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Killing Floor 2 - Tidal Terror Update Is Here


KF2 Summer 2022 Update Changelog

Event

Tidal Terror
  • Off the coast of Scotland in the East Shetland Basin of the North Sea, we’ve located a secret research lab hidden away in an oil drilling rig. We can only imagine what horrors the Patriarch and his cohorts have been up to here in this remote location. By the way, if you are one of those people who like to try different weapons, we have a new weekly mode for you, Arsenal Ascent, in which you will be swapping weapons as you kill Zeds. And if that weren't enough, the Horzine Research Group just released two new products, the HRG Head Hunter and the HRG Crossboom, for Sharpshooter and Demolitionist mercs respectively. Hurry up and take a look!


New Additions and Highlights
  • 1 New Community Map
    • Rig
      rig1.png
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • Fight against Zeds in this oil platform in the middle of the ocean.
  • 1 New Weekly Mode
    • Arsenal Ascent
      aa.png
      • Players start with a knife and obtain new weapons by killing Zeds.
      • Each new weapon increases the “Weapon Level”.
      • The new weapon is randomly chosen from a list per Weapon Level.
      • Waves are endless until a player reaches the final Weapon Level and completes the wave. Then, the final wave is unlocked, which is a boss wave.
  • 4 New Weapons
    • HRG Crossboom for the Demolitionist
      crossboom.jpg
      • An alternative version of the Crossbow for the Demolitionist Perk.
      • A tier 3 weapon that shoots strong explosive bolts.
      • The secondary fire makes a bigger explosion with reduced damage, perfect for getting weaker Zeds out of the way.
      • Trader price is 900 Dosh.
    • HRG Head Hunter for the Sharpshooter
      headhunter.jpg
      • An alternative version of the Hemogoblin for the Sharpshooter Perk.
      • A tier 3 semi-automatic weapon that shoots darts that enlarge Zeds’ heads.
      • The secondary fire uses energy to launch an expansive wave that damages enlarged heads.
      • Trader price is 1100 Dosh.
    • Sentinel for the Commando
      sentinel.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • An autonomous drone equipped with a full-auto barrel is treated as a tier 3 weapon.
      • Alt-fire detonates the drone.
      • The drone also self-detonates when it runs out of ammo and a Zed passes nearby.
      • Trader price is 500 Dosh.
    • Reducto Ray for the Survivalist
      reductoray.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • A tier 3 weapon that shoots an energy ray that shrinks Zeds and kills them by triggering an “evisceration death”.
      • Shrunk Zeds are more vulnerable to damage.
      • Trader price is 1200 Dosh.
  • New Steam Achievements
    • Rig related achievements
  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Rig
    • Complete all seasonal objectives to earn the Deep Sea Trident Backpack
    • Summer Sideshow Prize Tickets
    • Summer Sideshow Golden Prize Tickets
  • Zedconomy
    • Sentinel Weapon Bundle
    • Reducto Ray Weapon Bundle
  • Tidal Terror Weapon Bundle
  • Deep-Sea Explorer Outfit Bundle
  • Premium Summer Sideshow 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
  • Neon MK VIII Weapon Skin Bundle Pack
  • Classic Weapon Skin Bundle Pack
  • Deep-Sea Skin Weapon Skin Bundle Pack
  • Chameleon Weapon Skin Bundle Pack
  • Killing Floor 2 - Armory Season Pass 2
  • Killing Floor 2 - Ultimate Edition
  • Killing Floor 2 - Ultimate Edition Upgrade

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 platform.

Addressed Community Feedback
As mentioned in the 2021 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
  • Survivalist Perk
    • Option to choose base grenade and initial weapon https://media.tripwirecdn.com/040722/survqol1.PNG
    • The initial weapon will be granted only at the beginning of the match.
    • The base grenade will be granted at the beginning of the match, but can also be changed during trader time.
    • Perk level 15 adds Medic Grenade or Molotov Cocktail to the rotation, depending on the perk skill choice.
  • New order rules in the Weapon Skin section in the inventory.
    • First ordered by trader price, then rarity (common to precious), then quality (battle-scarred to mint).

Balance
  • Weapons
    • FAMAS Masterkey
      • Alt-fire spread decreased by 20%
      • Alt-fire fire rate increased from 50 RPM to 78 RPM
      • Alt-fire animation speed increased by 70%
    • Minigun
      • Movement speed when winding up increased 12.5%
      • Movement speed when firing increased 500%
      • Rotation speed when firing increased 105%
      • Reload speed increased 20%
      • Equip speed increased 30%
      • Put Away speed increased 30%
  • Perks
    • Firebug
      • Inferno (level 25 skill)
        • Rework of the skill.
        • New functionality is: During Zed time, your fire damage over time spreads to all surrounding Zeds.

Designer Notes :

Survivalists had to rely on randomness every time they started a match, but that is over. Now, Survivalists can choose their initial weapon and grenade on the Perk screen. We have left the “random option” available for those who prefer it. In addition to that, for Level 15+ Survivalists, the Medic Grenade or the Molotov Cocktail will be added to the rotation, depending on whether the player has chosen the “Ammo Vest” or “Weapon Harness” skill. But players can keep choosing another grenade if they want. Finally, as the grenade is linked to the perk skill, and this can be changed during trader time, players will also be able to change their grenade during this time, keeping the number of grenades they already had.

