• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Killing Floor 2: The Chop Til' You Drop Christmas Beta 2 Is Here For PC!

To opt into this beta on Steam, join the "preview" branch available in the Beta drop-down list. Admins will need to use the following SteamCMD flag:
  • app_update 232130 -beta preview

To opt into this beta on EGS, the Beta will be accessible within KF2 owners’ game libraries as a separate install called “Killing Floor 2 Beta”. Users may need to restart their EGS launcher for the Beta to populate and be accessible to install. Progress for stats and inventory is shared between both versions on EGS so for users switching between Beta and Live be sure to sync your game data to use the latest timestamp to prevent any lost progress from participating in the Beta. The Beta on EGS also includes its own dedicated server within the install for your own personal hosting needs for this version.

Event
Chop Til’ You Drop
  • Hey mercs, how’s the holiday shopping going? If you need some extra dosh, there’s an easy solution, keep killing Zeds of course! For that, we suggest you visit the new map, Carillon Hamlet, a small town that was preparing for the holiday until a bunch of obnoxious elves burst into their production line. Additionally, you can try the 2 new weekly modes that will challenge your killing skills: face all the bosses in a row in the Boss Rush, or experience Shrunken Heads where headshots will not be an option. Finally, The Horzine Research Group has launched a new product on the market for this Christmas campaign, the HRG Stunner, a new handy tool to help the SWAT mercs shine.
  • Beta 2 Start 11/30/2021, (Date is subject to change)

Addressed Community Feedback
As mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2


General
  • Seasonal objectives
    • Heads for sale description updated
      • New description: Kill 1000 Zeds with headshots on any map or mode


Balance
  • Weapons
    • Doshinegun
      • Sell price reduced from 450 to 100.
      • Impact damage increased from 55 to 60.
      • Upgrade damage boost increased from 20% to 23% for each level of upgrade.
      • Dosh cost of each round reduced from 25 to 20 (fullmag cost reduced from 500 to 400).
    • HRG Stunner
      • Weight increased from 6 to 7.
    • VLAD-1000 Nailgun
      • Spread of default fire mode reverted to original value.
  • Bosses
    • Abomination
      • Freeze rate reduced by 40%.
      • Freeze cooldown increased from 10 to 15 seconds.

Designer Notes :

First of all, we updated the Heads for sale seasonal objective description to avoid the confusion that the previous term “decapitate” was generating. In KF2 “decapitate” does not always mean “kill by a headshot”, as some Zeds may remain headless but alive for some a short period afterwards, and in this case it was not progressing the objective.

When you buy the Doshinegun in the trader, it comes with a magazine full of dosh. We have reduced the sell price to offset this added value, preventing an exploit that generates infinite dosh. Besides that, we improved the efficiency of the weapon in terms of damage and economy, having cheaper rounds that deal more damage.

We are happy about the current state of the HRG Stunner as a more supportive weapon for the SWAT. It may not have the best damage output of the SWAT arsenal but it offers a lot of utility with the stunning capacity of the alt-fire. Even so, we thought that it was too light for all that it offers so we increased the weight by 1.

The adjustments of the VLAD-1000 Nailgun were well received, but we went too far reducing the spread of the primary fire so we reverted this adjustment to the original value.

Finally, we agree with some community feedback about the Abomination being too vulnerable to crowd control effects so we increased its resistance to the Freeze effect, but keeping the knockdown linked to its armor as a unique mechanic of this boss.



Bug Fixes
Also mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.

Top Community Issues:
  • Fixed an issue where the Keyboard Camera commands had been disabled.
  • Fixed an issue where the Filthy Rich objective would only progress was not tracked within the Endless Mode.
  • Fixed an issue in the Boss Rush weekly where not all of the ammo spawns were occurring during the final wave.

