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Add the legendary map in KF3

Im playing KF2 maps for 10 years already and i don't want to play them again,they not that iconic just good maps,they serve more like war zone rather gameplay wise like we see in cs games or cod,we need something new
You do realize that Cod and CS both recycled iconic maps times and times again? And both are PvP, not PvE either? So obviously, their layouts will have a different, yet significant impact on gameplay.

I believe SOME maps from Killing Floor's lifespan truly are iconic, but usually more for their vibes than their game feel. I must admit that my top picks, which I mentioned earlier like Wyre Forest or West London, are important to me mostly because of how they look rather than their gameplay. But you can always do some heavy lifting to make them feel both brand new and nostalgic, with possibly some new gameplay possibilities as well.

Bioticslabs is an interesting example considering KF2's version is so damn different from the original that it's pretty much a brand new map. I have to say that while I like both, that's not really what I have in mind when I'm thinking "remaster". I believe making some of them bigger, adding new zones, might be the right way to go.
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PSA: 1+ Hour downtime expected for maintenance 8 AM UTC April 9th

Agents,

While working with our partners to troubleshoot and fix an issue that is impacting players, we are planning to conduct backend maintenance to hopefully address this issue. This is expected to happen in the early hours of tomorrow morning for most of our agents:
  • 8:00 AM UTC
  • 4:00 AM EST
The expected windows is approximately an hour where players will not be able to matchmake, but this may take longer (we expect a downtime maximum of no longer than 2 hours as of this point). Thank you for your patience and understanding.

Lobby loud hitmarker sound when deploying multiple times

Category: Code

Reproducibility: Always
Summary: The hitmarker sound increases when deploying (respawning/changing agent) multiple times in the lobby
Description: When deploying multiple times in the lobby, the hitmarker sound will increase. My guess is that for each deployment, another hitmarker sound will be played each time you hit someone.

1 deployment = 1 hitmarker sound (normal)

2 deployments = 2 hitmarker sounds (louder)

15 deployment = 15 hitmarker sounds played at the same time (extremely loud)

Small bug but deserves to be fixed :)

What are the optimal weapon loadouts for each Perk these days?

Just curious for OnionBubs where his opinion on AP vs TC for 15 Support stands. When AP was simply more penetration, Tight Choke was a no-brainer, but now that it also confers a damage bonus, is there an argument for it, or is TC still far superior? Is the damage bonus enough to make AP reliable with big-Zed takedowns?
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April Update Map Update Brief

Agents, we are moving forward with more refresh of existing operations to bring them to a higher standard. Our focus this update has been on Hardsell, Fragrant Shore and Diamond Spire with a slew of new additions, new flank routes and expanded visual cover for more exciting engagements. We are very eager to show you what we have been working on so let’s get to it!

Hardsell:
New rotation points added in staff rooms around the maps and an extended terrace network on the rooftops should help make the map feel more fluid than ever. Inside the vault, new visual cover and intel setups on the upper floors will make for more engaging combat and stealth.

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Fragrant Shore:
A new staff room on the waterfront, a balcony to flank inside the clock tower and a boatload of new visual cover both inside and in front of the capitol helps make Fragrant feel more fresh. There is also a whole new path to reach the central room of the vault if you enter from the waterfront, giving more leeway to dodge rivals in this crucial part of the level.

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Diamond Spire:
Tinted glass in restricted areas now offer much more options for stealth oriented players. Staff rooms have been expanded to make them more vast and interesting to play in and a bunch of rather empty areas have received visual cover and intel locations.

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We hope you enjoy these new additions as much as we have enjoyed working on them and we are excited to have you jump in to give us your feedback to help us prioritize the next round of map updates. See you on the field agents!

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How about KF3 is more like KF1 and not more like KF2?

Disregarding all your points (although they're very interesting and should OBVIOUSLY be considered to shape up KF3's playstyle and game feel), I'm personally standing with the idea that KF3 should go overboard with either of these designs.

