1. Killing Floor 3
  2. News
  3. Killing Floor 3: Season 2 Operation Breakout Is Now Out!

Killing Floor 3: Season 2 Operation Breakout Is Now Out!

[p]Welcome to Season 2 Operation: Breakout. This massive seasonal update expands gameplay with new content, features, and balance improvements. Players can wield the KV Recluse, a new Medic SMG, face the return of the new stealthy Stalker Zed, and explore the new Prison survival map deep in the Costa Rican jungle. The update reintroduces DJ Scully as a new Specialist alongside a new ten-mission narrative campaign, fresh weekly modes, wave mutators, and Zed execution animations. A new Collections store taband100-tier Supply Pass overhaul progression and customization. Extensive balance tuning, optimizations, and hundreds bug fixes round out the most ambitious update yet within Killing Floor 3's Year 1 Roadmap.
[/p][p]​[/p][previewyoutube][/previewyoutube][hr][/hr][p]

[/p]
New Additions & Highlights
  • [p]New Weapon & Mods - KV Recluse — SMG (Medic)[/p]
    • [p]Supported Mods:[/p]
      • [p]Ammunition: Armor Piercing, Incendiary, Overpressure, Acidic, Rapid Release Darts, Instant Heal Darts, Explosive Healing Darts[/p]
      • [p]Underbarrel: Laser Sight, Healing Grenade Launcher, UV Light (NEW)[/p]
      • [p]Barrel: Compensator, Suppressor, Ginger Snap Muzzle Break (NEW)[/p]
      • [p]Magazine: Drum, Extended[/p]
      • [p]Receiver: Fast Action Receiver, Heavy Frame Receiver, Affliction Amplifier[/p]
      • [p]Sights: Red Dot, Reflex, AOS, Green Dot, C4mi (NEW), Sonar (NEW)[/p]
  • [p]New Enemy Zed - Stalker[/p]
    • [p]Now part of the Survival Spawn pool, Stalkers join the fight with their acrobatic dexterity and stealth cloaking capabilities to hunt down their prey.[/p]
    • [p]To reveal them while cloaked be sure to utilize one of the following tools[/p]
      • [p]Pulse Lure[/p]
      • [p]Sonar Sight Mod[/p]
      • [p]UV Light Underbarrel Mod[/p]
      • [p]Commando Perk Passive Ability[/p]
  • [p]New Survival Map - Prison[/p]
    • [p]An abandoned Costa Rican cryo-prison set deep in the jungle. A power outage awakens a small army of hibernating Zeds that threaten the jungle and its wildlife.[/p]
  • [p]New Specialist - DJ Scully[/p]
    • [p]Everyone's fan favorite Dutch smart mouth DJ joins the Nightfall team to combat the corporation that had only grown in power over the ensuing years since the original outbreak.[/p]
  • [p]New Narrative Missions: Operation - Breakout[/p]
    • [p]With Dr. Emmanuel Moorcroft's threat intensifying beyond Nightfall's capabilities, Cordelia decides to expand their ranks, Cordelia sends the team to Horzine Blacksite to find a veteran of the original outbreak, but their efforts are soon thwarted by Moorcroft. After rescuing the mercenary, Nightfall must scramble to block Morocroft's alarming consolidation of power.[/p]
    • [p]Ten new missions taking place across the new Prison and familiar maps.[/p]
    • [p]Complete all ten missions to unlock exclusive player cards, character skins, weapon stickers, and XP Rewards[/p]
    • [p]Operation 2 is selectable with Assignments: Mission Tab for which the player has the ability to toggle between active incomplete Operations if you want to progress and complete available ones out of order.[/p]
  • [p]New Weekly Modes and Mutation Waves[/p]
    • [p]New Wave Mutators[/p]
      • [p]Mire Minions: Cysts and Clots are replaced with Mire variants.[/p]
      • [p]Secret Admirers: Wave is heavy with Stalkers compared to normal waves. Players have increased Cut and Biological Damage as well as longer Pulse Lure duration.[/p]
      • [p]Bioweapon Barrage: This mutator is a flood of enemies which will test player endurance and ammo efficiency.[/p]
    • [p]New Weekly Mutators[/p]
      • [p]Shadow Dance: Greatly increased numbers of Stalkers within the wave. Players have increased Heat Damage and Pulse Lure Duration. Revives are disabled.[/p]
      • [p]Shriekfest: Greatly increased numbers of Sirens. Player and Enemy Soundwave Damage Increased. Revives are disabled.[/p]
      • [p]Juggernaut: Only Bloats, Scrakes, and Fleshpounds. Players have increased Gadget Recharge rates and Enemies have increased Biological Damage. Revives are disabled.[/p]
      • [p]Blade Storm: Greatly increased Stalkers and Gorefasts. Player and Enemy Cut Damage Increased. Player Biological Damage Increased. Revives are disabled.[/p]
  • [p]New UI Feature - Character VO Portraits[/p]
    • [p]During your narrative assignments Character Radio Portraits will now be visible while characters are speaking to the player[/p]
  • [p]New Zed Executions on the Player[/p]
    • [p]All Zeds including the new Stalker will perform execution animations and actions on the player when they're able to get to you while downed. New Zed Executions include:[/p]
