Official Killing Floor 2 Thread


Feter Rinklage


Really? I have to use *gas* on you vermin?


Just like last week, I am starting this weeks What We Are Up To post a bit differently. As many of you know, the new development work on the build has been wrapped up and we have branched off into a release candidate with QA working it through its final paces. This past week we’ve identified and fixed several crashes as well as critical and major bugs. What does that mean for you, the fan? We feel the build, while not quite ready for “prime time”, is just about ready for you to help. We are hoping to have this ready by early next week, and it will be put up as an opt-in beta.

This beta will include all the new work we have been doing for this update as well as some recent tweaks we have been working on for gameplay and player economy. When this beta goes live you can opt into it by right clicking on the game in your Steam Library and selecting Properties. From the Properties menu choose the Betas tab and use the drop down box to select the available beta.

I have some exciting new developments for the modding community to talk about. With this update we are expanding modding support in two ways. For mappers we are bringing Landscape support online, which will allow them to create better outdoors areas with the full supported KF feature set (such as blood). Secondly we are turning on code/mutator support which will allow modders to start changing Killing Floor 2 in all new ways (though some of the more enterprising members of the modding community have gotten a head start on that anyway)!

We’ve also been making some more changes/additions based on player feedback. First off we’ve been upgrading the Eviscerator so players can now block and parry with it. We’ve also tuned it to feel more responsive and it also includes a laser sight to help with the saw blade. We have also been watching all those requests from players to see how well they have done, so I am pleased to announce the After Action Report (AAR for short) is also coming to the game with this update. It will list out your top weapons, where you have gained experience, and who has done best in the server (and if you have reached a new personal best) across several categories. Feel free to let your friends know that you are doing better than them! (I’m looking at you, Justin)

Before I sign off, I would like to mention one last thing (that isn’t us bringing short and long game waves more in line with the medium experience or the M4 shotgun carrying more shells, or…). The fine folks over at Torn Banner decided to enhance the Killing Floor 2 experience the best way they know how: with a sword-wielding Knight! Players who own Chivalry will find a new character in game: Tom Banner, with his trusty Zweihander ready to fend off the Zed horde! (You can find the Zed inspired weapons you’ll have access to in Chivalry here:

And that isn’t all, anybody who owns Chivalry will also make the Zweihander (a new Berserker tier 3) available for everybody in the server that they are playing on! Yes, important point here - if one player on the server owns the Zweihander, then everyone on the server gets to play with it. What does this mean for you, the player? If one player on your team (random person, good friend, clanmate, etc.) everybody in the server will have access to the Zweihander to use and purchase from the trader pod. If nobody in the server owns that content, it will not show up in the trader pod.

Look for more on players “sharing” equipment as time goes on!




So, ants have been deploying small skirmishes on @SOCRATEZ’s and my kitchen recently. Today was an all out attack.

After waging chemical warfare, I can kind of understand why Hans likes to gas us all the time.


Really? I have to use gas on you vermin?


So this just happened.


Medic Buddies FOR LIFE!


You… you gif-quoted my movie…

sniff sniff


Dammit. I just filed to change my name, if @SOCRATEZ hands me divorce papers over your bromance, Imma be so pissed.


Ssssh. It’s just our thing on the side.

Unless that bothers you.


HYPE TRAIN HAS NO BRAKES! Make sure you also check out this week’s podcast for some first impressions!

New Maps
Evacuation Point

New Perks
Berserker- completely reworked

New Weapons
Caulk ‘n Burn
Dragon’s Breath Trench Gun
Microwave Gun
Molotov Cocktail
Firebug Firemans Blade
HX25 Grenade Pistol
C4 Remote-detonated explosive
M79 Grenade Launcher
Demo Utility Knife
Dual 9mm
Zweihander (unlocked by owning Chivalry)

New Characters
Anton Strasser (unlocked by owning Red Orchestra 2/Rising Storm)
Tom Banner (crossover character unlocked by owning Chivalry)

New Features
Zeds now have normal, resistant and weakness zones - via damage type on skin type
After Action Report - detailed stats at the end of a match
Kick Voting
Map Voting
Dual Wielding (9mm’s being the first weapon for this)
NVIDIA’s PhysX FleX Technology (for NVIDIA GeForce 770’s and above cards)
Killed by messages
Ability to equip multiple cosmetics per character
Shared Content system - when one user has access to a weapon others in the server have access to it
NVidia GeForce Experience integration

Perk Tuning:
Berserker Skill Tree Changes
Level 5 Skills
Poison (+40%) Resistance
Sonic (+40%) Resistance
Level 10 Skills
Lifesteal (5 HP / Kill)
Increased Max Health (+100%)
Level 15 Skills
Melee Attacks (+15% Speed) & (+15%) Damage
Blocking increases next attack (+50%)
Level 20 Skills
Parrying an attack increases attack speed. (+20% for 10 sec.)
Heavy Attacks do (+30%) more damage & increased knockdown (+30%)
Level 25 Skills
[Zed Time] Move in Real time, increased attack speed (+50%) & parry causes knockdown
[Zed Time] Move in Real time, increased weapon stun power (+100%) and stumble power increased (+100%)

Berserker Passive Changes
Increased Berserker Weapon Damage
Increased Melee Attack Speed
Increased Movement Speed
Increased Damage Resistance
Not being able to be grabbed by clots
Night vision (this will be a toggle if you have a weapon with a flashlight so you can have both)

Support Skill Tree Changes
Level 5
Removed getting grenades from supplier perk.
Level 15 Bombard
Tweaked skill to stumble zeds, M4 has the strongest stumble power and can stumble Fleshpound.

