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Killing Floor 2 Update 1062 - Welcome to the Infinite Onslaught

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
12,208
3,429
113
https://forums.tripwireinteractive.com/forum/killing-floor-2/kf2-news-and-announcements/news-and-announcements-af/2316653-infinite-onslaught-update-trailer

Highlights
  • 2 New Maps
    • Endless Only - DieSector
    • Holdout - Power Core
  • New Endless Game Mode
    • Patriarch Trader voice for Endless Mode
    • Chance for mutated waves (Single Zed, Weekly, and Stand Your Ground waves)
  • 3 New Weapons
    • Mac 10 SMG for Firebug and SWAT
    • Husk Cannon for Firebug and Demolitionist
    • AF 2011-A1 for Gunslinger
  • New Playable Character
    • D.A.R.
  • Reworked Zed
    • Elite Alpha Clot is now the Rioter
  • Time Limited Spring Objectives, Tickets and Items (event tickets and drops will not be part of the beta)
    • Endless Spring Objectives to earn D.A.R. armor and variations
    • Cyberpunk Event Tickets
    • Cyberpunk Cosmetics
  • Zedconomy
    • Assault D.A.R. Bundle
    • D.A.R. Cosmetic Crate
    • Weapon Collector Crate
  • New Steam Achievements for DieSector, Power Core, and their Collectibles


General
  • Added Daily Objectives for D.A.R., Mac 10, Husk Cannon, and AF 2011-A1.
  • Removed all of the Survival Versus mode Daily Objectives until we have a chance to revisit the mode
  • Added two new boss music tracks
    • Abomination - "Hack Attack" by Rocky Gray
    • King Fleshpound - "Spike Grinder" by Rocky Gray
  • Memory improvements on all platforms
    • Reduced load times across a variety of hardware on PC
    • This should fix several potential lock ups on PlayStation 4 and XboxOne
  • Added the ability for players to vote to skip trader time in the trader menu
  • Added a confirmation notification message whenever a player selects Basic Training on the Home menu
  • Added Stand Your Ground objectives to all non-Holdout maps
    • There is a 35% chance of a wave having a Stand Your Ground objective
    • The 1st and Boss wave will not have a Stand Your Ground objective
    • Server admins can turn these off
  • Dosh Vault rewards are now granted for
    • Zed and Boss kills
    • Stand Your Ground objectives
  • XP rewards are now granted for Stand Your Ground objectives
  • Improved explosive projectile trajectory for certain weapons so that firing straight up will result in the explosive round eventually falling back down
  • Added HUD UI for the Command Wheel so that players can see the requests and statements made by other players around the map
  • Added iconography and color to text in the Trader Pod menu to help players know if their weapons are low on ammo or completely out.


Balance
Zeds
  • Elite Alpha Clot is now the Rioter
    • Now armored up in the front on his torso and head, aim for his legs or his back to bring him down!
    • Rally ability SFX have been changed to fit more aesthetically


Survival Versus
  • Lowered the EMP incapacitation resistance of the playable Alpha Clot, Slasher, Stalker, Crawler, Gorefast, Bloat, and Fleshpound to make it easier to induce the EMP effect on them


Perks and Weapons
  • .500 Magnum Revolvers
    • Damage increased 6.6%
  • 1858 Revolvers
    • Damage increased 100%
    • Reduced total ammo capacity 22%
    • Ammo cost per mag increased 66%
  • Hemogoblin
    • Damage is increased by 50%
  • Zweihander
    • Melee range is increased by 20%
  • Seeker Six
    • Dud round damage is increased by 20%
      • Dud knockdown chance is increased by 25%
      • Dud stumble chance is increased by 42%



