Update 1038 (Killing Floor 2): Difference between revisions
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(Corrected Release Date) |
(Added links to various pages, fixed spelling, redone headline usage) |
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| NextMajorUpdate=1046 | | NextMajorUpdate=1046 | ||
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'''Balance Changes''' | |||
* Greatly reduced the instances of Zed teleportation. Essentially players should never notice zeds teleport now unless a zed is completely stuck and cannot move, which should be extremely rare. | * Greatly reduced the instances of [[Specimens (Killing Floor 2)|Zed]] teleportation. Essentially players should never notice zeds teleport now unless a zed is completely stuck and cannot move, which should be extremely rare. | ||
* Siren can no longer teleport. Added the Siren to the list of large and more powerful zeds that can not teleport. | * [[Siren (Killing Floor 2)|Siren]] can no longer teleport. Added the Siren to the list of large and more powerful zeds that can not teleport. | ||
* Crawlers - It was hard to notice when crawlers were attack you so we adjusted the stationary attack animations. We've also redone their getup animations. | * [[Crawler (Killing Floor 2)|Crawlers]] - It was hard to notice when crawlers were attack you so we adjusted the stationary attack animations. We've also redone their getup animations. | ||
** You can now jump over and onto crawlers, knocking them down.<br />Refined evade animations for Crawler, Slasher and Stalker | ** You can now jump over and onto crawlers, knocking them down.<br />Refined evade animations for Crawler, [[Slasher]] and [[Stalker (Killing Floor 2)|Stalker]] | ||
* Zeds now utilize evade animations when trying to avoid grenades | * Zeds now utilize evade animations when trying to avoid grenades | ||
'''Sharpshooter''' | |||
* Decreased EBR Rifle stun power to 8 (was 40) | * Decreased [[M14 EBR|EBR Rifle]] stun power to 8 (was 40) | ||
* Decreased Railgun stun power reduced to 50 (was 100) | * Decreased [[Rail Gun|Railgun]] stun power reduced to 50 (was 100) | ||
* Increased Railgun Lock on time for Bloat/Scrake/Fleshpound is now 1. | * Increased Railgun Lock on time for [[Bloat (Killing Floor 2)|Bloat]]/[[Scrake (Killing Floor 2)|Scrake]]/[[Fleshpound (Killing Floor 2)|Fleshpound]] is now 1.1 sec (was 0.35) | ||
* Freeze Grenade radius has been increased to 900 (was 600) | * [[Freeze Grenade]] radius has been increased to 900 (was 600) | ||
'''Knockback refinements''' | |||
* Crawlers | * Crawlers | ||
** Stationary attacks no longer push players | ** Stationary attacks no longer push players | ||
** lunge attack now only slightly pushes players | ** lunge attack now only slightly pushes players | ||
** Stationary attack has the crawler jump up higher so it's easier to see you’re being attacked | ** Stationary attack has the crawler jump up higher so it's easier to see you’re being attacked | ||
* Alpha Clot | * [[Alpha Clot]] | ||
** Stationary attacks no longer push players | ** Stationary attacks no longer push players | ||
** Lunge attack now only slightly pushes players | ** Lunge attack now only slightly pushes players | ||
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** Stationary attacks no longer push players | ** Stationary attacks no longer push players | ||
** Lunge attack now only slightly pushes players | ** Lunge attack now only slightly pushes players | ||
* Cyst Clot | * [[Cyst|Cyst Clot]] | ||
** Attacks no longer push players | ** Attacks no longer push players | ||
* Stalkers | * Stalkers | ||
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'''Stun duration refinements''' - After fixing an issue with how stun durations was calculated the following stun durations should now be applied. This should make it harder to stun-lock large Zeds. | '''Stun duration refinements''' - After fixing an issue with how stun durations was calculated the following stun durations should now be applied. This should make it harder to stun-lock large Zeds. | ||
* Cyst | * Cyst | ||
** Stun length 3. | ** Stun length 3.0 sec | ||
* Slasher | * Slasher | ||
** Stun length 3. | ** Stun length 3.0 sec | ||
* Alpha | * Alpha | ||
** Stun length 3. | ** Stun length 3.0 sec | ||
* Crawler | * Crawler | ||
** Stun length 2. | ** Stun length 2.5 sec | ||
* Stalker | * Stalker | ||
** Stun length 3. | ** Stun length 3.0 sec | ||
* Gorefast | * [[Gorefast (Killing Floor 2)|Gorefast]] | ||
