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2016.5.6官方新闻——神射手 Today I want to talk about what is moving forward here in terms of the next perk (Sharpshooter) and its weapons as well as some major balance changes that are coming to Survival over the coming weeks (some of these may come out via Live Update, Quality of Life patches or wait for the next content update if we feel there will be issues bringing them forward via the other methods). Starting with the Sharpshooter I have a render of the Tier 3 M14 EBR rifle to share with everyone today.I would also like to confirm the Sharpshooter grenade, the Liquid Nitrogen Freeze Grenade, capable of stopping zeds in their tracks. A favorite of the sharpshooter looking for that perfect headshot opportunity, if it doesn’t present itself, make it!I hope to have the Tier 4 railgun to show off shortly as well as some of these weapons in engine/game as we start to bring them online. We will be announcing the release date of the Sharpshooter perk at E3 so be sure to tune into our coverage there! Switching tracks I want to talk about balance. Earlier this year I said that game balance was a priority for us as we headed into this year and that has resulted in 3 systemic changes that we hope to bring forward to the community in the near future. AMMO:The first one that you are likely to see is a pass at weapon starting ammo capacity, total mag count and pricing. We’ve been working to bring perks and their weapon tiers more inline with each other in what their potential is. What does this mean? Many of the Tier 1 weapons will start with more mags when you initially spawn or acquire them. We are also looking at adding to the total capable mag count that players can pick up across several weapons. To help balance this out with the economy as players move up the weapon tier they will start with less of the overall mag count and have to purchase those extra mags. As part of this there are some pricing changes for ammo to bring some of the potential damage and actual damage we see these weapons doing more inline with each other. INCAPACITATION:Also move forward is a change to how our incapacitation system works. There are several ways to incap zeds: Stun, stumble, knockdown, poison, fire panic, etc. However currently these are a binary system, they either happen if the weapon has more incap potential to a zeds resistance to that incap. Overall as we’ve watched the game play out we feel it has hampered the ability for interesting gameplay due to on/off often either being too overpowered or never triggered enough as well as confusing to many players. This system is being changed to a potential incap build up and fall off over time. This means that weapons and shots will stack up incap potential until they overcome a zeds resistance to that incap, and it will fall off if the damage stops or the incap triggers. This should allow us to build in more interesting combos between perks and players as well as more interesting ways for players to deal with threats that come their way. RESISTANCE/WEAKNESS:As part of our effort to make Perks more balance as well as increase the interesting gameplay options and cooperation between players we are making changes to how zeds react to specific weaponry. This system will start at normal and grow as players rise through the difficulty ranks. What this means that some weapons will be better at dealing with specific zed types instead of just generic “bullet” damage. With the goal that all perks can still deal with threats that come their way, but dealing un-aimed direct damage to them may not be the most optimal route. This one is still earlier in the prototyping phase so I do not have any specifics to talk about here yet but should have more to share moving forward. Now to re-iterate what I said near the start, some of these items may not be able to make it out via Live Update or a Quality of Life Update and may need to wait for the next content patch. However once they are in we should be able to make changes to them via those two methods of updating moving forward.
