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Killing Floor 2 Summer Update: Back and Kicking Brass Released

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
    14,521
    1
    4,501
    East Coast
    [video=youtube;1Zp2mtFfn-c]https://www.youtube.com/watch?v=1Zp2mtFfn-c[/video]

    Summer 2019 Final Release Changelog -
    PC 1081, PS4 1.32, XBox 1.0.2.1

    New Event
    • Back & Kickin' Brass
    • Come one, come all to the introduction of our latest game mode, Objective! Assist Dr. Ogada Buyu and Lockheart to complete thrilling tasks for loads of dosh while wearing the latest fashion trends in Steampunk attire! Use the Seal Squeal to fire harpoons and pin Zed corpses against walls so they hang like fleshbag pinatas! Or beat the sense...erm...heals into your allies with our Hemoclobber! These fantastic inventions and more await you on the killing floor! Tally-ho and off you go!
    • Event ends on 7 / 31 / 2019


    New Additions and Highlights
    • 1 New Game Mode
      • Objective
        • Every wave has a mandatory objective and these objectives must be accomplished to proceed to the next wave.
        • An objective map has a predetermined number of waves. There is no short, medium, or long game length for these.
        • It has story elements! There are unique user interface elements, characters, environment objects, special effects, cinematics, and voice overs to convey a narrative experience alongside the Zed carnage.
    • 1 New Map
    steamfortress_03.jpg

      • Steam Fortress
        • Compatible with Survival, Weekly, Endless, and Objective Game Modes.
        • Fend off hordes of Zeds inside Lockheart's very own metal fortress of steam!
    • 3 Objective Maps
      • Steam Fortress
        • Mercenaries prepare a rocket to assist Lockheart in his magnificent journey to reach beyond the skies!
      • Zed Landing
        • Mercenaries work with Dr. Ogada Buyu to uncover the events of the Horzine plane crash and locate important information for her before Horzine gets their hands on it!
      • Outpost
        • Mercenaries assist Dr. Ogada Buyu in retrieving server data from the abandoned Horzine base before destroying all traces of it to eliminate the Zed threat.
    • New Objective types
      • Transport
        • Players are required to pick up an item and deliver it to a predetermined location on the map. The objective is complete once the required amount of items are delivered.
        • Players carrying the item will receive a movement speed reduction of 53% to walk and 60% to run speed. This movement speed reduction does not apply to solo players or the last player alive.
      • Exterminate
        • Players are required to kill Zeds until the Zed counter reaches 0. These waves can have special makeups to differ them from the Survival game mode wave variants.
        • Boss variant of Exterminate requires the players to kill the boss. This is the same as the boss wave from the Survival game mode.
    • 2 New Weapons
    sealsqueal.jpg

      • Seal Squeal for the Demolitionist.
        • An explosive semi-automatic harpoon launcher that fires harpoons timed for explosion after 4 seconds. Alt-fire manually triggers detonation of all set harpoons. If the harpoon impact kills the Zed, it will pin their corpse to any solid environment surface that the harpoon lands on.
        • Trader price is 1100 Dosh.
    hemoclobber.jpg