The order in the Weapon Skin section in the inventory was a bit chaotic, with different skins of different weapons mixed. We have added some rules to improve it, and now you will see all the skins of the same weapon grouped together. The skins will be ordered by weapon trader price, then rarity (common to precious), and then quality (battle-scarred to mint).

Regarding balance, we have made adjustments in two weapons, keeping in mind the community feedback. For the FAMAS Masterkey, we have increased the fire rate for the alt-fire (shotgun fire), which was very slow to use, and it was hard to swap between alt-fire and main fire. Now you can shoot faster, and combine main fire and alt-fire better, making this weapon more versatile and dynamic in play style. We also have slightly adjusted the spread, which will help to improve the effectiveness of the weapon.

The other balanced weapon is the Minigun. The main disadvantages of this weapon were its mobility restrictions, so that’s what we’ve been focusing on. Now, you will have the same firepower as before, but you will be able to move and reload faster.

Finally, we have made a complete rework of the Inferno perk skill for the Firebug. We expect that now this skill performs better than the previous one, creating a good alternative to the other Firebug level 25 skill, Pyromaniac.



Bug Fixes
Also mentioned in the 2021 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
  • Fixed an issue where the knife was being selected instead of the 9mm when the primary weapons were out of ammunition.
  • Fixed an issue on consoles where the game would crash when starting Weekly Outbreaks on Santa’s Workshop

Map:
  • Carillon Hamlet
    • Fixed multiple blood splatter issues in the City Hall area.
    • Improved the lighting in the map lobby.
    • Fixed an issue where SYG zones were not appearing in Endless Mode.
    • Improved the draw distance of multiple objects in the Station area.
  • Dystopia - Improved the collision in the Hotel area.
  • Elysium
    • Fixed an issue where some textures in the main area were not rendering.
    • Updated the zed spawning nodes during the boss fight to prevent pop-in spawning.
    • Fixed an issue where player location in the main arena could delay the boss spawn.
  • Moonbase - Fixed the distorted reflections in the Living Quarter Dome
  • Netherhold - Improved the collision in the Hellfire Pit area.
  • Rig
    • General
      • Raised the SYG area boundaries to be more visible
      • Moved the map Lobby to an an isolated non-playable area
      • Fixed an issue where kismet warnings were being displayed in the chat box
      • Updated bullet decals and sounds across the map to accurately reflect the materials being hit.
      • Fixed an issue where audio on the map was louder than other areas.
    • North Platform
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
    • East Platform
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed multiple instances of textures and objects culling too close to the player.
    • West Platform
      • Fixed an issue where weapons dropped on the zed floor spawn would disappear.
    • South Platform
      • Increased the blood splatter across the area to be consistent with other maps.
    • Central Platform
      • Fixed multiple collision volumes within the area.
      • Added sound to the Diesel Generator.
    • Laboratory
      • Increased the blood splatter across the area to be consistent with other maps.
      • Added sound for the sprinkler system.
      • Adjusted the conveyer to reduce clipping into other objects.
      • Adjusted multiple emergency lights to reduce clipping with the walls.
    • Living Quarters
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed an issue where weapons dropped on the zed floor spawn would disappear.
      • Fixed zed pathing issues in relation to the players in the area.
    • Main Building
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
    • Machinery Room
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
      • Fixed multiple instances of textures and objects culling too close to the player.
    • Connecting Bridge
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed multiple instances of textures and objects culling too close to the player.
      • Fixed multiple collision volumes within the area.
      • Fixed an issue where the rain effects were coming through the ceiling.
    • Cargo Storage
      • Increased the blood splatter across the area to be consistent with other maps.
    • Oil Shaft
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
      • Fixed multiple instances of textures and objects culling to close to the player.

Weapons:
  • Corrupter Carbine - Alt-fire now properly interrupts the reload animation.
  • Doshinegun
    • Fixed an issue where the projectile would always appear in the upper right of the screen when fired.
    • Fixed an issue where collectibles were not destroyed upon impact from the dosh.
  • Minigun - Updated the reload animation to address clipping.
  • Reducto Ray
    • Fixed an issue where ZED’s did not rage except during HOE difficulty
    • Adjusted the weapon animations to reduce hand clipping.
  • Sentinel
    • Updated the bash attack to prevent the detonator from disappearing for a short time.
    • Fixed an issue where the audio was not updated to reflect the effects of the Machine Gunner Commando skill.
  • Crossbow - Fixed an issue where in 1P the cable anchor pulley was not attached to the limb.
  • Helios Rifle - Fixed the desync issue between the bash attack animation and the impact.
  • Seal Squeal - Fixed an issue where nuke damage was applying an overly large DoT.
  • HRG Crossboom
    • Fixed an issue where the arrow fired was offset from the impact decal.
    • Fixed an issue where the arrow post impact was increased in size.
  • HRG Head Hunter - Fixed an issue where the alt-fire was not doing head damage.
  • HRG Kaboom Stick - Improved the visuals in 1P & 3P.

