Jan. 22, 2015 ........................... This just in from Yoshiro at Tripwire.
"Hello everyone, we are working towards a quality of life update for Killing Floor 2 and I want to let you know what it entails. We are expecting this update to address several bugs and bring the Steam Modding Workshop online.
First I want to talk some details about the modding workshop (or you can skip below to check out the WIP changelog). With Killing Floor 2’s implementation of the workshop, API clients AND servers will be able to subscribe to workshop maps and mods. Clients will update their subscribed content whenever they launch the game and will be able to get unsubscribed content directly from a server that has a subscription that the client does not.
This will remove the need for redirects as the Workshop will be a global redirect that is constantly updated by the author of the content! We plan to toss up a few examples from our internal holiday game challenge to kick things off. But more on that shortly. To the WIP changelog:
(The following is our current WIP changelog. Keep in mind that items may be pulled from this list if QA finds the fix has failed before release and this update is NOT out yet)
General:
Ammo pickups are no longer picked up if a player has full ammo and grenades
If other players have left the server, the solo healing buff will kick in
The game will now prioritize the trader pod and doors over supplier for interactions
Steam Mod Workshop Upload Tool
Servers and clients can subscribe to mods and be updated automatically when the content creator updates their mod or map
Bugs:
Players who haven’t spawned will no longer count against the solo player healing buff
Doors that are fully welded should no longer take away welder charge
Controllers should no longer always rumble when explosions go off (nearby explosions will still trigger rumbles)
Zed ranged attacks will no longer open doors
Players can no longer jump and crouch during the Hans health drain
Weld integrity can not = 0%
Concrete and green poles can not be exploited anymore to avoid Fleshpound and Scrake attacks.
Fixed an issue where players were able to jump on top of Dosh Bling and exploit AI.
Fixed issue where if players join a game and there were previously welded doors on the server, they would see open doors with welds
Fixed MMMMMMMMMMMMMMM in party widget
Fixed a case where inventory would not initialize on first load
Fix for not being able to pause the game as an admin
Maps
Exploit fixes in Black Forest
Exploit fixes in Farmhouse
Updated Physics in Evacuation Point
Also as part of an effort to engage more with the community we will be hosting our very first internal livestream next week. We will be answering questions from the community (start asking below and we will try and get to many of them!) and showing off what is coming next. You’ll be able to tune in here:
http://www.twitch.tv/tripwireinteractive "
Nice eh? That means I won't have to get all those maps myself and upload them to our server. I also won't have to edit many files when the "Workshop Maps" are up and running on Steam. Wooohoooo