      • Hemoclobber for the Berserker and Field Medic.
        • A long, needle-laced bat that deals bludgeon and toxic damage to Zeds and heals players on impact. If a heavy attack has ammunition loaded into the magazine, impact against a player or Zed causes an explosion of blue gas that heals all players and damages all Zeds within its radius.
        • Trader price is 1200 Dosh.
    • Prestige System
      • Prestige rank 5 is now available
      • New rank 5 prestige weapon skins
        • Berserker - Eviscerator
        • Commando - SCAR-H Assault Rifle
        • Support - AA-12 Auto Shotgun
        • Field Medic - HMTech-401 Assault Rifle
        • Demolitionist - RPG-7
        • Firebug - Microwave Gun
        • Gunslinger - .500 Magnum Revolver
        • Sharpshooter - Rail Gun
        • SWAT - Kriss SMG
        • Survivalist - Killerwatt
    • Dosh Vault
      • Added additional tier 4 weapon skins
    • New Steam Achievements
      • Steam Fortress Objective game mode completion and its collectibles
      • Zed Landing Objective game mode completion
      • Outpost Objective game mode completion
    • Time-limited Summer Objectives, Tickets, and Cosmetics
      • Summer seasonal objectives to earn last year's Steampunk Outfit cosmetic and the new M99 AMR Steampunk Precious weapon skin
      • Summer event tickets
      • Summer cosmetics
    • Zedconomy
      • Added Dragon & Koi Tier 1 Skin Pack
      • Added Dragon & Koi Tier 2 Skin Pack
      • Added Clot Backpack Bundle
      • Added Horzine Supply Crate | Project H Series #1
      • Added Steampunk Encrypted USB
      • Added Bronze, Silver, and Gold Bundle Packs for :
        • Horzine Supply Crate | Project H Series #1
        • Steampunk USB Bundle Pack
        • DAR Crate Bundle Pack

    This update contains new content, adjustments, and bug fixes from the Beta feedback. We appreciate your feedback and thank you very much for it!

    General
    • User Interface Improvements :
      • Added an objective tracker for any wave with an active objective that is optional or mandatory. This tracker relays information and conditions about the objective.
      • Updated player health bars to improve visibility and distinction. We also added an option in the Gameplay options to revert back to the old version.
      • Updated coloration of some objective elements to purple to improve their distinction.
      • Replaced objective iconography with exclamations to denote points of interest.
      • Added a drop shadow to player names and icons to improve legibility
    • Added new in-game musical compositions by Sigurd Jøhnk-Jensen :
      • "Menace"
      • "Infectious"
    • Added new main menu music titled "Copper Cutter" by Rocky Gray.
    Addressed Community Feedback
    As mentioned in the 2018 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.c...illing-floor-2

    Balance
    • Weapons
      • C4
        • Trader price reduced from 650 to 300.
        • Spare ammo capacity increased from 1 to 2.
        • Ammo price per magazine increased from 27 to 50.
        • Changed HUD Inventory listing from Primary to Secondary.
        • Inventory group prioritization set to 0. This will shift the C4 to a lower slot under the Secondary section of the Inventory.
      • Freezethrower
        • Number of ice shards fired increased from 7 to 12.
        • Alt-fire ice blast spread increased by 300%.
        • Unequip animation plays 23% faster.
        • Spare ammo capacity increased from 400 to 500.
        • Added penetration value of 4 to the Alt-fire ice blast. This means that it can pierce up to 4 undeveloped clots.
        • 2nd weapon upgrade damage for ice shards decreased from 36 to 26.
        • 1st weapon upgrade damage for ice shards decreased from 28 to 23.
        • Ground ice damage increased from 5 to 7 per tick.
        • Added freeze capability to ground ice.
        • Added stumble capability to Alt-fire ice shards.
        • Removed freeze affliction from Alt-fire ice shards.
      • Husk Cannon
        • Added 40 ballistic damage on impact. The damage increases with each charge of the Husk Cannon to a max of 140 damage.
        • Explosion damage reduced from 100 to 60.
        • Magazine size increased from 20 to 30.
        • Fire rate increased by 79.3%.
        • Damage modifier rate increased from 70% to 80% per charge, effectively increasing the final charge damage from 450% to 500% of the base.
        • Explosive radius expansion rate increased from 30% to 60% per charge, effectively increasing the final charge blast explosive radius from 150% to 300% of the base.
        • Removed ammo consumption while maintaining full charge.
        • Spare ammo capacity reduced from 240 to 150.
        • Starting spare magazines upon purchase reduced from 4 to 1.
        • Ammo price per magazine increased from 90 to 125.


