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[Mod] Survivor Beta - Both game modes, 17 New Perks, 8 New Zeds, New Voicepack, More!

Surly

Active member
Jun 13, 2009
36
0
Download Survivor Mod Beta v0.54b

Download Survivor Mod Assets v1.0


Changelog
Spoiler!


Survivor is a comprehensive compilation mod focusing on restoring the light-hearted horror atmosphere of Killing Floor, scaling back some of the daffy insanity of recent patches, removing grind, adding real diversity to perk choices which don't rely on locking them into a single playstyle, enhancing mechanics, providing massive variety and strategy in player squad composition, and above all encouraging team-oriented play by promoting synergy between players. With 17 new perks, over 60 weapons, tons of new gameplay features and audio, and 8 new Zeds, Survivor provides a refreshing change of pace from Killing Floor's descent into ToonTown while, more importantly, delivering enough new features to keep people interested and engaged in a much more brutal, but rewarding, team-based experience. Survivor is a reflection of the Killing Floor modding community's accomplishments over the years since its release.



Survivor Mod
Dependencies
Key Features
  • Completely new Metagame
  • StoryGame (Objective) Mode Support
  • 60 Guns, 8 New Throwables (Grenades, Knives, Axes, Bombs)
  • 8 New Zeds
  • 17 New Perks
  • 1 New VoicePack (more to come), Custom Voice Events
  • Synergistic Perk Composition, promoting intelligent perk choices
  • Ammo Scarcity and Limited Healing Supplies, to promote "survival" atmosphere
  • Enhanced Firing mechanics and recoil
  • More accurate, much more powerful firearms
  • Enhanced hit detection and head-shot detection
  • Poisoning system
  • Very few goofball weapons
  • Enhanced Zed AI, and Patriarch behavior
  • Enhanced Veterancy system allowing for wildly expanded perk mechanics
  • No "right weapon" for most perks, which now have mostly universal bonuses
  • No leveling up, at all. Diversity is achieved through having so many perk choices, not time-sink rewards.

Installation and Setup
Extract both the latest Survivor Mod archive and Survivor Assets to your killing floor directory.

Enable both ServerPerksX and Survivor Mod mutators in your mutator list, and ensure that the ServerPerksX.ini file is overridden with the packaged one (back up your original if you have one!).

The ServerPerksX.ini and Survival.ini files contain a good deal of on-the-fly customization options including spawn wave manipulation, zombie definitions, and more. Like ScrNBalance, you're able to set the auto-reload option on your server in the Survival.ini file (bAutoReload is set to False by default, set it to True if you want automatic reloading when you fire an empty gun). In Survival.ini, you may also adjust the patriarch's health scale, as well as the GLOBAL damage multiplier. This will affect damage from ALL weapons, and is set to 1.22 by default.

This mod is presently BALANCED AND INTENDED FOR Friendly-Fire environments only! Playing without friendly fire not only reduces the teamplay aspect of the game, it makes explosives incredibly powerful in contrast to their intention. For this reason, if friendly fire is scaled down, so too are explosives damage. At 0% friendly fire, explosives will deal 50% of their original damage, which brings them to a level roughly equal to that of vanilla Killing Floor.

I highly recommend playing it on "Normal" difficulty, or "Hard" if you're feeling adventurous. If you can beat this thing on HoE with 100% Friendly Fire, with any number of players, I'll be ****ing impressed.


New Perks
Perks are now selected at the start of the level, and cannot be changed except on death. Perks are balanced around the idea of giving players strengths which synergize well with others and limit the "one man army" aspect of most base perks. All players are far more fragile now, limited to 3 charges on the Med-Syringe, and are required to work with others to advance.

While perks may specialize in certain aspects of combat, most bonuses are global. For the vast majority of perks, all weapons are viable options. Using a rifle, for instance, on a Conventional Soldier is actually an exceptional choice for some one seeking to hold out with limited supplies because of his global ammo bonus.

The new VoicePack is active only for the Beefcake perk. More VoicePacks should be coming in later releases.

