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Killing Floor 2 Day Of The Zed Event Is Here


Event
Day of the Zed
  • Welcome boys and girls to the Day of the Zed! Are you prepared to visit Netherhold and unveil all the secrets of this bastion of torture? Discover the hidden passages and maybe you will be able to survive. Speaking of surviving... two new weekly modes that will test the skills of the most veteran mercs, especially Abandon All Hope, our ultimate challenge for those who see Hell on Earth as child’s play. For those who can't handle the heat of AOH, perhaps journeying to the Wild West London will sate your inner Cowboy spirit. Only Gunslingers and Sharpshooters may apply. Finally, the Horzine devs have some offerings that may help you with these challenges, two new HRG weapons ready and loaded, the electrifying HRG Disruptor and the explosive HRG Tommy Boom.

New Additions and Highlights
  • 1 New Community Map
    • Netherhold
      NetherholdMain.jpg
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • An otherwordly bastion of torture and depravity deep underground in a cavernous expanse. A surreal and organic pandemonium of tight corridors, twisting stairways and multitudes of hidden passages and secret rooms.
  • 2 New Weekly Modes
    • Wild West London
      wwl.png
      • Wild West ambience: cowboy hats and a sepia filter.
      • Only Gunslinger and Sharpshooter perks allowed. With a reduced selection of weapons available.
      • Fan Fire skill granted to every player.
      • Players receive more dosh than usual.
      • Players receive some healing after killing a Zed with a headshot.
    • Abandon All Hope
      aah.png
      • The ultimate challenge in terms of difficulty, surpassing Hell on Earth.
      • Waves with a larger amount of Zeds.
      • Zeds spawn faster and run faster than usual.
      • Zeds spawn enraged.
      • Bosses have twice the health than usual.
      • Ammo boxes spawn more frequently.
  • 4 New Weapons
    • HRG Disrupter for the Gunslinger
      HRGDisrupter.png
      • An alternative version of the HMTech-101 for the Gunslinger Perk.
      • A tier 4 semi-automatic single pistol that shoots energy with 2 fire modes.
      • The primary fire mode shoots fast projectiles at high rate. The secondary fire mode shoots more powerful blasts at less rate, it EMP enemies while consuming more ammo.
      • Trader price is 1500 Dosh.
    • HRG Tommy Boom for the Demolitionist
      HRGTommyBoom.png
      • An alternative version of the Tommy Gun for the Demolitionist Perk.
      • A tier 2 SMG with a relatively high fire rate and explosive rounds.
      • Can shoot in full-auto or semi-auto fire modes.
      • Trader price is 650 Dosh.
    • Piranha Pistol(s) for the Gunslinger and Berserker
      piranha.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
      • A tier 3 semi-automatic pistol. Can be dual-wielded.
      • It launches saw-blades that eviscerate the enemies and bounce on walls.
      • It can block enemy attacks and the muzzle is edged for extra bash damage.
      • Trader price is 600 Dosh for the single and 1200 Dosh for the dual variant.
    • Corrupter Carbine for the Sharpshooter and Field Medic
      corruptercarbine.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • It is a tier 4 bolt action rifle with a scope for the Sniper and Field Medic perks.
      • Secondary fire shoots biological seeds that corrupt Zeds. If they die with the seed on they will explode releasing healing gas.
      • The seed can also be used with players, to provide a smaller but faster heal.
      • Trader price is 1500 Dosh.
  • New Steam Achievements
    • Netherhold related achievements
  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Netherhold
    • Complete all seasonal objectives to earn the DoZ Companion Backpack
    • Halloween Treat Prize Tickets
    • Halloween Treat Golden Prize Tickets
  • Zedconomy
    • Piranha Pistol(s) Weapon Bundle
    • Corrupter Carbine Weapon Bundle
    • Day of the Zed Weapon Bundle
    • Day of the Zed Full Gear Bundle
    • Premium Halloween Ticket Bundles come in three sets of 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
    • Vietnam Gear Cosmetic Bundle
    • Hellmark Weapon Skin Pack

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
  • Purchase armor in portions
    • A new option is able for purchasing armor in the Trader.
    • With this option players will be able to purchase armor in increments of 25.
  • Gameplay option for the quick swap button
    • Players can configure to include or not the 9mm in the weapon rotation when using the quick swap button.
    • It can be configured in the Gameplay menu of the Options tab.
  • More transparent drop percentages
    • The exact drop percentages for the different rarities of each Crate and USB has been included as part of their description.
  • Store - Discount UI Optimization
    • The in-game store UI had some adjustments in order to make the discounts more visible and user friendly.

