Update 1134 (Killing Floor 2)

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Addressed Community Feedback

As mentioned in the 2021 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2

Balance

  • Weapons
    • Blood Sickle
      • Added different damage for bash attack in Long Mode.
        • Bash damage for Short Mode from 50 to 40.
        • Bash damage for Long Mode from 50 to 60.
      • Primary attack damage in Short Mode from 60 to 70.
      • Secondary attack damage in Short Mode from 87 to 120.
      • Primary attack damage in Long Mode from 90 to 140.
      • Secondary attack damage in Long Mode from 150 to 190.
    • G36C
      • General recoil reduced (for ADS and non-ADS).
    • HRG Dragonsblaze
      • Spare ammo from 48 to 60 (which means total ammo from 52 to 64).
    • HRG Locust
      • Explosion damage from 80 to 60.
      • Explosion radius from 300 to 200.
      • Insect damage from 40 to 30.

Designer Notes:

Blood Sickle efficiency was not enough, so we gave it a damage buff. Also, since the bash attack in Long Mode is slower, we have increased the damage for it.

G36C recoil has been troublesome for many players, so we have tweaked it and it now feels better.

HRG Dragonsblaze has been well received in general, but some users commented that they run out of ammo very quickly, so, we have increased the spare ammo a bit, which means 3 more full magazines than before.

HRG Locust felt a bit overpowered for a lot of players. We decreased the explosion and insect damage a bit as well as reduced the explosion radius.

Known Issues:

  • Mouse Sensitivity: When a user updates the client for the first time, any adjustments to zoom sensitivity and sensitivity will be retained, but affect the new Horizontal and Vertical Sensitivity settings.
    • For the best experience, we recommend resetting the values to default and adjusting from there to user preference.
  • Blood Sickle:
    • Heavy Attack: We are aware of some outfits causing camera clipping and are continuing to refine the animation ahead of the final release.
    • Characters hands are too close together during bash attack in 3rd person.
  • G36C:
    • Laser dot does not follow barrel during clip-check animation
    • 3rd person full reload animation has some unnatural movements standing and crouching.
    • Shutter sounds missing after full reload in 3rd person
    • “Floating magazines” in 3P reload (standing/crouched)
    • Overall SFX is still WIP
  • HRG Locust: VFX is still very opaque and can be visually obstructing particularly during Zed time.
  • Barmwich Town:
    • Map defaults to “endless” mode.
    • Some torches in the main plaza are missing SFX

Bug Fixes:

Also mentioned in the 2021 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.

Weapons

  • Mine Reconstructor
    • Fixed an issue where there was excessive screen shake when standing near the Mine Reconstructor “goop” mines.
  • G36C Assault Rifle
    • Fixed multiple issues with the gun check animations.
    • Fixed multiple issues with the reload animations.
    • Fixed an issue where the laser sight was offset from bullet trajectory and impact point.
  • Blood Sickle
    • Fixed multiple issues with the animations in both modes in first person and third person.
    • Fixed an issue where the melee bash damage was not differentiating between the active modes.
  • HRG Locust
    • Fixed an issue where upgrading the weapon did not affect the bleed DoT.
  • HRG Dragonsblaze
    • Fixed an issue where the incorrect HUD icon was being used.
  • Reducto Ray
    • Fixed an issue with the gun check animation where clipping occurred.
  • Sentinel
    • Fixed an issue where footsteps were not triggering while using the Sentinel

Weekly

  • Primary Target
    • The item reward is not granted for completing the weekly.

Map

  • Barmwich Town
    • Fixed the Spectator boundaries throughout the map to contain the camera to the playable area.
    • Fixed an issue where the burning stumps throughout the map had no SFX triggering.
    • Fixed issues with seams in the walls being visible in the Fire Plaza.
    • Updated the web asset so that it is visible from all angles in the Fire Plaza.
    • Fixed an issue where multiple objects in the Fire Plaza suffered from flickering textures.
    • Fixed issues with missing spatter maps.
  • Elysium
    • Fixed issue where Zeds would be spawned in another area where players could not reach them.

Camera

  • Adjusted issue where “diagonal” movements would behave erratically.

Settings

  • UI Horizontal and Vertical Sensitivity
    • Fixed a bug where settings were not affecting the game experience.
    • Adjusting vertical sensitivity no longer adjusts horizontal sensitivity.
    • Fixed UI display of horizontal and vertical sensitivity after entering the lobby.