u/redditdotcom2005

Killing Floor 3 Nightfall News: Fall's Changing Field Conditions

https://forums.tripwireinteractive.com/index.php?threads/killing-floor-3-nightfall-news-falls-changing-field-conditions.2345509/

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Nightfall,

Before we send you out to Romania in the days ahead, there are a few things we need to cover.

First up, Gunslingers, your request for single pistol acquisition has been approved. Some of you will find the handling and reload speed more your style when not burdened with a second pistol, so start polishing up your skills and your tricks.

Balance

Now some more "scary" items we must address. There have been changes observed in Zed behavior that you need to be aware of. Medium and Large Zeds have been showing less aggression on some missions (Normal and Hard), while we've seen reports that Large Zeds are becoming more of a threat on others (Suicidal and Hell on Earth).

This update has a broad rebalance of how Zeds behave, how dangerous they are, and how many of them you meet at once. Two things drive almost everything below: difficulty and squad size.
-Lead Game Designer Brent Caulfield

  • Normal and Hard are meaningfully less punishing. A long list of the deadliest Zed abilities like Husk's Mortar and Hover Fireball Volley, Siren's Sonic Projectile, Fleshpound's Rush and Enrage Ground Pound, several of Scrake's enraged attacks all no longer fire at these difficulties at all. Big Zeds are also softer and easier to stagger here. If you're learning a Perk or bringing new players in, the lower difficulties should feel much more like a ramp and less like a wall.
  • Suicidal and Hell on Earth are less crowded but far more lethal. You'll face fewer specials at once and get longer gaps between special spawn groups but the ones that do show up now use their signature abilities at almost every opportunity rather than occasionally. Scrakes will reach for the hook. Fleshpounds will commit to Enrage Ground Pound. Sirens will scream on cooldown. The intent is that top-difficulty fights are decided by how you handle a small number of genuinely dangerous Zeds, rather than by how much you can hold back at once.
  • Squad size now matters much more than it used to. Scrake and Fleshpound health and Interrupt Affliction resistance both scale hard with player count. In a full six-player squad they are substantially tankier and far harder to stagger than before. A full squad on Hell on Earth will find crowd control noticeably less reliable against them. The flip side is that solo and duo players will find their limbs and heads come off faster than before. Where you hit matters too: armour now absorbs most stagger build-up, while headshots and critical hits absorb none.
  • Early waves have been thinned out on higher difficulties. Husk density in particular was cut sharply, and Scrake and Fleshpound counts were reduced in late-wave and finale groups across every difficulty and squad size.

Husks

  • Shows up less often in early waves, its fireballs travel slower, and it no longer uses Mortar or Hover Fireball Volley on Normal

Siren

  • Her Scream no longer shoves you around and slows you instead, and she now screams and fires Sonic Projectiles relentlessly on Suicidal and Hell on Earth while losing the projectile entirely on Normal and Hard.

Fleshpound

  • Fewer of them, but each one enrages sooner and more visibly, shrugs off stagger far better in larger squads, and commits harder to its deadliest attacks at high difficulty, while becoming noticeably tamer on Normal and Hard.

Scrake

  • Fewer of them, but they move much faster, are far harder to stagger in larger squads, and will reach for the hook and chainsaw at every opportunity on Hell on Earth, while giving up several of their nastiest attacks on Normal and Hard.

Nightfall, budgets are tightening as we head into the fall. Those of you taking on Sucidial and Hell On Earth rated missions will notice a reduction in the Dosh economy, making your choices of when to stick with your loadout and when to upgrade more meaningful and impactful.

This update also includes a broad balance pass focused on improving underperforming weapons, strengthening Sharpshooter's role against armored large Zeds, continuing to refine the Gunslinger - while also working in the singles into the balance and making them feel like a viable, meaningful pick, tightening the Suicidal and Hell on Earth economies, and fixing a variety of weapon/mod inconsistencies.

-Lead Game Designer Brent Caulfield

Core Combat and Economy

  • Damage-over-time afflictions have been standardized. Burn now lasts 3 seconds, while Bleed, Corrosive, and Toxic last 5 seconds. Total DoT damage now scales directly with the amount of affliction applied, rather than using flat damage values.
  • Parries now provide clearer feedback with a more obvious green shield effect.
  • Suicidal grants less dosh from starting resources, kills, revives, executions, and respawns. The goal is to prevent players from consistently reaching full builds by waves 2–3.
  • Hell on Earth grants less dosh across the same sources. The economy should now require more meaningful purchasing decisions and provide a more demanding progression curve.

Sharpshooter
The Sharpshooter changes are intended to make the perk more effective against Scrakes, Fleshpounds, and other armored threats.

  • Untouchable and Big Shot now increase Ballistic and Cold weapon damage instead of only increasing weak-spot damage.
  • Evasive Maneuvers now grants 20% movement speed for 5 seconds after taking damage, along with 15/20/25/30% damage reduction during that time.
  • Field Supplies has been replaced by Trapper.
    • Medium Zed kills grant 1 stack.
    • Participating in a large Zed takedown grants 10 stacks.
    • At 20/17/14/10 stacks, all stacks are consumed to restore 1 tool ammo.
    • This only supports the Explosive Lock, Shock Trap, and Pulse Lure.
  • Flight Response has been replaced by Full Metal Jacket, which grants 20/27/34/40% increased Ballistic and Cold damage against armor hit zones.
  • Perfect Shotnow increases general Ballistic and Cold weapon damage rather than only weak-spot damage.
    • Missing removes 2 stacks instead of removing every stack.
    • Damage per stack has been reduced from 4/5/6/7% to 2/3/4/5% to compensate for the improved consistency.

Weapon Buffs
Samaritan

  • Freeze Power increased from 75 to 150.
  • Accuracy increased by 50%.
  • Magazine increased from 6 to 8.
  • Extended Magazine increased from 10 to 12.
  • Recoil is more predictable, with lower recoil while aiming down sights but higher hip-fire recoil.
  • Cold Ammo is now available.
  • Poly-Synthetic, Reactive Alloy, and Electric Ammo now correctly remove Freeze.
  • Lightweight Magazine now reloads 7 rounds rather than mistakenly reloading only 5.

Stormguard

  • Magazine increased from 40 to 50.
  • Extended Magazine increased to 60; Lightweight Magazine increased to 45.
  • Reserve ammunition increased from 560 to 700.
  • Accuracy recovers much faster after firing.
  • Moving while firing no longer applies an accuracy penalty.
  • Full-auto recoil is more consistent and predictable.

Knightsbridge

  • Magazine increased from 60 to 90.
  • Powered Box Magazine increased to 80; Drum Magazine increased to 110.
  • Reserve ammunition increased from 1,020 to 1,260.

Bloodhound P330

  • Single-wield reserve ammunition increased from 120 to 200.
  • Dual-wield reserve ammunition increased from 240 to 400.

Artemis Marksman

  • Time between shots within a burst reduced from 0.12 seconds to 0.05 seconds.
  • Recovery time between bursts is slightly longer.
  • The Extra Burst Receiver now adds fewer shots per burst to control overall damage output.
  • Secondary-fire damage should now display correctly in the Armory and Trader.

Biomorphic Projector

  • Base damage increased from 70 to 85.
  • Lock-on damage begins higher and ramps considerably faster, with the greatest improvement during the first two seconds.
  • Fully charged damage is also higher.
  • Secondary enemies caught in the beam now receive escalating damage.
  • Base healing increased from 3 to 5 per tick.
  • Healing begins much stronger, particularly during the first second.
  • Additional allies caught in the beam receive increased healing.
  • The Slowed-Tick Receiver now increases healing per tick enough to offset its slower tick rate, preserving total healing output.

