Killing Floor 2

Killing Floor 2

Controlled Difficulty
blackout  [developer] Nov 18, 2016 @ 9:50am
Released build 39cdcc74 (2016-11-18)
Updated to support KF2 launch version (v1048)

The SDK came out today, allowing me to update CD. The specific change that broke CD was pretty minor: TWI renamed a struct called sDifficultyWaveInfo to DifficultyWaveInfo.

Important note on SpawnMod

Assuming the team kills less than one squad a second on average, KF2 versions prior to the Survivalist Preview would only honor any spawnrate modifiers for the first few squads in a wave. This included v1043. I do not know which versions it might have affected before 1043.

After MaxMonsters was reached, the effective SpawnMod would be zero, meaning one squad spawns per second. This affected the base game (no mods), CD, Faked Suite.

In v1048, TWI changed KFAISpawnManager so that SpawnMod is influential throughout the wave, instead of just at the beginning of the wave. The spawnrate modifier no longer locks to zero after the first few squads.

This change is good in that it makes SpawnMod matter continuously rather than only around wave starts, but it is bad in that it changes the game behavior and makes reproducing old settings difficult.

I decided to adopt the new (v1048) behavior in CD and not to attempt to retain the old (v1043) behavior. I have two reasons:

* The old behavior can be closely approximated on new CD by setting SpawnMod=0
* Keeping the old behavior as an option seems possible but error-prone to maintain

I'm open to being convinced that the old behavior is worth keeping, though I doubt anyone will care.

For more background info on this change, see http://steamcommunity.com/workshop/filedetails/discussion/738484519/224446614462215414/

Added new basic_heavy SpawnCycle preset

This is similar to basic_moderate, but with more medium zeds and slightly more big zeds. Compare basic_moderate's 235 medium + 54 big to basic_heavy's 265 m + 56 b. Thanks to dandyboy66 for helping refine this preset.
Last edited by blackout; Nov 18, 2016 @ 10:05am