Bug Fixes
Perks and Weapons
  • Fixed a gameplay bug with the Medic perk skill, Acidic Rounds, where it did not deal the correct amount of damage
  • Fixed a gameplay bug with the Hemogoblin where the Medic perk skill, Acidic Rounds, reduced the damage of the bleed damage over time
  • Fixed a gameplay bug with the Gunslinger perk skills, Rack `em Up and Bone Breaker, where the damage bonus was not applying in online game sessions
  • Fixed a gameplay bug with the Medical Syringe where players could use the syringe to heal other players from any distance
  • Fixed a gameplay bug with the Demolitionist and Support perks where players could swap back and forth between the two perks and grant other players ammo and grenades repeatedly during Trader Time
  • Fixed a sound bug with the Alpha Clot and Rioter where they would continue making jingle sounds while walking after the Christmas event was over
  • Fixed a sound bug with the .500 Magnum Revolver where it was missing its hammer sound effect on full reloads
  • Fixed a sound bug with the Stoner 63A LMG where its melee bash was missing melee sound effects
  • Fixed an animation bug with the Dual .500 Magnum Revolvers where the hammers did not reset back into their proper positions after an empty reload
  • Fixed a SFX bug with the Crovel and Pulverizer where they did not leave blood splatters on the ground after using the inspect animation


Zeds
  • Fixed a gameplay bug with the Abomination where players can become stuck in the grab animation while it performs its gorge attack during Zedtime
  • Fixed a gameplay bug with Abomination where he would sometimes become stuck on his own minions and die immediately from being unable to path successfully to the players
  • Fixed a model bug with the Abomination where the model was not enlarging upon dealing damage to players on the Beefcake weekly
  • Fixed a sound bug with the King Fleshpound where its footsteps and noises were displaced after firing its laser


General
  • Fixed a gameplay bug with Zed Weeklies, Bobble Zed and Up,Up, and Decay, where some of the zeds had more body and head health than intended
  • Fixed a gameplay bug with dosh where players spawning into the beginning of the 3rd wave trader time will have 0 starting dosh
  • Fixed a daily objective bug with the Spitfire pistols where the damage daily objective did not account for the fire damage over time
  • Fixed a daily objective bug with the M16 M203 where the damage daily objective did not account for the M203 explosive and impact damage from the HE round
  • Fixed a SFX bug with the playable Survival Versus Scrake Christmas variant where the glow overlay was missing from its model
  • Fixed a daily objective bug with the Complete Match as PC Rob Briar daily objective where it did not register a completion after completing a Weekly match as PC Rob Briar
  • Fixed a sound bug with Stand Your Ground where the stinger sound did not play for losing the Stand Your Ground objective


Map
  • Fixed a lighting bug in Prison where a light would flicker on and off depending on the player's distance from the light source
  • Fixed a collision bug in Prison where certain welded doors would break and remain standing in the doorframe, obscuring the vision of players
  • Fixed a collision bug where a blocking volume in Tragic Kingdom kept players from breaking a collectible inside of a truck
  • Fixed a SFX bug where the alt-fire of the Freezethrower caused a constant blast and sound effect on the dead elf props located in Krampus Lair
  • Fixed a spawning bug in Holdout-style maps where the portal entry child spawners were not working
  • Fixed a collision bug in Krampus Lair where some of the welded, wooden doors in the underground prison would break and remain standing in the doorframe
  • Fixed a collision bug in ZED Landing where some rocks had FLEX meshes that were not being utilized
  • Fixed a SFX bug with lava meshes in The Descent where blood and explosion decals could appear on their surface
  • Fixed a model bug in Nightmare where eyeballs were missing on dedicated servers from the massive flesh mountain creature in the boss arena


UI
  • Fixed a UI bug with the Trader Pod menu where the weapons were not being properly sorted from least to most expensive
  • Fixed a UI bug with the Welder | Vault | Vosh | Precious, Kukri | Vault | Vosh | Precious, and Demo Knife | Vault | Vosh | Precious where they did not have the option to recycle
  • Fixed a text bug with all dual pistols except the dual 9MM pistols where the description text stated "Each can be individually sold" but they actually could not be individually sold
  • Fixed a text bug with the Survivalist perk skill ZED-TIME - Lockdown where there were quotation marks at the end of its description
  • Fixed a text bug with the Masterson | Vault | Camo Blotches | Purple where the text, "Compatible with Lt. Bill Masterson", was missing Classic Masterson
  • Fixed a text bug with the Trader menu description of the Heckler & Koch UMP where it stated that it has a semi-auto fire mode. Rather, it has a burst fire mode
  • Fixed a UI bug with the Varmint Rifle where using extra ammo Command perk skills caused an inaccurate display of the total ammo when first entering the Trader Pod menu
  • Fixed a UI bug with the Matchmaking Squad messaging where "The party host has left." message appeared at incorrect times
  • Fixed a localization bug with Horzine Supply Emote Series #1 and #2 crates where the description for them was not localized


