Killing Floor 2

Killing Floor 2

Zedternal Reborn
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Update: 2 Jul, 2022 @ 9:29am

Zedternal Reborn V13 Hotfix 2

Fixed Features
  • Redid all the weapon compatibility logic for weapon upgrades. Weapons should no longer have any upgrades that are not applicable and have more upgrades that are useful.
  • Added a workaround for how the grenade amount is shown on the HUD. The grenade amount is only a single digit (thank Tripwire), so if you have more than 9 grenades it would wrongly show the left most digit (13 would appear as 1). Now the indicator should always display 9 if you have 10 or more grenades.
  • Some more fixes to make sure weapon ammo counts do not de-sync from the server, especially for weapons with large magazine sizes (>250).
  • Fixed tiny husks having double tiny prefixes in their name.
  • Fixed the glow effects on Omega Husk, Omega Siren, Omega Fleshpound, and Fleshpound Predator.
  • Fixed the IsGrenadeDT and IsMeleeDamageType functions in WMUpgrade base class. The functions should more accurately detect which damage types are from grenades and melee weapons.
  • Updated English and German localization.
  • Updated ZedternalReborn code to be compatible with the current Tripwire code base (v1129).
  • Some minor code cleanup and performance improvements.

Update: 17 Jun, 2022 @ 5:37am

Zedternal Reborn V13 Hotfix 1

New Features
  • Added German (Deutsch) localization.

Fixed Features
  • Removed some debug logging from the code.
  • Improved weapon detection code in WMPerk when dealing damage to an enemy (ModifyDamageGiven).
  • Can now detect turrets spawned from a weapon and apply weapon upgrades to the turrets.
  • Fixed encoding of localization files. They were encoded in UTF-8 when they should be in UTF-16 LE with BOM.
  • Cleaned up and deleted some unused code.

Update: 14 Jun, 2022 @ 8:45am

Zedternal Reborn V13

New Features
  • Buffed precious weapon base stats:
    - Damage Increase 25% -> 35%
    - Explosive Radius Size Increase 20% -> 30%
    - Magazine Size Increase 50% -> 100%
    - Spare Ammo Increase 20% -> 40%
    - Medic Charge Cost Per Dart Decrease 20% -> 25%
  • Added full localization support using localization files. Currently only the international translation (English) is available. More translations will come in future updates when they become available.
  • Added precious variants for the new weapons: HRG Crossboom, HRG Head Hunter, Sentinel, and Reducto Ray.
  • Improved special wave Phoenix by increasing the rate that ZEDs are resurrected. However ZEDs can not be resurrected if they are killed with a headshot or died with no head.

Fixed Features
  • Fixed the math behind all upgrades and special waves that modify healing recharge rate.
  • Fixed players receiving late joiner starting dosh in some instances after dying in game.
  • Fixed a potential issue where special waves Phoenix and Division can rarely spawn unkillable ZEDs that are usually brain dead.
  • Fixed various issues with the code that should reduce code exceptions reported in the logs.
  • Updated ZedternalReborn code to be compatible with the current Tripwire code base (v1128).

Update: 1 Apr, 2022 @ 8:39am

Zedternal Reborn V12

New Features
  • Added an all traders toggle as a possible console launch parameter. Launching the game/server with ?alltraders will force enable all traders on all maps, overriding the all traders config option from the configuration section Config_Map.
  • Added individual prices and max levels for all weapon upgrades. Each weapon upgrade will now have a PriceUnit, PriceMultiplier, and MaxLevel config option. The old config options WeaponUpgrade_PriceUnit, WeaponUpgrade_PriceMultiplier, and WeaponUpgrade_MaxLevel from config section Config_WeaponUpgradeOptions should be deleted and are no longer used.
  • Added two new config options for zed wave injections: bExclusive and bRepeat.
    - If bExclusive is set to true for a zed wave injection that is selected, all zed wave injections that are further down the list will be skipped. This allows for exclusivity (pick one or the other but not both) when creating zed wave injections. Please note that zed wave injections in the config are checked from top to bottom every wave, so depending where the bExclusive zed wave injections are in the list will determine the final outcome.
    - If bRepeat is set to true for a zed wave injection then that injection will repeat every X waves, where X is the number set in the Wave config option for that injection. So if a repeating zed wave injection is set to Wave=5 then valid waves would be 5, 10, 15, 20, 25, etc.