      • [p]Siren, Gorefast, Husk, Fleshpound, and Stalker.[/p]
  • [p]New Achievement - Nuclear Standoff[/p]
    • [p]Requirements: Complete Operation 2[/p]
  • [p]New Cosmetics:[/p]
    • [p]Collections Tab:[/p]
      • [p]Instead of Item Shop bundles and individual items only accessible via limited weekly rotations, all new and previous store cosmetics will be also available to purchase within a new Collections tab within the store sorted by category.[/p]
    • [p]Season 2 Supply Pass: Operation Breakout[/p]
      • [p]Brand new Durable Supply Pass with 100 rewards to unlock both free and premium rewards. Progressable using interchangeable Supply Pass Points.[/p]
      • [p]Contains 90 unique cosmetics and 10 Cred Packs across the following categories[/p]
        • [p]3x Body Outfits[/p]
        • [p]3x Head Swaps[/p]
        • [p]14x Body Skins[/p]
        • [p]20x Head Skins[/p]
        • [p]16x Weapon Skins[/p]
        • [p]8x Weapon Trinkets[/p]
        • [p]10x Weapon Stickers[/p]
        • [p]16x Player Cards[/p]
      • [p]Premium access can be purchased individually for 1000 Creds or via Elite Nightfall Edition / Future Season 2-4 Deluxe Pass Ownership.[/p]
    • [p]Store (Featured Weekly, All Now Available in Collections):[/p]
      • [p]Bundles[/p]
        • [p]Covert Ops Bundle[/p]
        • [p]Bloodstream Bundle[/p]
        • [p]Classic Scully Bundle[/p]
        • [p]SAS Uniform Bundle[/p]
        • [p]Firebreather Bundle[/p]
      • [p]A la Carte:[/p]
        • [p]Silver Sufferer Weapon Skin, Fractal Blue Weapon Skin, Classic Horzine Weapon Skin, Substrated Aquatic Weapon Skin[/p]
        • [p]D20 Weapon Trinket, Shark Bomb Weapon Trinket, Nine-Ball Weapon trinket[/p]
        • [p]Neon Samurai Weapon Sticker, Hardwired Weapon Sticker[/p]
      • [p]New Purchasable Premium Cred Pack Size[/p]
        • [p]100 Cred Pack is now available to purchase as of Season 2 so that you can top up to the exact amount you need for whatever is available on the store based on your balance amount.[/p]
[p]
[/p][hr][/hr][p]

[/p]
Performance Optimizations
[h2]Optimized Core Performance (CPU, Simulation & Tick Rate)[/h2]
  • [p]Enemy behavior, pathing, and animation processing have been overhauled for smoother performance, especially during high-ZED density waves.[/p]
  • [p]Reduced the overhead caused by physics simulation for debris, breakable environment pieces, and turret targeting systems, minimizing stutters.[/p]
  • [p]Clean-up processes between waves have been streamlined to prevent brief game slowdowns.[/p]
  • [p]General stability for large player squads and crowded hub areas has been improved for more reliable framerates.[/p]
[h2]Visual & Rendering Enhancements[/h2]
  • [p]Visual fidelity has been smoothed across all maps, making busy combat scenes clearer and more stable.[/p]
  • [p]Reduced visual "clutter" from transparent materials (glass, mesh fences, foliage) to curb sudden dips in frame rate.[/p]
  • [p]Improved the efficiency of level-of-detail (LOD) swaps for distant objects, leading to more consistent frame pacing.[/p]
  • [p]GPU load spikes have been mitigated by carefully adjusting the budget for shadows, reflections, and atmospheric fog effects.[/p]
  • [p]Performance "choke points" in confined spaces (tunnels, hallways, antenna fields) have been lightened to maintain fluid action.[/p]
[h2]Stability in Gameplay & Online Experience[/h2]
  • [p]Micro-stuttering during intense moments, such as Siren effect dissipation, door destruction, and heavy corpse removal, has been reduced.[/p]
  • [p]Smoother performance during critical transitions (match end, using the Trader, and match resumption) by reducing hitches.[/p]
  • [p]Joining matches in progress and rejoining friends is now faster and exhibits fewer network lag spikes.[/p]
[h2]Loading, Streaming & Content Delivery[/h2]
  • [p]Faster loading times and smoother transitions between game areas and modes due to optimized background content streaming.[/p]
  • [p]Content "pop-in" has been significantly lessened, and in-combat streaming efficiency has been improved on multiple maps.[/p]
  • [p]Wait times for mounting game content packs and switching between the hub and mission deployment are now shorter.[/p]
[h2]UI, HUD & Visual Effects[/h2]
  • [p]User interface (UI) and Heads-Up Display (HUD) components refresh more efficiently, resulting in quicker, more responsive menu and screen navigation.[/p]
  • [p]Reduced screen flicker and pauses when accessing the Trader, Armory/Store, and Assignment screens.[/p]
  • [p]Visual effects for blood, fire, smoke, and boss abilities have been tuned to keep frame rates stable, even during the largest fights.[/p]
[p]

[/p][hr][/hr][p]

[/p]
Balance Adjustments
[h2]Tools/Armor Tunes[/h2]
