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Killing Floor 2 Autumn Beta 1 Update is Live! Read on to find out what's new and what's changed.

KF2 Fall 2023 Beta Changelog

kf2lasthansstandingkeyartsteam.png

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 dedicated server within the install folder for your hosting needs for this version.

Event
Last Hans Standing
  • Scanners all over the world found Hans Volter’s hidden castle. Veiled by the Alpine fog and forests, Castle Volter seems to be a fortress in disguise. Your team has enough intel to determine that the castle is Volter’s personal clone laboratory. The time for the final assault to put the old man down for good has come in the new official map: Castle Volter.

Nevertheless, every operation needs funding. Horzine has put a nice and shiny price tag on some unusually dangerous Zed specimens. Hunt them down on the new Bounty Hunt Weekly Mode and make some good Dosh. However, we must warn you that the longer it takes you to take down the Bounties, the more dangerous they’ll be.
Try out the brand new HRG 93R, a burst-fire backup pistol. Tired of your old 9mm? This new handgun weighs like a butterfly but stings like a bee. Make sure you check it out on your Perk menu.
We hope you enjoy the new content coming up this Halloween!


New Additions and Highlights

  • 1 New Official Map
    • Castle Volter
      hansportrait6.png
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • Hans Volter’s hidden fortress in the Bavarian Alps.
      • Special Note: This map is still undergoing optimization, and some machines within the recommended specs may experience lower-than-expected performance during this phase of the beta
  • 1 New Weekly Mode
    • Bounty Hunt
      bountyhuntchangelog.png
      • Each wave Bounty Zeds will spawn.
      • Players will have to hunt them down and prioritize them as targets.
      • Killing other Zeds rather than the bounties will make them more dangerous.
      • Dosh will only be obtained upon killing Bounty Zeds at the end of each wave and healing teammates.
      • A larger amount of Dosh will be obtained on Bounty Zed kill or assist.
      • Length: 7 waves.
      • Complete the Weekly Outbreak to earn the Desert Eagle | Bounty Hunt | Precious skin
  • 2 New Weapons
    • HRG 93R as a backup pistol
      hrg93rbeautyrender.png
      • A new backup pistol can be selected on the Perk menu as a starting loadout.
        hrg93rmenu.png
      • Burst-fire-oriented handgun has a tad more damage than the 9mm, but it’s a bit less precise.
      • Dual-wielding options are available.
      • Trader price is 150 Dosh.
    • MG3 Shredder for the Commando (Not available for purchase individually during BETA)
      mg3shredderbeautyrender.png

      • The MG3 Shredder is a paid DLC weapon.
      • A Tier 5 Machine Gun with two firemodes: the regular automatic fire mode and an alt-fire that fires shredder rounds: bullets that split into a wide fan formation from the barrel at a lower rate of fire.
      • Trader price is 2000 Dosh.
  • New Steam Achievements
    • Castle-Volter related achievements
  • Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
    • Seasonal objectives related to Castle Volter and the Weekly Mode
    • Complete all seasonal objectives to earn the MKB42H | Volter | Precious weapon skin
  • Zedconomy (Not available for purchase during BETA)
    • Spectre MKIII HRG Weapon Skin Bundle Pack
    • Medieval MKII Weapon Skin Bundle Pack
    • Chameleon MKIV Weapon Skin Bundle Pack
    • Last Stand Outfit Bundle
    • MG3 Shredder Weapon Bundle



As a reminder, the database update for ticket drops and setting up steam items for sale will occur at approximately 1 pm EDT after all the patches go out in order to verify that the patches are deployed across platforms.



Addressed Community Feedback
As mentioned in the 2022 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


  • Weekly mode Selector:
    • Added a way to pick any desired Weekly Outbreak as game mode
      weeklyselectcrop1.png
    • Here are more details on how the Weekly Selector can be used:
      • Find a match
        • This option prioritizes finding a populated Weekly Outbreak server regardless of the type first. If it needs to perform a server takeover to give the player a Weekly Outbreak server within their region, it will then be set to the current active weekly index rather than any hidden preference set within Create a Match or Solo.
      • Create a match
        • Creates a match with the chosen Weekly Outbreak, taking over an existing empty server enabled for takeover based on the requested Weekly Outbreak chosen.
      • Solo Offline
        • Lets you play locally on Solo mode for any Weekly Outbreak. Pick your favorite one using the selector (same filters as Create a Match).



