Author Topic: KF2 UPDATES: Patch information  (Read 6683 times)

Offline jimbouk1977

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Re: KF2 UPDATES: Patch information
« Reply #15 on: June 15, 2016, 02:12 »
Update 1036

Coming shortly will be a mandatory client and server update for KF2. This is a bit later in the day than we like to push out updates but we feel the fixes addressed in this update are severe enough to inconvenience everyone.

Bug fixes:

    Fixed server crash on map travel
    Fixed a crash related to the siren screaming
    Fixed a crash when attempting to recycle hundreds of cosmetic items at once
    Fixed bosses not spawning correctly in VS mode
    Fixed an audio issue with the AK-12 firing in burst mode
    Fixed an issue with projectiles not being able to be picked up when under water
    Fixed an issue causing some achievements to not unlock
    Fixed an issue where Sharpshooter UI elements would remain after changing perks
    Fixed an issue where Husks would not explode when a player shot their fuel tank
    Fixed an issue causing audio stuttering in Biotics Lab and Prison maps
    Fixed an issue where UI elements would be stuck on a player's screen after respawning
    Fixed an item crafting exploit


Additional features:

Added a config setting to toggle off boss health bars (this is located in KFGame.ini and cannot be changed currently using the game UI)



Known issues:

There are a couple of nasty known issues we're looking to address, but we wanted to release the crash fixes we have in the mean time.

    Dead player controlled Scrakes and Fleshpounds will sometimes damage human players near their bodies.
    Config setting to add the welder back to the weapon select menu doesn't work properly

Offline Killbuni

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Re: KF2 UPDATES: Patch information
« Reply #16 on: June 15, 2016, 02:13 »
Killing Floor 2
FULL STORIES HEADLINES
14 JunKF2 Bullseye Update (Version 1035)
Community Announcements - [TW]Schneid
Hey everyone,

Thanks for your participation in the beta over the weekend! The update is now live and we'll continue to make adjustments via our live game updating system and updates over the coming weeks in order to incorporate your feedback and address additional bugs.

Those of you interested in the full changelog for the Bullseye update can find it here: http://forums.tripwireinteractive.com/showthread.php?t=118024

The changes from the latest Beta build are as follows:

Zed
Siren
resistance to Remington lowered to 1 was 0.6
Husk
resistance to Remington revolver lowered to 1.0 was 0.75
Gorefast
resistance to Remington revolver lowered to 0.9 was 0.75
Weapons
Berserker - We increased the block and parry mitigation so that it's not so punishing
Crovel
Block strength will mitigate 40% damage was 30%
Parry strength will mitigate 50% damage was 30%
Pulverizer
Block strength will mitigate 50% damage was 40%
Parry strength will mitigate 60% damage was 40%
Zweihander
Block strength will mitigate 50% damage was 40%
Parry strength will mitigate 60% damage was 40%
Eviscerator
Block strength will mitigate 60% damage was 50%
Parry strength will mitigate 70% damage was 50%
Katana
Block strength will mitigate 40% damage was 30%
Parry strength will mitigate 50% damage was 30%

All Weapons with Bash
increased stumble power
added melee hit reactions power
stumble power wasn't strong enough to stumble zeds when hit with bash this has now been adjusted. also added in melee hit reactions so that if stumble for the zed is on cool down the zed will still flinch from the bash

Demo
RPG7
damage radius increased to 400 was 250
weight reduced to 9 was 10. We increased the damage radius so that it's got better splash damage and decreased the weight by 1 so that you can carry a M79 and RPG7 together.

Bug fixes

Fixed VS UI telling ZED team to weld doors

Fixed pickup collision for some sharpshooter weapons so that they don't appear to float

Fixed some end-of-game awards not being granted

Fixed Support Ammo skill not granting additional Ammo

AI pathing fixes and boss spawn fixes for Containment Station

Fixed some unfinished audio localization files

Fixed a case where projectile weapons would not work properly if reloaded during ZED time

Fixed multiple server crashes related to running certain custom maps

Fixed a client crash when completing the training mission

Offline jimbouk1977

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Re: KF2 UPDATES: Patch information
« Reply #17 on: June 20, 2016, 22:49 »
KF 1036 Live Update and Optional Server Update


Hey folks,

Change logs are a bit tardy since it was a very late night last night but we've rolled out two updates in the last 24 hours. One optional server update and one game balance update via our live update system.