Weekly Outbreak:
  • Fixed an issue where weekly modes were not being completable in offline mode.
  • Fixed an issue where the weekly outbreak was not updating after map travel or server restart.
  • Fixed an issue where weapons and armor were not spawning in the maps during the Outbreak.
  • Boss Rush - Removed Holdout maps from the mode during map travel.
  • Shrunken Heads - Updated the Abomination and Patriarch’s audio to play the correctly filtered lines for the mode.
  • Arachnophobia - Fixed an issue where players were starting the match without their starting weapon.

Cosmetics:
  • Added the Supply Backpack to both Tom Banner and Classic Briar as a wearable cosmetic.

Localization:
  • Updated the text for the Gunslinger’s Skill “Steady” so the description now fits within the text box in all languages.

General:
  • Fixed an issue where the player’s weapon would not reappear in their hands when performing an emote during a boss’s death scene.

As always, thank you for your continued support!
 
Last edited:
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I don't understand why you kept the molotov and healing grenade behind skills for the Survivalist. Considering the new ability to choose your grenade from the get-go... Why not rework those skills a little bit? Even if it's a meager buff like 10% less recoil or something.

I'm also not sure the FAMAS buffs were necessary. It was already quite a formidable weapon and I used the masterkey often. Either because I was low on ammo, because the burst was inconvenient at a given time or simply because it allowed to dispatch a zed quicker.

The Minigun changes I appreciate more, but I think the issue is the same as with most weapons : it's not that it's bad, actually it had its intended purpose (lots of downsides, for the benefit of annihilating anything that isn't a big zed, which is the purpose of a minigun I think). The problem is... that other options are more versatile, and thus better. I think it will stay that way because the Minigun depletes its ammo quickly and is super heavy. It's similar to the demo or the sharpie's problems : they are viable without the Railgun or RPG-7, but it's not optimal. Those two weapons just are better at doing what the perks are supposed to do.

I'm also surprised you haven't tweaked the Crossboom more considering all of us said it was underwhelming. And yet, it nullifies the purpose of the M79 even more, considering we already had the Tombstone (which again : is more versatile). The Crossboom is a tad more expensive in exchange for quicker reload time and the ability to choose between a concentrated or a wider explosion.

Other than that, I guess my previous comments stand : I love Rig. Arsenal Ascent is very fun although I'd love if there was more than one path (having 2-3 would be great). The Head Hunter is atrocious and the Reducto Ray is a tad too good.
 
Upvote 0
I don't understand why you kept the molotov and healing grenade behind skills for the Survivalist. Considering the new ability to choose your grenade from the get-go... Why not rework those skills a little bit? Even if it's a meager buff like 10% less recoil or something.
The original intent was some semblance of balancing with the Survivalist's kit: molotovs are awful when not used on Firebug so that's your lot in exchange for having 5 extra carry weight for weapons.

Now that Survivalist can carry Flashbangs any pretense of caring about that semblance of balancing is out the window, so yeah, something needs to go. Just remove the flashbangs and it's more understandable.

Flashbangs are a huge power creep on a class that doesn't lack for CC options to begin with and Survivalist doesn't deserve having them.

I'm also not sure the FAMAS buffs were necessary. It was already quite a formidable weapon and I used the masterkey often. Either because I was low on ammo, because the burst was inconvenient at a given time or simply because it allowed to dispatch a zed quicker.
It's still not good on Commando because "why use 3 shot when 1 shot do," it's fine on Support. It still looks ugly and no amount of patching is going to fix that particular issue.

The Minigun changes I appreciate more, but I think the issue is the same as with most weapons : it's not that it's bad, actually it had its intended purpose (lots of downsides, for the benefit of annihilating anything that isn't a big zed, which is the purpose of a minigun I think). The problem is... that other options are more versatile, and thus better. I think it will stay that way because the Minigun depletes its ammo quickly and is super heavy.
One of the Minigun's many collective downsides--crippling your mobility--is now mostly gone, which does open up more options beyond staying rooted in one spot.

It's now actually kind of viable when kiting when using LRLLR but still bad against Fleshpounds, so not a lot has changed in the first place.

It's never going to surpass FAL + 401 because that loadout does literally everything, but that loadout is 2 OP weapons side-by-side, so...

It's similar to the demo or the sharpie's problems : they are viable without the Railgun or RPG-7, but it's not optimal. Those two weapons just are better at doing what the perks are supposed to do.
Marksman Sharp has never not been good, it just requires more effort to play well and takes a different mindset from Rail/M99 Sharp.

Minigun Commando is just "Stoner but moreso"; it's suboptimal for basically the same reasons as Stoner: Commando works best with higher-damaging marksmanship weapons and having low-damage, high-RoF weapons with long reload times really doesn't fit the perk's strong suits, or a lot of what they offer falls under diminishing returns on investment. Or both.
 