    Designer Note:

    C4 has a niche role when it comes to weapon loadouts, and community feedback mainly leaned towards the weapon feeling too situational for its price. It's a unique weapon in the sense that it provides a massive damage output with very little sustainability. As such, it's not a solid primary weapon. It's a secondary weapon that works best with other weapons. So, we looked back over it and made adjustments to its pricing, ammo capacity, and inventory HUD positioning to help improve its gameplay and to allow an earlier and more flexible use of it alongside other weapons.

    The Freezethrower has received multiple adjustments in response to community feedback from the general community survey. We looked into improving the Alt-fire so that it felt more like a shotgun ice blast to combo with the stream freezing capabilities. We removed the freeze affliction from the ice blast since the stream tended to handle applying the affliction better, and instead, we added penetration and stumble to the ice shards. We slightly increased the damage and added freeze capability to the ground ice to give players an alternative means of freezing enemies by lacing the floor with ice. Lastly, we adjusted the swap speed and ammo capacity to allow it to better combo with other weapons and improve its sustainability.

    The Husk Cannon has also received various adjustments to improve its overall performance as a tier 4 Firebug and Demolitionist weapon. Community feedback has overall agreed that it has a lackluster performance, so our design focus for this weapon is to provide a versatile and powerful weapon that does not have high sustainability. We want the weapon to feel fun to use and impactful in various situations, but it can run out of ammunition quickly.
    • Perks
      • Berserker
        • Updated Auto-Trade feature so that the Katana is selected in place of the VLAD-1000 Nailgun.
      • Commando
        • Level 10 Fallback
          • Damage increased from 50% to 85%.
          • Updated text description to reflect the change.
      • SWAT
        • Level 10 Close Combat Training
          • Damage increased from 50% to 85%.
          • Updated text description to reflect the change.
        • Level 20 Cripple
          • Changed shot effectiveness from Zed legs to Zed heads and weak spots.
          • Movement speed reduction application rate increased by 66%. This means that the slow affliction should apply 66% faster.
          • Updated text description to reflect the change.
        • Level 25 ZED TIME - Battering Ram
          • Added 450 bludgeon damage alongside knockdown and stumble.
          • Added 25% increased movement speed during Zed time.
      • Survivalist
        • Level 20 Make Things Go Boom
          • Added 40% explosive resistance.
          • Updated text description to reflect the change.
        • Updated Auto-Trade feature so that the Freezethrower is selected in place of the M16 M203 Assault Rifle.


    Designer Note:

    We increased the damage of the Fallback and Close Combat Training Perk skills just enough to allow the 9MM to pop heads off a Gorefast in one shot. We think that this will feel much better and improve its viability for later waves.

    The Cripple Perk skill for the SWAT received tunes to help it feel more impactful in gameplay. Previously, it required multiple bullets to trigger the speed reduction on certain Zeds, and it required targeting the legs to apply it faster. So, we increased the base application rate to apply the slow faster, and we changed the zone from the legs to the head and weak spots on a Zed to further reward targeting these areas.

    ZED TIME - Battering Ram can now inflict damage. The reason behind this change is that there can only be a certain number of knockdowns before they stop applying. Then, a SWAT player would run into a target and be unable to knock them down and move them out of the way. This was very frustrating and caused the Perk skill to feel risky and irritating to use. So, we added damage and speed to allow the player to kill off weak Zeds effectively while still maintaining the knockdown capabilities for the larger Zeds. We think this will considerably increase the viability of the skill, and we hope that it's quite fun to use. We'll be keeping an eye out on feedback to see if any further changes must be made.

    Lastly, we added explosive resistance to the Survivalist Make Things Go Boom Perk skill to help offset a lot of the self damage received from triggering explosives close. The Demolitionist has a passive resistance to explosives to help mitigate that damage, so we brought that over to the Survivalist to help this skill function better.

    As always, we'd like to hear the community's feedback on these changes. You can do so by visiting and posting in the "general" section on the official Tripwire Interactive forums at: https://forums.tripwireinteractive.c...illing-floor-2

    Bug Fixes


    Also mentioned in the 2018 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.c...illing-floor-2 and posting in the "PC" or "Console" sections.