Optional server update:
This change will remove maps that haven't been balanced for VS mode from appearing in the default map vote list while in VS mode. Servers are still welcome to run any map in VS mode but they won't be visible by default. This change has no impact on servers running survival mode.

Live balance update:
We're processing massive amounts of player feedback and analytic data received since the release of the Bullseye update and we'll continue to make adjustments in the coming days. Today's changes consist of:

    Clots/Cysts/Slashers: Reduced all damage resistances by .25, to a maximum of 1.00.
    Crawlers: Reduced all damage resistances by .25, to a maximum of 1.00.
    Stalkers: Reduced all damage resistances by .25, to a maximum of 1.00.
    Gorefasts: Reduced all damage resistances by .25, to a maximum of 1.00.


To explain what this means - If a ZED had a resistance to damage (.50 would mean the ZEd takes 50% damage from an attack) that resistance has been scaled back by .25 (.50 would become .75, which means the ZED would take 75% damage from that type of attack).

If a ZED had only a minor resistance (.90 for example) they now have no resistance (1.00 takes full damage from an attack) but gain no additional vulnerability.

Generally, we're trying to make a variety of weapons feel more effective against smaller common ZEDs and the design team will evaluate what kind of changes need to make to the larger ZEDs once we see the results of these changes.

Offline jimbouk1977

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Re: KF2 UPDATES: Patch information
« Reply #18 on: June 23, 2016, 22:59 »
Update 1037


Patch 1037 is going live for servers now and clients shortly. This is a required update.

Bug fixes

    Scrake and Fleshpounds bodies no longer deal damage if they die while raging in VS mode.
    Player inputs are no longer cleared during wave start, should resolve issues with stopping player movement at the beginning of a wave
    Fixed grammar errors in difficulty descriptions
    Fixed numerous bugs with the end of game scoring in VS mode
    Fixed some end of game awards not being granted in the after action report
    Fixed AI pathing issues and map bugs on Hostile Grounds and Containment Station maps
    Fixed cases where the Patriarch would not play his healing animation, leading to strange behavior
    Fixed the server browser filter for "ANY" game type
    Fixed game servers with custom game settings not showing up in the server browser
    Fixed an issue causing demolitions projectiles to not detonate when client and server get out of sync (this should improve and possibly fix demo "dud" rounds when playing online)
    Fixed interaction messages for door welding appearing for ZED players in VS mode
    Improved surround audio for first person weapon handling
    Fixed Medic's Enforcer skill not giving correct maximum ammo
    Fixed an issue where Sharpshooter recoil reduction was not working correctly
    Fixed broken glass materials on some objects not displaying correctly



Balance changes

Resistance refinement and ZED balance changes
We've received your feedback on resistances and saw that most people like the idea and concept for this system but didn't like having low level zeds being harder to kill for some perks when you hit your target, so we've reverted most things back to the original before the Bullseye update and massively reduced others. We've also reduced ZED vulnerabilities to some types of damage, as these vulnerabilities were meant to be paired with ZED resistances.

    Alpha clot
        Slashing Damage vulnerability increased to 0.85 (was 0.75)
        Bludgeon Damage vulnerability increased to 0.9 (was 0.75)
        Backup Knife resistance reverted to original 1.0 (was 0.95)
        Toxic damage resistance reverted to original 1.0 (was 0.88)
        SMG Damage vulnerability reduced to 1.5 (was 3.0)

    Cyst
        Explosive resistance reverted to original 1.0 (was 0.88)
        Toxic damage resistance reverted to original 1.0 (was 0.9)
        Fire damage resistance reverted to original 1.0 (was 0.8
        Slashing Damage vulnerability increased to 0.85 (was 0.5)
        Bludgeon Damage vulnerability increased to 0.9 (was 0.5)
        Backup Knife resistance reverted to original 1.0 (was 0.95)
        Shotgun Damage resistance reverted to original 1.0 (was 0.9)
        SMG Damage vulnerability reduced to 1.5 (was 3.0)
        Assault Rifle Damage vulnerability reduced to 1.5 (was 2.25)

    Slasher
        Slashing Damage vulnerability increased to 0.85 (was 0.5)
        Bludgeon Damage vulnerability increased to 0.9 (was 0.5)
        Backup Knife Damage resistance reverted to original 1.0 (was 0.95)
        Shotgun Damage resistance reverted to original 1.0 (was 0.9)
        SMG Damage vulnerability reduced to 1.5 (was 3.0)