Upvote 0
Can anyone confirm if the "Ultimate DLC" is working currently? https://store.steampowered.com/bundle/25014/Killing_Floor_2_Ultimate_Edition/ my friend just bought this (and never had anything else) but the Headshot FX are not showing up in his inventory.

edit: Seems like verifying his game files worked.

Edit 2: Devs, are you going to lower the Ultimate DLC price based on items we already own?
 
Upvote 0

KF2 Summer 2022 Update Changelog

Event

Tidal Terror
  • Off the coast of Scotland in the East Shetland Basin of the North Sea, we’ve located a secret research lab hidden away in an oil drilling rig. We can only imagine what horrors the Patriarch and his cohorts have been up to here in this remote location. By the way, if you are one of those people who like to try different weapons, we have a new weekly mode for you, Arsenal Ascent, in which you will be swapping weapons as you kill Zeds. And if that weren't enough, the Horzine Research Group just released two new products, the HRG Head Hunter and the HRG Crossboom, for Sharpshooter and Demolitionist mercs respectively. Hurry up and take a look!


New Additions and Highlights
  • 1 New Community Map
    • Rig
      rig1.png
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • Fight against Zeds in this oil platform in the middle of the ocean.
  • 1 New Weekly Mode
    • Arsenal Ascent
      aa.png
      • Players start with a knife and obtain new weapons by killing Zeds.
      • Each new weapon increases the “Weapon Level”.
      • The new weapon is randomly chosen from a list per Weapon Level.
      • Waves are endless until a player reaches the final Weapon Level and completes the wave. Then, the final wave is unlocked, which is a boss wave.
  • 4 New Weapons
    • HRG Crossboom for the Demolitionist
      crossboom.jpg
      • An alternative version of the Crossbow for the Demolitionist Perk.
      • A tier 3 weapon that shoots strong explosive bolts.
      • The secondary fire makes a bigger explosion with reduced damage, perfect for getting weaker Zeds out of the way.
      • Trader price is 900 Dosh.
    • HRG Head Hunter for the Sharpshooter
      headhunter.jpg
      • An alternative version of the Hemogoblin for the Sharpshooter Perk.
      • A tier 3 semi-automatic weapon that shoots darts that enlarge Zeds’ heads.
      • The secondary fire uses energy to launch an expansive wave that damages enlarged heads.
      • Trader price is 1100 Dosh.
    • Sentinel for the Commando
      sentinel.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • An autonomous drone equipped with a full-auto barrel is treated as a tier 3 weapon.
      • Alt-fire detonates the drone.
      • The drone also self-detonates when it runs out of ammo and a Zed passes nearby.
      • Trader price is 500 Dosh.
    • Reducto Ray for the Survivalist
      reductoray.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • A tier 3 weapon that shoots an energy ray that shrinks Zeds and kills them by triggering an “evisceration death”.
      • Shrunk Zeds are more vulnerable to damage.
      • Trader price is 1200 Dosh.
  • New Steam Achievements
    • Rig related achievements
  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Rig
    • Complete all seasonal objectives to earn the Deep Sea Trident Backpack
    • Summer Sideshow Prize Tickets
    • Summer Sideshow Golden Prize Tickets
  • Zedconomy
    • Sentinel Weapon Bundle
    • Reducto Ray Weapon Bundle
  • Tidal Terror Weapon Bundle
  • Deep-Sea Explorer Outfit Bundle
  • Premium Summer Sideshow 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
  • Neon MK VIII Weapon Skin Bundle Pack
  • Classic Weapon Skin Bundle Pack
  • Deep-Sea Skin Weapon Skin Bundle Pack
  • Chameleon Weapon Skin Bundle Pack
  • Killing Floor 2 - Armory Season Pass 2
  • Killing Floor 2 - Ultimate Edition
  • Killing Floor 2 - Ultimate Edition Upgrade

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 platform.

Addressed Community Feedback
As mentioned in the 2021 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
  • Survivalist Perk
    • Option to choose base grenade and initial weapon https://media.tripwirecdn.com/040722/survqol1.PNG
    • The initial weapon will be granted only at the beginning of the match.
    • The base grenade will be granted at the beginning of the match, but can also be changed during trader time.
    • Perk level 15 adds Medic Grenade or Molotov Cocktail to the rotation, depending on the perk skill choice.
  • New order rules in the Weapon Skin section in the inventory.
    • First ordered by trader price, then rarity (common to precious), then quality (battle-scarred to mint).

Balance
  • Weapons
    • FAMAS Masterkey
      • Alt-fire spread decreased by 20%
      • Alt-fire fire rate increased from 50 RPM to 78 RPM
      • Alt-fire animation speed increased by 70%
    • Minigun
      • Movement speed when winding up increased 12.5%
      • Movement speed when firing increased 500%
      • Rotation speed when firing increased 105%
      • Reload speed increased 20%
      • Equip speed increased 30%
      • Put Away speed increased 30%
  • Perks
    • Firebug
      • Inferno (level 25 skill)
        • Rework of the skill.
        • New functionality is: During Zed time, your fire damage over time spreads to all surrounding Zeds.