** Stun length 2. | ** Stun length 2.5 sec | ||
* Bloat | * Bloat | ||
** Stun length 1. | ** Stun length 1.5 sec | ||
* Siren | * Siren | ||
** Stun length 1. | ** Stun length 1.5 sec | ||
* Husk | * [[Husk (Killing Floor 2)|Husk]] | ||
** Stun length 1. | ** Stun length 1.5 sec | ||
* Scrake | * Scrake | ||
** Stun length 1. | ** Stun length 1.2 sec | ||
* FP | * FP | ||
** Stun length 1. | ** Stun length 1.2 sec | ||
* Patriarch | * [[Patriarch (Killing Floor 2)|Patriarch]] | ||
** Stun length 1. | ** Stun length 1.0 sec | ||
* Hans | * [[Dr. Hans Volter|Hans]] | ||
** Stun length 1. | ** Stun length 1.0 sec | ||
'''Difficulty''' | |||
Hard - The Win rates are still lower in hard then we'd like so we're adjusting the damage mod for some of the zeds for Hard difficulty. | Hard - The Win rates are still lower in hard then we'd like so we're adjusting the damage mod for some of the zeds for Hard difficulty. | ||
* Stalker | * Stalker | ||
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'''Bug fixes''' | |||
* Fixed an issue with the RPG and M79 not causing damage or knocking back Zeds at point-blank range | * Fixed an issue with the [[RPG-7|RPG]] and [[M79 Grenade Launcher|M79]] not causing damage or knocking back Zeds at point-blank range | ||
* Fixed an issue with the Combat Ready skill so that it now applies to the 9mm pistol | * Fixed an issue with the Combat Ready skill so that it now applies to the [[9mm Pistol (Killing Floor 2)|9mm pistol]] | ||
* Fixed a bug where stun duration wasn’t calculated properly | * Fixed a bug where stun duration wasn’t calculated properly | ||
* Fixed an issue where a player could jump through the fence in Farmhouse map | * Fixed an issue where a player could jump through the fence in [[Farmhouse]] map | ||
* Fixed Rack 'em Up counter not decreasing with Crossbow misfire. | * Fixed Rack 'em Up counter not decreasing with [[Crossbow (Killing Floor 2)|Crossbow]] misfire. | ||
* Draw distance optimization for some maps | * Draw distance optimization for some [[Maps (Killing Floor 2)|maps]] | ||
* Fixed a bug with light bulbs remaining lit after being shot | * Fixed a bug with light bulbs remaining lit after being shot | ||
* Marksman skill no longer increases shotgun firing speed. | * Marksman skill no longer increases shotgun firing speed. | ||
* Members of Zed team should no longer see human portraits on HUD | * Members of Zed team should no longer see human portraits on HUD | ||
* Removed huge background volume on Hostile Grounds | * Removed huge background volume on [[Hostile Grounds]] | ||
* Top weapon Knife icon to display the correct knife | * Top weapon Knife icon to display the correct knife | ||
* Changed “Field Medic” localization for Romance languages. | * Changed [[Field Medic (Killing Floor 2)|“Field Medic”]] localization for Romance languages. | ||
* Fixed Collision Issues with Green Poles on Burning Paris during Versus | * Fixed Collision Issues with Green Poles on [[Burning Paris]] during Versus | ||
* Fixed Rotating Lights being fixed in place on Burning Paris | * Fixed Rotating Lights being fixed in place on Burning Paris | ||
* Fixed issue in Versus with Husk fireball leaving flames on the floor that knock players back | * Fixed issue in Versus with Husk fireball leaving flames on the floor that knock players back | ||
* Fixed an issue with the Zed Napalm skill not properly lighting other Zeds on fire | * Fixed an issue with the Zed Napalm skill not properly lighting other Zeds on fire | ||
* Sharpshooter passive, recoil, now works properly | * [[Sharpshooter (Killing Floor 2)|Sharpshooter]] passive, recoil, now works properly | ||
* Fixed spectator's spawning under the world in Biotics Lab, Evac Point, and Prison | * Fixed spectator's spawning under the world in [[Biotics Lab (Killing Floor 2)|Biotics Lab]], [[Evacuation Point|Evac Point]], and [[Prison]] | ||
* Fixed Medic Enforcer Perk not giving new max ammo | * Fixed Medic Enforcer Perk not giving new max ammo | ||
* Fixed several achievement issues | * Fixed several [[Achievements (Killing Floor 2)|achievement]] issues | ||
{{KF2NavBox}} | {{KF2NavBox}} |
Latest revision as of 08:43, 15 January 2017
Killing Floor 2 update | |||
Update 1038 | |||
Release Date | July 7, 2016 | ||
◄◄ 1036 | ◄ 1037 | 1039 ► | 1046 ►► |
Balance Changes
- Greatly reduced the instances of Zed teleportation. Essentially players should never notice zeds teleport now unless a zed is completely stuck and cannot move, which should be extremely rare.