    Crawler
        Fire damage vulnerability increased to 0.9 (was 0.6)
        Shotgun Damage vulnerability increased to 0.9 (was 0.8)
        SMG Damage vulnerability reduced to 1.5 (was 2.25)

    Stalker
        Shotgun Damage resistance reverted to original 1.0 (was 0.7)
        Rifle Damage vulnerability increased to 0.85 (was 0.6)
        Fire Damage vulnerability increased to 0.85 (was 0.6)
        Explosive Damage vulnerability increased to 0.75 (was 0.6)
        Assault Rifle Damage vulnerability reduced to 1.5 (was 2.25)

    Gorefast
        Fire Damage vulnerability increased to 0.85 (was 0.75)
        Assault Rifle Damage vulnerability increased to 1.2 (was 1.0)
        SMG Damage resistance has been reverted to original 1.0 (was 0.85)

    Siren
        Increased cool down on siren scream to 6 seconds (was 5)
        Slashing Damage vulnerability increased to 0.75 (was 0.45)
        Bludgeon Damage vulnerability increased to 0.85 (was 0.5)
        SMG Damage vulnerability increased to 0.75 (was 0.6)
        Rifle Damage vulnerability increased to 0.75 (was 0.45)
        Fire Damage vulnerability increased to 0.5 (was 0.3)

    Husk
        Slashing Damage vulnerability increased to 0.75 (was 0.45)
        Bludgeon Damage vulnerability increased to 0.85 (was 0.45)
        Fire Damage vulnerability increased to 0.5 (was 0.0)
        SMG Damage vulnerability increased to 0.75 (was 0.5)
        Assault Rifle Damage vulnerability increased to 0.65 (was 0.5)

    Fleshpound
        Slashing Damage vulnerability increased to 0.5 (was 0.3)
        Bludgeon Damage vulnerability increased to 0.6 (was 0.4)
        Knockdown incap on legs increased 0.5 (was 0.25)

    Scrake
        Knockdown incap on legs increased 0.5 (was 0.25)


Bosses
After re-designing the Hans boss battle we saw that groups were having a much harder time with certain bosses on different difficulties. We've made adjustments to improve the balance between the two bosses so that one boss is not much harder than another.

Hans

    Normal difficulty
        Increased Damage mod up 25% 0.55 (was 0.44)
        Increased health mod up 15% 0.8 (was 0.7)
    Hard difficulty
        Increased damage mod up 15% 0.75 (was 0.65)
        Increased health mod up 10% 1.1 (was 1.0)
    Suicidal difficulty
        Increased damage mod up 25% 1 (was 0.8)
        Increased health mod up 20% 1.62 (was 1.35)
    Hell on Earth
        Increased damage mod up 10% 1.1 (was 1)
        Increased health mod up 10% 1.7 (was 1.55)



Patriarch

    Hard Difficulty
        Increased health mod 25% 1.25 (was 1)
    Suicidal Difficulty
        Decreased damage mod 20% 1.0 (was 1.3)
    Hell on Earth
        Decreased damage mod 15% 1.23 (was 1.45)


Perks
Gunslinger Perk

    Leg shot skill
        Increased the power multiplier so that you can knock down a scrake more easily with this skill selected


Demolition Perk

    Destroyers of Worlds
        Increased Nuke damage modifier to 1.5 (was 1.25)
        Increased the toxic damage after the explosion, it will kill now


Difficulty
After releasing the Bullseye update player win rates on Hard multiplayer are much lower than before. To increase this we're reverting ZED behaviors to what they were prior to the update. This means ZEDs will no longer have a chance to do more advanced attacks on Hard difficulty. This does not change ZED behavior on other difficulties

    Hard global difficulty
        Medium attack chance set to 0 (was 0.5)
        Hard attack chance set to 0 (was 0.1)



Bash Attacks
The resistance system was fighting with bash attacks with guns making them feel weak. Even though trash zeds have very little resistance now the damage increase was needed to make them feel more powerful and smash those clot heads.