Cosmetic
  • Fixed a cosmetic bug with Oisten Jagerhorn where he could not wear eye patch cosmetics
  • Fixed a cosmetic bug with the Wasteland suit where backpack cosmetics could not be equipped while having the Wasteland outfit equipped
  • Fixed a cosmetic bug with the Porcelain Mask | Vault | Broken where it was not able to be equipped on any character
  • Fixed a cosmetic bug with the Alan | Vault | Camo Blotches | Arctic where it could not be equipped onto Classic Masterson
  • Fixed a model bug with the C4 where the precious skin texture did not display on thrown C4


Platform Specific Fixes
PC/Steam
  • Fixed a code bug with dedicated servers where logs were being generated that consumed a lot of CPU after a period of time
  • Fixed a code bug with the KFPickupFactory : bEnabledAtStart option in the KF2 SDK where the option did not function properly regardless of it being checked on or off
  • Fixed a code bug with WebAdmin chat logging where it wasn't logging teamsay in Survival and Weekly dedicated servers
  • Fixed a UI bug with the Server Browser where spectators incremented the player count on dedicated servers
  • Fixed a gameplay bug with spectators where they could receive credit for dailies, weeklies, and achievements
  • Fixed a gameplay bug with the Trader Pod auto-trade feature where it was unintentionally triggering for players. Players now need to hold the button for 2 seconds before the auto-trade occurs


PS4 and Xbox One
  • Fixed a console bug where some players were not receiving their reward items
  • Fixed a UI bug with the Christmas seasonal objectives where the Vault Dosh values were not displaying on dedicated servers for new clients who have not done any of the seasonal objectives
  • Fixed a UI bug with the Audio/Video menu where selecting to default the values sets the gamma slider to the highest setting


Xbox One
  • Scaled back Xbox One X native resolution to 1512p to smooth out frame pacing issues and performance bottlenecks during gameplay
  • Fixed an issue where the Dosh Bault would visually be granted too much dosh and then look like it will fail proceed. The correct amount has been tracked, but a weekly may need to be accomplished before it fully corrects itself
  • Fixed a crash bug with the Nightmare map where exiting out of a Nightmare game session and returning to the home screen could cause a crash
  • Fixed a gameplay bug with Krampus Lair where the King Fleshpound was able to spawn as the boss during the Christmas seasonal event
  • Fixed an item granting bug with DLC items where some players were not receiving DLC items in their Inventory after purchasing them


Reward Item Server
The game now double checks how many crates a player has earned more often, making sure to grant any that the player is missing, and not granting one if the earned vs received count doesn't check out. This was the reason many/all users had crate issues opting into the beta. The check here did not initially account for the 5 gift crates given to all players.

We have also discovered that the reward server had a case where it could be too generous, where a client that did not get its reward immediately could ping back out again and get a reward, then be granted the first one which was pending. This would result in an extra crate(s). This should only impact a small portion of our users.

An example case here would be a user who currently has received 12 crates, but only eared 8 (5 gift crates and 3 through play/rewards). The game will not grant additional crates until they have earned another 4 crates. Continued play and earned rewards will continue to be counted and crates should start being granted when the earned/granted match.

Beta Specific Fixes and Changes
Beta 2 to Final Release
  • Fixed Zed pathing issues around control console on DieSector
  • Fixed exponential AOE damage gain with the Pulverizer
  • Fixed Skip Trader button not working sometimes when playing endless online with more than one player
  • Fixed Incorrect vault dosh value showing up after player that is being spectated leaves the match
  • Fixed unlocking all endless objectives in main menu or if joining late
  • Improved visual appearance of Precious variants of Horzine Elite Armor and DAR
  • Fixed unlock code for Classic Masterson"Vault | Camo Blotches | Purple" outfit for it not being equipable from Inventory
  • Fixed ejects being offset from center on AF2011s
  • Fixed DieSector not showing up on the Server Browser