Designer Notes :

Survivalists had to rely on randomness every time they started a match, but that is over. Now, Survivalists can choose their initial weapon and grenade on the Perk screen. We have left the “random option” available for those who prefer it. In addition to that, for Level 15+ Survivalists, the Medic Grenade or the Molotov Cocktail will be added to the rotation, depending on whether the player has chosen the “Ammo Vest” or “Weapon Harness” skill. But players can keep choosing another grenade if they want. Finally, as the grenade is linked to the perk skill, and this can be changed during trader time, players will also be able to change their grenade during this time, keeping the number of grenades they already had.

The order in the Weapon Skin section in the inventory was a bit chaotic, with different skins of different weapons mixed. We have added some rules to improve it, and now you will see all the skins of the same weapon grouped together. The skins will be ordered by weapon trader price, then rarity (common to precious), and then quality (battle-scarred to mint).

Regarding balance, we have made adjustments in two weapons, keeping in mind the community feedback. For the FAMAS Masterkey, we have increased the fire rate for the alt-fire (shotgun fire), which was very slow to use, and it was hard to swap between alt-fire and main fire. Now you can shoot faster, and combine main fire and alt-fire better, making this weapon more versatile and dynamic in play style. We also have slightly adjusted the spread, which will help to improve the effectiveness of the weapon.

The other balanced weapon is the Minigun. The main disadvantages of this weapon were its mobility restrictions, so that’s what we’ve been focusing on. Now, you will have the same firepower as before, but you will be able to move and reload faster.

Finally, we have made a complete rework of the Inferno perk skill for the Firebug. We expect that now this skill performs better than the previous one, creating a good alternative to the other Firebug level 25 skill, Pyromaniac.



Bug Fixes
Also mentioned in the 2021 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
  • Fixed an issue where the knife was being selected instead of the 9mm when the primary weapons were out of ammunition.
  • Fixed an issue on consoles where the game would crash when starting Weekly Outbreaks on Santa’s Workshop

Map:
  • Carillon Hamlet
    • Fixed multiple blood splatter issues in the City Hall area.
    • Improved the lighting in the map lobby.
    • Fixed an issue where SYG zones were not appearing in Endless Mode.
    • Improved the draw distance of multiple objects in the Station area.
  • Dystopia - Improved the collision in the Hotel area.
  • Elysium
    • Fixed an issue where some textures in the main area were not rendering.
    • Updated the zed spawning nodes during the boss fight to prevent pop-in spawning.
    • Fixed an issue where player location in the main arena could delay the boss spawn.
  • Moonbase - Fixed the distorted reflections in the Living Quarter Dome
  • Netherhold - Improved the collision in the Hellfire Pit area.
  • Rig
    • General
      • Raised the SYG area boundaries to be more visible
      • Moved the map Lobby to an an isolated non-playable area
      • Fixed an issue where kismet warnings were being displayed in the chat box
      • Updated bullet decals and sounds across the map to accurately reflect the materials being hit.
      • Fixed an issue where audio on the map was louder than other areas.
    • North Platform
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
    • East Platform
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed multiple instances of textures and objects culling too close to the player.
    • West Platform
      • Fixed an issue where weapons dropped on the zed floor spawn would disappear.
    • South Platform
      • Increased the blood splatter across the area to be consistent with other maps.
    • Central Platform
      • Fixed multiple collision volumes within the area.
      • Added sound to the Diesel Generator.
    • Laboratory
      • Increased the blood splatter across the area to be consistent with other maps.
      • Added sound for the sprinkler system.
      • Adjusted the conveyer to reduce clipping into other objects.
      • Adjusted multiple emergency lights to reduce clipping with the walls.
    • Living Quarters
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed an issue where weapons dropped on the zed floor spawn would disappear.
      • Fixed zed pathing issues in relation to the players in the area.
    • Main Building
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
    • Machinery Room
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
      • Fixed multiple instances of textures and objects culling too close to the player.
    • Connecting Bridge
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed multiple instances of textures and objects culling too close to the player.
      • Fixed multiple collision volumes within the area.
      • Fixed an issue where the rain effects were coming through the ceiling.
    • Cargo Storage
      • Increased the blood splatter across the area to be consistent with other maps.
    • Oil Shaft
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
      • Fixed multiple instances of textures and objects culling to close to the player.

Weapons:
  • Corrupter Carbine - Alt-fire now properly interrupts the reload animation.
  • Doshinegun
    • Fixed an issue where the projectile would always appear in the upper right of the screen when fired.
    • Fixed an issue where collectibles were not destroyed upon impact from the dosh.
  • Minigun - Updated the reload animation to address clipping.
  • Reducto Ray
    • Fixed an issue where ZED’s did not rage except during HOE difficulty
    • Adjusted the weapon animations to reduce hand clipping.
  • Sentinel
    • Updated the bash attack to prevent the detonator from disappearing for a short time.
    • Fixed an issue where the audio was not updated to reflect the effects of the Machine Gunner Commando skill.
  • Crossbow - Fixed an issue where in 1P the cable anchor pulley was not attached to the limb.
  • Helios Rifle - Fixed the desync issue between the bash attack animation and the impact.
  • Seal Squeal - Fixed an issue where nuke damage was applying an overly large DoT.
  • HRG Crossboom
    • Fixed an issue where the arrow fired was offset from the impact decal.
    • Fixed an issue where the arrow post impact was increased in size.
  • HRG Head Hunter - Fixed an issue where the alt-fire was not doing head damage.
  • HRG Kaboom Stick - Improved the visuals in 1P & 3P.