Weapons:
  • FAMAS Masterkey
    • Fixed an issue with the reload animation during the full reload where the hand did not wrap around the charging handle.
    • Fixed an issue with shotgun pump animation where the hand was not placed around the grip.
  • Corruptor Carbine
    • Fixed an issue with the reload animation after being in ADS where the hand would clip through the charging handle.
    • Fixed an issue where the reload animation was not showing after firing during ADS.
    • Adjusted the iron sights of the Corruptor Carbine to be center aligned.
    • Fixed an issue where the sights did not return to center aligned after firing.
  • HRG Stunner
    • Fixed an issue that was causing the alt-fire sound to continually loop.
    • Removed the skill compatibility with Sonic Resistant Round.
    • Removed the skill compatibility with Destroyer of Worlds .
    • Fixed an issue where the ejected shells were the incorrect color.
    • Fixed an issue where the drop model would consistently clip into the floor.
    • Fixed flavor text typos in the trader pod.
  • Doshinegun
    • Fixed an issue where the semi-auto fire was doing less damage than full auto fire.
    • Adjusted the iron sights of the Doshinegun to be center aligned.
    • Removed the skill compatibility with Close Combat Training.
    • Fixed an issue where the stock of dosh is clipping with the hand during the reload animation.
    • Fixed an issue with the dosh icon being mirrored on the right side of the weapon.
    • Fixed an issue where the weapon material was not being lit by flashlights.
    • Fixed an issue where the weapon drop model was always green regardless of the amount of dosh currently loaded.
Perks:
  • Fixed an issue where the Berserker skills were not applying to numerous weapons when bashing with them.

Map:
  • Sanitarium:
    • Further refined the pathing of bosses so they follow the players into the catacombs from the surface.
  • Netherhold:
    • Removed an invisible collision in the Lounge area near the arch.
    • Fixed an issue where Zed’s wouldn’t destroy the wall in the Study area.
  • Carillon Hamlet:
    • General
      • Fixed an issue where weapons would clip into the sidewalk curbs across Carillon Hamlet.
      • Fixed an issue where the seasonal decorations interfered with the blood splatter mapping.
      • Fixed the spectator boundaries so spectators are no longer able to leave the map.
      • Made the shot decals on windows consistent.
      • Fixed multiple ZED pathing issues throughout Carillon Hamlet.
      • Fixed an issue where the roof was blinking during the boss cinematic.
    • Hotel
      • Fixed multiple LOD issues throughout the area.
      • Fixed multiple instances of invisible collisions blocking player movement through the area.
    • Main Street
      • Fixed multiple LOD issues throughout the area.
      • Fixed multiple instances of invisible collisions blocking player movement through the area.
    • Market
      • Fixed multiple LOD issues throughout the area.
      • Fixed multiple instances of invisible collisions blocking player movement through the area.
      • Fixed an issue with multiple wall textures clipping through each other.
    • Station
      • Fixed multiple LOD issues throughout the area.
      • Fixed multiple instances of invisible collisions blocking player movement through the area.
      • Fixed an issue where a section of the floor geometry was missing.
      • Fixed an issue where a collectible is not destroyed after being shot.
    • Factory
      • Fixed multiple LOD issues throughout the area.
      • Fixed multiple instances of invisible collisions blocking player movement through the area.
    • Bridge
      • Fixed multiple LOD issues throughout the area.
    • Forest
      • Fixed multiple LOD issues throughout the area.
      • Fixed an issue with the lantern hanging in midair away from the rafters.


Modes:
  • Fixed an issue in the Wild West London weekly where the ZED sounds did not match their seasonal type.

UI:
  • Fixed an issue in WebAdmin where the thumbnail for Carillon Hamlet is not visible.

Localization:
  • Fixed an issue with the Nonstop Splurge objective description not fitting the text box in multiple languages.
  • Fixed an issue with the Painful Payment objective description not fitting the text box in multiple languages.
  • Fixed an issue with the Filthy Rich objective description not fitting the text box in multiple languages.
  • Fixed an issue where the Carillon Hamlet map name was not localized across multiple languages.

Misc:
  • Fixed an issue where servers could end up in a bad state if all players left during Endless while it was paused.




As always, thank you for your continued support!
 
I work for Tripwire and run this stuff.
View all 253 featured items
  • Love
Reactions: AK12
To opt into this beta on Steam, join the "preview" branch available in the Beta drop-down list. Admins will need to use the following SteamCMD flag:
  • app_update 232130 -beta preview

To opt into this beta on EGS, the Beta will be accessible within KF2 owners’ game libraries as a separate install called “Killing Floor 2 Beta”. Users may need to restart their EGS launcher for the Beta to populate and be accessible to install. Progress for stats and inventory is shared between both versions on EGS so for users switching between Beta and Live be sure to sync your game data to use the latest timestamp to prevent any lost progress from participating in the Beta. The Beta on EGS also includes its own dedicated server within the install for your own personal hosting needs for this version.