Either go back to KF1 and make movement pretty damn sluggish and realistic. You cannot just endlessly kite monsters until you manage to find the ONE ammo box that's gonna be enough. Rather, you really have to work your best to avoid getting boxed in. Zeds are pretty harmless at range, except for a few exceptions (bosses, husks etc.), but become near-impossible to defeat once they're in front of your face. I don't believe we should just take a Delorean back to 2009 however, as I believe that camping one or two specific spots on each map would grow boring pretty quickly. Instead, I'd like if you needed to always be on the move... But with the need to stop from time to time to deal with the zed's assaults. This would naturally mean some great feats of map designs, as no places should be 100% zed-proof, even with a very good team. Maybe players could have less reserve ammo, forcing them to scavenge for ammo boxes more often (which, in turn, could spawn a tad more often... or in more places). Maybe maps could be more cramped, making getaways more risky. Or the opposite : they could be more open, making escapes easier... But allowing zeds to pour in from far more places at once. This would definitely be my favorite option.

OR, we could go and improve zeds significantly to get rid of the annoying insta-rage or teleporting mechanics. Kiting would still be possible, but it wouldn't be an easy way out, as zeds would be smarter and more cunning. Again, maybe players could be less resourceful, and more fragile, in order to make kiting not just a cheap trick to unsure easy victory... but a much-needed strategy to avoid getting mauled. I don't know if I'd like Killing Floor 3 to be faster though... Nor do I think I'd like more zeds to have ranged attacks. But if anything, I do believe that if KF2's core design is to be kept, sprinting and all, it shouldn't be as lenient towards players. Although, I believe that if KF2's perks kept their core designs, with their weaknesses in mind most of all, I wouldn't even need to consider the bat**** crazy powercreep we've had since... I don't even know how many years by that point.
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Y a t il 1 spucis de connection?

Bonjour.
Pourtant c est arrivé en pleine partie sans avoir rien fait...
j ai aussi 1 ami qui ne peut plus se connecter...
On peut juste à l'option pratique rien d'autre..
j'ai aussi vu sur des forums 1 autre personne dans le même cas ..
qu'elle serai là solution svp?

There is no update to be done from our side as there is nothing globally wrong happening at this point. It is likely that local security software (such as an antivirus or firewall) has decided to block the games connections after an update (to the game or the software).

Please make sure the game is on any allowed/ignore list for such software, and if it already is, try removing it and re-adding it.

ESPIRE 1 - Version 1.11 New Recruits Update (Steam + Rift)

Attention Espire Agents!

Developer Digital Lode and Publisher Tripwire Presents are proud to announce the immediate availability of our v1.11 "New Recruits" update on Steam. Espire’s 11th major update delivers a suite of improvements for newcomers and veteran Espire operatives alike!

There has never been a better time to experience Espire 1: VR Operative.

Improved VR Device support
This update includes native support for Meta Quest 3 and Meta Quest Pro. To make the most of the increased visual fidelity and compute power of these newer headsets, we’ve done an uplift pass to the game. Espire 1 now features higher quality assets, effects and rendering features. As part of this work, we’ve also done a polish pass of the game’s Campaign and Virtual Challenge Missions.

We have also finally ensured correct compatibility with the HP Reverb G2. We apologize again for breaking support for this headset in our previous update. We did not have a device on-site to test with so were trying to add support speculatively.

This update also includes a host of input + orientation improvements for all supported headsets.

Visual Improvements
Espire 1 now features higher quality assets, effects and rendering features. These improvements scale across every single supported device. As part of this work, we’ve also done a polish pass of the game’s Campaign and Virtual Challenge Missions.

Removing Competitive Exploits.
We’ve addressed various exploits that allowed some players to obtain cheat times on the leaderboards. As part of this work, we are now removing these ‘unobtainable’ entries from the various leaderboards across the game.

A note on "Controller Bindings".
We have made several updates to the official "SteamVR Controller bindings" for Espire 1. We recommend that you use the "Default" bindings supplied by Digital Lode. If you experience control alignment / input button issues, you may be using a custom community binding. Follow this guide for instructions on how to ensure you're using the default bindings.