Balance
  • Weapons
    • Mine Reconstructor
      • Impact damage ranges increased from 25-250 to 30-300
      • Explosion damage ranges increased from 30-300 to 35-350
  • Healing of mine explosions increased from 4/40 to 5/50
  • Ammo pool increased from 108 to 132
  • Initial spare ammo increased from 2 to 3 magazines
  • Fire rate increased by 50%
  • Altfire rate increased by 66%
  • Reload time reduced by 30%
  • Hemoclobber
    • Heavy attack hit damage increased from 130 to 140
    • Heavy attack gas explosion damage increased from 200 to 225
    • Heavy attack gas explosion healing decreased from 30 to 15
    • Magazine Capacity reduced from 3 to 2
    • Spare Ammo Capacity reduced from 12 to 10
    • Ammo price per mag decreases from 85 to 75
  • Perks
    • SWAT
      • Tactical Movement (level 5 skill)
        • In addition to the current skill effect, the player will move and sprint faster.
      • Close Combat Training (level 10 skill)
        • The damage boost is increased from 85% to 100%
        • The boost is also applied to all the bash attacks

Designer Notes :

We included the option of purchasing armor in portions to allow the mercs to have more flexibility and control in the trader menu. We think that it will be especially useful in situations when you have few dosh to spend and need to distribute it between ammo, armor and grenades.

Some time ago the 9mm was excluded from the weapon rotation of the quick swap button, as part of a quality of life improvement. Some players appreciated this change but others missed the previous configuration. So now we have included it as a configurable option, so any player can select the one that prefers.

We added the Discount UI optimization and the More Transparent Drop Percentages just to increase the user experience of the store and the inventory in general.

The Mine Reconstructor was underperforming compared to other Field Medic weapons. It has not found a gap in the weapon loadout for most medics, so we made some adjustments to tune up some general stats, aiming to place it in a better position and making its unique mine mechanic to shine more.

We also made some adjustments in the special heavy attack of the Hemoclobber. We increased the damage but reduced the healing of the explosion and the magazine size. So the gas explosions will be less frequent, more powerful against enemies but less efficient in terms of healing.

Finally, two SWAT perk skills had some functionality tweaks that should improve their performance and viability. Tactical Movement will offer even more movement capacities and Close Combat Training will also improve the melee (bash attack) of all SWAT weapons.



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:
  • “Phantom Players” fix on servers that left players left on servers improperly.

Map:
  • Moonbase
    • Adjusted LOD’s in the Green Dome to improve performance.
    • Corrected an anti-aliasing issue in the bottom of the Small Dome.
    • Corrected an anti-aliasing issue in the Living Quarter.
    • Corrected an anti-aliasing issue in the Rocket Dome.
    • Filled in a gap between walls in the Living Quarter.
    • Fixed a ZED pathing issue near the green dome in the left side corridor.
    • Replaced cast iron sewer covers throughout the map.
    • Addressed ventilation spawn that was missing an opening
  • Dystopia
    • Adjusted LOD’s in the Office Area 2 to improve performance.
    • Adjusted LOD’s in the Office Area 1 to improve performance.
    • Adjusted LOD’s in the Main Street area to improve performance.
    • Adjusted LOD’s in the Car Dealership to improve performance.
    • Adjusted LOD’s in the Hotel Area to improve performance.
    • Adjusted LOD’s in the Waterfront Area to improve performance.
    • Adjusted LOD’s of the various billboards to improve performance.
  • Netherhold
    • Fixes to areas where Zeds would not target players.
    • Fixes to collision in multiple locations.
    • Fixes to texturing and z-fighting in multiple locations.
    • Fixes to LODs in various locations.

Weeklies:
  • Wild West London Weekly
    • Fixed issue in which environment music would play over top the Wild West music after player death.
    • Removed non-interactive weapon pickups from Netherhold during this weekly

Weapons:
  • Piranha Pistols
    • Fix to apply correct shared content string.
    • Update to Copper Skin textures.
    • Fixed issue in which weapon wouldn’t fire with alt dual pistol option enabled in gameplay settings.
  • Corrupter Carbine
    • Fix to apply correct shared content string.
    • Weapon no longer has additional spin when dropped.
    • Animation sway added while using iron sights.
  • HRG Disruptor
    • Fix to animation of reload in 3rd person camera causing model stretching.