Spoiler!
Weapon Mechanics/Balance Changes
  • Weapons which have an alternate firing mode but also have selective fire (like the M4 with an M203 launcher, or most medic guns) now toggle their firemode on alt-fire press, and will fire their alternate firing mode after holding down the alt-fire key for 0.35 seconds.
  • New firing system gives penetration to all high-velocity ammo types, and all weapons now support (but don't necessarily utilize) penetration.
  • Tube-Fed weapons (Pump Shotguns, Winchester) MUST be racked (pumped/cocked) after they've been fired dry, but you can interrupt the reload animation after loading a single round now.
  • The only default weapon is the Knife. Your sidearm, welder, and syringe must be purchased. The syringe also has limited ammunition.
  • Weapons have much more realistic recoil, and a new algorithm was developed for spreading damage/penetration on all weapons, and Zeds are thus much easier to kill - but with lower ammunition supplies, waves are much more difficult.


New Weapons/Changed Weapons
All of the default killing floor weapons have had their weapon names changed to their real life counterparts since this isn't a commercial project. While most guns function SIMILARLY to their original, I believe every weapon has had some changes since I completely redid the firing system. For instance, the Desert Eagle recoils like a monster now.

Furthermore, due to new weight restrictions, ammo restrictions and realistic gun weights, having a pistol sidearm is very appealing. Sidearms generally have unremarkable damage, but they are the perfect weapon to fill your loadout when you have only one or two blocks (KGs) left.

Weapon ammunition is much more scarce. Pistols carry 4 spare mags, Low Caliber Assault Rifles and SMGs carry 3, High Caliber Assault Rifles and Rifles carry 2, and Machine Guns carry 0. Explosive spares are dependent on weight. Revolvers are a special case which carry 6 spare loads, and gain 2 loads from an ammo pickup rather than the standard 1.

You never have to worry about losing ammunition from dropping or picking up dual handguns. These weapons will always retain exactly how much ammunition they should. You will, however, drop half of your current ammunition with any single handgun you toss out.

Spoiler!


Zed Mechanics
  • Zed Hitpoint scaling is reduced significantly for number of players and difficulty, but base zed health is increased a little. Higher difficulties merely increase zed speed, damage and number. As this mod's difficulty focus is on "surviving" and not "pumping tons of rounds into tougher enemies," this doesn't serve to make the game much easier.
  • The maximum number of Zeds spawned at once is 50% higher
  • The sine wave which regulates the "ups and downs" within each wave (making spawning much more intense at certain intervals) has had its frequency reduced significantly, causing much more apparent breaks in the action, and longer waves of intensity. Coupled with the increased zed spawn limit, this can make every wave get pretty desperate.
  • Tougher zeds show up much earlier, and all waves have been significantly modified with an array of new zed types.

