• 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: Chop 'Til You Drop Christmas Update 2021 is Live!

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.

New Additions and Highlights
  • 1 New Community Map
    • Carillon Hamlet
      CarillonHamlet04.jpg
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • An industrial small village that is preparing for the holiday season.
Visit the train station, the chapel, the market and factory with its underground tunnels.
  • 2 New Weekly Modes
    • Boss Rush
      BossRush.jpg
      • Five consecutive boss waves.
      • Each boss will be selected randomly, but without repeating any of them along the five waves.
      • The difficulty of each boss scales up each wave.
      • A certain amount of set dosh is granted after each wave.

  • Shrunken Heads
    ShrunkenHeads.jpg
    • Players and Zeds will spawn with a tiny head, the reverse of the Bobble Zed weekly mode.
    • Headshots no longer apply critical damage.
    • Some Zeds will have new vulnerable spots. An indicator FX is displayed to point out these spots.
    • Squad composition is slightly adjusted to have a higher rate of Rioters, Gorefiends and Scrakes.
    • Zeds spawn 50% faster but the total amount of Zeds is reduced by 20%.
  • 2 New Weapons
    • HRG Stunner for the SWAT
      HRGStunner.png
      • An alternative version of the AA-12 Auto Shotgun for the SWAT Perk.
      • A tier 4 full-automatic weapon that shoots 12-gauge steel slug rounds.
      • The secondary fire consumes several rounds to fire a concentrated flashbang shot that explodes, stunning the enemies.
      • Trader price is 1500 Dosh.
    • Doshinegun as an off-perk weapon
      Doshgun.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
      • A tier 2 off-perk weapon that works in semi-automatic or full-automatic fire modes.
      • It literally shoots dosh stacks that behave like a blunt projectile and leave a dosh pickup in the ground.
      • The weapon does not count with spare ammo reserves, instead it draws the ammo directly from the dosh reserves as a ratio of 20 Dosh per round or 400 dosh per full clip
      • Trader price is 600 Dosh.

  • New Steam Achievements
    • Carillon Hamlet related achievements
  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Carillon Hamlet
    • Complete all seasonal objectives to earn the Holiday Shopping Companion
    • ChristmasTreat Prize Tickets
    • Christmas Treat Golden Prize Tickets
  • Zedconomy
    • Doshinegun Weapon Bundle
    • Chop Till You Drop Full Gear Bundle
    • Alchemist Gear Cosmetic Bundle
    • Christmas Weapon Skin Bundle Pack
    • Alchemist Weapon Skin Bundle Pack
    • Premium ChristmasTicket Bundles comes in three tiers:
      • Bronze - 5 Premium Seasonal Tickets
      • Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
      • Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets

Reminder since this usually comes up during update releases, the database update for ticket drops and setting up steam items for sale will occur at approximately 1pm EDT after all the patches go out in order to verify that the patches are deployed across platform.



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
  • Endless game vote to pause
    • Vote to pause system implemented for endless game mode.
    • New “vote to pause” button included in the main menu during trader time.
    • New “vote to resume” button included in the main menu during paused games.
  • Improvements in the Aim assist for controllers
    • The auto aim assist has been improved and the range to detect the head as the aiming point has been increased.

Balance
  • Weapons
    • VLAD-1000 Nailgun
      • Ammo pool increased from 336 to 378
      • Alt fire (single nail) spread decreased by 50%
      • Nail projectile speed increased by 25%
  • Perks
    • Survivalist
      • Make Things go Boom (level 20 skill)
        • Explosive resistance increased from 40% to 50%
        • Area of effect of all explosives increased from 40% to 50%
  • Bosses
    • King Fleshpound
      • Walking and sprinting speed increased by 15%
      • Shield scale increased by 10%
      • Ground pound damage increased by 10%
      • Beam range increased by 20%
      • Beam damage increased by 20%
      • Phase thresholds changed from 65% / 50% / 20% to 75% / 60% / 30%
    • Abomination
      • Sprinting speed increased by 15%
      • Vomit range by 10%
      • Abomination sub-spawn delay reduced from 2 to 1.5 seconds
      • Freeze rate reduced by 40%.
      • Freeze cooldown increased from 10 to 15 seconds.
      • Fart attack timers reduced for all difficulties by about 2 seconds
      • Fart attack timers while raged reduced for all difficulties by about 0.75 seconds
      • Bloat mine projectile speed increased by 50%
    • Abomination Sub-Spawn
      • Health reduced from 250 to 150
      • Explosion damage reduced by 20%
Designer Notes :

We know that endless games can be a huge time commitment, so we included the option to pause the game If every player agrees the waves will not be resumed, allowing players to have a break for whatever necessities. The option will be available only during trader time online. The system to resume the waves will be similar, with a vote of all players confirming.