- Siren can no longer teleport. Added the Siren to the list of large and more powerful zeds that can not teleport.
- Crawlers - It was hard to notice when crawlers were attack you so we adjusted the stationary attack animations. We've also redone their getup animations.
- Zeds now utilize evade animations when trying to avoid grenades
Sharpshooter
- Decreased EBR Rifle stun power to 8 (was 40)
- Decreased Railgun stun power reduced to 50 (was 100)
- Increased Railgun Lock on time for Bloat/Scrake/Fleshpound is now 1.1 sec (was 0.35)
- Freeze Grenade radius has been increased to 900 (was 600)
Knockback refinements
- Crawlers
- Stationary attacks no longer push players
- lunge attack now only slightly pushes players
- Stationary attack has the crawler jump up higher so it's easier to see you’re being attacked
- Alpha Clot
- Stationary attacks no longer push players
- Lunge attack now only slightly pushes players
- Slasher Clot
- Stationary attacks no longer push players
- Lunge attack now only slightly pushes players
- Cyst Clot
- Attacks no longer push players
- Stalkers
- Stationary attacks no longer push players
- Lunge attack now only slightly pushes players
Stun duration refinements - After fixing an issue with how stun durations was calculated the following stun durations should now be applied. This should make it harder to stun-lock large Zeds.
- Cyst
- Stun length 3.0 sec
- Slasher
- Stun length 3.0 sec
- Alpha
- Stun length 3.0 sec
- Crawler
- Stun length 2.5 sec
- Stalker
- Stun length 3.0 sec
- Gorefast
- Stun length 2.5 sec
- Bloat
- Stun length 1.5 sec
- Siren
- Stun length 1.5 sec
- Husk
- Stun length 1.5 sec
- Scrake
- Stun length 1.2 sec
- FP
- Stun length 1.2 sec
- Patriarch
- Stun length 1.0 sec
- Hans
- Stun length 1.0 sec
Difficulty
Hard - The Win rates are still lower in hard then we'd like so we're adjusting the damage mod for some of the zeds for Hard difficulty.
- Stalker
- damage mod 0.75 (was 1)
- Crawler
- damage mod 0.75 (was 1)
- Bloat
- damage mod 0.75 (was 1)
- Gorefast
- damage mod 0.75 (was 1)
- Siren
- damage mod 0.75 (was 1)
- Scrake
- damage mod 0.7 (was 1)
- Fleshpound
- damage mod 0.65 (was 1)
Bug fixes
- Fixed an issue with the RPG and M79 not causing damage or knocking back Zeds at point-blank range
- Fixed an issue with the Combat Ready skill so that it now applies to the 9mm pistol
- Fixed a bug where stun duration wasn’t calculated properly
- Fixed an issue where a player could jump through the fence in Farmhouse map
- Fixed Rack 'em Up counter not decreasing with Crossbow misfire.
- Draw distance optimization for some maps
- Fixed a bug with light bulbs remaining lit after being shot
- Marksman skill no longer increases shotgun firing speed.
- Members of Zed team should no longer see human portraits on HUD
- Removed huge background volume on Hostile Grounds
- Top weapon Knife icon to display the correct knife
- Changed “Field Medic” localization for Romance languages.
- Fixed Collision Issues with Green Poles on Burning Paris during Versus
- Fixed Rotating Lights being fixed in place on Burning Paris
- Fixed issue in Versus with Husk fireball leaving flames on the floor that knock players back
- Fixed an issue with the Zed Napalm skill not properly lighting other Zeds on fire
- Sharpshooter passive, recoil, now works properly
- Fixed spectator's spawning under the world in Biotics Lab, Evac Point, and Prison
- Fixed Medic Enforcer Perk not giving new max ammo
- Fixed several achievement issues