Fixed Features
  • Updated ZedternalReborn code for current Tripwire code base (v1125).

Update: 23 Jan, 2022 @ 11:56am

Zedternal Reborn V11 Hotfix 2

Fixed Features
  • Fixed weapon upgrades not appearing for most weapons during solo and network play when the game is not set to give all weapons at once (such as launching the game with WMGameInfo_Endless_AllWeapons).

Update: 22 Jan, 2022 @ 2:43pm

Zedternal Reborn V11 Hotfix 1

New Features
  • Completely rewrote the way game data is sent from the server to client to improve performance and reliability. Also reduced the amount of data that needs to be sent to the client on first join.

Fixed Features
  • Fixed exploit with base and precious Doshinegun for skills that grant infinite ammo during zed time.
  • Fixed trader voice initialization.
  • Improved logging for config variables.
  • Minor code optimizations.

Update: 9 Dec, 2021 @ 10:34am

Zedternal Reborn V11

New Features
  • Added config section Config_WeaponDisable within KFZedternalReborn_Weapons config file. This will allow you to disable weapons before they get added to the pool of available of weapons to choose from, including vanilla weapons.
    -If Weapon_bDisableAllBaseWeapons is enabled, then all base weapons not present on the static, starting, and custom weapon lists will be disabled. This is useful to disabled all unwanted base KF2 weapons quickly.
    -If Weapon_bUseDisableWeaponList is enabled and weapons are added to the Weapon_DisableWeaponDef list, these weapons will be disabled even if they appear on the static, starting, and custom weapon list as Weapon_DisableWeaponDef has the highest priority. This is useful to disable a selection of weapons without needing to modify the other weapon lists.
    -Weapons that have a dual variant (like most pistols) will be fully disabled if you disabled the single weapon only due to how the trader links single and dual variants together.
  • Added new config sections within KFZedternalReborn_Difficulty to handle custom zed difficulty groups. These config sections will allow you to define custom groups of zeds with their own difficulty adjustments.
    -If ZedGroup_bEnableGroupList is enabled, then the zed difficulty group config options will be used. Each list entry in ZedGroup_GroupList has a group name as an identifier and a list of zeds.
    -The group name will be used in the other config options ZedGroup_Health, ZedGroup_HealthExtra, ZedGroup_HeadHealth, ZedGroup_Damage, ZedGroup_SoloDamage, and ZedGroup_Speed to define the custom modifiers that are applied to the group of zeds.
    -If a difficulty group is not defined in all the possible config options, then the zeds in the group will get the missing modifiers from the generic Config_DifficultyNormal, Config_DifficultyLarge, and Config_DifficultyOmega config sections as a fallback. This is useful if you want to make a difficulty group that only changes a specific modifier (like health or damage) to a custom value and nothing else.
    -Group names are case-insensitive, so "ExampleGroup" would be equivalent to "examplegroup".
  • Added precious HRG Stunner and Doshinegun.

Fixed Features
  • Rebalanaced the precious Nailgun against new Tripwire values.
  • Silenced some errors from the log coming from the KF2 base code that does not affect ZedternalReborn.
  • Minor code cleanup and optimizations.

Update: 9 Oct, 2021 @ 12:03pm

Zedternal Reborn V10 Hotfix 1

Fixed Features
  • Fixed the variant zed config options not working properly.
  • Improved how special waves add their own zeds to the current wave.
  • Improved and cleaned up zed buff code. Also made as many zed buffs as possible stackable.
  • Fixed zed buff for spawn rate increase not actually doing anything.
  • Lower memory usage slightly.

