Killing Floor 2

Killing Floor 2

Controlled Difficulty
blackout  [developer] 21 Sep, 2016 @ 5:52pm
Released build 8bd8ff84 (2016-09-21)
Thanks to everybody who tried the mod so far. Special thanks on this revision to Dandy Boy.

Added AlbinoCrawlers=true|false option

When this is false, the game forces all crawlers to be regular black crawlers. Effectively, whenever the standard game would have spawned an albino/gas crawler, AlbinoCrawlers=false converts that crawler to a regular/non-gas one. This neither reduces zed count nor changes the squad or zed composition of a wave, aside from replacing albino crawlers with regular ones.

Mod version and build date now print to console

This console line appears just above the lines displaying CD's active settings.

I use abbreviated git commit hashes as version descriptors. If you wish, you can cross-reference the version string against the github project's master branch history to see the exact source code you are running: https://github.com/notblackout/kf2-controlled-difficulty/commits/master

Fixed save-and-load for SpawnMod

The last build failed to save SpawnMod values to KFGame.ini. SpawnMod was still displayed in the console and applied to the game correctly. You were affected by this if you left the SpawnMod parameter off the `open` command and saw CD print a SpawnMod value to the console that you did not expect. The value printed to the console was the effective one.
Last edited by blackout; 28 Oct, 2016 @ 4:21pm
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dandyboy66 21 Sep, 2016 @ 8:11pm 
No more gas. No more. Great.
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