Known issues & What's next for Espire 1
We are aware of the following issues with Espire 1 and are working on fixes.
  • If playing Espire 1 using SteamVR, when you use the 'artificial crouch' button to make the Espire unit crouch, the HUD will incorrectly lower out of view. This issue was already present in the game before this update.
  • If playing Espire 1 using "Meta Quest Link", the controllers in-game will look like the Meta Quest 2 controllers, even if your Meta headset is not the Quest 2.
  • If playing Espire 1 using Rift CV1 or Rift S and SteamVR, the headset will be reported as a Quest 2. To workaround this, please ensure the Meta Link app is the "Default XR Runtime" and close SteamVR.
  • In the "Gameplay Settings" menu there is an option to 'swap left and right thumbsticks'. This option is broken.
  • When using the HP Reverb G2, the 3d models of the controllers do not line up with your real world controllers. There is a discrepancy of ~3cm.
We hope to include these fixes in our next "1.12" update - scheduled for May 2024. This 1.12 update will include various AI feature improvements, and will coincide with the launch of our first ever Espire 1 paid DLC; a series of challenge missions set in 2 new environments. We will share more news in the coming weeks. Share your Espire feedback and join the community at https://discord.gg/EspireVR

Thanks!

LODE + Tripwire

Full Release Notes for Espire 1 v1.11 "New Recruits" update.

VR Hardware support
  • Espire 1’s XR device Initialisation logic has been completely rewritten to better support existing headsets and more easily add support for devices that may be released in the future.
  • Espire 1 has been updated to support Meta Quest Pro and Meta Quest 3
  • Official support for HP Reverb G2 has been added. Previously support was implemented by Microsoft / HP with a custom binding. Please note: Reverb G2 users may need to ensure they're using the "Default Bindings" that we have created. See notes above.
  • Improved grip orientation / weapon alignment for Valve Index and HTC Vive controllers.
  • We have added support for Quest 2, 3 and Pro users via "SteamVR Link"
  • We have fixed an issue where the grip alignment for the E1416 Rifle and various shotguns was incorrect on all supported VR devices.
  • Additional logging is added to the game to make it easier to add support for future devices in the future
Visual improvements
  • NPC guards now have much higher resolution meshes and higher quality BPR materials applied to them on the Quest + PC platforms.
  • NPC support staff including IFA scientists and security staff now render with higher resolution meshes and higher quality BPR materials.
  • Mesh + shadow resolution has been increased for many assets throughout the game. Key meshes include primary weapons, Espire cradle units, cradle panels, cradle podiums, doors, large Espire Batteries, Pallets and other common environmental cover.
  • The Hand-mounted “HandCam” and throwable “RemoteCam” holographic camera feeds now have a higher resolution and refresh rate, depending on the current Quest device you are using.
    Espire 1 now renders more spent bullet casings and empty weapon magazines on all platforms.
    The holographic waypoint that guides the player to their next objective renders at a higher resolution on the Quest platform.
  • The User Interface across the title renders at a significantly higher resolution.
  • The User interface across the title has been scaled down and repositioned - much easier to read and navigate.
  • Various Scientist, security and support NPCs have been added to the main menu environment.
Audio Improvements
  • For NPC soldiers, a significant amount of previously unheard lines of dialogue have been added.
    There are now various versions of the main menu background music that will play.
  • Fixed an issue where an NPC guard’s spoken dialogue may not “slow down” when the player slows down time using Espire Instinct.
Gameplay improvements
  • Automated Turrets will now trigger a combat alert the moment they detect the player. Note that the automated turret at the very start of mission #1 Espire Labs is configured to not cause a combat alert when detecting the player.
  • Security cameras will now trigger a combat alert far quicker than before and this detection time is again halved in Hard difficulty.
  • Security camera damage logic has been re-written. It will now take multiple shots to destroy the camera. The lens is a weak spot, with a 1 hit destroy for any bullet - including tranq darts. Explosives and other ‘damage causers' are now able to damage security cameras. The player can only destroy a security camera with a tranq dart if the dart hits the camera's lens.
  • The “venting” behaviour for all explosives in the game has been improved - with more random movement and hecticness, based on the explosive mass
  • Green-variant explosive canisters have been removed from the game, replaced with red canisters.
    Blue explosive barrels are now red.
Game Content - Polish Pass
  • All campaign missions have had a significant polish pass, focused on improving lighting & shadow quality, while addressing collision issues & rendering issues.
  • More bodies of fallen IFA security staff and personnel have been added throughout the campaign.
  • All 53+ virtual challenge missions have had a significant polish pass, focused on improving lighting & shadow quality.
  • The Mitrata virtual challenge is now a ‘shared’ mission between PC and Quest platform with various fixes applied to the environment.
General Fixes
  • Fixed a rare issue causing Espire 1 to crash on launch on some PCs
  • Various animation issues for guards have been found and removed.
  • Fixed an exploit allowing players to cheat in a virtual challenges.
  • Fixed an issue in Mission 2: Reech Division where players are able to glitch through a wall and finish the mission early.
Misc Changes
  • Espire 1 key art, launch splash screen and icons have been refreshed as part of this update.
  • Added a 1.11 news page to the main menu.