2016.4.8日patch1027更新 Highlights New PVP Gamemode - Versus Survival New Map - Prison with new map achievements New Offperk Weapons - Sharpshooter perk and remaining weapons will follow LAR Crossbow Live Update system This will allow us to update many game values for game balance without shipping a new client or server build Game Conductor System The game will dynamically dial in the gameplay for the appropriate amount of challenge based on the players in the match. On HoE difficulty, the GC only throttles up from the baseline, never below Item Crafting System Existing items can be broken down into crafting material that matches its rarity. Master crafted and Precious items can not be broken down. Combining the materials will create a random new item of the next highest rarity. Craft Weapon Skins or Cosmetic Accessories 10 Common Material > 1 Uncommon Item 10 Uncommon Material > 1 Rare Item 10 Rare Material > 1 Exceptional Item 10 Exceptional Material > 1 Master Crafted Item Over 70 new community workshop items shipped in the following new Supply Crate and USB series Horzine Supply Crate | Series #3 Horzine Supply Crate | Series #4 Horzine Supply Crate | Series #5 Horzine Supply Crate | Series #6 Tactical Horzine Encrypted USB Predator Horzine Encrypted USB Emergency Issue Horzine Encrypted USB Street Punks Horzine Encrypted USB Horzine First Encounter Encrypted USB VS Survival Additions Added the ability to play as Zeds (Part of Vs Survival) Alpha Clot Slasher Clot Gorefast Bloat Husk Crawler Stalker Siren Scrake Fleshpound Patriarch Alpha Clot abilities Slashing Attack Grab Commanding Shout (Roar) Slasher Clot abilities Slashing Attack Heavy Attack Roll Leap Gorefast abilities Light Attack Heavy Attack Area of Effect Attack Bloat abilities Slashing Attack Puke Lay Mines Husk abilities Cannon Flamethrower Melee Attack Suicide Crawler abilities Light Attack Heavy Attack Suicide Leap Attack Stalker abilities Light Attack Heavy Attack Dodge Siren abilities Scream Vacuum Bite Scrake abilities Light Attack Heavy Attack Whirlwind Fleshpound abilities Light Attack Heavy Attack Rage Mode Patriarch abilities Melee Attack Chain Gun Tentacle Grab Missile Strike Heal Mortar Barrage General Third person character animations should now look better when characters are looking about and aiming Headshots now impart force on the ragdoll from the direction of the blow All Zed attacks impart some force to players Removed recoil kick when jumping and firing (does not affect boomstick jumping) New Crate and USB opening animations and rarity sound fx Weapon Skin Icons have been re-worked Players can now equip weapon skins directly from the new item UI Depth of Field has been added to the gear menu New 9mm sounds Revised gamepad controls Adding alternative gamepad control presets (Default - 0, Quick Draw - 1 , Jumper - 2, Southpaw - 3: not named ingame yet) UI: Kill messages for zed kills on the HUD (Default is off, see gameplay options) Players will now drop their best weapon on death if the weapon they have out cannot be dropped Zed time post process effect has been tuned to avoid bloom getting blown out in some lighting scenarios Flashlight brightness has been tuned Items purchased from the ZedConomy Store are now tradeable, but not marketable. Welder removed from the weapon selection menu - now only available from the prompt to bring up welder at door - This should allow players to select the healer more reliably General optimization pass, some users may notice performance gains Balance Increased speed of AA12 elite reloads Decreased cost of AA12 (1700 > 1500) Increased speed of equip and putaway for welder Increased speed of equip and putaway for healer by 2x Speed of healing others and yourself has been increased Increased speed of equip and putaway of all weapons by 60% Fleshpound will no longer perma-rage, and Scrake will no longer insta-rage when they are among the last few remaining Zeds Bugs Possible fix for “Phantom Projectiles” issue with projectile weapons Fixed some issues with the Husk sprinting animations Fixed some spectating UI issues Fixed rubberbanding/jittering when grabbed by Zeds & Patriarch tentacle Fixed an issue with using HOLD iron sights keeping you in ironsights after letting go Fixed Berserker attack speed UI display Possible fix for trader not filling ammo when you only need a few bullets Fixed an issue where you could stand on top of dosh bling Fixed some issues with FLEX on KF-VolterManor Fixed some pathing issues in the Birthday room of KF-Bioticslab Fixed some issues with rarity and conditions of weapon skins Fixed an issue where Rack Em’ Up UI would persist after death or perk