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KF 1039 Update Patchnotes

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
12,821
3,839
113
Balance Changes:
  • Hans Balance Tweaks
    • Hard
      • Damage Mod Increased to .75
      • Health Mod Decreased to .95
    • Suicidal
      • Damage Mod Increased to .95
      • Health Mod Decreased to 1.30
    • HOE
      • Health Mod Decreased to 1.7
  • Patriarch
    • Hard Difficulty
      • Increase health mod to 1.37
    • Suicidal Difficulty
      • Increase damage mod to 1.2
    • Hell on Earth
      • Increase damage mod to 1.4


Overall we felt that the Hans battle was still a bit too much of a shoot the shield fest so we have lowered his overall health. At the same time we have increased his damage slightly on some difficulties to decrease the chance of a long drawn out battle
  • Flashlight
    • Reduced drain on battery. Flashlight last for 2:05min (was 50sec)
    • Recharge speed increased to 17sec (was 25sec)
  • Night Vision
    • Reduced drain on battery. Night Vision last for 2:05min (was 25sec)
    • Recharge speed increased to 17sec (was 25sec)
  • Versus Mode:
    • Player controlled Bloats spawn less frequently in wave 1
    • Player Alpha
      • Increased Distance of Clot Grab
  • Boss Wave
    • Now spawn all ammo pickups during boss fights



Bug Fixes:
  • Shotguns & flamethrowers no longer are recorded as negative damage dealt in After Action Report
  • Fixed Menu UI Disappearing at Ready Up Menu while Joining In Progress Matches
  • Fixed spectator UI not appearing after death
  • Fixed an issue where if you were typing as you died, you would not be able to access any menus
  • Fixed when you change your perk in the trader menu, text and icons would not update to show the new perk
  • Fixed animations when sprinting to iron sights for certain weapons
  • Removed const off MaxMonsters in Spawn manager for mod support
  • Fixed Husk Exploding and damaging players before suicide animation ends
  • Fix for multiplayer achievements being unlocked in single player

This patch is a required client and server update and will be going live in the next few minutes.
 

TheUndying

FNG / Fresh Meat
Nov 20, 2015
263
27
0
Ha, was just thinking about Hans having too much HP, thanks for that. :D

Let's see how it plays out.. ;)
 

Tagasaki

FNG / Fresh Meat
Dec 4, 2015
344
2
0
And now we'll see if Hans is ticklish after update is live. :cool:

Yoshiro;n2263848 said:
Balance Changes:
Bug Fixes:
  • Fixed Menu UI Disappearing at Ready Up Menu while Joining In Progress Matches
Oh thank god, this is so much appreciated. ;)
 

Domi_y0

FNG / Fresh Meat
May 15, 2016
84
1
0
Thanks for the update TWI.
Any idea when we can expect the bigger update in which Zeds on Sui and HoE difficulty do block incoming attacks?
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
12,821
3,839
113
Domi_y0;n2263852 said:
Thanks for the update TWI.
Any idea when we can expect the bigger update in which Zeds on Sui and HoE difficulty do block incoming attacks?
Due to the large nature of that change it will come with the next major content update. Trying to fit it into one of the QoL updates increases the chance of items breaking around it when merging it into the Staging branch which is now very different from the main branch (which contains the future items and code changes).
 
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infntnub

Grizzled Veteran
Sep 25, 2012
2,300
98
48
Pennsylvania
The flashlight and ammo spawns on boss wave changes are very welcomed! :)

I'm looking forward to seeing how much of an impact the health/damage modifier changes make on the boss fights - hopefully no more 20+ min battles lol.
 

Kittenmittens

Tripwire Interactive Community Team
Staff member
Mar 11, 2016
1,313
330
83
Killing Floor Discord :)
"Removed const off MaxMonsters in Spawn manager for mod support" Does this mean the amount of zed spawns can be customized? *crosses her fingers in hopes that yes it does*
 
Last edited:

Chyros

FNG / Fresh Meat
Jun 13, 2014
323
7
0
Absolutely outstanding, all these changes are very welcome and definitely things I've been waiting for! Both the "all ammo" boss thing and decreasing health but increasing damage are excellent steps toward a better boss fight, I have been hoping for a long time for a shorter, but more intense boss fight. I wouldn't mind this being taken even further than now, but this should go a long way already! Thanks a lot! :D
 

imnrk

Active member
Jul 9, 2015
702
95
28
Is this gonna replace tomorrow's WWAUT? I am looking forward to seeing about the swat perk.
 

Killerz34

FNG / Fresh Meat
Aug 4, 2015
24
0
0
Hello: Im not sure if this has to do with the all ammo spawn on boss fight: but i had to kill The god damn hans man (seriously op if not medic/zerc/gun) I was a serker and i was down to my last pistol shot and killed him expecting an ammo box... i killed him but no ammo spawned after the initinal round... Is this intential i.e to make it harder for the more "hardcore" player base or a glitch?
 

DeadPlayer123

FNG / Fresh Meat
Jul 5, 2016
330
12
0
44
Yoshiro;n2263848 said:
Boss Wave
  • Now spawn all ammo pickups during boss fights
.
I didnt test it yet but I dont like this solution. An best solution would be to just disable weapon despaw, it would make the game more fun because players have more progression, they would need to improve game play in order to save money for better boss battle strategies. Seeing your weapon that you expend so much money on it desapers for no reason is bad game design.
 

LolzMan1325

Active member
Oct 24, 2009
701
44
28
imnrk;n2263886 said:
Is this gonna replace tomorrow's WWAUT? I am looking forward to seeing about the swat perk.
why do people keep talking about WWAUT as if it's a scheduled thing, they post one whenever they're up to something
 

Lorkenpeist

FNG / Fresh Meat
May 4, 2015
836
29
0
Sunnydale, CA
tinyurl.com
Also, they never ever promised weekly WWAUTs. Never. They said they would try to do them biweekly, and they have often been weekly. But they never even suggested that they would do them weekly.
 

silverlighted

FNG / Fresh Meat
Apr 19, 2013
883
10
0
DeadPlayer123;n2263901 said:
I didnt test it yet but I dont like this solution. An best solution would be to just disable weapon despaw, it would make the game more fun because players have more progression, they would need to improve game play in order to save money for better boss battle strategies. Seeing your weapon that you expend so much money on it desapers for no reason is bad game design.
I have to disagree. It's an imperfect solution, but I dislike the idea that I have to improve my gameplay so that I can stockpile weapons on the boss wave. The idea of stockpiling weapons at the end because it takes too much to kill a boss is ridiculous to me.