Notice: We are looking for diligent agents who provide clear and concise feedback and bug reports

  • Playstyle; Half and half (part casual, part competitive)
  • Main Agents: Larcin, Hans, Madame Xiu
  • I have several hundred hours in the game, actively moderate the discord server and also help with the wiki when I have time.
I understand this application is a bit late to the party, so to speak, but I appreciate your time and consideration nonetheless.
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April Update Preview Brief

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April Update Preview
Agents, before we head into the weekend and close out the month, we wanted to give you a little sneak peek into upcoming changes that will drop with our next update in April. We’ll dive into two subjects that are pretty massive in how they affect the game: Sound Occlusion and NPC Behavior.

Sound Occlusion Rework
A massive rework of how we handle audio is dropping with the april update, enabling occlusion on a wide array of gameplay affecting sounds.

This affects everything from field upgrade chests being open to weapons being fired or gadgets being placed to differing degrees. For instance, you can expect to hear weapons better through walls than a chest being opened.

From a developer perspective, we now have full control on what we want to flag as “occluding” and what should not be, meaning a table in the center of the room won’t occlude a gunshot for instance, but a structural wall will.

This is something we’ll keep a close eye (and ear) on through the patch cycle to gather feedback and see how we iterate on it moving forward, but we are excited to roll this change and see how it affects your experience.

NPC behavior overhaul

There is quite a bit of new on how NPC operate this update, so let’s go through the new systems:

Item Awareness
You probably had a moment in the past where a NPC would stop near an intel and looked very suspicious. Are they hacking? Is it a player? These moments are fun, but they used to happen purely by random chance, a NPC deciding to walk there with no rhyme or reason.

This is no longer the case. NPC can now know where they spawn items and NPC with a high internal “Suspicious” rating will hang around them within interacting distance to better approximate a player’s behavior and blur the line further between players and NPC.

Running Ratio based on gameflow
How much NPC run overall will now be affected by the current state of the game. Running will be more rare in the early game and much more present in the extract for example, scaling as the action ramps up to fit the pace of the game.

Reaction to danger zones
The fear effect on NPC is dictated by what we call danger zones. A danger zone is generated around the shooter and where the shot lands. In the past, these zones were both the same side and would not account for occlusion by walls or floors. This could lead to afraid npc giving away a fight from very far, causing more third parties.

Now, we support different danger zone sizes and we can occlude the danger using the same flag we use for sound occlusion, making the aggro of npc more predictable and closer to what you can hear. This should limit weird situations where NPCs two floors above a fight are afraid if a bullet lands near the top of a wall below for instance.

We will be unveiling more changes and additions you can expect in April very soon, including more map changes, gameplay tweaks, bug fixes and a few other surprises.

ESPIRE 2 - Version 1.6 Hotfix #2 "Boundaryless" Update [Quest]

Attention Espire Agents! We’re proud to announce the release of our latest Espire 2 “Boundaryless” update!

This update is a small one but aims to address the **#1 issue** players are experiencing during Mixed Reality play - the guardian boundary. This update removes the guardian boundary during Mixed Reality gameplay, and will restore the guardian boundary when you play our Virtual Reality content (Campaign, Co-op missions, Espire Ops, Weekly Challenge).