swap Fixed an issue where you couldn’t break zed limbs in real time Known Issues You cannot parry player controlled zeds in Versus May be some clipping issues with some of the new cosmetics May be some pathing issues with KF-Prison SDK/Mod Workshop Added support for .int and .ini to the manual upload tool (GUI upload support will follow at a later date) Special note on FLEX: We feel we are close to returning FLEX functionality to the game. We are keeping a close eye on performance and crashes related to it. We have turned FLEX off completely for this build as in the process of fully testing a new build of this functionality and it was not ready for this release. Special note on Versus Survival: Our internal testing focused mostly on human teams around the same level (1’s, 12’s and 25’s) New Languages Supported Thanks to Steam Translation: Czech Danish Hungarian Portuguese Turkish Ukrainian
2016.03.25官方新闻 Hello everyone, Today I want to run you through our Work In Progress changelog for the upcoming content update to Killing Floor 2. Keep in mind that this is a WIP and may change before the final release as items can be added or removed as the team checks over each part of the update. WIP CHANGELOG Highlights: New PVP Gamemode - Versus Survival New Map - Prison with new map achievements New Offperk Weapons - Sharpshooter perk and remaining weapons will follow LAR Crossbow Live Update system This will allow us to update many game values for game balance without shipping a new client or server build Game Conductor System The game will dynamically dial in the gameplay for the appropriate amount of challenge based on the players in the match Item Crafting System Existing items can be broken down into crafting material that matches its rarity. Master crafted and Precious items can not be broken down. Combining the materials will create a random new item of the next highest rarity. Craft Weapon Skins or Cosmetic Accessories 10 Common Material > 1 Uncommon Item 10 Uncommon Material > 1 Rare Item 10 Rare Material > 1 Exceptional Item 10 Exceptional Material > 1 Master Crafted Item Over 70 new community workshop items shipped in the following new Supply Crate and USB series Horzine Supply Crate | Series #3 Horzine Supply Crate | Series #4 Horzine Supply Crate | Series #5 Horzine Supply Crate | Series #6 Tactical Horzine Encrypted USB Predator Horzine Encrypted USB Emergency Issue Horzine Encrypted USB Street Punks Horzine Encrypted USB Horzine First Encounter Encrypted USB VS Survival Additions Added the ability to play as Zeds Alpha Clot Slasher Clot Gorefast Bloat Husk Crawler Stalker Siren Scrake Fleshpound Patriarch Alpha Clot abilities Slashing Attack Grab Commanding Shout (Roar) Slasher Clot abilities Slashing Attack Heavy Attack Roll Leap Gorefast abilities Light Attack Heavy Attack Area of Effect Attack Bloat abilities Slashing Attack Puke Lay Mines Husk abilities Cannon Flamethrower Melee Attack Suicide Crawler abilities Light Attack Heavy Attack Suicide Leap Attack Stalker abilities Light Attack Heavy Attack Dodge Siren abilities Scream Vacuum Bite Scrake abilities Light Attack Heavy Attack Whirlwind Fleshpound abilities Light Attack Heavy Attack Rage Mode Patriarch abilities Melee Attack Chain Gun Tentacle Grab Missile Strike Heal Mortar Barrage General: Third person character animations should now look better when characters are looking about and aiming Headshots now impart force on the ragdoll from the direction of the blow All Zed attacks impart some force to players Removed recoil kick when jumping and firing New Crate and USB opening animations and rarity sound fx Weapon Skin Icons have been re-worked Players can now equip weapon skins directly from the new item ui Depth of Field has been added to the gear menu Balance Increased speed of AA12 elite reloads Decreased cost of AA12 (?1700 > ?1500) Increased speed of equip and putaway for welder Increased speed of equip and putaway for healer by 2x Speed of healing others and yourself has been increased Increased speed of equip and putaway of all weapons by 60% Fleshpound will no longer perma-rage, and Scrake will no longer insta-rage when they are among the last few remaining Zeds Bugs Fixed some issues with the Husk sprinting animations Fixed some spectating UI issues Fixed rubberbanding/jittering when grabbed by Zeds & Patriarch tentacle Fixed an issue with using HOLD iron sights keeping you in ironsights after letting go Fixed Berserker attack speed UI display Possible fix for trader not filling ammo when you only need a few bullets Fixed an issue where you could stand on top of dosh bling Fixed some issues with FLEX on KF-VolterManor