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The '''Urban Ninja''' (frequently reffered as ''Martial Artist'' in the community) was an idea for one of the | The '''Urban Ninja''' (frequently reffered as ''Martial Artist'' in the community) was an idea for one of the [[Perks (Killing Floor 2)|Perks]] in [[Killing Floor 2]] which was later scrapped. It is unknown if this perk ever had working prototype or not, its perk icon and code refences used to present in Killing Floor 2 SDK for a while but later were cut off. | ||
After the | After the idea was scrapped, the [[Katana (Killing Floor 2)|Katana]] which was presumably made for the Urban Ninja moved to the arsenal of the Berserker. | ||
<br/><br/><br/><br/><br/><br/><br/> | <br />[TW]Yosiro's comment on perk name https://forums.tripwireinteractive.com/forum/killing-floor-2/killing-floor-2-general/general-discussion-af/2277704-let-s-help-twi-fix-survivalist-quickly?p=2278172#post2278172<br /><br /><br /><br /><br /><br /> | ||
==Specimens== | ==Specimens== | ||
===Crawler=== | ===Crawler=== | ||
[[Crawler (Killing Floor 2)|Crawlers]] should be able to climb on walls and ceilings. This concept was scrapped because there were several issues with the level environment which made this gameplay mechanic very difficult to develop and support custom maps at the same time. | [[Crawler (Killing Floor 2)|Crawlers]] should be able to climb on walls and ceilings. This concept was scrapped because there were several issues with the level environment which made this gameplay mechanic very difficult to develop and support custom maps at the same time. Their AI related commands still present in the game code. | ||
== Gamemodes == | ==Gamemodes== | ||
There is 9th, unreleased [[Weekly Outbreaks|Weekly Outbreak]] codenamed ''Horde'' in game files. It has following gameplay traits: | There is 9th, unreleased [[Weekly Outbreaks|Weekly Outbreak]] codenamed ''Horde'' in game files. It has following gameplay traits: | ||
* Difficulty - Suicidal, Waves - 4. | *Difficulty - Suicidal, Waves - 4. | ||
* Horde mode: Players start with the [[9mm Pistol (Killing Floor 2)|pistol]], knife and no grenades. Most ZEDs replaced by Clots. No trader time, instead during the intermission players have to scavenge for items. | *Horde mode: Players start with the [[9mm Pistol (Killing Floor 2)|pistol]], knife and no grenades. Most ZEDs replaced by Clots. No trader time, instead during the intermission players have to scavenge for items. | ||
* ZEDs spawn much faster (x15 spawn rate multiplier). Spawn points barely have any de-rate time (are always "good" to spawn and to teleport to). | *ZEDs spawn much faster (x15 spawn rate multiplier). Spawn points barely have any de-rate time (are always "good" to spawn and to teleport to). | ||
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* [[King Fleshpound]]'s health scale x1.2. As King Fleshpound spawns, the additional one-time use pack of Quarter Pounds spawns along it. This pack is separated from Quarter Pounds normally spawning by King Fleshpound. The pack contain from 4 up to 8 [[Quarter Pound]] | *[[King Fleshpound]]'s health scale x1.2. As King Fleshpound spawns, the additional one-time use pack of Quarter Pounds spawns along it. This pack is separated from Quarter Pounds normally spawning by King Fleshpound. The pack contain from 4 up to 8 [[Quarter Pound]]s depending on how many players are there compare to the player limit. | ||
* After 15 seconds since the King Fleshpound's spawn, within 150 second intervals the aditional pack of ZEDs start spawning constantly. Squad content: Gorefast4, Crawler2, AClot4, Stalker4, SClot3_Crawler1, SClot3_Crawler1. These ZEDs are the subject of global ZED replacement system as well. Amount of ZEDs to spawn - from 5 to 20 depending on amount of the players. | *After 15 seconds since the King Fleshpound's spawn, within 150 second intervals the aditional pack of ZEDs start spawning constantly. Squad content: Gorefast4, Crawler2, AClot4, Stalker4, SClot3_Crawler1, SClot3_Crawler1. These ZEDs are the subject of global<nowiki/> ZED replacement system as well. Amount of ZEDs to spawn - from 5 to 20 depending on amount of the players. | ||