    Top Community Issues:
    • Fixed an issue where the Elite Crawler poison cloud damage radius did not match up with the FX.
    • Fixed an issue where the Cyberpunk Outfit 1st person arms for Ana Larive and Mrs. Foster were always teal.
    • Fixed an issue where players randomly received an infinite amount of crates.
    • Fixed an issue where HMTech-501's grenade HUD displayed the spare ammo count instead of the total ammo count.
    • Fixed an issue where quick healing with the syringe, then swapping weapons allowed players to use weapons when carrying the Transport carryable during a Transport objective.
    Crashes:
    • Fixed an issue where the client crashes when map travelling to a VS Survival game session.
    Gameplay:
    • Fixed an issue where the Freezethrower was not applying afflictions with its ground ice. It should now be capable of freezing enemies who walk over it.
    • Fixed an issue where Auto-Trade did not include Tier 5 weapons for multiple Perks.
    • Fixed an issue where multiple items were missing from the Cyberpunk ticket pool.
    • Fixed an issue where Headshot FXs did not play in the Bobble Zed Weekly game mode.
    • Fixed an issue where the Freezethrower alt-fire ice shards applied the freeze affliction.
    • Fixed an issue where the Transport carryables (Gear / Data Pad) used higher than intended parry and block values.
    • Fixed an issue where the Survivalist Make Things Go Boom Perk skill applied to all types of damage reduction.
    • Fixed an issue where the drone was still targetable by bosses.
    • Fixed an issue where the Steam Fortress Objective game mode gear would despawn if the player carrying it switched items while dying.
    • Fixed an issue where the game type sets to the Objective game mode when map travelling from a long gamelength Survival game session.
    • Fixed an issue where the Objective Data Pad could be grabbed through floors.
    • Fixed an issue where the King Fleshpound targeted the drone on Zed Landing Objective game mode.
    Zeds:
    • Fixed an issue where the chainsaw animations of the Christmas Scrake persisted after death.
    Maps:
    • Steam Fortress
      • Fixed an issue where the Trader pod inside the rocket activated before the boss wave.
      • Fixed an issue where the Trader pod inside the rocket did not work during game modes outside of Objective.
      • Fixed and issue where any player could become permanently stuck next to the rocket ship Trader pod.
      • Fixed an issue where the rocket ship Trader pod could be selected as the Trader pod for Trader time while it was inaccessible.
      • Fixed an issue where a weapon pickup spawned in an inaccessible spot. It has been removed.
      • Cleaned up multiple snag spots throughout the map.
    • Zed Landing
      • Fixed an issue where players could snag on debris nearby the beach trader pod.
    • Santa's Workshop
      • Fixed an issue where the Christmas cart displayed incorrect FX during certain repair stages.
      • Fixed an issue where the screen displayed a death message whenever the objective completed while the Christmas cart was poisoned.
      • Fixed an issue where the Zeds were not playing Christmas VO.
    • Spillway
      • Cleaned up multiple instances of Zeds spawning in certain doorways.

    Weapons:
    • Killerwatt
      • Fixed an issue where the overcharge mode beam did not grant XP upon Zed death.
      • Fixed an issue where quick charge shots continued to consume ammunition during the duration of the fired stream.
    • Fixed an issue where the Seal Squeal harpoons ricochet off of metal walls.