    Rifle type damage increased to 25 (was 15)
    Pistol type damage increased to 20 (was 10)

Offline jimbouk1977

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Re: KF2 UPDATES: Patch information
« Reply #19 on: July 09, 2016, 08:08 »
KF 1038 Update
07-07-2016


We are expecting to release a required update for clients and servers later today. This will bring the build to version number 1038. The WIP changelog is as follows:

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 attacking 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

    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 1.1sec (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 3.0sec
    Slasher
        Stun length 3.0sec
    Alpha
        Stun length 3.0sec
    Crawler
        Stun length 2.5sec
    Stalker
        Stun length 3.0sec
    Gorefast
        Stun length 2.5sec
    Bloat
        Stun length 1.5sec
    Siren
        Stun length 1.5sec
    Husk
        Stun length 1.5sec
    Scrake
        Stun length 1.2sec
    FP
        Stun length 1.2sec
    Patriarch
        Stun length 1.0sec
    Hans
        Stun length 1.0sec



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
    Fixed Hans not playing his correct VO for nerve gas barrages and grenade barrages. Now players will be able to tell the type of attack by the VO, and he sounds much more manic/desperate in later phases


Offline jimbouk1977

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Re: KF2 UPDATES: Patch information
« Reply #20 on: July 21, 2016, 23:15 »
KF 1039 Update[br]

KF 1039 Update Patchnotes

Balance Changes:
  • Hans Balance Tweaks
    • Hard
      • Damage Mod Increased to .75
      • Health Mod Decreased to .95
    • Suicidal
      • Damage Mod Increased to .95
      • Health Mod Decreased to 1.30
    • HOE
      • Health Mod Decreased to 1.7
  • Patriarch
    • Hard Difficulty
      • Increase health mod to 1.37
    • Suicidal Difficulty
      • Increase damage mod to 1.2
    • Hell on Earth
      • Increase damage mod to 1.4


Overall we felt that the Hans battle was still a bit too much of a shoot the shield fest so we have lowered his overall health. At the same time we have increased his damage slightly on some difficulties to decrease the chance of a long drawn out battle
  • Flashlight
    • Reduced drain on battery. Flashlight last for 2:05min (was 50sec)
    • Recharge speed increased to 17sec (was 25sec)
  • Night Vision
    • Reduced drain on battery. Night Vision last for 2:05min (was 25sec)
    • Recharge speed increased to 17sec (was 25sec)
  • Versus Mode:
    • Player controlled Bloats spawn less frequently in wave 1
    • Player Alpha
      • Increased Distance of Clot Grab
  • Boss Wave
    • Now spawn all ammo pickups during boss fights



Bug Fixes:
  • Shotguns & flamethrowers no longer are recorded as negative damage dealt in After Action Report
  • Fixed Menu UI Disappearing at Ready Up Menu while Joining In Progress Matches
  • Fixed spectator UI not appearing after death
  • Fixed an issue where if you were typing as you died, you would not be able to access any menus
  • Fixed when you change your perk in the trader menu, text and icons would not update to show the new perk
  • Fixed animations when sprinting to iron sights for certain weapons
  • Removed const off MaxMonsters in Spawn manager for mod support
  • Fixed Husk Exploding and damaging players before suicide animation ends
  • Fix for multiplayer achievements being unlocked in single player

This patch is a required client and server update and will be going live in the next few minutes.
Pretty, what do we blow up first? - Myn Donos

Offline jimbouk1977

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Re: KF2 UPDATES: Patch information
« Reply #21 on: July 27, 2016, 04:50 »
KF2 Update 1040



KF 1040 Update Patchnotes

This is a required update for server and clients:

Bug fixes:
  • Ammo pickups now re-spawn during the boss wave
This fixes an unintended consequence of the last patch

Balance changes:
  • Versus mode
    • Human Team spawns with armor in Wave 1

This is an attempt to get more human teams to survive wave 1 (roughly 50% fail in the first wave)
Pretty, what do we blow up first? - Myn Donos

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Re: KF2 UPDATES: Patch information
« Reply #22 on: August 29, 2016, 16:09 »
KF2 Update 1043


KF 1043 Tactical Response Update

http://www.killingfloor2.com/tacticalresponse/

This changelog builds from the previous opt-in beta changelogs which can be found linked below:

http://steamcommunity.com/games/2320...51367470775840

http://steamcommunity.com/games/2320...50850589585472

Highlights
New Perk
  • SWAT
    • Flashbang Grenade
    • Tactical Knife
    • MP7 SMG
    • MP5RAS SMG
    • P90 SMG
    • Kriss Vector SMG



