Spring Update: Neon Nightmares Beta 1 Is Here!

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
PC Build #: 1091

March 2020 Beta 1 Changelog

To opt into this beta, join the "preview" branch available in the Beta drop down list. Admins will need to use the following SteamCMD flag:
  • app_update 232130 -beta preview

As this is a beta, this work is not necessarily representative of the final product. We will continue to refine, fix, and polish the update content for final release. Your feedback and issue reporting is invaluable towards helping our development in improving the overall experience with everything we make. We thank you for your feedback, time and support in participating in this beta!

Event
Neon Nightmares
  • Liven up the night and make it bright with the Neon Nightmares update! Take a trip down the multiple levels of Biolapse and take advantage of its layouts and traps to give those pesky Zeds a run for their own dosh. Want to impress your friends by throwing them the best Zed-killing soiree? Horzine has just the thing for you! Try the new HRG Incendiary Rifle. It’ll surely bring the heat! Party long and hard on the killing floor!
  • Beta 1 Start 3/2/2020, Beta 2 Start 3/12/2020 (Dates are subject to change)

New Additions and Highlights
  • 1 New Community Map
biolapse1.png

    • Biolapse
      • Compatible with Survival and Weekly Game Modes.
      • Journey deep into the laboratory facility to cleanse out the rampant Zeds overrunning its intricate layers.
  • 2 New Weapons
    • HRG Incendiary Rifle for the Firebug
hrgincendiary.png

    • An alteration of the M16 M203 Assault Rifle that fires incendiary rounds and grenades. The grenades leave behind a temporary patch of fire that damages and burns Zeds.
    • Trader price is 1200 Dosh.
  • Compound Bow for the Sharpshooter (Not available for purchase during BETA)
r1.png


    • The Compound Bow is a versatile bow with two arrow types, sharp and cryo. Sharp arrows have high penetration and damage while cryo arrows create a small explosion that applies a high rate of freeze. The arrows can be charged to boost range and damage, and sharp arrows can be picked back up for reuse. The melee bash is also decked with a long blade to deal substantial damage for close encounters.
    • Trader price is 1750 Dosh.
  • Dosh Vault Additions (Not available during BETA)
    • Road Redeemer | Vault | Vosh | Precious
    • Static Strikers | Vault | Vosh | Precious
    • Stoner 63 | Vault | Vosh | Precious
    • Tommy Gun | Vault | Vosh | Precious
    • Zweihander | Vault | Vosh | Precious
  • New Steam Achievements
    • Biolapse and its collectibles
  • Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
    • Seasonal objectives to earn the AA12 | Jaeger | Dynamic and AA12 | Jaeger | Dynamic RGB weapon skins
    • Cyberpunk Event Tickets
    • Cyber Rave Cosmetics
  • Zedconomy (Not available for purchase during BETA)
    • Compound Bow Weapon Bundle
    • Spectre HRG Weapon Skin Bundle Pack
    • Jaeger MK II Weapon Skin Bundle Pack
    • Added Bronze, Silver, and Gold Bundle Packs for :
      • Premium Cyberpunk Tickets
        • Golden Cyberpunk Tickets come with Silver and Gold Bundles
      • Horzine Supply Crate | Series Loco (Steam)
      • Horzine Supply Cosmetic Crate | Series #7 (Console)

Beta 1 for this update contains a lot of exciting new adjustments! As such, feedback is going to be incredibly important. Stay tuned for a link to a survey where you, the community, will be able to provide your feedback directly to us! Thank you!


General
  • Updated the Crossbow projectile HUD icon to the new arrow icon.

Addressed Community Feedback
As mentioned in the 2018 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2

Balance
  • Weapons
    • Dragonsbreath
      • Ground fire chance increased from 10% to 100% for all pellets.
      • Ground fire damage reduced from 10 to 8.
      • Ground fire duration reduced from 5 seconds to 2.5 seconds.
      • Base damage increased from 26 to 35 per pellet.
      • Fire rate decreased by 11%.
      • Number of pellets reduced from 8 to 6.
      • Spare ammo capacity increased from 57 to 60.
      • Added additional upward force to Zed ragdolls on death to increase the impulse on their bodies.
    • Pulverizer
      • Light melee damage increased from 70 to 80.
      • Explosion radius increased by 78%.
      • Directional explosion angle adjusted to allow explosion cone to damage more Zeds in front of the player.
  • Perks
    • Berserker
      • Level 25 ZED TIME - Berserker Rage
        • Flee duration increased from 3 to 5 seconds.
        • Heal amount increased from 25% to 50% of total health.
        • Fear radius increased by 54%.
    • Survivalist
      • Level 25 ZED TIME - Lockdown
        • Stun, knockdown, and stumble rate modifier increased to max values.
    • Firebug
      • Level 15 Ground Fire
        • Now applies to Dragonsbreath, Spitfires, and Molotov.
    • Gunslinger
      • Level 15 Line ‘em Up
        • Penetration strength increased from 1 to 10. This means that Perk weapon bullets can pierce an additional 10 Cysts.