  • Server Browser
    • Allows the player to search for a specific Weekly Outbreak, showing an icon in the main list and indicating the weekly that the server hosts within the details.
weeklyselector2crop.png

weeklyselector3.png



    • How to configure your server
      • Add the following line to your batch file: "?WeeklySelectorIndex=<NUMBER>"
        • The <NUMBER> will correspond to the desired Weekly. The list is the following:
          • 1: Boom
          • 2: Cranium Cracker
          • 3: Tiny Terror
          • 4: Bobble Zed
          • 5: Poundemonium
          • 6: Up, Up, and Decay
          • 7: Zed Time
          • 8: Beef Cake
          • 9: Blood Thirst
          • 10: Coliseum
          • 11: Arachnophobia
          • 12: Scavenger
          • 13: Wild West London
          • 14: Abandon All Hope
          • 15: Boss Rush
          • 16: Shrunken Heads
          • 17: Arsenal Ascent
          • 18: Primary Target
          • 19: Perk Roulette
          • 20: Contamination Zone
          • 21: Bounty Hunt

The current Weekly Outbreak rotation will continue working as usual, updated weekly. Weekly rewards will only be granted if the Current Weekly is chosen. Playing any custom Weekly Outbreak won’t grant any reward.

Balance

  • Weapons
    • Reducto Ray
      • Reduction effect removal speed x2
    • Head Hunter
      • Time to start head reduction x5 times quicker
      • Head reduction rate decreased 10%
    • Killerwatt
      • Default fire mode damage from 50 to 55
      • Alt-Fire charge time 30% reduction
      • Camera turn ratio is now x5 faster than the previous version when alt-firing
      • Spare ammo increased from 300 to 450
    • HRG Vampire
      • Crosshair added:
  • Perks
    • Support
      • Fortitude
        • 10% Defense increase IN ADDITION to the regular health buff
      • Armor Piercing Shot
        • 5% Perk Weapon Damage increase IN ADDITION to the regular penetration buff
      • ZED TIME - Penetrator
        • Reload in real time IN ADDITION to the existing buffs. This will affect both mag-fed and non-mag-fed guns.
    • SWAT
      • All ammo prices reduced by 10% except for the HRG Nailgun
    • Field Medic
      • Acidic Rounds
        • Removed poison effect from Perk Weapons' regular shots
        • Darts' base damage increased; it’s easier now to break Zeds' poison resistance threshold

Designer Notes:
We agreed that the heavily requested ability for players to set their Weekly Outbreaks is a must. The Weekly Selector is now in the game! Choose your favorite Weekly Outbreak to play, or find any specific match in the server browser from our expansive list of Weekly Outbreaks.
Regarding balance, we have made tweaks in some weapons following the feedback from the Community:
The Killerwatt was powerful but could be more comfortable to use. We sped up its alt-fire charge rate, increased the default fire mode damage, and made it easier to control while alt-firing.
The Head Hunter and the Reducto Ray had a shared problem: it took too long for Zeds with altered sizes (either heads or full bodies) to return to their original state. Now, recovery rates are sped up.
Also, the crosshair was enabled for the HRG Vampire, which is always handy!
We heard your feedback regarding the ammo price for one of the most ammo-consuming perks of the game, the SWAT. We hope players enjoy the ammo pricing adjustment.
Many players also expressed that these 3 Support skills weren’t being used as they did not feel enticing enough alternatives to their counterparts. We believe these additions will make choices more interesting for players. The addition of real-time reloads for mag-feed and non-mag-feed guns will allow players to fire off more shots in real-time when supports find themselves in need of more ammo.

Player input suggested that Acidic Rounds was a skill that caused more harm than helped the cooperative playstyle. We’ve taken that feedback and revamped the skill, maintaining the poison theme: now the darts shot from Medic weapons cause more damage and break the Zeds’ poison resistance quicker. This allows the Medic to help in specific situations instead of poisoning Zeds in unwanted scenarios.



Bug Fixes
Also mentioned in the 2022 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.