Weekly Outbreak:
  • Fixed an issue where weekly modes were not being completable in offline mode.
  • Fixed an issue where the weekly outbreak was not updating after map travel or server restart.
  • Fixed an issue where weapons and armor were not spawning in the maps during the Outbreak.
  • Boss Rush - Removed Holdout maps from the mode during map travel.
  • Shrunken Heads - Updated the Abomination and Patriarch’s audio to play the correctly filtered lines for the mode.
  • Arachnophobia - Fixed an issue where players were starting the match without their starting weapon.

Cosmetics:
  • Added the Supply Backpack to both Tom Banner and Classic Briar as a wearable cosmetic.

Localization:
  • Updated the text for the Gunslinger’s Skill “Steady” so the description now fits within the text box in all languages.

General:
  • Fixed an issue where the player’s weapon would not reappear in their hands when performing an emote during a boss’s death scene.

As always, thank you for your continued support!
I don't know why, if there are custom maps in the workshop, and there is no way to play them with friends, please add it
 
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KF2 Summer 2022 Update Changelog

Event

Tidal Terror
  • Off the coast of Scotland in the East Shetland Basin of the North Sea, we’ve located a secret research lab hidden away in an oil drilling rig. We can only imagine what horrors the Patriarch and his cohorts have been up to here in this remote location. By the way, if you are one of those people who like to try different weapons, we have a new weekly mode for you, Arsenal Ascent, in which you will be swapping weapons as you kill Zeds. And if that weren't enough, the Horzine Research Group just released two new products, the HRG Head Hunter and the HRG Crossboom, for Sharpshooter and Demolitionist mercs respectively. Hurry up and take a look!


New Additions and Highlights
  • 1 New Community Map
    • Rig
      rig1.png
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • Fight against Zeds in this oil platform in the middle of the ocean.
  • 1 New Weekly Mode
    • Arsenal Ascent
      aa.png
      • Players start with a knife and obtain new weapons by killing Zeds.
      • Each new weapon increases the “Weapon Level”.
      • The new weapon is randomly chosen from a list per Weapon Level.
      • Waves are endless until a player reaches the final Weapon Level and completes the wave. Then, the final wave is unlocked, which is a boss wave.
  • 4 New Weapons
    • HRG Crossboom for the Demolitionist
      crossboom.jpg
      • An alternative version of the Crossbow for the Demolitionist Perk.
      • A tier 3 weapon that shoots strong explosive bolts.
      • The secondary fire makes a bigger explosion with reduced damage, perfect for getting weaker Zeds out of the way.
      • Trader price is 900 Dosh.
    • HRG Head Hunter for the Sharpshooter
      headhunter.jpg
      • An alternative version of the Hemogoblin for the Sharpshooter Perk.
      • A tier 3 semi-automatic weapon that shoots darts that enlarge Zeds’ heads.
      • The secondary fire uses energy to launch an expansive wave that damages enlarged heads.
      • Trader price is 1100 Dosh.
    • Sentinel for the Commando
      sentinel.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • An autonomous drone equipped with a full-auto barrel is treated as a tier 3 weapon.
      • Alt-fire detonates the drone.
      • The drone also self-detonates when it runs out of ammo and a Zed passes nearby.
      • Trader price is 500 Dosh.
    • Reducto Ray for the Survivalist
      reductoray.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • A tier 3 weapon that shoots an energy ray that shrinks Zeds and kills them by triggering an “evisceration death”.
      • Shrunk Zeds are more vulnerable to damage.
      • Trader price is 1200 Dosh.
  • New Steam Achievements
    • Rig related achievements
  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Rig
    • Complete all seasonal objectives to earn the Deep Sea Trident Backpack
    • Summer Sideshow Prize Tickets
    • Summer Sideshow Golden Prize Tickets
  • Zedconomy
    • Sentinel Weapon Bundle
    • Reducto Ray Weapon Bundle
  • Tidal Terror Weapon Bundle
  • Deep-Sea Explorer Outfit Bundle
  • Premium Summer Sideshow 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
  • Neon MK VIII Weapon Skin Bundle Pack
  • Classic Weapon Skin Bundle Pack
  • Deep-Sea Skin Weapon Skin Bundle Pack
  • Chameleon Weapon Skin Bundle Pack
  • Killing Floor 2 - Armory Season Pass 2
  • Killing Floor 2 - Ultimate Edition
  • Killing Floor 2 - Ultimate Edition Upgrade

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 platform.

