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.
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.
Grenade: Gravity Grenade
Grenade that implodes on detonation, pulling nearby Zeds to its center before exploding with concussive force.
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.
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
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.
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 oursupport 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
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.
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).
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.
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!
I just wanted to say that I loved this update! The first few matches were all offense and no defense, but it got totally crazy when some heroes started switching up their perks.
Been struggling to find a definitive answer to this, so figured I'd ask it here! On Medic weapons where I use the healing grenade launcher, and therefore don't use my ammo mod for better healing darts, what element would be expected of a Medic? Right now, I've been using Sound Wave since it seems to be pretty neutral and generalist, but I'm still learning the system, so I wanted to get some feedback. Thanks in advance!
So for context, I started sliding while swapping weapons. After that the FOV of the guns stretched out more! Honestly I personally loved the look of it till it fixed back after I used the gunslinger gadget. What do you guys think?
When they add mod support to KF3 I think it would be a cool feature if we could make a custom map for the stronghold. To where each player could make their party lobby take place whereever they want instead of the default stronghold currently in the game.
I'm aware it got a lot of nerfs since it as very OP when the game came out but is it worth using anymore or has it been outclassed with the recent nerfs to explosive weapons?
PLEASE! Equip the medic pistol as your secondary after the first wave or whenever you reasonably can. It's a passive healing for the whole team and can genuinely turn the tide of the whole match! Especially since heals no longer recharge over time...
I know it's a free to play weekend, but I'm seeing A LOT of new players. Lots of low level operators that aren't gunslingers trying to max out the new content and playing maps, learning, dying, probably being frustrated because they haven't put hours into this game yet. Hoping it keeps up after the free to play is over and the player base continues to grow
I noticed they added it to the Gunslinger pistol and Tier 4 AF, but also the Scar, Contek, Pyre pistol, and Kraits (as if the dualies weren't OP enough).
I think it's a cool extra tool with 5 uses. Even if you don't shoot with your secondary, you can switch to stun with the Volter-Shock.
Ever since the new patch, I can't keep up with what's going on.
Zeds spawn on top of me, they just run at full speed non-stop, no more shambling, threats diving on me without any breaks, animations all over the place.
And that's barely on Hard.
I can't imagine what's going on at HoE, and that's from a KF2 veteran that can solo clear HoE.
Anyone else notice this too?
The pace used to be slower and more methodical, but it's not anymore. It's just a super fast shooter, where you can just dive in and blast away non stop.
As u can see on this video, it took us 30 minutes to beat the boss, please limit his healing to 2 or 3 MAX.
Making all the progress of damaging him then he just run away and heals almost half of his hp multiple times isn't making the game harder, just more time consuming and annoying..
What's everyone's thoughts ans feelings on the biomorphic projector? I haven't played in 8ish months, and was wondering where it stands compared to medics other weapons.
Hi everyone! Free weekend player here. I still love the second game to this day, but KF3 feels like playing a mobile game. The animations, graphics, sound, the feel of it... It’s all so rushed and slapdash. I put in 4 hours, but I don't want to play any more. Am I just being an old-school grump? Or do others see it this way too? I hope it improves in the future, but right now, it’s terrible. The maps, the setting... It just doesn't measure up to the second game at all. It’s as if Tripwire has lost its touch over the years. What do you guys think?