Killing Floor 2

Killing Floor 2

True Solo Mutator
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Update: 11 Dec, 2020 @ 8:35am

* Fixed variable name typos interfering with the previous update

* Corrected instructions for INI customization on servers

* Clarified CD setup descriptions

* Corrected CD string commands for Blackout Edition

* Updated GitHub

Update: 11 Dec, 2020 @ 7:20am

* Additional multiplayer support for the Syringe

The Syringe now has an additional set of customizable values. In addition to one healing and recharge variable set for healing yourself, there is another set for when you are healing others. In addition, the Syringe's heal amount variable for yourself has been extended to apply even when playercount is above 1.

* Corrected instructions for updating mutator on a server

* Added instructions for installing and updating maps on a server

* GitHub updated

Update: 9 Dec, 2020 @ 5:37pm

* Version revert to Dec 9 @ 12:35pm

Removed experimental code


* Corrected INI usage instructions

After hours of trawling through forum threads, I reread Hickdead's modding guide a little more closely and it turns out that the mutator's INI resetting itself was never a programming issue but rather a result of improper usage explanation. Whoops. Turns out that there are 2 versions of the INI when you subscribe: one in the Config folder and then a second higher priority copy within the game's Steamapps folder.

Every time the game is booted, the higher priority copy overwrites the Config's copy forcing you to turn to tedious copy-paste/Notepad++ workarounds if you edited the latter. However, if you just edit the higher priority copy, then you don't have to do any of this - just edit and save, nothing else. Apologies for the incorrect information!

Update: 9 Dec, 2020 @ 2:35pm

* Unsuccessful attempt to keep INI from attempting to reset every restart

Update: 9 Dec, 2020 @ 10:35am

* Overhauled code organization, mainly in the main mutator file and the INI

I'll further proofread the formatting and value inputs in the near future and update if I find anything amiss, but I'm pretty sure everything important should be fine.


* Mutator now supports all difficulties, not just Hell on Earth

Users no longer have to tediously input the appropriate co-op multipliers into the INI to practice on lower difficulties, the mutator now automatically switches between preset damage scales based on difficulty selection.


* INI file now enables customization of 4 independent sets of damage scales, one for each difficulty.

* Added direct references within the INI to the unmodded game's solo multipliers to aid customization.

* GitHub updated

Update: 8 Dec, 2020 @ 12:43pm

* Successful code experimentation on the Bloat regarding the usage of different damage scales for each difficulty. If replicated on every other Zed, the mutator will automatically swap damage scales to mimic co-op on every difficulty instead of just Hell on Earth.

Update: 1 Dec, 2020 @ 4:47am

* Minor comment code edits

* GitHub updated

* The entire workshop page has seen many undocumented edits, corrections, and general improvement in every update since the initial release.

* Mutator is now fully compatible with Controlled Difficulty Eternal Edition v4.1

* All Zed movement and damage scales should finally be 1:1 with co-op Hell on Earth. (Speed scaling for Hans, Patty, and Matty are in accordance with 2+ minutes into Last Man Standing co-op Hell on Earth) - There are 2 very minor exceptions for damage scaling, see the "Known Issues On Its Own" discussions tab.

Update: 1 Dec, 2020 @ 4:00am

* Because I like to use CD with this mutator so much, I did a little fixing up for it. Using a parent override variable I recently found, this mutator now patches Controlled Difficulty Eternal Edition v4.1 independently and unintentionally breaking the Matriarch's sprinting behavior and drastically reducing her speed overall. The Matriarch's sprinting behavior is now not only fixed but her movement speed scaling also now properly works as a result.

Update: 1 Dec, 2020 @ 3:19am

* Due to the previous patch's parent variable replacement for movement speed scaling, every movement scale was set to 1.0. The exceptions are Hans', Patty's, and Matty's scales which are set at 1.3 to replicate post 2 minutes Last Man Standing.

The new parent variable scales Zed movement differently. As a result, Zed speeds aren't reduced in the process of making them customizable via the INI and don't need to be manually restored by me by using references to see how much to add past 1.0 for applicable Zeds. Scaling Zed movement subscriber side is also much more convenient as the scales in the INI now automatically take into account existing difficulty modifiers.

Update: 1 Dec, 2020 @ 2:23am

* Replaced the parent variable being used to scale every Zed with another to improve CD compatibility. All Zeds will now properly respond to their movement scale on spawning when CD is loaded with the mutator.