Previous Beta Bug Fixes and Changes
Balance
Weapons
  • Mac 10
    • Equip speed is 40% faster
    • Total ammo capacity is increased by 20%
    • Damage is decreased by 16%
  • Husk Cannon
    • Equip speed is 40% faster
    • Magazine size is reduced by 20%
    • Fire Rate is decreased by 110%
    • Total ammo capacity is reduced by 13%
    • Ammo Pickup amount is increased by 25%
  • AF2011-A1
    • Fixed the fire rate on the dual pistols
    • Fixed the penetration value on the dual pistols


Bugs
Perks and Weapons
  • Fixed a gameplay bug with the Husk Cannon where you could rapid fire it and not consume ammunition
  • Fixed a SFX bug with the Husk Cannon where it would emit a massive particle effect on the screen when fired on an online game session

Zeds
  • Fixed a gameplay bug with the Quarterpounds and all bosses where they were receiving increased damage from players passed wave 25 in Endless mode


Maps
  • Fixed a spawning bug with the DieSector map where Bloats were unable to spawn from certain spawn volumes
  • Fixed a collision bug with the DieSector map where a ceiling was missing collision
  • Fixed a render bug with the DieSector map where the bollard trim draw distance was too low
  • Fixed a level bug with the Power Core map where players would sometimes not teleport to the next arena properly
  • Fixed a level bug with the DieSector map where a dedicated server will spam the log with a failure to load an asset that is not there
  • Fixed a camera bug with the DieSector map where the player camera can clip into a wall during the boss intro scene


General
  • Fixed a gameplay bug with Stand Your Ground where the XP reward was not decreasing when losing progress on the Stand Your Ground zone
  • Fixed a gameplay bug with the March seasonal objectives where all the seasonal objectives and their rewards can be earned by joining a game session after wave 25
  • Fixed a sound bug with the boss music on Endless mode where the music track did not return to ambient trader time music after defeating the boss
  • Fixed a sound bug with the King Fleshpound and Abomination boss music tracks where they seemed quieter than the other tracks
  • Fixed a sound bug with the King Fleshpound and Abomination boss music tracks where their music tracks were playing for the incorrect boss
  • Fixed an item granting bug with the Dosh Vault crates where they were not being granted to players who achieved the proper tiers to receive one


UI
  • Fixed a UI bug with the SKIP TRADER button on Versus Survival where the skip trader feature would not work sometimes after switching teams. We removed the button from Versus Survival
  • Fixed a UI bug with the game map parameter options where a player could play the DieSector map on the Survival gametype
  • Fixed a UI bug with the SKIP TRADER button where the "Y" icon on the SKIP TRADER button was missing after the first trader time. This only applies to players using a controller
  • Fixed a UI bug with the last zed alive icons where the icons did not scale properly with the friendly hudscale
  • Fixed a UI bug with the Power Core map where the map preview icon for it was for Krampus Lair


Cosmetic
  • Fixed a localization bug with the Cyberpunk crafting description where a </font> was missing from the description text code
  • Fixed a 3D Art bug with all the 1858 Revolver | Constitution weapon skins where the front barrel material had a high diffuse reflect. This caused shadows to not render properly on the barrel
 

sbvinboxru

Member
Oct 11, 2012
62
0
6
Yoshiro;n2316658 said:
1)
When i do that can use ports to redirect to maps or that a redirect works on FTP protocol ? This is not a whim but a necessity.
Simple:
[IpDrv.HTTPDownload]
RedirectToURL=http://192.168.0.1:654/test2KF/
or
[IpDrv.HTTPDownload]
RedirectToURL=http://mysite.com:654/test2KF/
or
[IpDrv.HTTPDownload]
RedirectToURL=ftp://92.168.0.1/test2KF/
Working simple in Killing Floor (KillingFloor.ini):
[IpDrv.HTTPDownload]
RedirectToURL=http://192.168.0.1:54322/ytyrth77ht/
ProxyServerHost=
ProxyServerPort=3128
UseCompression=True


2)
And 1 more question ... Why KFServer.exe does not know how to work with many thread processors?

p.s.
sorry for my english
Ñ‹
 

twolfe

FNG / Fresh Meat
Feb 28, 2018
45
12
0
Are balances still going to be looked at for the special waves in endless? Is the bug that causes the wrong achievement, if any, to be obtained on diesector being looked at / fixed?
 

Vapid

Active member
Mar 26, 2012
602
35
28
Hooray!

