v1.114 various things

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simplecat

Active member
Apr 27, 2015
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Russian Federation
docs.google.com
Category: Code.
Summary: Famas has penetration power of 2 for its bullets but not for pellets. I think it's meant to be vice versa.
Description: KFWeap_AssaultRifle_FAMAS, line 653. This block is all about shotgun stats (ALTFIRE_FIREMODE) yet there is PenetrationPower(DEFAULT_FIREMODE)=2.0 which sets penetration power from primary. Probably has be changed to ALTFIRE_FIREMODE.

Category: Code.
Summary: Support's Tight Choke skill does not affect Masterkey spread.

Category: Code.
Summary: HRG Bastion's shield takes same amount of the damage from specific ZED regardless of difficulty.
Description: KFWeap_HRG_BarrierRifle, line 344, simulated function ShieldAbsorbDamage(int DamageBase)
variable DamageBase passed into this function is an unmodified damage so Normal or HOE same ZED will be doing same damage. This is probably not a bug.

Category: Spawning.
Summary: Moonbase has WaveSpawnPeriod of only 0.02 which is absolute lowest of all released maps so far.

Category: Maps.
Summary: There's 11 EMP traps on Moonbase. They all do 10 emp damage / sec with x3 more damage to ZEDs. One of them, however, does x5.5. It's in the Meeting Room, not far from where Globe hologram is.
 
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simplecat

Active member
Apr 27, 2015
954
169
43
Russian Federation
docs.google.com
Category: Code.
Summary: In Arachnophobia weekly players heal themselves after killing crawlers. However killing any other ZED types "heals" them as well, for 0 points. So Field Medics with buff skills apply these buffs on them with every kill, not only after killing crawlers.
 

simplecat

Active member
Apr 27, 2015
954
169
43
Russian Federation
docs.google.com
Category: UI.
Summary: When HRG Blast Brawlers are empty (have no ammo in "magazine") but still have spare ammo to reload, in weapon select card they are marked as "EMPTY" like they have no ammo at all.

Category: Code.
Summary: Berserker's Smash skill (+50% heavy attack damage) as well increases damage of HRG Blast Brawlers' heavy attack. Massacre (+30% light damage) also increases its primary blunt damage (but not damage of its pellets).

Category: Code.
Summary: Survivalist's Make Things Go Boom (+40% explosion radius) does not work with Thermite Bore.
 
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Kittenmittens

Tripwire Interactive Community Team
Staff member
Mar 11, 2016
1,581
376
83
Killing Floor Discord :)
Category: Code.
Summary: Famas has penetration power of 2 for its bullets but not for pellets. I think it's meant to be vice versa.
Description: KFWeap_AssaultRifle_FAMAS, line 653. This block is all about shotgun stats (ALTFIRE_FIREMODE) yet there is PenetrationPower(DEFAULT_FIREMODE)=2.0 which sets penetration power from primary. Probably has be changed to ALTFIRE_FIREMODE.

Category: Code.
Summary: Support's Tight Choke skill does not affect Masterkey spread.

Category: Code.
Summary: HRG Bastion's shield takes same amount of the damage from specific ZED regardless of difficulty.
Description: KFWeap_HRG_BarrierRifle, line 344, simulated function ShieldAbsorbDamage(int DamageBase)
variable DamageBase passed into this function is an unmodified damage so Normal or HOE same ZED will be doing same damage. This is probably not a bug.

Category: Spawning.
Summary: Moonbase has WaveSpawnPeriod of only 0.02 which is absolute lowest of all released maps so far.

Category: Maps.
Summary: There's 11 EMP traps on Moonbase. They all do 10 emp damage / sec with x3 more damage to ZEDs. One of them, however, does x5.5. It's in the Meeting Room, not far from where Globe hologram is.
  • Tight Choke not working on the Masterkey is a bug.
  • Moonbase spawning frequency?
    • The spawn rate is so low because otherwise the map would be very easy. With low gravity, its very easy to take out larger groups of enemies all spawned quickly and in groups.
  • What is the intent of the FAMAS Penetration?
    • So final values of penetration are: 1 for Primary fire (rifle) and 2 for Secondary fire (shotgun)
  • Damage on the HRB Bastion shield?
    • The barrier absorbs specific damage values regardless of the game difficulty mode.
      Other melee weapons reduce incoming damage in percentage, but the HRG Bastion works in a different way because the barrier energy is consumed with every hit, and this mechanic is also part of its uniqueness.
      Also, we decided not to scale the amount of absorption by difficulty mode because the rest of weapon stats does not scale and we wanted to make it coherent to the system.


      Looking into other questions and have passed on other bugs posted here.

















 
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