Killing Floor Mod Perks...  (Read 31130 times)

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Killing Floor Mod Perks...
« on: September 04, 2012, 18:10 »
 :megusta:

I have been checking out links to the perks part of Killing Floor mod and I thought I'd share my findings here for those interested.

Killing Floor mod wiki has their version of the perks for the player - http://kf-wiki.com/wiki/Killing_Floor_(modification)#Perks.

Killing Floor Retail has a link for its perks configuration - http://strategywiki.org/wiki/Killing_Floor/Perks. I figured it is about the same as the mod.

Below is a picture of your perks/stats when you press F3.


Shame you can't edit the perks leveling. You are only allowed to reach a certain level then it gets capped. Unlike the retail version which allows you to surpass the level cap and gives you more abilities/effects. If we can only have someone tinker with it and name the change KFPerksMutator then things would be more interesting, eh?!??

P.S. Answer to Necro's old post - http://miasma.org/index.php/topic,244.0.html.
« Last Edit: September 04, 2012, 20:02 by poompoom500 »

Rocky

  • Full MemberĀ 
  • *
  • Posts: 90
  • Country: in
    • jaineshpathak
Re: Killing Floor Mod Perks...
« Reply #1 on: September 05, 2012, 15:05 »
I use Supporter Perk.

[MiA]Raj

  • 1337
  • *
  • Posts: 1274
  • Country: ee
    • rajliv
Re: Killing Floor Mod Perks...
« Reply #2 on: September 05, 2012, 17:07 »
Sounds unbalanced. Skills are the only award you need for having played some game longer than other players.

Play the lame Steam version if you want RPG.

Veica

  • 1337
  • *
  • Posts: 724
  • Country: ca
  • \m/
    • xS0NARx
    • VeicaNoriceia
Re: Killing Floor Mod Perks...
« Reply #3 on: September 05, 2012, 21:13 »
xD: it's like the KFMod Zeds in Invasion all over again...
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Killing Floor Mod Perks...
« Reply #4 on: September 06, 2012, 13:16 »
 :wah:

Quote
Sounds unbalanced. Skills are the only award you need for having played some game longer than other players. Play the lame Steam version if you want RPG.

Well, I only have one thing to say about that, TO EACH HIS OWN.

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Killing Floor Mod Perks...
« Reply #5 on: September 14, 2012, 12:33 »
 :hmm:

I have been working on a NEW PERK which I am going to call CHEMBUG (after a friend/developer's version). The player get the perk unlocked by dealing 1000 flame kills (by using a flamethrower like Chemical gun also know as chemicalthrower that shoots sulfuric acid). This perk is almost done, but I have to work on the weapons still.

Anyways, it enhances your abilities like increases your chemicalthrower reload speed, and -15% damage from Bloats vile, +1.5 damage to zombies, +50% speed increase, and +75% added ammo.



Perk menu pic is below:


The one set back is that I had to take out the SNIPER perk to make room for the CHEMBUG perk.
« Last Edit: September 17, 2012, 12:51 by poompoom500 »

Veica

  • 1337
  • *
  • Posts: 724
  • Country: ca
  • \m/
    • xS0NARx
    • VeicaNoriceia
Re: Killing Floor Mod Perks...
« Reply #6 on: September 14, 2012, 13:56 »
Don't let Tripwire find out.
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: Killing Floor Mod Perks...
« Reply #7 on: September 14, 2012, 16:16 »
Just a copycat.
I hope it's not based on Tripwire's code.
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Killing Floor Mod Perks...
« Reply #8 on: September 14, 2012, 19:18 »
 :ok:

To Sonar,

Quote
Don't let Tripwire find out.

Have no fear, underdog is here! That's not going to be a serious problem. I told AJ Quick of it already. I am just waiting to see what he says.

To Necro,

Quote
Just a copycat. I hope it's not based on Tripwire's code.

Didn't I mention at the post above that this perk is patterned after a FRIEND'S/DEVELOPER'S VERSION!???? Anyways, this is still WIP! I am not finished with it yet!

You must have a reading problem?! And NO! It is NOT based on Trip(ing on CROSS)wire's code. It is based on AJ Quick code.
« Last Edit: September 14, 2012, 19:26 by poompoom500 »

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Killing Floor Mod Perks...
« Reply #9 on: September 14, 2012, 20:46 »
 :occupied:

Continuation,

Posting a couple of screenshots of the trader PURCHASE of the Chemicalthrower weapon that tne new perk, Chembug, use as his/her arsenal. And the ammo supply of SULFURIC ACID as ammo.




However, these are still WIP!

Vanico

  • 1337
  • *
  • Posts: 336
  • Country: de
  • Loves KF and makes maps.
Re: Killing Floor Mod Perks...
« Reply #10 on: September 14, 2012, 21:23 »
I would never ever buy a weapon buy a guy called "Mahloeeh500", sounds like chinese low quality stuff :o

Veica

  • 1337
  • *
  • Posts: 724
  • Country: ca
  • \m/
    • xS0NARx
    • VeicaNoriceia
Re: Killing Floor Mod Perks...
« Reply #11 on: September 14, 2012, 22:29 »
Have no fear, underdog is here! That's not going to be a serious problem. I told AJ Quick of it already. I am just waiting to see what he says.

Isn't that what we did with KFv3?

You must have a reading problem?! And NO! It is NOT based on Trip(ing on CROSS)wire's code. It is based on AJ Quick code.

But Tripwire owns the content of the mod itself, and isn't Tripwire/AJ Quick code pretty well the same thing? (or maybe I'm mistaken :S)
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: Killing Floor Mod Perks...
« Reply #12 on: September 14, 2012, 22:48 »
Only for Mahl's personal use.  Fine unless they break his door down and smash his machine :D

But a spray of poison chemicals sounds cool.  (Never let it be said I'm a hippy ^^)

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Killing Floor Mod Perks...
« Reply #13 on: September 14, 2012, 22:58 »
 :areyoukidding:

Quote
Isn't that what we did with KFv3?

I don't know. Did Snipe34 tell Alex that was doing a MUTATOR?

Quote
But Tripwire owns the content of the mod itself, and isn't Tripwire/AJ Quick code pretty well the same thing? (or maybe I'm mistaken :S)

If you want to be technical, then AJ (Alex) is the developer but Trip(ping on CROSS)wire is the company that bought his mod. But how else can you make a MUTATOR if you don't use the same coding?

Veica

  • 1337
  • *
  • Posts: 724
  • Country: ca
  • \m/
    • xS0NARx
    • VeicaNoriceia
Re: Killing Floor Mod Perks...
« Reply #14 on: September 14, 2012, 23:06 »
You didn't mention "mutator" xD
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.