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Killing Floor 2 Deep Blue Z Beta 1 is Live!

KF2 Summer 2023 Beta Changelog

kf2deepbluezkeyart.jpg
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
Deep Blue Z
  • Unveil the secrets of a Horzine Deep Sea Underwater research base, deep in the Marianas Trench, that has definitely seen better days. Who knew Zeds could dive? Clean up the facility in the new map, Subduction.

Unfortunately, there has been another outbreak besides the Zeds, and it’s a really dangerous Contamination in the air. Defend the Safe Area in Contamination Zone Weekly Mode and be careful with staying outside, you might end up more beaten up than after fighting a Fleshpound. Luckily, there’s a new HRG weapon to help you keep the crowd controlled and defend a spot: the HRG Bombardier. A heavy-loaded Drone that will make Zeds go boom if they get near.
Check this new content coming right from the Depths!


New Additions and Highlights
  • 1 New Community Map
    • Subduction
      subductionbelow.jpg
      • Compatible with Survival, Weekly, VS, and Endless Game Modes.
      • A submarine Horzine facility.
  • 1 New Weekly Mode
    • Contamination Zone
      contaminationzoneingame.PNG
      • On each wave, a Safe Area is marked on the map.
      • Players will receive damage if standing out of that Safe Area.
      • All of the map will be safe when 5 zeds or less are alive (per wave) and during Trader Time.
      • Zed spawns are modified.
      • Length: 7 waves.
  • 2 New Weapons
    • HRG Bombardier for the Demolitionist
      hrgbombadierbeautyrender.png
      • An alternative version of the Commando’s Sentinel for the Demolitionist perk.
      • Assistance equipment that deploys a Grenade-firing Drone, controlling crowds with Area damage and Stumble power.
      • Right-click will create a cluster explosion by detonating the drone.
      • Trader price is 500 Dosh.
    • S12 Shockgun for the Support
      s12standardbeautyrender.png
      • The S12 Shockgun is a paid DLC weapon.
      • A tier 4 Semi-Auto Shotgun with a special trait: its Alt-Fire creates an EMP wave to help avoid being surrounded and lethal for weak Zeds.
      • Trader price is 1500 Dosh.
  • New Steam Achievements
    • Subduction related achievements
  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Subduction and the Weekly Mode
    • Complete all seasonal objectives to earn the Shark Jaw Head Accessory
  • Zedconomy
    • Stingray Weapon Skin Bundle Pack
    • Jaeger MKIV Weapon Skin Bundle Pack
    • Junkyard MKII Weapon Skin Bundle Pack
    • Predator Weapon Skin Bundle Pack
    • Horzine Diver Outfit Bundle
    • S12 Shockgun Weapon Bundle
    • Killing Floor 2 - Cosmetics Season Pass



As a reminder, 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 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

  • Option to Toggle the Friendly HUD using a Keybind:
    • Added a Keybind (configurable on PC) to toggle visibility of the Friendly HUD
      togglefriendlyhudkeybinding.PNG
    • To use it in the console, open the comms dial and press RT
      togglefriendlyhudconsole01.png

  • Item Search for Store and Inventory
    qolinventorysearch.png
    • An option will be added to search items within Store and Inventory using a virtual keyboard or your PCs and Consoles
    • This search bar will filter items (weapon skins, outfits) by name.



Balance
  • Weapons
    • Minigun
      • Magazine from 90 to 120
      • Spare ammo from 540 to 600
      • Ammo price per magazine from 90 to 120
    • Spitfire + Winterbite + Rhino
      • Sped up Bash animation 33% (1.5 play rate, around 2s)
    • HRG Locust
      • Damage from 60 to 45 (Explosive)
      • Bleeding Power from 20 to 15
      • Poison Power from 25 to 20
      • Upgraded from Tier 3 to 4
      • Removed 2nd upgrade
      • Trader price from 900 to 1400
    • Reducto Ray
      • Trader price from 1200 to 900
    • HRG Healthrower
      • Damage on Spray end from 27 to 12
      • Damage on Spray start (muzzle) from 30 to 15
      • Damage Interval from 0.07 to 1.2
      • Poison Power from 15 to 10
    • Mine Reconstructor
      • Fire Interval from 0.223 to 0.2
    • Road Redeemer
      • Fast attack Damage from 68 to 75
      • Heavy attack Damage from 90 to 100
    • HRG Crossboom
      • Damage Radius from 200 to 250
      • Seconds Before Arrow Detonation from 0.5 to 0.2
    • HRG Head Hunter
      • Ammo Cost (alt fire mode) from 100 to 25
  • Perks
    • Field Medic
      • Reduced the passive Movement Speed increase from 0.4% per level to 0.2% per level
      • Reduced the resistance cap from Resilience skill to 30%
      • Reduced Symbiotic Health Self Healing to 3%