Fixed some pathing issues in the Birthday room of KF-Bioticslab Fixed some issues with rarity and conditions of weapon skins. Fixed an issue where Rack Em’ Up UI would persist after death or perk swap SDK/Mod Workshop Added support for .int and .ini to the manual upload tool (GUI upload support will follow at a later date) Special note on FLEX: We feel we are close to returning FLEX functionality to the game. We are keeping a close eye on performance and crashes related to this which may impact its re-release For those who like to watch new guns in action I also have some new WebM’s to share with you! What you can find below are the LAR and Crossbow in action against some zeds. As part of that you will also see the new momentum imparted on headshot kills for standard bullets, melee kills and shotgun kills. Let's take a look! http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fmedia.tripwirecdn.com%2F032416%2Flar.webm+&urlrefer=18540f55072a2d58457c15c9fff38813 (Shell eject orientation has allready been fixed since this video was taken) http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fmedia.tripwirecdn.com%2F032416%2Fcrossbow.webm+&urlrefer=c1324daff6182cdef54e034122b78307 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fmedia.tripwirecdn.com%2F032416%2Fnew_physics.webm+&urlrefer=a77ed13a4e771eb256c8d994dfdb435f Last time we gave players a glimpse of what it looks like to control a zed on VS Survival with a screenshot of the Patriarch. For today I’ve captured a webm of the Bloat and its moves and abilities. http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fmedia.tripwirecdn.com%2F032416%2Fbloat.webm+&urlrefer=b557aaa2376dd064e2e8be58afe61219 (Controls for this ZED have been changed since this video was captured) We have locked down the build for this update and are in full QA and iteration mode. Stay tuned for more information next week as we have a better idea on how the build is shaping up.
KF2军医战斗工作手册 看贴吧里没人总结 打算自己写个囊括方面比较全的 作为一个1代2代都是主玩医疗的玩家给你们一些人生经验 1. 了解治疗机制 包括游戏里没有说明的 治疗针命中友军目标时会增加目标治疗总量 而实际HP回复需要一定时间 全部玩家的HP回复速度都为10点每秒 例:为目标施加40点治疗总量 需4秒才能完全回复40点hp 治疗总量不会超过目标最大生命值减当前生命值 即超出部分均为过量治疗 生效部分为实际治疗量 治疗会减半火焰dot伤害 同时减半火焰dot持续时间 治疗获得的金钱为(实际治疗量/目标友军最大生命值)x 60 2. 护甲机制 护甲多于75点时 分摊75%伤害 护甲在50点至75点时 分摊65%伤害 低于50点时 分摊55%伤害 超出护甲当前量部分由生命值承担 所有增加护甲即可生效(无回复时间 3. 了解你的武器装备 包括商店里没有提到的 以下数据未计算等级perk加成 治疗针:solo时一次回复50点hp 2个及2个以上玩家时单次回复20点hp HMTech-101医疗手枪:小巧轻便 仅1负重 单发20伤害 发射一次治疗针消耗50能量 治疗量单发20hp 从0充能需15秒 理论射速342发/分钟 弹匣15最大备弹225 HMTech-201医疗冲锋枪:3负重 单发15伤害 发射一次治疗针消耗50能量 治疗量单发30hp 从0充能需15秒 理论射速800发/分钟 弹匣40最大备弹320 HMTech-301医疗霰弹枪:6负重 每发霰弹6个弹头 每个弹头造成20伤害 发射一次治疗针消耗40能量 治疗量单发30hp 从0充能需12秒 理论射速300发/分钟 弹匣10最大备弹50 HMTech-401医疗步枪:7负重 单发40伤害 发射一次治疗针消耗30能量 治疗量单发40hp 从0充能需10秒 理论射速650发/分钟 弹匣30最大备弹300 医疗手雷:1秒印信 触发时即时造成50毒伤害 治疗云内每秒造成50点毒 dot持续8秒 zed中毒后脱离治疗云会受到每秒5点毒伤害 dot持续10秒 每秒为治疗云内友军目标增加治疗量5hp 持续8秒 全部医疗武器治疗针能量总值为100 治疗针理论射速342发/分钟 4.了解你的专业技能 包括说明上没有写到的 Healing suger:增加生命值上限至120 Enforcer:增加20%起始弹药(包括9mm手枪) Combatant:起始配备满额护甲 购买护甲时享受4折优惠(60%discount) Armament:缩减25%治疗总量但可以修复其1%护甲 例:15级医疗使用301治疗时治疗总量为(30*1.3)-(30*1.3)*0.25 = 29hp Regeneration:每5秒回复2hp Lacerate:医疗武器造成额外流血伤害 伤害相当于2%武器基础伤害 dot持续15秒 Vaccination:每次治疗回复目标2%护甲 使目标受到胆汁75%的即刻伤害及60%的后续伤害 该效果持续10秒 Acidic compound:治疗针击中怪物造成15毒伤害 并后续造成每秒2点的毒伤害 持续10秒 造成足量伤害及手雷及治疗针可以造成怪物恐慌 Airborne agent:治疗总量提升20% 对目标周围5米半径区域内友方目标造成治疗效果 Sedative::治疗针造成怪物晕眩 晕眩时间在2~4秒内随机 未完待续
2016.02.20官方新闻 Welcome back to the latest edition of What We Are Up To. Today I want to talk about some changes moving forward as well as introduce something new to that list. For those who don’t stalk my posts or hang out in the Steam chat for Killing Floor 2, we have recently lost one of our gameplay programmers. This has caused us to have to rework our current production schedule while we actively look for a replacement (if you know anybody, we are hiring! - http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Ftripwireinteractive.com%2Fjobs%2F+&urlrefer=57d29b760eaefa005831110421e7a7ae) When we know how this will all play out with our next content drop we will let the community know. But that hasn’t slowed down our team making new content: A sharpshooter favorite, the lever action rifle has been modeled and textured and is making its way into the game! Below you will find the first render I could bribe out of our weapons artist: The crossbow will be following it in shortly as it gets finalized and our scope feature finishes coming online. Now also coming with these two weapons is a new map we’ve been working on. Imagine yourself rushing to escape the dark as the freezing cold and the zeds approach. A walled and fortified looking structure offers perceived safety. But how long can