New Zeds/Changes to Old Zeds
  • Bloats - No longer a "pop the head off and ignore" enemy. If their head is blown off, bloats now spew bile out of their neck hole perpetually until their bodies decay. Gross!
  • Snatcher - This little guy is similar to a clot, but moves more quickly, is a little tougher, and steals money from players he attacks. Prioritizes Banksters as targets.
  • Monkey Scrake - A miniature monkey version of the normal scrake. About as tough as two gorefasts, and gets angry from taking ANY damage.
  • Scrake - Gains nominal damage resistance while charging, restoring the usefulness of sniping their heads which was otherwise a little less important given the damage output of most guns now.
  • Big Green - A big, fat, green crawler who poisons those he attacks. Slow, and quite useless at range, Big Green is a menace in close quarters.
  • Ghost - The Ghost is a stalker/crawler hybrid who turns incorporeal rather than invisible, rendering it immune to damage. It only pops out of its incorporeal state briefly while in mid-leap towards targets it attacks. Very distracting, but also very easily killed if timed correctly.
  • Siren - Throws a hysterical fit when she sees an Action Hero, causing her to scream rapidly and move quickly towards him.
  • Stalker - Prefers to stalk the Action Hero, and will not break attention from him once he has it.
  • Foghorn - A siren who spews smoke screens, but otherwise has no mechanism to damage players. Typically spawns with Husks, Sirens, and Rocket Husks.
  • Rocket Husk - For those familiar with the popular Mad Husk zed, this will seem very similar. In fact, it uses the Mad Husk's model. However, its AI and Rocket programming has been altered to fix some of the bugs with the original (such as the problem with rockets doing zero damage to players sometimes). Its rockets are powerful and leave a lingering smoke trail, but he doesn't fire nearly as often as his Husk counterpart.
  • Arachna - A new zed based on the latest mod from WPC, "Arachnophobia". This more powerful crawler, which utilizes the Hillbilly stalker model, can climb on walls and ceilings, and is a bit tougher to kill.
  • Megapound - This giant fleshpound (using the elephant man model from the Circus event) boasts tremendous hitpoints and damage, will enrage at the slightest provocation, and will not have his rage abated by simply hitting a player. He's rather slow compared to his smaller brother, but requires coordination and combined fire to take down. Only shows up on Wave 10, a bit of a mini-boss.
  • Patriarch - The patriarch now utilizes all of the tricks from the PyHardPat mod, allowing him to fire multiple rockets, shoot his chaingun while walking, and flank players more regularly.
  • Other zeds behave much the same as vanilla, with only minor tweaks and changes to them to bring their hitpoints and behavior in line with the new "very minimal hitpoint scaling" system.


Credits
This mod would not have been possible without the asset creation of the Killing Floor modding community. I've tried to be as diligent as possible in creating this list, but if I've missed anyone please send me a PM and I'll add it to the list.
  • Marco
    • Original Hard Mode Patriarch code (Patriarch)
    • "Arachnophobia" wall climbing code (Arachna)
    • ServerPerks v6 (ServerPerksX)
    • Contributing more to the KF community than any other one person I can name
  • Whisky aka Gartley
    • Throwing Axe model (Throwing Axe)
    • MediShot model/animation/sound (Serbu Super-Shorty)
  • RoBoT
    • Mad Husk textures (Rocket Husk)
  • braindead
    • Hunting Rifle model/animation (Remington 700)
    • MP5 gun pack (HK MP5SD, HK MP5A4)
  • Rainishe
    • PB Betta model/sound (PB Pistol)
  • Операция Ы
    • M249 model/animation/sound (M249)
    • AS "Val" model/animation/sound (AS Val)
    • VSS "Vintorez" model/animation/sound (VSS Vintorez)
    • PKM model/animation/sound (PKM)
    • AKS-74U model/animation/sound (AKS-74U)
    • Glock 18C model/animation/sound (Glock 18C)
    • L96 AWP model/animation/sound/code (L96 AWP)
  • Zedek the Plague Doctor
    • XMk5 SMG port from UT2k4 Ballistic Mod (XMk5 Exterminator)


Feel free to use anything packaged in this mod (like the throwing knife/axe code which works better than anything I've yet seen on any custom servers) for your own projects with or without credits. But do try to credit any of the original content provided by anyone in the above list.
 
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Well, I do have a perk who chucks ammo boxes instead of grenades.

A deployable one wouldn't be too terribly difficult, but I don't do modeling or animating. The code for it wouldn't be too tough. Give me a model, texture, and some animations of hands carrying it around/throwing it, and an animation of it "setting up" and I'd be happy to do that!
 
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Okay, I may have done something wrong here, but I uploaded all the files to the server, restarted and voted for the mod.. No perks, no specimen, nothing. :(

Edit: Re-uploaded all the files, changed to the gametype and still nothing downloads, etc. I've even tried adding it manually to ServerPackages, at which point the server just crashes epically upon starting. Not sure what's going on here, but I don't think it's on my end. Checking one last thing just to be absolutely sure it's not.
 
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Mk 14 EBR - (M14EBR) An M14 with an updated chasis and single-fire only. This weapon is analogous to the SCAR or FAL with its damage and penetration, but doesn't have fully automatic fire. A great weapon, regardless.