The auto-aiming system for controllers was not working as expected under some specific circumstances. Sometimes when aiming slightly above the head the system used to auto-aim to the body center instead of the head. We have increased the range of detection of the head to avoid this problem. With this adjustment, using a controller will feel more accurate and consistent to player expectations than before.

We made very slight adjustments on the VLAD-1000 Nailgun just to improve the feeling of the weapon in the Support hands. We think the weapon was in a good spot in terms of balance, but these small adjustments will make it more friendly to use for this perk.

Regarding the Survivalist perk skill “Make Things go Boom”, it was boosted to have similar values as the Demolitionist equivalent skill, as we think that the Survivalist deserves to have the same capacities.

Finally, we made some adjustments on two bosses that were less prefered to play against by many mercs, King Fleshpound and Abomination. We boost some of their stats, mostly focusing on making them more aggressive and giving more importance to the skills that make them unique.


  • For the King Fleshpound, we adjusted the health thresholds in which the boss will be able to use their skills (ground pound, beam and shield), and we boosted the stats of these.
  • For the Abomination, we boosted different skills to make its rage phases more dangerous, increasing the sprinting speed and the rate of farts and bloat mines. Regarding the sub-spawns you will notice an increase in their number but they will be weaker.


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 .
    • Fix to animation of reload in 3rd person camera causing model stretching.
    • 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
    • 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.
  • Piranha Pistols
    • Fixed an issue where the Rackem Up skill was not applying when wielding the single pistol
  • Minigun
    • Fixed an issue where turn speed after picking up the minigun remains slow at all times regardless of equipped weapon. Further refinement of acceleration speed is being reviewed.

Perks:
  • Fixed an issue where the Berserker skills were not applying to numerous weapons when bashing with them.

Map:
  • Sanitarium:
    • 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.
    • Fixed an issue where Zeds don’t attack players within the Diabolic Experiment doorway area.
    • Fixed an issue where the door into the Dining Hall clips into the wall.
    • Fixed a collision volume in the Lounge area near the archway.
  • Monster Ball:
    • Fixed an issue where the dance floor music doesn’t play.
  • 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.

Console:
  • Updated the PS4 store to make all content available for more Asian countries. The following regions should now have access to Sony add-on content: Hong Kong, Indonesia, Malaysia, Singapore, South Korea, Taiwan, and Thailand.

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!
 
Last edited:
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.

New Additions and Highlights
  • 1 New Community Map
    • Carillon Hamlet
      CarillonHamlet04.jpg
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • An industrial small village that is preparing for the holiday season.
Visit the train station, the chapel, the market and factory with its underground tunnels.
  • 2 New Weekly Modes
    • Boss Rush
      BossRush.jpg
      • Five consecutive boss waves.
      • Each boss will be selected randomly, but without repeating any of them along the five waves.
      • The difficulty of each boss scales up each wave.
      • A certain amount of set dosh is granted after each wave.

  • Shrunken Heads
    ShrunkenHeads.jpg
    • Players and Zeds will spawn with a tiny head, the reverse of the Bobble Zed weekly mode.
    • Headshots no longer apply critical damage.
    • Some Zeds will have new vulnerable spots. An indicator FX is displayed to point out these spots.
    • Squad composition is slightly adjusted to have a higher rate of Rioters, Gorefiends and Scrakes.
    • Zeds spawn 50% faster but the total amount of Zeds is reduced by 20%.
  • 2 New Weapons
    • HRG Stunner for the SWAT
      HRGStunner.png
      • An alternative version of the AA-12 Auto Shotgun for the SWAT Perk.
      • A tier 4 full-automatic weapon that shoots 12-gauge steel slug rounds.
      • The secondary fire consumes several rounds to fire a concentrated flashbang shot that explodes, stunning the enemies.
      • Trader price is 1500 Dosh.
    • Doshinegun as an off-perk weapon
      Doshgun.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
      • A tier 2 off-perk weapon that works in semi-automatic or full-automatic fire modes.
      • It literally shoots dosh stacks that behave like a blunt projectile and leave a dosh pickup in the ground.
      • The weapon does not count with spare ammo reserves, instead it draws the ammo directly from the dosh reserves as a ratio of 20 Dosh per round or 400 dosh per full clip
      • Trader price is 600 Dosh.

