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Killing Floor 2 Halloween Horrors Changelog - Version 1056

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
12,208
3,429
113


Highlights
  • New Holdout style Map - Nightmare
  • 2 New Weapons
    • Seeker Six
    • Hemogoblin
  • New Zeds In Survival
    • Boss - King Fleshpound
    • Quarter Pounder
  • New Systems
    • Dosh Vault
      • Earn items for completing daily and weekly challenges, or just watch your Dosh grow
    • Daily Objectives
  • Time Limited Halloween Tickets and Items
  • Zedconomy
    • New Zedconomy Items
      • Commando Chicken Outfit
      • Emotes
      • And More!
    • Inventory Filtering
  • Chromatic Keyboard Support
    • KF 2 now supports chromatic/glowing keyboards from the following brands
      • Alienware
      • Logitech



Balance
Zeds
Crawler
  • Will now try to evade M203 grenade launcher
Siren
  • Normal Difficulty
    • Damage reduced 55%
    • Solo play Damage reduced 40%
Husk
  • Normal Difficulty
    • Damage reduced 65%
    • Solo play Damage reduced 65%
Bloat
  • Normal Difficulty
    • Damage reduced 33%
    • Solo play Damage reduced 40%
Scrake
  • Normal Difficulty
    • Solo play Damage reduced 15%
Fleshpound
  • Normal Difficulty
    • Solo play Damage reduced 38%
Gorefast
  • Normal Difficulty
    • Damage reduced 60%
    • Solo play Damage reduced 38%
Gorefiend
  • Whirlwind attack is now interruptible
  • Normal Difficulty
    • Damage reduced 60%
    • Solo play Damage reduced 38%
  • Suicidal Difficulty
    • Blocking chance reduced 20%
  • Hell on Earth Difficulty
    • Blocking chance reduced 29%
Stalker
  • Normal Difficulty
    • Damage reduced 50%
    • Solo play Damage reduced 50%
Hans
  • Melee attack speed reduced 5%
  • Grenade barrage attack speed reduced 10%
  • Weapon spread increased 20%
  • Weapon fire rate reduced 16%
  • Cool down on attacks increased 5 seconds
  • Suicidal Difficulty
    • Solo play damage reduced 30%
  • Hell on Earth Difficulty
    • Health reduced 15%
    • Damage reduced 5%
    • Solo play damage reduced 10%


Spawning
  • Normal Difficulty
    • Early Wave Spawnrate increased 40%
    • Global Spawnrate increased 20%
    • Global movement speed reduced 6%
    • Solo play
      • Max zeds in world reduced 37%
    • 2 players
    • Max zeds in world reduced 56%
  • Hard Difficulty
    • Early Wave Spawnrate increased 25%
    • Global Spawnrate increased 20%
    • Global movement speed reduced 5%
    • Solo play
      • Max zeds in world reduced 31%
    • 2 players
      • Max zeds in world reduced 43%
  • Suicidal Difficulty
    • Early Wave Spawnrate increased 38%
    • Global Spawnrate increased 30%
    • Global movement speed reduced 5%
    • Solo play
      • Max zeds in world reduced 25%
    • 2 players
      • Max zeds in world reduced 43%
  • Hell on Earth Difficulty
    • Early Wave Spawnrate increased 29%
    • Global Spawnrate increased 32%
    • Global movement speed reduced 10%
    • Solo play
      • Max zeds in world reduced 25%
    • 2 players
      • Max zeds in world reduced 43%


Weapons
Medic Perk
  • Medic Assault Rifle
    • Damage reduced 15%
    • Rate of fire increased 16%
    • Mag size increased 35%
    • Recoil reduced 30%


Global Bug Fixes
Zed:
  • Fixed Online Only - Husk Fireballs are Visually Blocked By Rag Dolls While Projectile Continues to Invisibly Hit Player
  • Fixed King Fleshpound Chest beam Appears to Render Underneath Water in from Player's 1P Perspective
  • Fixed VS Fleshpound - Hitch in the Looping Backwards Raged Walking Animation (Normal & Summer Variants)
  • Fixed Siren scream disables Zed Time color desaturation
  • Fixed VS Slasher - Animation Hitch With Full Speed Backward Walk Cycle
  • Fixed King Fleshpound - Chest beam Attack SFX Persists After Death
  • Fixed Fleshpound : Not spawning enraged on Suicidal or Hell on Earth.
  • Fixed Fleshpound : enraged upon spawning will not remove rage state after hitting a player
  • Fixed Gorefiend's Blades Detach if He is Shot/Damaged as he Starts His Spin Attack
  • Fixed King Fleshpound not sprinting on start.
  • Fixed Cyst Zed Getting Pathing Stuck on Black Forest Near Bridge
  • Fixed Crawlers do not Attempt to Evade M203 Grenades.
  • Fixed King fleshpound chest beam does not cause controller to vibrate on impact.

