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Killing Floor 2

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
New Maps
  • Catacombs
  • Evacuation Point

New Perks
  • Firebug
  • Demolitions
  • Berserker- completely reworked

New Weapons
  • Caulk ‘n Burn
  • Dragon’s Breath Trench Gun
  • Microwave Gun
  • Molotov Cocktail
  • Firebug Firemans Blade
  • HX25 Grenade Pistol
  • C4 Remote-detonated explosive
  • M79 Grenade Launcher
  • RPG-7
  • Dynamite
  • Demo Utility Knife
  • Dual 9mm
  • Zweihander (unlocked by owning Chivalry)

New Characters
  • Anton Strasser (unlocked by owning Red Orchestra 2/Rising Storm)
  • Tom Banner (crossover character unlocked by owning Chivalry)

New Features
  • Zeds now have normal, resistant and weakness zones - via damage type on skin type
  • After Action Report - detailed stats at the end of a match
  • Kick Voting
  • Map Voting
  • Dual Wielding (9mm’s being the first weapon for this)
  • NVIDIA’s PhysX FleX Technology (for NVIDIA GeForce 770’s and above cards)
  • Killed by messages
  • Ability to equip multiple cosmetics per character
  • Shared Content system - when one user has access to a weapon others in the server have access to it
  • NVidia GeForce Experience integration


Perk Tuning:
Berserker Skill Tree Changes
  • Level 5 Skills
    • Poison (+40%) Resistance
    • Sonic (+40%) Resistance
  • Level 10 Skills
    • Lifesteal (5 HP / Kill)
    • Increased Max Health (+100%)
  • Level 15 Skills
    • Melee Attacks (+15% Speed) & (+15%) Damage
    • Blocking increases next attack (+50%)
  • Level 20 Skills
    • Parrying an attack increases attack speed. (+20% for 10 sec.)
    • Heavy Attacks do (+30%) more damage & increased knockdown (+30%)
  • Level 25 Skills
    • [Zed Time] Move in Real time, increased attack speed (+50%) & parry causes knockdown
    • [Zed Time] Move in Real time, increased weapon stun power (+100%) and stumble power increased (+100%)

Berserker Passive Changes
  • Increased Berserker Weapon Damage
  • Increased Melee Attack Speed
  • Increased Movement Speed
  • Increased Damage Resistance
  • Not being able to be grabbed by clots
  • Night vision (this will be a toggle if you have a weapon with a flashlight so you can have both)



Support Skill Tree Changes
  • Level 5
    • Removed getting grenades from supplier perk.
  • Level 15 Bombard
    • Tweaked skill to stumble zeds, M4 has the strongest stumble power and can stumble Fleshpound.

Commando Skill Tree Changes
  • Level 5 Skills - Tier renamed to Supply
    • Large mags has moved to replace the old night vision skill choice
    • Backup is now a Level 5 skill
    • Backup bonus damage has been increased to 60% (Works with Dualies)
  • Level 10 Skills - Tier renamed Weapon Handling
    • Impact and Tactical Reload moved here
    • Level 15 Skills - Tier renamed Awareness
  • Leadership has been added - This skill makes your team reload 10% faster
    • Callout is now at level 15
  • Level 20 Skills
    • Single Fire skill has been moved here

Commando Passive Changes
  • Night Vision is now a passive skill (this will be a toggle if you have a weapon with a flashlight so you can have both)
  • Weapon damage now increases 1% every level


Improvements/Additions:
General
  • Made it easier to time parries for players with higher ping.
  • Some Zed attacks are now unable to be interrupted by parried (damage is still mitigated)
  • Larger Zeds have attended ballet and can now turn quicker
  • Made changes to Zed spawning and placement systems shihonage
  • Zeds no longer enjoy player company when few zeds are left
  • Matchmaking will now try and put you in a server with people instead of just the lowest ping
  • Ammo and Weapon pickups are reduced in early waves (you may find ammo)
  • Added ability to knock down all zeds even the boss