  • Abomination will no longer get stuck when using the Gorge Attack on drones.
  • Addressed issue with EGS servers and online services being unavailable.
  • Adjusted weapon type and filtering flags on various weapons.
  • Corrected misspelling of “password” in Spanish on certain menus.
  • Drones will no longer target Zeds through the Trader Pod.
  • G36C Addressed an issue where ammo was not rendering correctly during clip check and partial reloads if the fire button was being held.
  • Santa’s workshop was excluded from certain weeklies to avoid spawn issues.
  • S12 shotgun alt-fire FX now displays correctly on top of various environmental surfaces.
  • Survivalist weapon loadout will reflect players' choices in the main menu.
  • Web Admin fixed client crashes due to high image resolution.


Known Issues:

  • [*]Castle Volter is still undergoing optimization, and some machines within the recommended specs may experience lower-than-expected performance during this beta phase.
    [*]Castle Volter is actively being polished and currently has several known defects for the beta:
    • Areas where visual culling is visible to the player
    • Visible seams in the geometry
    • Lighting inconsistencies across adjacent physical locations
    • Splatter maps need tuning across various locations.


As always, thank you for your continued support!
 
  • Like
Reactions: razorfancy
KF2 Fall 2023 Beta Changelog

kf2lasthansstandingkeyartsteam.png

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 dedicated server within the install folder for your hosting needs for this version.

Event
Last Hans Standing
  • Scanners all over the world found Hans Volter’s hidden castle. Veiled by the Alpine fog and forests, Castle Volter seems to be a fortress in disguise. Your team has enough intel to determine that the castle is Volter’s personal clone laboratory. The time for the final assault to put the old man down for good has come in the new official map: Castle Volter.

Nevertheless, every operation needs funding. Horzine has put a nice and shiny price tag on some unusually dangerous Zed specimens. Hunt them down on the new Bounty Hunt Weekly Mode and make some good Dosh. However, we must warn you that the longer it takes you to take down the Bounties, the more dangerous they’ll be.
Try out the brand new HRG 93R, a burst-fire backup pistol. Tired of your old 9mm? This new handgun weighs like a butterfly but stings like a bee. Make sure you check it out on your Perk menu.
We hope you enjoy the new content coming up this Halloween!


New Additions and Highlights

  • 1 New Official Map
    • Castle Volter
      hansportrait6.png
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • Hans Volter’s hidden fortress in the Bavarian Alps.
      • Special Note: This map is still undergoing optimization, and some machines within the recommended specs may experience lower-than-expected performance during this phase of the beta
  • 1 New Weekly Mode
    • Bounty Hunt
      bountyhuntchangelog.png
      • Each wave Bounty Zeds will spawn.
      • Players will have to hunt them down and prioritize them as targets.
      • Killing other Zeds rather than the bounties will make them more dangerous.
      • Dosh will only be obtained upon killing Bounty Zeds at the end of each wave and healing teammates.
      • A larger amount of Dosh will be obtained on Bounty Zed kill or assist.
      • Length: 7 waves.
      • Complete the Weekly Outbreak to earn the Desert Eagle | Bounty Hunt | Precious skin
  • 2 New Weapons
    • HRG 93R as a backup pistol
      hrg93rbeautyrender.png
      • A new backup pistol can be selected on the Perk menu as a starting loadout.
        hrg93rmenu.png
      • Burst-fire-oriented handgun has a tad more damage than the 9mm, but it’s a bit less precise.
      • Dual-wielding options are available.
      • Trader price is 150 Dosh.
    • MG3 Shredder for the Commando (Not available for purchase individually during BETA)
      mg3shredderbeautyrender.png

      • The MG3 Shredder is a paid DLC weapon.
      • A Tier 5 Machine Gun with two firemodes: the regular automatic fire mode and an alt-fire that fires shredder rounds: bullets that split into a wide fan formation from the barrel at a lower rate of fire.
      • Trader price is 2000 Dosh.
  • New Steam Achievements
    • Castle-Volter related achievements
  • Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
    • Seasonal objectives related to Castle Volter and the Weekly Mode
    • Complete all seasonal objectives to earn the MKB42H | Volter | Precious weapon skin
  • Zedconomy (Not available for purchase during BETA)
    • Spectre MKIII HRG Weapon Skin Bundle Pack
    • Medieval MKII Weapon Skin Bundle Pack
    • Chameleon MKIV Weapon Skin Bundle Pack
    • Last Stand Outfit Bundle
    • MG3 Shredder Weapon Bundle



As a reminder, the database update for ticket drops and setting up steam items for sale will occur at approximately 1 pm EDT after all the patches go out in order to verify that the patches are deployed across platforms.