Gameplay:
  • Fixed Trader Pod - Setting a weapon as Favorite does not immediately add it to the Favorite tab on the right side.
  • Fixed Trader Speech Illogicalities/Inaccuracies
  • Fixed Survivalist Zed Time Reload is Referenced but Does Not Trigger
  • Fixed Gunslinger : Slow reload during Zedtime while ZED TIME - Fan Fare is equipped.
  • Fixed Blocking/Parrying : Blocks/Parries are not properly registering and reducing zed damage sometimes.
  • Fixed Large Performance Spike with Boom Mode When Multiple Explosions Occur in Close Proximity to Player Camera
  • Fixed SWAT Battering Ram skill cannot knock / run through headless zeds
  • Fixed HE Grenade Doing Large Amounts of Damage w Backup and Hollow Point Skills
  • Fixed Berserker Smash applies 200% stumble to all weapons

Map:
  • Fixed Prison - wall stain not sorting with distance fog
  • Fixed Evacuation Point - Zeds falling out of ceiling window have chance to get stuck
  • Fixed The Descent - Strange shadow in one of the levels of descent.
  • Fixed Infernal Realm Steam Achievements Pluralized Incorrectly
  • Fixed Nuked - Flags that are framed on the wall do not fall when shot down.
  • Fixed Biotics Lab - Splatter maps Not Set Up for Aquarium Glass
  • Fixed Hostile Grounds - Popping Ambient Occlusion Shadows on a Tent
  • Fixed The Descent - Boss Room - Fog Plane Only Visible On Top Side Going Up Stairs
  • Fixed The Descent - Black Triangle Displayed on Lava Stream
  • Fixed Evacuation Point - Larger Zeds Difficulty Pathing After Dropping Down from the Skyway
  • Fixed Catacombs - Room Lighting In Top Level Turns Off At a Distance
  • Fixed Last Few Zeds Getting Stuck on The Descent Spiral Staircase Room
  • Fixed One Infernal Realms Eyeball Collectible is Explosive Proof
  • Fixed Hans Doll Collectible is Unattainable on The Descent Using the Eviscerator's Ranged Fire Mode
  • Fixed Prison - Awkward Zed Falling Behavior Coming Out of Broken Window
  • Fixed Catacombs - Players Can Hit a Snag on a Corner Preventing Smooth Movement Down Stairs
  • Fixed Tragic Kingdom:| Area where you can't walk through bushes
  • Fixed Tragic Kingdom | Snag on base of roller coaster
  • Fixed Tragic Kingdom - Zeds needlessly jump while traversing stairs
  • Fixed VS Crawler - Can Get Inside the Pop The Clot and Feed Games When Activated
  • Fixed Steam Sideshow Hazmat Suit icon missing special star icon
  • Fixed Rebel Mask/Neck Warmer & All 3 Firefighter Helmets are Incompatible
  • Fixed Tragic Kingdom - Scaled up splatter map on tent ceiling
  • Fixed Tragic Kingdom - Volume blocks player movement
  • Fixed Tragic Kingdom - Pukey doll clipping through roof of tent; seen from interior
  • Fixed The Tragic Kingdom : Some of the Pukey Dolls are having their Burp sound effect occluded.
  • Fixed Tragic Kingdom Exploit Spot
  • Fixed Decent - zeds can get stuck in narrow spawn closet exit
  • Fixed Community Maps : Modders are reporting players falling through their landscape maps.
  • Fixed Containment Station - ragdolls/death cams fall through world at some locations
  • Fixed Outpost : Zeds going up the stairs are not pathing properly
  • Fixed Z Fighting Occurring on Grandfather Clock in Farmhouse Map
  • Fixed Chimney on top of Farmhouse is Missing Collision Entirely
  • Fixed Evac Point - Flex meshes cast shadow from hidden mesh.
  • Fixed Console Only- Online Exploit Spot in Volter Manor Corner
  • Fixed Tragic Kingdom - Boomstick Jump Zed Navigation Exploit Spot on Pop the Clot Building
  • Fixed Piano Exploit Spot on Volter Manor
  • Fixed Exploit Spot on Catacombs Map Behind Generator
  • Fixed Volter Manor : Incorrect Portal Spawn animation for zeds coming out of vent over the Billiard Table.
  • Fixed The Descent - Zeds spawning in incorrect arena while playing
  • Fixed Black Forest - Floating drain mesh in crashed train
  • Fixed Burning Paris - Gap in Collision of Street Near Cafe in Which Dosh and Weapons Can Fall Through
  • Fixed The Descent : All players are not teleporting to the next arena.
  • Fixed Tragic Kingdom - Flex fluids floating in certain areas of the map.
  • Fixed Outpost - Uneven collision in corner causes Zeds to jump awkwardly when they run into it.

