Update 1041 (Killing Floor 2): Difference between revisions
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[[Category:KF2]] | |||
'''New Perk''' | '''New Perk''' | ||
* [[SWAT]] | * [[SWAT]] |
Revision as of 22:55, 10 September 2019
New Perk
New Map
'Perk Changes'http://steamcommunity.com/app/232090/discussions/6/360670708784746382/
'AI Behaviors'
EvadesZeds now have the ability to try and dodge damage taken or projectile rounds that are coming at them. this happens more often in higher difficulties. The following zeds can now evade.
- Slasher Clot
- Stalker
- Crawler
- Hans
BlockingZeds can now block incoming damage or projectiles. when this happens it's best to not shoot at the arms that are blocking due it's resistance to damage. Wait for the zed to bring it's block down or flank the zed on it's sides or from behind. The following zeds can block
- Gorefast
- Bloat
- Scrake
- Fleshpound
- Hans
- Patriarch
Fleshpound
- Kick does less impulse force for both survival and versus Fleshpound.
- Health scale per player has been reduced.
- Body Health 0.39 (was 0.5)
- Head Health 0.28 (was 0.28)
Siren
- Siren more vulnerable to the double barrel shotgun 1.1 was (1.0)
Scrake
- Stumble cooldown increased 3.5sec (was2.5)
- Increased Vulnerability to sub machine gun damage 1.0 (was 0.5)
- Increased Vulnerability to Assault Rifle damage 1.0 (was 0.7)
- Increased Vulnerability to Shotgun damage 0.9 (was 0.8)
- Increased Vulnerability to Slasher damage 1.0 (was 0.75)
- Increased Vulnerability to Blunt damage 1.0 (was 0.75)
- Health scale per player has been reduced.
- BodyHealth 0.39 (was 0.5)
- Headhealth 0.28 (was 0.28)
Bloat
- Fire vulnerability reduced to 1.0 (was 1.6)
Solo adjustmentsGorefast
- Normal
- SoloDamageMod 0.65 (was 1.0)
- Hard
- SoloDamageMod 0.8 (was 1.0)
- Suicidal
- SoloDamageMod 0.65 (was 1.0)
- HOE
- SoloDamageMod 0.65 (was 1.0)
Survival game modeSpawn changesRandom special squads - we now have a system that allows us to make multiple special squads for each wave for each difficulty independently. This is currently only set up in the top difficulties.
- Suicidal and Hell on Earth now have 6 random special squads that it can select through for each wave.
Suicidal Difficulty
- Ammo pickup mod increased 20%
- MaxRespawnDosh for suicidal set to 1750 (was 1550)
- Movement speed. We now have a system that allows us to independently speed up a zeds speed by difficulty.
- Slasher 10% faster
- Stalker 30% faster
- Crawler 30% faster
Hell on Earth Difficulty
- MaxRespawnDosh for suicidal set to 1550 (was 1000)
- Movement speed. We now have a system that allows us to independently speed up a zeds speed by difficulty.
- Slasher 20% faster
- Stalker 40% faster
- Crawler 40% faster
These changes were made to make Suicidal and HoE more challenging and fun for those who enjoy those experiences.
Bash with all weapons
Bash damage for all weapons is now based on the weight of the gun in inventory.
- 0=20 damage
- 5=25 damage
- 10=30 damage
PerksBerserkerWeapon ChangesKatana
Moved to Berserker class tier 2
- Reduced attack speed 10%
- Increased light attack strength to 68 (was 34)
- Increased heavy attack strength to 90 ( was 68)Pulverizer
- Increase light attack speed 20%
- Increase hard attack speed 10%
- Light attack damage increased to 85 (was 70)
CommandoWeapon ChangesAR15
- Damage 30 (was 20)
- Ammo cost 20 (was 14)Bullpup
- Damage 30 (was 25)
- Ammo Cost 30 (was 24)
- Total ammo amount 300 rounds (was 330)Ak12
- Damage 40 (was 35)
- Ammo Cost 40 (was 30)
- Total ammo amount 330 (was 360)
SharpshooterWeapon ChangesRailgun
- Ammo pickups now give you 3 rounds
Perk changes
- Assists kills give you 1.1 more dosh.
