Update 1038 (Killing Floor 2)

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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