Designer Note :
The weapons and Perk skills have been adjusted to improve their gameplay experiences. The recent community survey has shown that most of these are underperforming to a lot of players.

The Dragonsbreath now leaves behind guaranteed small patches of fire with every burning pellet. These fire patches can be devastating when clumped closely together, and it provides an extra bonus for pellets piercing through Zeds by leaving patches of fire behind them. We did have to make adjustments to alleviate performance concerns so the systems did not lag with the amount of fire spread around, so the amount of pellets per shot, fire rate, and ground fire duration have been reduced. The damage of each pellet has been boosted to help offset the reduction with the number of pellets per shot.

The Pulverizer has received a boost to its light melee damage. Due to its high knockdown rates, this should improve the overall damage of striking body parts that may not be critical zones, such as the head. We also adjusted the angle of the explosion and extended it further outwards to encapsulate more Zeds within the explosion radius. Previously, the explosion could miss a few Zeds standing behind other Zeds, so it could be inconsistent at times.

The Berserker ZED TIME - Berserker Rage Perk skill is receiving improvements across the board. The health healed has been increased substantially to better safeguard Berserkers when Zed time activates. The fear duration and range have also increased to negate more Zeds near the player, further providing a temporary reprieve. We want it to be an effective, defensive counterpart to ZED TIME - Spartan, so we will monitor the Perk skill and see if any further adjustments are needed.

The Survivalist ZED TIME - Lockdown Perk skill now maxes the stun, knockdown, and stumble rates of all weapons. Previously, the modifier did not greatly benefit weapons with low rates. Now, each weapon with any stun, knockdown, and / or stumble capability should have their values maxed out during Zed time.

The Firebug Ground Fire Perk skill now applies to the Dragonsbreath, Spitfires, and Molotov. The reason for this is that the skill previously did not apply to all ground fires left by weapons, and this caused a lot of confusion between which ones applied the bonus and which ones did not. As such, we extended the Perk skill to apply to all ground fires. We will be monitoring the Perk skill to ensure its gameplay balance.

The Gunslinger Line ‘em Up now boosts penetration considerably to allow Perk weapons to penetrate a large number of Zeds to coincide better with its other aspect that keeps the damage consistent between each penetrated Zed.

As always, we’d like to hear the community's feedback on these changes. You can do so by completing the beta 1 community survey and visiting and posting in the ‘general’ section on the official Tripwire Interactive forums at :
https://forums.tripwireinteractive.com/forum/killing-floor-2

Bug Fixes
Also mentioned in the 2018 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.

Top Community Issues:
  • Fixed the collision of various doors on multiple maps to prevent destroyed doors from remaining in place.
  • Fixed the Trader upgrade bars for the HRG weapons to better reflect the increase to stats from upgrading.
  • Fixed an issue where players did not receive their Rising Storm 2 weapon skins when they purchased the Rising Storm 2 Digital Deluxe Edition.

Gameplay:
  • Fixed an issue where the Vlad-1000 Nailgun did not receive penetration Perk skill bonuses from the Support Perk.
  • Fixed an issue where the the Ground Fire Perk skill did not apply damage bonuses, visuals, and speed reductions to all instances of ground fire.
  • Fixed an issue where the Demolitionist High Impact Rounds Perk skill damage bonus did not apply to the light and heavy attacks of the Pulverizer.

Zeds:
  • Fixed an issue where interruptible attacks by the Matriarch could be stumbled by knives.

Maps:
  • Fixed an issue where the voice lines in the Steam Fortress Objective game mode did not use the correct trader voice.
  • Fixed the collision of the upper wall under the dome in Steam Fortress.
  • Fixed various meshes not rendering in Sanitarium.

Weapons:
  • Fixed the 1st and 3rd person position of the grenades fired from the HMTech-501 Grenade Rifle.
  • Fixed an issue with the Road Redeemer where the model popped into camera view during one of its 1st person melee animations.
  • Fixed an issue where the iron sights on the M16 M203 Assault Rifle did not align with the center of the screen.
  • Fixed an issue where the HRG Winterbite projectiles collided with the exterior collision of Zeds.