Rendering:
  • Fixed Zedtime : Screen saturation stuck when a lag spike hits while zed time is ending.

Weapon:
  • Fixed Magnum - Leg Dismemberment Not Occurring
  • Fixed Knockdowns Causing Eviscerator Saw Blade Ammo Particles to Float Mid Air
  • Fixed Trench Gun 3P Animation - Firing Quickly After Empty Single Round Reload Leaves Shell Inside Ejector Port
  • Fixed Bone Crusher : 1P - Overhead heavy swing causes left arm to clip through the 1st Person Camera.
  • Fixed HZ12 - 1P Shell Ejects are Red While Guncheck Shows Blue Rounds
  • Fixed Spamming Alt-Fire Button During Double Barrel Shotgun Reload Triggers Single Fire After Reload Finishes
  • Fixed Centerfire - Tracer Fire FX only present in Zed Time within 1P
  • Fixed Left Shoulder Visible When Moving Left After Sprinting With Mark 7 Armor and Dual 1858 Revolvers
  • Fixed Centerfire - Heavier Head Bob Effect When Sprinting than Other Comparable Weapons (Causes some Users Motion Sickness)
  • Fixed HZ12 - 1P Front Iron Sight Slightly Off Center from Rear Sight While Aiming
  • Fixed M4 | Vietnam | Battle-Scarred : This M4 variation is not able to be equipped.
  • Fixed P90 SMG - Muzzle Flash FX Does Not Emit Light on Environment or Gun Model
  • Fixed When Throwing Down One Skinned Dualie Weapon the Remaining Single Loses it's Skin
  • Fixed Bone Crusher Taunt Sounds and Animations Not playing in Multiplayer
  • Fixed Eviscerator : Players unable to stop reload with block, parry, or chainsaw.
  • Fixed Dual spitfires alt aim not centered

Cosmetic Fixes:
  • Fixed DJ Scully being unable to wear headphones with ski mask
  • Fixed Hazmat Helmet(s) & Fleshpound Visor(s)Clipping
  • Fixed Reaper Hat Clips Badly With Ana Larive's Character Model
  • Fixed Fleshpound Visors Cannot Be Worn With Several Though it Would Pose No Known Issues
  • Fixed Reaper Dead Mask and Reaper Hat are Non-Compatible with One-Another
  • Fixed Reaper Jaw is Incompatible With Reaper Dead Eyes & Reaper Raven Eyes
  • Fixed When Equipping Mister Death Facepaint & Sideshow Clown Hat/Witch Doctor Hat Much of Anton Strasser's Head Disappears
  • Fixed Rae Higgins : The Steampunk Gas Mask Filtered is not rendering for her.
  • Fixed Firefighter Helmet Mask Down Uses Two Lines of Text
  • Fixed Russian Gas Mask & Baseball Hat Clip Badly on DJ Scully
  • Fixed Inconsistent Item Thumbnail for Tiny Terror Weekly Hat on Steam Inventory Page
  • Fixed Strasser Unable to Equip King Fleshpound Visor (All Other Characters are Able)
  • Fixed Horzine Security, Cardboard Knight, Wasteland Outfit. and Hazmat Outfits Cannot Use Emotes on Online Servers
  • Fixed Typo with Sideshow Human "Canon" Helmet Accessory In Inventory Menu
  • Fixed Typo with Sideshow Clown Hat Inventory Description
  • Fixed Sideshow Clown Hat Clips Badly With Anton Strasser's Head
  • Fixed Gear Menu : Infiltrator | Red and Infiltrator | Blue text are saying the incorrect colors for them in the Skins Selection Container.
  • Fixed Wearing the Tactical Headset MK1 with certain cosmetics causes clipping.

