Update 1069 (Killing Floor 2)
Event
- Halloween Horrors : Monster Masquerade
Highlights
- 1 New Map
- Monster Ball ( Weekly, Survival, Versus Survival, and Endless compatible )
- 4 New Weapons
- HMTech-501 Grenade Rifle for the Field Medic and Commando
- FN FAL ACOG for the Sharpshooter and Commando
- MKb.42(H) Carbine Rifle for the Commando ( unlocked by completing all Halloween seasonal objectives )
- Road Redeemer for the Berserker ( requires purchase of Road Redemption )
- Prestige System
- Prestige Rank 2 is now available
- New Halloween Seasonal Zed Model Replacements
- Time-Limited Halloween Objectives, Tickets and Items
- Monster Ball Halloween objectives to earn the MKb.42 (H) Carbine Rifle and unique Hans weapon skin version of it
- Halloween Event Tickets ( only available on final release )
- Halloween Cosmetics ( only available on final release )
- Zedconomy
- Neon MKIII Encrypted USB ( only available on final release )
- Horzine Supply Crate | Series Loco ( only available on final release )
- Headshot FX Bundle 1 ( only available on final release )
- Dosh Vault
- Added Tier 3 Weapon Skins ( only available on final release )
- New Steam Achievements for Monster Ball and its Collectibles
- Online Matchmaking Rework
- Removed Online Matchmaking button and added two new ones, Create A Match and Find A Match
- Create A Match will take over an empty, dedicated server and convert it to a server with specified settings from the player
- Find A Match will connect a player to a dedicated server that matches their exact settings ( the option to set maps has been removed to substantially increase the likelihood of finding a specified server )
General
- Added audio cues to the last 10 seconds of Trader Time to help warn players of its impending closure
- Added new default main menu music track by Lyndsay Schoolcraft and Rocky Gray
- “A Samhain Celebration”
- Added new music tracks for Monster Ball by Rocky Gray
- “Castle Freaks”
- “Fright Knight”
- “Funhouse Bloodbath”
- “Jack O Lantern”
- “Shapeshifter Serenade”
- “The Evil Zed”
- Added Hans voice audio as the Trader voice for Monster Ball
- Added new Halloween Horror video slides to the main menu
- Trader audio commenting about the first wave is now hooked up and playing
Balance
Survival Game Mode
- Hell On Earth Difficulty
- Medium Game Length
- Replaced the wave 1 spawn group of 3 Clot Alphas and 1 Slasher with 2 Slashers. This should reduce the likelihood of Rioters and increase the number of Slashers.
- Replaced the wave 2 spawn group of 2 Clot Alphas and 2 Gorefasts with 2 Slashers and 2 Gorefasts. This should reduce the likelihood of Rioters and increase the number of Slashers.
- Long Game Length
- Replaced the wave 1 spawn group of 3 Clot Alphas and 1 Slasher with 2 Slashers. This should reduce the likelihood of Rioters and increase the number of Slashers.
- Replaced the wave 2 spawn group of 2 Clot Alphas and 2 Gorefasts with 2 Slashers and 2 Gorefasts. This should reduce the likelihood of Rioters and increase the number of Slashers.
- Medium Game Length
Designer Note - We reduced the number of Rioters that appeared in response to feedback that the early waves felt like they had too many Rioters. The Hell On Earth difficulty could have the potential of spawning a lot of Rioters, so this spawn group replacement should reduce the likelihood of receiving them (a Clot Alpha spawn has a chance of becoming a Rioter) and increase the prominence of Slashers. We’ll be continuing to assess and address any further concerns from the beta.
Endless Game Mode
- Special Zed Waves
- Fleshpound Waves
- Removed the chance of the special wave from triggering on all base difficulties
- Fleshpound Waves
Designer Note - The reason why we removed this special wave currently is that there is a spawn rate issue with Endless that is causing them to disregard spawn rate modifiers beyond wave 35 on all base difficulties. We’re investigating the issue and assessing its gameplay balance before releasing it back out.
Enemies
- Abomination
- Reduced the time interval between each fart at full health, effectively increasing the spawn rate of the Abomination Spawns right at the start
- Full health fart time of 5 to 17 seconds reduced to 5 to 13 seconds on Normal Difficulty
- Full health fart time of 5 to 16 seconds reduced to 5 to 12 seconds on Hard Difficulty
- Full health fart time of 5 to 15 seconds reduced to 5 to 11 seconds on Suicidal Difficulty
- Full health fart time of 5 to 15 seconds reduced to 4 to 10 seconds on Hell On Earth Difficulty
- Increased walk speed from 231 to 345
- Increased sprint speed from 330 to 380
- Gorge range increased from 500uu to 600uu
- Does not take damage from his own toxic clouds anymore
- Reduced the time interval between each fart at full health, effectively increasing the spawn rate of the Abomination Spawns right at the start
Designer Note - We increased the rate of his farts at full health to increase the spawn rate of the Abomination Spawns now that their health has been reduced. We also increased his overall movement speed to help him reach players much easier. We felt that the Gorge range was shorter than we wanted it to be, so we boosted the range. It should now fit better with the special effects and hopefully be more intimidating. We removed the damage caused by his own toxic clouds because it did not make sense for him to hurt himself from his own gas. We’re hoping these changes will provide a more challenging, engaging fight. We’re looking into further tweaking and giving him more rewarding gameplay aspects.
- Abomination Spawn
- Base health reduced from 650 to 450
- Base damage of self-destruct increased from 12 to 15
- Does not evade on damage anymore
Designer Note - We reduced the health of the Abomination Spawns down so that they are easier to kill. Their health values were too high originally, and it made them feel unnecessarily tanky. Now that they are easier to kill, we boosted the damage of their explosion and gas to make them more threatening if you let them explode near you. Lastly, we fixed an issue with them where the Abomination toxic clouds triggered their evasions. This looked weird and forced them to spend more time evading than approaching players.