New Map
  • Infernal Realm



Balance Changes:

SWAT
  • MP7 SMG
  • Damage reduced to 16 (was 20)
  • Mag size decreased to 30 (was 40)
  • Ammo cost per mag reduced to 16 (was 26)
  • MP5RAS SMG
  • Damage increased to 25 (was 22)
  • Mag size increased to 40 (was 30)
  • Ammo cost increased to 33 (was 22)
  • Total ammo reduced to 360 (was 390)



Swat Perk changes
  • Removed Dosh assist bonus. This is not needed anymore due to the passive damage bonus now working.
  • Close Combat Training skill - Changed damage increase to 110% to match Commando’s Fallback skill.


Support
  • Double-barrel Boomstick
  • Reload speed increased to 0.8 (was 2.0)
  • Elite reload speed increased to 0.57 (was 1.4)


Support Perk changes
  • Passive ammo skill now gives 25% more ammo (was 50%)


Sharpshooter
  • Winchester 1894
  • Damage reduced to 80 (was 105)
  • Base fire rate increased 0.45 (was 0.75)
  • Refined iron sight shoot animations to have less movement.
  • Reload speed increased 20% for both regular and elite reloads
  • Ammo size increase to 12 (was 10)
  • Total ammo increased to 96 (was 70)
  • Ammo cost per mag increased to 32 (was 30)
  • Gun Hit Power reduced to 80 (was 100)
  • Stun Power reduced to 20 (was 25)
  • Crossbow
  • Reload speed increased to 1.1 (was 1.4)
  • Elite reload speed increased to 0.54 (was 0.65)
  • M14 EBR
  • Damage increased to 90 (was 75)
  • Rate of fire reduced to 0.22 (was 0.2)
  • Stun power increased to 15 (was 8)
  • Gun Hit power increased to 80 (was 50)
  • Max ammo count reduced to 140 (was 180)
  • Ammo cost per mag increased to 60 (was 40)
  • Railgun
  • Reload speed increased by 15%



Gunslinger
  • Dual 1858 Remington Revolvers
  • Reload speed increased to 2.8 (was 3.6)
  • Elite reload speed increased to 1.86 (was 3.1)



Gunslinger Perk changes
  • Quickdraw skill now has 50% reduction in hip recoil. (was Zero Recoil before)



Berserker
  • Pulverizer
  • Knockdown power added to hard, light, and explosive attacks.




Zeds
  • Siren
    • More vulnerable to damage from following weapon types
    • Sub Machine Gun increased to 1.0 (was 0.75)
    • Assault Rifle increased to 1.0 (was 0.75)
    • Handgun increased to 1.0 (was 0.7)
    • Rifle increased to 1.0 (was 0.75)
    • Slashing increased to 1.0 (was 0.75)
    • Blunt increased to 1.0 (was 0.85)
    • Explosive increased to 0.85 (was 0.6)
    • Max Scream Range decreased to 900 (was 920)
    • Scream Damage Frequency decreased to 0.5 (was 1.0) how often scream damage happens
    • Scream Damage decreased to 15 (was 18)
    • Scream Animation speed increased by 60%.
    • Scream Protective Shield time increased to 2.2 seconds (was 1 second)

The goal is to make the siren more of a glass cannon so she's go down quicker
now and scream a little less often but the damage from the scream is higher.
  • Bloat
    • In suicidal, if bloat explodes 3 bloat mines spawn (was 2).
  • Hans
    • Evade speed reduced 15%
    • Frenzy attack damage reduced 30%
  • Special Crawler
    • Special crawlers will now not explode upon death if a player manages to blow their head off first