Addressed Community Feedback
As mentioned in the 2022 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


  • Weekly mode Selector:
    • Added a way to pick any desired Weekly Outbreak as game mode
      weeklyselectcrop1.png
    • Here are more details on how the Weekly Selector can be used:
      • Find a match
        • This option prioritizes finding a populated Weekly Outbreak server regardless of the type first. If it needs to perform a server takeover to give the player a Weekly Outbreak server within their region, it will then be set to the current active weekly index rather than any hidden preference set within Create a Match or Solo.
      • Create a match
        • Creates a match with the chosen Weekly Outbreak, taking over an existing empty server enabled for takeover based on the requested Weekly Outbreak chosen.
      • Solo Offline
        • Lets you play locally on Solo mode for any Weekly Outbreak. Pick your favorite one using the selector (same filters as Create a Match).



  • Server Browser
    • Allows the player to search for a specific Weekly Outbreak, showing an icon in the main list and indicating the weekly that the server hosts within the details.
weeklyselector2crop.png

weeklyselector3.png



    • How to configure your server
      • Add the following line to your batch file: "?WeeklySelectorIndex=<NUMBER>"
        • The <NUMBER> will correspond to the desired Weekly. The list is the following:
          • 1: Boom
          • 2: Cranium Cracker
          • 3: Tiny Terror
          • 4: Bobble Zed
          • 5: Poundemonium
          • 6: Up, Up, and Decay
          • 7: Zed Time
          • 8: Beef Cake
          • 9: Blood Thirst
          • 10: Coliseum
          • 11: Arachnophobia
          • 12: Scavenger
          • 13: Wild West London
          • 14: Abandon All Hope
          • 15: Boss Rush
          • 16: Shrunken Heads
          • 17: Arsenal Ascent
          • 18: Primary Target
          • 19: Perk Roulette
          • 20: Contamination Zone
          • 21: Bounty Hunt

The current Weekly Outbreak rotation will continue working as usual, updated weekly. Weekly rewards will only be granted if the Current Weekly is chosen. Playing any custom Weekly Outbreak won’t grant any reward.

Balance

  • Weapons
    • Reducto Ray
      • Reduction effect removal speed x2
    • Head Hunter
      • Time to start head reduction x5 times quicker
      • Head reduction rate decreased 10%
    • Killerwatt
      • Default fire mode damage from 50 to 55
      • Alt-Fire charge time 30% reduction
      • Camera turn ratio is now x5 faster than the previous version when alt-firing
      • Spare ammo increased from 300 to 450
    • HRG Vampire
      • Crosshair added:
  • Perks
    • Support
      • Fortitude
        • 10% Defense increase IN ADDITION to the regular health buff
      • Armor Piercing Shot
        • 5% Perk Weapon Damage increase IN ADDITION to the regular penetration buff
      • ZED TIME - Penetrator
        • Reload in real time IN ADDITION to the existing buffs. This will affect both mag-fed and non-mag-fed guns.
    • SWAT
      • All ammo prices reduced by 10% except for the HRG Nailgun
    • Field Medic
      • Acidic Rounds
        • Removed poison effect from Perk Weapons' regular shots
        • Darts' base damage increased; it’s easier now to break Zeds' poison resistance threshold

Designer Notes:
We agreed that the heavily requested ability for players to set their Weekly Outbreaks is a must. The Weekly Selector is now in the game! Choose your favorite Weekly Outbreak to play, or find any specific match in the server browser from our expansive list of Weekly Outbreaks.
Regarding balance, we have made tweaks in some weapons following the feedback from the Community:
The Killerwatt was powerful but could be more comfortable to use. We sped up its alt-fire charge rate, increased the default fire mode damage, and made it easier to control while alt-firing.
The Head Hunter and the Reducto Ray had a shared problem: it took too long for Zeds with altered sizes (either heads or full bodies) to return to their original state. Now, recovery rates are sped up.
Also, the crosshair was enabled for the HRG Vampire, which is always handy!
We heard your feedback regarding the ammo price for one of the most ammo-consuming perks of the game, the SWAT. We hope players enjoy the ammo pricing adjustment.
Many players also expressed that these 3 Support skills weren’t being used as they did not feel enticing enough alternatives to their counterparts. We believe these additions will make choices more interesting for players. The addition of real-time reloads for mag-feed and non-mag-feed guns will allow players to fire off more shots in real-time when supports find themselves in need of more ammo.