Shaders, Performance & Stability

The last item we want to cover is continued shader compilation issues. In part, thanks to those who worked with us over the past few days, the team found some targeted improvements:

Shader Compilation & Load Times (PC)

  • Tuned core and thread utilization for PCs with 6 or less cores when compiling shaders.
  • Reduced number of global shaders needed at startup.
  • Level specific shaders now compile behind the scene while in the HUB map.

Gameplay Performance

  • Fixed frame rate drops during the Alpha Scavenger's callout ability, and made all melee attacks cheaper to process, especially around physics objects and destructibles.
  • Zeds directly in front of you now animate smoothly on lower-end hardware and consoles. Distant and off-screen Zeds still use reduced animation updates to save performance.
  • Skill abilities now load in the background when you change Perk, instead of loading mid-match and causing hitches.
  • Fixed projectiles that missed everything (such as shots fired into the sky) staying alive for the rest of the match and adding up over time.
  • Fixed some visual effects freezing in place on lower-end machines
  • Horzine Labs' incubation tanks are see-through again, without bringing back the frame rate drop from the destructible tanks.

Memory & Stability

  • Fixed an out-of-memory crash on consoles when using Revert or Restore Defaults in Settings.

Double XP Events and Tokens

One last thing we wanted to mention is the addition of Double XP Events and Tokens players can acquire. From time to time, Double XP events may be run for all players, but players can also obtain a "2XP Token" once per day with excess supply pass tokens they have earned. These tokens will last an hour from the point of purchase during active wave gameplay (and are paused during such things like Trader Time).

Now get ready Nightfall, your deployment to the Hotel Iorga is only days away.

reddit.com
u/redditdotcom2005 — 13 days ago

is there a way to check which weapons you've already mastered yet?

I never bothered to keep track over the months because I assumed by now they would have added this really important feature by now after 3 years.

Did I maybe miss a menu that tells you this or is there maybe a external way to check or something?

reddit.com
u/redditdotcom2005 — 1 month ago

Killing Floor 3 Thanks to Players! & What's Next?

https://forums.tripwireinteractive.com/index.php?threads/killing-floor-3-thanks-to-players-whats-next.2345259/

https://preview.redd.it/iy6lbn1k6mgh1.png?width=3840&format=png&auto=webp&s=640c47d300db02379e0751af8f6141d60bbca2fe

To all our players, Thank You! Whether you've been fighting Zeds since the early days of the franchise and never stopped, returned to check out the Killing Floor 3 Season 4 Update, or just joined us for the very first time during this past weekend's free play event, we are incredibly grateful for the time you chose to spend with Killing Floor.

Killing Floor 3, like its predecessors, is a journey, and having you with us providing feedback, sharing your experiences and finding your favorite new build/mechanic/character/perk/weapon, is why we love to do this.

Season 4 Feedback

We are actively reviewing the feedback from this weekend, alongside data from the matches played, so keep it coming!

Balance & Quality of Life (QoL):
We are targeting a hotfix to address some of the issues that have bubbled up with the Season 4 update, which should hit in the next week or two.

And as highlighted on the updated Killing Floor 3 2026 roadmap, we are pushing towards a QoL update in the next month or two targeting some key community feedback items including:

  • Improving the Ninja Gadget's reliability
  • Flow improvements
  • Improvements to the Scoreboard
  • Difficulty choices for the Weeklies
  • Single wield Gunslinger weapons
  • Groundfire buffs
  • Balance work continues.

Like we did with the Season 4 update itself, where we focused on issues with the weapon mod crafting experience and being able to more quickly jump into the game with friends via joining them from the main menu directly. We'll be sharing more about what all will make it in the days and weeks ahead!

Performance and Stability
While Season 4 helped move the performance needle, there is more work to be done and the team is already working on continued performance improvements. Some will hit as soon as the upcoming QoL Update, while others will need more time.

We also are continuing to look at Shader Compilation and are looking into improvements, but these changes will take some time. Users with an Nvidia graphics card can opt into the Nvidia Auto Shader Compilation beta to improve their experience, and we hope to be able to recommend the AMD Advanced Shader Delivery system as well once it becomes more widely available on Windows.

The Road Ahead

Beyond the upcoming QoL Update, our next major target is Killing Floor 3's first seasonal event with the return of Halloween Horrors and the new map Haunted Hotel. We can't wait to beckon you all inside for a thrilling experience inside its walls.

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It will be an exciting year for Killing Floor 3, and there is much to do! Many of your top requests are in active development, and we are looking forward to seeing you in the fray as they each drop.

For those who haven't yet officially joined Nightfall, the 50% off sale on various versions will continue on a per platform basis listed below:

  • Steam - All editions on sale until Aug 6
  • PS5 - The Deluxe Edition will be on sale until Aug 12
  • XB - The Base Edition is available in a Deals with Gold promotion until Aug 3

The Killing Floor 3 Development Team

reddit.com
u/redditdotcom2005 — 3 months ago

Killing Floor 3 Season 4: Operation Shadow Hunter Is Now Live!

https://forums.tripwireinteractive.com/index.php?threads/killing-floor-3-season-4-operation-shadow-hunter-is-now-live.2345175/

XBox Version: 1.0.0.18
PlayStation Version: 2.015.000

Release Date: July 23rd, 2026

New Additions & Highlights

The Summer 2026 Update

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https://www.youtube.com/watch?v=-EQ6fmrK5tU&source_ve_path=MjM4NTE&embeds_referring_euri=https%3A%2F%2Fforums.tripwireinteractive.com%2F

New Operation: Shadow Hunter

An offshore drilling operation in the North Sea accidentally discovers the Mire, drawing Dr. Emmanuel Moorcroft and his followers to seize the rig.

New Perk: Gunslinger

The legendary Gunslinger returns to the fray. Specializing in light fast, dual wielded pistol combat, this perk is for those with nerves of steel and the aim to match. Master the art of rapid fire precision while managing your ammo counts under pressure, and be sure to show those Zeds and Mire Monsters who's the fastest draw out there.

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Gunslinger Weapons

Tier 1: 2058 Lawbringers

  • A modern take on the classic 1858 revolver and a perfect way to meet the Zeds headon. Beloved for its stopping power despite limited ammo capacity. Wow them with your flair and impeccable aim, but always keep 'em guessing: Did you fire 6 shots, or only 5?

Tier 2: Night Adders

  • When you feel like it is you vs the world, no need to step back with the trusty Night Adders at your side. A fully automatic machine pistol that is ready to take on every challenge, switch them over to semi-auto if you find yourself needing to count your rounds. When next the Zed horde calls your readiness into question, proudly say: "Yea, I think I am."

Tier 3: Desert Eagles

  • Some threats ask for something... more. Enter the Desert Eagles. If raw stopping power is what you require, then the Desert Eagles are the answer. While others may bring the imitation, rest well knowing yours say "DE .50AE" on the side.

Tier 4: AF2081-A1s

  • Did science ever stop to ask itself if Zeds were truly something necessary for humanity? Then why should they question our need to fire 4 rounds at once to stop them. Built on the legacy of the first industrial double barrel pistol, the AF2081-A1s accepts no questions, just provides .45 quad shot answers.

Sidearm: Single and Dual Der Königs

  • Even a Gunslinger needs a reliable backup, and Der König, "the king", reigns supreme. No matter if you prefer the surgical precision and faster handling of carrying one or the tactical potential of dual-wielding, this fast firing 9mm platform is ready for the heat of the moment.