This frightens me. Does this remove the ability to flinch lock scrakes? If it does, that makes the weapon useless on HoE.
/////////////////////////////////////////////////////
Weapons which have an alternate firing mode but also have selective fire (like the M4 with an M203 launcher, or most medic guns) now toggle their firemode on alt-fire press, and will fire their alternate firing mode after holding down the alt-fire key for 0.35 seconds.

I'm also concerned about the medic darts - it should be the other way around. (Good) Medics will hold more than one medic gun and be shooting a medic dart, swapping, shooting another one to chain heal someone.
/////////////////////////////////////////////////////
HK 417 - Similar in damage to the SCAR/FAL/Mk14EBR but is also equipped with a high magnification scope, this is a great option for snipers who also want the luxury of full auto fire.

I hope you balanced this gun to hell. :p
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Sawn-Off Ruger Gold Label - (Boomstick) Has had most of the bugs from vanilla fixed, and otherwise is a great, light weight weapon for dealing with a situation that requires a single, powerful shot to save the day. Equivalent to firing 2 shots from a trenchgun at once, which (with the new damage algorithm) is quite potent. Limited ammunition, like all shotguns.

Light weight? It's balanced at 10 blocks in vanilla, although I'm pretty sure you've done something to balance it.
/////////////////////////////////////////////////////
New firing system gives penetration to all high-velocity ammo types, and all weapons now support (but don't necessarily utilize) penetration.

This really could become ridiculously over powered. It was also kinda Support Specialist's thing with the bullet penetration. It looks like every other gun has it now... Especially where it feels like it shouldn't (Rifles - Auto Rifles).
/////////////////////////////////////////////////////
Pipebomb - Almost the same as the original pipebomb, but like grenades can have its projectile type replaced based on perk (the handyman throws nailbombs, for instance)
M79 - (M79) Similar to vanilla, but with much higher damage (like all explosives)
Milkor M32 MGL - (M32) Similar to vanilla, but with much higher damage
LAW - (LAW) far more devastating than the vanilla LAW, and much lighter, but only carries 2 rounds.

When you say much higher damage (like all explosives), you mean to scale with other weapons? Demolitions was one of the most balanced classes in vanilla...
/////////////////////////////////////////////////////
all zeds have independent "head health" which doesn't count towards their hitpoints, and when depleted their head is removed. This leads to some zeds still being alive, briefly, without a head. Well, this weapon does extra damage to that independent head health pool, increasing its ability to decapitate.

This is a changed mechanic. Originally this is not the case and this frightens me because headless FP's are the most terrifying thing that ever existed in this game.
/////////////////////////////////////////////////////
Zed Hitpoint scaling is reduced significantly for number of players and difficulty, but base zed health is increased a little. Higher difficulties merely increase zed speed, damage and number. As this mod's difficulty focus is on "surviving" and not "pumping tons of rounds into tougher enemies," this doesn't serve to make the game much easier.

On higher difficulties this is never the case. You can't just 'pump tons of rounds into tougher enemies' or you'll get your balls rocked. I'm beginning to get the feeling that this mod will break all meta of the original.
/////////////////////////////////////////////////////
Bloats - No longer a "pop the head off and ignore" enemy. If their head is blown off, bloats now spew bile out of their neck hole perpetually until their bodies decay. Gross!

Breaks tactic of leaving a headless bloat so it doesn't pop. Interesting change... kinda neutral about it.
/////////////////////////////////////////////////////
Ghost - The Ghost is a stalker/crawler hybrid who turns incorporeal rather than invisible, rendering it immune to damage. It only pops out of its incorporeal state briefly while in mid-leap towards targets it attacks. Very distracting, but also very easily killed if timed correctly.

Just sounds cheap tbh.
/////////////////////////////////////////////////////
Megapound - This giant fleshpound (using the elephant man model from the Circus event) boasts tremendous hitpoints and damage, will enrage at the slightest provocation, and will not have his rage abated by simply hitting a player. He's rather slow compared to his smaller brother, but requires coordination and combined fire to take down. Only shows up on Wave 10, a bit of a mini-boss.