Designer Notes:
After many requests and lots of voices asking (a lot) for a way to search for specific items in your inventory OR purchase them in the Store, we finally included an Item Search Bar! Now finding stuff is easier than ever, on any platform. We also added a way to easily toggle the Friendly HUD for players who prefer less information on the UI, or for the ones who need to check things real quickly.
Regarding balance, we have made tweaks in some weapons, following the State of the Game Survey:
The Minigun was a powerful weapon, but magazines were always empty by the time the fun started! Bigger mags and more spare ammo make the minigun a great option for its weight and price.
The revolver trio (Rhino, Winterbite, Spitfire) had a bit of a problem, and it was its bash attack. The animation and impact were slower than other similar pistols. If any gun wielders got trapped, having that weapon meant they wouldn’t have any good way to escape. Now, the bash speed has been leveled with other pistols (9mm, Revolvers) and any class which uses it will have a way to defend themselves.
The HRG Locust is an extremely powerful weapon just by its design. Both that and its price being 900 Dosh made it a weapon not properly adjusted to its Tier. After the changes for this update, the weapon should feel more fair in all matches now.
Reducto Ray’s case was basically the same as the HRG Locust but in an opposite way. It wasn’t a weapon as powerful as its price suggested, so it became the Tier 2 alternative for the survivalist.
The common opinion on HRG Healthrower was that it’s currently a weapon that’s too powerful. It worked wonders both for healing teammates and had the killing capacity of Firebug spray weapons. The Debuff applied to this weapon was solely focused on the damage aspect of it. It’s now a weapon more oriented to healing and supporting teammates, still preserving the viability of using it in Solo mode.
The Mine Reconstructor needed a bit of love to show how great a weapon it is, so we increased its Fire Rate! Woohoo!
The Road Redeemer is a limited Berserker weapon whose stats didn’t make a difference with its Tier partners. After a damage buff, it owns its rightful spot.
Feedback on HRG Crossboom was that it was too weak. After checking and looking for what made it weak, we found out that the arrows took too long to explode after impact, and that the explosions weren’t as devastating as they should have been. That has been addressed!
The Head Hunter is a very special weapon, which forces the Sharpshooter to change its playstyle. However, the main gimmick of the weapon (pop heads with the alt-fire) was overly constrained. Now there’s room for more usage of that Alt-Fire.

And now, for the Field Medic perk.
We read tons of feedback regarding the Field Medic and how it was the most powerful Perk by a difference. Especially how its Level 5 skills made them virtually invulnerable in some specific situations. In order to balance this Perk and make others as usable as this one, we adjusted the effectiveness of both Resilience and Symbiotic Health. We also debuffed the final extra run speed the class got passively due to its level. That, combined with the Healthrower debuff should make the Field Medic much more balanced compared to other Perks.



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.

Community Fixes
  • Fixed an issue where the Survivalist's “Faster Weapon Switch” bonus was only applying to survivalist weapons.
  • Addressed an issue where downloading or updating existing or new Workshop Maps were not always downloading due to getting into a poor state.
  • Fixed an issue with the Demolitionist SKill Destroyer of Worlds that could lead to unintended damage types and visual effects being applied to some weapons.


