Killing Floor 2

Killing Floor 2

Controlled Difficulty
blackout  [developer] Feb 10, 2017 @ 1:34pm
CD Feature Suggestions (Q1 2017)
I'm considering what to do in CD next. Have an idea? Suggestions welcome, though I can't guarantee I'll add any specific suggestion.

By the way, no need to mention whitelisting. I know many people want CD whitelisted. This is probably going to be a slow process, if it can happen at all, since I cannot do it unilaterally. I was unable to get a dev's attention on the KF2 discord a few weeks back, so I just posted in the KF2 mod whitelisting thread. http://forums.tripwireinteractive.com/forum/killing-floor-2/killing-floor-2-modifications/general-modding-discussion-ad/120340-whitelisting-mods-and-mutators?p=2286491#post2286491

Here are some tasks from my CD "todo list". These are things I'm considering working on. They are in no particular order.

  • Short documentation page for getting CD started on a server
  • Short documentation page on chat commands
  • !cdhelp or something similar -- the logic for this command already exists, but it can easily generate a huge amount of text, making it cumbersome to use outside the console
  • Fix webadmin mapchanges when running a CD server
  • Look into CD settings not saving between map changes -- I've seen a server where CD's settings do not persist across map changes, though I haven't tried to reproduce it yet
  • Add option to disable the gratuitous red-and-white particle effects for alpha clot rallies (but not the actual damage/speed effect of the rally)
  • Add option to disable zed blocking and dodging
  • Automate a "github release" alongside every workshop release, similar to how betas like https://github.com/notblackout/kf2-controlled-difficulty/releases/tag/chatcmd-preview-2016-12-03 worked, except for every release; makes it easy to download a specific ControlledDifficulty.u version
  • An option to alter the hard-coded 1-second sleep time KFAISpawnManager imposes on itself between spawns. I think this may be particularly relevant after v1050, which made spawns even slower than previous versions due to the way it empties LeftoverSpawnSquad.
  • Some kind of SpawnMod/MaxMonsters/FakePlayers "gradient" that is sensitive to both the number of connected human players and the wave number. I haven't decided exactly how this should work, but the general idea is that these parameters should get harder as more players connect and the waves progress, but easier as players disconnect and during early waves. This would be optional, and it would be configurable, so that a server admin or solo challenger could set his own bounds.

edit: new suggestions from this thread and from a conversation with server operator & modder Berochiu (2017-02-16):

  • Boss wave customization, especially with big zeds.
  • Override zed health scaling (especially to limit zed health to 6p amount even on servers that allow >6p connected)
  • !cdplayers command that shows connected and live players (again, mainly useful on servers that allow >6p connected)
Last edited by blackout; Feb 15, 2017 @ 10:27pm
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Showing 1-15 of 34 comments
Triple Feb 10, 2017 @ 10:05pm 
Not sure if it is an option already but it would be nice to spawn LG zed during boss wave.
Noel Feb 11, 2017 @ 3:54am 
Any way to edit boss wave? It would be cool after an extremely hard run to respawn hans + patriarch on last wave (or at least edited it).
Leenker Feb 13, 2017 @ 7:58pm 
Yeah,i agree with above posts. Hope blackout finds out anyway to edit boss wave with custom health, i really want to add boss in normal wave with low-medium health.
Triple Feb 14, 2017 @ 8:23pm 
What about setting the duration of crawler gas? Might be nice to cut it in half but still have it there. Most people aren't spawning them at all because the gas gets too much in high volume games.
MehKore Feb 15, 2017 @ 11:22am 
I think Zed-HP- and Damage-modifications in the style of the spawncycles system would be a great feature.

Stuff I think of:
Set 6p health regardless of connected / alive players,
decreasing King Alpha's head-hp,
kicking out Gorefiend but increase Gorefast's bodyhealth and damage.

Then maybe options to increase Scrake runningspeed, changing FP rage requirement to 10s line-of-sight, and control over Bloatmines and crawlergas would make for some small neat addtions Imo. :x

Overall a GUI for mutators like in KF1 would be really helpful... :|
blackout  [developer] Feb 15, 2017 @ 10:37pm 
@Triple @Frange @MrLinh thanks for the boss wave editing suggestion, I've edited it into the top post.

@Triple @Kore I'm not sure I want to implement a rebalance mod yet (tweak gas duration / bloatmines / alpha head health / gorefast health+damage / scrake runspeed / FP AI / ...more?). I'm not against it, just not sure I want to commit time to that yet instead of the other things mentioned on the ideas list.
Xylona Feb 20, 2017 @ 3:21am 
I got some inspiration from the map, map author through the map set SpawnCycle, even add the ZEDS from PVP mode ! Although can't use some special ability, but the change is quite interesting, hope you can have a try!I don't know this can implement in your mod,But this is a very interesting idea!
Workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=858304678
MSB3000 Feb 20, 2017 @ 8:44pm 
Hey! Awesome mod, I've got it working on my server perfectly. I have a few suggestions I'd really like to see implemented:

1. Faking players doesn't let me directly control the number of zeds per wave, only increase it. For example, I'd like wave 1 to be 1 FP. Perhaps this could be part of the SpawnCycleDefs.

2. MaxMonsters per wave. When defining SpawnCycleDefs for waves, it'd be awesome to control the max number of zeds to exist that wave. For example, one wave is one zed at a time, the next wave is 200 at once.

3. Dosh multiplier.

4. Drop (ammo, guns, armor) multiplier.
Leenker Mar 30, 2017 @ 3:28pm 
.. Increase damage of any kind of attack from boss also, increase health for boss.
Trance May 5, 2017 @ 3:32pm 
Would it be possible to make the trader accessible anywhere? Part of the appeal of !cdpt is to avoid the annoyance of having to save a zed, make the trek to the trader, then trek back to the camp. TWI made the trader random to encourage moving around the map iirc, but we CD server players tend to like our QoL changes. Adding an option for a universally accessible trader would be great for that.
t.gaze May 6, 2017 @ 6:54pm 
Custom boss level spawnning (alot of FP and several hans/patty) options would be awesome. We also need Zed Health and Wave Length Scaling/Gradiant for large servers (mine are for 42 players a pop).
Last edited by t.gaze; May 6, 2017 @ 6:55pm
t.gaze May 6, 2017 @ 8:28pm 
i would love it if somehow we could have the tradepods always open. so that the team has to push back to the pod.
Leenker May 6, 2017 @ 10:37pm 
@Forbearance : I have ZedHealthScale mutator here, it was made to work along with CD but it also affect to boss health.
t.gaze May 7, 2017 @ 12:13am 
Originally posted by Leenk | Mister Linh:
@Forbearance : I have ZedHealthScale mutator here, it was made to work along with CD but it also affect to boss health.
@Leenk where can I get ZedHealthScale ?
Leenker May 7, 2017 @ 3:08am 
Originally posted by Forbearance:
Originally posted by Leenk | Mister Linh:
@Forbearance : I have ZedHealthScale mutator here, it was made to work along with CD but it also affect to boss health.
@Leenk where can I get ZedHealthScale ?

I was sure about you will add me and ask for it... I really want this feature for new update of CD but i can give u for trying it first.
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