Make sure you somehow back the summer event models up - their assets are usually removed at the end of the event.
/////////////////////////////////////////////////////

Well those are my 200 cents. :D
 
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Okay, I may have done something wrong here, but I uploaded all the files to the server, restarted and voted for the mod.. No perks, no specimen, nothing. :(

Edit: Re-uploaded all the files, changed to the gametype and still nothing downloads. Going to try a few things to see if I can get it to work.
Did you enable both ServerPerksX and Survivor Mod mutators? Forgot to mention that. I just had some one connect to a server hosting and it worked. I could have left out a file in the package, but I checked quite a few times.

Also, you may need to ensure that your ServerPerksX.ini file DID get overridden by the extraction. Without that, none of the perks will show up.

I'll try having some one install it on a clean KF Install and see if I can troubleshoot this problem. But it's 3am, so that'll probably be tomorrow.
 
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Did you enable both ServerPerksX and Survivor Mod mutators? Forgot to mention that. I just had some one connect to a server hosting and it worked. I could have left out a file in the package, but I checked quite a few times.

Also, you may need to ensure that your ServerPerksX.ini file DID get overridden by the extraction. Without that, none of the perks will show up.

I'll try having some one install it on a clean KF Install and see if I can troubleshoot this problem. But it's 3am, so that'll probably be tomorrow.

Yes, I enabled both mutators in WebAdmin before I even tried connecting the first time. I've even tried manually adding them both to ServerPackages to no avail (with ServerPerksX first). I'll go ahead and check the last modified date on my ServerPerksX.ini, and see if there's anything else that might have gone wrong in the install process, but I've uploaded everything twice now, overwriting everything both times. :(
 
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This mod rather dramatically changes the way Killing Floor plays in general. If you're "used to" killing floor the way it is and don't want to give up hard-learned skills like stun-locking scrakes, siren scream cancels, etcetera, then you'll probably find this mod a little unfriendly. It really does require a totally new approach to the game, and changes basically all gameplay mechanics either directly, or indirectly.

For instance, playing Killing Floor HoE vanilla (or with some conventional mods) is very much about roaming in circles and executing familiar maneuvers in as perfect a way as possible. I certainly don't begrudge Killing Floor that level of skilled play in a co-op shooter, but that's a completely different playstyle than what I'm going for here.

Keeping that in mind as a preface, I'll try to address your concerns.

Mk 14 EBR - (M14EBR) An M14 with an updated chasis and single-fire only. This weapon is analogous to the SCAR or FAL with its damage and penetration, but doesn't have fully automatic fire. A great weapon, regardless.

This frightens me. Does this remove the ability to flinch lock scrakes? If it does, that makes the weapon useless on HoE.
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The SCAR, FAL and Mk 14 EBR all fire 7.62 NATO rounds out of similar barrels with similar muzzle velocity. While the damage between them is accordingly similar, it certainly doesn't mean the M14 is underpowered... in fact, you can flinch lock scrakes with a FAL now in addition to the M14. Flinch locking is based on damage dealt, and with all weapons having much, much higher damage... well, you can flinch-lock zeds with quite a few guns! All of the weapon power meters in the trader reflect their damage spread per shot, relative to other weapons in their category.

Weapons which have an alternate firing mode but also have selective fire (like the M4 with an M203 launcher, or most medic guns) now toggle their firemode on alt-fire press, and will fire their alternate firing mode after holding down the alt-fire key for 0.35 seconds.

I'm also concerned about the medic darts - it should be the other way around. (Good) Medics will hold more than one medic gun and be shooting a medic dart, swapping, shooting another one to chain heal someone.
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I had done this in the original implementation, but throwing non-uniform switching mechanics into the mix is confusing to muscle memory and, taken in a vacuum, confusing in general. Thus, in this latest implementation I've made it so that Alt-Fire always toggles your fire mode, and holding it down always triggers your alt fire. I understand the healing dart complaint, and play-tested this extensively. Since healing darts are now more potent than before (and their hit detection is improved), I've received mostly compliments from people who've played.

