Update 1037 (Killing Floor 2)

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Bug fixes

  • Scrake and Fleshpounds bodies no longer deal damage if they die while raging in VS mode.
  • Player inputs are no longer cleared during wave start, should resolve issues with stopping player movement at the beginning of a wave
  • Fixed grammar errors in difficulty descriptions
  • Fixed numerous bugs with the end of game scoring in VS mode
  • Fixed some end of game awards not being granted in the after action report
  • Fixed AI pathing issues and map bugs on Hostile Grounds and Containment Station maps
  • Fixed cases where the Patriarch would not play his healing animation, leading to strange behavior
  • Fixed the server browser filter for "ANY" game type
  • Fixed game servers with custom game settings not showing up in the server browser
  • Fixed an issue causing demolitions projectiles to not detonate when client and server get out of sync (this should improve and possibly fix demo "dud" rounds when playing online)
  • Fixed interaction messages for door welding appearing for ZED players in VS mode
  • Improved surround audio for first person weapon handling
  • Fixed Medic's Enforcer skill not giving correct maximum ammo
  • Fixed an issue where Sharpshooter recoil reduction was not working correctly
  • Fixed broken glass materials on some objects not displaying correctly

Balance changes

Resistance refinement and ZED balance changes

We've received your feedback on resistances and saw that most people like the idea and concept for this system but didn't like having low level zeds being harder to kill for some perks when you hit your target, so we've reverted most things back to the original before the Bullseye update and massively reduced others. We've also reduced ZED vulnerabilities to some types of damage, as these vulnerabilities were meant to be paired with ZED resistances.

  • Alpha clot
    • Slashing Damage vulnerability increased to 0.85 (was 0.75)
    • Bludgeon Damage vulnerability increased to 0.9 (was 0.75)
    • Backup Knife resistance reverted to original 1.0 (was 0.95)
    • Toxic damage resistance reverted to original 1.0 (was 0.88)
    • SMG Damage vulnerability reduced to 1.5 (was 3.0)
  • Cyst
    • Explosive resistance reverted to original 1.0 (was 0.88)
    • Toxic damage resistance reverted to original 1.0 (was 0.9)
    • Fire damage resistance reverted to original 1.0 (was 0.8
    • Slashing Damage vulnerability increased to 0.85 (was 0.5)
    • Bludgeon Damage vulnerability increased to 0.9 (was 0.5)
    • Backup Knife resistance reverted to original 1.0 (was 0.95)
    • Shotgun Damage resistance reverted to original 1.0 (was 0.9)
    • SMG Damage vulnerability reduced to 1.5 (was 3.0)
    • Assault Rifle Damage vulnerability reduced to 1.5 (was 2.25)
  • Slasher
    • Slashing Damage vulnerability increased to 0.85 (was 0.5)
    • Bludgeon Damage vulnerability increased to 0.9 (was 0.5)
    • Backup Knife Damage resistance reverted to original 1.0 (was 0.95)
    • Shotgun Damage resistance reverted to original 1.0 (was 0.9)
    • SMG Damage vulnerability reduced to 1.5 (was 3.0)
  • Crawler
    • Fire damage vulnerability increased to 0.9 (was 0.6)
    • Shotgun Damage vulnerability increased to 0.9 (was 0.8)
    • SMG Damage vulnerability reduced to 1.5 (was 2.25)
  • Stalker
    • Shotgun Damage resistance reverted to original 1.0 (was 0.7)
    • Rifle Damage vulnerability increased to 0.85 (was 0.6)
    • Fire Damage vulnerability increased to 0.85 (was 0.6)
    • Explosive Damage vulnerability increased to 0.75 (was 0.6)
    • Assault Rifle Damage vulnerability reduced to 1.5 (was 2.25)
  • Gorefast
    • Fire Damage vulnerability increased to 0.85 (was 0.75)
    • Assault Rifle Damage vulnerability increased to 1.2 (was 1.0)
    • SMG Damage resistance has been reverted to original 1.0 (was 0.85)
  • Siren
    • Increased cool down on siren scream to 6 seconds (was 5)
    • Slashing Damage vulnerability increased to 0.75 (was 0.45)
    • Bludgeon Damage vulnerability increased to 0.85 (was 0.5)
    • SMG Damage vulnerability increased to 0.75 (was 0.6)
    • Rifle Damage vulnerability increased to 0.75 (was 0.45)
    • Fire Damage vulnerability increased to 0.5 (was 0.3)
  • Husk
    • Slashing Damage vulnerability increased to 0.75 (was 0.45)
    • Bludgeon Damage vulnerability increased to 0.85 (was 0.45)
    • Fire Damage vulnerability increased to 0.5 (was 0.0)
    • SMG Damage vulnerability increased to 0.75 (was 0.5)
    • Assault Rifle Damage vulnerability increased to 0.65 (was 0.5)
  • Fleshpound
    • Slashing Damage vulnerability increased to 0.5 (was 0.3)
    • Bludgeon Damage vulnerability increased to 0.6 (was 0.4)
    • Knockdown incap on legs increased 0.5 (was 0.25)
  • Scrake
    • Knockdown incap on legs increased 0.5 (was 0.25)

Bosses

After re-designing the Hans boss battle we saw that groups were having a much harder time with certain bosses on different difficulties. We've made adjustments to improve the balance between the two bosses so that one boss is not much harder than another.

Hans

  • Normal difficulty
    • Increased Damage mod up 25% 0.55 (was 0.44)
    • Increased health mod up 15% 0.8 (was 0.7)
  • Hard difficulty
    • Increased damage mod up 15% 0.75 (was 0.65)
    • Increased health mod up 10% 1.1 (was 1.0)
  • Suicidal difficulty
    • Increased damage mod up 25% 1 (was 0.8)
    • Increased health mod up 20% 1.62 (was 1.35)
  • Hell on Earth
    • Increased damage mod up 10% 1.1 (was 1)
    • Increased health mod up 10% 1.7 (was 1.55)

Patriarch

  • Hard Difficulty
    • Increased health mod 25% 1.25 (was 1)
  • Suicidal Difficulty
    • Decreased damage mod 20% 1.0 (was 1.3)
  • Hell on Earth
    • Decreased damage mod 15% 1.23 (was 1.45)

Perks

Gunslinger Perk

  • Leg shot skill
    • Increased the power multiplier so that you can knock down a scrake more easily with this skill selected

Demolition Perk

  • Destroyers of Worlds
    • Increased Nuke damage modifier to 1.5 (was 1.25)
    • Increased the toxic damage after the explosion, it will kill now :)

Difficulty

After releasing the Bullseye update player win rates on Hard multiplayer are much lower than before. To increase this we're reverting ZED behaviors to what they were prior to the update. This means ZEDs will no longer have a chance to do more advanced attacks on Hard difficulty. This does not change ZED behavior on other difficulties

  • Hard global difficulty
    • Medium attack chance set to 0 (was 0.5)
    • Hard attack chance set to 0 (was 0.1)

Bash Attacks

The resistance system was fighting with bash attacks with guns making them feel weak. Even though trash zeds have very little resistance now the damage increase was needed to make them feel more powerful and smash those clot heads.

  • Rifle type damage increased to 25 (was 15)
  • Pistol type damage increased to 20 (was 10)