fixed a wide variety of animation issues.
  • Fixed an issue that caused “Static Cage” to have a delay to activate unlike other expertises.
  • Charging bull intro pose is no longer completely static.

Larcin
  • Fixed an issue that led to some of Larcin’s weapon sounds being heard from other players in third person.
  • Fixed an issue that would lead to animations breaking when looting ammo out of cover with no ammo left in your weapon.
  • Fixed an issue that would result in a weird stance after going invisible with an empty clip.

Madame Xiu
  • Fixed an issue that led to the “cover break” VFX being visible at the end location of Xiu's teleport if done immediately after breaking cover.
  • Fixed an issue that led to Xiu’s previous npc staying highlighted for teammates after using her expertise.

Octo
  • Swapping to navmode or gadget while charging a shot with the Nautilo will no longer shoot.
  • “Make them fold” will no longer work when looking through the remote turret’s camera.
  • Fixed an issue with the “On the house” drain vfx from intel staying stuck, giving the impression to the victim that the drain was continuing from very far away.
  • Animation fixes with transition to ADS when shooting on the” Pulpo”
  • Fixed an issue where the Botanical (sunrise) ink would not apply to Octo’s weapons.

Red
  • Fixed an issue that allowed Red to double charm targets with the love bomb.
  • Fixed an issue that caused the succubus kiss effect to feel delayed compared to the animation in online matches.

Sasori
  • Fixed an issue that caused the poison effect to linger on charged kunai even after the expertise time had expired.
  • Fixed an issue where the Botanical (sunrise) ink would not apply to Sasori’s weapons.
  • Fixed multiple animation issues.

Squire
  • Fixed an issue that would trigger tracing on squire himself when scolded with the “sixth sense” ability.
  • Fixed an issue that led to Squire charged melee hit out animation not playing in online matches.
  • Fixed an issue where Squire would get no visual feedback from getting his speed boost from cover break after a scold.

Yu-Mi
  • Fixed an issue that allowed Yu-Mi to cancel her active to land a shot without breaking her cover.
  • Fixed an issue that got Yu-Mi stuck in a “no ammo” state after using EMP flock too quickly.
  • Fixed an issue that made the EMP shot visible to other players in third person in certain conditions.
  • Fixed an issue that caused Yu-Mi’s projectile to disappear if pressing the ADS input twice in quick succession.

Maps
Hard Sell

  • Fixed collision on trees being too large vs visuals.
  • Fixed lightmap issue that would cause visual artifacts on the outside of the observatory watchtower.
  • Fixed small sliding door containers that could contain audible keycards that could not be picked up.
  • Fixed a spot that allowed players to look into a purple room from outside through a crack.
  • Fixed some instances of assets floating above the ground.

Silver Reef
  • Fixed collision on column in luggage area that would allow players to clip inside.
  • Fixed an issue where items dropped by downed spies would clip inside extraction points.
  • Fixed multiple benches that could not be sat on.

Diamond Spire
  • Fixed Jati cutouts facing the wrong way. (Jati offers a substantial reward for any information on who pulled this prank)

Fragrant Shore
  • Fixed multiple npc stuck spots in and out of the vault.
  • Fixed inaccurate collisions on trees that could block shots.
  • Fixed some NPC spawn locations inside walls that would reduce the amount of NPCs in the map slightly.
  • Fixed a staircase in the clock tower that could not be used by NPCS at all.
  • Fixed an area where players could clip with the drone to look inside the vault.

Sound Eclipse
  • Fixed staff rooms that would not allow staff to come in once they left the room.
  • Fixed multiple npc stuck spots
  • Fixed an issue that led to dropped items and weapon shots to pass through the central extraction platform in the main hall.
  • Fixed a variety of spots that could potentially hide a player from the vault terminal alarm in purple rooms.
  • Fixed an exploit that allowed players to enter the vault early.
  • Fixed mimicked plants looking different from plants in the map.
  • Fixed multiple instances of social interactions clipping inside walls.
  • Fixed chairs underneath the gazebo in the habitation section having an inverted sit position.
  • Fix to some doors getting players stuck in a wall, mostly in staff rooms and in some locations of the vault.

Gadgets
  • Fixed an issue that would lead to performance drops when placing multiple tripwires at one location.
  • Fixed an issue that led to shots from mimic form dealing no damage.
  • Fixed an issue that allowed players to use the mimic to leave map bounds
  • Fixed an issue where using the scrambler would cause a sound on other players affected by it, making it a way to spy check.
  • Fixed an issue that allowed players to place a hacktrap on already opened field upgrade chests.
  • Fixed an issue that caused the scrambler VFX to stay forever after picking it back up.
  • Fixed an issue that prevented players from hack trapping doors that are currently open.
  • Fixed an issue that caused the signal scrambler SFX to activate by itself once your scrambled came off cooldown.
  • Fixed an issue that allowed players to place gadgets behind walls when using the mimic.
  • Fixed an issue where the player’s arm would be visible when looting as a mimic.
  • Fixed drone darts being able to destroy the shield’s weak point.
  • Fixed bounce mat being stuck in an endless inflate/deflate loop if used rapidly in succession.

