Killing Floor 2

Killing Floor 2

True Solo Mutator
Showing 1-10 of 37 entries
< 1  2  3  4 >
Update: 29 Oct, 2022 @ 3:40pm

Hotfixed a major long-standing issue unnoticed until now where weak Trash Zeds:

*Gorefasts
*Stalkers
*Slashers
*Cysts
*Clots
*Abomination Spawn
*Crawlers


on Normal lost their ability to move in addition to the game freezing after a seemingly random but short amount of time into the first wave, essentially making the difficulty unplayable.

The cause was identified as being that the move speed scale values for these Zeds on Normal were simply not, and likely never, present in the INI. Instead, their Hell on Earth move speed scales were duplicated onto the lines where the scales for Normal should've been and mistakenly left unrevised.

After 7 suffix changes to the aforementioned variable names within the INI, the Mutator now has quantifiable references for weak Trash Zeds' move speeds on Normal rather than literally nothing and deciding to soon freeze the game out of confusion.

The Github has been updated with the new INI.

Update: 15 Mar, 2021 @ 11:57pm

* Corrected Fleshpound's Hard damage multiplier in its Default and Active by Default value set from 0.75 to 0.65

* Corrected Siren's Hard damage multiplier in its Default and Active by Default value set from 0.75 to 1

* Added various minor comment code additions and reformats along with spelling and grammar revisions.

* Corrected various multiplier value references

* Clarified that "Mutator Default" and "Vanilla Default" references are only meant to reference the vanilla game's values
in Default and active by default sections. Special variables sets retain "Mutator Default" references but they're usually not tied to the vanilla game's values, just what the mutator came with. Use your judgement. At this point, if you find a value that seems at first glance to be blatantly wrong, chances are overwhelmingly likely that the variable and value pairs that you're looking at don't mean what you think they mean.

I left an abundance of comment code within all the source files, so please take the time to peruse them. If you still don't understand what something does, then do some in-game testing as well although I really don't think any of my mutator's functions should be that difficult to understand. There's a lot here, so most of the confusion is going to come from unfamiliarity rather than erroneous functioning on the part of the mutator although I won't rule out the latter being found the case somehow eventually.

* Fixed an issue where the Default set for the Syringe was erroneously assigning the default recharge times for the Syringe with the values of its default healing amounts.

* Corrected mislabelling comment code blocks in the Syringe's healing base UC file.

* Updated GitHub



The development of this update consisted of two of the mutator's three final revision passes: two dedicated sessions, one each for proofreading and in-game testing to resolve the accumulated debt towards polishing the mutator.

With these three finalization passes now all out the door, the mutator's active development has come to an end. What does this mean? From now on out, there aren't going to be any major feature additions or removals. The mutator will for the foreseeable future stay more or less in the state you find it in now. Furthermore, the mutator has also been brought to a point where it can be safely abandoned entirely.

This doesn't mean I have plans on abandoning it however. No, no. Unless I become incapacitated or dead, I'll still release occasional minor revisionary updates as I see fit. Patches for newly discovered bugs will also be swiftly worked on. If new Zeds are released in the future, I will work swiftly to update the mutator accordingly. Compatibility patches with others mods aren't off the table either although I don't observe a whole lot of interest both from myself and others in going down this avenue.

Just as a reminder, all information regarding future updates can be found on the locked "TO-DO List" discussion tab. You are always welcome to ask questions as even if I may not be as active as I once was, I'm always lurking around on a daily basis. Despite all the work I've put into developing and polishing this mutator though up until now, my eyes and brain aren't perfect and can only revise with so much accuracy. If you find issues, please report them in as much relevant detail as you can. All my source code is public and should assist in that endeavor.

Once again, it's been a pleasure to develop this mutator and I hope it continues to improve others' KF2 experiences for years to come!

Update: 7 Feb, 2021 @ 1:38am

* Comment code overhauled.

- Comment code reformatted to fit better on the screen.

~ Removed the need for horizontal scrolling at fullscreen, at least for the screen size and resolution that I have which for reference is 21.5 inches at 1080p.


- Comment code reformatted for better readability.

~ Comments in many areas are now less of an eyesore and important information has been made easier to visually digest. Unnecessary commenting has also been removed in certain areas and other comment segments have been simplified to provide shorter, but more accurate explanations.


- Comment code greatly expanded.

~ Comment code detail has been enhanced across the board. The understanding and navigation of my source code should now be substantially easier which will also in turn ease usage of the mutator, especially regarding the new work on the INI's commenting. Additionally, code sections with missing comment code have been thoroughly commented out.