Player input suggested that Acidic Rounds was a skill that caused more harm than helped the cooperative playstyle. We’ve taken that feedback and revamped the skill, maintaining the poison theme: now the darts shot from Medic weapons cause more damage and break the Zeds’ poison resistance quicker. This allows the Medic to help in specific situations instead of poisoning Zeds in unwanted scenarios.



Bug Fixes
Also mentioned in the 2022 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.


  • Abomination will no longer get stuck when using the Gorge Attack on drones.
  • Addressed issue with EGS servers and online services being unavailable.
  • Adjusted weapon type and filtering flags on various weapons.
  • Corrected misspelling of “password” in Spanish on certain menus.
  • Drones will no longer target Zeds through the Trader Pod.
  • G36C Addressed an issue where ammo was not rendering correctly during clip check and partial reloads if the fire button was being held.
  • Santa’s workshop was excluded from certain weeklies to avoid spawn issues.
  • S12 shotgun alt-fire FX now displays correctly on top of various environmental surfaces.
  • Survivalist weapon loadout will reflect players' choices in the main menu.
  • Web Admin fixed client crashes due to high image resolution.


Known Issues:

  • [*]Castle Volter is still undergoing optimization, and some machines within the recommended specs may experience lower-than-expected performance during this beta phase.
    [*]Castle Volter is actively being polished and currently has several known defects for the beta:
    • Areas where visual culling is visible to the player
    • Visible seams in the geometry
    • Lighting inconsistencies across adjacent physical locations
    • Splatter maps need tuning across various locations.


As always, thank you for your continued support!
 
  • Like
Reactions: razorfancy
I can't access the update right now, but anyone able to tell me what's the damage value of the new machine gun? I'm watching a video of someone use it, and I'm already dreading it's another 30 damage weak as piss machine gun judging by how little damage the gun is doing even with 30% hollow point rounds perk added.

If it truly is weak as piss as the Stoner at BASE damage, but it's a DLC weapon, than what's the point of this weapon even existing?

EDIT: Okay I just reached the point of the video where the person is using the new 93R pistols and now I'm REALLY worried about how weak as piss is the new MG3. The pistols are burst fire, yet are wiping out the exact same enemies significantly faster. Like holy crap! Is the MG3 competing with the MP7 as the new weak as piss weapon in the game now?

DOUBLE EDIT: Okay looking at the video again, I realize the MG3 is actually only 75 rounds. So it has the exact same magazine size as the Stoner too. Okay this isn't looking good at all. Hope I'm wrong when more information comes out, but right now I'm not getting my hopes up outside for the worst DLC weapon since the doshine gun.
 
Last edited:
Upvote 0
  • Reducto Ray
    • Reduction effect removal speed x2
Looks like this is only for visual effects of body returning back to normal size, not a game play change.

It still works the same way it used to be. With each hit Reducto Ray adds 100 Shrink Power to ZED's counter. Eeach 100 Shrink Power increase ZED's Current Effect value by certain amount (depends on ZED).

Here's how it works. You hit ZED, 100 Shrink Power is added, Current Effect is increased. If you don't attack ZED, the Shrink Power value start dissipating down from 100 to 0 at rate of -10 / s. Once it hits 0, the Current Effect is reset to 0 and you have to build it up from the scratch. When it reaches 10 ZED dies.

If you want to reduce time during which ZED is under effect of Shrink Ray from 10s (current) to 5s then change this value DissipationRate=10, not RemoveEffectVel=0.5. Current Effect does not go down to 0 constantly, it resets instantly when Shrink Power hits 0.

