To opt into this beta on Steam, join the "preview" branch available in the Beta drop-down list. Admins will need to use the following SteamCMD flag:

  • app_update 232130 -beta preview


To opt into this beta on EGS, the Beta will be accessible within KF2 owners’ game libraries as a separate install called “Killing Floor 2 Beta”. Users may need to restart their EGS launcher for the Beta to populate and be accessible to install. Progress for stats and inventory is shared between both versions on EGS so for users switching between Beta and Live be sure to sync your game data to use the latest timestamp to prevent any lost progress from participating in the Beta. The Beta on EGS also includes its own dedicated server within the install folder for your own personal hosting needs for this version.

Event
Tidal Terror

  • Off the coast of Scotland in the East Shetland Basin of the North Sea, we’ve located a secret research lab hidden away in an oil drilling rig. We can only imagine what horrors the Patriarch and his cohorts have been up to here in this remote location. By the way, if you are one of those people who like to try different weapons, we have a new weekly mode for you, Arsenal Ascent, in which you will be swapping weapons as you kill Zeds. And if that weren't enough, the Horzine Research Group just released two new products, the HRG Head Hunter and the HRG Crossboom, for Sharpshooter and Demolitionist mercs respectively. Hurry up and take a look!
  • Beta 2 Start 05/24/2022, Beta 2 End on the final release



Addressed Community Feedback
As mentioned in the 2021 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2

Balance

  • Weapons
    • Sentinel
      • Hit damage increased 25%.

    • Reducto Ray
      • *] Shrink Effect slightly decreased for Scrake, Fleshpound and Quarter Pound.

    • HRG Crossboom
      • Weight decreased from 7 to 6.

    • HRG Head Hunter
      • Alt-fire recharge time decreased from 5 seconds to 3.5 seconds.

  • Weekly Modes
    • Arsenal Ascent
      • HRG Bastion removed from final Weapon Level pool; moved to a lower level.
      • HRG Arc Generator moved to the final Weapon Level pool.

Designer Notes:
The Sentinel is intended to be used as a support tool rather than as a primary weapon. That’s why it has low weight, to make it affordable to combine with other weapons, and low damage, to not replace “player’s job” fighting Zeds. But it seems that the damage was too low, so we have increased it a bit. This little buff makes a difference especially when the Sentinel is fully upgraded and used by a Commando.

The Shrink Effect of the Reducto Ray was too overpowered and could kill larger Zeds very quickly, so we have made them less vulnerable to it. We think that now is more balanced compared to other weapons.

Regarding the HRG Crossboom, we have reduced its weight in order to combine it better with other weapons. We think it’s a versatile weapon for the Demolitionist that can be used for accurate shots covering small or large areas, and this little change can help to create better strategies.

The HRG Head Hunter had a bug in the Beta 1 that made the alt-fire not deal head damage to Zeds. This caused the weapon to be so much weaker than it was supposed to be. With this bug fixed, the actual power of the weapon will be so much more noticeable than before when using the alt-fire. In addition to that, we have reduced its recharge time, as this was also requested by many players. Our changes are focused on the alt-fire as we think this feature is what really distinguishes this weapon from others.

Finally, regarding the new Weekly Mode, Arsenal Ascent, many players requested that the HRG Bastion was lacking power to fight bosses, so we have replaced it by the HRG Arc Generator, which is a Survivalist weapon that performs well against bosses.


Bug Fixes
Also mentioned in the 2021 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.

Map:

  • Elysium - Fixed an issue where some textures in the main area were not rendering.
  • Rig
    • General
      • Raised the SYG area boundaries to be more visible
      • Moved the map Lobby to an an isolated non-playable area
      • Fixed an issue where kismet warnings were being displayed in the chat box
      • Updated bullet decals and sounds across the map to accurately reflect the materials being hit.
      • Fixed an issue where audio on the map was louder than other areas.

    • North Platform
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.

    • East Platform
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed multiple instances of textures and objects culling too close to the player.

    • West Platform
      • Fixed an issue where weapons dropped on the zed floor spawn would disappear.

    • South Platform
      • Increased the blood splatter across the area to be consistent with other maps.

    • Central Platform
      • Fixed multiple collision volumes within the area.
      • Added sound to the Diesel Generator.

    • Laboratory
      • Increased the blood splatter across the area to be consistent with other maps.
      • Added sound for the sprinkler system.
      • Adjusted the conveyer to reduce clipping into other objects.
      • Adjusted multiple emergency lights to reduce clipping with the walls.

    • Living Quarters
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed an issue where weapons dropped on the zed floor spawn would disappear.
      • Fixed zed pathing issues in relation to the players in the area.

    • Main Building
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.

    • Machinery Room
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
      • Fixed multiple instances of textures and objects culling too close to the player.

    • Connecting Bridge
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed multiple instances of textures and objects culling too close to the player.
      • Fixed multiple collision volumes within the area.
      • Fixed an issue where the rain effects were coming through the ceiling.

    • Cargo Storage
      • Increased the blood splatter across the area to be consistent with other maps.

    • Oil Shaft
      • Increased the blood splatter across the area to be consistent with other maps.
      • Fixed zed pathing issues in relation to the players in the area.
      • Fixed multiple instances of textures and objects culling to close to the player.


Weapons:

  • HRG Head Hunter - Fixed an issue where the alt-fire was not doing head damage.
  • Doshinegun
    • Fixed an issue where the projectile would always appear in the upper right of the screen when fired.
    • Fixed an issue where collectibles were not destroyed upon impact from the dosh.

  • HRG Crossboom
    • Fixed an issue where the arrow fired was offset from the impact decal.
    • Fixed an issue where the arrow post impact was increased in size.

  • Reducto Ray
    • Fixed an issue where ZED’s did not rage except during HOE difficulty
    • Adjusted the weapon animations to reduce hand clipping.

  • Sentinel - Updated the bash attack to prevent the detonator from disappearing for a short time.


Weekly Outbreak:

  • Fixed an issue where weekly modes were not being completable in offline mode.


Cosmetics:

  • Added the Supply Backpack to both Tom Banner and Classic Briar as a wearable cosmetic.



As always, thank you for your continued support!


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