Hi folks,
Nice new home you guys have here and thanks for inviting me. My name is Seb Downie and I am one of the Producers at Guerrilla Games and want to start off GG’s contribution to the blog with details of the latest and greatest update to hit Killzone 2. It was meant to be out a week ago, but on the 11th hour before release we found a bug that needed fixing, so unfortunately we had to delay it, but now we are ready to rock, erm I mean, ready to patch!
Today, Guerrilla Games has released their 9th patch for their best-selling shooter, Killzone 2.
This patch not only contains fixes, but also new functionality that has been requested by the Killzone community. Patch 1.27 will be 75MB in size (272MB for Asian release) and will be released worldwide with the following fixes and features:
- DLC – Enables support for downloadable content pack #2 “Flash & Thunder”, released on June 11th on the Playstation®Store
- Network errors – Improved handling of large message groupings to decrease network errors on heavy loads. Should decrease some instances of network errors
- Stability – Fix for potential Quick-join stability issues when DLC pack “Steel & Titanium” is not installed
- Stability – Removal of DLC could result in stability issues when using game pre-sets
- Stability – Crash fix for potential Search & Retrieve issue
- Stability – Fix for infrequent hang on loading when using spectator mode
- Exploit – Search & Destroy objective exploit fix
- Exploit – Collision fix for map MP04 – Visari Hammer
- Exploit – Collision fix for map MP07 – Blood Gracht
- Exploit – Collision fix for map MP07 – Blood Gracht (2)
- Exploit – Collision fix for map MP08 – Corinth Crossing
- Exploit – Collision fix for map MP08 – Corinth Crossing (2)
- Stats – Fix for clans not always receiving the clan match win medal
- Controls – Addition of High precision mode option for both Single Player and Multiplayer. New accounts will have this mode set as standard and existing users will have to enable it manually. More details can be found here:
- Feature – Players will be automatically placed on the same faction, if they are friends upon using the ‘Join Friend’ option
- Feature – Players will be automatically placed on the same squad, if they are friends upon using the ‘Join Friend’ option
- Feature – Squads will remain constant over multiple rounds unless disbanded. More info on the above features can be found here
- Feature – Faction balancing only checked when entering the game to the pre-game lobby or spawn-select New faction select screen on spawn-select
- Feature – In-game faction changing now allowed on heavily unbalanced factions
- Feature – Skirmish – All Badges and Abilities are now unlocked for Skirmish mode to allow users with lower bandwidth network connections to experience the full range of weapons and abilities available in Multiplayer mode
- Gameplay – Invulnerability when spawning on a deployable spawn-point outside of a base-camp is now disabled
- Gameplay – Armor of Assault class reduced from 100 to 50 hit-points
- Gameplay – AI and health of the flying Sentry Bots has been tweaked upwards
- Gameplay – Firing rate of the Sentry Turret’s rocket system has been reduced slightly
- Bug – Cooked grenades dealing friendly fire damage despite the option being disabled
- Bug – DLC Pack 1 “Steel & Titanium” front end text fix for Japanese sku
- Moderation – Enhanced moderation tools for SCE Moderators
- Killzone.com – Revived players now appearing correctly in Battle Replays
- Misc – Various minor bug fixes
For more in depth information on some of the bigger features to come with this patch, check out the Q&A with Eric Boltjes our Lead Multiplayer Designer here.
I’ll be checking out the comments section and will try to answer some of your questions about the update. We are by no means done with Killzone 2 and will continue to improve the online experience with your (constructive, fair and balanced) feedback *ahem*.
So thanks for having me and I hope you enjoy this latest update. We’ll be back soon with some news on Home. Also make sure to keep an eye on www.killzone.com for the latest news, gossip and content.













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65 CommentsAdd Yours
51
Posted on 4 June, 2009 at 5:07 pm by Killa_Cobra_ST
Thats a great patch/update!
Good work GG
52
Posted on 4 June, 2009 at 5:07 pm by TRS-T
Nice to see you in Europe (not literally lol) Seb
53
Posted on 4 June, 2009 at 5:08 pm by somethingatt
Hey guys any words on fixing ‘kill lags’ online? Especially with shotgun.
I kill someone and I don’t know if the game takes a while loading the death animation or what but it takes a good second or so before they actually die (even with headshot).
This results in a frustrating *I headshot someone, they kill me before they actually die so we both die at the same time* scenario.
54
Posted on 4 June, 2009 at 5:14 pm by tretle
Weird to see Ireland mentioned by a games developer on a PS Blog, lol… Kinda cool
55
Posted on 4 June, 2009 at 5:19 pm by TRS-T
Have Guerilla changed their name Seb?
I thought it was Guerrilla Games.
But you’ve written it as Guerrilla Studios…
56
Posted on 4 June, 2009 at 5:29 pm by Dannehkins
A fantastic patch. Many thanks to you and your team Seb.
I now actually feel as though the tactician class is actually a tactician. It’s great, people are now thinking about where to place their spawn points rather than just launching them in the middle of everything.
57
Posted on 4 June, 2009 at 5:43 pm by dan_boro_07
Nice update.
Seb:
Now that the controls suit all players now (Cod players who complained A LOT), is there going to be some new marketing that focuses on this point & hopefully sell a few more copies? Or is Sony going to leave it to chance that people will hear about the control changes (Not something I would do… not everyone reads blogs on the internet. How about mag coverage?)
58
Posted on 4 June, 2009 at 7:43 pm by dyslekt
Welcome Seb! Grate game you got there;)
59
Posted on 4 June, 2009 at 9:30 pm by ZJuan
Thank you very much for the support you’re giving us !
I would like to request something: Can you guys make for the future patchs an option that let you know the option of the game (like if friendly fire is on, map cycle…) before join? I mean in the servers list.
Thank so much.
60
Posted on 4 June, 2009 at 10:30 pm by RagingWhisky
@Seb (if he still is about)
[JohnSketch]
Prob been mentioned before – i may be going crazy but when you first start up KZ2 I swear you could skip the intro movie/guerilla logo at first? and in subsequent updates you now have to go through it before it will let you press x to skip?
I say again – it may be myself going crazy and im remember it incorrectly, but if not – why is this?
61
Posted on 4 June, 2009 at 10:46 pm by IIIKAGEIII
Seb!!
62
Posted on 5 June, 2009 at 12:02 am by astrocrack
Good job improving such a great game!
63
Posted on 5 June, 2009 at 4:09 am by smokeypsd
A seriously nice update guys, kudos.
64
Posted on 5 June, 2009 at 10:57 am by EncodedFun
Yes really nice with a new update, but why does Sony always release updates and new great games when im not at home to enjoy these things…..
he he he.
No i just wanna say that i really think the game is really nice, but when you have been playing COD4 from the release date, then you realle need to ajust to Killzones handeling. Witch i think is pretty hard.
Keep up the fantastic work
65
Posted on 5 June, 2009 at 2:00 pm by NightHawk767
That’s nice, it’s pretty easy to get 5 air kills now
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