Zeds
Husk
  • Backpack will explode after a damage threshold is reached
  • Now suicides a bit faster
  • Shoots can now be interrupted via stumble/knockdown/stunned/panic/poison
Bloat
  • When headless puke now sprays from the neck (visual only)
Hans
  • Is now more resistant to explosives (but vulnerable to microwaves)
  • Is now a bit more inaccurate with firearms
  • Has a bit more cooldown between gun bursts
  • Melee attacks now have pushback on them
  • Melee attacks now have a bit more cooldown between chains
  • Hit reactions now look more fluid (and less jerky)
  • Grenades now have a UI warning
  • Has a visible shield when he goes into hunt mode
  • Shield visibly deflects bullets when in hunt mode
  • Stumble animations are now quicker and take less time to recover.
  • Knockdown animation added
  • Unique parried animations added
Siren
  • Siren scream is now interrupted on stumble/knockdown/stunned/panic/poison
  • Sirens now scream less frequently, but does more damage per pulse
Fleshpound
  • Fleshpound now wants to hit something before dropping out of rage (like in Killing Floor 1)
  • New rage sprint animation added
  • 3 EMP grenades will now trigger incap - This is reduced used to be 5 to incap.
  • Stumble animations are now quicker and take less time to recover.
  • Knockdown animation is added to zed.
  • Unique parried animations added.
Scrake
  • Stumble animations are now quicker and take less time to recover.
  • Knockdown animation is added to zed.
  • Unique parried animations added.

Weapons
  • Eviscerator has new functionality
    • Ability to block and parry
    • Laser now projected down range from the weapon
    • Now more responsive from firing to dealing damage
  • Backup knives
    • Increased damage slightly
  • Crovel
    • Increased damage slightly
    • Tuned damage line trace to be more accurate with the animations
  • Pulverizer
    • Increased damage slightly
    • Tuned damage line trace to be more accurate with the animations
  • New melee attacks (bound to the bash key) for all melee weapons
    • Stabs and Pushes
  • Improved Hit Detection on all melee weapons and bashing
  • Parry system now requires weapon strength to be higher than zeds to parry
    • Weapon Parry strength
      • Knife = 1, Crovel = 3, Katana = 4, Pulverizer = 5, Zweihander = 5, Eviscerator = 5
    • Zed Parry Resistance
      • Clots = 0, Crawler = 1, Stalker = 1, Siren = 1, Gorefast = 2, Husk = 2, Bloat = 3, Scrake = 4, FP = 4, Hans = 4
  • Can now interrupt reloads by using ironsights
  • Can now interrupt reloads by throwing a grenade
  • Several weapon idles have been tweaked
  • Added functionality so ammo pickups can give partial mags
  • Tweaked double barrel shooting anims
  • M4 now carries 8 shells in the magazine
  • M4 reloads have been adjusted (animation and timing)
  • AA12 recieved partial mags from ammo pickups
  • AA12 starts with half ammo when purchased (like all other weapons) now
  • M500 now holds 16 less shells in the ammo pool
  • Double Barrel holds 16 less shells in the ammo pool
  • 9mm starts with one mag less of ammo
  • 9mm has 3 less magazines
  • AR-15 starts with one mag less of ammo
  • AR-15 has 2 less magazines
  • Bullpup has 3 less magazines
  • AK-12 has 2 less magazines
  • Flamethrower changes to bring it inline as a Tier 3 weapon
    • Ammo more expensive
    • Does more damage
    • Ground fire will now give XP bark
    • Flamethrowers now receive partial mags from ammo pickups
    • Fire now passes through teammates
    • Added to the Firebug perk (no longer in offperk weapons)

Weapon Economy
  • AA12 price increased
  • Commando ammo price increased
  • Nailgun price decreased
  • Pulverizer price increased
  • Eviscerator price increased

UI/FX
  • New FX trails for all Zed Attacks
  • Changes to armor in Trader Display UI. Now shows total armor plus bonus armor
  • New Parry notification FX for successful parries
  • Attack that cannot be parried are represented with FX around their attack animations
  • Improved Hans introduction sequence
  • Added new FX for when Hans is draining health to indicate he can’t be damaged
  • Clarity pass on some weapon and skill descriptions
  • Streamlined GFX options menu. Revert popup is only displayed if we want to display a performance warning, restart warning or revert countdown. All other changes take effect immediately. If the user hits "Back" with unsaved changes, it will prompt the user and ask for save confirmation.
  • ZED Obliteration effect significantly improved, more blood, more gibs, affects persistent blood more