Weapon Fixes
  • Sentinel
    • Fixed an issue where the animation of pressing the remote control would not play when the al-fire was pressed.
    • Fixed an issue where the Drone ammo count would be out of sync when dropping and picking back up the remote control.
    • Fixed an issue that prevented the Sentinel from firing through glass.
    • Fixed an issue where the Sentinel played no sound during the weapon check animation.
    • Fixed an issue where the Sentinel would not fire at Zeds that were meleeing the drone owner when playing offline.
    • Adjusted the behavior of the Patriarch’s tentacle to not grab and draw in the Sentinel.
    • Fixed an issue where the ammo counter would be reduced when switching weapons during drone deployment.
  • Fixed an issue with the M16 203 Assault Rifle where the Alt-Fire sound would stop playing.
  • Corrected the HRG Crossboom Alt-Fire to have the proper detonation time.
  • Fixed an issue where the Survivalist Crovel was not cycling through the weapon swap correctly while the primary weapon was empty.


Localization Fixes
  • Addressed the localization for the Plague Doctor Hood where it did not fit within boundaries in multiple languages.
  • Fixed issue for the M4 where an extraneous M was present in German in the inventory menu.



As always, thank you for your continued support!
 
Last edited by a moderator:
When does this go live? I can't find anything about where to play it
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.
 
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> Addressed an issue where downloading or updating existing or new Workshop Maps were not always downloading due to getting into a poor state.

Thanks! Going to be exactly 1 year after it was introduced, but better late than never.

What about the MOTD images being cut off to no more than 512 pixels H or V or the client crashes to desktop upon entering the lobby? This restriction isn't exactly reasonable, but in any case, would be nice to have it at least acknowledged.
 
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- Looks like you didn't mention it, but Sentinel (and new HRG Bombardier) now do not trigger ZED Time and do not enrage Scrake or FP, with neither ballistic nor explosive parts (Bombardier's ballistic impact will, so Scrakes will still rage anytime when they are below their rage threshold and take impact damage; property bCanEnrage=false is missing in KFDT_Ballistic_HRG_Warthog.uc).

- Also, HRG Bombardier's self-destruction / manual detonation damage radius is not affected by demo and survivalist's radius skills (grenades that it spawns, are affected).

- HRG Locust DOT damage changed from 30 to 25

- HRG Healthrower does 12 damage at all ranges, not 15 - 12, as i mentioned before, also i'm not sure if this is intended, probably yes, but while Healthrower's beam supposed to have splash damage, it has Visuals Only flag, so it doesn't do any damage to ZEDs but still heals players.
 
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- Looks like you didn't mention it, but Sentinel (and new HRG Bombardier) now do not trigger ZED Time and do not enrage Scrake or FP, with neither ballistic nor explosive parts (Bombardier's ballistic impact will, so Scrakes will still rage anytime when they are below their rage threshold and take impact damage; property bCanEnrage=false is missing in KFDT_Ballistic_HRG_Warthog.uc).

- Also, HRG Bombardier's self-destruction / manual detonation damage radius is not affected by demo and survivalist's radius skills (grenades that it spawns, are affected).

- HRG Locust DOT damage changed from 30 to 25

- HRG Healthrower does 12 damage at all ranges, not 15 - 12, as i mentioned before, also i'm not sure if this is intended, probably yes, but while Healthrower's beam supposed to have splash damage, it has Visuals Only flag, so it doesn't do any damage to ZEDs but still heals players.
This has been passed along to the team for more information.
 
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What does the "Killing Floor 2 - Cosmetics Season Pass" contain? Is it just DLC cosmetics from season updates or is there something else in it (like the steampunk outfit)?
It's a collection of multiple outfit bundles that are on sale.
 