- Minor comment code revision.

~ While there are undoubtedly minor errors with labeling, spelling, grammar, and whatnot still lying around - the most glaring of issues have been fixed. Notably mislabeled sections pertaining to difficulty-specific variable sets that I had copy-pasted elsewhere and neglected revision on.


- GitHub updated



I found the previously existing comment code in my source files unacceptable regarding their detail, accuracy, and format. This update is the result of my work in improving comment code on those points to a level I found acceptable.

The purpose of this update has been solely about quality of life with major expansion, minor revision, and thorough reformatting of comment code throughout all of the source files, including the INI. No current function of the mutator, intended or otherwise, should be affected. This is the first of three finalization passes at the mutator in this order:


1. Dedicated Comment Code Expansion <----- What this change log details
2. Dedicated Revision
3. Dedicated In-Game Testing and Further Necessary Revision


Finalization pass #2 will be sometime this week, and finalization pass #3 will be done the evening of the day after finalization pass #2 is done. It's a good sign that so far no serious or even minor bugs have been reported since the last bugfix patch however if anyone found any and is currently sitting on them, now is the perfect opportunity to share!

The last two finalization passes are where possibly existing, unnoticed bugs will be searched for and fixed. Specifically, finalization pass #2 will be dedicated to visually combing through and cross referencing every line of the code deliberately looking for errors. #3 will be dedicated to further error-hunting, although instead through in-game testing with the INI and revising code only as needed.

The publicly posted TO-DO list has all the information you need on upcoming updates, their contents, and when they can be expected to drop so keep tabs there for now.

Update: 2 Jan, 2021 @ 3:00pm

* All experimental hotfixes to resolve the mutator's INI resetting itself, especially on servers, reverted.

- I took another look at and tested the most recent instructions I have for customizing the INI on servers and fortunately it appears there was actually never an issue with them. This mutator's INI on servers will properly maintain edits if the instructions are followed properly.


* Updated GitHub with reverts

Update: 2 Jan, 2021 @ 2:12pm

* Reverting the last failed hotfixes

Update: 2 Jan, 2021 @ 2:07pm

* Third experimental hotfix to resolve the mutator's INI resetting itself, especially on servers.

- Hotfix is a failure.

Update: 2 Jan, 2021 @ 1:02pm

* Second experimental hotfix to resolve the mutator's INI resetting itself, especially on servers.

- Hotfix is a failure.

Update: 2 Jan, 2021 @ 12:45pm

* Experimental hotfix regarding issues around the mutator's INI resetting itself, especially on servers.

- Hotfix is a failure.


* GitHub updated

Update: 2 Jan, 2021 @ 1:21am

* Hotfix for the Syringe's universal settings.

- When universal settings are toggled for it, the mutator no longer improperly replaces the Syringe's difficulty-dependent recharge time variables with its universal healing variables instead of its universal recharge time variables.


* GitHub updated

Update: 31 Dec, 2020 @ 8:14am

* The single largest and last non-revision update this mutator will receive

* GitHub updated

* Code organization overhaul

- Main mutator file's code organization polished further
- INI file code organization overhauled to follow similar scheme to the main mutator file

~ The INI and mutator file are MUCH larger now, so if you're looking at either - follow the organization scheme to know where you're reading!


* Much greater customization, especially for multiplayer

- Blanket variables

~ Each difficulty now has its own blanket multipliers for Zed damage and movement speed. Want to multiply every Zed's damage or speed on Hell on Earth by 2x? You can now do that with one value change. No more fiddling with individual values for simple stuff like this.


* Vastly expanded customization with new toggleable value sets for Zeds AND the Syringe

- Special value sets

~ Universal sets

x Want to keep things simple and only use one variable set for every difficulty and player count? Toggle and customize these.



~ Default sets

x Want to switch back to the mutator's default settings without undoing your edits? Just toggle this option with one value change.



~ Player count scaling sets

x Want the mutator to automatically scale blanket variables for Zeds and/or the Syringe by player count? Customize and then toggle these options on!



- Individual Zed movement speed scales can now be customized per difficulty just like their damage scales

- The Syringe's base recharge and healing amount can now be customized per difficulty with separate values for healing yourself and others



More extensive revision and testing still needs to be done, but in the meantime please report any found issues. For multiplayer in particular, I COMPLETELY rely on user reports to fix issues there as I cannot test there myself. I'll be doing multiple cursory passes on the code the next few days so that's the perfect time to bring up any found problems.

Other than that, enjoy yourself! Working on this project has been a pleasure, and I'm happy that others than myself have found uses for it to improve their KF2 experience.