Audio
  • Improvements to melee weapon sounds
  • Addition of skin types for enemies. Metal, electrical, etc…
  • Enhancement of gore sounds!
  • Major improvements to the sound occlusion system
  • Explosions now with more explosion(y) level sound!
  • Global mix improvements

Editor
  • Conformed Landscape to work with Splatter Maps, KF2 lighting and PhysX 3x integration
  • Removed Terrain actor from tree (Terrain not supported in Killing Floor 2)
  • Added Workshop upload tool
  • New Workshop content to support creation of character cosmetics and weapon skins (this is for inclusion with the game, mod workshop is still being worked on)
  • Added SDK maps to test workshop content
  • Persistent blood now works on unlit translucency


Bug Fixes:
General
  • Fixed perk rounding bonus error
  • Fixed an issue where the Husk suicide would prevent players from respawning.
  • Fixed occasionally not being healed by Medic Grenades
  • Fixed slashing damage not decapitating zeds properly
  • Fixed zeds being unresponsive in broken glass remains
  • Fixed an issue where ragdolls were sped up if using Variable Frame-rate
  • Fixed an issue where Hans’ damage was scaling based on amount of players
  • Fixed an issue where you could switch away from “Strength” perk and keep weight
  • Fixed an issue where healing wasn’t working properly offline
  • Fixed an issue where people could exploit controller config
  • Fixed an issue where grenades wouldn’t heal you if they were inside a dynamic object.
  • Fixed custom maps download percentage not updating “OK!”

Weapons
  • Fixed an issue where players were able to duplicate weapons
  • Fixed an issue where perk skills would not change fill all ammo price
  • Fixed an issue where the rapid fire skill wasn’t shooting at a faster rate
  • Fixed issue where hands would come off the Pulverizer
  • Fixed issues where hands would come off the Crovel
  • Several weapon notifies updated to be more accurate
  • 3rd person quick heal now better matches 1st person
  • Fixed Eviscerator saw jitter
  • 3rd person nailgun reload now better matches 1st person
  • 3rd person flamethrower reload now better matches 1st person
  • Fixed IK issue with hands on the AR 15
  • 3rd person katana animations now better match 1st person
  • Fixed issue where some 1st person weapons would jitter in slowmo
  • Reloads now complete once the magazine is in the weapon instead of when the animation settles.
  • 1st Person weapons now use uncompressed normal maps

User Interface
  • Fixed keybinding issue with localized controls
  • Fixed selling incorrect weapon at trader pod
  • Fixed some text not being localized
  • Fixed an issue where skill tree unlock popup could persist
  • Fixed issue where player and steam avatars appeared twice in party UI
  • Fixed several keybinding issues when rebinding to already used keys
  • Fixed an issue where the server browser filter for “Not Full” was showing full servers
  • Fixed several issues where sound was not playing in the UI

Audio
  • Fixed Audio stuttering issues
  • Hans is no longer obsessed with talking about hunting when everybody is dead

Maps
  • Fixed zeds not being able to jump on tables in Volter Manor
  • Fixed exploits in Outpost
  • Fixed exploits in Biotics Lab
  • Fixed portal entry handlers in Biotics Lab
  • Fixed exploits in Volter Manor
  • Fixed Reverb Volume implementations in maps
  • Fixed some impact FX on water in Burning Paris
  • Fixed some lighting issues in Burning Paris

Zeds
  • Fleshpounds can now jump when enraged
  • Fixed an issue where the Fleshpound would never rage if all of his attacks were parried.
  • Fixed an issue with Fleshpound LODs on low settings
  • Fixed an issue with Husk LODs on low settings
  • Fixed an issue where zeds wouldn’t attack players standing in destructible meshes
  • Fixed some animations problems with crawlers while walking on slopes
  • Fixed an issue where you wouldn’t get XP if a husk suicided
  • Fixed an issue with Hans where he would enter a falling state forever
  • Fixed several gore related issues
  • Fixed instances where zeds wouldn’t animate properly in multiplayer causing them to appear as if they were teleporting
  • AI Pathing improvements by fixing bad AI states