Bug Fixes:
  • Fixed a server side issue where when a Field Medic player joined a server it would result in all players being disconnected.
  • Fixed issue where voice comms radial menu would get stuck on the Boss intro.
  • Fixed Issue where boss intro lacked any depth of field effect.
  • Fixed bug where Boss name plate UI would occasionally show up during Defeat screen.
  • Fixed issue where party leader would get sent to a different server than the rest of party members during matchmaking.
  • Fixed Issue where Weapon Quick Select toggle would be reset upon map travel.
  • Fixed Commando and SWAT skill percentages for skills that grant damage bonus with 9mm and knife to listed description values of 110%
  • Demolitionist - Fragmentation Rounds skill now correctly adjust damage values to 70% of base damage.
  • Fixed Hide Boss Health bar setting from not being able to be changed in the middle of a boss wave.
  • Fixed death messages to change depending on the Zed that killed you (i.e. not all messages state “Eaten Alive”).
  • Fixed issue if you changed perks in the trader menu after that game was over you would revert back to the perk prior to your change.
  • Fixed issue where trader would not display the right amount of ammo for the M16 M203 Grenade rounds during initial purchase.
  • Fixed issue where characters would revert their customization to default after restarting the game.
  • Firebug Napalm skill - Changed how this skill works to make it more useful in game so that Zeds will more consistently catch fire while bumping into each other.
  • Fixed missing configure controller UI label within perk menu.
  • Fixed issue where last player slot in party was not selectable on browse server menu for party invites,
  • Fixed issue where players using controllers were able to highlight multiple perks within the lobby menu
  • Fixed issue where accepting an invite when the game is not running would not put you into the squad menu in game.
  • Adjusted Versus Crawler’s normal jump attack to be far less difficult to use in game.
  • Fixed issue in Versus where Slasher could evade in mid-air allowing them to dramatically increase their jump range.
  • Fixed issue where headshot count on the results screen was not consistent with the weapon wise breakup.
  • Fixed issue where players could not melee while running with an empty equipped weapon.
  • Fixed issue with the Boss Defeat camera not being properly adjusted and moved.
  • Improved error logging when the server shuts down because a map in the map vote menu is not within the server admin’s local files or is improperly set up within their PCServer-KFGame.ini config files.
  • Improved Matchmaking Menu UI so that elements would not overlap with each other.
  • Fixed issue where player could navigate menus with the Connection Lost Pop Up message still displayed.
  • Fixed incorrect perk icon display issues within the Versus lobby menu.
  • Fixed issue where Fleshpound rage grinder sound effect would get caught in a continuous loop.



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Re: KF2 UPDATES: Patch information
« Reply #23 on: March 21, 2017, 23:31 »

KF 1051 The Descent Content Pack



http://www.killingfloor2.com/TheDescent


KILLING FLOOR 2 will also be featured on Steam with a Free Weekend and 50% off sale starting Thursday, March 23 at 10AM PST/1PM EST through Monday, March 27 at 10AM PST/1PM EST.

We are also running a 25% off sale over at the Official Tripwire Merch Store! Simply visit the store here (https://tripwire.manheadmerch.com/) and use the promo code ZED when checking out to get your discount. The sales lasts until April 30th, 2017.

Changelog is as follows:

New Content
  • 2 Weapons
    • Spitfire Revolver(s)
    • Stoner 63A Light Machine Gun
  • 2 Maps
    • The Descent (Holdout style map)
    • Nuked
  • Variation of the Survival Game Mode
    • Holdout
      • This style of Survival map stitches many rooms together differently each time you play

General Changes
  • Fixed VOIP issues caused by recent Steam Client update
  • Default votekick setting now requires 66% instead of 50%


