Update 1033 (Killing Floor 2)

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Killing Floor 2 update
Update 1033
Release Date May 10, 2016
◄ 1028 ◄ 1032 1034 ► 1036

General

  • Weapon ammo rebalance - Details below
  • Improvements to the live update system allowing many more variables and gameplay settings to be changed via the live update system.


Ammo Rebalance Details

  • Commando
    • AR 15
      • Ammo capacity increased to 240 (from 200)
      • Start with 140 instead of 100 rounds
      • Cost per mag increased to 14 (from 13)
    • Bullpup
      • Capacity increased to 330 (from 300)
      • Cost per mag increased to 24 (from 20)
    • AK 12
      • Capacity increased to 360 (from 240)
      • Cost per mag increased to 30 (from 25)
    • Scar
      • Capacity increased to 360 (from 300)
      • Starting reduced to 100 (from 120)
      • Cost per mag reduced to 28 (from 30)


  • Support
    • SG500
      • Capacity increased to 64 (from 48)
      • Starting increased to 32 (from 24)
      • Cost per mag reduced to 37 (from 40)
    • M4
      • Capacity increased to 72 (from 48)
      • Starting increased to 32 (from 24)
      • Cost per mag increased to 47 (from 40)
    • AA 12
      • Capacity increased to 100 (from 80)
      • Starting reduced to 20 (from 40)
      • Cost per mag increased to 110 (from 100)


  • Medic
    • HM 101
      • Capacity increased to 255 (from 240)
      • Starting increased to 135 (from 120)
    • HM 201
      • Capacity increased to 520 (from 360
      • Starting increased to 240 (from 160)
    • HM 301
      • Capacity increased to 90 (from 60)
      • Starting increased to 40 (from 30)
      • Cost per mag increased to 40 (from 30)
    • HM 401
      • Capacity increased to 420 (from 330)
      • Cost per mag increased to 40 (from 30)


  • Zerker
    • Pulverizer
      • Capacity reduced to 20 (from 35),
      • Starting reduced to 5 shells (from 20)
      • Cost per mag increased to 85 (from 50)
    • Eviscerator
      • Starting reduced to 5 blades (from 17)
      • Cost per blade reduced


  • Firebug
    • Caulk n’ Burn
      • Capacity increased to 450 (from 300)
      • Starting increased to 250 (from 200)
      • Cost per mag increased to 20 (from 15)
    • Dragon’s Breath
      • Capacity increased to 51 (from 46)
    • Flamethrower
      • Capacity increased to 500 (from 400)
      • Cost per mag increased to 83 (from 60)
    • Microwave Gun
      • Capacity increased to 500 (from 400)
      • Starting reduced to 100 (from 200)
      • Cost per mag increased to 100 (from 75)


  • Gunslinger
    • 1858’s
      • Capacity increased to 192 (from 144)
      • Starting increased to 96 (from 72)
      • Cost per mag increased to 6 (from 5)
    • 1911
      • Starting reduced to 64 (from 72)
      • Cost per mag increased to 13 (from 10)
    • Desert Eagle
      • Capacity increased to 112 (from 98)
      • Starting reduced to 42 (from 49)
      • Cost per mag increased to 21 (from 10)
    • .500’s
      • Capacity increased to 105 (from 80)
      • Starting reduced to 30 (from 40)
      • Cost per mag increased to 25 (from 15)


  • Demo
    • HX25
      • Capacity increased to 30 (from 24)
      • Starting increased to 18 (from 12)
      • Cost per mag increased to 9 (from 5)
    • C4
      • Cost per mag reduced to 27 (from 100)
    • M79
      • Capacity increased to 27 (from 16)
      • Starting increased to 10 (from 8)
      • Cost per mag increased to 13 (from 10
    • RPG
      • Capacity increased to 16 (from 12)
      • Starting reduced to 5 (from 6)
      • Cost per mag increased to 30 (from 25)


Fixes

  • Fixed a bug where zed speed was being double calculated resulting in unintended faster zeds on higher difficulties, and slower zeds on lower difficulties
  • Fixed several cases where VS mode zed/human balance scaling could becoming miscalculated resulting in the Zed team being either weaker, or more powerful than they were intended to be
    • It is highly possible we may to have to do significant Live Update work later this week as we see new stats come in from Versus Survival, as this bug was significantly affecting balance
  • Fixed cases when UI could end up stuck on the screen when leaving a trader or starting a game
  • Improved jittering from ZEDs moving up and down slopes and stairs. In general this should look much more smooth.
  • Fixed an issue where it was possible for trader purchases not to be applied when leaving the trader menu
  • Fixed an issue where key bindings changed while in survival mode or VS mode were not being applied when playing the other game type
  • Fixed an issue where Scrakes would not enrage, even when a substantial amount of damage was done to them
  • Fixed an issue where AI Husks and The Patriarch would look one way but shoot another (this issue was previously fixed for player controlled ZEDs)