I haven't played the beta but I've been looking forward to the patch, so I'll check this out tonight. Good job TWI. :)

(How's RO3 coming along?)
 

twolfe

FNG / Fresh Meat
Feb 28, 2018
45
12
0
Haven't booted up the game yet, but thanks for fixing the Purple camo for Classic Masterson.
 

EndIsNeaR

FNG / Fresh Meat
Mar 18, 2018
81
14
0
42
and congrats to the developers, you did a really good job the update is totally AWESOME!
 

fwfdf1reman

Member
Aug 11, 2016
141
7
18
66
Joshua, TX.
Update is great! However, again I had to personally notify NFO servers about the update. They were not notified by Server Update Mailing List. Last two updates have been this way.
 

flashn00b

Active member
Feb 1, 2011
692
38
28
RIP M1911

With the 1858 outdamaging the 1911 and the lever actions counting as gunslinger weapons, my statement still stands in that perhaps the singular M1911 should be a commando weapon, because buffing it any other way would probably make the 1911s OP.
 
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oldmidget

FNG / Fresh Meat
May 8, 2015
1,506
92
0
flashn00b;n2316710 said:
RIP M1911

With the 1858 outdamaging the 1911 and the lever actions counting as gunslinger weapons, my statement still stands in that perhaps the singular M1911 should be a commando weapon, because buffing it any other way would probably make the 1911s OP.
1858s just need a reload speed nerf.

the lever actions are overrated anyways
 

flashn00b

Active member
Feb 1, 2011
692
38
28
oldmidget;n2316715 said:
1858s just need a reload speed nerf.

the lever actions are overrated anyways
At least the lever actions don't require a skill to offer the same level of penetration as the desert eagles. IIRC, the only reason why the M1911 has a penetration score of 1 is to synergize with the Line em Up skill, except you have a $200 weapon that doesn't need that skill.
 

King Homer

FNG / Fresh Meat
Apr 13, 2015
30
0
0
Germany
flashn00b;n2316710 said:
RIP M1911

With the 1858 outdamaging the 1911 and the lever actions counting as gunslinger weapons, my statement still stands in that perhaps the singular M1911 should be a commando weapon, because buffing it any other way would probably make the 1911s OP.
What's the reload on a single 1858 compared to the 1911?
 

VGames83

FNG / Fresh Meat
Jul 14, 2017
182
21
0
36
USA
www.moddb.com
Played yesterday and it was fun but I saw some bugs here and there. Probably mostly custom map related but one stood out to me. The scrakes would not die during a scrake wave on an endless game. Anybody else see this?
 

twolfe

FNG / Fresh Meat
Feb 28, 2018
45
12
0
VGames83;n2316785 said:
Played yesterday and it was fun but I saw some bugs here and there. Probably mostly custom map related but one stood out to me. The scrakes would not die during a scrake wave on an endless game. Anybody else see this?
Probably health scaling. Health for scrakes and flehspounds scale not only on difficulty, but also player count. One reason I would like the special waves to be balanced.
 
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infntnub

Grizzled Veteran
Sep 25, 2012
2,168
78
48
Pennsylvania
I'm loving the new mode and the gradual progress in challenge. The "special" waves now and then are also a nice touch (along with patty's voice lines).

Nice update.
 
Noticed two things. 1)at Flaregun(When he single) no special reload.(It's just accelerated. And not really special) 2) at AF-2011 (when their two) there is no special reload when one of the weapons is discharged. Where all other guns, it is. Even just the animation there is that one weapon discharged

And also, I want to ask you to return the mag size 40 from SWAT MP7. The game is implemented MP7 magazine with 40 rounds. And he was. When you just added it and the Mp5. But then, moved places shops... But Why? The game Mp5 with 30 rounds implemented. You could have left it as it was. Or increase the damage of the Mp5 that would compensate for fewer Magazine and the absence of a collimator. If you want that would Tire 2 weapons Swat had more bullets. That swap Mp5 and Mp7. That is, move the Tire 2 on Mp7, and Mp5 for 1 Tire. That would make more sense. Ah and realism which you and I so love, will be observed.

Notice, double Flaregun have "Elite reload". And the Double M1911, M9 and Deagles have a "Special reload and special animation" when one of the weapons is discharged.

P.s. (Discharged-is when there are, no more bullets in the mag)