Addressed Community Feedback
As mentioned in the 2021 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
  • Survivalist Perk
    • Option to choose base grenade and initial weapon https://media.tripwirecdn.com/040722/survqol1.PNG
    • The initial weapon will be granted only at the beginning of the match.
    • The base grenade will be granted at the beginning of the match, but can also be changed during trader time.
    • Perk level 15 adds Medic Grenade or Molotov Cocktail to the rotation, depending on the perk skill choice.
  • New order rules in the Weapon Skin section in the inventory.
    • First ordered by trader price, then rarity (common to precious), then quality (battle-scarred to mint).

Balance
  • Weapons
    • FAMAS Masterkey
      • Alt-fire spread decreased by 20%
      • Alt-fire fire rate increased from 50 RPM to 78 RPM
      • Alt-fire animation speed increased by 70%
    • Minigun
      • Movement speed when winding up increased 12.5%
      • Movement speed when firing increased 500%
      • Rotation speed when firing increased 105%
      • Reload speed increased 20%
      • Equip speed increased 30%
      • Put Away speed increased 30%
  • Perks
    • Firebug
      • Inferno (level 25 skill)
        • Rework of the skill.
        • New functionality is: During Zed time, your fire damage over time spreads to all surrounding Zeds.

Designer Notes :

Survivalists had to rely on randomness every time they started a match, but that is over. Now, Survivalists can choose their initial weapon and grenade on the Perk screen. We have left the “random option” available for those who prefer it. In addition to that, for Level 15+ Survivalists, the Medic Grenade or the Molotov Cocktail will be added to the rotation, depending on whether the player has chosen the “Ammo Vest” or “Weapon Harness” skill. But players can keep choosing another grenade if they want. Finally, as the grenade is linked to the perk skill, and this can be changed during trader time, players will also be able to change their grenade during this time, keeping the number of grenades they already had.

The order in the Weapon Skin section in the inventory was a bit chaotic, with different skins of different weapons mixed. We have added some rules to improve it, and now you will see all the skins of the same weapon grouped together. The skins will be ordered by weapon trader price, then rarity (common to precious), and then quality (battle-scarred to mint).

Regarding balance, we have made adjustments in two weapons, keeping in mind the community feedback. For the FAMAS Masterkey, we have increased the fire rate for the alt-fire (shotgun fire), which was very slow to use, and it was hard to swap between alt-fire and main fire. Now you can shoot faster, and combine main fire and alt-fire better, making this weapon more versatile and dynamic in play style. We also have slightly adjusted the spread, which will help to improve the effectiveness of the weapon.

The other balanced weapon is the Minigun. The main disadvantages of this weapon were its mobility restrictions, so that’s what we’ve been focusing on. Now, you will have the same firepower as before, but you will be able to move and reload faster.

最后,我们对 Firebug 的 Inferno perk 技能进行了彻底的重做。我们预计现在这个技能比之前的表现更好,创造了一个很好的替代另一个 Firebug 25 级技能,纵火狂。



Bug修复
在 2021 Killing Floor 2“游戏状态”中也提到了我们的目标是为社区带来持续不断的社区报告的错误修复,这些错误修复是针对全年每个更新的。请继续通过访问我们的官方论坛报告您发现的任何错误: https ://forums.tripwireinteractive.com/forum/killing-floor-2 并在“PC”或“控制台”部分发布。

热门社区问题
  • 修复了当主要武器弹药不足时选择刀而不是 9 毫米的问题。
  • 修复了在圣诞老人工作室开始每周爆发时游戏会崩溃的问题

地图:
  • 钟琴哈姆雷特
    • 修复了市政厅区域的多个血液飞溅问题。
    • 改进了地图大厅的照明。
    • 修复了 SYG 区域没有出现在无尽模式中的问题。
    • 改进了站点区域中多个对象的绘制距离。
  • 反乌托邦 - 改进了酒店区域的碰撞。
  • 极乐世界
    • 修复了主区域中的某些纹理未渲染的问题。
    • 在 Boss 战期间更新了 zed 生成节点,以防止弹出式生成。
    • 修复了玩家在主竞技场中的位置可能会延迟 Boss 生成的问题。
  • Moonbase - 修复了生活区圆顶中扭曲的反射
  • Netherhold - 改进了地狱火坑区域的碰撞。
  • 钻机
    • 一般的
      • 提高了 SYG 区域的边界,使其更加明显
      • 将地图大厅移动到一个孤立的不可玩区域
      • 修复了聊天框中显示 kismet 警告的问题
      • 更新了地图上的子弹贴花和声音,以准确反映被击中的材料。
      • 修复了地图上的音频比其他区域响亮的问题。
    • 北站台
      • 增加了整个区域的血溅以与其他地图保持一致。
      • 修复了与该地区玩家相关的 zed 路径问题。
    • 东站台
      • 增加了整个区域的血溅以与其他地图保持一致。
      • 修复了纹理和物体的多个实例过于靠近玩家的问题。
    • 西站台
      • 修复了掉落在 zed 地板生成点上的武器会消失的问题。
    • 南站台
      • 增加了整个区域的血溅以与其他地图保持一致。
    • 中央平台
      • 修复了该区域内的多个碰撞体积。
      • 为柴油发电机添加声音。
    • 实验室
      • 增加了整个区域的血溅以与其他地图保持一致。
      • 为自动喷水灭火系统添加了声音。
      • 调整传送带以减少夹入其他物体的情况。
      • 调整了多个应急灯,以减少与墙壁的夹角。
    • 宿舍
      • 增加了整个区域的血溅以与其他地图保持一致。
      • 修复了掉落在 zed 地板生成点上的武器会消失的问题。
      • 修复了与该地区玩家相关的 zed 路径问题。
    • 主楼
      • 增加了整个区域的血溅以与其他地图保持一致。
      • 修复了与该地区玩家相关的 zed 路径问题。
    • 机房
      • 增加了整个区域的血溅以与其他地图保持一致。
      • 修复了与该地区玩家相关的 zed 路径问题。
      • 修复了纹理和物体的多个实例过于靠近玩家的问题。
    • 连接桥
      • 增加了整个区域的血溅以与其他地图保持一致。
      • 修复了纹理和物体的多个实例过于靠近玩家的问题。
      • 修复了该区域内的多个碰撞体积。
      • 修复了雨水效果穿过天花板的问题。
    • 货物储存
      • 增加了整个区域的血溅以与其他地图保持一致。
    • 油轴
      • 增加了整个区域的血溅以与其他地图保持一致。
      • 修复了与该地区玩家相关的 zed 路径问题。
      • 修复了多个纹理和对象剔除以靠近玩家的实例。