We know this update has been a long time coming. Espire 2 is a ‘contextual boundaryless app;’ it's a game which includes both VR and MR game modes. During VR gameplay (Single Player Campaign, Multiplayer Campaign, Espire Ops, Weekly Challenges) the guardian boundary is required, but during Mixed Reality gameplay, the guardian boundary actually blocks players from being able to reach the extents of their rooms! This is an issue for all contextual boundaryless apps with both VR and MR modes and while workarounds do exist to disable the guardian boundary, they are cumbersome and complex.

Thanks to the team at Meta, we have the ability to now support the “contextual boundaryless” feature in Espire 2 and the game will disable the Guardian boundary when in MR and re-enable it in VR.

Current issues under investigation
We are aware of the following issues with Espire 2 that we are actively working on fixes for:
- When playing the MR experience, if the player presses the "Abort Mission" button, the player may be asked to return to their guardian boundary.
- After playing MR mode, if the player then plays a VR game mode, there may be performance issues in some VR levels. A workaround is to close the Espire 2 game and launch it again, playing the desired VR mode.

We will hotfix the game to address these issues as soon as the fixes have been tested.

Thanks for your support!
We hope you enjoy the latest Espire 2 "Boundaryless" update! We invite you to join our discord at https://discord.gg/EspireVR where you can find Espire co-op buddies , weekly challenge competitors and share your thoughts and feedback directly with the developers.

Cheers!

The animation of Hans's ADS shots is slower than his firerate

Category: Animation
Reproducibility: Always
Summary: Due to the slow animation of ADS shots, Hans is forced to shoot without using the front sight
Description:
I don't know if this is a bug or not, but it is a very critical point. The animation of Hans's ADS shot ends exactly at the moment when he can already fire a follow-up shot. Due to the specifics of the animation, this does not allow you to use the front sight of the weapon to hit the target, forcing you to either artificially reduce your rate of fire by your own, or shoot while trying to roughly estimate where the center of the screen is. Speeding up the animation will fix this problem. Perhaps it will be better clear what I mean in the attached video
Steps to reproduce:
1) Join the game in single or team mode as a Hans
2) Try to shoot as fast as possible at his ADS
3) Pay attention to whether in this case it is possible to use the front sight of the weapon for aiming

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Sometimes the UI breaks and does not display information

Category: Code
Reproducibility: Sometimes
Summary: Sometimes the UI does not display information about collected field upgrades, key cards, amount of ammo, amount of intel and health (always displayed 100 HP, although this is not the case)
Description:
I remember this bug from the beta days and, despite the fact that it appears much less frequently, it is still in the game. It is impossible to know what exactly causes it, but whenever it happens, it happens from the very beginning of the game, as if the player somehow was incorrectly loaded into the game with this bug. However, the death and resurrection of the player can fix this bug, as will be seen in the attached video

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Madame Xiu: Taking damage while teleporting may cause the player's camera angle to change

Category: Code
Reproducibility: Sometimes
Summary: Taking damage while teleporting on Madam Xiu may cause the player's camera angle to change
Description:
This bug was previously fixed, but it seems to have returned with a recent update. Taking damage while teleporting to Madame has a chance to cause the player's camera to tilt. Repeated teleportation does not fix the bug. The bug can be fixed when taking damage, as can be seen in the attached video (unfortunately, the moment the camera tilt changed after teleportation was not included in the video)
Steps to reproduce:
1) Join the game in single or team mode as a Madam Xiui
2) Use your expertise while taking damage
3) pay attention to the player camera angle

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Guards shooting at player without heat when they can reach them

Category: Code
Reproducibility: Sometimes
Summary: Guards shoot at players when they shouldn't
Description:
I noticed that the guards sometimes shoot at me when they can approach me and when I have no heat. This is especially clearly visible in the attached video (and unfortunately this bug was one of the main reasons for my loss here), the video was recorded on March 22 - after the release of the first phase of Operation Overhaul. It also feels like guards sometimes shoot at players if they simply jump while running while on the same level. I don't really know why it works this way.

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