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Killing Floor Incursion Update 1.00.9 Is Now Live

This update is now live on Steam, Oculus, and PSVR platforms.
Steam and Oculus: 1.00.9
PSVR: 1.07

New Features
  • Improved player collision across all maps and modes.
  • Added support for the Valve Index HMD and controllers. Note: Index controller finger tracking is not supported, all game inputs work.
  • SteamVR users can now snap-turn and rotate the facing-direction of their projected teleports while in ‘standing’ configuration. Previously, players could only do this while in ‘seated’ mode.
User Interface
  • Based on player feedback, players can now have a UI prompt to choose between Teleport movement and freemove when launching KF:I. Players can further tweak the freemove/teleport settings in the pause menu.
  • For the Steam version of the game, new icons for the Valve Index have been added to all the menus and tutorial sequences.
AI
  • Fixed numerous instances in the campaign where Zeds would become stuck in the environment and would be unable to reach the player
Progression
  • Fixed an issue in the farmhouse map, where the player could freemove behind a particular sofa and would be unable to get out
  • Fixed an issue in Catacombs where the player could walk out onto the water and could fall out of world, blocking progression
  • Fixed numerous collision issues in Catacombs (holdout mode) where the player could fall outside of the perimeter of the map, blocking progression
  • Fixed an issue in the Paris map where the player could fall down a huge trench during the Valve puzzle, blocking progression
  • Fixed an issue in the Paris map where players could fall out of a window during the first sniper objective and would be unable to continue
  • Fixed an issue in the Paris map where the player could fall off of the scaffolding during the 2nd sniper objective and would be unable to continue
  • Fixed an issue in the Biotics mission where the player could fall off of the top gantry in the final room, and would be unable to get back up again to complete the mission
  • Fixed issues with the final Elevator in the Biotics mission where the player could fall off of the elevator and would be unable to continue the mission
Bugs Fixed
  • Significant AI and collision pass of the entire campaign
  • Fixed an issue where Standing Height would not be calculated correctly, causing issues for some VR devices during the main menu and the opening cinematic
  • Fixed an issue with Multiplayer where the in-game Friends List wouldn’t refresh.
  • Fixed an issue where the player could incorrectly teleport themselves into the same location as the "NODE" robot
  • On PS4, fixed an issue where the Stop Hitting Yourself (Dual-wield Zed limbs) trophy would not unlock correctly (North American PS4 version only)
  • Fixed an issue where players could float in odd areas after teleporting
  • Fixed an issue where players could fall oddly after walking off ledges
  • Fixed an issue on the SteamVR version of the title where the player’s controllers may not be detected correctly if the controllers were turned off while starting the game, and turned on after reaching the title screen
  • Farmhouse: Smoothed out stair collision in the farmhouse environment for better character movement
  • Fixed an issue in the Farmhouse map where health kit could levitate during the boss fight in the coop mode
  • Fixed numerous collision issues in Catacombs where players or Zeds could get stuck
  • Fixed an issue in Catacombs where players could get glitch through rocks at the start of the map to avoid the boss fight
  • Fixed an issue in Catacombs where Zeds can float-walk to the player if player’s stand on one of the island platforms
  • Fixed an issue in the Catacombs Area where framerate was affected
  • Fixed numerous collision issues in Paris where players or Zeds could get stuck
  • Fixed numerous collision issues in Biotics where players or Zeds could get stuck
  • Fixed an issue in Biotics boss fight where players could fall out of world during the elevator ride
  • Fixed an issue in Biotics boss fight where players couldn't teleport on the top level gantry walkway
  • Fixed numerous collision issues in Crucible Holdout where players or Zeds could get stuck
  • Added safety-net logic to the levels in case players do manage to fall out of the world. The player will be placed back into the environment and will be able to continue the mission.
 
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