But I understand not liking change. Change is generally bad, and this mod does a lot of that. I certainly won't make any promises about this mod being loved by everyone, but given the keymapping I'm pretty happy with this implementation now that I've had a chance to try it out.

HK 417 - Similar in damage to the SCAR/FAL/Mk14EBR but is also equipped with a high magnification scope, this is a great option for snipers who also want the luxury of full auto fire.

I hope you balanced this gun to hell. :p
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Well, a great deal of balancing occurs from weapon weight and ammo capacity. With only 2 spare mags on the HK 417, it's basically just a slightly lower damage version of the M14 with full-auto capability and a low firing rate. But of course, balance is a crucial part of a beta. I've yet to hear anyone complain about it being OP yet.

Sawn-Off Ruger Gold Label - (Boomstick) Has had most of the bugs from vanilla fixed, and otherwise is a great, light weight weapon for dealing with a situation that requires a single, powerful shot to save the day. Equivalent to firing 2 shots from a trenchgun at once, which (with the new damage algorithm) is quite potent. Limited ammunition, like all shotguns.

Light weight? It's balanced at 10 blocks in vanilla, although I'm pretty sure you've done something to balance it.
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Well, sort of. In vanilla, its projectiles do bonus damage and its alt-fire actually fires less projectiles than 2x the normal fire. 10 blocks is certainly justified for it considering the amount of damage it does relative to other weapons. In vanilla, it's roughly equivalent to 4 shells from the regular Shotgun being fired at once. In this mod, while shotgun damage is higher across the board (like with all weapons), it is equivalent to 2 shells from a normal shotgun.

So go figure. It has quite limited ammo as well, (as do all shotguns in the mod), and it's basically an "oh ****" button that can't be used terribly often. With the new Zed spawning volume and ammo scarcity, I think it works out pretty well.


New firing system gives penetration to all high-velocity ammo types, and all weapons now support (but don't necessarily utilize) penetration.

This really could become ridiculously over powered. It was also kinda Support Specialist's thing with the bullet penetration. It looks like every other gun has it now... Especially where it feels like it shouldn't (Rifles - Auto Rifles).
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I certainly appreciate this concern. All I can really say is "try it" and see. Shotguns are still amazing at spread-damage with penetration, and with this mod only certain assault rifles have high penetration (like the M4) with the 5.56 NATO rounds... which do pretty low damage. In playing, I've always found myself favoring a .45 SMG over an M4 (although the M4 with the grenade launcher is certainly nice).

Likewise, I've found most people who've playtested so far to really like the shotguns. In fact, I almost never see people using the FAL/SCAR.

Pipebomb - Almost the same as the original pipebomb, but like grenades can have its projectile type replaced based on perk (the handyman throws nailbombs, for instance)
M79 - (M79) Similar to vanilla, but with much higher damage (like all explosives)
Milkor M32 MGL - (M32) Similar to vanilla, but with much higher damage
LAW - (LAW) far more devastating than the vanilla LAW, and much lighter, but only carries 2 rounds.

When you say much higher damage (like all explosives), you mean to scale with other weapons? Demolitions was one of the most balanced classes in vanilla...
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Explosives are actually scaled up in damage about 70%, whereas most weapons are, on average, up about 50%. But this is also in coordination to the health of the specimens being retooled, so it's not like I'm saying "you will kill zombies 70% faster with explosives", it's actually more like 60-150% faster, depending on the zombie. Demolitions is definitely a very balanced class, probably the gold standard, for vanilla. I like that you think so too!

But this is really where the "all gameplay mechanics have been changed in one way or another" thing comes into play. While killing floor is balanced around no friendly fire, this mod is balanced around friendly fire. As I stated in the opening post, I will soon be including a damage scaler which nerfs explosives damage as friendly fire is scaled down. As it is now, explosives can really devastate zeds. When smoke clears, you hardly ever see anything but red mist. Explosives thus have very limited ammunition and high weight.

