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A new hotfix is live (V4.1) which should address any new bugs that came with V4.0 update.
For more info simply check out the latest patch notes here. Enjoy!
Just wanted to let you all know that a new version (V4) is finally live and basically features some of the most requests fixes! Such as tuning down the zed spawn rate around the large house, making the repair objective truly optional, and finally better overall optimization.
For more info simply check out the latest patch notes here.
Enjoy!
Just wanted to let everyone know that finally after so many setbacks and trying to polish the map as much as possible before the first public release, my latest custom map KF-BoathouseFinale is finally released!
Soon I shall begin making a revision of all my previous uploaded maps to ensure that they are working properly on the latest KF2 build.
Hope you all enjoy it as much as I did on creating it!
Once this new map has been released, I'll be focusing on updating all of my previous maps to ensure that they are stable with the latest KF2 build, and in particularly will be also looking into fixing this zed spawn issue alongside providing a big performance fix. So please stay tuned!
Im not that familiar with the KF2 SDK but i was wondering, what is the cause for the massive wave in a long playround, so i had some time, started the KF2 SDK and was digging around and found that:
Under Menu View -> World Info -> World Info -> My Map Info -> Survival Objective -> Preset Wave Objectives -> Long Objectives -> [7]
WaveScale is set to 10.00000
Can this be the Problem, which leads to a massive amount of Zed's within the objective ?
Yesterday i installed it onto my ranked server and found some strange bug? When there will start an objective like 'keep the area free' at santas house, it will force the server to set the remaining-zeds to a ridiculous amount?
https://gtm.steamproxy.vip/id/HASCHKAKERLAKE/screenshot/764975951346492829
On the Server are no mods, Cheats disabled, VAC enabled... Game-Mode Survival with 10 Waves