Event
Chop Til’ You Drop
  • Hey mercs, how’s the holiday shopping going? If you need some extra dosh, there’s an easy solution, keep killing Zeds of course! For that, we suggest you visit the new map, Carillon Hamlet, a small town that was preparing for the holiday until a bunch of obnoxious elves burst into their production line. Additionally, you can try the 2 new weekly modes that will challenge your killing skills: face all the bosses in a row in the Boss Rush, or experience Shrunken Heads where headshots will not be an option. Finally, The Horzine Research Group has launched a new product on the market for this Christmas campaign, the HRG Stunner, a new handy tool to help the SWAT mercs shine.
  • Beta 2 Start 11/30/2021, (Date is subject to change)

Addressed Community Feedback
As mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2


General
  • Seasonal objectives
    • Heads for sale description updated
      • New description: Kill 1000 Zeds with headshots on any map or mode


Balance
  • Weapons
    • Doshinegun
      • Sell price reduced from 450 to 100.
      • Impact damage increased from 55 to 60.
      • Upgrade damage boost increased from 20% to 23% for each level of upgrade.
      • Dosh cost of each round reduced from 25 to 20 (fullmag cost reduced from 500 to 400).
    • HRG Stunner
      • Weight increased from 6 to 7.
    • VLAD-1000 Nailgun
      • Spread of default fire mode reverted to original value.
  • Bosses
    • Abomination
      • Freeze rate reduced by 40%.
      • Freeze cooldown increased from 10 to 15 seconds.

Designer Notes :

First of all, we updated the Heads for sale seasonal objective description to avoid the confusion that the previous term “decapitate” was generating. In KF2 “decapitate” does not always mean “kill by a headshot”, as some Zeds may remain headless but alive for some a short period afterwards, and in this case it was not progressing the objective.

When you buy the Doshinegun in the trader, it comes with a magazine full of dosh. We have reduced the sell price to offset this added value, preventing an exploit that generates infinite dosh. Besides that, we improved the efficiency of the weapon in terms of damage and economy, having cheaper rounds that deal more damage.

We are happy about the current state of the HRG Stunner as a more supportive weapon for the SWAT. It may not have the best damage output of the SWAT arsenal but it offers a lot of utility with the stunning capacity of the alt-fire. Even so, we thought that it was too light for all that it offers so we increased the weight by 1.

The adjustments of the VLAD-1000 Nailgun were well received, but we went too far reducing the spread of the primary fire so we reverted this adjustment to the original value.

Finally, we agree with some community feedback about the Abomination being too vulnerable to crowd control effects so we increased its resistance to the Freeze effect, but keeping the knockdown linked to its armor as a unique mechanic of this boss.



Bug Fixes
Also mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.

Top Community Issues:
  • Fixed an issue where the Keyboard Camera commands had been disabled.
  • Fixed an issue where the Filthy Rich objective would only progress was not tracked within the Endless Mode.
  • Fixed an issue in the Boss Rush weekly where not all of the ammo spawns were occurring during the final wave.

Weapons:
  • FAMAS Masterkey
    • Fixed an issue with the reload animation during the full reload where the hand did not wrap around the charging handle.
    • Fixed an issue with shotgun pump animation where the hand was not placed around the grip.
  • Corruptor Carbine
    • Fixed an issue with the reload animation after being in ADS where the hand would clip through the charging handle.
    • Fixed an issue where the reload animation was not showing after firing during ADS.
    • Adjusted the iron sights of the Corruptor Carbine to be center aligned.
    • Fixed an issue where the sights did not return to center aligned after firing.
  • HRG Stunner
    • Fixed an issue that was causing the alt-fire sound to continually loop.
    • Removed the skill compatibility with Sonic Resistant Round.
    • Removed the skill compatibility with Destroyer of Worlds .
    • Fixed an issue where the ejected shells were the incorrect color.
    • Fixed an issue where the drop model would consistently clip into the floor.
    • Fixed flavor text typos in the trader pod.
  • Doshinegun
    • Fixed an issue where the semi-auto fire was doing less damage than full auto fire.
    • Adjusted the iron sights of the Doshinegun to be center aligned.
    • Removed the skill compatibility with Close Combat Training.
    • Fixed an issue where the stock of dosh is clipping with the hand during the reload animation.
    • Fixed an issue with the dosh icon being mirrored on the right side of the weapon.
    • Fixed an issue where the weapon material was not being lit by flashlights.
    • Fixed an issue where the weapon drop model was always green regardless of the amount of dosh currently loaded.
Perks:
  • Fixed an issue where the Berserker skills were not applying to numerous weapons when bashing with them.

