03-28-2017, 06:45 PM
Killing Floor 2 Update v1051 The Descent Content Pack-CODEX
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Update v1051:
New Content
2 Weapons
Spitfire Revolver(s)
Stoner 63A Light Machine Gun
2 Maps
The Descent (Holdout style map)
Nuked
Variation of the Survival Game Mode
Holdout
This style of Survival map stitches many rooms together differently each time you play
General Changes
Fixed VOIP issues caused by recent Steam Client update
Default votekick setting now requires 66% instead of 50%
Bugs Fixes
General
Sharpshooter Perk had dual and single revolvers had equivalent damage bonuses applied
Players can no longer dismember frozen zeds on the low gore setting
Breaking out of an emote with weapon fire no longer shoots the projectile where the emote camera was facing
Using emote key during boss intro no longer switches camera view to player
Holding attack while reloading and then switching weapons no longer will allow players to break 3 combo limit when holding the attack button
Blocking Husk flamethrower attack no longer causes erratic animation
Fix for motion blur setting not working
If Low Gore setting is on, Headshots on headless state zeds will no longer count towards XP objectives and Perk Skills
Fixed 3P sprint animation issues with Bone Crusher, P90, KRISS, MP5RAS, MP7, M16 M203 (Left shoulder popping on sprint animation and MP5RAS not fixed)
Fix for trader showing the wrong ammo count when buying a dual weapon
Reset class ignore flag if a Husk suicide is not ignoring humans
Players can no longer dismember headless zed corpses on low gore settings
Fix for separate translucency not working
Emotes canceled by reloading will now properly play the reload animation
If a weapon has a laser attachment, it should now properly move during third person animations (and not at the players feet during an emote)
Fixed Husk fire effect on husk launcher remaining temporarily if players prematurely stopped suicide attack
Also fixed lingering flame effect on AI husk if it's killed mid-suicide
Players sitting in lobby during in progress match will no longer count towards zed count player scaling
Fixed phantom RPG-7 rocket when players used an unloaded melee bash
Flex fixes (optimizations for non Flex users):
Never use per-poly rigid body/static mesh collision on servers
If we have Flex turned off, use simply rigid body/static mesh collision
Gunslinger/sharpshooter weapons now grant secondary XP if the weapons are flagged for multiple perks
XP tally bar will now properly update only currently selected perk
Hans no longer hates trees - when bumps into destructible objects he will no longer enter into his melee animation
Fix for HUD holding on to a reference to the old pawn after death, preventing updates from occurring until GC after a quick respawn
Changed collision settings on portal entries to fix Dosh going through them
Changed Flex collision from Auto to Off on a few meshes to fix Dosh going through them bug
Fixed a case where the Support perk would miscalculate ammo count during initial trader session
Hud will now show ironsights hold when looking to display ironsights toggle (and nothing is bound)
Boss VO should now properly play the intro VO on spawn (in some spawns it would first trigger a taunt VO)
Fixed a jittery shake when aiming down sights of the Railgun
Fixed knife decals appearing as bullet holes in third-person
Fixed Trader Pods not being set up for grenade collision
Fixed the bloat not fully damaging the door in some situations
Fixed clipping on the MP7 1P full and partial reload animations
Fixed medic dart secondary fire recoil being tied to each medic's gun primary fire recoil
Fixed The Booty emote being called the thunder clap after it was equipped
Fixed zed grab SFX persisting during loading screens when using web admin map travel
Fleshpound Atk_Lunge_V5 will now damage players
Fixed extra camera shake playing during trench gun elite partial reload
Fixed a UV mapping error on the M14 3p pickup model
Fixed a case where players could stumble parry a Fleshpound’s glowing attack
Fixed the wrong color border around level 25 swat achievement
Fixed a case where a Siren killed while still boosted by an elite Alpha's rally ability would stack damage boost to future Sirens spawned in
Fixed custom game modes kicking and blocking client from servers until restart
Fixed Demolitionist : ZED TIME - Mad Bomber : Demolition weapons no longer reload slow during zed time when reload starts before zed time kicks in
Sprint with MP5 in spectator view no longer causes animation to stutter
Fixed capitalization error with airborne agent field medic skill
Maps
Burning Paris
Thrown dosh can no longer get stuck inside concrete bollards
Adjusted blocking volume around phone booth
Fixed Zeds clipping through a door in burning paris
Fixed a collision issue for player zeds
Zed Landing
Fixed floating foliage
Fixed several cases of tree clipping
Farm House
Fixed collision issues with plywood windows which allowed grenades to pass through
Evacuation Point
Added blocking volume in ceiling to prevent player zeds from jumping through
Zeds falling out of ceiling window should no longer have a high chance to get stuck
Catacombs
Zed corpses should no longer clip through ground rubble
Infernal Realm
Fixed an exploit spot
Hostile Grounds
Fixed a collectable that could not be destroyed
Prison
Fixed an exploit spot
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