Gadget: Fatal Focus

Dual-wielded smartguns that, when aimed at enemy weak points, fire homing projectiles at the targeted location.

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Grenade: Gravity Grenade

Grenade that implodes on detonation, pulling nearby Zeds to its center before exploding with concussive force.

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New Weapon Mods

Sonic Tracer Rounds*

  • On impact, marks target for a short duration. Future impacts from the same weapon deal Marked Damage to the marked target.

Holographic Pistol Sight*

  • Pistol-specific optic that uses laser-illuminated hologram to project an aiming reticle, allowing for fast target acquisition.

Volter-Shock*

  • Adds or replaces a weapon's secondary fire mode, discharging electricity in the direction the mod is aimed. Area of effect widens as the mod is upgraded.

Der Der König Compensator

  • Der König-specific compensator, designed for seamless integration, to help reduce muzzle flip and recoil.

Five-Round Conversion Cylinder

  • Replaces the standard 6-round cylinder with a 5-round conversion cylinder which takes more powerful .45 Colt ammunition.

Powered Polymer Mag

  • Made from a glass-filled polymer material, which is both strong and lightweight, it sacrifices ammo capacity to charge up each shot, increasing damage.

*These weapon mods will be available on a selection of previous existing weapons

New Map: Hastur Oil Platform

An oil-drilling operation accidentally struck mire in the North Sea, prompting Moorcroft to seize the rig with his followers.

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Centered around a middle platform, players will quickly encounter diverging paths and stairs to different levels, external catwalks, and hallways that lead to different rooms/points of interest. Keep an eye out for zip lines and ladders for vertical movement opportunities to keep yourself from getting surrounded and overwhelmed.

New Boss: Moorcroft

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Rippling with muscle and bristling with organic armaments, Dr. Moorcroft has merged with the Mire to become the ultimate doomsday weapon.

Moorcroft is a multi-phase boss, who while deadly by his own right, also uses both Zed and Mire hordes to his advantage to both drain and escape. In his first phase, Moorcroft will shield himself and a chosen clot to drain and restore himself. And while in his second phase he will call in his Mire creations and scavengers while he tactically removes himself from danger to heal.

Inspired by previous humanoid bosses, Moorcroft features a range of weapons and tools that are deadly close up and at range including: A techno organic rocket and small arms, the ability to emit gas, shield himself as well as use mortars and grenades against his foes.

New Difficulty: Suicidal

We've heard your calls loud and clear! Based on your feedback and community voting, we are excited to announce the return of Suicidal.

Situated between Hard and Hell on Earth, players will find this new mode challenging them to put their skills and builds to the test, but not as unforgiving as Hell On Earth.

New Mutation Waves

Mire Infestation

  • Mire seizes a Trader Pod, spawning enemies from its portals and cutting off resupply until you hunt down and destroy all four tentacles. Every Zed is enraged while the infestation holds.

Explosive Situation

  • Crawlers, Gorefasts, and Bloats detonate on death in an area-of-effect blast, and the wave runs larger and crawler-heavy, so watch your spacing on cluster kills. Careful headshots can be used to not trigger the explosions.

New Weekly Mutators

Chaos Cascade

  • Every wave rolls a random mutator from the pool and revives are disabled, so no two matches ever play the same.

Cutting Edge

  • Cut damage is doubled while every other damage type is halved against a wave of permanently-enraged Zeds, making melee (and Cut-damage guns) the best way to survive. Revives are disabled.

Season 4 Narrative Campaign / Milestone Rewards

  • Monsterball Scrake Weapon Sticker
  • See no Evil Player Card
  • Monsterball Fleshpound Weapon Sticker / Fleshpound MonsterBall Weapon Trinket
  • Grown for Violence Player Card
  • Gunslinger Perk Weapon Trinket
  • Scrake Evolution Player Card / Scrake Monsterball Weapon Trinket
  • Shotgun Shell - Slug Rounds Weapon Trinket
  • Moorecroft Horzine ID Badge-Defaced Weapon Trinket / / Devlin Ushanka Hat Head Gear

New Daily, Weekly, Milestones & Achievements

Daily

  • Oil Spill - Survive Oil Rig
  • Heavy Crude - Survive Oil Rig Long
  • Damage Dealer Gunslinger - Deal 100000 damage with Gunslinger
  • Throwing Hands Gunslinger - Deal 10000 damage using Gunslinger Throwable
  • Gadget Guru Gunslinger - Deal 5000 damage using Gunslinger Gadget

Weekly

  • Science Editor - Defeat Moorcroft 3 times
  • Damage Dealer Gunslinger - Deal 300000 damage with Gunslinger
  • Throwing Hands Gunslinger - Deal 30000 damage using Gunslinger Throwable
  • Gadget Guru Gunslinger - Deal 15000 damage using Gunslinger Gadget

Milestone

Oil Spill

  • Survive Oil Rig on Normal Difficulty
  • Survive Oil Rig on Hard Difficulty
  • Survive Oil Rig on Suicidal Difficulty
  • Survive Oil Rig on Hell on Earth

Science Editor

  • Defeat Moorcroft on Normal Difficulty
  • Defeat Moorcroft on Hard Difficulty
  • Defeat Moorcroft on Suicidal Difficulty
  • Defeat Moorcroft on Hell on Earth Difficulty

Levelheaded Gunslinger

  • Reach level 5 with Gunslinger
  • Reach level 15 with Gunslinger
  • Reach level 30 with Gunslinger

Suicidal Map Milestones

  • Survive Onslaught on Suicidal
  • Survive Army Depot on Suicidal
  • Survive Convoy on Suicidal
  • Survive Factory on Suicidal
  • Survive R&D Labs on Suicidal
  • Survive Radar Station on Suicidal
  • Survive Streets on Suicidal
  • Survive Office on Suicidal
  • Survive Sewers on Suicidal
  • Survive Prison on Suicidal
  • Survive Arctic on Suicidal

Suicidal Boss Milestones

  • Defeat the Queen Crawler on Suicidal Difficulty
  • Defeat the Impalers on Suicidal Difficulty
  • Defeat the Chimera on Suicidal Difficulty

Alpha Test

  • Defeat the Alpha Scavenger on Suicidal Difficulty
  • Defeat the Alpha Scavenger on Normal Difficulty
  • Defeat the Alpha Scavenger on Hard Difficulty
  • Defeat the Alpha Scavenger on Hell on Earth Difficulty

Damage Dealer Gunslinger

  • Deal 1000000 damage with Gunslinger
  • Deal 2500000 damage with Gunslinger
  • Deal 5000000 damage with Gunslinger

Achievement

  • Easy as Cake - Eat all 3 Cakes on Oil Rig
  • Six Shooter - Get 600 kills with Gunslinger weapons
  • Black Gold - Get 10 kills with a single use of the Oil Rig drill trap
  • Scientifically Proven - Complete the Season 4 Campaign
  • Bioengineering 101 - Defeat Moorcroft (Normal)
  • Bioengineering 101 - Defeat Moorcroft (Hard)
  • Bioengineering 101 - Defeat Moorcroft (Suicidal)
  • Bioengineering 101 - Defeat Moorcroft (Hell on Earth)
  • Cut Down to Size - Land the killing blow on Moorcroft with your knife
  • Pistolero - Reach level 30 with the Gunslinger
  • Suicidal Survivor - Survive 10 Multiplayer Survival Matches on Suicidal

Additional Achievements (PC Only)

  • Headcount - Kill 53,602 Zeds.
  • Delta Duelist - Defeat an Alpha Scavenger (Normal)
  • Gamma Smasher - Defeat an Alpha Scavenger (Hard)
  • Beta Blocker - Defeat an Alpha Scavenger (Suicidal)
  • Anti-Monarchist - Defeat a Queen Crawler (Suicidal)
  • Armor-Piercing - Defeat the Chimera (Suicidal)
  • Puncture Wound - Defeat an Impaler (Suicidal)
  • E1337 - Kill 1,337 Fleshpounds
  • This is my Rifle - Survive a match on Hard difficulty or higher without purchasing a weapon during trader time.
  • All Natural - Survive a match on Hard difficulty or higher without using a modded weapon.
  • Angel Investor - Give out over 10,000 dosh to other players in a single match.
  • Quick Exit - Kill a boss on Suicidal difficulty or higher in 120 seconds or less.

