Update 1051 (Killing Floor 2)
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New Content
- 2 Weapons
- 2 Maps
- The Descent (Holdout style map)
- Nuked
- Variation of the Survival Game Mode
- Holdout
- This style of Survival map stitches many rooms together differently each time you play
- Holdout
General Changes
- Fixed VOIP issues caused by recent Steam Client update
- Default votekick setting now requires 66% instead of 50%
Bugs Fixes
General
- Sharpshooter Perk had dual and single revolvers had equivalent damage bonuses applied
- Players can no longer dismember frozen zeds on the low gore setting
- Breaking out of an emote with weapon fire no longer shoots the projectile where the emote camera was facing
- Using emote key during boss intro no longer switches camera view to player
- Holding attack while reloading and then switching weapons no longer will allow players to break 3 combo limit when holding the attack button
- Blocking Husk flamethrower attack no longer causes erratic animation
- Fix for motion blur setting not working
- If Low Gore setting is on, Headshots on headless state zeds will no longer count towards XP objectives and Perk Skills
- Fixed 3P sprint animation issues with Bone Crusher, P90, KRISS, MP5RAS, MP7, M16 M203 (Left shoulder popping on sprint animation and MP5RAS not fixed)
- Fix for trader showing the wrong ammo count when buying a dual weapon
- Reset class ignore flag if a Husk suicide is not ignoring humans
- Players can no longer dismember headless zed corpses on low gore settings
- Fix for separate translucency not working
- Emotes canceled by reloading will now properly play the reload animation
- If a weapon has a laser attachment, it should now properly move during third person animations (and not at the players feet during an emote)
- Fixed Husk fire effect on husk launcher remaining temporarily if players prematurely stopped suicide attack
- Also fixed lingering flame effect on AI husk if it's killed mid-suicide
- Players sitting in lobby during in progress match will no longer count towards zed count player scaling
- Fixed phantom RPG-7 rocket when players used an unloaded melee bash
- Flex fixes (optimizations for non Flex users):
- Never use per-poly rigid body/static mesh collision on servers
- If we have Flex turned off, use simply rigid body/static mesh collision
- Gunslinger/sharpshooter weapons now grant secondary XP if the weapons are flagged for multiple perks
- XP tally bar will now properly update only currently selected perk
- Hans no longer hates trees - when bumps into destructible objects he will no longer enter into his melee animation
- Fix for HUD holding on to a reference to the old pawn after death, preventing updates from occurring until GC after a quick respawn
- Changed collision settings on portal entries to fix Dosh going through them
- Changed Flex collision from Auto to Off on a few meshes to fix Dosh going through them bug
- Fixed a case where the Support perk would miscalculate ammo count during initial trader session
- Hud will now show ironsights hold when looking to display ironsights toggle (and nothing is bound)
- Boss VO should now properly play the intro VO on spawn (in some spawns it would first trigger a taunt VO)
- Fixed a jittery shake when aiming down sights of the Railgun
- Fixed knife decals appearing as bullet holes in third-person
- Fixed Trader Pods not being set up for grenade collision
- Fixed the bloat not fully damaging the door in some situations
- Fixed clipping on the MP7 1P full and partial reload animations
- Fixed medic dart secondary fire recoil being tied to each medic's gun primary fire recoil
- Fixed The Booty emote being called the thunder clap after it was equipped
- Fixed zed grab SFX persisting during loading screens when using web admin map travel
- Fleshpound Atk_Lunge_V5 will now damage players
- Fixed extra camera shake playing during trench gun elite partial reload
- Fixed a UV mapping error on the M14 3p pickup model
- Fixed a case where players could stumble parry a Fleshpound’s glowing attack
- Fixed the wrong color border around level 25 swat achievement
- Fixed a case where a Siren killed while still boosted by an elite Alpha's rally ability would stack damage boost to future Sirens spawned in
- Fixed custom game modes kicking and blocking client from servers until restart
- Fixed Demolitionist : ZED TIME - Mad Bomber : Demolition weapons no longer reload slow during zed time when reload starts before zed time kicks in
- Sprint with MP5 in spectator view no longer causes animation to stutter
- Fixed capitalization error with airborne agent field medic skill
Maps
- Burning Paris
- Thrown dosh can no longer get stuck inside concrete bollards
- Adjusted blocking volume around phone booth
- Fixed Zeds clipping through a door in burning paris
- Fixed a collision issue for player zeds
- Zed Landing
- Fixed floating foliage
- Fixed several cases of tree clipping
- Farm House
- Fixed collision issues with plywood windows which allowed grenades to pass through
- Evacuation Point
- Added blocking volume in ceiling to prevent player zeds from jumping through
- Zeds falling out of ceiling window should no longer have a high chance to get stuck
- Catacombs
- Zed corpses should no longer clip through ground rubble
- Infernal Realm
- Fixed an exploit spot
- Hostile Grounds
- Fixed a collectable that could not be destroyed
- Prison
- Fixed an exploit spot