Misc Fixes and Improvements:
  • Fixed Passive Gun Check SFX plays During Emotes
  • Fixed Paid Cosmetic Items Listed in the Market Cosmetic Filter of Store Menu
  • Fixed localization for "Horzine Supply Crate Series #1" item description.
  • Fixed In-Game Store - Emotes filter does not display items
  • Fixed Summer Sideshow Premium Prize Ticket : Misspelled 'required!' on the preview store window.
  • Tabbing Over to Inventory After Login Quickly Does Not Clear Vault Tab UI from Background

PC Steam Specific:
  • Fixed Steam Controller - Unable to use Voice Comm menu w/ Recommended Config
  • Fixed Weekly events not loaded on linux server
  • Fixed PC - Foster missing two tie/loose tie color variants
  • Fixed PC Only - Weapon Quick Select Ignored Following Last Weapon Used With Same Weapon Inventory Group
  • Fixed Linux Server: Dropped player on map change
  • Fixed Linux Server: Chat not working
  • Fixed KF2 Editor improperly rendering pathing lines
 
Last edited:

infntnub

Grizzled Veteran
Sep 25, 2012
2,168
78
48
Pennsylvania
Spawning
  • Normal Difficulty
    • Early Wave Spawnrate increased 40%
    • Global Spawnrate increased 20%
    • Global movement speed reduced 6%
    • Solo play
      • Max zeds in world reduced 37%
    • 2 players
    • Max zeds in world reduced 56%
  • Hard Difficulty
    • Early Wave Spawnrate increased 25%
    • Global Spawnrate increased 20%
    • Global movement speed reduced 5%
    • Solo play
      • Max zeds in world reduced 31%
    • 2 players
      • Max zeds in world reduced 43%
  • Suicidal Difficulty
    • Early Wave Spawnrate increased 38%
    • Global Spawnrate increased 30%
    • Global movement speed reduced 5%
    • Solo play
      • Max zeds in world reduced 25%
    • 2 players
      • Max zeds in world reduced 43%
  • Hell on Earth Difficulty
    • Early Wave Spawnrate increased 29%
    • Global Spawnrate increased 32%
    • Global movement speed reduced 10%
    • Solo play
      • Max zeds in world reduced 25%
    • 2 players
      • Max zeds in world reduced 43%
I love you!
 

s5yn3t

Grizzled Veteran
Sep 20, 2015
2,193
213
63
Making normal even more easier..... at this point you could have just made zeds static.
(not that i solely play normal, i sometimes pop in into a game of normal to just run around as a commando with knife dmg increase skill for sheets and giggles :D)
 

Dr. Lethal

FNG / Fresh Meat
Mar 7, 2017
610
80
0
24
Fixed Online Only - Husk Fireballs are Visually Blocked By Rag Dolls While Projectile Continues to Invisibly Hit Player
Thank you TW. This was annoying when we could've sworn the Husk shot was blocked.

Fixed Eviscerator : Players unable to stop reload with block, parry, or chainsaw.
This got me killed by Hans quite a few times because I couldn't parry due to reloading.
 

infntnub

Grizzled Veteran
Sep 25, 2012
2,168
78
48
Pennsylvania
s5yn3t;n2306630 said:
Making normal even more easier..... at this point you could have just made zeds static.
(not that i solely play normal, i sometimes pop in into a game of normal to just run around as a commando with knife dmg increase skill for sheets and giggles :D)
I was really surprised to see them touch Normal or Hard but I guess they had to in order to maintain the difficulty gaps consistently through all 4 options? Without playing the update I'm hoping SUI is pretty much perfect at this point and I may even like HOE now.

Normal is now Easy. Hard is now Normal. Suicidal is now Hard. HOE is now Suicidal. Those are just guesses though. If I'm right.. the people who felt HOE was too easy are going to be going on a rant.

I'm looking forward to trying it out and seeing if my guesses are relatively close. The update looks great, overall. :cool:
 
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Kothre

FNG / Fresh Meat
Apr 24, 2015
339
13
0
Ummm. So I'm still downloading this so I haven't played it yet, but what's with the difficulty changes, particularly to normal? Why not just make a new difficulty and call it easy? Because Normal now looks so easy that I can't even imagine a toddler losing at it. That aside, this update looks pretty sick. Very much looking forward to trying out the new weapons.
 

imnrk

Active member
Jul 9, 2015
698
93
28
Solo has always been a cakewalk compared to multiplayer, why make it even easier?

Update looks superb otherwise though.
 

mazedummy

FNG / Fresh Meat
Mar 18, 2012
61
1
0
mazedummy.de
I really like the new update!