    Cosmetics:
    • Fixed an issue where the Ronin cosmetic would override itself.
    • Fixed an issue where the Cyber Punk Helmet was named "Cyberpunk Outfit" in the player's inventory.
    • Fixed an issue where the HMTech-401 Assault Rifle prestige skin was incorrectly mapped to the model.
    • Fixed an issue where all weapon skins for the HMTech-401 Assault Rifle used low resolution textures in 3rd person.
    • Fixed an issue where the Kriss SMG Vault Vosh skin was untextured during gameplay.
    • Fixed an issue where the Railgun Vault Vosh skin was untextured during gameplay.
    • Fixed an issue where the Battleaxe Vault Vosh weapon skin used the candy cane texture from the Krampus weapon skin variant.
    • Fixed an issue where players did not receive the M99 | Steampunk | Precious weapon skin after completing the seasonal objectives.
    Audio:
    • Fixed an issue where Objective game mode dialogue would play in VS Survival lobbies.
    User Interface:
    • Fixed an issue where the Berserker Butcher Perk skill description text listed the incorrect damage modifier value of 25% instead of 20%.
    • Fixed an issue where the Berserker ZED TIME - Berserker Rage Perk skill description text did not list that the heal applies every time Zed time activates or refreshes.
    • Fixed an issue where the Demolitionist Shock Trooper Perk skill description text listed a specific value for the reload speed increase. The reload speed increase varied with some Demolitionist weapons, and some Demolitionist weapons have elite versions of their standard reloads.
    • Fixed an issue where the Demolitionist Shock Trooper Perk skill description text listed stumble and knockdown instead of just knockdown.
    • Fixed an issue where the Demolitionist Shock Trooper Perk skill description text listed the incorrect Knockdown modifier value of 25% instead of 10%.
    • Fixed an issue where the Demolitionist High Impact Rounds Perk skill description text listed the incorrect damage modifier value of 20% instead of 25%.
    • Fixed an issue where the Demolitionist Extra Rounds Perk skill description text did not list that it did not apply to C4.
    • Fixed an issue where the Commando Passive skill text for Zed time renewal referred to it as Zed time extension.
    • Fixed an issue where the Firebug Ground Fire Perk skill description text listed the incorrect movement speed value of 20% instead of 30% and did not specify what the damage increase was and that the Perk skill did not affect the molotov.
    • Fixed an issue where the Firebug XP OBJECTIVES only listed the Crawler instead of the Bloat and Crawler.
    • Fixed an issue where the Sharpshooter Always Prepared Perk skill description text listed that it grants 25% more grenades instead of one extra grenade.
    • Fixed multiple instances where the HUD inventory grouping priority for the below weapons were set to the incorrect value. This will change the weapon arrangement on the player HUD inventory and what is considered a higher priority weapon.
      • Killerwatt
      • HMTech-501 Grenade Rifle
      • Helios Rifle
      • Battleaxe
      • M32 Grenade Launcher
      • M99 AMR
      • Zweihander
      • Road Redeemer
      • Katana
      • Fire Axe
    • Fixed an issue where the Rare Synthwave HMTech Healer skin had a Mastercrafted border.
    • Fixed an issue where the zed tracker would randomly add or subtract zeds.
    • Fixed an issue where the Killerwatt was listed as a flame weapon in the trader menu when sorting by types.
    • Fixed an issue where the HMTech-501 Grenade Rifle was listed as a handgun in the trader menu when sorting by types.
    • Fixed an issue where the Tommy Gun was filtered as an assault weapon in the Inventory Tab.
    • Fixed an issue where Dual Perk weapon skins were not showing up under the Survivalist Perk filter in the Inventory Tab.
    • Fixed an issue where the Christmas cart health bar was clipped off when snapped to the side of the screen.
    • Fixed an issue where multiple USBs and Crates had text cutoff in their item descriptions.
    • Fixed an issue where the description for the Objective game mode was not localized.
    • Fixed an issue where completing an objective with one zed on the map left the counter at infinite.
    • Fixed an issue where players could use Create a Match to set up a server to do an Objective game mode of non-Objective maps.
    Localization:
    • Fixed an issue where French lines for the Zed Landing Objective game mode played out of order. (Thanks to Dodo la Saumure for bringing this to our attention!)

    As always, thank you for your continued support!

    Twitter - https://twitter.com/KillingFloor
    Facebook - https://www.facebook.com/tripwireinteractive/
     
    Last edited:
    • Like
    Reactions: simplecat
    Kittenmittens;n2332687 said:
    It was indeed.