Bugs Fixes
General
  • Sharpshooter Perk had dual and single revolvers had equivalent damage bonuses applied
  • Players can no longer dismember frozen zeds on the low gore setting
  • Breaking out of an emote with weapon fire no longer shoots the projectile where the emote camera was facing
  • Using emote key during boss intro no longer switches camera view to player
  • Holding attack while reloading and then switching weapons no longer will allow players to break 3 combo limit when holding the attack button
  • Blocking Husk flamethrower attack no longer causes erratic animation
  • Fix for motion blur setting not working
  • If Low Gore setting is on, Headshots on headless state zeds will no longer count towards XP objectives and Perk Skills
  • Fixed 3P sprint animation issues with Bone Crusher, P90, KRISS, MP5RAS, MP7, M16 M203 (Left shoulder popping on sprint animation and MP5RAS not fixed)
  • Fix for trader showing the wrong ammo count when buying a dual weapon
  • Reset class ignore flag if a Husk suicide is not ignoring humans
  • Players can no longer dismember headless zed corpses on low gore settings
  • Fix for separate translucency not working
  • Emotes canceled by reloading will now properly play the reload animation
  • If a weapon has a laser attachment, it should now properly move during third person animations (and not at the players feet during an emote)
  • Fixed Husk fire effect on husk launcher remaining temporarily if players prematurely stopped suicide attack
  • Also fixed lingering flame effect on AI husk if it's killed mid-suicide
  • Players sitting in lobby during in progress match will no longer count towards zed count player scaling
  • Fixed phantom RPG-7 rocket when players used an unloaded melee bash
  • Flex fixes (optimizations for non Flex users):
  • Never use per-poly rigid body/static mesh collision on servers
  • If we have Flex turned off, use simply rigid body/static mesh collision
  • Gunslinger/sharpshooter weapons now grant secondary XP if the weapons are flagged for multiple perks
  • XP tally bar will now properly update only currently selected perk
  • Hans no longer hates trees - when bumps into destructible objects he will no longer enter into his melee animation
  • Fix for HUD holding on to a reference to the old pawn after death, preventing updates from occurring until GC after a quick respawn
  • Changed collision settings on portal entries to fix Dosh going through them
  • Changed Flex collision from Auto to Off on a few meshes to fix Dosh going through them bug
  • Fixed a case where the Support perk would miscalculate ammo count during initial trader session
  • Hud will now show ironsights hold when looking to display ironsights toggle (and nothing is bound)
  • Boss VO should now properly play the intro VO on spawn (in some spawns it would first trigger a taunt VO)
  • Fixed a jittery shake when aiming down sights of the Railgun
  • Fixed knife decals appearing as bullet holes in third-person
  • Fixed Trader Pods not being set up for grenade collision
  • Fixed the bloat not fully damaging the door in some situations
  • Fixed clipping on the MP7 1P full and partial reload animations
  • Fixed medic dart secondary fire recoil being tied to each medic's gun primary fire recoil
  • Fixed The Booty emote being called the thunder clap after it was equipped
  • Fixed zed grab SFX persisting during loading screens when using web admin map travel
  • Fleshpound Atk_Lunge_V5 will now damage players
  • Fixed extra camera shake playing during trench gun elite partial reload
  • Fixed a UV mapping error on the M14 3p pickup model
  • Fixed a case where players could stumble parry a Fleshpound’s glowing attack
  • Fixed the wrong color border around level 25 swat achievement
  • Fixed a case where a Siren killed while still boosted by an elite Alpha's rally ability would stack damage boost to future Sirens spawned in
  • Fixed custom game modes kicking and blocking client from servers until restart
  • Fixed Demolitionist : ZED TIME - Mad Bomber : Demolition weapons no longer reload slow during zed time when reload starts before zed time kicks in
  • Sprint with MP5 in spectator view no longer causes animation to stutter
  • Fixed capitalization error with airborne agent field medic skill


Maps
  • Burning Paris
    • Thrown dosh can no longer get stuck inside concrete bollards
    • Adjusted blocking volume around phone booth
    • Fixed Zeds clipping through a door in burning paris
    • Fixed a collision issue for player zeds
  • Zed Landing
    • Fixed floating foliage
    • Fixed several cases of tree clipping
  • Farm House
    • Fixed collision issues with plywood windows which allowed grenades to pass through
  • Evacuation Point
    • Added blocking volume in ceiling to prevent player zeds from jumping through
    • Zeds falling out of ceiling window should no longer have a high chance to get stuck
  • Catacombs
    • Zed corpses should no longer clip through ground rubble
  • Infernal Realm
    • Fixed an exploit spot
  • Hostile Grounds
    • Fixed a collectable that could not be destroyed
  • Prison
    • Fixed an exploit spot

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Re: KF2 UPDATES: Patch information
« Reply #24 on: June 22, 2017, 22:38 »

KF Update 1054
Today, 10:44 AM
We have just set live a required update for clients and servers with the following changes:

Weapons Balance:
Commando

    Stoner 63a
        Damage increased 20%

    Scar
        Damage increased 10%


Support

    M4
        Weight reduced to 7 blocks
        Hip recoil reduced 13%
        Reload speed increased 20%
        Elite reload speed increased 20%


Sharpshooter

    Centerfire
        Adjusted position for reloads to not block the center screen as much
        Fix camera bob on sprint run to not be so extreme


Bug Fixes:

    Fixed Scrake enrage issue
    Fleshpound now properly enrages at any point in the game at spawn time if requested, Boom mode now properly de-enrages at all times
    Players should now be able to more reliably matchmake into Weekly Event servers
    Fixed typo with Summer Sideshow player "Accesosory"
    Jagerhorn now also properly unlocks via Digital Deluxe as well as game group membership