Killing Floor 2

Killing Floor 2

kf-badlands-tf2
 This topic has been pinned, so it's probably important
ohn  [developer] 4 Nov, 2019 @ 5:49pm
Update Comments Log
To keep the comments of this section clean only the newest update comment will be kept. All other comments will be removed and then updated here to preserve them for archival reasons for myself.

DATE @ TIME
UPDATE MESSAGE
Last edited by ohn; 4 Nov, 2019 @ 5:50pm
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ohn  [developer] 4 Nov, 2019 @ 5:50pm 
January 4th, 2019 @ 2:30 PM
New build went live @ 2:20 PM at the time of posting this for those who noticed a workshop update for Killing Floor 2. Posting this here as I believe only comments on workshop pages will give users notifications so they know exactly what it was.

January 11th, 2019 @ 5:32 PM
New build went live @ 5:00 PM at the time of posting this. This update cleans up packaging of the map removing unncessary files from the map in addition to adjusting some problematic pathing spots for zeds along with a couple of exploits.

Also note Steam had a hiccup when I updated the map so if there is any issues please let me know. Leaving this extra note as a precaution.

June 6th, 2019 @ 9:58 PM
Secondary update uploaded to hotfix an oversight with a spawner

- - -

Previously a new build went live @ 7:20 PM at the time of posting this.

This update addresses a few issues as well as adds in missing visuals to areas such as middle with the decals on the cargo. Package contents for the map have also changed so if you experience any issues follow the steps on the troubleshooting thread in the discussions of this submission.

Potential issues are listed in change notes.

July 11th, 2019 @ 10:13 PM
A new update went live @ 9:30 AM at the time of posting this.

The update is primarily adjustments to Zed spawns modifying currently existing ones as well as adding in new spawn zones. This was done to make zed spawns a little bit less predictable as well as increase the difficulty of the map. This is the first of several adjustments that will be made to zeds spawns.

To see a full list of changes take a look at the change notes and to see any work in progress changes be sure to look at the discussions of this submission.


July 20th, 2019 @ 2:41 PM
A new update went live @ 2:30 PM at the time of posting this.

This update is just an assortment of quality of life changes. However a few adjustments have been made to pathing for Zeds around the wooden bridge at the forward spawn near grey bridge. This was done as Zeds were halting on the edge of the bridge because the pathing nodes were directly on top of each other on different levels so the zeds wouldn't walk forward once on the edge of the bridge.

To see the full list of changes be sure to check out the change notes above.

July 28th, 2019 @ 7:23 PM
A new update went live @ 7:20 PM at the time of posting this.

This update is just a temporary inclusion of Objective Mode with working objectives. This isn't currently balanced for normal play and will be adjusted later on.

August 15th, 2019 @ 6:17 PM
A new update went live @ 6:00 PM at the time of posting this.

This update is just adjustments to Objective Mode and some changes to matinee nothing being major. However performance may be impacted with this update. If this is the case I'll try to fix it next update. Most notably keep an eye out for frame drops and assets popping in.

October 9th, 2019 @ 7:38 AM
Pushed an update @ 7:30 AM at the time of posting this.

This is just a small fix to re-enable Objective Mode as well as ATTEMPT to add a map preview in the map list. This is a placeholder and will be prettied up later on.

The rest of the planned changes for the map should be in the following month.

January 3rd, 2020 @ 2:45
Today's update addresses a few remaining issues the map had as well as making a decent amount of changes to Objective Mode. See the Change Notes for the full list.
Last edited by ohn; 3 Jan, 2020 @ 12:51am
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