  • [p]Pulse Lure - The Pulse Lure has now been enhanced with reverse-engineered Siren biosonar technology allowing it to emit dual frequency ultrasonic bursts. The primary pulse maintains its original luring and confusion effects, while the secondary revelation frequency exposes cloaked enemies through acoustic interference with their stealth systems.[/p]
[h2]Zed Gameplay Tunes[/h2]
  • [p]Zed Confusion[/p]
    • [p]Confusion duration reduced[/p]
    • [p]Clot – 58%[/p]
    • [p]Cyst – 50%[/p]
    • [p]Mire Clot – 81%[/p]
    • [p]Mire Cyst – 67%[/p]
    • [p]Gorefast – 64%[/p]
    • [p]Crawler – 42%[/p]
    • [p]Crawler Larva – 42%[/p]
    • [p]Bloat – 40%[/p]
    • [p]Husk – 50%[/p]
    • [p]Siren – 56%[/p]
    • [p]Scrake – 50%[/p]
    • [p]Fleshpound – 50%[/p]
  • [p]Siren[/p]
    • [p]Scream - shared cooldown reduced from 6.5 seconds to 4 seconds.[/p]
    • [p]Sonic Projectiles - shared cooldown reduced from 6.5 seconds to 5.5 seconds.[/p]
      • [p]Large Siren groups struggle to be impactful in gameplay if they are targeting the same player. The intent with this adjustment is to allow them to use their abilities on the same target slightly sooner to improve their challenge while still not allowing these abilities to become overbearing when fighting groups of Sirens.[/p]
  • [p]Impaler[/p]
    • [p]Player count adjustments for 3-6 Players[/p]
      • [p]Attack damage reduced 20%[/p]
      • [p]Health reduced 20%[/p]
      • [p]Hitzone health reduced 20%[/p]
[h2]Weapon Mod Tunes[/h2]
  • [p]Sight FOVs[/p]
    • [p]AOS fov zoom reduced 42% 0.85 was 0.6[/p]
    • [p]Sniper scopes zoom reduced 33% 0.8 was 0.6[/p]
    • [p]Cmore fov zoom reduced 19% 0.95 was 0.8[/p]
    • [p]Greendot fov zoom reduced 16% 0.93 was 0.8[/p]
  • [p]Confusion Coating Mod[/p]
    • [p]Cost increased by 42%. Effectiveness reduced by 80%.[/p]
      • [p]This mod was too powerful when fully leveled as it allowed for confusion of large Zeds in only 2 hits.[/p]
  • [p]Enfeebling Coating Mod[/p]
    • [p]Cost decreased by 14%.[/p]
      • [p]This mod was too expensive compared to its effectiveness when compared with other Coating mods.[/p]
  • [p]G33's Confusion Grenade ammo mod[/p]
    • [p]Further reduction Confusion Grenade ammo mod for the G33 by an additional ~12%[/p]
  • [p]Match Grade ammo mod[/p]
    • [p]Standardizing "Match Grade" ammo mod name so that it's called "Match Grade Ammo" in the Armory and when on weapons.[/p]
  • [p]Sniper Scope Sight Mods[/p]
    • [p]Cost decreased by 25%.[/p]
  • [p]Stunning Coating Mod[/p]
    • [p]Cost increased by 14%. Effectiveness reduced by 15%.[/p]
      • [p]This mod was too powerful when fully leveled as it allowed for stunning of large Zeds in only 1 hit.[/p]
  • [p]Toxic Coating Mod[/p]
    • [p]Cost decreased by 55%.[/p]
      • [p]This mod was too expensive compared to its effectiveness when compared with other Coating mods.[/p]
  • [p]Various Fast Action internal mods[/p]
    • [p]Updated the descriptions of certain Fast Action internal mods which always feature a Damage buff, as compared to those Fast Action internal mods that only get a Damage buff once they're upgraded.[/p]
[h2]Commando Weapons[/h2]
  • [p]Commando T4 Knightsbridge[/p]
    • [p]Fixed issue where you couldn't fire the Knightsbridge immediately after firing the last shot of the Underbarrel Frag Launcher mod (while that mod is attached to the weapon). Now it should feel more responsive and not make you wait to fire the weapon's primary fire mode after firing the last frag.[/p]
[h2]Medic Weapons[/h2]
  • [p]Medic Dart Underbarrel[/p]
    • [p]Improved Medic Dart Target-lock behaviors. The target lock should now clear when you lose line-of-sight, or if the target gets too far to your left or right.[/p]
  • [p]K&W MP6 - Medic T3[/p]
    • [p]Damage – 29% increase[/p]
    • [p]Cost – 9% increase[/p]
    • [p]Ammo Cost – 20% reduction[/p]
      • [p]With the introduction of the KV Recluse, the H&W MP6 has been buffed to keep it competitive. It now deals 29% more damage, costs 9% more to purchase, and has a 20% reduction in ammo cost, making it a stronger and more efficient choice for Medics.[/p]
  • [p]Medic T4 - LF-85[/p]
    • [p]Reload half time increased 14%[/p]
    • [p]Reload empty time increased 13%[/p]
    • [p]Base damage increased 14%[/p]
      • [p]The LF-85 has been rebalanced to hit harder but reload more slowly. Base damage is up 14%, while both half and empty reload times have been slightly increased, making timing and positioning more important for sustained fire.[/p]
[h2]Sharpshooter Weapons[/h2]
  • [p]Sharpshooter T4 Samaritan[/p]
    • [p]reload empty time increased 27%[/p]
    • [p]reload half time decreased 5%[/p]
    • [p]Base damage increased 21%[/p]
    • [p]Ammo cost increased 3%[/p]
      • [p]The Samaritan has been tuned to feel more deliberate but deadlier. Empty reloads now take longer while half reloads are slightly faster, encouraging tactical reloads. Base damage is up 21% for greater punch, with a small ammo cost increase to balance the boost.[/p]
