Update 1051 (Killing Floor 2)

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Revision as of 08:25, 28 October 2018 by Simplecat (talk | contribs) (Created page with " '''New Content''' * 2 Weapons ** Spitfire Revolver(s) ** Stoner 63A Light Machine Gun * 2 Maps ** The Descent (Holdout style map) ** Nuked * V...")
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New Content

  • 2 Weapons
  • 2 Maps
  • Variation of the Survival Game Mode
    • Holdout
      • This style of Survival map stitches many rooms together differently each time you play

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