Known Issues
  • Larcin's active mod 1 (The zone) won't recloak you when out of cover in the training range only. This will be addressed in an upcoming hotfix.

The entire team wants to extend a heartfelt thank you to everyone for their continued feedback. This has been a driving force through all the work that has gone into this huge undertaking and we look forward to your continued support as we forge a path forward for the next changes to the game.

Considering the scale of this update and how deeply it changes multiple facets of the game, we would like to have an open dialogue with the community on what is liked, what is not liked and what you would like to see changed in an upcoming hot patch following the release of Operation Overhaul Phase 1. Drop into our Discord feedback section or the Official Forums!

The most important thing KF3 needs...

I'd sum it up by saying that, as a rule of thumb, anything that changes gameplay mechanics in multiplayer games should be given for free, or at least BE AVAILABLE for free, even if you have to grind for it. That way, you save up on the difficult dilemma of either having powerful weapons that give an edge to people who throw more money... or having mediocre options that don't incentivize people to buy in the first place.

Sure, Killing Floor is pretty much fully PvE (outside of that Versus mode nobody plays), but it's still a little obnoxious to have another player have access to a weapon potentially better than yours simply because he threw an extra few bucks at the game. Even though, as Onion put it, it's still entirely possible to perform very well without having a single DLC weapon in your arsenal.

(Speaking of which... Dude, I cannot wait to discuss KF3 and its mechanics with you in the future, assuming you'll still be around !)
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Voice Actors of the game?

but you as the developer should know the voice actors you hired for kf2 or am i wrong?
I do wonder if gaming studios have any say in which voice actors they hire, especially for localization. I remember the first Killing Floor having a very amateur French dubbing, that got added quite later down the line too. It was super funny, and totally in-tone with the game! But I doubt Tripwire themselves commissioned such a dub.

I'm not well-informed in the matter AT ALL, so don't take my post at face value. But I would guess that the dubbing process is entirely external to game studios, outside of English of course. I'd expect them to simply reach out to studios abroad to handle the dubbing, and the choice of voice actors is then done by said studios. Which would explain why Tripwire simply doesn't know much about who dubbed the game in German. Just like I would assume that directors wouldn't know who's dubbing their movies elsewhere... Or writers about their books, and so on.
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  • Article
Deep Dive: Infiltration and AI Spies Brief

dincupdate.png

Agents, we are back with our final deep dive before phase 1 of Operation Overhaul hits the live servers and this week we are going in depth with major changes to the infiltration phase and the addition of AI spies.

Gameflow Change: Vault Printers
Ever since the launch of the game, a major piece of feedback that we have received was that the vault area was under-used in all maps since most matches blaze through the infiltration phase at great speed. To help remedy this, we are introducing a whole new part of the gameflow: Vault printers!

cardprinter.png

From now on, the golden doors of the objective room can no longer be opened with 10 intel. You now need a golden keycard to gain access, which cannot be found anywhere in the map before the vault opens. To get this keycard, you now have to find one of the keycard printers hidden around in the vault area and use 10 intel to start a print.

Once the print is started, the feedback on the printer will change, alerting nearby spies that a print has been started. After 30 seconds your keycard is ready to go and you can head out to the objective room to start the extraction phase.

We think this new addition opens up a lot of fun gameplay interaction as you can try to hide with a social interaction to protect your printer from afar or trap the surrounding areas to lay an ambush on unsuspecting spies.

Introducing AI spies!
Last but not least, we are introducing the first iteration of “spy bots” to the game. In this first phase, bots will be spread through the matchmaking experience to help new players get a better grip of the gameplay without throwing them into the lion's den of full player matches.

Only solo queues will have AI spies in this first iteration and the amount of them vs players will be bigger for beginner players to help them have easier matches to start their spy career. Still, AI spies will be able to fill out lobbies that are not full to keep things interesting and can also be added to private lobbies with the “fill with bots option”.

privatelobbyai.png

We want to be very clear that bots are very much meant to be easy enemies to deal with in their current iteration and are not meant to be a challenging element, please keep this in mind if you plan on playing with bots in lobbies. We will continue iterating on their behavior in the future.

Oh, one last thing. You might have noticed the tantalizing “sandbox mode” option in the private lobby screenshot. We are launching this new option that allows players to play with everything unlocked in private lobbies with the caveat that you will not gain any XP. We hope this opens up a lot of opportunities for fun community driven game modes and events.

Well, this is it for our series of deepdive on operation overhaul as the next step is fast approaching: Releasing the update in your hands. The entire team is looking forward to your reaction and feedback and we can’t wait to see you all on the field soon.

VNGame crashes on startup.

As the KB says, the most likely cause is corrupt files. However there are more rare cases where there is a driver/windows issue on your machine that can make this sort of problem happen.

If you noticed this happening after a driver update, try rolling the driver backwards to see if that fixes it, or doing a clean driver install.
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