[p]​[/p][hr][/hr][p]

[/p]
Bug Fixes
[h3]Includes over 500+ individual bug fixes across the game, with top-line highlights as follows:[/h3][h2]Gameplay & Core Systems[/h2]
  • [p]Controls & Input:[/p]
    • [p]Addressed perpetual slide while holding crouch with a controller.[/p]
    • [p]Tweaked Toggle sprint being cancelled by sliding.[/p]
    • [p]Corrected the escape button becoming unresponsive if the user presses ESC twice after defeating a boss.[/p]
    • [p]Resolved users temporarily losing all keyboard functionality if they click on an item in the Featured tab of the Store.[/p]
    • [p]Resolved inability to interrupt queued melee attacks Online with Block.[/p]
  • [p]Visual & Animation:[/p]
    • [p]Rectified the Ready Up Specialist animation not disengaging after Un-Ready.[/p]
    • [p]Corrected computer interface screens not glowing with the rest of the computer parts during hacking interface sections of the story.[/p]
    • [p]Addressed specialists A-posing in 3P after completely dying before spectating in a match.[/p]
    • [p]Corrected wind socks not animating correctly on the Office rooftop.[/p]
    • [p]Adjusted grime on the glass of AOS sights when the flashlight is on.[/p]
    • [p]Addressed the Player camera revealing character arm gaps when turning while using Ninja's Hebi-Ken.[/p]
  • [p]Tutorial:[/p]
    • [p]Corrected the countdown dialogue playing with a delay after interacting with the console.[/p]
    • [p]Resolved Survival Basics 02 prompts getting stuck & won't complete if the user finishes the base tutorial but doesn't Matchmake to "Any".[/p]
  • [p]Gadgets/Abilities:[/p]
    • [p]Corrected the gadget icon fill level appearing partially filled after respawning.[/p]
    • [p]Adjusted healing darts displaying an unnatural trajectory when being shot towards an ally that has taken damage.[/p]
    • [p]Updated to allow both shared cooldowns to be considered on the same ability.[/p]
[h2]Matchmaking / Stability[/h2]
  • [p]Mitigated matchmaking instability after crafting many mods.[/p]
  • [p]Mitigated users getting a "Server lost connection" error at various points during multiplayer gameplay.[/p]
  • [p]Resolved player nameplate duplication when a player disconnects during the 'Ready up' lobby screen.[/p]
  • [p]Resolved black screen encountered in the Ready Up menu during the Boss Wave of a multiplayer match.[/p]
  • [p]Corrected the party being able to start a match from anywhere in the Stronghold.[/p]
  • [p]Restored players being unable to start multiplayer matchmaking.[/p]
  • [p]Corrected users being healed by the resupply trader during an active wave.[/p]
  • [p]Restored players being unable to rejoin a lobby after returning to the Hub solo on AAR.[/p]
  • [p]Stabilized Exploding Challenge Wave Crash.[/p]
  • [p]Corrected teammates not being hidden during the Boss defeat/outro sequence.[/p]
  • [p]Restored players being unable to rejoin a party after repeatedly entering and leaving the party.[/p]
  • [p]Corrected the title potentially losing functionality after a player idles in the recent players submenu and exits it.[/p]
  • [p]Resolved an issue where more than 6 players could join an online match when loading into a map.[/p]
[h2]Maps[/h2]
  • [p]Collision & Zeds Navigation:[/p]
    • [p]Resolved multiple instances of Zeds being unable to reach players or getting stuck:[/p]
      • [p]Melee Zeds unable to reach a specialist on a specific railing on Horzine Factory (Resolved twice in source).[/p]
      • [p]Impaler AI stuck leaping on Convoy tunnel.[/p]
      • [p]Convoy Zeds hovering/bouncing on a specific cliff.[/p]
      • [p]Zeds unable to reach the very edge of a lab asset in R&D Labs.[/p]
      • [p]Radar Station Zeds unresponsive on a specific box.[/p]
      • [p]Zeds unable to reach the player in a specific spot on Offices Map (Addressed twice in source).[/p]
      • [p]Addressed collision at the base of the stairs preventing melee weapons from hitting crawling Zeds in the Sewers map.[/p]
      • [p]Corrected a safe spot from melee Zeds on Radar Station.[/p]
    • [p]Repaired faulty collision allowing players to stand on a Trader in Army Depot Map.[/p]
    • [p]Repaired a player-pass-through-wall/fence exploit on Horzine Factory.[/p]
    • [p]Rectified an issue where a specialist could get stuck in different spots on the Radar Station map.[/p]
    • [p]Addressed an issue where users could be softlocked in the Tutorial due to Zeds remaining outside of the map.[/p]
    • [p]Repaired multiple spots in Army Depot where players were unable to shoot through.[/p]
  • [p]Visual & Lighting:[/p]
    • [p]Repaired broken light/emissive at the office space reception desk in Offices.[/p]
