Killing Floor 2

Killing Floor 2

Controlled Difficulty
blackout  [developer] 29 Jul, 2017 @ 11:42am
Released build f34421 (2017-07-29) [old hash: 5a24f7]
There are two changes in this build.

FakePlayers and associated options renamed

Here's a table showing old and new names. All of the options work the same as before. Only their names, and, in the case of FakePlayersMode/FakesMode, the wording of the value has changed. A config migrated to the new naming scheme using search-and-replace will work the same as before.

New Name Old Name ----- ----- WaveSizeFakes FakePlayers BossHPFakes BossFP FleshpoundHPFakes FleshpoundFP ScrakeHPFakes ScrakeFP TrashHPFakes TrashFP FakesMode=add_with_humans|ignore_humans FakePlayersMode=add|replace

I realize this is a nuisance, and I'm normally loathe to make any backwards-incompatible change, but these options and their confusing naming scheme have prompted more questions than any other single CD topic. For background about this change, see https://github.com/notblackout/kf2-controlled-difficulty/blob/master/options.md#renamed-options.


Three new SpawnCycle presets have been contributed, two by Nam, and one by Kore.

In accession order:

  • albino_heavy, contributed by Kore: this is like basic_heavy, but
    Kore has carefully split parts of individual squad elements into
    separate albino elements. So, instead of just converting 4GF to
    4GF*, Kore did something like 2GF_2GF* for a more organic zed
    mixture. Kore noted precise albino percentages for each wave in
    source comments.

  • nam_poundemonium, contributed by Nam: this is a new spawncycle
    focused on fleshpounds and minifleshpounds. Nam prefers to spawn
    some fleshpounds raged. If you prefer that no fleshpounds spawn
    raged, you can still use this cycle: just set
    FleshpoundRageSpawns=false.

  • nam_pro_v5, contributed by Nam: the fifth installment of his
    venerable SpawnCycle series, continuing the balanced zed mixture.
    Like nam_poundemonium_pro, this contains minifleshpounds and
    fleshpounds marked with the "!" suffix that makes them spawn raged,
    but this behavior can be forcibly disabled by setting
    FleshpoundRageSpawns=false.

    EDIT: within 24 hours of this release, Nam discovered that
    several CR* sqauds he intended to be present on waves 4 through 7
    were not present in the version he sent me for publication. He updated
    these waves and sent me a revised nam_pro_v5 spawncycle. I reviewed
    the changes using character-level diff. The changes are
    overwhelmingly just cracking monolithic CR squad elements into
    multiple squad elements with the same net constituent count, but
    some CR and some CR*. There are a handful of squad repositionings
    too, like moving a husk a few squads down the cycle, but these seem
    minor. For anyone really interested, here's a copy of the diff. It's harder
    to read with color coding stripped, but the information is all technically there:
    https://gist.github.com/notblackout/4870dd946f94f8dfd280a71e2793c624

    Overall, despite my general policy of not modifying spawn cycles,
    I don't mind breaking it in this case, especially since Nam found
    the problem extremely quickly after initial release. I pushed a new release
    with hash f34421. This supersedes release with hash 5a24f7.
    These two hashes are identical except for Nam's nam_pro_v5 crawler
    changes on waves 4-7.


Subscribing to the workshop is the recommended way to download CD. For server admins and downgraders, there is also a github release with ControlledDifficulty.u attachment:

https://github.com/notblackout/kf2-controlled-difficulty/releases/tag/release-2017-07-30-f34421
Last edited by blackout; 31 Jul, 2017 @ 2:27pm
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Showing 1-8 of 8 comments
brick 29 Jul, 2017 @ 3:50pm 
nam_poundemonium_pro doesn't seem to be recognized. pro_v5 and albino_heavy work.

I am on the newest build.
Last edited by brick; 29 Jul, 2017 @ 3:52pm
blackout  [developer] 29 Jul, 2017 @ 3:59pm 
I meant to write nam_poundemonium. The "_pro" suffix in my post was a typo. I just edited the post to remove it. Thanks for pointing that out.

BTW, you can run CDSpawnPresets in console to see a list of all configured presets. This works in solo or when run on a dedicated server (but not on a client connected to a dedicated server, due to fixable but annoying technical limitations).
Last edited by blackout; 29 Jul, 2017 @ 4:01pm
Nam 29 Jul, 2017 @ 8:30pm 
i think PRO_v5 need RPW.mut
blackout  [developer] 29 Jul, 2017 @ 9:05pm 
Nam pinged me on steam. Insofar as I understood him, he wants to convert certain CR in waves 4-7 to CR* in nam_pro_v5. It looks like the absence of albino crawlers on these waves was an error, and he wants me to reupload nam_pro_v5 to fix it. I'm not clear on how extensive these changes are, but assuming they are minor -- just turning some existing CR* albino, or inserting a small number of new crawlers -- I intend to do that, once he supplies a revision for me to examine.

Also, I asked about "i think PRO_v5 need RPW.mut": he clarified that he meant the volume of big zeds on waves 1 and 2 make things difficult for tier 1 weapons, and that he intended the preset to be played with additional mutators that provide powerful weapons from the start (such as RPW).
blackout  [developer] 29 Jul, 2017 @ 10:03pm 
Within 24 hours of the 5a24f7 release, Nam discovered that
several CR* sqauds he intended to be present on waves 4 through 7
were not present in the version he sent me for publication. He updated
these waves and sent me a revised nam_pro_v5 spawncycle. I reviewed
the changes using character-level diff. The changes are
overwhelmingly just cracking monolithic CR squad elements into
multiple squad elements with the same net constituent count, but
some CR and some CR*. There are a handful of squad repositionings
too, like moving a husk a few squads down the cycle, but these seem
minor. For anyone really interested, here's a copy of the diff. It's harder
to read with color coding stripped, but the information is all technically there:
https://gist.github.com/notblackout/4870dd946f94f8dfd280a71e2793c624

Overall, despite my general policy of not modifying spawn cycles,
I don't mind breaking it in this case, especially since Nam found
the problem extremely quickly after initial release. I pushed a new release
with hash f344219. This supersedes release with hash 5a24f7.
These two hashes are identical except for Nam's nam_pro_v5 crawler
changes on waves 4-7.

I've edited this comment into the main post.
Last edited by blackout; 29 Jul, 2017 @ 10:03pm
Nam 29 Jul, 2017 @ 10:58pm 
nam_poundemonium
I do not recommend more than 6 players, spawn mod 0

https://www.youtube.com/watch?v=iM9d1MFj1d0&t=3s

Map: SubTheWub
Spawn Mod= 0.75
Max Zeds= 25
Fake Players= 4

Commando Play
Last edited by Nam; 29 Jul, 2017 @ 11:01pm
Trance 6 Aug, 2017 @ 3:21am 
Would it be possible to add a command to quickly change all of TrashHPFakes/ScrakeHPFakes/FleshpoundHPFakes/BossHPFakes? Something like 'say !AllHPFakes 5' sets them all to 5 FP?
blackout  [developer] 7 Aug, 2017 @ 1:30pm 
@Trance yes, that's a great idea. Thanks for the suggestion!
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