Cosmetics:
  • Fixed an issue where the Christmas Tree Backpack | Precious did not use the correct material.

User Interface
  • Fixed a number of text lines in the Russian language.


As always, thank you for your continued support!

After playing, please be sure to fill out the beta survey! http://www.tripwireinteractive.com/redirect/KF2Survey/
 
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Or just type in console: sharpshooter
and it will give you every weapon available for that class
 
To consider some changes:

  • Survivalist should really be getting faster reload with Incendiary Rifle, right now it has access to elite reload of M16 but not of HRG.
  • Survivalist's Make Things Go Boom skill (and Demo's Fragmentation Rounds, but that's understandable) doesn't work with Incendiary M203; yet again it works fine with M16 variant.
  • Unlike M16 upgrades, upgrades of HRG variant do not increase its explosive damage.
  • Survivalist doesn't have secondary xp objective. Some of the ZED's evade and block settings are a bit out of date, although you just added new bow and hrg rifle into the list. As for incendiary m203 grenades (and regular m16 m203 grenades too), the ZEDs will not attempt to evade it because there have to be specified a projectile class of these not the damage type caused by them.
  • Some notes about new bow (up to you to decide if it's right or wrong, if you have time to read more details can be found here)
    • Charging the bow increases piercing damage of both types of projectiles but not of cryo arrow explosion.
    • Actually bow charges faster than nominal value of 0.6333s specified in code.
    • Marskman skill somehow affects its reload speed too (coded intentionally but looks odd).
    • Bow could use a bit faster arrow and / or lesser gravity scale, uncharged arrows drops down too fast.
  • Also, you didn't really mention it but in this update you actually nerfed Support's Penetrator skill (penetration power 40 -> 30). Which was already pretty weak imo, like #1 skill in game that needs radical changes.
 
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Several of these are legit bugs and most where in system. One was not and I have now pulled it in. For those that were intended, design thanks you for your feedback.

For the support penetration change:

"That is intended due to the possibility of a crash. It's not supposed to change much as the skill did not give unlimited penetration. It's always been coded to simply give their weapons a very high penetration value."
 
Welp... That's one way to ruin the hype.

After seeing the previous "What Are We Up To" posts, I became truly enthusiastic about the update to come. Lots of great ideas, pretty impressive additions, and much-needed patches. But I can't help but to say... that's it?

I obviously keep in mind a few things: 1)KF2 is entering it's fifth year of content 2)The new team may need to get the hang of it 3)Money might be drawing shorter and shorter.

But still, to get increasingly more excited with each new post only to find that we would get nothing more was a bit surprising to say the least.

Excited to try the new update however. I'm sure the two new guns are great fun
 
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I was playing on some servers, but when we get to the map vote... There is a vote option for Desolation, but it's still a normal custom map. After voting for it, it just puts us into Biotics Lab. Not sure if it was just a server thing, if you guys were originally going to add Desolation as a map as well this update or accidentally added some coding for it. To add to that, I've noticed that Biolapse wasn't showcased in the menu cinematic shots. Most of it from Spillway, but the segment with the Compound Bow cinematic was taken at the Desolation map.
 
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View attachment 2334874
I hope you are guys are addressing this issue also. Gibberish and invalid characters in Linux log files.
@Yoshiro
Cisco UCS C220 M3 Rack Server
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64 MG RAM
Currently running Mint 19.2
 
I only saw it once on one server at the map vote screen, haven't seen it anywhere else and its not on my solo map choice list
 
I've only noticed this on a few servers that I've played recently (not all), but I thought it was worth mentioning
 
Any chance we get a hemoclobber skin of some sort along with the zedconomy additions noted in the summary?

- signed A Guy Who doesn't have a vosh skin yet (lol)


Zedconomy
(Not available for purchase during BETA)

  • Compound Bow Weapon Bundle
  • Spectre HRG Weapon Skin Bundle Pack
  • Jaeger MK II Weapon Skin Bundle Pack
  • Added Bronze, Silver, and Gold Bundle Packs for :
    • Premium Cyberpunk Tickets
      • Golden Cyberpunk Tickets come with Silver and Gold Bundles
    • Horzine Supply Crate | Series Loco (Steam)
    • Horzine Supply Cosmetic Crate | Series #7 (Console)
 
Any chance this gets pushed to live for the weekend?

None at all. While we are not currently expecting any delays in our production schedule for any of our projects, the teams are WFH and we are updating plans as needed as the current situation evolves.
 
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