    • [p]Updated the Horzine Power Wall logo to blue/green consistency.[/p]
    • [p]Corrected transparent floor decals in the Factory map.[/p]
    • [p]Improved gore texture resolution and grounding on The Broadcast Studio Desk in Offices.[/p]
    • [p]Resolved an exploding oil barrel on Radar Station creating a fire effect in a different location.[/p]
    • [p]Corrected an emissive cube visible in reflections at Military Base.[/p]
    • [p]Repaired a light missing its base at the firing range on Radar Station.[/p]
    • [p]Addressed floors Z-fighting near the Trader Pod in Horzine Labs.[/p]
    • [p]Addressed shadows rendering in plain sight when pathing through the Army Depot map.[/p]
    • [p]Corrected Shadows appearing as large squares near strongly lit areas of Stronghold and maps.[/p]
    • [p]Corrected bullet decals on concrete surfaces.[/p]
    • [p]Addressed City Streets light VFX spawner scale.[/p]
  • [p]Miscellaneous:[/p]
    • [p]Addressed the fan trap animation stopping when not looking.[/p]
    • [p]Restored maps being absent from the Map Selection screen.[/p]
    • [p]Adjusted the low-resolution Locker Splat Map on Radar Station.[/p]
    • [p]Corrected players seeing an unreleased map region on the Globe when searching for "Any map".[/p]
[h2]Perks & Skills[/h2]
  • [p]Skills & Functionality:[/p]
    • [p]Stronger Prescription skill - Fixed issue where Medic's Stronger Prescription skill wasn't working to increase healing from weapons when they had Instant Heal Dart, Rapid Release Dart, Explosive Healing Dart, or Underbarrel Healing Grenade mods[/p]
    • [p]Resolved Medic T5 Skill "Active Infection" VFX potentially remaining permanently drawn on Zed Corpses.[/p]
    • [p]Addressed the user losing functionality when using the gadget from the Ninja perk while in a match.[/p]
    • [p]Restored Skills sometimes becoming locked again & no longer selectable.[/p]
    • [p]Corrected the double-barrel Shotgun auto reload feature failing to trigger the Firebug Extinguisher skill.[/p]
    • [p]Resolved Bouncing Betty shrapnel VFX remaining stuck on screen with the Heated Exchange skill equipped.[/p]
    • [p]Restored users not retaining their perk or cosmetics when transitioning to the ready up screen or joining together in the HUB.[/p]
    • [p]Addressed level 2 passive skills for 'Ninja' failing to update in both the lobby and solo play mode.[/p]
    • [p]Corrected the 'Perk' UI prompt remaining on screen upon selecting another perk after returning from a multiplayer match.[/p]
    • [p]Addressed the off-perk ninja gadget model being seen briefly after a failed grab.[/p]
    • [p]Corrected "Painkiller" not applying to other Medics with the same skill equipped.[/p]
    • [p]Addressed Ninja LV16 Hard Rain failing to spawn more than 10 projectiles.[/p]
    • [p]Resolved Commando T3 Cluster Bombs sticking with Think Fast.[/p]
    • [p]Corrected the weapon going off screen with certain level-16 grenade throws.[/p]
  • [p]Visual & Animation:[/p]
    • [p]Rectified Bloodhound P330 Commando pistol remaining in an empty magazine animation state when being reloaded by the T4 passive skill "Get Loaded".[/p]
    • [p]Corrected the 'Stronger Prescription' skill not applying heal increases to several weapon mods.[/p]
    • [p]Restored Katanas failing to be fully recharged when using Ninja's maxed Skirmisher skill during Multiplayer Games.[/p]
    • [p]Corrected Medic's "Chemical Reaction" skill cloud on Engineer T4 (Ifrit) secondary kills.[/p]
    • [p]Adjusted Engineer gadget equip explosion staggering without damage and Clear the Area interaction.[/p]
    • [p]Mitigated green pixel flicker on mod attachments when viewing as Medic.[/p]
  • [p]Other:[/p]
    • [p]Stabilized long loading behavior when crafting/upgrading skills.[/p]
    • [p]Resolved duplicate secondaries after death.[/p]
[h2]Weapons & Mods[/h2]
  • [p]Functionality & Visuals:[/p]
    • [p]Medic Weapons (Heal Darts/Grenades): Players can no longer fire healing darts or grenades while on a ladder.[/p]
    • [p]Medic darts now originate from the weapon muzzle, not the screen center.[/p]
    • [p]Resolved glitchy blocking that occurred with repeated use of the backup knife.[/p]
    • [p]Fixed a flicker at the end of the Vulcan TA inspect animation.[/p]
    • [p]Corrected the pistol-holding animation that appeared when a player was executed by a Chimera while shurikens were equipped.[/p]
    • [p]Fixed dual katanas guard appearing during turret activation.[/p]
    • [p]Ninja's charging attack no longer gets stuck when blocking during the charge.[/p]
    • [p]Corrected the P330 Bloodhound firing during the syringe animation.[/p]
    • [p]Reload animations can now be cancelled with alt-fire heals.[/p]
    • [p]Restored Ninja T3 Yumi arrow recovery after hitting Zeds.[/p]
    • [p]Adjusted the Dragon's Breath equip animation in the Ready Up screen.[/p]