- Zweihander
- Reduced the Stumble value of Light Attacks from 250 to 100
- Increased the Stumble value of Heavy Attacks from 100 to 250
- M99 AMR
- Increased Stun value of Projectile from 15 to 50
- Increased Stumble value of Projectile from 0 to 600
- Increased Gunhit value of Projectile from 80 to 300
- Increased Melee hit value of Projectile from 0 to 100
- Doomstick
- Increased base damage per pellet from 36 ( 216 ) to 40 ( 240 )
- Reduced base weight from 11 to 10
- Increased Stumble value from 35 to 55 per pellet
- Increased GunHit value from 45 to 75 per pellet
- Increased max ammo from 44 to 52
- Upgrade to Tier 5 damage increased per pellet from 44 ( 264 ) to 46 ( 276 )
- Reduced the ammo cost per magazine from 40 to 25
Designer Note - We reassessed the Doomstick, and the Double-barrel Boomstick was outperforming the Doomstick substantially. We adjusted multiple variables to improve its gameplay experience. We’re hoping these improvements will let it be a stronger alternative to the Double-barrel Boomstick.
- Desert Eagle and Dual Desert Eagles
- Upgrade to Tier 4 damage reduced from 118 to 113
- Upgrade to Tier 5 damage reduced from 136 to 127
- 1858 Revolver and Dual 1858 Revolvers
- Upgrade to Tier 2 damage reduced from 60 to 57
- Upgrade to Tier 4 damage reduced from 100 to 97
- Upgrade to Tier 5 damage reduced from 125 to 110
Designer Note - The Desert Eagles and 1858 Revolvers had strong upgrade paths alongside their other benefits, so we toned some of the upgrade damage modifiers down.
- Stoner 63A LMG
- Increased the Gunhit Value from 0 to 50. This will effectively give it the feeling of ‘suppression’ when unloading onto targets
- Kalashnikov AK-12
- Upgrade to Tier 4 damage reduced from 50 to 46
- Upgrade to Tier 5 damage reduced from 60 to 52
Designer Note - We’re trying something new with the Stoner 63A LMG. We received feedback from the community about this one, so we wanted to see if it helps improve its standing alongside the SCAR-H. It should now have a high enough Gunhit value to give the feeling that it’s suppressing targets that it hits as long as the player continues shooting a target. We’ll be looking for beta feedback on this improvement. Lastly, we reduced some of the damage upgrade modifiers for the Kalashnikov AK-12. It is a strong weapon so these adjustments should help it better align with the other assault weapons.
- M16M203
- Reduced the explosion damage falloff from 3 to 1. This will mean that Zeds farther from the center of the explosion will not have as much damage mitigated
Designer Note - We received feedback from the community that the M16M203’s grenade round felt underwhelming. We assessed it and are trying out an improvement to hopefully have the grenade feel more impactful for its tier and ammo price.
- HMTech-301 Shotgun
- Reverted fire rate back to original amount from 0.297 to 0.2.
Beta 1 Bug Fixes
General
- Fixed an issue where the Siren’s scream was not functioning properly
- Fixed an issue where the Weekly Outbreak would use the player’s difficulty settings
- Fixed an issue where the HX25 daily challenge now includes explosive damage
- Fixed an issue where the Doomstick had no sound falloff
- Fixed an issue where the Versus Survival Zed players had the incorrect HUD
- Fixed an issue where explosive dud rounds caused repeated damage
- Fixed an issue where the Doomstick should fired upon reloading if alt-fire is used
- Fixed an issue where the Freezethrower granted Firebug XP
- Attempted a fix to resolve the multiple Abomination spawns
- Fixed an issue where the Weight limit did not update after changing Perks
- Fixed an issue where the Perk skills should reset after gaining another Perk skill
- Fixed an issue where the Napalm Perk skill increased the burn period longer than intended
- Fixed an issue where the King Fleshpound’s shield did not reflect the correct affliction for the weapon used
- Fixed an issue where the Demolitionist Perk skill, ZED TIME - Destroyer of Worlds, did not function properly with the Husk Cannon
- Fixed an issue where the Ammo boxes did not continue to spawn after all factories are enabled
- Fixed an issue where players could use -skiplobby on the launch parameters
Maps
- Biotics Lab
- Cleaned up several exploit locations on Biotics Lab
- Removed an old objective message when starting the map
- King Fleshpound can now use the stairs near the production area
- Fixed some broken pathing nodes
- Catacombs
- Crawlers should no longer get stuck on the Stairway Rails
- Airship
- Objectives should once again be active for normal play
- Players will no longer be able to gain Vault Dosh by dying immediately
Cosmetics
- Fixed an issue where the Vault Dosh Logos were not the same
- Fixed an issue where Ana could not equip the Tentacle Skull
- Fixed an issue where Mrs. Foster could not wear the Mark 7 Headgear
- Fixed an issue where the Christmas Bulbs cosmetic was under the wrong rarity
- Fixed an issue where the Skull Mask did not display the correct border and background color
- Fixed an issue where the Shiny Blue nose cosmetic was not polished
- Fixed an issue where the Centerfire Bluefire Skins could not be equipped
- Fixed an issue where characters could wear the Gas Mask and the Chefs hat at the same time
Miscellaneous
- Fixed an issue where teammates HUD icons did not appear at times
- Fixed an issue where the Weapon FX effects were visible while emoting
- Fixed an issue where Film Grain did not work
- Fixed an issue where the Seeker Six could lock onto cloaked enemies
Platform Specific Fixes
- Fixed an issue where the Prestige XP Bonus did not display correctly