Post by Alex on Oct 9, 2007 10:03:10 GMT -5
OFFICIAL KF 2.5 THREAD
So I did a little hint dropping about what i may or may not have been working on. I'm going to go ahead now and spill the beans
I am working on a massively updated build of Killing Floor. It uses a combination of the 2.1 content, my own recovered 2.2 content which was never released, and some of the community patch content (or at the very least, ideas from it)
As of this moment, here is a list of the major additions and improvements.
This is just the beginning of the update and feature list.
I have a great deal more to post here, but some of it is not particularly glamorous (like bugfixes), and the rest is still taking shape and will be revealed in good time.
Keep an eye on this thread
So I did a little hint dropping about what i may or may not have been working on. I'm going to go ahead now and spill the beans
I am working on a massively updated build of Killing Floor. It uses a combination of the 2.1 content, my own recovered 2.2 content which was never released, and some of the community patch content (or at the very least, ideas from it)
As of this moment, here is a list of the major additions and improvements.
- Enemy Gibbing System
With the appropriate amount of damage it is now possible to "chunk up" enemies. A direct LAW hit, a couple grenades going off in close succession are examples of how this might be brought about. This is purely an aesthetic upgrade, but it does enhance believability, fun factor when using explosives, and there is a performance benefit to be had from using Static gibs instead of a ragdoll. - Story Mode Gametype
Yes, an entirely new gametype has been created. Ok , not *entirely* new. But it opens Killing Floor up abit for mappers. Essentially, it's a sandbox game-mode where there is no combat countdown, no spawning zombies, and where mappers can add objectives for players to follow. Also added are options for various gameplay controls like deciding whether players start with any equipment or not, and the scaling and removal of actors based on game difficulty.
All of this is being engineered for online coop play. - Updated Visuals
We all loved Killing Floor 1.0 for its raw visual approach and powerful, grimey textures. Killing Floor 2.0 didn't quite make the cut in this regard, and with that in mind I have gone back and updated many of the weaker skins in the game, be they weapon, monster, or environmental textures. Everything old is new again - New Weapon: FlameThrower
A deadly, liquid-based incendiary device developed by Horzine industries to dispose of failed specimens. It boasts a high rate of fire, and is incredibly effective against some times of foes, particularly the bloat because of the volatility of its skin. Specimens that come in contact with the flame created by this weapon will ignite, and take damage over time. Flames which hit the environment will last for a few seconds before going out. It is possible to create momentary "flame walls" in this manner. - Realistic movement / Aiming system
Those of you who make a habit of running and gunning will be in for a suprise. Movement speed and accuracy and directly tied to one another, to reward players who take the time to stop and line up their shots, and increase the risk for players who make a habit of backpedalling in a frenzy of spray n' pray. To compound this, the act of simply firing a weapon now affects the player's movement. Leaning on the trigger may sometimes be a good idea. But don't expect to be sprinting while you do it. - Tactical Lights
Some people probably find areas in the Killing Floor maps too dark. Maybe some mappers just want to make pitch black maps. You'll both be pleased to know that the default 9MM pistol now comes outfitted with a flashlight, so you will always know where you're going. It runs on a rechargeable battery , but extended use can drain it. - Scaled Trader prices
Alot of people seemed to find it too easy to amass a vast fortune after only a few waves, and splash out for the big guns early. The trader's shop now scales its pricelist to match the game difficulty. The percentages are as follows:
Difficulty Scaling (% of regular cost)
- easy = 50%
- normal = 100%
- Skilled = 133%
- Elite = 166%
- Suicidal = 233%
The sale-value of weapons is also affected, and is generally much lower than before.
This is just the beginning of the update and feature list.
I have a great deal more to post here, but some of it is not particularly glamorous (like bugfixes), and the rest is still taking shape and will be revealed in good time.
Keep an eye on this thread