    • [p]Fixed a broken inspect animation that occurred on an empty magazine for some weapons.[/p]
    • [p]Corrected melee hitbox rotation issues that caused misses.[/p]
    • [p]Resolved sight shift during Aim Down Sights (ADS) while jumping and shooting.[/p]
    • [p]Restored firing capability after switching from Bloodhound P330 burst fire in Zed Time.[/p]
    • [p]Corrected missing block tags on some melee weapons, which was breaking the parry mechanic.[/p]
    • [p]Addressed grenade throw animation issues when holding weapons equipped with a foregrip.[/p]
    • [p]Resolved outfit-driven weapon stretch/float issues affecting the Foster character model.[/p]
    • [p]Fixed an issue where ammo was not granted when picking up the exact same weapon after death.[/p]
    • [p]Corrected arms being visible during jump/mantle animations while carrying certain weapons.[/p]
    • [p]Resolved an issue in multiplayer where holding the trigger after an underbarrel frag blocked normal fire.[/p]
    • [p]Fixed mirrored weapon image when looking toward glass.[/p]
    • [p]Corrected mismatched equip audio FX on weapon switch.[/p]
    • [p]Corrected crosshair update after the first alt-fire on the Tier 2 Ninja weapon.[/p]
    • [p]Adjusted spent shotgun shells to prevent them from flying toward the camera while ADS firing.[/p]
    • [p]Corrected the Sharpshooter sidearm missing the ammo display on Secondary Fire.[/p]
    • [p]Addressed an inspect animation delay for the T1 Firebug with a drum magazine + laser attachment.[/p]
    • [p]Fixed Medic healing dart lock-on failure when non-capsule third-person parts were in the crosshair.[/p]
    • [p]Corrected ammo consumed from reserves during the match.[/p]
  • [p]Weapon Reloads & Clipping[/p]
    • [p]Corrected the Medic T4 LF-85 discarded battery asset during reload.[/p]
    • [p]Addressed the Medic T4 LF-85 foregrip improper reload animation.[/p]
    • [p]Eliminated the floating spare magazine seen during the 1P reload for the KH-380 medic sidearm.[/p]
    • [p]Fixed Imran's shoulders clipping through the 1P camera when reloading the LF-85 and the ESR 36.[/p]
    • [p]Adjusted the 1P Specialist's left hand improper placement while using the MKR350 with the Enhanced Foregrip attachment.[/p]
  • [p]Specific Weapon Updates[/p]
    • [p]Dual Defender Shotgun:[/p]
      • [p]Fixed a delay before reloading that could occur after immediately firing the primary and then the secondary fire modes. Also corrected an issue that allowed the secondary fire mode to be fired faster than intended after the primary.[/p]
      • [p]Fixed an issue where the Streik Dual Defender shotgun would occasionally reload without user input.[/p]
    • [p]IR-50 Brimstone: Fixed an issue allowing the secondary fire mode to be fired faster than the primary fire mode.[/p]
    • [p]K&W MP6 (Medic T3): Fixed an issue where equipping a Dart Ammo mod along with the Underbarrel Laser mod would prevent the weapon's innate secondary (semi-auto) fire mode from activating.[/p]
    • [p]MKR350: Fixed an issue where Bashing while in ADS did not play the Bash animation properly.[/p]
  • [p]Weapon Mods[/p]
    • [p]General Mod Functionality:[/p]
      • [p]Fixed an issue where the quad barrel attachment model was firing backward in third person.[/p]
      • [p]Updated the mod description language in the Armory for consistency.[/p]
      • [p]Corrected the acidic ammo mod missing the Damage-over-Time (DoT) stat.[/p]
      • [p]Restored internal mod crafting on the dual-defender.[/p]
      • [p]Fixed damage types not updating in the Armory until the mod menu was reopened.[/p]
      • [p]Addressed the alt-fire reload cooldown after firing the last grenade with the Knightsbridge frag.[/p]
      • [p]Corrected some mod costs in the Armory that were not multiples of 5.[/p]
      • [p]Tweaked IR-50 Brimstone single-fire spam behavior.[/p]
      • [p]Restored the Samaritan "-100% Freeze Affliction" stat on certain ammo mods.[/p]
      • [p]Addressed reload delay after a rapid primary + secondary fire sequence on the dual-defender.[/p]
      • [p]Corrected the Powered Box Mag upgrade incorrectly lowering handling.[/p]
      • [p]Updated the sniper scope mod term from "Mobility" to "Handling".[/p]
      • [p]Eliminated the placeholder/hook node that appeared after exhausting Shuriken ammo.[/p]
      • [p]Corrected the Clan-Crest Pommel upgrade incorrectly decreasing handling.[/p]
      • [p]Resolved the Disciple secondary fire-mode being lost after execution/grab during reload.[/p]
      • [p]Corrected Gunsmith tooltip inputs overlaying glyphs.[/p]
      • [p]Resolved dual Ninjatos getting stuck in a charged state when blocking without secondary ammo.[/p]