you survive in this old Soviet era relic. Welcome to the Prison. Something else I want to touch on today is another longer term change we are looking at (that may take some time to materialize) - a refinement pass on Hans. Beyond looking at his melee damage which we know the community has more immediate concerns about we’ve been looking at the overall battle flow and how we can improve it. This is an outline of what we are investigating: The primary change would be to allow players to interrupt the Hans healing phase potentially shortening or stopping the heal from happening. Along with this change we are looking at changing up how he chooses to engage players when he decides he wants to heal, mixing it up from a straight rush into his chosen target. Our goals here are to make players feel more invested in all stages of the combat while keeping it exciting and challenging. Until the next time, stay safe!
2016.02.06官方新闻 Hello everyone, we are hard at work on our next quality of life update. As previously mentioned, these updates are focused on bugs and balance and we are pushing to get them out as fast as we can. Today I am going to touch on this next QoL update as well as the next content update which is also being worked on, ie: the beloved sharpshooter! We currently have two sharpshooter weapons going through our pipeline first, the Lever Action Rifle and Crossbow. Both are currently in the process of being textured and I hope to show them to you in the near future with some renders! I’ll be talking more about the Sharpshooter weapon set and perk skills as they start to come online. Now something that will be in players hands much quicker are some upcoming changes (some of which will come in stages as we try one thing and react to the data and feedback we receive). The first of which is our dynamic difficulty tuning. With an upcoming quality of life update along with as many fixes as we can get done in there we are introducing the first pass at a dynamic difficulty tuning system that we are calling the Game Conductor. With this system the game can make some decisions based on how well players are doing to increase or drawback the intensity of the wave within some limits (each difficulty can be tuned up or down towards the ones bracketing it). The goal of the system is to find a sweet spot where the players feel challenged but not over or underwhelmed. We expect parts of this system to start coming online over the next few QoL updates. I also recently mentioned we had a close eye on the Demolitions perk. This is an item that is a bit further out in terms of players seeing it but I wanted to give the community an idea of what we are thinking about here. Part of our goals around balance moving forward is to give perks more distinct roles both overall and situational. Using the perk tree we are looking at branches that give the demo options for better crowd destruction or to specialize as a larger zed exploding machine who may want to conserve ammo. We are aiming for our next QoL patch to come out next week and our current WIP changelog (subject to change!) is as follows: Balance: First pass of live player skill tracking system Game Conductor Demo - Offperk skill was doing 15% instead of the intended 10% Berserker - Melee attack speed % increase was not working properly as players ranked up Gunslinger - changed how Uber Ammo skill works so dualies will not run out of ammo during Uber Ammo General: If a player leaves the server and doesn’t drop the detonator, any deployed c4 will be removed Continued to improve AI code to help prevent “walling” Bugs: Fixed a bug where clients that joined an in progress game could see already destroyed collectibles (and thus not be able to interact with them) Fixed several gamepad issues in the options screens Fixed not being able to save favorite servers while using a gamepad Fix one case for zed warping online - other cases including high latency are still being worked on Fixed the game displaying a pick up message when you dropped a 9mm from having dualies We are still aiming to get the Modding Workshop in as soon as we can fix some outstanding issues. We think we have a good handle on it but will know more early next week. And to wrap things up this week we are hoping to get a “Pulse Of The Community” poll going every once in awhile to see where our players feel we should be focusing our efforts. Below you can find a link to the first of such polls. http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.surveymonkey.com%2Fr%2FKF2CP1+&urlrefer=88fd0796579823f7481ab4af76ddfdf4
