Update 1061 (Killing Floor 2)

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Balance

Weapons

  • Mac 10
    • Equip speed is 40% faster
    • Total ammo capacity is increased by 20%
    • Damage is decreased by 16%
  • Husk Cannon
    • Equip speed is 40% faster
    • Magazine size is reduced by 20%
    • Fire Rate is decreased by 110%
    • Total ammo capacity is reduced by 13%
    • Ammo Pickup amount is increased by 25%
  • AF2011-A1
    • Fixed the fire rate on the dual pistols
    • Fixed the penetration value on the dual pistols
  • Hemogoblin
    • Damage is increased by 50%
  • Zweihander
    • Melee range is increased by 20%
  • Seeker Six
    • Dud round damage is increased by 20%
      • Dud knockdown chance is increased by 25%
      • Dud stumble chance is increased by 42%

Bugs

Perks and Weapons

  • Fixed a gameplay bug with the Husk Cannon where you could rapid fire it and not consume ammunition
  • Fixed a SFX bug with the Husk Cannon where it would emit a massive particle effect on the screen when fired on an online game session
  • Fixed a SFX bug with the Crovel and Pulverizer where they did not leave blood splatters on the ground after using the inspect animation.

Zeds

  • Fixed a gameplay bug with the Quarterpounds and all bosses where they were receiving increased damage from players passed wave 25 in Endless mode

Maps

  • Fixed a spawning bug with the DieSector map where Bloats were unable to spawn from certain spawn volumes
  • Fixed a collision bug with the DieSector map where a ceiling was missing collision
  • Fixed a render bug with the DieSector map where the bollard trim draw distance was too low
  • Fixed a level bug with the Power Core map where players would sometimes not teleport to the next arena properly
  • Fixed a level bug with the DieSector map where a dedicated server will spam the log with a failure to load an asset that is not there
  • Fixed a camera bug with the DieSector map where the player camera can clip into a wall during the boss intro scene

General

  • Fixed a gameplay bug with Stand Your Ground where the XP reward was not decreasing when losing progress on the Stand Your Ground zone
  • Fixed a gameplay bug with the March seasonal objectives where all the seasonal objectives and their rewards can be earned by joining a game session after wave 25
  • Fixed a sound bug with the boss music on Endless mode where the music track did not return to ambient trader time music after defeating the boss
  • Fixed a sound bug with the King Fleshpound and Abomination boss music tracks where they seemed quieter than the other tracks
  • Fixed a sound bug with the King Fleshpound and Abomination boss music tracks where their music tracks were playing for the incorrect boss
  • Fixed an item granting bug with the Dosh Vault crates where they were not being granted to players who achieved the proper tiers to receive one

UI

  • Fixed a UI bug with the SKIP TRADER button on Versus Survival where the skip trader feature would not work sometimes after switching teams. We removed the button from Versus Survival
  • Fixed a UI bug with the game map parameter options where a player could play the DieSector map on the Survival gametype
  • Fixed a UI bug with the SKIP TRADER button where the “Y” icon on the SKIP TRADER button was missing after the first trader time. This only applies to players using a controller
  • Fixed a UI bug with the last zed alive icons where the icons did not scale properly with the friendly hudscale
  • Fixed a UI bug with the Power Core map where the map preview icon for it was for Krampus Lair

Cosmetic

  • Fixed a localization bug with the Cyberpunk crafting description where a </font> was missing from the description text code
  • Fixed a 3D Art bug with all the 1858 Revolver | Constitution weapon skins where the front barrel material had a high diffuse reflect. This caused shadows to not render properly on the barrel

Reward Item Server

The game now double checks how many crates a player has earned more often, making sure to grant any that the player is missing, and not granting one if the earned vs received count doesn't check out. This was the reason many/all users had crate issues opting into the beta. The check here did not initially account for the 5 gift crates given to all players.

We have also discovered that the reward server had a case where it could be too generous, where a client that did not get its reward immediately could ping back out again and get a reward, then be granted the first one which was pending. This would result in an extra crate(s) which would now prevent them from gaining additional reward crates until the earned/rewarded check balances out. This should only impact a small portion of our users.

An example case here would be a user who currently has received 12 crates, but only earned 8 (5 gift crates and 3 through play/rewards). The game will not grant additional crates until they have earned another 4 crates. Continued play and earned rewards will continue to be counted and crates should start being granted when the earned/granted match.