New Quality of Life Improvements

Crafting Material Exchange

  • Common materials can now be exchanged for more rare materials in the armory.

Choose T3 mod abilities

  • T3 mod abilities are no longer random when crafted. Players can now choose the ability they want when crafting a mod.

Updated Weapon Sounds

  • All weapon shoot sounds have been reworked to add more punch.

Aim Assist Adjustments

  • Aim assist will now only lock onto a target if the player is actively giving look input.

Toggle Sprint Adjustments

  • Toggle sprint no longer disables when standing still. Sprint will remain active until the player untoggles it.

Join on friend from the Main Menu

  • The friends list is now visible on the main menu and players can join a friends game without having to travel to the stronghold first.

Dash ADS update

  • No longer leave ADS when dashing.

Several Zeds have found their voices

  • Various zeds have had a full Voice over pass.

Duelie 2.0 rollout for the remaining original sidearms

  • Medic Sidearms: Dual KH-380s
  • Sharpshooter Sidearms: Dual Disciples
  • Firebug Sidearms: Dual Pyre .357s

Updated weapon shader

  • Better looking reflections in all lighting scenarios

Updated lighting

  • Lighting has been refactored on various existing maps. This is to allow for more visibility throughout the game.

Melee Hit/Parry

  • Improved enemy melee hit and parry during high ping network environments

Siren Scream Shield

  • Now shows hit impacts to help players understand their projectiles are being blocked

Performance Improvements – Summer Update

(PC Only) Updated Shader compile method

  • This should drastically reduce if not eliminate in game stutters due to on the fly shader compiling. Initial compile count and time is optimized and reduced by 5k shaders. First map load will compile shaders for the map, spreading compile load out.

Please note that shaders will still need to fully compile on first launch, and after a game or graphics driver update. Subsequent launches will just have a check for any missing shaders that will pass more quickly. Players may also want to look into upcoming technologies such as AMD ASD and Nvidia ASC to further improve their experience by compiling shaders in the background outside of the game.

Some players with Nvidia cards may find they need to increase their driver shader cache size. Details can be found in our support site.

(PC Only) Improved Low VRam Performance

  • The team has made targeted improvements around systems with lower VRam (6 to 8 Gigabytes). These systems will still want to target lower Shader and Texture settings for maximum performance.

Loading / Memory

  • Title-screen stutter mitigation during shader precompile
  • Weapon content optimized so less content is loaded
  • Projectile pooling further optimized
  • Memory Optimization Pass:
    • City Streets,
    • Various textures/materials
    • Unused videos removed
  • (Playstation 5) PlayGo launch chunk trimmed

CPU / GPU

  • Optimized Tick Load: crawler wall-walking, security cameras, turret traps, clientside interactables, stationary audio components, and zed components now tick less or not at all (if not needed)
  • Animation tick refactor cutting per-frame load by 85%
  • Zed LOD bone pruning across the whole roster
  • Explosions and pull volumes optimized
  • Audio:
    • Staggered occlusion updates,
    • Fewer per-player audio components,
    • One audio event per type per frame
  • Niagara:
    • Component pool priming
    • Smarter cull reactions
    • Reduced distortion on Medium/Low quality
  • Console:
    • Xbox Series X: material/effects quality tuning
    • Series S: material compile fixes
    • Lumen shimmer reduced

Balance Adjustments

This update brings a round of weapon, mod, and perk tuning: buffs for a few underperformers, targeted nerfs to some standouts, and a batch of handling and behavior refinements across the arsenal.

Weapons

Artemis

  • Damage increased from 120 to 180 with improved penetration, while its fire rate has been slowed so its overall damage-per-second stays about the same. It now hits noticeably harder per shot.

Stormguard

  • Damage increased from 70 to 78, raising its damage-per-second so it's more competitive with the MKR350.

ESR 36

  • The ESR 36 can now stun enemies, stunning a Scrake or Fleshpound in two hits.

Legacy Sidearms

  • All legacy sidearms now use the same horizontal bash animation as the newer sidearms, making it easier to hit multiple Zeds at once.

Disciple

  • You can now slide while reloading the Disciple's secondary fire mode.

Dual Bloodhounds

  • Updated the special reload animation that plays when one of the two weapons has a single round left, so you can bash-cancel to reload more efficiently in that situation.

Dual Kraits

  • Adjusted the default aim-down-sights pose to make aiming easier when no sight mod is equipped.

Dual Kraits & Dual Bloodhounds

  • Adjusted their spread and recoil so they behave more like their single-weapon versions.

Various Burst-Fire Weapons

  • The Artemis, Krait, Dual Kraits, Bloodhound, Dual Bloodhounds, KH-380, and Dual KH-380 (whether the burst comes from the base weapon or a burst mod) now let you queue the next burst while the current one is still firing.

Biomorphic Projector

  • Increased the base healing of its secondary fire from 2 to 3, while slightly reducing the bonus that builds up the longer you keep healing the same target, so it doesn't become too strong. Its targeting has also been refined to be less likely to lock onto a Zed's legs or extremities, and better at aiming for critical zones.

Weapon Mods

Supercharged Plasma (Vulcan TA)

  • Reduced the mod's explosion-size bonus by about 18% (from 25% / 50% / 75% / 100% down to 20% / 40% / 60% / 85%).

Red Dot (Pistol) Sight

  • The Red Dot (Pistol) sight now provides the same recoil reduction as the standard (non-pistol) Red Dot sight.

Underbarrel Laser

  • Standardized how the Underbarrel Laser mod (both pistol and non-pistol versions) behaves. When you aim down sights, the laser dot now appears at the center of your crosshair; when you're not aiming, it still projects from the tip of the weapon as before. Every weapon with this mod now works the way the Dual Pistols did previously.

Underbarrel Frag Launcher (Knightsbridge)

  • You can now slide while reloading the Knightsbridge's Underbarrel Frag Launcher.

Explosive Ammo

  • Reduced the critical-hit chance on the mod's explosions from 25% to 5%, so you now need to aim more accurately to land critical hits.

Yumi Exploding Arrows

  • Reduced the damage and explosion size this mod provides at higher mod levels.

G33 Confusion Grenade

  • The Confusion Grenade ammo mod now reduces Max Ammo by 12 and Starting Ammo by 6, and lowers the ammo refilled from Ammo Bags from 33 to 24.

MKR350 Drum Mag

  • Reduced the Drum Mag's loaded ammo from 90 to 75 and lowered how much ammo it refills on reload. The mod now slightly worsens recoil instead of improving it.

Perk Skills

Commando

Insider Trading

  • Armor cost reduction increased from 10% / 15% / 20% / 25% to 20% / 25% / 30% / 35%.

Hothead

  • Trigger chance increased from 20% / 23% / 26% / 30% to 20% / 25% / 30% / 35%.