    And what about the annoying global coil whine that killerwatt emits when someone's holding it and its idle?
    (happening since the weapon introduction)

    Or flamethrower candles moving opposite direction to camera movement, when the game runs on high fov.
    (reported 3 years ago, was once fixed and then later fix got nullified)

    Also looks like this time steam didn't auto update the game to switch game back into the vanilla state.
    (preview build is still available to download)
     
    Last edited:
    Upvote 0
    Everything looks good but... I really hope that bit at the end of the trailer doesn't mean what I think it does, in that the .500 will crossperk with Support, the Freezethrower with Medic, and the Nailgun with SWAT, because I would hate more useless crossperk weapons ala Pulverizer for Demo, except now these weapons have absolutely 0 benefits or relation with these perks...

    Now what I do and hope this means is that the perks will get weapons similar to that but it's for that perk, so Support will get a Judge, SWAT will get an automatic Nailgun, and Medic will get the Bile Thrower from KF1 back
     
    Last edited:
    Upvote 0
    Kittenmittens;n2332687 said:
    It was indeed.

    Can we have a sepparated option for Zeds audio and SFX audio or even a sepparated options for (Zeds, weapons, ambient)? Because the enemies are barely audible and i want to hear them like in the "Meet The Zeds Trailer":( and if you increase SFX it affects everything (weapons, enemies, ambient, etc.)Pls, this really annoys me:(.
     
    Upvote 0
    mirx;n2332698 said:
    Can we have a sepparated option for Zeds audio and SFX audio or even a sepparated options for (Zeds, weapons, ambient)? Because the enemies are barely audible and i want to hear them like in the "Meet The Zeds Trailer":( and if you increase SFX it affects everything (weapons, enemies, ambient, etc.)Pls, this really annoys me:(.

    Holy crap, I went back to re-listen to that, and it's like a different game. I wish there were wobble and reverb effects and atmospheric sounds like that in the real game.

    I play without music (I find the kind of music they decided to include destroys immersion) - which I wish there was a "toggle" for instead of having to turn a volume slider down - and I'd love for there to be louder atmospheric effects and cool reverb of things like in the "meet the zeds" trailers.

    The stalker "invisible switch" and sounds are amazing. I guess it might be a bit loud if everything sounded like that, but I wish it was that way instead of the mostly "flat" presentation of sounds currently in the game. Only the fleshpounds, scrakes, and maybe husks almost sound like the trailer, and mostly when the "announce spawn" sound plays... which I wish didn't exist, and instead that played when they raged.

    But oh well, dreams of a different game at this point I guess.
     
    Upvote 0
    HeatSurge;n2332705 said:
    The stalker "invisible switch" and sounds are amazing. I guess it might be a bit loud if everything sounded like that, but I wish it was that way instead of the mostly "flat" presentation of sounds currently in the game. Only the fleshpounds, scrakes, and maybe husks almost sound like the trailer, and mostly when the "announce spawn" sound plays... which I wish didn't exist, and instead that played when they raged.

    Actually, I distinctly remember the fleshpound from that trailer having the original audio from KF1 instead of the audio they implemented in the actual gameplay for KF2, which is a shame because I feel the original audio still works better. But then again, idk.
     
    Upvote 0
    Very nice update. I enjoy outpost objective mode at the end, trying to survive till the helicopter comes brings back L4D memories. Will the other maps have Objective mode as well or just these 3 maps and fourth coming?

    Also the bugs with M16 and 501 still present in current release, reloading the nade in the chamber still fights back.You just can`t reload the nade on its own, you must fire at least 1 bullet to activate a reload and could possibly glitch to infinity reloading without firing a nade when 1 is actually in the chamber.

    Also for next update if possible could you add and indicator on screen in a different colour by the nade ammo to indicate if one is in the chamber, this way we could just glance at the screen and make sure there is 1 when ready to fire. This would be helpful with choice of fire and ammo stock. Sometimes when the weapons do not have one in the chamber ill fire and forget to reload (when it works) and get burned by zeds.

    Game looks Great, had lots of fun last night and a few piss me offs but other that that, GREAT JOB!

    thanks
     
    Upvote 0