So in short: Yes, with friendly fire off, explosives are OP in this mod... but I'd like to see you exploit it with friendly fire on! Good luck not blowing up your buddies (or self). I will be adding mechanics to address it before v1.0

Also, the whole "Vanilla Perk X did Y really well" is incomprehensible language for this mod, since the vanilla perks aren't in this mod at all.

all zeds have independent "head health" which doesn't count towards their hitpoints, and when depleted their head is removed. This leads to some zeds still being alive, briefly, without a head. Well, this weapon does extra damage to that independent head health pool, increasing its ability to decapitate.

This is a changed mechanic. Originally this is not the case and this frightens me because headless FP's are the most terrifying thing that ever existed in this game.
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Hahahaha, you're right about that. There are a ton of new mechanics though, and I think headless FPs aren't the most terrifying thing in this mod. I find myself disgusted by Big Green more than anything when playing it.

The Crossbuzzsaw, like all "misc" weapons, is certainly subject to change. I haven't really fiddled with those guns much yet.

Zed Hitpoint scaling is reduced significantly for number of players and difficulty, but base zed health is increased a little. Higher difficulties merely increase zed speed, damage and number. As this mod's difficulty focus is on "surviving" and not "pumping tons of rounds into tougher enemies," this doesn't serve to make the game much easier.

On higher difficulties this is never the case. You can't just 'pump tons of rounds into tougher enemies' or you'll get your balls rocked. I'm beginning to get the feeling that this mod will break all meta of the original.
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Oh, it will. Absolutely. This mod shatters the meta of Killing Floor entirely, and intentionally, and that's my point. Though I understand what you're saying here. I was just generalizing the notion that "more hitpoints does not equal more difficulty". HoE is a balanced playing experience about protecting Demos and Sharpshooters and working as a team to effectively "handle" big zombies with the right equipment while mopping up trash with other perks. You can think of this mod as a partial conversion mod, it may help to comprehend just how different it is.


Bloats - No longer a "pop the head off and ignore" enemy. If their head is blown off, bloats now spew bile out of their neck hole perpetually until their bodies decay. Gross!

Breaks tactic of leaving a headless bloat so it doesn't pop. Interesting change... kinda neutral about it.
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You know, of everything I did in this mod... that's like my favorite thing. It's not only hilarious and dangerous, it certainly mixes up playstyles. It makes sniping a bloat's head off at long ranges a MUCH higher priority, since you don't have that luxury in close quarters. I love that change! Glad to see you're neutral about it, even with a "vanilla KF meta" mindset. I might just release that code as its own mutator.

Ghost - The Ghost is a stalker/crawler hybrid who turns incorporeal rather than invisible, rendering it immune to damage. It only pops out of its incorporeal state briefly while in mid-leap towards targets it attacks. Very distracting, but also very easily killed if timed correctly.

Just sounds cheap tbh.
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Maybe! Haha, you're certainly blunt, which is good. That's a shame though, I was very happy with the way these zombies turned out. I thought they really added to the variety of "situations you can possibly deal with" since they can be hard to deal with for multiple reasons. The primary reason I developed them was to go hand-in-hand with friendly fire environments where you have to check your fire. Ghosts jump around erratically while going incorporeal, so your instinct is almost always to track them and shoot them when the window opens up. But with more expansive bullet penetration and friendly fire, you can't always take that shot!

Megapound - This giant fleshpound (using the elephant man model from the Circus event) boasts tremendous hitpoints and damage, will enrage at the slightest provocation, and will not have his rage abated by simply hitting a player. He's rather slow compared to his smaller brother, but requires coordination and combined fire to take down. Only shows up on Wave 10, a bit of a mini-boss.

Make sure you somehow back the summer event models up - their assets are usually removed at the end of the event.
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Yeah, I have. Though generally the assets aren't removed, just the code. But if they're removed, I'll put up a package with those assets in it.