Commando Skill Tree Changes
Level 5 Skills - Tier renamed to Supply
Large mags has moved to replace the old night vision skill choice
Backup is now a Level 5 skill
Backup bonus damage has been increased to 60% (Works with Dualies)
Level 10 Skills - Tier renamed Weapon Handling
Impact and Tactical Reload moved here
Level 15 Skills - Tier renamed Awareness
Leadership has been added - This skill makes your team reload 10% faster
Callout is now at level 15
Level 20 Skills
Single Fire skill has been moved here

Commando Passive Changes
Night Vision is now a passive skill (this will be a toggle if you have a weapon with a flashlight so you can have both)
Weapon damage now increases 1% every level

Made it easier to time parries for players with higher ping.
Some Zed attacks are now unable to be interrupted by parried (damage is still mitigated)
Larger Zeds have attended ballet and can now turn quicker
Made changes to Zed spawning and placement systems
Zeds no longer enjoy player company when few zeds are left
Matchmaking will now try and put you in a server with people instead of just the lowest ping
Ammo and Weapon pickups are reduced in early waves (you may find ammo)
Added ability to knock down all zeds even the boss

Backpack will explode after a damage threshold is reached
Now suicides a bit faster
Shoots can now be interrupted via stumble/knockdown/stunned/panic/poison
When headless puke now sprays from the neck (visual only)
Is now more resistant to explosives (but vulnerable to microwaves)
Is now a bit more inaccurate with firearms
Has a bit more cooldown between gun bursts
Melee attacks now have pushback on them
Melee attacks now have a bit more cooldown between chains
Hit reactions now look more fluid (and less jerky)
Grenades now have a UI warning
Has a visible shield when he goes into hunt mode
Shield visibly deflects bullets when in hunt mode
Stumble animations are now quicker and take less time to recover.
Knockdown animation added
Unique parried animations added
Siren scream is now interrupted on stumble/knockdown/stunned/panic/poison
Sirens now scream less frequently, but does more damage per pulse
Fleshpound now wants to hit something before dropping out of rage (like in Killing Floor 1)
New rage sprint animation added
3 EMP grenades will now trigger incap - This is reduced used to be 5 to incap.
Stumble animations are now quicker and take less time to recover.
Knockdown animation is added to zed.
Unique parried animations added.
Stumble animations are now quicker and take less time to recover.
Knockdown animation is added to zed.
Unique parried animations added.

Eviscerator has new functionality
Ability to block and parry
Laser now projected down range from the weapon
Now more responsive from firing to dealing damage
Backup knives
Increased damage slightly
Increased damage slightly
Tuned damage line trace to be more accurate with the animations
Increased damage slightly
Tuned damage line trace to be more accurate with the animations
New melee attacks (bound to the bash key) for all melee weapons
Stabs and Pushes
Improved Hit Detection on all melee weapons and bashing
Parry system now requires weapon strength to be higher than zeds to parry
Weapon Parry strength
Knife = 1, Crovel = 3, Katana = 4, Pulverizer = 5, Zweihander = 5, Eviscerator = 5
Zed Parry Resistance
Clots = 0, Crawler = 1, Stalker = 1, Siren = 1, Gorefast = 2, Husk = 2, Bloat = 3, Scrake = 4, FP = 4, Hans = 4
Can now interrupt reloads by using ironsights
Can now interrupt reloads by throwing a grenade
M4 now carries 8 shells in the magazine
M4 reloads have been adjusted (animation and timing)
Tweaked double barrel shooting anims
Several weapon idles have been tweaked
Added functionality so ammo pickups can give partial mags
Flamethrower changes to bring it inline as a Tier 3 weapon
Ammo more expensive
Does more damage
Ground fire will now give XP bark
Flamethrowers now receive partial mags from ammo pickups
Fire now passes through teammates
Added to the Firebug perk (no longer in offperk weapons)

Weapon Economy
AA12 price increased
Commando ammo price increased
Nailgun price decreased
Pulverizer price increased
Eviscerator price increased

New FX trails for all Zed Attacks
Changes to armor in Trader Display UI. Now shows total armor plus bonus armor
New Parry notification FX for successful parries
Attack that cannot be parried are represented with FX around their attack animations
Improved Hans introduction sequence
Added new FX for when Hans is draining health to indicate he can’t be damaged
Clarity pass on some weapon and skill descriptions
Streamlined GFX options menu. Revert popup is only displayed if we want to display a performance warning, restart warning or revert countdown. All other changes take effect immediately. If the user hits “Back” with unsaved changes, it will prompt the user and ask for save confirmation.
ZED Obliteration effect significantly improved, more blood, more gibs, affects persistent blood more