FirebugWeapon ChangesCaulknburn
- Damage increase to 13 (was 10)
- Splash damage increased to 5 (was 2)
- Splash damage radius reduced 200 (was 300)
- Starting ammo increased 300 (was 250)
- Max ammo increased 550 (was 450)Flamethrower
- Splash damage increased to 10 (was 2)
- Splash damage radius reduced 175 (was 300)
- Max ammo increased 600 (was 500)Microwave gun
- Splash damage reduced to 10 (was 20)
- Splash damage radius reduced to 300 (was 400)
- Max ammo increased 600 (was 500)
SupportWeapon ChangesAA12
- Damage reduced to 140 (was 175)
- Starting ammo 40 (was 20)
- Total ammo 140 (was 100)
DemoWeapon changesDynamite
- Stun added back to itM16 M203 Assault Rifle
- New demo weapon for tier 3
Bosses
- Hans
- Shield has less health
- Does more damage overall
VersusAlpha Clot
- Rally skill will also buff yourself along with other zeds.Patriarch
- Melee attack damage reduced to 40 (was 55
General
- Spawn points on maps are now randomized (players will spawn as a team in one of several locations)
- Many FX have been updated
- New updated credits
- There is not a counter for alternate ammo on HUD weapon selector.
- Added new checkbox options in Gameplay settings including:
- Hide boss health bar
- Show welder in inventory
- Use alt. dual pistol aim
- No auto turn on clot grab
- New Rotating News banner in Main Menu
- Highlights surveys, the Community Issue Tracker, the latest update info and more!
Audio
- Updated (most) Commando Weapon Sounds
- AR-15
- Bullpup
- SCAR
- New Zed Audio
- Bloat - added Some Iconic KF1 Vocalizations
- Fleshpound - Total Revamp (yes, he talks now)
- Total Revamp of UI Audio
- Improvement of RPG-7 Fire Sound
- Added Voice Localization for Japanese, German, Spanish, Russian, and French
- All playable characters
- Hans
- Patriarch
- Trader
- Improvements to Zed Time bullet whiz sounds
- Added missing voice calls for Hans, Trader, and Patriarch (they now have far more available lines)
- Removed ringing sound from hearing impaired state (community request)
Maps
- Improvements to Volter Manor gameplay flow
- Improvements to lighting in Catacombs
- Reduced frequency of portal spawning in certain areas of Paris
- Numerous map fixes
Animation
- New Single and Dual Pistol Sprints (including Syringe and Welder)
- New Weapon Melee Bashes
- New Two Handed Weapon Sprints
KNOWN ISSUES
- Matchmaking has several bugs and may not behave as intended - we recommend you do not use it for this first release
- FleX gibs & blood do not collide with environment on some cards
- Preview images for cosmetic items and skins will not show up for some items. This cannot be fixed during beta without breaking it in the main branch. This will be fixed when the beta ends.
- After firing Microwave gun humming sound only emits from right channel
- Some links in the news carousel do not load in the Steam overlay browser
- Minimize battle chatter in sound options doesn’t always work
- Character customization will reset to the default once you exit out of the game.
- XP bonuses for perk objectives are not final
BUG FIXES
- Fixed a bug where the Graduation Cap was not working with Classic Masterson
- Fixed an issue with skins and cosmetics titles not showing properly if there were too many characters
- Fixed Issue with one player being spawned away from the group
- Fixed an issue with the KF-BAR not properly displaying blood on the blade
- Fixed Spectator UI staying on screen after spawning
- Fixed issue where having a spectator would lower the zed count
- Fixed several audio issues with pistols and the medical syringe not having melee sound effects
- Fixed issue where map select would highlight Biotics Lab
- Fixed issue where Perk would not update with change in trader menu
- Fixed an issue where player could not throw grenades when sprinting and out of ammo in their primary weapon
- Fixed an issue with light bulbs remaining lit after being shot out
- Fixed an issue where if you died while typing you could not access menus
- Fixed an issue with the skills menu locking up
- Fixed minor collision issues on Black Forest
- In Black Forest, fixed issue where some Zeds would slowly slide down steep cliff
- Many minor controller navigation related issues
- Fixed blood splatters not showing up on Kukri knife blade
- Fixed Spot behind Outpost truck that would cause fall damage to players.
- Fixed a slight issue with with the pillars on Outpost
- Fixed issue where Patriarch could get stuck in Outpost
- Fixed a small hole in Catacombs
- Fixed issue in Catacombs were Zeds could not navigate to players standing on railings
- Fixed an animation issue where the AA12 would clip through the camera when switching from C4