Preferred Customer

  • Weapon cost reduction reduced from 15% / 20% / 25% / 30% to 10% / 15% / 20% / 25%.

Quick Return

  • Now only triggers when you destroy an enemy's head with Ballistic damage.

Firebug

Barbecue Bash

  • Bonus Bash damage reduced from 100 / 150 / 200 / 250 to 100 / 140 / 180 / 220. In addition, its bonus damage is now halved when used with the Tekko Kagi, since that weapon hits twice per swing (previously it applied the full bonus on each hit).

Flammable Material

  • Duration reduced from 8 / 12 / 16 / 20 seconds to 7 / 10 / 13 / 16 seconds.

Hot Streak

  • Now only triggers when you kill nearby enemies with Heat damage.

Double Feature

  • Damage dealt per discharge increased from 70% / 80% / 90% / 100% to 80% / 95% / 110% / 125%.

Engineer

Full Blast

  • Explosion radius bonus reduced from 30% / 40% / 50% / 60% to 20% / 27% / 34% / 40%.

Reverb Pedal

  • Explosion damage reduced from 200 / 240 / 280 / 320 to 175 / 200 / 225 / 250.

Medic

Social Distancing

  • Darts that hit a downed ally now only heal that ally's downed-health pool. Their heal-over-time effect no longer carries over to the player's normal health until that player is revived.

Sharpshooter

Hardshell

  • Cooldown between triggers increased from 40 / 35 / 30 / 25 seconds to 45 / 40 / 35 / 30 seconds.

Sniper

  • Now triggers while you're standing still, instead of only while crouching.

Enemies

Alpha Scavenger

A tuning pass to make the Alpha Scavenger less of a stationary, range heavy fight during Phase 2:

  • While in its Satiated state, it can no longer be interrupted by afflictions (such as stuns and stumbles).
  • On Hell on Earth, its Toxic Spike Spew and Consecutive Spike Spew attacks no longer use a health-based cooldown; they now use a flat 15-second cooldown. These attacks also try to cancel if they don't have a clear line of fire to their target.
  • On Hell on Earth, its Toxic Gas Bomb attacks no longer use a health-based cooldown; they now use a flat 12-second cooldown, and also try to cancel if they don't have a clear line of fire to their target.

Overall, its ranged attacks now fire less often and it backs off when it can't get a clean shot.

MISC

  • Pounded weekly: Fleshpound boost increased
  • Not of this World: Mutation frequency capped

Bug Fixes, Polish & System Improvements

Crashes / Stability

  • Fixed a potential deadlock between the main thread and a worker thread in an animation tick
  • Fixed a potential deadlock between the main thread and the UI thread during map loads
  • Fixed a crash if the music manager was reducing memory within 0.5s of Zed Time ending
  • Fixed several AI related crashes that could occur with the following:
    • Zed Grab
    • Zed Navigation
    • Queen Crawler
    • (Playstation 5 Only) Indeterminate cause
  • Fixed a crash on late join
  • Fixed a crash when hovering trader/armory items
  • Fixed a crash when the AFK modal fired during debug camera
  • Fixed a missing glyph crash in the UI font handling
  • (Playstation 5 Only) Fixed the title screen going black

Gameplay

  • Fixed issues with Hebi Ken getting players out of bounds
  • Fixed multi-tool consumption not firing while bashing
  • Fixed Running on Empty weapon swap giving gadget recharge
  • Fixed certain block-stamina-reducing melee mods preventing your guard from breaking under sustained hits
  • Fixed clients mis-predicting skills by making several abilities server-authoritative
  • Fixed late join issues with grenades, laser trap VFX, and boss-wave loadouts
  • Fixed an issue that could cause some players not to be able to obtain an achievement

Matchmaking & Party

  • Fixed stale "party full" status
  • Fixed join dialog timeout
  • Fixed a case where "Return to Stronghold" would fail with a PC host and other platforms as members of the party
  • Fixed matchmaking restarting under a new leader instead of stopping

AI

  • Fixed zeds pausing after leaving spawn rooms and getting stuck on failed moves
  • Fixed stuck zed pathing spots across Arctic, Radar Station, and Onslaught, including large zeds climbing through destructible walls
  • Fixed the Husk walking in midair after jetpack moves
  • Fixed Husk mortar charge audio spam and suicide charge tell

UI

  • Improved cases where the client and server would take too long to communicate during a trader or armory transaction resulting in an extended saving UI
  • Chat
    • Fixed chat input bleeding into Perk & Specialist select while typing
    • Fixed stuck chat after Esc+Enter
    • Moved gamepad chat open from RB to L3
  • Fixed loadouts not displaying on Ready Up
  • Fixed stale perk/weapon tooltips
  • Fixed nameplate armor tier not updating, low-health widget stuck after death, and heal-prompt flicker
  • Fixed keybind menu allowing escape without binding
  • Fixed weapon pickup widget stat comparisons
  • Fixed comic viewer to correctly scale for 16:10
  • Fixed Operation Naming for Mission Assignments, for Operations 2 and 3
  • Fixed jittering on player card menu
  • Fixed mutation pip color for color blind. Also corrected to match other mutation visuals.
  • Fixing Biosample Used in list

Audio

  • Fixed ambient sounds not occluding
  • Fixed 3P weapon/environment audio playing from the world origin
  • Fixed Firebug gadget audio desync with Double Feature, Luna voice line while meleeing, Pyre barrel mods forcing suppressed sound, and Fleshpound drill SFX sticking after an interrupted execution (NF-46391, NF-48090, NF-54864, NF-55270)
  • Fixed Rhodes tutorial lines playing out of sequence (NF-42010)
  • Fixed spectators not hearing gameplay audio (NF-48351)
  • Fixed missing suppressed audio on KH-380/Pipette burst mode (NF-56059)

Art / VFX

  • Fixed a missing Trench Gun buttstock skin
  • Fixed skins not applying on dual weapons;
  • Fixed the black Ronin outfit not applying
  • Fixed floating fire on the Husk during Scorched Earth
  • (Console) Fixed Siren neck stretching at distance and gore caps missing

