Killing Floor 2 Fall 2020 Update Beta 2: Steam/EGS Build 1104

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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 are 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 own dedicated server within the install for your own personal hosting needs for this version.

Event
Infernal Insurrection
  • Terror in the streets of London, an invasion has commenced in the bowels of King's Cross Station! An Infernal Insurrection emerges from the underground, and lots of horrific creatures are starting to spread. Break into Hellmark Station, the very origin of the chaos, and face whatever force you encounter there, perhaps you may find a way to use their power against them. But we have some good news, we offer you some new tools for facing those horrific creatures, the HRG Scorcher and the HRG Arc Generator. Burn, electrocute, or just slay the enemies as you prefer, but be sure you clean the station out of demons!
  • Beta 2 Start 9/16/2020. Beta 2 End on the final release.

Addressed Community Feedback
As mentioned in the 2019 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

Balance

  • Weapons
    • Minigun
      • Damage type of the bullets updated to be “Ballistic_AssaultRifle”
      • Base damage increased from 32 to 35
      • Aim speed limitation while shooting reduced by 10%
      • Ammo pickup scale increased by 50%
    • Mine Reconstructor
      • Direct hit damage of fully charged projectile increased from 200 to 250
      • Explosion damage of fully charged projectile increased from 270 to 300
      • Healing capacity of fully charged projectile increased from 24 to 40
      • Ammo pool increased from 108 to 120
      • Ammo pickup scale increased by 50%
      • Bash attack speeded up by about 30%
    • HRG Scorcher
      • Default fire mode direct hit damage increased from 185 to 333
      • Default fire mode projectile speed increased by 30%
      • Default fire mode projectile gravity scale decreased by 10%
      • Default fire mode spread decreased by 80%
      • Ammo pool increased from 29 to 32
      • Lifetime of the ground fires created by alt-fire increased by 1 second
      • Max number of fire drops created by alt-fire increased by 1
    • HRG Arc Generator
      • Default fire main beam damage increased from 18 to 21
      • Default fire secondary arcs damage increased from 6 to 7

Designer Notes :

The typeless Minigun bullets were unintentionally ignoring the Zeds resistances, so we fixed it by changing their damage type to Ballistic_AssaultRifle. That caused a decrease in the overall damage output of the weapon so the base damage was slightly boosted for balance reasons. We also reduced the aiming limitation while shooting to make the weapon easier to control. Some players were running out of ammo during long waves so we increased the ammo pickup scale to reward the players that intentionally seek for ammo boxes.

The Mine Reconstructor was performing under our expectations so we made some adjustments to improve its viability. We increased the maximum damage and healing values, a boost that will be much more noticeable on the fully charged mines. Some players were suffering from lack of ammo with this weapon, compared to other Field Medic weapons so the ammo pool was increased along with the ammo pickup scale to alleviate that issue.
Finally, the bash attack was too slow compared to other similar weapons bash attacks, so it was sped up to be more in tune.

The HRG Scorcher default fire was applying the direct hit damage twice, after the fix of that bug we needed to readjust the damage value to a similar spot than before. Even so, we didn’t just double the value, because even if the direct hit has become slightly smaller, it is compensated with a greater fire damage over time. Apart from that, we tried to improve two main problems the community were having with this weapon: First, the accuracy of the default fire mode, so the projectile spread, speed and gravity scale adjustments will make headshots easier to land. Second, the alt-fire ground fires were spawning too far from the shooting point so we added an additional drop between the player and the previous first drop. In addition to those tweaks, the ammo capacity and ground fire duration boosts will help the weapon to become a more viable option for the Firebug players.

The HRG Arc Generator was overall in a very good spot, but the default fire mode was slightly underwhelming compared to the alt-fire mode, so we increased the damage of the main beam and the secondary arcs of the default fire mode.


Bug Fixes
Also mentioned in the 2019 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.

Gameplay
  • Fixed an issue where both Medic Zed Time skills were able to damage Zeds through walls.

Perks
  • Fixed an issue with a change to the Dual 9mm Pistols classification which prevented them from working with Perk skills such as Close Combat Training and Fallback.
Maps:
  • Fixed an issue where in certain areas in Black Forest Zeds were unable to attack players
  • Fixed an issue where in certain areas in Desolation Zeds were unable to attack players
  • Hellmark Station:
    • Fixed a number of collision volumes throughout the level that were blocking player movement away from the visible obstacles.
    • Removed problematic spawn points and adjusted other spawn points to maintain the appropriate pressure levels in those areas of the map.
    • Fixed an issue where the Trader Path would guide players through walls and other physical objects.
    • Fixed a number of LOD issues throughout the map.
    • Fixed some collision volumes with some of the spikes which were allowing players to enter into them.
    • Fixed a number of areas where players could drop items into them and they would become inaccessible.
    • Fixed an issue with the Obelisk effect where the heal self notify would remain active on the screen during the entirety of the effect.
    • Fixed multiple objects that were floating away from walls or off the ground.