    • [p]"Critical Exposure," "First Strike," and "Ammo Efficiency" Mods: Fixed issues preventing these mods (on Magazine, Sight, String, and Arrow attachments) from triggering their unlocked effects.[/p]
    • [p]Acidic Ammo Mod: Fixed the mod's bonus DoT not applying to the following weapons: Bloodhound P330, Artemis Marksman, Stormguard, SCAR EIR, Pyre .357, and MKR350.[/p]
    • [p]Bloodhound Multi-Round Burst Internal Mod: Fixed the burst-fire mode being activatable while using a syringe.[/p]
    • [p]Burrowing Arrow Mod: The Armory now correctly shows the Cut damage type when crafting this mod (no change to in-game behavior).[/p]
    • [p]Clan Crested Pommel Mod: Corrected the stat display: the mod now correctly reports a Handling buff that improves with leveling, instead of a debuff.[/p]
    • [p]Explosive Rounds Ammo Mod:[/p]
      • [p]Fixed an issue where the Explosive Lock's health bar wouldn't update after being repaired by the Multitool until it took additional damage.[/p]
      • [p]Fixed the "Repair Explosive Lock" prompt appearing for Multitool-equipped players even when the lock was undamaged.[/p]
    • [p]Flechette Ammo Mod: Fixed an issue where Secondary Fire modes were not receiving the correct Damage modifier from the mod (affected the Trader, Armory, and in-game damage).[/p]
    • [p]Powered Box Mag: Fixed an issue where the Handling buff was incorrectly getting worse with leveling instead of better.[/p]
    • [p]Slug Rounds Ammo Mod: The Armory now correctly shows the Ballistic damage type when crafting this shared mod (no change to in-game behavior).[/p]
    • [p]Sniper Scope MK-1C Sight Mod (ESR36): Corrected the description to accurately state a buff to "Handling" instead of "Mobility."[/p]
    • [p]Underbarrel Frag Launcher Mod: Fixed an issue where the Knightsbridge would not continue firing correctly after immediately firing a grenade from the underbarrel mod in online play.[/p]
    • [p]White Phosphorous Flares Ammo Mod (IR-50 Brimstone): The Armory now correctly shows the Heat damage type when crafting this mod (no change to in-game behavior).[/p]
[p]
[/p][h2]Tools, Gadgets & Armor[/h2]
  • [p]Functionality:[/p]
    • [p]Resolved using the engineer gadget during the multitool animation causing a loss of functionality.[/p]
    • [p]Corrected wasting Multitools on doors already open.[/p]
    • [p]Addressed the explosive Lock interaction UI flicker with the Multi-Tool equipped.[/p]
    • [p]Corrected using the multi-tool on a specific door from 21 meters through a wall.[/p]
    • [p]Rectified throwable tools placing under the player instead of throwing.[/p]
    • [p]Explosive Lock Tool -[/p]
      • [p]Fixed issue where the Explosive Lock's health bar wouldn't update when it was repaired by the Multitool until after it took additional damage.[/p]
      • [p]Fixed issue where the "Repair Explosive Lock" text prompt would appear for players who had the Multitool equipped even when the Explosive Lock wasn't damaged.[/p]
  • [p]Visuals:[/p]
    • [p]Updated ammo and syringe bags to appear empty after use.[/p]
    • [p]Repaired Assets clipping into the Zipline.[/p]
    • [p]Corrected gunsmith/paperdoll weapon clipping through the desk/scene elements.[/p]
[h2]Zed AI & Combat Behavior[/h2]
  • [p]Cyst and Clot: Fixed an issue where the player was not killed after being executed for failing the grab sequence of a Cyst or Clot at 10 health or lower[/p]
  • [p]Cyst, Clot, Mire Cyst, Mire Clot - Fixed multiple instances where destroying the legs during another ability could cause the enemy to become stuck in an unusual animation state. Destroying the legs should now attempt to force a knockdown in most cases.[/p]
  • [p]Fleshpound and Scrake - Fixed an issue where triggering a bump against the Fleshpound or Scrake during its downed state can cause it to attack while stuck in the downed state animation.[/p]
  • [p]Siren - Fixed the Siren's chest crit zone being a temporary on (orange) to always on (red).[/p]
  • [p]T-Posing & Animation Issues:[/p]
    • [p]Addressed Fleshpounds t-posing at the end of execution and sometimes after being decapitated.[/p]
    • [p]Resolved headless clots and cysts t-posing.[/p]
    • [p]Corrected specialists often t-posing when killed while incapacitated.[/p]
    • [p]Mitigated Fleshpound stuck in a single frame after an interrupted execution.[/p]
    • [p]Corrected boss ragdoll instead of death animation after a heavy attack.[/p]
    • [p]Adjusted placeholder textures in the Husk execute animation.[/p]
    • [p]Addressed Fleshpound arms becoming frozen in an extended position when killed.[/p]
    • [p]Addressed executing large Zeds near collision causing misplacement.[/p]
    • [p]Corrected the knife attack animation during Zed Time.[/p]
    • [p]Corrected Crawler execution animation when the target has a shuriken sidearm.[/p]
    • [p]Corrected lingering VFX after indirect red barrel explosions and other events.[/p]