Weapons, Mods & Combat

  • Fixed Vulcan infinite ammo exploit
  • Fixed the Stormguard Compensator mod appearing incorrectly while being crafted in the Armory.
  • Fixed Polymer Tip Ammo not applying its Bleed affliction when fired from the KH-380.
  • Fixed the Biomorphic Boosted Battery mod (LF-85) displaying its healing amount incorrectly. The Armory now correctly shows +3, +4, +6, or +8 Healing (with the heal-over-time unchanged). The actual amount healed has not changed.
  • Fixed the Cold Fusion Converter mod (LF-85) not removing the base weapon's Toxic Power as intended.
  • Fixed being able to Bash or throw a Grenade while starting a Multitool interaction, which let the Multitool activate without consuming a charge. You can no longer Bash, throw a Grenade, block, or charge a weapon while activating the Multitool (and vice versa).
  • Fixed Buckshot Ammo on the Dragon's Breath and Trenchgun triggering the Firebug's Explosive Reaction and Heat Exposure skills, even though Buckshot Ammo removes Heat damage and shouldn't trigger them.
  • Fixed weapons with the Incendiary Ammo mod not triggering the Firebug's Explosive Reaction and Heat Exposure skills when they should.
  • Fixed the Heavy Frame Receiver mods (X295 Wraith and Knightsbridge) improving recoil instead of worsening it. The Trader and Armory stat bars now correctly show that these mods make recoil worse.
  • Fixed discrepancies in the reload-speed bonus shown for the MKR350's Dual Mag mod, and slightly tuned the bonus (the previously displayed value was incorrect). Also fixed the Reload Speed stat bar not updating when comparing the weapon with and without the mod (unleveled).
  • Fixed the crosshair not adjusting correctly when firing the M14 EBR in its secondary full-auto fire mode.
  • Fixed the crosshair not adjusting correctly when firing the Bloodhound or Dual Bloodhounds in their secondary multi-round-burst fire mode.
  • Fixed the LF-85 (First Law Blaster) loading ammo into the gun before the magazine was inserted, on both partial and empty reloads.
  • Fixed the Underbarrel Healing Grenade's healing stopping when the player who fired it swapped to a weapon without similar healing.
  • Fixed the secondary-fire healing darts on several Medic weapons (VS-11, KV Recluse, K&W MP6) displaying their damage values incorrectly.
  • Fixed the Knightsbridge Powered Box Mag mod incorrectly showing a Handling penalty while being crafted in the Armory, which didn't match its stat bar or its actual effects.
  • Fixed the UV Light mod not affecting secondary-fire spread. Previously, equipping it on the Ifrit didn't improve accuracy because that weapon's projectile attack is its secondary fire. This now works for any weapon with a projectile-based secondary fire.
  • Fixed the Handling stat bar not reflecting changes from the Underbarrel Healing Grenade, Enfeebling Grenade, Frag Launcher, Shotgun, and Incendiary Launcher mods, even though those mods do change the weapon's Handling (equip and unequip speed).
  • Fixed the Underbarrel Healing Grenade mod incorrectly changing several stat bars on the KV Recluse in the Armory and Trader; only the main weapon's Handling stat should change.
  • Fixed the Disciple's shotgun fire mode being able to be spammed and re-fired before its reload finished.
  • Fixed the Spiked Choke mod not showing its recoil penalty on the Bonebreaker's stat bars in the Trader or Armory.
  • Fixed the Shotgun Choke mod not showing its recoil penalty on the Dragon's Breath's stat bars in the Trader or Armory.
  • Fixed the Heat Sink mod not showing its recoil improvement on the Vulcan TA's stat bars in the Trader or Armory.
  • Fixed the Exploding Arrows mod (Yumi) not reducing Penetration as intended.
  • Fixed the Shuriken not receiving the Attack Speed bonus from the Lightweight Quiver mod, and fixed the Armory and Trader not showing the Attack Speed bonus correctly for the Kunai and Shuriken.
  • Fixed the Textured Grip mod (Kunai) not listing its Block Power bonus while being crafted in the Armory.
  • Fixed the G33's grenade explosion not destroying Queen Crawler Web Traps, Bloat Mines, and other destructible objects as intended. This fix also applies to the G33's Ammo mods.
  • Fixed the Underbarrel Incendiary Launcher mod on the Incinerator M7 sometimes failing to damage or kill a Zed that was hit directly by the grenade.
  • Fixed being unable to switch fire modes while blocking with the Tekko Kagi and Dual Ninjato.
  • Fixed the Penetrating Barrel mod (LF-85) granting far more penetration than intended (it was multiplying penetration instead of adding to it).
  • Fixed the player's block never breaking, even when hit by large Zeds. This happened by default on the Tekko Kagi and with certain mod combinations on other melee weapons.
  • Fixed the Trenchgun's slam-fire mode re-firing too quickly when interrupted by the Bayonet bash.

Maps

R&D Labs

  • Adjusted blocking volume extending too far in observation room
  • Fixed exploit location in Incubation room
  • Fixed Armor crate that can't be accessed

Antarctic Base

  • Addressed destructible wall Fleshpound couldn't break
  • Fixed exploit location for player on crate
  • Fixed blocking volumes to prevent multiple snag locations

Radar Station

  • Fixed blocking volume causing unexpected player movement
  • Fixed multiple locations the player could exploit
  • Fixed collision inside elevator shaft causing player bounce behavior
  • Fixed clipping ammo bag

Onslaught

  • Fixed pipes lacking collision in tunnel
  • Fixed multiple player stuck spots
  • Fixed broken Zed pathing by crate in tunnel

City Streets

  • Fixed Husks firing through building
  • Fixed player snag on metal bars

Sewers

  • Fixed light mesh not having collision
  • Fixed player stuck spot on Armor Crate
  • Fixed mesh players clipped through

Stronghold

  • Fixed unneeded collision by weapon mod crafting station

Factory

  • Fixed unneeded blocking volume

All Maps

  • Added preplaced Ammo Bags by Armor Crates
reddit.com
u/redditdotcom2005 — 3 months ago

KF 3 Nightfall News: We Have Ourselves A Gunslinger

https://forums.tripwireinteractive.com/index.php?threads/kf-3-nightfall-news-we-have-ourselves-a-gunslinger.2345178/

https://preview.redd.it/wgtdi7mvfmeh1.png?width=3840&format=png&auto=webp&s=83c4f3b464213739f773d552a3d054559462c6c6

Nightfall,

We've been watching you in the field, and it's clear: you've all acclimated to duel sidearms exceptionally well. As such, we are opening up the Gunslinger Perk as an option for your next set of missions.

Whether you're looking to pick Zeds off or help clear out a horde when things get too crowded, the Gunslinger is here to reward the steady handed and tactical. And don't forget the many skill choices in front of you to master this new perk, let's dive into a few select examples:

Building Your Foundation

  • Lvl 2: Do you prioritize raw reload speed with Fast Fingers, or do you prefer to control the chaos with Hip-Shooter to maximize critical damage?
  • Lvl 8: Start carving out your identity. Choose between the aggressive Opening Salvo for high-impact openers, the precision-focused Headcount for sustained headshot chains, or Stopping Power if you prefer to stumble enemies and control the horde's movement.

Tactical Utility

  • Lvl 14: Balance your survivability with Health Expert, which rewards accurate shots with healing, or lean into mobility with Speed Demon, granting you a massive speed boost every time you reload.
  • Lvl 20: Manage your resources with Custom Made to keep your arsenal upgraded at the Trader Pod, or rely on Magic Bullet to keep your reserves topped off during long engagements.

Defining your roll at Lvl 26

  • The Glass Cannon: The classic choice for those who thrive on high stakes. Sacrifice health for a massive boost to overall weapon damage.
  • Big Finish: For those who count every round. Make the last shot of your magazine count with massive damage and explosive finishing potential.
  • Monster Bash: A tactical brawler's dream. Bash an enemy to instantly reload and gain a temporary damage buff, perfect for those moments when you're cornered.

And of course you'll need some new firearms to bring it all together.