I also would like it if the Hemogoblin could be renamed to HMTech-302 Hemogoblin, so it's a second weapon in Medic's tier 3 :D
 
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Aleflippy

Grizzled Veteran
Sep 18, 2012
2,324
113
63
Belgium
Okay, so here's a (quick) review of what I think so far! Those are some random thoughts :

1)I really don't know what to think of the hemogoblin at the moment... I suppose it's kind of a new-born Z.E.D. gun since it slows and weakens enemies? The idea is not bad, but it would have fitted the survivalist better in my opinion. Either that,or as an off-perk gun. The medic is already quite good at crowd control with his poison damage, so the extra bleeding effect is of little use (even when both stacks, the damage is still really weak). It just proves that the medic needs a WHOLE OVERHAUL, and not the addition of a gun and minor tweaks on his AR. I really hope it will happen next update... Because so far, you've only dug the perk's grave even deeper.

2)The new map is okay-ish but compared to the previous event, it's very lackluster... I can't tell exactly why,but it feels very odd. I suppose it's done on purpose,but I simply feel like it doesn't bring something truly worthwhile or memorable. But it does its job.

3)The King Fleshpound is back for more! However, I found his fight really REALLY easy for some reason? Now it's true that I was playing the demolitions (FPs' bane basically) , but it barely touched me. And when it did : very few damages. Maybe it's due to the fact you made solo play far easier (why tho?) , but I honestly felt the fight was underwhelming. Yet, I still really like the boss for some reasons. Glad we got more cannon fodder (including the poundlings, I was surprised to see four of them spawning at once)

4)The Seeker Six is certainly worthy of his new Tier-4 status. What it lacks in raw power, it certainly get back in versatility : it's basically his new best PDW. With decent damage, accuracy, six individual rockets in its mag and the ability not only to lock-on target but to MULTILOCK... It's not only useful, but very fun and enjoyable to use. I would have argued that it was maaaaybe a bit too powerful, but seeing how I had a hard time to kill big zeds, I'd say the weapon is fairly balanced and fits the perk nicely.

5)I cannot tell as of yet if the Vault system will be worthwhile, but I don't see why it wouldn't! I got my first box and it contained a pretty slick skin for my AA12. I do hope every items are just as good, because tiers are fairly high (even though you can get as much as 150 000 bucks a day )

6)The daily objectives are a welcomed addition. They may not be very creative, but they do force you to spice things up a bit and be rewarded for doing so. I do hope we'll get more "crazy" ideas later, like using a specific loadout or not spending dosh until the fourth wave... Things like that.
 

Veny

FNG / Fresh Meat
Sep 1, 2015
405
19
0
Awesome addition (and its free - appreciated!).
I especially love seeker six.
Tho i dont really like the vault system so far - limited amount of daily quests with limited conditions? I dunno...
Personaly, i would prefer 2 main ways how to get dosh:
1) Trough geting experience points with level 25 perks (this could work as infamy/legendary system we all know from other games)
2) Trough challenges/achievement. KF1 has interesting list of achievements and i am sure we could come with hundreds of challenges (from "kill 10/50/100/500 Scrakes" over "Kill 10 zeds with one RPG shot" to curiosities like "heal 5000 hp with perk other than medic" that could reward players with dosh without forcing them to play specific game mod with specific perk, using specific weapons against specific enemies. Yeah, challenges would still require specific conditions, but considering the ideal amount (hundreds or thousands... dunno how hard is to program these... not much i guess, since similar stuff was f.e. in Borderlands 2 - (known as badass points), you would feel limited after hundreds of hours of playing.
 
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s5yn3t

Grizzled Veteran
Sep 20, 2015
2,193
213
63
Radio4ctive;n2306694 said:
I got precious fly-hat from dosh vault nice.
Precious Skully hoodie..
it looks dope i might say, but.... WHAT ARE THOSE!! Gold sneakers don't look that great xD
 

®omano

Grizzled Veteran
May 14, 2009
3,967
170
63
France
www.hellsoldiers.tk
Can you one day provide a FULL changelog, seriously this is annoying when we have to investigate to see if you fixed this or that. Once again some things are fixed, but not in changelog.. That's great to fix things, but not having them in changelog is really bad because first people see less work done for the update ("you lazzy devs!!" ;)) and also people who avoid the game because of this or that will not install the game again to see if you eventually fixed something..

Please, some efforts, complete changelog for now.

I hope the changelogs you provide to us does not reflect the internal communication and organization within the company :\ I'm sometimes wondering 'but do they know that this is fixed?'
 
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