Crash
  • Fixed a crash for users that had old Steam avatars of a different size
Known Issue
  • Evacuation point in the editor has map warnings
  • Several localized text strings for perk skills have not been updated yet, however the English is correct. These skills are Flaratov and Sacrifice.
  • Rare crash when obliterating bloats when FleX is set to high.
  • Microwave gun "cooking" effect remains on dead bodies that are not obliterated
  • After Action Report: Headshots are not always properly recorded in the "personal best" section
  • Rare crash using the voice command widget
  • Occasional crash when getting server details on the server browser


What a fucking fantastic patch. Almost everything I asked for has been delivered. Zeds no longer teleport, they just run when they're far away from anyone. Berserker is not shit anymore, and the stabbing attacks are extremely useful. The FLEX gore is beautiful looking and the microwave gun is a joy to use.

There's some balance issues though. Berserker is slightly too strong, and needs a damage nerf at lv 25, strong swings look horrible because the swinging aftereffects stick around for too long, and the trench gun seems to be much quieter than the other guns.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Great update!

I just tried the new Evacuation Point map. This harbor map is not the prettiest but it's a large, complex, varied and atmospheric. I like.

I turned on the Gore Flex stuff ("Gibs only") and the frame-rate remained more or less the same on my system (i7 920 + 960), I did disable the Reflecting Surfaces for the time being as those seemed to cause fairly significant frame-rate drops. The changes to the gore system are more subtle than I expected them to be which is not a bad thing per se.

There are still no in-game options to disable mouse acceleration and trader banter though :rpgcodex:

The mouse acceleration can be disabled easily enough but does anyone know of a tweak or mod that completely mutes the trader?
 
Last edited:

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
another small update:
Gameplay:
Reduced Spartan attack speed to intended value

Increased smash knockdown power to intended value (note: text description of perk has not changed yet)

Tightened spread on HX25

Audio:

Added voice over for Strasser, replaces placeholder audio

Balanced all voice over audio

Optimization:

Improved performance on Catacombs

General FleX optimizations

Bug Fixes:

Fixed an issue where HX25 rounds were not dealing impact damage online

Fixed some zeds spawning in the wrong wave on normal length games

Known Issue:

Fixed grenade supplier perk is only working once per game instead of once per wave
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
I have a feeling this will be at least 50% off before it hits 'release' state.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,499
Location
California
is...is that Hollywood from Vampire? :love::love::love:
VampireBloodlines_Motivational_by_meMilly.jpg
 

Utgard-Loki

Arcane
Joined
Dec 29, 2011
Messages
1,874
ho-lee-fugg
animating the guns at 5 gazillion fps really paid off. i pop a boner every time slomo kicks in. :oops:

goty every year.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
http://killingfloor2.com/Zedconomy/

You no longer need to be in an active combat zone to go shopping. The company that brought you instant, on-demand 3D printing of fine armaments now brings you the shop-anywhere-and-anytime convenience of our new online store - The Trading Floor.



Horzine is proud to unveil its new online service for instantaneous accessorization. In a part of the world ransacked by creatures not naturally born of this earth, one might not be aware of the effect a good-looking piece of gear can have on morale. With these items in your possession, you’ll feel more than recoil - you’ll feel fashionable!



Paint your guns with a color other than Zed-Red! Change out of those dirty seven-month, twice turned garments - the apocalypse is no excuse for lack of cleanliness! With the new Trading Floor Zed-conomy, you’ll be the envy of your friends and dazzle the opposition with superior taste and firepower.



The Trading Floor allows immediate access and purchase of these items outside of the field of combat. No more waiting for that last Clot to come find you and have its miserable existence ended. No more anxiously waiting for the breather in between waves to say ‘I could really make a statement if I had bought that hot-pink beanie cap.’ Simply access the Trading Floor and peruse the available selections anytime, from the comfort of your quarters. These items are designed and made by people just like you. Buy their creations, learn their secrets, use them better and, most importantly, look good doing it!





 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
I don't see the problem considering it's only cosmetics. They sold character skins for KF1.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,499
Location
California
I agree with Bethestard. So long as they don't lock new shit behind this system it's all good.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
What the hell is wrong with you sheeple, microtransactions are never a good thing. Also, this game costs €27 and it's still far from finished. I didn't sign up for some RNG Crate Economy garbage ffs.