The Arsenal: Precision, Power and Personality

The Gunslinger isn't just about your fire rate; it's about bringing the right tool for the right job. Your new arsenal additions give you just those tools, inspired from classic old favorites to more modern heavy hitters.

https://preview.redd.it/x5kncbh6gmeh1.png?width=3240&format=png&auto=webp&s=28042f3c1fbc4334d5f21e6e3ea319b0e2142cd8

Tier 1: 2058 Lawbringers
A modern take on the classic 1858 revolver and a perfect way to meet the Zeds headon. Beloved for its stopping power despite limited ammo capacity. Wow them with your flair and impeccable aim, but always keep 'em guessing: Did you fire 6 shots, or only 5?

https://preview.redd.it/gc3dm639gmeh1.png?width=3840&format=png&auto=webp&s=10d2c9f052bf559312ad1248a1d2c627d07e0160

Tier 2: Night Adders
When you feel like it is you vs the world, no need to step back with the trusty Night Adders at your side. A fully automatic machine pistol that is ready to take on every challenge, switch them over to semi-auto if you find yourself needing to count your rounds. When next the Zed horde calls your readiness into question, proudly say: "Yea, I think I am."

https://preview.redd.it/nlk29hnbgmeh1.png?width=3840&format=png&auto=webp&s=a0c9bed5d602ae55d650f4a6cde7100a4f695ceb

Tier 3: Desert Eagles
Some threats ask for something... more. Enter the Desert Eagles. If raw stopping power is what you require, then the Desert Eagles are the answer. While others may bring the imitation, rest well knowing yours say "DE .50AE" on the side.

https://preview.redd.it/0a24sy0egmeh1.png?width=3840&format=png&auto=webp&s=f19ae799fe9fcc72a2933bbeea9b5c225fea99b1

Tier 4: AF2081-A1s
Did science ever stop to ask itself if Zeds were truly something necessary for humanity? Then why should they question our need to fire 4 rounds at once to stop them. Built on the legacy of the first industrial double barrel pistol, the AF2081-A1s accepts no questions, just provides .45 quad shot answers.

https://preview.redd.it/3mue1y3ggmeh1.png?width=3240&format=png&auto=webp&s=696a5b719899aa4ab5cc323ee72d51081d71c27a

Sidearm: Single and Dual Der Königs
Even a Gunslinger needs a reliable backup, and Der König, "the king", reigns supreme. No matter if you prefer the surgical precision and faster handling of carrying one or the tactical potential of dual-wielding, this fast firing 9mm platform is ready for the heat of the moment.

New Weapon Mods

Sonic Tracer Rounds*

  • On impact, marks target for a short duration. Future impacts from the same weapon deal Marked Damage to the marked target.

Holographic Pistol Sight*

  • Pistol-specific optic that uses laser-illuminated hologram to project an aiming reticle, allowing for fast target acquisition.

Volter-Shock*

  • Adds or replaces a weapon's secondary fire mode, discharging electricity in the direction the mod is aimed. Area of effect widens as the mod is upgraded.

Der Der König Compensator

  • Der König-specific compensator, designed for seamless integration, to help reduce muzzle flip and recoil.

Five-Round Conversion Cylinder

  • Replaces the standard 6-round cylinder with a 5-round conversion cylinder which takes more powerful .45 Colt ammunition.

Powered Polymer Mag

  • Made from a glass-filled polymer material, which is both strong and lightweight, it sacrifices ammo capacity to charge up each shot, increasing damage.

*These weapon mods will be available on a selection of previous existing weapons

https://preview.redd.it/c565i16jgmeh1.png?width=3240&format=png&auto=webp&s=3297ce9e9ba857f3e661cb30ddc5c28eee7afc0b

Gadget: Fatal Focus

When you need every round to meet its maximum potential. The Fatal Focus: a pair of duel wielded smart guns that can track your targets weak points as you aim at them and fire off homing rounds for a guaranteed hit. Quickly retarget and fire again to keep 'em dropping or unleash it all at one!

Gravity Grenade

Tired of your foes spreading out and making you have to work harder? Fret no more as the Gravity Grenade brings your foes together in a "stunning" fashion. Some won't survive, but those that do will be far easier for you to quickly dispatch, considering they are grouped up so nicely
The Gunslinger Perk and Season 4 drops later this week on the 23rd! See you out there Nightfall.

reddit.com
u/redditdotcom2005 — 3 months ago

Nightfall News: 1 Year of Killing Floor 3 - Roadmap Update

taken from: https://forums.tripwireinteractive.com/index.php?threads/nightfall-news-1-year-of-killing-floor-3-roadmap-update.2345164/

Celebrating One Year!

We can hardly believe it's been nearly a year since launch! The journey has been exciting, and we've faced our share of challenges. We want to thank the community for your passion and support as we celebrate this milestone together. Many of you are excited for the upcoming Season 4 Update, and even beyond, so let's dive in:

New Mode: Suicidal

We've heard your calls loud and clear! Based on your feedback and community voting, we are excited to announce the return of Suicidal.

https://preview.redd.it/ewa2m1eehndh1.png?width=1083&format=png&auto=webp&s=b09f8bb90fc71e82a06c0b1d194adbc6c2f3125a

Your survey responses and forum discussions highlighted a clear 'difficulty gap' between Hard and Hell on Earth. Suicidal is returning as the precise solution to bridge that experience.

And speaking of Hell on Earth and those wanting even more challenge: while we are introducing some targeted balance adjustments this summer to lay the groundwork, please know that this is just the beginning. More comprehensive refinements are on the way for the future and are currently being designed and tested now for post summer updates. This includes work around groundfire and Scrakes and Fleshpounds getting a tune up to be more reflective of their intended threat.

We'll be sharing further details about the perk, weapon, and zed balance changes coming in Season 4 in the next few days, but we do have a sneak-peek of some to share with you today.

While we are still finalizing the full list of changes, we are currently zeroing in on adjustments for (but not limited to):

  • Tweaks for DPS consistency across some specific weapons and perk skills bringing them in line with other loadouts and skill choices
  • Further explosion tuning
  • Additionally the team has been turning up some under performing and utilized skills and weapons (with more to come post Season 4)

But the final thing we wanted to touch on today is the:

Updated Killing Floor 3 Roadmap

As you may have heard us say on recent streams or experienced via our series of midseason updates, the team has been working to bring things to players faster and that doesn't stop with Season 4. We're locking in an exciting slate of content and Quality of Life improvements covering the upcoming Fall, our spookiest Halloween event yet, and winter update).

https://preview.redd.it/eylc1j4ihndh1.png?width=1920&format=png&auto=webp&s=ed557449e649aeb39797738c86cc13242ccaafbe

One change from our previous roadmap is that Endless mode won't be making it for Season 4. While we know many of you were looking forward to Endless mode, we've decided to keep it in the dev oven a little longer. Our goal is to ensure it lands with the polish and depth this community expects.

Another item we wanted to touch on a little more today is the Tripwire Toolkit. We've seen a lot of speculation and wanted to go into a little more details today.

https://preview.redd.it/ihj82a3khndh1.png?width=1554&format=png&auto=webp&s=03577c65d1a14ac58f056918be02e3878d92da9b

What Is The Tripwire "Modding" Toolkit?

  • A Full In-game modding toolkit. If you can run the game, you can mod it (this includes PlayStation 5 and XBox Series S|X)!
    • Modify existing levels or Create your own new ones, from prop placement to landscape design!
    • Change existing game rules, or dream up your own with Lua scripting (Did someone say "Traitor pod")
    • And do it all with friends with co-op modding! (Molly stop putting bloat bile behind me!)
  • An Integrated way for creators and users to share and explore new creations
  • A path to bring assets (such as custom meshes) into the game using a compatible Unreal Engine version via the Epic Games Launcher on PC
  • As the Toolkit progresses, we'll be looking at bringing it to other Tripwire and Tripwire Presents titles

While all these features won't be available in the first public alpha later this year, they are all in development. We are already testing the tool internally and will shortly start rolling it out to our volunteer external test team.

Are you a modder who wants to help us shape the future? Sign up here today for a chance at early preview builds.

Be sure to tune in early next week as we go over more of the upcoming Season 4 update in depth!

reddit.com
u/redditdotcom2005 — 3 months ago

Tripwire Toolkit Signups

mirrored from: https://forums.tripwireinteractive.com/index.php?threads/tripwire-toolkit-signups.2345163/

https://preview.redd.it/4mj9mipkgndh1.png?width=1554&format=png&auto=webp&s=039bdb799a0837d32d092e95dae28f59af73a473

We are excited to start gathering together those interested in the Tripwire Toolkit coming to Killing Floor 3 later this year (and other Tripwire titles beyond that).