Just like you did with HRG Head Hunter: DissipationRate was changed from 10 to 50 and now ZED is under effect of this incap for 2 seconds instead of 10.
 
Upvote 0
Acidic Rounds sounds like a nerf:

Now even without this perk HMTech series weapons, Hemogoblin and Healthrower do 5 points of toxic damage per dart hit. HRG Incision - 75. That's a single application of damage, no DOT.

Acidic Rounds doubles impact damage and adds DOT with a total scale of x8 of base damage.

So at best you'll be doing 150 impact 600 DOT, otherwise 10 impact 40 DOT. And ZEDs are rather resistant to toxic damage.

HRG Vampire, Corrupter Carbine, HMTech 501, Knife no longer works. 401 and Hemogoblin now do less damage.

On a side note neither Battle Surgeon nor Zedative skills (+20 and +30% damage) increase DOT damage of Acidic Rounds. Probably intended. Poison power is removed from darts without this skill, which is a welcome change i think.
 
Last edited:
Upvote 0
Acidic Rounds sounds like a nerf:

Now even without this perk HMTech series weapons, Hemogoblin and Healthrower do 5 points of toxic damage per dart hit. HRG Incision - 75. That's a single application of damage, no DOT.

Acidic Rounds multiplies these values by 8 and makes it a DOT (5s duration, 1s interval).

So at best you'll be doing 600 damage / second, otherwise 40. And ZEDs are rather resistant to toxic damage.

HRG Vampire, Corrupter Carbine, HMTech 501, Knife no longer works. 401 and Hemogoblin now do less damage.

Totally agree. The acidic rounds change sounds like a nerf since they no longer apply to the main fire of the guns.
 
Upvote 0
Bounty Zeds:

according to this comment from script file these ZEDs are supposed to be much more resistant to incaps:
BountyHuntSpecialZedBuffAfflictionResistance=5f, // EXTRA 500% affliction resistance for all Bounty Zeds (from KFWeeklyOutbreak_Event class)

but in KFPawn_Monster it is done like this

if (bIsBountyHuntObjective) // Only on Bounty Hunt Weekly
{
KFGI = KFGameInfo(WorldInfo.Game);

if (KFGI != none && KFGI.OutbreakEvent != none)
{
AfflictionPower -= AfflictionPower * KFGI.OutbreakEvent.ActiveEvent.BountyHuntSpecialZedBuffAfflictionResistance;
}
}

so on hit amount of the affliction power is not reduced by certain % but instead it removes 5 times more than ZED accepts

you can't Incap Bounty ZEDs at all.

Sorry for posting it here, btw, not in bug forum.
 
Last edited:
Upvote 0
Recharge rate of healing darts is completely busted. It's reduced for medic and greatly increased for other classes.

Do not bother understanding this, just show it to a person who did coding

KFWeap_MedicBase, KFWeap_HRG_Healthrower classes.

function StartHealRecharge()
{
local KFPerk InstigatorPerk;
local float UsedHealRechargeTime;
if (!bRechargeHealAmmo)
{
return;
}
// begin ammo recharge on server
if (Role == ROLE_Authority)
{
InstigatorPerk = GetPerk();

UsedHealRechargeTime = HealFullRechargeSeconds;
UsedHealRechargeTime *= static.GetUpgradeHealRechargeMod(CurrentWeaponUpgradeIndex);
UsedHealRechargeTime *= InstigatorPerk.GetHealRechargeMod();

InstigatorPerk.ModifyHealerRechargeTime(UsedHealRechargeTime);
// Set the healing recharge rate whenever we start charging
HealRechargePerSecond = MagazineCapacity[ALTFIRE_FIREMODE] / UsedHealRechargeTime;
HealingIncrement = 0;
}
}

Lets take a look at HMTech-401.

HealFullRechargeSeconds is 10
for some reason it is multiplied by 2 (InstigatorPerk.GetHealRechargeMod()) to 20 (WHY it is multiplied by 2?)
then reduced by medic bonus InstigatorPerk.ModifyHealerRechargeTime(UsedHealRechargeTime) to 6.666
Final value is 100 / 6.666 = 15.

So level 25 medic recharge it slower than off perk.


BUT
For other perk classes GetHealRechargeMod() returns 0.