When the game is over you will randomly either get no crate or a random crate that which to open you will need a key for that crate that you have to buy. When you open the random crate you will receive a random cosmetic randomly. Random.



Watch that user rating go down the toilet.
 
Last edited:

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Killing Floor 2 is getting review bombed after developer adds cosmetic microtransactions

Tripwire Interactive announced today that Steam Early Access title Killing Floor 2 will have cosmetic microtransactions starting with the next update. Though that update will bring a new perk (Gunslinger) and two new maps, it will also bring an in-game store called the Trading Floor.

In Trading Floor, weapon skins and cosmetic accessories will be dropped in-game either standalone, or in the form of crates or USB sticks. If found in a crate or USB stick, you can purchase a decryption key to obtain a random item. Most of these are player-made from the recent competition; the creators will earn 25 perent of the revenue from their submission any time the item is purchased. These accessories are purely cosmetic and have no effect on the core, skill-based cooperative shooter.

Cosmetic weapons and items come in a variety of rarities and conditions (battle-scarred, field-tested, and mint). The rarest tier will only be available through crates, USB sticks, and trading. An eventual crafting system is also in the works.

Money earned from these microtransactions will go toward continuous support of Killing Floor 2 post-release. Community Manager Jared Creasy posted on the Steam forums, saying that "While players liked the weapon skins [in the first Killing Floor], that didn't translate toward supporting the free updates they were designed to." Weapons in the first game were purchased via DLC packs on the Steam client.

However, the shadow of October's Payday 2 fiasco is looming over Tripwire Interactive. Players on both the Steam forums and the Killing Floor subreddit are in a furious uproar, with posts titled "Is this a fucking joke?" and "What the fuck is Tripwire thinking, adding microtransactions before the full game is even released?" Most of the anger stems from players' dissatisfaction with the rate of content updates thus far; they see this as an inappropriate prioritization of company resources and time. Creasy says that "Backend developers who have been working on this aspect of the game do not take anything away from gameplay development."

All of this had led to a chunk of Killing Floor 2 owners flooding the game's Steam page with negative reviews. Players with upwards of 200 hours in-game are changing their once-favorable opinions to reflect their microtransaction-induced wrath. This hasn't had a marked effect as of yet, as the game still sits at "Very Positive," with 89% of the 17,893 submitted reviews being satisfied.

Other players are upset because of this question in the Trading Floor FAQ post.

Q: Will I have to spend money to remain competitive?

A: No. All of the content added in Trading Floor at launch will be cosmetic only and not affect gameplay in any way. In the future we may be adding weapons with new gameplay for sale, but this will appear in the “Shared Content” area on the server. This means that, if any player on the server has a weapon (like the Chivalry Zweihander now), then every player on the server will be able to use it. No-one gets any “advantage”. Co-op game - everyone starts out equal! Our goal is for any such weapons to be side grades anyway, so they won’t provide an edge over the current tier of weapon power.


Weapons (functionality-wise) are not part of the microtransactions that are about to be launched with the next update. Tripwire is laying groundwork for the future. The "Shared Content" feature is its attempt at lessening the divide in the userbase that occurs when not every person who bought the game is willing to purchase DLC.

Since most of the people who are upset about this are also mentioning Payday 2, it would seem that this is a combination of the current microtransaction-heavy climate and unfortunate timing. Tripwire Vice President Alan Wilson says the studio's listening to feedback:

Not much time left to change anything before the update, but we are listening. And, to those asking "why not get the game out of Early Access first?" - well, here's your answer. Feedback, leading to changes in what we are doing with this, changes to future plans. So that, when the game comes out of Early Access, it is actually finished, with core systems like this ironed out and working the way people want it to.

And it would appear that Tripwire is listening because not long after that, a forum-goer expressed concern that he would no longer be able to 100 percent complete the game because it would be about real money and not skill-based achievements. Wilson responds "On a separate theme: interesting point on the subject of 'completion,' thanks. Beginning to understand peoples' desire to have 'everything.' We'll have to give that some (more) thought."

Killing Floor 2's next update has no official release date, but will be released before the end of the year. It remains to be seen how these microtransactions will be received by the community once they see them in play. We'll keep you updated on the situation.
 

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