Map:
  • Sanitarium:
    • Further refined the pathing of bosses so they follow the players into the catacombs from the surface.
  • Netherhold:
    • Removed an invisible collision in the Lounge area near the arch.
    • Fixed an issue where Zed’s wouldn’t destroy the wall in the Study area.
  • Carillon Hamlet:
    • General
      • Fixed an issue where weapons would clip into the sidewalk curbs across Carillon Hamlet.
      • Fixed an issue where the seasonal decorations interfered with the blood splatter mapping.
      • Fixed the spectator boundaries so spectators are no longer able to leave the map.
      • Made the shot decals on windows consistent.
      • Fixed multiple ZED pathing issues throughout Carillon Hamlet.
      • Fixed an issue where the roof was blinking during the boss cinematic.
    • Hotel
      • Fixed multiple LOD issues throughout the area.
      • Fixed multiple instances of invisible collisions blocking player movement through the area.
    • Main Street
      • Fixed multiple LOD issues throughout the area.
      • Fixed multiple instances of invisible collisions blocking player movement through the area.
    • Market
      • Fixed multiple LOD issues throughout the area.
      • Fixed multiple instances of invisible collisions blocking player movement through the area.
      • Fixed an issue with multiple wall textures clipping through each other.
    • Station
      • Fixed multiple LOD issues throughout the area.
      • Fixed multiple instances of invisible collisions blocking player movement through the area.
      • Fixed an issue where a section of the floor geometry was missing.
      • Fixed an issue where a collectible is not destroyed after being shot.
    • Factory
      • Fixed multiple LOD issues throughout the area.
      • Fixed multiple instances of invisible collisions blocking player movement through the area.
    • Bridge
      • Fixed multiple LOD issues throughout the area.
    • Forest
      • Fixed multiple LOD issues throughout the area.
      • Fixed an issue with the lantern hanging in midair away from the rafters.


Modes:
  • Fixed an issue in the Wild West London weekly where the ZED sounds did not match their seasonal type.

UI:
  • Fixed an issue in WebAdmin where the thumbnail for Carillon Hamlet is not visible.

Localization:
  • Fixed an issue with the Nonstop Splurge objective description not fitting the text box in multiple languages.
  • Fixed an issue with the Painful Payment objective description not fitting the text box in multiple languages.
  • Fixed an issue with the Filthy Rich objective description not fitting the text box in multiple languages.
  • Fixed an issue where the Carillon Hamlet map name was not localized across multiple languages.

Misc:
  • Fixed an issue where servers could end up in a bad state if all players left during Endless while it was paused.




As always, thank you for your continued support!
 
  • Love
Reactions: AK12
<Doshinegun tweaks>
I'll take it.

We are happy about the current state of the HRG Stunner as a more supportive weapon for the SWAT. It may not have the best damage output of the SWAT arsenal but it offers a lot of utility with the stunning capacity of the alt-fire. Even so, we thought that it was too light for all that it offers so we increased the weight by 1.
I suppose. It's still a deeply flawed design to begin with, but sure.

The adjustments of the VLAD-1000 Nailgun were well received, but we went too far reducing the spread of the primary fire so we reverted this adjustment to the original value.
Aww, man, my round 2-to-endgame sniper shotgun! :<

Only kidding, it's still ridiculously good. It was already ridiculously good before the buffs.

Finally, we agree with some community feedback about the Abomination being too vulnerable to crowd control effects so we increased its resistance to the Freeze effect, but keeping the knockdown linked to its armor as a unique mechanic of this boss.
Honestly, the knockdown mechanic is part of what gets him bullied so much, but I guess the freeze thing helps?
 
Upvote 0