  • New Steam Achievements
    • Carillon Hamlet related achievements
  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Carillon Hamlet
    • Complete all seasonal objectives to earn the Holiday Shopping Companion
    • ChristmasTreat Prize Tickets
    • Christmas Treat Golden Prize Tickets
  • Zedconomy
    • Doshinegun Weapon Bundle
    • Chop Till You Drop Full Gear Bundle
    • Alchemist Gear Cosmetic Bundle
    • Christmas Weapon Skin Bundle Pack
    • Alchemist Weapon Skin Bundle Pack
    • Premium ChristmasTicket Bundles comes in three tiers:
      • Bronze - 5 Premium Seasonal Tickets
      • Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
      • Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets

Reminder since this usually comes up during update releases, the database update for ticket drops and setting up steam items for sale will occur at approximately 1pm EDT after all the patches go out in order to verify that the patches are deployed across platform.



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
  • Endless game vote to pause
    • Vote to pause system implemented for endless game mode.
    • New “vote to pause” button included in the main menu during trader time.
    • New “vote to resume” button included in the main menu during paused games.
  • Improvements in the Aim assist for controllers
    • The auto aim assist has been improved and the range to detect the head as the aiming point has been increased.

Balance
  • Weapons
    • VLAD-1000 Nailgun
      • Ammo pool increased from 336 to 378
      • Alt fire (single nail) spread decreased by 50%
      • Nail projectile speed increased by 25%
  • Perks
    • Survivalist
      • Make Things go Boom (level 20 skill)
        • Explosive resistance increased from 40% to 50%
        • Area of effect of all explosives increased from 40% to 50%
  • Bosses
    • King Fleshpound
      • Walking and sprinting speed increased by 15%
      • Shield scale increased by 10%
      • Ground pound damage increased by 10%
      • Beam range increased by 20%
      • Beam damage increased by 20%
      • Phase thresholds changed from 65% / 50% / 20% to 75% / 60% / 30%
    • Abomination
      • Sprinting speed increased by 15%
      • Vomit range by 10%
      • Abomination sub-spawn delay reduced from 2 to 1.5 seconds
      • Freeze rate reduced by 40%.
      • Freeze cooldown increased from 10 to 15 seconds.
      • Fart attack timers reduced for all difficulties by about 2 seconds
      • Fart attack timers while raged reduced for all difficulties by about 0.75 seconds
      • Bloat mine projectile speed increased by 50%
    • Abomination Sub-Spawn
      • Health reduced from 250 to 150
      • Explosion damage reduced by 20%
Designer Notes :

We know that endless games can be a huge time commitment, so we included the option to pause the game If every player agrees the waves will not be resumed, allowing players to have a break for whatever necessities. The option will be available only during trader time online. The system to resume the waves will be similar, with a vote of all players confirming.

The auto-aiming system for controllers was not working as expected under some specific circumstances. Sometimes when aiming slightly above the head the system used to auto-aim to the body center instead of the head. We have increased the range of detection of the head to avoid this problem. With this adjustment, using a controller will feel more accurate and consistent to player expectations than before.

We made very slight adjustments on the VLAD-1000 Nailgun just to improve the feeling of the weapon in the Support hands. We think the weapon was in a good spot in terms of balance, but these small adjustments will make it more friendly to use for this perk.

Regarding the Survivalist perk skill “Make Things go Boom”, it was boosted to have similar values as the Demolitionist equivalent skill, as we think that the Survivalist deserves to have the same capacities.

Finally, we made some adjustments on two bosses that were less prefered to play against by many mercs, King Fleshpound and Abomination. We boost some of their stats, mostly focusing on making them more aggressive and giving more importance to the skills that make them unique.


  • For the King Fleshpound, we adjusted the health thresholds in which the boss will be able to use their skills (ground pound, beam and shield), and we boosted the stats of these.
  • For the Abomination, we boosted different skills to make its rage phases more dangerous, increasing the sprinting speed and the rate of farts and bloat mines. Regarding the sub-spawns you will notice an increase in their number but they will be weaker.


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 .
    • Fix to animation of reload in 3rd person camera causing model stretching.
    • 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
    • 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.
  • Piranha Pistols
    • Fixed an issue where the Rackem Up skill was not applying when wielding the single pistol
  • Minigun
    • Fixed an issue where turn speed after picking up the minigun remains slow at all times regardless of equipped weapon. Further refinement of acceleration speed is being reviewed.

Perks:
  • Fixed an issue where the Berserker skills were not applying to numerous weapons when bashing with them.

Map:
  • Sanitarium:
    • 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.
    • Fixed an issue where Zeds don’t attack players within the Diabolic Experiment doorway area.
    • Fixed an issue where the door into the Dining Hall clips into the wall.
    • Fixed a collision volume in the Lounge area near the archway.
  • Monster Ball:
    • Fixed an issue where the dance floor music doesn’t play.
  • 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.

Console:
  • Updated the PS4 store to make all content available for more Asian countries. The following regions should now have access to Sony add-on content: Hong Kong, Indonesia, Malaysia, Singapore, South Korea, Taiwan, and Thailand.

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!
 