  • [p]Movement & Collision:[/p]
    • [p]Addressed Husks returning to the jump destination even after being grabbed mid-jump by the 'Ninja' gadget.[/p]
    • [p]Addressed Clots/Cysts occasionally snapping to the ground when legs are shot off.[/p]
    • [p]Mitigated Husks sliding/lerping to the starting location after players knock them down via a slide.[/p]
    • [p]Adjusted Clots/Cysts spawning from wall vents teleporting when reaching the top of the fallen cryo pod.[/p]
    • [p]Corrected Clots/Cysts hovering after Shock-affliction leg cuts.[/p]
    • [p]Addressed a dead Hazmat body collision partially trapping players.[/p]
    • [p]Corrected Large Zeds door-destroy behavior when stumbled at entry.[/p]
    • [p]Mitigated Fleshpounds moving while visibly vulnerable when bumped.[/p]
  • [p]Bosses & Special Zeds:[/p]
    • [p]Addressed Queen Crawler mire portals having a heavily faceted look.[/p]
    • [p]Resolved Queen Crawler stuck after dropping down from egg laying on Radar Station.[/p]
    • [p]Rectified Queen Crawler's boss outro breaking if she is killed right as she burrows into the ground.[/p]
    • [p]Repaired Impaler getting stuck in R&D Lab lobby area.[/p]
    • [p]Resolved Scrake stuck in ragdoll state still being active during an online match.[/p]
    • [p]Corrected Scrake having glowing eyes on the outside of his mask.[/p]
    • [p]Addressed Fodder Mutator spawn rate behavior.[/p]
    • [p]Chimera: - Fixed an issue where it could use the incorrect rotation values during the Life Drain ability.[/p]
  • [p]Gore & Visuals:[/p]
    • [p]Adjusted Clots/Cysts that die by bleeding out getting impulsed after death.[/p]
    • [p]Addressed Clot Gore: Seeing floating gore that can move if they are ground crawling.[/p]
    • [p]Addressed Gorefast VFX/SFX continuing after death.[/p]
    • [p]Restored Bleed affliction VFX duration/visibility.[/p]
  • [p]Other:[/p]
    • [p]Rectified shuriken floating in the center of the screen when grabbed by a Scrake (Rectified twice in source).[/p]
    • [p]Mitigated the player camera shaking stronger than in other gameplay scenarios.[/p]
    • [p]Resolved Turret SFX continuing to play while on cool down for one client.[/p]
    • [p]Corrected the Siren chest crit zone always being on.[/p]
    • [p]Stabilized the Ninja's gadget cable potentially freezing upon repeatedly missing a target or shooting near walls.[/p]
    • [p]Rectified multiple issues when both killing and dismembering the legs of clots and cysts.[/p]
    • [p]Rectified throwables not destroying properly when hitting the Siren Scream.[/p]
    • [p]Resolved the last Zed endless respawn blocking wave completion.[/p]
    • [p]Mitigated dark player silhouettes visible through walls during Zedtime.[/p]
    • [p]Restored the red outline for spawns when 5 or fewer Zeds remain.[/p]
[h2]Audio[/h2]
  • [p]Restored Scrake taunt audio.[/p]
  • [p]Fixed audio bug that caused zed audio to often not play or play quietly[/p]
  • [p]Tweaked voice Chat threshold is very low - Mic picks up mouse clicking & Controller vibration.[/p]
  • [p]Corrected Convoy landscape footstep material type to dirt.[/p]
  • [p]Corrected Radar Station landscape footstep material default to dirt.[/p]
  • [p]Adjusted Medic Gadget Sanctuary Field attenuation curve.[/p]
[h2]Cosmetics and Customization[/h2]
  • [p]Imran Gadget Preview: Corrected an issue where Imran's gadget would appear on the paperdoll when swapping from old to new outfits until the menu was backed out of. The gadget also no longer appears deployed in the Uniform Bundle preview.[/p]
  • [p]Character Scale: Fixed Nakata appearing too tall on the Ready Up screen.[/p]
  • [p]Player Card: Adjusted the swapped names for Damage Dealer Luna Tier 2-3 player cards.[/p]
  • [p]Player Card Reversion: Restored the fix to prevent the player card reverting to its default image upon closing and rebooting the game.[/p]
[h2]UI/UX[/h2]
  • [p]Addressed UI elements twitching with a controller.[/p]
  • [p]Stabilized mission progression UI after late-joining a party.[/p]
  • [p]Addressed shurikens blocking the screen on first equip.[/p]
  • [p]Corrected the "Hold" status persisting after crafting in the Create Loadout UI.[/p]
  • [p]Adjusted the scale of UI prompts that appeared too large.[/p]
  • [p]Addressed the "Not Dead Yet" cooldown bar resetting after kills.[/p]
  • [p]Corrected the spectate UI for late-joining and spectating players.[/p]
  • [p]Adjusted the spam timer for the "I need Dosh" message.[/p]
  • [p]Corrected Ready Up checkmarks for absent players and addressed nameplates persisting after players leave.[/p]
  • [p]Sharpshooter Codex: Corrected the Sharpshooter holding the wrong gun on their codex page.[/p]
  • [p]Restored auto Fill and other widgets after viewing primary weapons (Ready Up / Trader flow).[/p]