武器:
  • Corrupter Carbine - Alt-fire 现在可以正确中断重新加载动画。
  • 道新军
    • 修复了发射时弹丸总是出现在屏幕右上角的问题。
    • 修复了收藏品在受到 dosh 冲击时没有被破坏的问题。
  • Minigun - 更新了重新加载动画以解决剪辑问题。
  • 还原射线
    • 修复了除 HOE 难度外 ZED 没有狂暴的问题
    • 调整了武器动画以减少手部剪裁。
  • 哨兵
    • 更新了 bash 攻击以防止雷管在短时间内消失。
    • 修复了音频未更新以反映机枪手突击队技能效果的问题。
  • 弩 - 修复了 1P 中电缆锚滑轮未连接到肢体的问题。
  • Helios Rifle - 修复了 bash 攻击动画和冲击之间的不同步问题。
  • Seal Squeal - 修复了核弹伤害应用过大 DoT 的问题。
  • HRG 横臂
    • 修复了发射的箭头与冲击贴花偏移的问题。
    • 修复了箭头柱影响尺寸增加的问题。
  • HRG Head Hunter - 修复了 alt-fire 没有造成头部伤害的问题。
  • HRG Kaboom Stick - 改进了 1P 和 3P 的视觉效果。

每周爆发:
  • 修复了每周模式在离线模式下无法完成的问题。
  • 修复了地图旅行或服务器重启后每周爆发没有更新的问题。
  • 修复了爆发期间武器和盔甲没有在地图中生成的问题。
  • Boss Rush - 在地图旅行期间从模式中移除了 Holdout 地图。
  • Shrunken Heads - 更新了 Abomination 和 Patriarch 的音频,以播放该模式下正确过滤的台词。
  • Arachnophobia - 修复了玩家在没有起始武器的情况下开始比赛的问题。

化妆品:
  • 为 Tom Banner 和 Classic Briar 添加了 Supply Backpack 作为可穿戴化妆品。

本土化:
  • 更新了枪手技能“稳定”的文本,因此描述现在适合所有语言的文本框。

一般的:
  • 修复了在 Boss 死亡场景中执行表情时玩家的武器不会重新出现在他们手中的问题。

一如既往,感谢您一直以来的支持!
I would like to know why to dlc, the game inside the sharing of dlc weapons can not be? Is it a kind of enemy for the season ticket 2 that has already been purchased?
 
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The original intent was some semblance of balancing with the Survivalist's kit: molotovs are awful when not used on Firebug so that's your lot in exchange for having 5 extra carry weight for weapons.

Now that Survivalist can carry Flashbangs any pretense of caring about that semblance of balancing is out the window, so yeah, something needs to go. Just remove the flashbangs and it's more understandable.

Flashbangs are a huge power creep on a class that doesn't lack for CC options to begin with and Survivalist doesn't deserve having them.


It's still not good on Commando because "why use 3 shot when 1 shot do," it's fine on Support. It still looks ugly and no amount of patching is going to fix that particular issue.

-Yes I know that. But that means we pretty much agree on that, right? It doesn't make much sense anymore to grant access to the molotovs so late into your skill tree when you have access to much better grenades from the get-go. It just looks like a quickly slapped-on bonus now.

-I actually disagree that the FAMAS looks ugly... I mean, the weapon always had that very distinctive shape, and I actually dig most of the skins. As for firing three shots when only one suffices, that's what the masterkey is for I guess? And the burst-fire only is sort of "balancing" the fact you get a powerful shotgun as a sidegrade. And it makes the weapon stand out more too (although it's debatable if it's done in the RIGHT way). And finally well... Pop-out the 9mm or Varmint to kill those lesser zeds if you please?

I agree with everything else however.
 
Upvote 0