Post by Alex on Jan 11, 2007 12:36:21 GMT -5
Hey children!
I have decided (against all my better judgement ) to make a final patch for Killing Floor.
I'm calling this "Alex's patch" cuz a know that a fan patch was in the works as well, and I don't want to step on too many toes if I can help it.
That having been said, I view this as the official 2.2 patch, and it does contain a number of fixes that I had been working on following 2.1s release but which were lost in the tragic hard drive failure of September.
This list WILL be updated to reflect my progress. Suggestions can be made in this thread so long as they are.
1. Reasonable
2. Respectful of the fact that I am not planning to get too deep into new aset creation. Don't ask for five new maps, seven new zombies and a new assault rifle. In fact. dont ask for even one new zombie
See below.
*********
2.2 (Alex's patch)
Feature Additions:
- Weapon accuracy / movement system implemented. The quicker you move, the worse your aim. Crouching helps.
- Secondary fire mode added for bullpup. 4 round burst fire with slight damage / accuracy increase.
- end of wave cash rewards are now given out for survivors. (amount you earned is displayed)
- Cash reward given out to players who heal others with the med-syringe.
- Keybind added for "Torch" which can be used to light dark areas. It runs on a slowly recharing battery.
- Lead Pipe weapon now becomes "Bloody" after being used, like the other melee weapons.
- "Backpack" upgrade now available from Shop, raises carry capacity by 5 units.
Balance Tweaks:
- Scrake's saw Damage increased slighly
- Scrake made less susceptible to headshots (chance to remove head is based on damage applied vs. Current health)
- Siren made less susceptible to headshots.
- LAW Rocket damage increased from 600 to 750. Rocket Speed increased slightly.
- LAW accuracy increases HIGHLY (more than other weapons) when the player crouches / fires while stationary.
- Player is no longer able to Fire Shotguns (or the L.A.W) while jumping in the air.
- Deagle .Min damage increased.
- Deagle max ammo capacity increased.
- General Weapon Cost increase (especially to LAW, and shotguns).
- Player default max carry weight reduced to 15 units from 20.
Bugfixes:
- Ambient "Glow" removed from all monsters.
- Welded doors no longer un-weld themselves between waves.
- Straggler zombie (if one is left after round end) is killed off automatically.
- "UnSkinned Soldier" bug fixed (thanks Grex 4d!)
Map Exploits / Bugs:
- The "gate jump" in KF-WestLondon is no longer possible.
- shooting / Throwing nades through the windows in the Power Control room in KF-BioticsLab is no longer possible.
- "Floating" drapes in KF-Manor have been fixed.
I have decided (against all my better judgement ) to make a final patch for Killing Floor.
I'm calling this "Alex's patch" cuz a know that a fan patch was in the works as well, and I don't want to step on too many toes if I can help it.
That having been said, I view this as the official 2.2 patch, and it does contain a number of fixes that I had been working on following 2.1s release but which were lost in the tragic hard drive failure of September.
This list WILL be updated to reflect my progress. Suggestions can be made in this thread so long as they are.
1. Reasonable
2. Respectful of the fact that I am not planning to get too deep into new aset creation. Don't ask for five new maps, seven new zombies and a new assault rifle. In fact. dont ask for even one new zombie
See below.
*********
2.2 (Alex's patch)
Feature Additions:
- Weapon accuracy / movement system implemented. The quicker you move, the worse your aim. Crouching helps.
- Secondary fire mode added for bullpup. 4 round burst fire with slight damage / accuracy increase.
- end of wave cash rewards are now given out for survivors. (amount you earned is displayed)
- Cash reward given out to players who heal others with the med-syringe.
- Keybind added for "Torch" which can be used to light dark areas. It runs on a slowly recharing battery.
- Lead Pipe weapon now becomes "Bloody" after being used, like the other melee weapons.
- "Backpack" upgrade now available from Shop, raises carry capacity by 5 units.
Balance Tweaks:
- Scrake's saw Damage increased slighly
- Scrake made less susceptible to headshots (chance to remove head is based on damage applied vs. Current health)
- Siren made less susceptible to headshots.
- LAW Rocket damage increased from 600 to 750. Rocket Speed increased slightly.
- LAW accuracy increases HIGHLY (more than other weapons) when the player crouches / fires while stationary.
- Player is no longer able to Fire Shotguns (or the L.A.W) while jumping in the air.
- Deagle .Min damage increased.
- Deagle max ammo capacity increased.
- General Weapon Cost increase (especially to LAW, and shotguns).
- Player default max carry weight reduced to 15 units from 20.
Bugfixes:
- Ambient "Glow" removed from all monsters.
- Welded doors no longer un-weld themselves between waves.
- Straggler zombie (if one is left after round end) is killed off automatically.
- "UnSkinned Soldier" bug fixed (thanks Grex 4d!)
Map Exploits / Bugs:
- The "gate jump" in KF-WestLondon is no longer possible.
- shooting / Throwing nades through the windows in the Power Control room in KF-BioticsLab is no longer possible.
- "Floating" drapes in KF-Manor have been fixed.