(补档)2015.09.01 正式补丁:Incinerate ‘N Detonate 更新日 1) NEW CONTENT New Maps Catacombs Evacuation Point New Perks Firebug Demolitions 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 RPG-7 Dynamite 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 2) IMPROVEMENTS / ADDITIONS General 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 Berserker 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 (+100%) more damage & increased knockdown (+100%) 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%) 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 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 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 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 Husk 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 Bloat When headless puke now sprays from the neck (visual only) Hans 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 Siren scream is now interrupted on stumble/knockdown/stunned/panic/poison Sirens now scream less frequently, but does more damage per pulse Fleshpound 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. Scrake Stumble animations are now quicker and take less time to recover. Knockdown animation is added to zed. Unique parried animations added. Weapons 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 Crovel Increased damage slightly Tuned damage line trace to be more accurate with the animations Pulverizer 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 Several weapon idles have been tweaked Added functionality so ammo pickups can give partial mags Tweaked double barrel shooting anims M4 now carries 8 shells in the magazine M4 reloads have been adjusted (animation and timing) AA12 recieved partial mags from ammo pickups AA12 starts with half ammo when purchased (like all other weapons) now 9mm starts with one mag less of ammo 9mm has 3 less magazines AR-15 starts with one mag less of ammo AR-15 has 2 less magazines Bullpup has 3 less magazines AK-12 has 2 less magazines 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) AA12 price increased Commando ammo price increased Nailgun price decreased Pulverizer price increased Eviscerator price increased UI/Effects 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 Audio 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 Editor 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 3) 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 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 Issues Rare crash when obliterating bloats when FleX is set to high. 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
patch1010更新明细 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fsteamcommunity.com%2Fgames%2F232090%2Fannouncements%2Fdetail%2F800867231024386099&urlrefer=c8e18b3bac2705add4f9f0feb5f91e45 Patch for the opt-in preview available soon. See you in game! Weapons Reverted changes to starting and max ammo for Tier 1 and Tier 2 Support weapons. Tweak to laser sight on Eviscerator Made Scrake more vulnerable to direct hits from RPG rockets, especially when aiming for the head Increased the pellet penetration and ability for Dragon's Breath Shotgun rounds to panic ZEDs Bug Fixes Fixed comm rose being stuck on screen after Hans intro Fixed Berserker damage resistance description Fixed Berserker melee attack speed being incorrectly calculated Fixed Berserker Smash, Block and Furious Defender skills not working as intended Fixed stuck ZEDs not respawning Fixed Zweihander having an ammo cost in the trader Fixed broken animations when reloading some weapons Fixed microwave gun effect looping on corpses Fixed low friction FleX gore Fixed no sound effect when turning NVG's on and off. Fixed a bug where Berserker passive bonus to attack speed applied to melee bashes with non-berserker weapons. Fixed an issue with the sight for the microwave guns when real time reflections were turned on. Fixed an issue where the lobby music would play during the first wave Fixed a bug where players could instant-kill Hans using some melee weapons Fixed an issue where the Hans intro would not work properly in some resolutions Replaced debug text when trying to join a full server Optimization FleX crash fixes and performance optimizations Emitter/explosion optimizations Log spam cleanup
悲报 2015.08.22 WWAUT - Are You Ready To Beta (Next Week!) 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:通知: Killing Floor 2 meets Chivalry! New game crossover items + gory screenshot contest Chivalry: Medieval Warfare, 8月21日Killing Floor 2 and Chivalry: Medieval Warfare have combined arms! Diabolical cross-collaborative experiments at Tripwire Interactive and Torn Banner Studios have bred... 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!