Update: 5 Oct, 2021 @ 8:44am

Zedternal Reborn V10

New Features
  • The config has been redesigned from the ground up. Instead of having one big config for everything, the configuration options have been divided into 6 smaller configs. The old KFZedternalReborn.ini file will not be used anymore. The new configs are as follows:
    - KFZedternalReborn_Difficulty: holds the configuration for zed stat difficulty adjustment.
    - KFZedternalReborn_Events: holds the configuration for special waves, zed buffs, and objective zones.
    - KFZedternalReborn_Game: holds the configuration for dosh, player stats, map settings, and trader settings.
    - KFZedternalReborn_Upgrades: holds the configuration for perk, skill, weapon, and equipment upgrades.
    - KFZedternalReborn_Weapons: holds the configuration for static weapons, starting weapons, custom weapons, variant weapons, and grenades.
    - KFZedternalReborn_ZedWaves: holds the configuration for zeds and wave composition.
    - And finally, KFZedternalReborn_LocalData is a special config only for local clients (no server). Currently it only stores the preferred grenade and knife configuration for the player.
  • Split configuration options into smaller subgroups within each of the config files for easier management. Also changed a majority of configuration options to have the ability to have different values for each difficulty (Normal, Hard, Suicidal, HoE, Custom).
  • Added basic config file error checking. Any values that are out of valid range or objects (such as zeds, weapons, upgrades, etc.) that fail to load will be logged to the log. All config error messages will start with "ZR Config" to make it easier to find config messages in the log.
  • Added final wave server launch argument. The syntax is ?final=x where x is the final wave number you want the game to end at (for example, ?final=20 would end the game at the end of wave 20). Also added a FinalWave config option to Config_Map for setting the final wave on a per map basis. The final wave server launch argument has a higher priority than the Config_Map option, and will override any map specific option if used.
  • Added a new trader voice option, TraderVoice_bUseObjectiveTrader under section Config_TraderVoice in config KFZedternalReborn_Game. This is the trader voice from objective mode in the base game (Dr. Ogada Buyu).
  • Added a new zed injection system for the wave manager. This system allows you to inject additional specific zeds at the beginning, middle, or end of a wave, after the main wave composition has been calculated. You will find this configuration option under Config_ZedInject in KFZedternalReborn_ZedWaves. There is no limit to the number of zed injection options that can be defined, and each option for a particular wave will be checked and then added if possible (it will not stop on the first one successfully added). A breakdown of a zed injection configuration option is as follows:
    - Wave: The wave number.
    - ZedPath: The zed to spawn.
    - Position: The position in the wave to put this zed. Valid positions are BEG (beginning), MID (middle), and END (ending).
    - Count: The amount to spawn. Valid range is 1 through 8.
    - Probability: The chance that this option is selected. Valid range is 0.0 (0%) through 1.0 (100%).
    - MinDiff: The minimum difficulty that this option is valid for. Valid range is 0 (Normal) through 4 (Custom).
    - MaxDiff: The maximum difficulty that this option is valid for. Valid range is 0 (Normal) through 4 (Custom).
  • Added a new configuration option, Dosh_StartingDosh under section Config_Dosh in config KFZedternalReborn_Game. Dosh_StartingDosh allows you to define the starting dosh for players when starting a new match. This option has the least priority, and will be overridden by the Config_Map StartingDosh variable and the dosh server launch argument (server argument -> map specific option -> Dosh_StartingDosh). In order to not define a starting dosh for a specific map in Config_Map, set StartingDosh to -1 and then the Dosh_StartingDosh configuration option will be used instead.
  • Added precious HRG Tommy Boom, HRG Disrupter, Corrupter Carbine, and Piranha Pistols.

Fixed Features
  • Made Zedternal Reborn compatible with the current code base (v1121).
  • Reprogrammed the wave manager and weapon code to make the code more reliable and efficient.
  • Fixed HRG Blast Brawlers not having infinite ammo when it should by a skill or special wave.
  • Rebalanced precious Hemoclobber and Mine Reconstructor against new Tripwire values.

Update: 24 Jul, 2021 @ 9:34am

Zedternal Reborn V9 Hotfix 3

New Features
  • Added three new functions in WMPerk and WMUpgrade: ExtensionFuncBoolean, ExtensionFuncInteger, and ExtensionFuncFloat. These functions are intended to be used for extension mods and addons when advance custom functionality is needed. Instructions on how to use these functions are in the code.

Fixed Features
  • Made Zedternal Reborn compatible with the current code base (v1117).
  • Fixed the tight choke weapon upgrade not functioning at all.
  • Fixed an overflow issue with level counter on the scoreboard when exceeding level 255.
  • The Patriarch and Hans trader dialog now announce the wave number at the start of the wave, just like in normal endless mode.
  • Improved the player information given to spectators while spectating a player.