Last edited:
I love that the game is being kept alive, but the map is pure crap, looks like a mashup of PS1-age blocky maps. The weapons are just reskin of other weapons and this has been going on for a while now. And on top of things we have the cheap casino motive. What happened to the music ? or the narrator ? or even an objective ?
Stop wasting time on reskinning zeds for holidays and bring in some solid DLC with a strong concept !
 
Upvote 0
Event map is not even a Winter map? If you wanted to reuse content you could reskin some existing map, add snow effects and i bet many would enjoy playing Christmas Themed "Burning" Paris map. Instead of this some weird map? . . ? Its once again map that is not fitting within the event theme.

Also terrible meme weapons, and aa12 for swat. Please, you are turning this game from survival, grim dark bloody gormless tosser game into some kind of Fortnite Clown shooter with cookie monsters.

Where is all this passion this game had on release? G.O.R.E? Even destructible parts of the enviroiment ( like lamps) are missing from newer maps.

On 1 side im glad Devs keep this game alive but on another side i just wish this game died 2 years ago and we got Killing Floor 3. Because atm its what we call with friends "content stagnation", same events, same new meh map , new weapon. We used to wait 2-3 updates to check out KF2 but now? We wait 3-6 updates to check it out.

Its not content starvation but content diversity what makes community disappointed. Kinda wished to see a proper Objective mode ( not arena objective mode with hired fiverr voice actors that everyone only played once to unlock skin), a good "lets move from A to B in Coop style" Gamemode.

New enemy variations would also spice the variety ( its harder to do but adds a lot of freshness). Just not the way you did with EDARs since they dont fit in current game . . .

Not trashing this game or saying its bad, it has one of the best gunplay mechanics and animations, but you guys need someone with better ideas how to keep game interesting for long term players.
 
Upvote 0
Man, i came to the forums just to comment on a bug I've noticed after the last update, but goddamn is the negativity across all the posts I've read unreal. All these people dropping comments on every post just to complain that every update isn't up to their standards. The entitlement is through the roof. The game was never meant to be anything more than a dumb fun horde shooter, the fact that it's still getting any support at all is testament to how committed tripwire is to their customers.

Anyway. The bug is that the SWAT perk Close Combat Training is no longer giving a damage buff to pistols/melee after the Christmas update. (PS5).
I think it's something to do with the changed secondary weapon conditions? Any word on whether this has already been noticed and fixed? It's making a noticeable difference in the first few waves of a match.
 
Upvote 0
New enemy variations would also spice the variety ( its harder to do but adds a lot of freshness). Just not the way you did with EDARs since they dont fit in current game . . .

All, if I may ask, please refrain from asking for new weapons and new enemies at all costs.

The background here is all enemies movements and all weapons were initially motion captured super high quality models. THEY DON'T AND CAN'T DO THIS ANYMORE.

If you look at all new post-release models, both weapons and monsters, they all reuse existing animations. Quarterpounds reuse fleshpound animations and even sounds. Robots reuse stumble animations from alpha clots and another reason they introduced robots is, in part, they don't have to care about proper animations for them, e.g. for their walking, as one can always say that they are robots and they don't have to resemble humans in their movement and follow human body physics.

Many of their post-release guns either reuse existing animations, e.g. Rhino pistols reuse Magnums. AFs reuse 1911s and so on. New animations that weren't reused from the old models are just plain horrible, e.g. Glocks 18c don't even have tactical reloads at all, blunderbuss and many other DLC weapons are just bad overall with parts protruding fingers of players, unrealistic 3rd person animations and other major blunders.

THEY ARE NOT IN POSITION TO INTRODUCE NEW QUALITY CONTENT. DON'T ASK FOR IT.

If they come up with a new enemy that's exactly going to be a new EDAR-like creature and almost all of you hate EDARs.

PS What they seem still capable of doing and what we can lobby for is small QoL improvements. E.g. the buffs one receives from a medic and the buff duration icons is a big win. Half ass, but still, adding the Friendly HUD functionality, such as expected HP recovery after getting healed to the player health bars is a win. Nerfing zerk's Skirmisher and Parry skills is a win. Nerfing the hemoclobber (that shouldn't have been added to the game in the first place) is a partially retracted loss. But the fact of the retraction by itself is commendable. And so on.
 
Last edited:
Upvote 0
I love that the game is being kept alive, but the map is pure crap, looks like a mashup of PS1-age blocky maps. The weapons are just reskin of other weapons and this has been going on for a while now. And on top of things we have the cheap casino motive. What happened to the music ? or the narrator ? or even an objective ?
Stop wasting time on reskinning zeds for holidays and bring in some solid DLC with a strong concept !

You say that as though there have actually been any new reskins since the inaugural instance of each "holiday" event years ago, of which there has been exactly zero.
 
Upvote 0