Update 1038 (Killing Floor 2)
Balance Changes
- Greatly reduced the instances of Zed teleportation. Essentially players should never notice zeds teleport now unless a zed is completely stuck and cannot move, which should be extremely rare.
- Siren can no longer teleport. Added the Siren to the list of large and more powerful zeds that can not teleport.
- Crawlers - It was hard to notice when crawlers were attack you so we adjusted the stationary attack animations. We've also redone their getup animations.
- You can now jump over and onto crawlers, knocking them down. Refined evade animations for Crawler, Slasher and Stalker
- Zeds now utilize evade animations when trying to avoid grenades
Sharpshooter
- Decreased EBR Rifle stun power to 8 (was 40)
- Decreased Railgun stun power reduced to 50 (was 100)
- Increased Railgun Lock on time for Bloat/Scrake/Fleshpound is now 1.1sec (was 0.35)
- Freeze Grenade radius has been increased to 900 (was 600)
Knockback refinements
- Crawlers
- Stationary attacks no longer push players
- lunge attack now only slightly pushes players
- Stationary attack has the crawler jump up higher so it's easier to see you’re being attacked
- Alpha Clot
- Stationary attacks no longer push players
- Lunge attack now only slightly pushes players
- Slasher Clot
- Stationary attacks no longer push players
- Lunge attack now only slightly pushes players
- Cyst Clot
- Attacks no longer push players
- Stalkers
- Stationary attacks no longer push players
- Lunge attack now only slightly pushes players
Stun duration refinements - After fixing an issue with how stun durations was calculated the following stun durations should now be applied. This should make it harder to stun-lock large Zeds.
- Cyst
- Stun length 3.0sec
- Slasher
- Stun length 3.0sec
- Alpha
- Stun length 3.0sec
- Crawler
- Stun length 2.5sec
- Stalker
- Stun length 3.0sec
- Gorefast
- Stun length 2.5sec
- Bloat
- Stun length 1.5sec
- Siren
- Stun length 1.5sec
- Husk
- Stun length 1.5sec
- Scrake
- Stun length 1.2sec
- FP
- Stun length 1.2sec
- Patriarch
- Stun length 1.0sec
- Hans
- Stun length 1.0sec
Difficulty
Hard - The Win rates are still lower in hard then we'd like so we're adjusting the damage mod for some of the zeds for Hard difficulty.
- Stalker
- damage mod 0.75 (was 1)
- Crawler
- damage mod 0.75 (was 1)
- Bloat
- damage mod 0.75 (was 1)
- Gorefast
- damage mod 0.75 (was 1)
- Siren
- damage mod 0.75 (was 1)
- Scrake
- damage mod 0.7 (was 1)
- Fleshpound
- damage mod 0.65 (was 1)
Bug fixes
- Fixed an issue with the RPG and M79 not causing damage or knocking back Zeds at point-blank range
- Fixed an issue with the Combat Ready skill so that it now applies to the 9mm pistol
- Fixed a bug where stun duration wasn’t calculated properly
- Fixed an issue where a player could jump through the fence in Farmhouse map
- Fixed Rack 'em Up counter not decreasing with Crossbow misfire.
- Draw distance optimization for some maps
- Fixed a bug with light bulbs remaining lit after being shot
- Marksman skill no longer increases shotgun firing speed.
- Members of Zed team should no longer see human portraits on HUD
- Removed huge background volume on Hostile Grounds
- Top weapon Knife icon to display the correct knife
- Changed “Field Medic” localization for Romance languages.
- Fixed Collision Issues with Green Poles on Burning Paris during Versus
- Fixed Rotating Lights being fixed in place on Burning Paris
- Fixed issue in Versus with Husk fireball leaving flames on the floor that knock players back
- Fixed an issue with the Zed Napalm skill not properly lighting other Zeds on fire
- Sharpshooter passive, recoil, now works properly
- Fixed spectator's spawning under the world in Biotics Lab, Evac Point, and Prison
- Fixed Medic Enforcer Perk not giving new max ammo
- Fixed several achievement issues