Improvements to melee weapon sounds
Addition of skin types for enemies. Metal, electrical, etc…
Enhancement of gore sounds!
Major improvements to the sound occlusion system
Explosions now with more explosion(y) level sound!
Global mix improvements

Conformed Landscape to work with Splatter Maps, KF2 lighting and PhysX 3x integration
Removed Terrain actor from tree (Terrain not supported in Killing Floor 2)
Added Workshop upload tool
New Workshop content to support creation of character cosmetics and weapon skins (this is for inclusion with the game, mod workshop is still being worked on)
Added SDK maps to test workshop content
Persistent blood now works on unlit translucency

Bug Fixes:
Fixed perk rounding bonus error
Fixed an issue where the Husk suicide would prevent players from respawning.
Fixed occasionally not being healed by Medic Grenades
Fixed slashing damage not decapitating zeds properly
Fixed zeds being unresponsive in broken glass remains
Fixed an issue where ragdolls were sped up if using Variable Frame-rate
Fixed an issue where Hans’ damage was scaling based on amount of players
Fixed an issue where you could switch away from “Strength” perk and keep weight
Fixed an issue where healing wasn’t working properly offline
Fixed an issue where people could exploit controller config
Fixed an issue where grenades wouldn’t heal you if they were inside a dynamic object.
Fixed custom maps download percentage not updating “OK!”

Fixed an issue where players were able to duplicate weapons
Fixed an issue where perk skills would not change fill all ammo price
Fixed an issue where the rapid fire skill wasn’t shooting at a faster rate
Fixed issue where hands would come off the Pulverizer
Fixed issues where hands would come off the Crovel
Several weapon notifies updated to be more accurate
3rd person quick heal now better matches 1st person
Fixed Eviscerator saw jitter
3rd person nailgun reload now better matches 1st person
3rd person flamethrower reload now better matches 1st person
Fixed IK issue with hands on the AR 15
3rd person katana animations now better match 1st person
Fixed issue where some 1st person weapons would jitter in slowmo
Reloads now complete once the magazine is in the weapon instead of when the animation settles.
1st Person weapons now use uncompressed normal maps

User Interface
Fixed keybinding issue with localized controls
Fixed selling incorrect weapon at trader pod
Fixed some text not being localized
Fixed an issue where skill tree unlock popup could persist
Fixed issue where player and steam avatars appeared twice in party UI
Fixed several keybinding issues when rebinding to already used keys
Fixed an issue where the server browser filter for “Not Full” was showing full servers
Fixed several issues where sound was not playing in the UI

Fixed Audio stuttering issues
Hans is no longer obsessed with talking about hunting when everybody is dead

Fixed zeds not being able to jump on tables in Volter Manor
Fixed exploits in Outpost
Fixed exploits in Biotics Lab
Fixed portal entry handlers in Biotics Lab
Fixed exploits in Volter Manor
Fixed Reverb Volume implementations in maps
Fixed some impact FX on water in Burning Paris
Fixed some lighting issues in Burning Paris

Fleshpounds can now jump when enraged
Fixed an issue where the Fleshpound would never rage if all of his attacks were parried.
Fixed an issue with Fleshpound LODs on low settings
Fixed an issue with Husk LODs on low settings
Fixed an issue where zeds wouldn’t attack players standing in destructible meshes
Fixed some animations problems with crawlers while walking on slopes
Fixed an issue where you wouldn’t get XP if a husk suicided
Fixed an issue with Hans where he would enter a falling state forever
Fixed several gore related issues
Fixed instances where zeds wouldn’t animate properly in multiplayer causing them to appear as if they were teleporting
AI Pathing improvements by fixing bad AI states

Fixed a crash for users that had old Steam avatars of a different size
Known Issue
Evacuation point in the editor has map warnings
Several localized text strings for perk skills have not been updated yet, however the English is correct. These skills are Flaratov and Sacrifice.
Rare crash when obliterating bloats when FleX is set to high.
Microwave gun “cooking” effect remains on dead bodies that are not obliterated
After Action Report: Headshots are not always properly recorded in the “personal best” section
Rare crash using the voice command widget
Occasional crash when getting server details on the server browser


On second thought, I may gift him to you.

Also, WTF is up with the AA-12 going up in price? It’s already taking forever to save up the money for it when we play on Hard.


Pulverizer price increased as well. I wonder if it will be 100 dosh or something like 200+…



(4 gigs… sorry SOC ET VOLDY)


I was wondering how much it would actually increase by as well, 100-200 dosh isnt a HUGE deal although I still don’t love the idea.

I guess I’m about to find out though, KILL ALL THE FLOORS


I’m glad they are making the nightvision just a standard option for certain classes. The feeling of having to pick between a perk or the ability to see in half the maps? Felt pretty shitty to be honest.


So the Catacombs are FUCKING AMAZEBALLS