* Item modifier: Total amount of the item spawn points on the map multiplied by x0.9 (10% less). | *Item modifier: Total amount of the item spawn points on the map multiplied by x0.9 (10% less). | ||
* Item modifier: Total amount of the ammo spawn points on the map multiplied by x0.1 (90% less). | *Item modifier: Total amount of the ammo spawn points on the map multiplied by x0.1 (90% less). | ||
* Per-wave item pickup modifier: wave 1 - x0.8, wave 2 - x0.7, wave 3 - x0.6, wave 4- x0.5, wave 5 - x0.4. | *Per-wave item pickup modifier: wave 1 - x0.8, wave 2 - x0.7, wave 3 - x0.6, wave 4- x0.5, wave 5 - x0.4. | ||
* Per-wave ammo pickup modifier: wave 1 - x0.6, wave 2 - x0.7, wave 3 - x0.8, wave 4- x0.9, wave 5 - x0.9. | *Per-wave ammo pickup modifier: wave 1 - x0.6, wave 2 - x0.7, wave 3 - x0.8, wave 4- x0.9, wave 5 - x0.9. | ||
* Total Pickups On The Map = Default Map Value x Item Modifier x Per-wave Modifier. | *Total Pickups On The Map = Default Map Value x Item Modifier x Per-wave Modifier. | ||
* Ammo respawn time - 10 seconds. | *Ammo respawn time - 10 seconds. | ||
{{KF2NavBox}} | {{KF2NavBox}} |
Revision as of 16:25, 27 September 2018
Perks
Urban Ninja
Killing Floor 2 perk | |||||
Urban Ninja | |||||
The Urban Ninja (frequently reffered as Martial Artist in the community) was an idea for one of the Perks in Killing Floor 2 which was later scrapped. It is unknown if this perk ever had working prototype or not, its perk icon and code refences used to present in Killing Floor 2 SDK for a while but later were cut off.
After the idea was scrapped, the Katana which was presumably made for the Urban Ninja moved to the arsenal of the Berserker.
[TW]Yosiro's comment on perk name https://forums.tripwireinteractive.com/forum/killing-floor-2/killing-floor-2-general/general-discussion-af/2277704-let-s-help-twi-fix-survivalist-quickly?p=2278172#post2278172
Specimens
Crawler
Crawlers should be able to climb on walls and ceilings. This concept was scrapped because there were several issues with the level environment which made this gameplay mechanic very difficult to develop and support custom maps at the same time. Their AI related commands still present in the game code.
Gamemodes
There is 9th, unreleased Weekly Outbreak codenamed Horde in game files. It has following gameplay traits:
- Difficulty - Suicidal, Waves - 4.
- Horde mode: Players start with the pistol, knife and no grenades. Most ZEDs replaced by Clots. No trader time, instead during the intermission players have to scavenge for items.
- ZEDs spawn much faster (x15 spawn rate multiplier). Spawn points barely have any de-rate time (are always "good" to spawn and to teleport to).
ZED to replace: | By this ZED: | Odds to replace: | |||
---|---|---|---|---|---|
AlphaClot | AlphaClot | 100% | |||
SlasherClot | Slasher | 100% | |||
Crawler | Slasher | 70% | |||
GoreFast | Slasher | 100% | |||
Stalker | Slasher | 70% | |||
Scrake | Bloat | 100% | |||
FleshPound | Husk | 100% | |||
Bloat | AlphaClot | 1% | |||
Siren | GoreFast | 100% | |||
Husk | AlphaClot | 100% | |||
All bosses replaced by King Fleshpound. |
- King Fleshpound's health scale x1.2. As King Fleshpound spawns, the additional one-time use pack of Quarter Pounds spawns along it. This pack is separated from Quarter Pounds normally spawning by King Fleshpound. The pack contain from 4 up to 8 Quarter Pounds depending on how many players are there compare to the player limit.
- After 15 seconds since the King Fleshpound's spawn, within 150 second intervals the aditional pack of ZEDs start spawning constantly. Squad content: Gorefast4, Crawler2, AClot4, Stalker4, SClot3_Crawler1, SClot3_Crawler1. These ZEDs are the subject of global ZED replacement system as well. Amount of ZEDs to spawn - from 5 to 20 depending on amount of the players.
- Item modifier: Total amount of the item spawn points on the map multiplied by x0.9 (10% less).
- Item modifier: Total amount of the ammo spawn points on the map multiplied by x0.1 (90% less).
- Per-wave item pickup modifier: wave 1 - x0.8, wave 2 - x0.7, wave 3 - x0.6, wave 4- x0.5, wave 5 - x0.4.
- Per-wave ammo pickup modifier: wave 1 - x0.6, wave 2 - x0.7, wave 3 - x0.8, wave 4- x0.9, wave 5 - x0.9.
- Total Pickups On The Map = Default Map Value x Item Modifier x Per-wave Modifier.
- Ammo respawn time - 10 seconds.