So recharge rate become infinite. Well at least here what it shows:
 

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Upvote 0
Killerwatt​
  • Alt-Fire charge time 30% reduction
I don't remember if it was a thing before this update but right now you can not have 2 full charges from a fresh magazine.

Magazine size is 50 and it takes 25 units of ammo to charge this weapon from level 0 to level 3 (maximum firing duration is 2.5s)
1st charge from 50 down to 25 ammo works but second attempt will not. Charging from 25 down to 0 ammo will only give you level 2, not 3 (firing time of 1.75s).

I think there's a slight mismatch between how weapon consumes ammo and accumulates charge.

Used to be ChargeTimePerLevel = 1.0f; ChargeConsumeTime = 0.12f which is 1/0.12 = 8.333 ammo per level * 3 = 25 ammo for level 3 charge
now it is ChargeTimePerLevel = 0.7f ChargeConsumeTime = 0.082f which is 0.7 / 0.082 = 8.536 ammo per level * 3 = 25.6 ammo per level 3 charge. Consumption is based on timers not on an integer values. Anyway, there's not enough time for the 2nd charge attempt to reach level 3.
 
Last edited:
Fortitude's 10% extra damage resistance currently does not work:
KFPerk_Support
function ModifyDamageTaken(out int InDamage, optional class<DamageType> DamageType, optional Controller InstigatedBy)

InDamage variable is not assigned with a new value in this function
this line is missing:
InDamage = Round( TempDamage );
 
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Totally agree. The acidic rounds change sounds like a nerf since they no longer apply to the main fire of the guns.
In a way it can be seen as such. It's due to feedback about how problematic that skill is by causing poison panic on every weapon. Players did not like teammates choosing this skill because of the additional challenge it introduces by making zed movement less predictable. Now, the poison effect will be concentrated on the darts, giving more control over it's use. But we are aware that the darts need more adjustment to make this skill better.
 
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In a way it can be seen as such. It's due to feedback about how problematic that skill is by causing poison panic on every weapon. Players did not like teammates choosing this skill because of the additional challenge it introduces by making zed movement less predictable. Now, the poison effect will be concentrated on the darts, giving more control over it's use. But we are aware that the darts need more adjustment to make this skill better.
I'm still of the mindset that Acidic Rounds healing darts should cost less. A dart that's being used for debuffing is a dart that's not being used to heal, so being able to spend less time to use your next 1-2 darts would be much appreciated in this context.
 
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In a way it can be seen as such. It's due to feedback about how problematic that skill is by causing poison panic on every weapon. Players did not like teammates choosing this skill because of the additional challenge it introduces by making zed movement less predictable. Now, the poison effect will be concentrated on the darts, giving more control over it's use. But we are aware that the darts need more adjustment to make this skill better.

While I of course appreciate you guys considering input from the fans, I also believe it's best to ignore the dumb fans. As I mentioned this in another thread, this wasn't that hard to solve. They could've easily select the left hand skill if this was such a problem. There great mystery solved. The right hand skills of medic I always thought were more designed to be for solo play anyways. Now it feels useless because it struggles to kill even the weakest of enemies that you might as well have given Medic a skill to throw mud into the zeds eyes because it's about as effective.

Honestly the complaints sounds like they come from the players who also try to get Firebugs and Demolitionists banned from games, in which case screw those players. It's just like movies and TV. There are legit criticism from fans, but there's also just as much if not more entitled idiots who thinks everything must be changed to fit their specific needs despite there's tons of lesser known movies and TV shows that gives them exactly those things, but dammit, ALL movies and TV shows must be about them.

Please change this skill back and simply tell players use the left handed skill if this is SO HARD for them to work around. Though honestly I roll my eyes at players who can't headshot moving enemies with a mouse. Try headshotting zombies in Resident Evil 2 remake with a controller because I'm playing them the world's smallest violin right now.
 
Another little detail:

Like other dual mag fed pistols, Dual HRG 93Rs do have half-empty reload animation for a situation when 1 gun is dry but the other still holds ammo but it never occurs in the game, neither it is visually displayed (pistol slide stays closed)

simulated function name GetReloadAnimName(bool bTacticalReload)
checks whether remaining ammo is equal to 1, but since fewest loaded ammo 93R holds is 3, this half empty animation never shows.
 
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