Killing Floor 2

Killing Floor 2

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Killing Floor 1 Game Mode
   
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Maps and Mods: Gamemodes
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25.172 MB
9 May, 2016 @ 1:02pm
22 Aug, 2017 @ 8:43pm
11 Change Notes ( view )

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Killing Floor 1 Game Mode

Description
The changes are as follows:

General Improvements:

Move Speed Randomness changed from +-10% to +-3% (reduce the impact of RNG)
Out of sight movespeed modifier rescaled from 100% - 100% - 100% - 130% - 130% - 165% to 100% - 110% - 120% - 130% - 140%- 150%
Infinite Flashlight/NV (the dark is already annoying enough)

Doors respawn at the end of every wave like in KF1

Knife gives 10% movespeed bonus

Syringe mechanics changed to KF1 syringe mechanics:
Ally heal uses 50% charge instead of 2x recharge time
Use range increased from 135 to 180 (clot grab range; still reasonably, but easier to heal allies)

Movement mechanics changed to match KF1 movement:

Player Sprint Removed
Sprint Removed on clot variants, crawlers, stalkers, and sirens
Sprint speed on zeds that kept sprint reduced to 85% of their normal values (except for scrake which is 90%)
Husk sprint was kept because husk only sprints on 5 zeds left or when suiciding
Scrake has 90% speed instead of 85% to prevent unlimited kiting (kf1 scrake could catch up to you, making raging him more of an immidiate issue as opposed to just another reason to stay on the move)

Zed properites adjusted to better match KF1 counterparts:
Crawler: HP increased from 55 to 70, 50% slash resistance removed
Clots: HP increased from 100 to 130


AOE of zed moves that have AOE have been reduced to compensate for lower player speed (making them still dodgeable).
These include:

Husk Suicide
Husk Fireball
Husk Flamethrower (range)
Patriarch Rockets
Patriarch Mortors
Hans HE Grenades
Hans Nerve Gas Grenades


Adjusted various weapons because they were either unbalanced or drastically different from their kf1 counterpart:
General mechanics:

Burst-fire mechanics changed: All burst-fire guns' recoil in burst mode adds up to the total of 1 single shot, making it a more effective accurate burst. Burst fire seemed downright bad before. Now it's: Upside - 3 fast >accurate< shots; Downside - Forced to use 3 bullets
Demo weapons' arm range significantly reduced, giving demo more risk for reward options (I can shoot things closer, but do I really want to? You decide).
Medic darts have had their potency halfed to compensate for easier to avoid zeds
Medic Guns are more effective as weapons due to the dart nerf
Demo no longer gets +1 max/starting ammo per 5 (guns’ ammo total has been changed to compensate)

Weapons:

HX25: projectile is now a mini grenade launcher round
M79: damage changed from 225 to 350, radius reduced from 800 to 600, falloff exponent reduced from 2 to 1
C4: Price changed from 650 to 800. Since demo no longer gets ammo over level, you now only start with 2, and selling and rebuying no longer refills ammo. Consecutive explosion resistance changed from 0.5x to 0.75x (each explosion does 75% of the last instead of half). Damage increased from 820 to 1500 to match damage of KF1 pipe bomb. Explosive radius reduced from 1000 to 500. Cost per c4 changed from 100 to 250.
RPG: damage changed from 750 to 1200, radius reduced from 1000 to 500 (making lv25 demo rocket have the same damage and radius of the LAW). Ammo cost increased from 25 to 40.

MB500: penetration increased from 2 to 3
Boomstick: penetration increased from 2 to 3
M4: penetration increased from 2 to 3

Medic SMG: recoil reduced
Medic Shotgun: Penetration increased from 2 to 6 (support shotguns have 2*6.25 = 12.5 penetration at 25 in the base game)
Medic Assault rifle: recoil reduced

DragonsBreath shotgun: Damage increased from 15 to 20 (felt underwhelming as a tier 2)


New Weapons added!
Dual/Single Flare Revolvers - Like in KF1 except no OP stun lock. Firebug tier 2 weapon
Single Explosive Revolver - Fires high speed explosive rounds! Demo tier 2 weapon
Medic-Nade Launcher - Fires smaller aoe medic nades! No dart firing capabilities. Medic tier 3 weapon
More coming Soon!


Feel free to suggest more custom weapon Ideas, suggested changes to the mod to make it feel more like KF1, and report all bugs!

Known Issues: Perk and modified/custom weapon text appears as ?INT?KF1.stuff. This is due to the int file not going in the proper spot when downloaded from the workshop and I'm looking into how to fix it. If anyone has INT files in their workshop items and knows how to make the workshop do this automatically, let me know.
Fix: go into your steamapps/workshop/content/232090/681599774/Packages/Localization/INT folder and move the 2 files there into your steamapps/common/Kf2/KFGame/Localization/INT folder


To play this on solo, run KF2 from the command line by typing "KFGame mapname?game=KF1.KF1_GameInfo
You can also put this in your launch options, or run in game by opening the in-game console using the tilde (`) key or F3 and typing "open mapname?game=KF1.KF1_GameInfo" (E.g. open kf-burningparis?game=KF1.KF1_GameInfo)

To play this on a server, subscribe your server to this item, and add ?Game=KF1.KF1_GameInfo to your command line (E.g. start .\Binaries\win64\kfserver kf-burningparis?adminpassword=123?game=KF1.KF1_GameInfo)
125 Comments
AKA_Trunk Monkey 18 May, 2022 @ 11:41am 
Anyone interested could probably download the version of KF2 that works with this mod. It's possible to set up a server, but advertising the server would be an issue.
seb 23 Jun, 2021 @ 11:09pm 
bug splat ;P
sev 4 Mar, 2020 @ 5:27pm 
homie right below you said it doesn't so probably not
Hakurei Reimu 4 Mar, 2020 @ 3:20am 
does it still work?
BLEED 2 Nov, 2019 @ 4:52pm 
doesnt work anymore
K-Smooth 11 Oct, 2018 @ 2:15am 
I'm interested in trying this mod, it sounds fantastic. Is that possible update coming soon?
Star  [author] 25 Aug, 2018 @ 1:54pm 
Busy with work and im out on a trip now but ill try to update it real quick with the new guns and stuff when i get back home in a few days
Gear Shift 24 Aug, 2018 @ 10:49pm 
Wish this was updated. Still fun to run on my server though.
Fate Ebxyr 15 Jun, 2018 @ 2:37pm 
I love you -Patrick Star
The Goofy 18 Oct, 2017 @ 4:45pm 
You should start a bugs or a suggestions discussion for this mod. I have a few things I'd like to mention.