2015.08.07开发进度速报——爆破perk公布 Click, Boom! Those who need “Click, Click, Boom!” haven’t done their work properly and are more prone to fieldwork injury when working as a Demo. The Demo is the second perk coming online in our upcoming “Incinerate ‘N Detonate” update, and we’ve finalized the first pass of the Demo skill tree. Below you will find all the explosive details: Tier 1 - Technique Grenade Supplier: Team can receive an extra grenade from you once per wave OR On Contact: Your dynamite blows up on contact with a zed Tier 2 - Resistance Resistance: Reduce damage taken from explosives (for you and your team if they are close enough) OR Sacrifice: When you die, you trigger an explosion, hopefully getting your revenge Tier 3 - Advanced Techniques Door Traps: Weld slower, but doors you weld will explode when broken OR Siren Resistance: Grenades have a chance of not being destroyed by Siren screams Tier 4 - Weapon Techniques Off Perk: Do extra damage with off perk weapons OR On Perk: Increase reaction, stumble and knock down power for demo weapons Tier 5 - Advanced Explosives Zed Time Nuke: Explosives dish out massive radiation damage in zed time, poisoning zeds OR Zed Time Concussive Force: Explosions have a massive knockdown force in zed time As a Demo levels up the following stats will also increase as their passive bonuses: Demo Weapon Damage Explosive Resistance Extra explosive ammo I am also pleased to let the community know that something else will be coming in the update. While the main focus of this update is of course the Demo and the Firebug we have been prototyping how dual pistols will work. When this update goes live players will now be able to purchase dual 9mm pistols from the trader (fill out that extra slot in your build, or go nuts and challenge Hans with dualies only)!And to top things off for the week I will once again present our Dev Days Left chart. Things to note: Several devs are no longer working towards this update (their work on this update is done and they have moved onto future content). Once all work is wrapped up on content the build goes into a full QA mode (make sure we did not introduce new crashes, check for new bugs and fix, or break old systems).
社区回复中开发者透露信息的零碎汇总(摘自steam社区) 在社区尾行kf2开发者的时候发现的一些零碎信息,很多都是进度报告中没有提到的,整合一下方便大家观看。 1. 关于微波枪微波枪可能是游戏中最后一个多功能武器(哇哦,多种发射模式?),这把枪的先期设定很给力,做好的时候再告诉你们是啥功能(跟没说一样。。) 2.关于新人物anton啥时候出:下个更新就出 用不用红管2和RS本体都买:现在你买其中一个就送另一个(意思是说免费领了本体的人还得买个rs咯?) 3.是不是马上就要更新了?我看表格上剩余日期没几天了。没戏,得看有没有新bug(意思是随时跳票),反正肯定不远了你们就等吧。 4.游戏本体10月份能完全做完吗?谁说过十月份了?我当初说的是最少6个月!(4月份开卖的6个月当然是10月咯,不过人家说最少意思就是。。)我们努力年底前完成(反正我不信) 5.下次更新有啥?两套perk(爆破和纵火,具体看我之前的新闻更新),两个职业的7种武器(喷火器一开始就做好了)和两种职业的手雷(也就是说爆破手雷不是C4,目前还未公布),两张新地图(耶,没错两张新地图,地下墓穴只是其中一个),重置后的狂战perk和一堆其他的玩意(我知道你们不会关心新职业以外的东西的) 6.血腥度(gore系统)之前有朋友担心的,我买的日版会不会是和谐过的?答案是,以后不知道,反正现在是未和谐版本。(不过具体成啥样还得看你配置,配置低gore开满也没用) 7.以后会不会有任务模式?(一代的kfo地图,object模式)反正计划是做完核心模式(生存)要做几个不同的新模式(也许有story模式?) 不定期更新(想不起来就不更了)
2015.07.24开发进度速报 Deep below the layers of modern Europe persists the remnants of what came before. For the Italian city this includes a recently discovered series of caves and catacombs from a connecting sewer. Hearing of a possible localized outbreak, you and your team have been sent in to learn more. http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fmedia.tripwirecdn.com%2F072415%2Fcata1.jpg&urlrefer=876dbde8d61f9b65387c20458ad80b69 While this initially appears to have been a complete intelligence failure, the Zeds seem to have cut off your exit, turning this, all