As part of this effort, one of our first steps is getting some real world hands on use by modders to help us shape this tool before it reaches a larger audience.

Those interested please post in this thread with the following information:

  • What you are interested in modding: We are currently looking for those with experience making Levels and scripting/coding
  • Hours playing/modding in the KF franchise
  • List of any engines/sdk's/games you have used in the past to mod with
  • Link to any examples of your previous work

Off topic and non application posts will be removed.

reddit.com
u/redditdotcom2005 — 3 months ago

Killing Floor 3: Onslaught Update - Tomorrow June 16th

taken from: https://forums.tripwireinteractive.com/index.php?threads/killing-floor-3-onslaught-update-tomorrow-june-16th.2345084/

We expect the backend to go down while this update happens, starting at approx 8:30 AM EST:

  • 12.30 UTC
  • 14.30 CEST (UTC +2)
  • 08.30 EST (UTC -4)
  • 21:30 KST (UTC +9)

========================================================================

This update period is expected to last no more than an hour and a half. While you wait, we would like to recommend you check out the latest Boss Gangster: Criminal Empire update from our friends and partners at BEF Games.

The Boss Gangster: Criminal Empire on Steam

You can check it out via a free demo available on Steam.

========================================================================

Version: 1.0.0.16

Release Date: June 16th, 2026

New Additions & Highlights

Welcome to the Onslaught... Update, a smaller mid-season update that adds the new level, Onslaught, and features a few Quality of Life improvements.

New Map: Onslaught

Horzine leveraged the sewer outbreak in Umezu to train personnel. Needless to say, it didn't go well. Littered with traps, this location becomes all the more dangerous as time goes on. Use as they did, to polish your skills. Space is a luxury here, and retreat is not an option.

Bug Fixes, Polish & System Improvements

Stability & Performance

  • Fixed a crash that could happen while inspecting your character
  • Reduced ticking dependencies for skeletal mesh components.
  • Updated default configs to better understand the users system memory
  • Updated Precompiled Shader Caching methodology to reduce in-game hitches on certain events

Quality Of Life Improvements

  • Tutorial can now be Skipped for new players
  • Single player games no longer require a ready-wait before traveling out of the HUB
  • Single players entering matchmaking no longer require a ready-wait before matchmaking will begin
  • Multiplayer games will skip the ready-wait before matchmaking if all players vote to go
  • Players will now respawn in place when changing perks in the Hub

Bugs

  • Fixed boss health UI drastically dropping during play — clients no longer mis-predict core boss damage
  • Fixed the Trader Trail not leading to a Trader Pod during Trader Time, and a stale Trader Time timer preventing Ping Trader after skipping trader time
  • Fixed some crafting dailies and weeklies not granting specialist XP
reddit.com
u/redditdotcom2005 — 4 months ago

All Summaries / Key Points in the "Killing Floor 3 Office Hours" stream

00:12:45 | COMMUNICATION

  • they acknowledge peoples frustrations with the lack of communication
  • they didn't intend to appear as though they're keeping quiet or have abandoned Killing Floor 3
  • they plan to communicate more & do more frequent streams talking about the stuff they're working on in the future

00:14:05 | BONUS MAP - ONSLAUGHT

  • will be it's own standalone update (Before the Season 4 update ?)
  • a passion project by one of the lead level designers, and somewhat of a love letter to the KF3 community
  • a smaller condensed hold-your-line style map with tones of traps
  • Mason mentioned that it can also be used to grind crafting resources
  • they acknowledge that people want more content more frequently between major updates and are working on improving that aspect and this is a start to that

00:20:35 | NEW MAP - OIL RIG

  • Giant Oil Rig that's been infested with Mire. It also serves as Moorcroft's base of operations
  • Set at day time

00:20:57 | NEW SECONDARY - DER KÖNIG

  • Pistol

00:21:09 | NEW PRIMARY - 2058 LAWBRINGERS

  • Dual Revolvers
  • Tier 1 Gunslinger Primary

00:22:12 | OPTIMIZATION

  • As with any live-service game they are constantly tinkering with stuff, such as Maps, Zeds & Weapons
  • The Engineers & Artists are making sure to continue optimizing new & pre-existing elements

00:23:07 | NEW PRIMARY - NIGHT ADDERS

  • Dual Pistols
  • Tier 2 Gunslinger Primary

00:23:47 | NEW GRENADE - THE GRAVITY GRENADE

  • The Gravity Grenade, which will act as a mini black hole pulling Zeds into it and then exploding
  • Will have synergy with Gunslingers skill tree
  • Useful as crowd control in tight situations

00:24:40 | NEW ULTIMATE - FATAL FOCUS

  • Gunslinger equips special dual wielded pistols and auto-targets critical zones the player is aiming at with high rate of fire
  • Can be upgraded with different features such as Micro-Missles etc...

00:25:00 | NEW PRIMARY - DESERT EAGLES

  • Dual Pistols
  • Gunslinger Tier 3 Gunslinger Primary

00:26:25 | NEW PRIMARY - AF2081-A1

  • Dual Pistols
  • Tier 4 Gunslinger Primary

00:27:07 | NEW DIFFICULTY - SUICIDAL

  • Suicidal will be added

00:27:30 | ZED VOICE LINES

  • Voice lines for the Fleshpound, Scrake & Bloat will be added

00:29:15 | NEW BOSS - MOORCROFT

  • Humanoid, Talks, Voiced by Jeffrey Combs
  • Functions similar to Patriarch
  • Has various ranged & melee attacks
  • Can activate a shield & consume Zeds to heal

00:32:10 | KILLING FLOOR 3 AESTHETIC / FEEL

  • They acknowledge feedback on Killing Floor 3 feeling disconnected from the previous entries
  • They're working on improving the balance between nostalgic & new elements and features every update

00:33:00 | NEW MOD - VOLTER SHOCK

  • Functions like an under-barrel taser
  • Useful for crowd control

00:34:00 | UPCOMING PERKS

  • The next perk is in early stages of development (Bryan hints at it been Berserker)
  • They are keeping an eye on feedback on which perks from previous games players want added
  • They state that the surveys are extremely helpful

00:36:45 | FUTURE WEAPONS

  • A model for The Minigun exists, no time frame on when it's coming
  • The Team is busy working through the backlog of weapons to add to the game for new and existing perks

00:39:12 | ATMOSPHERE

  • They acknowledge that KF1 fans prefer darker elements while KF2 fans like lighter elements
  • They're working on pulling aspects from both into Killing Floor 3

00:46:33 | RETURNING CHARACTERS

  • It's been discussed a bit, but the team is currently focused on adding more gameplay elements such as perks, weapons, maps & bosses etc... as this gives players more "bang for their buck"

00:47:16 | GUNSLINGER SINGLE-WIELDING

  • Currently Gunslinger is dual-wield focused, but the ability to single-wield primary pistols will be added at a later update

00:56:30 | SERVER BROWSER

  • Server Browser & Endless are been worked on, no info yet

00:58:38 | VR MODE

  • Not currently been considered for now

00:59:40 | DUAL-WIELDING

  • dual-wielding for the remaining secondary pistols will be added with Season 4

01:00:09 | HORZINE MARK 8

  • Horzine Mark 8 cosmetics will be added in Season 4
  • Will feature different variants such as light & heavy variants and an alt-color

01:07:28 | ANIMATED SKINS

  • It's been looked into

01:07:46 | EMOTES

  • Not currently been looked into

01:08:31 | COMICS

  • A new comic will be added with Season 4
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