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Initial thoughts and findings on the new weapons (testings done on 6P HoE):

SG12 Shockgun (tested with LLLLL)
  • 8 weight blocks (!)
  • 10 shots in the mag; 173 total rounds (!)
  • General per-shot power level seems to be a middle ground between M4 and HMTech-301
    • 7 projectiles per trigger pull
    • Projectile spread seems wider than even the M4
    • Low stumble
    • 7 average headshots to kill on Scrakes from close-med range; stumble triggers on shot 6
    • 9 average headshots to kill on Fleshpounds from close-med range; rage triggers on shot 2
    • All trash and most medium Zeds will instantly die from one headshot at close-medium range, not just decap but instantly killed; Bloats take 2 headshots to decap
  • 7 shockwave cartridges
    • Need to be reloaded one at a time like an underbarrel grenade, although they're much faster than something like the M203
    • The shockwave is an AoE blast centered around the user that deals high damage, stumbles, and inflicts EMP on any survivors
      • The shockwave appears to be a circle with no falloff
      • Kills all fast trash and some medium Zeds instantly (Clots/Cysts/Slashers, Crawlers, Stalkers, Gorefasts, Sirens)
      • Gorefiends and Husks take two EMPs
    • EMP + stumble means you can invalidate an unexpected Scrake and finish it off during the EMP duration
    • EMP does not affect raged Fleshpounds

Final thoughts:
It's another trash-killing weapon with CC, which Support never really lacked for in 2023.
That said, in its current state the Shockgun is arguably the best anti-trash weapon Support can ask for; It's a flat upgrade over the 301 outside of the spread and it's basically a better HZ-12 since it doesn't have to chamber every shot.

The insanely high ammo reserve, mag-fed semi-auto trigger pulls, and fairly high anti-trash damage in combination with the 7 panic buttons which can invalidate one of Support's intended weaknesses (getting surrounded and dying) is definitely side-eye worthy; while I'm not convinced it's exactly Pay-2-Win over something like the Frost Fang it is absolutely a band-aid weapon for players who would otherwise get clowned on Support. Pay-2-Crutch?

HRG Bombardier (tested with LLLLL)
  • 500 (!) Dosh
  • 3 weight blocks
  • 4 max drones carried
  • One drone has ~33 shots in each magazine
  • Rate of fire is ~2 shots/sec.
  • The individual shots are not very strong to begin with and the damage seems pretty inconsistent, probably due to 1) an artifact of how explosion damage is calculated on models, 2) the gun doesn't reliably aim for center of mass, and 3) and the projectile has a tiny blast radius
    • Cysts can take either 2 or 3 shots
    • Crawlers can die on a direct shot but the gun frequently aims in front of the Crawler it's targeting, then corrects when the Crawler gets stunned and shoots again for center of mass
    • Gorefasts reliably take 6 shots
    • Anything higher than that is either a non-starter or collateral damage
    • Just for giggles, I tested a few QPs; it takes ~31 shots(!) to bring one down with the designated damage build
  • Yes, this thing can absolutely get Zed-Time Nuke explosions if it shoots during Zed-Time; as far as I can tell, it does not trigger Zed-Time but it can take advantage of the LV. 25 skills when it hits during Zed-Time all the same
  • It might be the most annoying thing in the game when run with Demo's right-side skill tree, give or take Destroyer of Worlds
Final thoughts:
uuuuuuuuuuuugggggggggggggggggghhhhhhhhhhhhhhhhhhhhhhh

It's going to be really annoying when it goes live and people will absolutely stack this with the standard Sentinel to make sure anyone who has to aim hates life as much as possible.
 
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For HX25 and Kaboomstick the way Detroyer of Worlds spawns a nuke is changed. It used to be 0.25s time delay since the last nuke, now only 1st technically spawned projectile from the barrage is capable of nuking. Now it's unpredictable, most likely this single projectile will be wasted before the rest of the salvo will kill a ZED so chance of nuking off with the same shot that kills ZED now greatly reduced.

An intended decision is that you can't have Sentinel and Bombardier at the same time in the air. However it's still possible to have multiple units of these. You need a team mate for that. Deploy a drone - drop the weapon to your mate - let them do the same - get it back - deploy - repeat. I only tested in on dummy bots but pretty sure it will work with actual players too.
 
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Still no fix to voice comms? The game flips a coin every single time we load a map to decide who can hear who. It's like we create a neural network with each map loaded where A can hear B, B can hear C, but C can't hear A. Then we'll get "Everyone can hear D, but D can only hear B."

It would be nice to actually be able to converse with teammates in a co-operative game.
 
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