too literally, into a tourist trap. But as your team heads down a stream, there are signs that the original intel may not have been so far off the mark. Something lurks below, and you may have well just been locked in with it. Let the adventures in this colossal cave begin! http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fmedia.tripwirecdn.com%2F072415%2Fcata2.jpg&urlrefer=75d334d7b9a7a5f894f22a80e275eea4 With ‘Catacombs’ we wanted to offer a map that had a different playstyle than those released so far. It is unique in that it will be our first map where almost every light can be destroyed. Perks that utilize night vision and weapons with flashlights are advised! http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fmedia.tripwirecdn.com%2F072415%2Fcata3.jpg&urlrefer=1fec90fa48afc89bacd286505578aef1 We are looking forward to player feedback on this style of map! Gather your team, it is time to delve into the depths of the Catacombs. http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fmedia.tripwirecdn.com%2F072415%2Fcata4.jpg&urlrefer=6d79ea5f04a518309bfc95361c26c254 As per player request we have also been providing a broader look at our development schedule via Dev Days left graphs and we have once again prepared a new one for this week. Some items to call out here are that several devs have completed their work on this patch, while others have been pulled in (that were working on other work previously). If you would like to read more about these graphs and how they are generated you can find that here: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fforums.tripwireinteractive.com%2Fshowthread.php%3Ft%3D110591&urlrefer=d125b4660dd5759c235b46f4e17dd0e0 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fmedia.tripwirecdn.com%2F072415%2FDevDays7-24.PNG&urlrefer=8f9883158f95e705dddffcfc2b42e01a And as I have noticed after these WWAUT posts there are usually several questions that have been answered in previous ones - here are the previous topics and links: Player Feedback - System design: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fsteamcommunity.com%2Fgames%2F232090%2Fannouncements%2Fdetail%2F231153538426768782&urlrefer=f116aa151147aebee06a551d1b3b81c3 Melee Improvements: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fsteamcommunity.com%2Fgames%2F232090%2Fannouncements%2Fdetail%2F228903186720020119&urlrefer=5669c3a4ad346b2224e03bec017a5008 Firebug and Demolitions: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fsteamcommunity.com%2Fgames%2F232090%2Fannouncements%2Fdetail%2F787350625068249105&urlrefer=679c42cd2f6d9899c58253d918423297 Audio Work: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fsteamcommunity.com%2Fgames%2F232090%2Fannouncements%2Fdetail%2F787351262233645337&urlrefer=5bfc5a292b4307577c817cb612c1fe33 What Goes Into Level Polish - Evacuation Point: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fsteamcommunity.com%2Fgames%2F232090%2Fannouncements%2Fdetail%2F787351262251394416&urlrefer=3a62064b196cf3d9a0b243afc36007c3 New Berserker Skill Tree: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fsteamcommunity.com%2Fgames%2F232090%2Fannouncements%2Fdetail%2F794107293842784935&urlrefer=9d74470b1851ead3c406e188ff0ed1bb Demolitions Weapon Set: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fsteamcommunity.com%2Fgames%2F232090%2Fannouncements%2Fdetail%2F801989226523750578&urlrefer=72e07a5f685e35061392ffcfed9ccd45
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