Killing Floor 2

Killing Floor 2

KF-WinterFarm
Showing 1-10 of 12 entries
< 1  2 >
Update: 12 Jan, 2020 @ 3:31am

V4.1 Change Log

• Fixed large house window exploit - Player are no longer able to squeeze through them

• Fixed large amount of zed for the hold zone objective (long wave 7)

• Fixed large zeds getting stuck near lamps, trees and central fences

• Fixed Incorrect Dosh hold indicators

• Fixed indoor lights not being destructible during a multiplayer match

• Other minor changes

Brief Overview

Just a quick hotfix that should fix some new bugs that came along v4.0.

Update: 9 Jan, 2020 @ 4:19am

V4.0 Change Log

• Improved overall sound quality - Better reverb volumes

• better optimization - objects far away will no longer render, and now all objects will display much more cleaner shadows

• Fixed infinite zed spawning bug for the repair objective

• Adjust all zed spawn values around the large house section

• House indoor lights will be destroyable only when the powers back on

• Added in-game map preview thumbnail

• Other minor changes

Brief Overview

Main changes include the long request fix for the infinite zed spawning bug for the house repair object, alongside a major overall performance boost. Additionally, all zed spawns around the large house have been re-adjusted, and now whenever the power is back on all lamps inside the house become destructible.

Update: 13 Jan, 2019 @ 8:12am

V3.0 Change Log

• Added varies randomized “Stand you ground” areas

• Added the “Repair” objective for powering up the large house lights

• Added new music tracks

• Added support for Endless mode

• Added Workshop tags

• Added a more nature details throughout the map

• Changed the default Trader pod voice to Badass Santa

• Fixed incorrect floating objects

• Fixed the hilarious bug, which caused the zeds leg to go nuts on some snow surfaces

• Greatly increased performance by removing unnecessary and merging large amount of static objects

• Other minor changes

Brief Overview

Main changes include the addition of multiple objectives throughout the map, such as 8 differernt “Hold your ground” areas and a unique repair mission which causes the large house lights to turn on. The main playable floor has been re-designed, its blood splatter and lighting quality has been tweaked as well. This should improve the overall performance of the map.

I’ve also replaced all pre-existing soundtracks with those of Christmas ones and changed the default trader voice to the badass Santa one. The map also now officially supports endless modes with all “Hold your ground” defence missions working properly. Other minor changes include several fixes for incorrect floating objects and a fix that should prevent the zeds legs to behave unusual on some snow surfaces.

Update: 19 Feb, 2018 @ 3:10am

V2.0 Change Log

• Added alternative entrance to the large house area

• Increased the shadow rendering distance

• Updated the 2D background Christmas Trees

• Re-adjusted the outside zed spawn frequency

• Added new collision for the broken wooden fence & more of them

• Added more details outside the main area

• Added a wind effect, which gradually slowly increases over time

• Fixed several misplaced objects

• Even more bugs & glitch fixes

Brief Overview

Main changes include a brand new alternative entrance to the house section, this should render navigating around this section much more natural and open. I’ve also increased the shadow rendering distance which basically allows you to view shadows now in a greater distance, and to render navigation even more fluently, I've added a new collision for the broken wooden fence.

Update: 1 May, 2017 @ 4:45pm

V1.0 Change Log

• Fixed player clipping exploit on several section of the map

• Greatly increased performance (Merged a great deal amount of objects, adjusted lighting)

• Fixed incorrect blood splatters

• Remove several wood plank collisions

• Added a bit more detail inside buildings

• Added more details outside the main area

• Fixed even more incorrect lighting areas

• Fixed several floating objects

• Adjust zed spawn time in outer section of the map

Brief Overview

Main changes including fixing player clipping on several section of the map, greatly increased overall map performance and stability, lastly fixed all incorrect blood splatters. Several wood planks collisions have also been remove, therefore this should allow the player and zeds to navigate much more easier inside and outside buildings.

Update: 1 May, 2017 @ 4:42pm

• Test Upload

Update: 1 May, 2017 @ 4:35pm

• Test Upload

Update: 14 Mar, 2017 @ 10:00am

• Just Added the "Map" tag

Update: 13 Mar, 2017 @ 11:22am

Beta V4 Change Log

• Trader arrows now fully functional

• Complete re-work and improved pathing

• Added destructible fences in barn

• Adjusted zed spawn locations and time

• Enabled house basement trader

• Removed house basement decoration collisions

• Removed excessive pathing

• Improved zed pathing

• Rearrange tree locations

• Redesidnged Parking Trader area

• Fixed player exploit inside trader barn

• Fixed misaligned doors

Brief Overview

Main changes include a complete re-work of pathing, everything should run more smoothly now, and trader arrows are now fully functional. The parking area trader is has been modified, and as usual plenty of bug/glitch fixes.

Update: 26 Feb, 2017 @ 3:10pm

Beta V3 Change Log

• Fixed player getting block near the fench at the main entrance

• Fixed zeds awkward walking animation on some surfaces of large snow piles

• Fixed incorrect lighting in indoor areas

• Fixed player exploits on using double barrel shotgun jump to reach higher player such as trucks, box tents, and fences

• Added Day / night cycle

• Added a complete new area near the house entrance

• Added more objects throughout the entire map

• Added more snow near fences

• Added randomized player spawn

• Added more ammo spawn

• Re-worked fog system

• Optimized performance (static lights)

Brief Overview

Main changes include, a brand-new day to night cycle that similar to the fog mechanic. The map now becomes gradually darker over time.

A complete re-designed of the left area near the house main entrance. Featuring a brand-new route with a greenhouse and an apple growing field.

Huge optimization boost, managed to set all the lights static. This should render the game much more smooth and hopefully fix any performance issues.

Lastly, added even more snow piles throughout the entire map allowing the player to navigate more much easier and several bugs/glitch fixes.