Weapons:
  • Fixed an issue with the Teslauncher in Versus mode where the damage resistances were not being appropriately applied.
  • Fixed an issue with canceling C4 detonation animations through weapon swaps that could result in unintended C4 detonation and self damage and or killing.
  • Fixed an issue with the Teslauncher where the bruning VFX would play continuously on EDARs, Sirens, Bloats, and Husks.
  • Fixed an issue with the HMTech-501 where when firing from the underslung grenade launcher the grenades would stay in the air when shot at a downward angle.
  • Fixed an issue with the Minigun where in Online play there was no restriction in aiming speed while firing allowing for more uptime on the fire rate than intended.
  • Fixed an issue with the Minigun where running would be prioritized over other actions.
  • Fixed an issue with the moving speed restrictions for shooting applying during the windup instead of the windup moving restrictions which were only applying while ADS.
  • Fixed an issue with the Mine Reconstructor where the liquid would remain on the barrel after a charged shot.
  • Improved performance of the Mine Reconstructor projectiles and gameplay during times of poor connection due to high packet loss.
  • Fixed an issue with the Mine Reconstructor where the interrupt notifies during the detonation animation were not triggering, forcing players to complete the animation before attempting any other action such as reloading.
  • Adjusted the Mine Reconstructor bash animation and hit registration to bring them in sync with each other.
  • Fixed an issue with the HRG Scorcher dealing double damage to Zeds that were not killed with the initial hit.

Audio:
  • Fixed an issue with the Teslauncher where the bruning VFX would play continuously on EDARs, Sirens, Bloats, and Husks.
  • Fixed an issue with the HX25 pellets no longer having impact and explosive audio.
  • Fixed an issue with the Matriarchs attack VO was being cut off if another VO trigger was activated by her special attacks.
  • Fixed the audio dropoff for the Mine Reconstructor where teammates could hear it across the map.

UI:
  • Addressed multiple issues within the friend invite UI while using a controller:
    • Selection button beside friends name will now highlight appropriately.
    • Already invited friends are now skipped when scrolling past them.
    • Now able to enter text into the search field.
    • Fixed various buttons that were not functional when the controller was enabled.

General:
  • Fixed an issue where the client log was spammed with a map preview line while waiting in the lobby of a match.

As always, thank you for your continued support!
 
Minigun is too weak.The other balances are fine.Minigun cannot kill FP efficiently and quickly.The weight is 10, and you can't carry any other effective weapons.:confused:
 
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Reactions: missing_trigger
Not sure if this is intended. But right now (starting from beta 1) dual 9mms are no longer give XP to your perk.
Start as SWAT with Close Combat Training, get few Clot kills and suicide. You'll get xp for Survivalist for killing Clots and for Gunslinger for hitting heads but you won't get XP for SWAT. Then do the same but drop one of 9mms on the ground and you'll be getting XP for SWAT just fine.

Edit: other things that don't work with dual but do work with single 9mm

- SWAT's Tactical Movement
- SWAT's Suppression Rounds
- SWAT's Rapid Assault
- SWAT's Tactical Reload (all above can be fixed by editing function bool Is9mm(KFWeapon KFW) )

- Support's Tactical Reload

- Sharpshooter's Tactical Reload

- Demolitionist's Tactical Reload

- Commando's Tactical Reload
- Commando's Prepared
- Commando's Machine Gunner and Tactician

-------

Haven't tried it before but right now it's possible to sprint while maintaining Minigun's barrels moving. All you have to do is to press and hold right mouse and then press and hold shift. Although you'll be sprinting at 20% reduced speed. With only Minigun in inventory your speed will be around: just walking - 358 u/s, walking while spinning - 287 u /s, sprinting while spinning 344 u/s.
 
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Actually, Killing Floor 2 wasn't launching for me at all. After the update, it seems like there has been an issue with how the game launches and i managed to fix it by following the sixth solution here. Would be great to include if someone else is facing the same error.

(MOD NOTE: Links removed, please do not link random third party sites and use links to the official sites, KB and support sites)
 
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Totally agree. For it's weight it's now only good for low level trash killing. And you can't equip a back up commando gun that can kill fps or scrakes effectively. If your mini gun runs dry you get to pull out your starter weapon and pistol.
 
Not sure if this is intended. But right now (starting from beta 1) dual 9mms are no longer give XP to your perk.
Start as SWAT with Close Combat Training, get few Clot kills and suicide. You'll get xp for Survivalist for killing Clots and for Gunslinger for hitting heads but you won't get XP for SWAT. Then do the same but drop one of 9mms on the ground and you'll be getting XP for SWAT just fine.

Edit: other things that don't work with dual but do work with single 9mm

- SWAT's Tactical Movement
- SWAT's Suppression Rounds
- SWAT's Rapid Assault
- SWAT's Tactical Reload (all above can be fixed by editing function bool Is9mm(KFWeapon KFW) )

- Support's Tactical Reload

- Sharpshooter's Tactical Reload

- Demolitionist's Tactical Reload

- Commando's Tactical Reload
- Commando's Prepared
- Commando's Machine Gunner and Tactician

-------

Haven't tried it before but right now it's possible to sprint while maintaining Minigun's barrels moving. All you have to do is to press and hold right mouse and then press and hold shift. Although you'll be sprinting at 20% reduced speed. With only Minigun in inventory your speed will be around: just walking - 358 u/s, walking while spinning - 287 u /s, sprinting while spinning 344 u/s.
I noticed this 9mm issue during the beta 1.