Well those are my 200 cents. :D
Well thanks for giving it. It really gave me an opportunity to think about this mod from a "Vanilla KF Meta" point of view. I really appreciate that, and it's motivated me to think about perhaps preserving a bit more of that meta in future versions of this mod.

It'll never be analogous to the KF meta, but that doesn't mean I need to throw the baby out with the bathwater.
 
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Yes, I enabled both mutators in WebAdmin before I even tried connecting the first time. I've even tried manually adding them both to ServerPackages to no avail (with ServerPerksX first). I'll go ahead and check the last modified date on my ServerPerksX.ini, and see if there's anything else that might have gone wrong in the install process, but I've uploaded everything twice now, overwriting everything both times. :(
Can you get your KillingFloor.log file? That'd help me out! Otherwise, I'll start going through my files and making sure everything is in there again.

If it's a client download issue, you might try using my relay to isolate the problem:
RedirectToURL=https://dl.dropboxusercontent.com/u/175212805/

I'll package up the .uz2 files in the next version as well.
 
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You need to upload the Halloween assets, using the package as is spams the logs with this error and doesn't allow anything to load.

Spoiler!
 
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Can you get your KillingFloor.log file? That'd help me out! Otherwise, I'll start going through my files and making sure everything is in there again.

If it's a client download issue, you might try using my relay to isolate the problem:
RedirectToURL=https://dl.dropboxusercontent.com/u/175212805/

I'll package up the .uz2 files in the next version as well.

Here's what I was able to find in terms of logs:

Spoiler!

Damn, sorry about that. I had just found it myself. Fixed, just download it again. Let me know if there are any further errors, I'm afraid my capacity for testing distribution is rather limited since no one I know hosts a KF server besides me.

Oh thank goodness. That was starting to drive me crazy..

I'd just noticed the same error in my logs, was about to check my files to make sure I hadn't forgotten something. Glad to know it wasn't just me, at least. :)

Edit: It's working!

Also, I don't know what the hillbilly stalkers are supposed to be, but their animations are.. weird. o_O
 
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Also, I don't know what the hillbilly stalkers are supposed to be, but their animations are.. weird. o_O
They're just bound to the crawler animset. Their behavior was done entirely by Marco for the Arachnophobia mod, I only added some minor stuff to make it compliant with the rest of this mod and changed their mesh/texture.

Also, the version you grabbed doesn't have bOverrideStorySquads set to true in the ServerPerksX.ini file under the ZedList section. Without that, only default zeds show up in story mode. I re-uploaded the package again with that minor change, but it'll probably be easier to just add that line yourself anywhere near the bottom.

Code:
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bOverrideStorySquads=true
StorySquadReplacements=(ReplaceClass="Survival.SZombieSnatch",ZedTypeToReplace="clot",PercentReplaced=0.5)
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They're just bound to the crawler animset. Their behavior was done entirely by Marco for the Arachnophobia mod, I only added some minor stuff to make it compliant with the rest of this mod and changed their mesh/texture.

Ah, that makes sense. One thing I've noticed is sometimes their hitboxes seem a little off due to the animations, but it could be they just have that much health. Not a huge deal either way.

Another thing I've noticed, and I'm not sure if this is intentional or not, but I was playing as Highlander and ended up chasing several Arachna around the map for 10+ minutes (on more than one occasion) because they wouldn't attack me. It was rather comical, actually..

Also, the version you grabbed doesn't have bOverrideStorySquads set to true in the ServerPerksX.ini file under the ZedList section. Without that, only default zeds show up in story mode. I re-uploaded the package again with that minor change, but it'll probably be easier to just add that line yourself anywhere near the bottom.

Code:
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bOverrideStorySquads=true
StorySquadReplacements=(ReplaceClass="Survival.SZombieSnatch",ZedTypeToReplace="clot",PercentReplaced=0.5)
.
.
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Thanks! I'll go ahead change and change that now. ^^


"I am immortal! I have inside me blood of kings!"
 
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