UI:
  • Fixed an issue where using auto fill on the armor would charge more dosh than listed.
  • Fixed an issue where armor partial fill button would be non-interactable when using a controller while on PC.
  • VS
    • Fixed issue in which lingering match length UI settings from Survival would affect VS server matchmaking.
  • Trader Pod
    • Fixed Auto Fill Armor pricing display being inaccurate to true dosh cost.
  • Localization
    • Fixed German localization appearing in Seasonal Objectives text for Chinese Simplified language setting


As always, thank you for your continued support!
 
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> “Phantom Players” fix on servers that left players left on servers improperly.

At last!

> Zeds spawn enraged.

Does this apply to fleshpounds and quarterpounds?

>SWAT Tactical Movement (level 5 skill) In addition to the current skill effect, the player will move and sprint faster.

How exactly faster?
 
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no Double XP And Quadrouple Drops and -50% for prices in store ?
Not at this time

> Zeds spawn enraged.

Does this apply to fleshpounds and quarterpounds?

>SWAT Tactical Movement (level 5 skill) In addition to the current skill effect, the player will move and sprint faster.

How exactly faster?

Working on finding out answers
 
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The Piranha Pistols are not quite done yet. When you carry two of them they do not support alternate aiming mode. When you carry 1 Piranha Pistol, you pick up 6 additional shots with every ammo crate. When you carry two, you pick up anywhere from 6 to 18 additional shots with every ammo crate. There's no consistence. The Piranha Pistols will take most zeds down with 1 shot, skrakes take 3 shots pretty consistently, that means flesh pounds should take 5 or 6 shots. I've had to hit some full sized flesh pounds with more than 12 shots before they go down. Considering you can only carry a limited amount of ammo, that's a lot.
 
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Why would you nerf the hemoclobber litteraly no one uses for its power at all and with how slow its heavy attack is and with its aamo being cut down to 2 like...you can only heal 30 hp before having to reload that slow ass thing.its not like it was an OP weapon by any means and considering bezerk really doesnt have a good weapon pool to chose from like wth guys.the only reason people use anything of than the katana,eviscerator,hemo/ion if you pay for it is just for fun and to change it up.like i genuinly dont understand the logic behind it and ive been playing since early kf1 and have close to 3000 hours of gameplay in and i think if anything the heavy atk speed should of been speed up a bit and nothing else done cause the zerk class is beast but thats mainly due to perks and not weapons.to go from being able to heal 90 hp before reload all the way down to 30 hp with a weapon that slow like cmon guys medics dont use that thing only zerks and survivalist do.
 
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I still don't really see the point of buffing SWAT's movespeed when its movespeed was never the problem.

The main issue with SWAT is that it's a trash killer specialist that gets outdone on killing trash by Commando and Firebug. The actual best reasonable buff it could get would be to boost SMG damage against Gorefasts and Gorefiends, maybe Crawlers as well. I don't know off the top of my head how that would affect offperking with certain SMGs, but it would certainly help with SWAT itself.

Why would you nerf the hemoclobber litteraly no one uses for its power at all
Which is part of the problem. Players use it to cheese self-heals. Not that it was weak in the first place, per se.

its not like it was an OP weapon by any means
Yeah. Yeah, it was. It makes (made?) an already very tanky perk even tankier and encourages spamming heals over actually trying to kill things efficiently.

and considering bezerk really doesnt have a good weapon pool to chose from
like wth guys.the only reason people use anything of than the katana,eviscerator,hemo/ion if you pay for it is just for fun and to change it up.
ಠ_ಠ

like i genuinly dont understand the logic behind it
Because it's a stupid, cheesy self-healing item for tanks that hurts the game by existing.

the zerk class is beast but thats mainly due to perks and not weapons.
That's half right. The Zerk skills and passives are kinda nutso.

But the weapons are also very good. The Bone Crusher is an easy-to-use tank weapon. The Static Strikers are one of the best teamplay weapons. The Zweihander and Nailgun are the best combo for Zerks who actually know takedowns. I could go on. To say Zerk's weapons all suck outside of those 4 is completely nonsensical.

to go from being able to heal 90 hp before reload all the way down to 30 hp with a weapon that slow like cmon guys medics dont use that thing only zerks and survivalist do.
The thing didn't need to exist in the first place. You should be learning to kill things without relying on healsticks.

Oh, and TWI/Saber--please tackle the Healthrower next. That thing seriously needs to be knocked down a few rungs.
 
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Hi, can someone tell me how long the Day of the Zed event lasts? I know it says the XP and Item Drop event lasts until the 19th, but when does the whole event end? Surely it doesn't end before Halloween even gets here, I hope.
Most likely a few days into November, at which point this event will end and the beta for the winter event will begin, with the actual event for that starting early in December. Each event tends to run for a month or so.
 
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