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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==== Balance Changes ====
'''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 ====
'''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 1.1sec (was 0.35)
* 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 ====
'''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 3.0sec
** Stun length 3.0 sec
* Slasher
* Slasher
** Stun length 3.0sec
** Stun length 3.0 sec
* Alpha
* Alpha
** Stun length 3.0sec
** Stun length 3.0 sec
* Crawler
* Crawler
** Stun length 2.5sec
** Stun length 2.5 sec
* Stalker
* Stalker
** Stun length 3.0sec
** Stun length 3.0 sec
* Gorefast
* [[Gorefast (Killing Floor 2)|Gorefast]]
** Stun length 2.5sec
** Stun length 2.5 sec
* Bloat
* Bloat
** Stun length 1.5sec
** Stun length 1.5 sec
* Siren
* Siren
** Stun length 1.5sec
** Stun length 1.5 sec
* Husk
* [[Husk (Killing Floor 2)|Husk]]
** Stun length 1.5sec
** Stun length 1.5 sec
* Scrake
* Scrake
** Stun length 1.2sec
** Stun length 1.2 sec
* FP
* FP
** Stun length 1.2sec
** Stun length 1.2 sec
* Patriarch
* [[Patriarch (Killing Floor 2)|Patriarch]]
** Stun length 1.0sec
** Stun length 1.0 sec
* Hans
* [[Dr. Hans Volter|Hans]]
** Stun length 1.0sec
** Stun length 1.0 sec
 


'''Difficulty'''


==== 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 ====
'''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


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{{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.
    • You can now jump over and onto crawlers, knocking them down.
      Refined evade animations for Crawler, Slasher and Stalker
  • Zeds now utilize evade animations when trying to avoid grenades


Sharpshooter


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